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Rally Comps × Joiner Skills × the Damage Formula (Gen 1~12)

Stop memorising joiner tables and derive them: SkillMod split into nine slots, the +100% vs +144% stack-vs-split gap proved, plus the investment threshold that decides who actually gets picked.

공략노트·TontonYouTube public sheet (Heroes, Rallies, Ratios and Joiners) · Normal Attacks & Skill Damage · Stats additive or multiplicative + the "I am your shield" counter-formation compilation · hero S1 skill text re-verified against wosheroes / whiteoutsurvival-community, 2026-08-15
Merged from the Rally Comps & Ratios master sheet (Ton) + the Counter-Formation / Formation-by-Purpose guide + re-verified hero skill text · Ratios = Infantry/Lancer/Marksman

🧮 Run this article's maths automatically — WOS Formation Calculator

Feed it three leaders and a troop ratio and it computes everything below: slot saturation, widget firing, dead class-locked skills, joiner marginal multipliers and counter/band checks.

▶ Open the calculator · how it works

What this guide is for

To stop memorising generation-by-generation joiner tables, and instead derive "why this hero?" from a single line of the damage formula.

Rally damage passes through four layers in order: ① stat multiplication → ② skill-family multiplication (SkillMod) → ③ damage type (normal attack vs skill damage) → ④ troop-ratio routing. Joiners only touch ②.

⚠️ Rally and garrison only — do not use this for Bear Trap. · Skill values are Lv.5, re-verified 2026-08-15.

🧭 The four layers where joiners actually matter

LAYER 1

Stat bucket (additive)

Research, gear, charms, hero stars, alliance — all summed into one number.
Joiner input ✕ — joiner stats are not counted at all

LAYER 2

SkillMod (per-slot multiplicative)

Expedition skills = leader's 9 + joiners' 4.
Joiner input ◎ — this is the whole game

LAYER 3

Normal attack vs skill damage

Is there damage for the buff to attach to?
Joiner input ○ — the Reina / Wu Ming call

LAYER 4

Troop ratio (routing)

Who hits whom, and who dies first.
Joiner input △ — troop tier only

🔑 And there is one more axis — the investment threshold

Those four layers give you the theoretical ceiling. Who actually shows up in the rally has one more factor multiplied on top: only the top four by skill level are taken, so what gets picked is not "the hero with the best effect" but "the hero who is realistically at Lv.5" → ⑦.

Without this axis you mistake "an empty slot nobody uses" for the optimum. A slot being empty ≠ opening it is worth it.

① The damage formula where a joiner plugs in

Kills ≈ √(my troops) × (Attack% × Lethality%) ÷ (enemy Defense% × enemy Health%) × SkillMod SkillMod = (my damage amplification × enemy defense reduction) ÷ (enemy damage reduction × enemy defense buff) Front half = the stat layer (result of additive stacking) · SkillMod = the skill layer (multiplicative per slot)

⚠️ The most common misunderstanding

An expedition skill's "Attack +25%" is not added to your 2,000% profile Attack. It goes into its own slot inside SkillMod and is multiplied. That is why the same 25% is overwhelmingly stronger as a skill than as a stat.

🎯 The nine SkillMod slots where joiner skills land

SlotNamePositionDirection
ADamage dealt increasenumeratormy damage ↑
BAttack increasenumeratormy damage ↑
ELethality increasenumeratormy damage ↑
FEnemy Defense reductionnumeratormy damage ↑
GEnemy damage-taken increasenumeratormy damage ↑
CHealth increasetheir denominatormy survival ↑
DDamage taken reductiontheir denominatormy survival ↑
HEnemy Attack reductiontheir denominatormy survival ↑
IEnemy Lethality reductiontheir denominatormy survival ↑

🔑 Exactly two rules

  1. Several heroes in the same slot → they add inside one bracket
  2. Different slots → the brackets multiply

The back end decides the slot via the skill's internal effect_op id. The practical test: same skill description text = same slot.

Buckets outside the nine — leader-only

The nine slots above are the ones a joiner can bring. A leader contributes all nine skills, so leaders also touch buckets that never appear in the joiner table.

Extra bucketExample skillWhy it is its own slot
DodgeReina S2 Swift Jive20% dodge vs normal attacksSlot D shaves damage; dodge cancels the normal attack outright. Different wording, so a separate bucket → multiplies with D
Enemy damage dealt reductionLynn S2 Melancholic Ballad −20% · Alonso S2 Iron Strength 20%×−50%Worded differently from "damage taken reduction" (D), so a separate slot
Class-locked / periodicReina S3 (Lancer 25%×200%) · Lynn S3 (Marksman stacking) · Flint S1 (Infantry +100%)Value swings entirely with the troop ratio

A joiner only contributes S1, so these buckets fire only when the hero leads. That is why they are absent from the joiner table — and why they must be counted when diagnosing a leader line-up.

② Leader vs joiner completely different scope

Rally leaderJoiner
Hero skills3 heroes × 3 expedition skills = all 9only the 1st expedition skill of the hero in slot 1
Consumables, chief gear, charms, research, pets, ministers, widgetsapply to the entire rallynone of it applies
Troopsleader's troopsown troop tier and stats count in full
How many are takenonly the top 4 by skill level across all joiners

A joiner contributes ① troops ② one skill. That is all. A joiner burning an attack buff item is wasted.

Skill numbering: S1 = the right-most of the Expedition skills. Do not confuse it with the Exploration skills on the left.

Only four are taken, so it is a four-slot competition across the whole alliance — coordinate who brings what.

③ Full joiner skill-family table S1 · Lv.5

How to read the max-level column (pairs with ⑦ Investment threshold) — 🟢 easy: Epic. Shards are common, anyone reaches Lv.5. · 🟡 moderate: Gen 1~2 legendary. Owned long enough to be near max. · 🔴 only if it's your main: mid/late legendary. Only heroes you actually run get maxed — and that person is usually using them as a leader, so they can't send them as a joiner.

Damage families — SkillMod numerator
SlotHeroS1 skillEffectExpected
AJeronimo 🟡Battle ManifestoAll troops damage dealt +25%25%
AJessie 🟢Stand of ArmsAll troops damage dealt +25%25%
AJasser 🟢Tactical GeniusAll troops damage dealt +25%25%
ASonya 🔴Treasure HunterAll troops damage +20%20%
ALynn 🔴Song of Lion40% chance, damage +50%20%
AMia 🔴(S2) Lucky Charm50% chance on attack: +50% damage25%
AAlonso 🟡(S3) Poison Harpoon50% chance on attack: +50% extra damage25%
AGreg 🔴Sword of Justice20% chance, damage +40% (3 turns)8% ⚠️
A′Reina 🔴Assassin's InstinctNormal-attack damage +30%conditional
BSeo-yoon 🟢Rallying BeatAll troops Attack +25%25%
BBradley 🔴Veteran's MightAll troops Attack +25%25%
BMagnus 🔴RapaciousAll troops Attack +25%25%
BRufus 🔴Inferno RegimentAll troops Attack +25%25%
BPhilly 🟡Vigor TacticsAttack +15% / Defense +10%15% (weaker)
BGregory 🔴Legion of the SunAttack +15% / Defense +10%15% (weaker)
EBlanchette 🔴Armed to the TeethAll troops Lethality +25%25%
EAlonso 🟡Onslaught40% chance, Lethality +50%20%
FHendrik 🔴Worm's RavageAll enemy troops Defense −25%25%
GMia 🔴Bad Luck Streak50% chance on attack: target damage taken +50%25%
GGwen 🔴Eagle VisionTarget damage taken +25%25%

⚠️ Mia and Alonso each carry TWO slot-A skills

A joiner only contributes S1, but a leader contributes all nine. Put Mia and Alonso on the same leader team and slot A saturates immediately → ⑪ Worked example.

Caveat: Mia's Lucky Charm and Alonso's Poison Harpoon are worded as "a chance to deal more damage", which differs from Jessie's "damage dealt increase". Whether they share an effect_op is unconfirmed — if they are separate slots, the pressure on A is correspondingly lower.

Survival families — the opponent's denominator
SlotHeroS1 skillEffectExpected
CPatrick 🟢Super NutrientsAll troops Health +25%25%
CEleonora 🔴Scorching SunAll troops Health +25%25%
CZinman 🟡ImplacableDefense +10% / Health +10%10% (weaker)
DSergey · Bahiti 🟢Defenders' Edge / Sixth SenseDamage taken −20%20%
DXura 🔴Fungal FogDamage taken −20%20%
DHector · Molly 🟡🔴Survival Instincts / Snow's Grace40% chance, damage taken −50%20%
DNatalia 🟡Feral Protection40% chance, damage taken −50%20%
HLogan 🔴Lion's MightAll enemy troops Attack −20%20% ⚠️see ⑦
HFreya 🔴Fog of WarEnemy Attack −20%20%
ILloyd · Fred 🔴Bird Invasion / Hydraulic SuppressionEnemy Lethality −20%20%
Class-locked and periodic — value swings hard with the ratio
HeroS1 skillEffectFits
Norah 🔴Combined ArmsInfantry & Marksman damage taken −15% and damage dealt +15%48/4/48 · 40/0/60 (inf+mm = 96%)
Flint 🟡PyromaniacInfantry damage dealt +100%when infantry carry real damage (their Attack stat is low, so it lands smaller than it reads)
Wu Ming 🔴Shadow's EvasionInfantry normal-attack damage taken −25% / skill damage taken −30%60/40 vs a skill-damage-heavy enemy
Gatot 🔴Golden GuardInfantry Defense +30%infantry-heavy defense
Edith 🔴Strategic BalanceMarksman damage taken −20% / Lancer damage dealt +20%mixed lancer/marksman
Renee 🔴Nightmare TraceLancers deal 200% extra damage every 2 turns60/40 lancer-heavy
Gordon 🔴Venom InfusionLancers +100% extra damage every 2 attacks + poison (enemy damage −20%)60/40 · 40/60
Ahmose 🔴Viper FormationEvery 4 attacks, 2 turns: Infantry damage taken −70%, Lancer/Marksman −30%infantry-heavy defense
Wayne 🔴Thunder StrikeExtra attack for all troops every 4 turns, 100% damagemarksman-heavy

✅ Corrections found while re-verifying skill text

  • Mia was listed as "needs checking" → she is slot G (enemy damage taken increase), probabilistic. Expected value 25%, and because the slot is unique she always multiplies — which is why she appears in almost every generation's table.
  • Zinman "needs checking" → a weaker slot C (Def 10 / HP 10). A downgraded Patrick, hence always listed as an "alternative".
  • Reina was filed under family B (Attack) → she is actually slot A but normal-attack only. That single difference is the entire Bear Trap argument.
  • Philly, Zinman and Gregory each fill TWO slots (Philly Attack+Defense, Zinman Defense+Health). Judged on the single number (15%, 10%) they look like weaker Seo-yoon/Patrick, but they land in two buckets that multiply against each other, so they are worth more than the figure suggests — the same principle that makes Norah an exception.
  • Hendrik is the sole occupant of slot F. Nobody else uses it, so he multiplies cleanly with any leader line-up — the real reason he never drops out from Gen 8 onward.
  • Mia's and Alonso's full expedition sets confirmed (2026-08-15) — Mia S1 Bad Luck Streak (G) · S2 Lucky Charm (A) · S3 Ritual Deciphering (D, 40%×50%); Alonso S1 Onslaught (E) · S2 Iron Strength (enemy damage −50%) · S3 Poison Harpoon (A).
  • Logan S1 = Lion's Might (enemy Attack −20%, sole occupant of H) · Natalia S1 = Feral Protection (D) · Flint S1 = Pyromaniac (Infantry damage +100%) — none of the three appear in Ton's joiner lists. Why: ⑦.
  • Correct spellings: Raina→Reina, Amos→Ahmose, Nora→Norah.
Leader diagnosis — the full expedition set of the key heroes

A joiner contributes S1 only, but a leader contributes all nine. To compute slot saturation for a leader trio you need S2 and S3 too. (verified against wosheroes / whiteoutsurvival-community, 2026-08-15)

HeroS1S2S3
JeronimoBattle Manifesto dmg +25% → ASwordmentor Atk +25% → BExpert Swordsmanship dmg +30%, 2 turns in 4 → A
MiaBad Luck Streak 50%×enemy dmg taken +50% → GLucky Charm 50%×dmg +50% → ARitual Deciphering 40%×dmg taken −50% → D
AlonsoOnslaught 40%×Lethality +50% → EIron Strength 20%×enemy dmg −50%Poison Harpoon 50%×extra dmg +50% → A
LoganLion's Might enemy Atk −20% → HLion Intimidation dmg taken −20% → DLeader Inspiration Health +25% → C
ReinaAssassin's Instinct normal atk +30% → A′Swift Jive 20% dodge → Dodge (new)Shadow Blade Lancer 25%×200% extra attack
LynnSong of Lion 40%×dmg +50% → AMelancholic Ballad enemy dmg −20%Oonai Cadenza Marksman +5% Atk per 3 attacks
FlintPyromaniac Infantry dmg +100%Burning Resolve Atk +25% → BImmolation Lethality +25% → E
NataliaFeral Protection 40%×dmg taken −50% → DQueen of the Wild Atk +25% → BCall of the Wild dmg +25% → A

🔑 Two ways to read this

  1. Leader diagnosis — sum the slots the three leaders occupy. Mia and Alonso each carry an extra slot-A skill (⑪); Logan alone fills C, D and H (⑫).
  2. Joiner judgement — as a joiner, only S1 counts. Flint and Natalia have good S2/S3 skills, but as joiners they only ever deliver S1 (Infantry-locked / a proc D).

④ Why "four different heroes" proved with the arithmetic

Four 25% buffs, arranged as…MathMultiplierGain
all four in one slot(1 + 0.25×4) × 1 × 1 × 12.00×+100%
split 2:2 over two slots(1+0.5) × (1+0.5)2.25×+125%
1:1:1:1 over four slots(1.25)⁴2.44×+144%

⚠️ "Diminishing returns" is the wrong explanation

Some guides say stacking the same hero triggers a diminishing-returns penalty. The conclusion is right but the cause is wrong. The game applies no duplicate penalty — you simply fail to collect the multiplicative gain, so you lose relative value. Numbers like "4 Jessies = 85%" are someone's rough estimate, not a formula.

The optimal joiner set changes with the leader
Leader situationJessie ×4Jessie2+Jasser2Jessie2+Seo-yoon2Jessie+Jeronimo+Jasser+Seo-yoon
① no overlapping skills2.00 (100%)2.00 (100%)2.25 (125%) ⭐2.19 (119%)
② Jeronimo on the team (A+B)2.81 (181%)2.81 (181%)3.06 (206%) ⭐3.00 (200%)
③ Jeronimo + Bradley (B reinforced)3.38 (238%)3.38 (238%)3.50 (250%) ⭐3.50 (250%) ⭐
④ Magnus + Bradley (B twice)3.00 (200%)3.00 (200%)3.00 (200%)3.06 (206%) ⭐

🔑 How to read row ④

Jessie2+Seo-yoon2 loses there because the leader team already filled slot B twice. Adding Seo-yoon to slot B is just addition, so the value dies — the four-way split that shifts weight toward slot A wins instead.

Practical rule: ask the rally captain for their three leader heroes first, cross out the slots those three occupy, then fill what is left.

⑤ The second axis total damage = normal attack + skill damage

Even with SkillMod solved, a buff is worthless if there is no damage of that type to buff.

HeroWhat it touchesThe trap
Reina 🔴normal attack only +30%In skill-damage-heavy fights (Bear Trap, Gen 5~6 marksman wars) she inflates a small slice → feels like 15~20%
Wu Ming 🔴Infantry damage: normal −25% / skill −30%If the enemy has little skill damage he is just "−25% for infantry" → Patrick wins (25% HP for every class)
Renee 🔴neither normal attack nor skill damageStrong, but does not scale with other buffs — a genuine exception
GenSkill-damage holdersDensityVerdict
G1~G4Molly S2 · Mia S2 · Reina S3lowpre-Wu-Ming era
G5~G6Gwen S2 · Hector S3 · Norah S2 · Wayne (3)very highvs Gen 6 Wayne → 2× Wu Ming + 60/40
G7~G9Gordon S1 · Sonya · Fred S3mediumWu Ming only vs high skill damage
G10~G11Rufus S2 (essentially alone)lowskip Wu Ming, Reina is fine again

How to check: battle report → bottom left Battle Detailsa skill with kills attached = skill damage. "Hidden" skill damage (real but shown without kills) is only known through community testing (WIP up to Gen 11).

Infantry deal no skill damage.

⑥ The third axis troop ratio = damage routing

ClassTargetMeaning
Infantryfront-line tanklancers and marksmen keep dealing damage only while infantry hold
Lancerenemy marksmen (back-line snipe)enemy heavy on marksmen → raise your lancers
Marksmanenemy infantry (front-line kill)enemy front too thick → marksman volume or multi-rally
Counter table (their defense → your rally)
Their defenseCounter🚫 Banned (you lose)
50/20/3040/40/20 · 30/20/5060/40
60/4040/20/40 + 3~4 simultaneous rallies50/50 · 49/49
70/30multi-rally50/50
40/60 (super defensive)50/50 · 60/4050/20/30
60/30/1040/20/40 + double/triple rally

How to read the two-number ratios

Three-number ratios are always infantry/lancer/marksman. Two-number shorthand means the missing class is 0, so it points at a different slot every time.

60/40 = 60 inf · 40 lancer (0 marksman) · 70/30 = 70 inf · 30 lancer (0 marksman) · 50/50 = 50 inf · 50 marksman (0 lancer) · 49/49 = 49 inf · 49 marksman (2 lancer) · 40/60 = 40 inf · 60 marksman (0 lancer).

There is exactly one exception — the "50/50 that breaks a 40/60 ultra-defense" is 50 inf · 50 lancer. The whole point there is sniping their 60% marksmen with lancers, so a marksman-flavored 50/50 defeats the purpose.

60/40 is almost never banned

In the table above, 60/40 is flagged 🚫 in exactly one row — vs. a 50/20/30 defense. 60/40 has zero marksmen, so it cannot melt their 50% infantry, and its 40% lancers only have 30% marksmen to hunt, leaving damage on the table.

Against everything else (60/40 · 70/30 · 60/30/10) it is merely inefficient, not a guaranteed loss — and against a 40/60 ultra-defense it is the correct counter.

The formations that actually get banned are the ones with half marksmen — 50/50 and 49/49. If their lancers are 40%+ (60/40, 70/30), your back line dies first. Remember it as "a ban is your marksman comp getting eaten by their lancers" and you will get most rows right without the table.

⚠️ This table is rally-only — do not apply it to defense

The table's own heading is "their defense → my rally". A 🚫 means "you lose if you attack with this ratio", not "never defend with this ratio". Defensive comps do not appear in this table at all.

"If 60/40 loses to 50/20/30, why does everyone defend with 60/40?" — because the same ratio has opposite win conditions on offense and defense.

Win conditionValue of marksmenValue of lancers
Rally (attack)Must melt them inside the timerHigh — the only class with a +10% bonus vs infantry (T1), plus the best attack and lethalityOnly as useful as their marksman count; the excess is wasted
Garrison (defense)Wins by survivingLow — kill speed is not urgent, and marksmen have the worst defense/health, so lancer counters (+10%) and T7 Ambusher (20%) hurtHigh — incoming rallies are marksman-heavy, so the counter bonus lands in your favour

The same 60/40 vs 50/20/30 matchup, opposite verdicts

Attacking with 60/40 → 🚫 banned. Zero marksmen means their 50% infantry never melts, and your 40% lancers only have 30% marksmen to hunt, so the surplus is wasted. Fail to break through in time and you lose.

Defending with 60/40 → ✅ actually favorable. You do not need to melt anything, so zero marksmen costs nothing, and 60% infantry stalls all day. Their 20% lancers have no target at all, because you brought no marksmen.

Defensive ban rule (empirical, NOT derived from mechanics — read the correction below): there is exactly one axis — if their rally is lancer-heavy (≥30%) and your marksmen are heavy (≥30%), it is a ban. Marksmen have the lowest defense and health while being the lancer counter target (+10%, plus T7 Ambusher's 20% chance to bypass the front line), so losses are heavy. Conversely, if their rally is marksman-heavy (≥40%), pushing your lancers to 40% is correct — and that is why 60/40 is the standard defense.

"Everyone defends with 60/40" is not true either

The sheet's defense rows always list several ratios — Gen1~2 60/40/0 · 60/10/30 · 50/20/30, Gen4 60/40/0 · 60/30/10 · 50/20/30 / 50/2/48, Gen7~8 60/40/0 / 40/0/60 · 48/4/48, Gen12 60/40/0 / 50/2/48 · 40/0/60. 60/40 is not "the answer", it is the first option listed — and from Gen7 the full-defense comp switches to 70/10/20 because of enemy Bradley.

The real reason 60/40 is everywhere is cost, not power. A lancer player covers both offense and defense with 60/40 alone — even against other lancer ratios, favorable against marksman ratios. It demands the fewest stat types: drop lancer health and lancer defense entirely (infantry tanks for them) and fund only lancer lethality · infantry health · lancer attack · infantry defense. That is why it is the cheapest path to strength for dolphins. 50/20/30, by contrast, splits investment across three troop types and ends up weaker for the same spend.

Deriving the ban thresholds from the table

The ban table is a labelled dataset

7 counters and 5 bans — 12 points in total. Rather than hand-picking thresholds, we can solve for them.

The three-role model allows exactly three failure channels, and each ban in the table is caused by a different one.

ChannelDefinitionMeaning
Anti-infantry Pmax(0, I − m)Marksman shortfall against their infantry. Only marksmen get the +10% counter vs infantry
Live threat Tmax(0, M − l) + min(L, m)Their marksmen your lancers failed to delete, plus their lancers that have your marksmen in range
Back line Bmin(m, L)Your marksmen their lancers eat. Front-line thickness does not protect them

Mine = inf i / lancer l / marksman m · Theirs = inf I / lancer L / marksman M

Solving the constraints. "Every counter stays below all three thresholds; every ban exceeds at least one" yields a feasible region.

ChannelFeasible rangeMidpointSupportWhich ban it catches
Breakthrough P41 ~ 50461 case60/40 vs a 50/20/30 defense (P=50)
Live threat T31 ~ 40361 case50/20/30 vs a 40/60 defense (T=40)
Back line B21 ~ 30264 cases50/50 · 49/49 vs 60/40 and 70/30 (B=30~40)

All 5 bans are caught by different channels, and all 4 counters pass.

Limits — read these before using the numbers

Two rows were excluded because the guide requires multi-rally. It explicitly says "3–4 simultaneous rallies is the standard" (vs 60/40) and "you need at least 2–3 rallies" (vs 60/30/10). Include those two and no solution exists at all — 50/50 vs 70/30 (a ban) and 40/20/40 vs 60/30/10 (a counter) land on the exact same point P20·T30·B30, so no threshold can separate them. Read the other way, the model says "40/20/40 alone does not break 60/40" — which is precisely what the guide itself says, hence the multi-rally requirement.

Leave-one-out recall is 4/6. Channel B rests on 4 bans and survives dropping any one of them. P and T each have their upper bound set by a single case; drop it and the model misses. Perfect inside the table, but treat P and T as indicative outside it.

12 points is statistically small. The honest reading is intervals, not point estimates.

Defense drops P — which is why 60/40 flips

A garrison is under no obligation to kill anything inside a timer, so "cannot melt them" is not a loss condition. Only T and B remain. That is why the same 60/40 is a ban on offense (P=50) and the standard on defense (T=0, B=0).

The hand-picked defensive rule from earlier — "their lancers ≥30% && my marksmen ≥30%" — is exactly min(m, L) ≥ 30, i.e. the upper edge of channel B's feasible range. The derivation validated the guess; the data-centred value is 26.

🚫 Retraction (2026-08-19) — the multi-rally and minimax sections are withdrawn

The two sections that stood here (multi-rally N scaling, and the minimax argument) are retracted. They rested on a false premise.

The false premise: that N simultaneous rallies pool their force N-fold while the defender's lancers are split across them (L/N).

What actually happens: rallies sent at the same time are still resolved as separate, sequential battles. Rally 1 fights the whole garrison; the surviving garrison then fights rally 2. Force does not pool, so the verdict for any single battle is unchanged no matter how many rallies you send. Multi-rally does not fix a comp — it grinds the garrison down by attrition.

Retracted claimReality
"40/20/40 vs 60/40 passes the indicator at N=3"Still 🚫 regardless of N (T40·B40). The disagreement with the sheet remains unexplained
"Minimax shows 40/20/40 clears all five defenses, which is why the sheet picks it"That calculation depended on the N=3 scaling. Recomputed at N=1, 40/20/40 scores worst-case 1.54 with 4 bans — tied with 30/20/50 (a sheet counter) and worse than 50/20/30 (a sheet ban, 1.15). It does not separate the sheet's counters from its bans at all

What survives

Only the direction: 49/49 (1.61) and 50/50 (1.67) sit at the bottom of the list. Beyond that, this indicator does not explain the sheet.

Note: the vault has no primary source on multi-rally battle resolution. The guide only says "simultaneous strikes" and "multiple rallies to apply pressure / volume" — and pressure/volume is the language of attrition, not of pooled firepower.

⚠️ Correction (2026-08-19) — the three-channel model rests on a false premise

The model above assumed "only marksmen can clear enemy infantry" and "lancers eat enemy marksmen one-sidedly". Checking the troop-stat guide: that premise is not how the game works.

Every troop type damages every other type. You can kill infantry without any marksmen. The counter triangle is not exclusive targeting — it is a +10% attack bonus from a T1 skill.

CounterSkillEffect
Infantry → LancerT1 Master BrawlerAttack damage +10%
Lancer → MarksmanT1 ChargeAttack damage +10%
Marksman → InfantryT1 Ranged StrikeAttack damage +10%

And the lancer back-line bypass is T7 Ambusher, a 20% chance to strike the marksmen behind the infantry — not 100%.

T7 skillEffect
Infantry Bands of Steel+10% defense vs lancers
Marksman Volley10% chance to strike twice
Lancer Ambusher20% chance to attack the marksmen behind the infantry

The stat spread (T10) is a matter of degree, not hard specialisation either.

TypeRowAttackDefenseHealthLethality
InfantryFront10131510
LancerMiddle13111114
MarksmanBack14101015

What changes

P = max(0, I − N·m) weakens from "cannot clear their infantry" to "forfeits the marksman's +10% counter bonus". The claim that 60/40 cannot kill enemy infantry was simply wrong.

B = min(m, L/N) assumed every enemy lancer reaches my marksmen, but the actual bypass is 20%. That is a 5× overestimate.

The guide's own phrasing — "their 40% lancers delete your marksmen instantly" — is likewise not supported by a +10% counter and a 20% Ambusher. The source itself overstates it.

So what are the three channels? A curve fit: 12 labelled points reproduced with 3 free parameters. With that ratio a good fit is expected, and it is not evidence of a mechanism.

The decisive test. Simulating combat from the actual troop stats and counter rules, then scoring against the ban table:

Simulation variantAgreement with the table
Attack only3 / 12
Attack + lethality5 / 12
Attack + lethality · health-only durability6 / 12

Best case 6/12 — chance level

Worse, the simulation predicts no bans at all: more infantry always wins, so it says 60/40 beats 50/20/30 — the opposite of the sheet.

Conclusion: the ban table's content is not derivable from the troop stat sheet. Real combat is dominated by hero expedition SkillMod (2–5×), which is set by which heroes fill the slots, not by the troop ratio. The ban table should be read as a summary of practical experience, not as physics.

How to use this

1. If the situation is in the table, follow the sheet as written.

2. The three channels are a rough gauge for ratios the table does not cover — not an explanation of why.

3. Hero composition (filling the slots) matters far more than the troop ratio — which is what the earlier sections of this article are about.

Six formation purposes
PurposeTypical ratioNote
Full offensive30/20/50 · 49/49rally / city burner
Hybrid50/20/30 · 40/20/40rally + garrison in one
Full defensive60/40 → 70/10/20 from Gen 7Bradley breaks 60/40
Semi-offensive30/40/30 · 40/10/50player cities, foundry
Super defensive40/60 (Gen 7+)Frost Dragon Tyrant, Sunfire Castle
Defense breaker60/40 · 50/50 (Gen 7~8+)cracks an enemy 40/60

Widget direction: defense wants defensive widgets (Bradley, Zinman); offense wants rally widgets (Hendrik, Alonso, Greg).

T12 rule (Gen 10+): even in marksman-heavy ratios, include at least one lancer's worth (max 8) so the lancer T12 skill fires.

⑦ The fourth axis — the investment threshold an empty slot ≠ worth opening

The three axes above give you one joiner's theoretical value. Who actually joins the rally is not decided that way.

🔑 Only the top four by skill level are taken

So what gets picked is not "the hero with the best effect" but "the hero who is realistically at Lv.5".

Level IS the number

Expedition skills scale straight from Lv.1 to Lv.5. Logan's Lion's Might runs 4→20%:

Skill levelEnemy Attack reductionMarginal multiplier
Lv.520%×1.20
Lv.312%×1.12
Lv.14%×1.04

A half-invested legendary loses to a maxed epic. That is why Sergey and Bahiti (epic, −20% at Lv.5) beat a partly-levelled Logan.

Which is why the joiner roster looks the way it does
CategoryHeroesWhy they get picked
🟢 Epic regularsJessie · Jasser · Seo-yoon · Patrick · Sergey · BahitiShards are common, so everyone reaches Lv.5 cheaply → they reliably win the top-four contest
🟡 Early legendariesJeronimo · Molly · Philly · Zinman · Alonso · Natalia · FlintOwned long enough to sit near max
🔴 A few late legendariesMia · Reina · Norah · Hendrik · Wu MingHeroes you were going to max anyway, or an effect nothing else can replace in that slot
The Logan case — why an empty slot stays empty

Slot H (enemy Attack reduction) is completely empty in the Gen 4 pool and Logan is the only candidate. On slot analysis alone he should be a top pick — yet Logan appears nowhere in Ton's joiner lists. Three reasons stack.

  1. Logan only ever appears as a defensive leader in the sheet (Gen 3, 4, 5, 6 defense rows). Never once in an offense row → whoever maxed him is using him to lead their garrison and cannot free him up as a joiner.
  2. Anyone not running him has him at low expedition level, so sending him fails the top-four cut anyway.
  3. −20% has many substitutes. The outcome Logan produces (survivability) is already delivered by Patrick in slot C and Sergey/Bahiti in slot D — far cheaper epics.

🔑 The general principle

Slot scarcity and effect scarcity are different things. An empty slot is usually empty because it is not worth opening, not because everyone overlooked it. Conversely Hendrik (slot F) is a permanent pick precisely because nothing cheap can replace what that slot does.

⚠️ Note that this explains "why he is not on the list", not "whether he would be bad". The sheet itself says it is continuously updated from field data, so Logan's absence may be not yet tested rather than tested and rejected. To check: have a Logan owner join once, and compare wounded/killed counts against a rally with the same target and same leaders.

⑧ Generation formations × joiner slot spread Gen 1~12

Ratios are Infantry/Lancer/Marksman. Letters after a joiner are the slots above. The goal is collecting as many different letters as possible.

Gen 1 Jeronimo · Natalia / Molly / Zinman

TypeRatioLeadersJoinersSlots
DEF60/40 · 60/10/30 · 50/20/30Jeronimo+Molly+ZinmanJessie*(A) · Seo-yoon(B) · Patrick(C) · Patrick(C)A·B·C
OFF50/20/30 · 30/20/50Jeronimo+Molly+ZinmanJessie*(A) · Seo-yoon(B) · Patrick(C) · Jessie/PatrickA·B·C

Only three slots exist (A·B·C), so the fourth pick duplicates Patrick. Jeronimo already lays down A and B, so joiners can only add. That is Gen 1's ceiling.

Gen 2 Flint / Philly / Alonso

TypeRatioLeadersJoinersSlots
DEF60/40 · 60/10/30 · 50/20/30Flint+Philly+ZinmanPatrick(C) · Jessie*(A) · Seo-yoon(B) · Sergey**(D)A·B·C·D — 4 slots ⭐
OFF50/20/30 · 30/20/50Jeronimo+Philly+AlonsoPatrick(C) · Jessie*(A) · Seo-yoon(B) · Zinman(weak C)A·B·C

Gen 2 defense is the first line-up that fills four distinct slots. 60/40 also unlocks here.

Gen 3 Logan / Mia / Greg

TypeRatioLeadersJoinersSlots
DEF60/40 · 60/30/10Logan+Philly+ZinmanMia(G) · Patrick(C) · Jessie*(A) · Seo-yoon(B)A·B·C·G — 4 slots ⭐
DEF50/20/30Logan+Philly+GregMia(G) · Patrick(C) · Jessie*(A) · Seo-yoon(B) · (Zinman)same
OFF50/20/30 · 30/20/50Jeronimo+Mia+GregJessie*(A) · Seo-yoon(B) · Philly(B) · Patrick(C)A·B·C
OFF60/40 · 40/60Jeronimo+Mia+Greg/AlonsoJessie*(A) · Seo-yoon(B) · Philly(B) · Patrick(C)A·B·C

Mia's arrival opens slot G. She multiplies with both A and B, so her joiner value spikes. · Greg's S1 is 20%×40% = 8% expected, Alonso is 40%×50% = 20% expected → as a pure joiner, Alonso wins.

Gen 4 Ahmose / Reina / Lynn

TypeRatioLeadersJoinersSlots
DEF60/40 · 60/30/10 · 50/20/30Ahmose/Logan+Reina+LynnMia(G) · Patrick(C) · Jessie*(A) · Seo-yoon(B)A·B·C·G ⭐
DEF50/2/48Ahmose/Logan+Molly/Philly+LynnMia(G) · Patrick(C) · Jessie*(A) · Seo-yoon(B) · (Zinman)same
OFF50/20/30 · 30/20/50Jeronimo+Reina+GregMia(G) · Philly(B) · Patrick(C) · Zinman(C)B·C·G
OFF48/4/48 · 40/10/50Jeronimo+Mia+Greg/AlonsoPatrick(C) · Philly(B) · Zinman(C) · Reina(A′)A′·B·C
OFF60/40 · 40/60Jeronimo+Reina/Mia+GregPatrick(C) · Philly(B) · Zinman(C) · Mia/ReinaB·C·G

⚠️ At 60/40, only one Mia — Mias share slot G so they add, and the proc chances overlap wastefully. If Mia is a leader, no Mia joiners.

Gen 5 Hector / Norah / Gwen

TypeRatioLeadersJoinersSlots
DEF60/40Hector/Logan+Norah+ZinmanMia(G) · Patrick(C) · Jessie*(A) · Philly(B)A·B·C·G ⭐
OFF50/20/30 · 30/20/50Jeronimo+Reina+GwenMia(G) · Jessie*(A) · Seo-yoon(B) · Norah(special)A·B·G+special
OFF48/4/48 · 40/10/50Jeronimo+Mia+GwenNorah · Norah · Norah · Patrick(C)special×3 + C
OFF60/40 · 40/60Jeronimo+Norah+GregMia(G) · Patrick(C) · Jessie*(A) · Philly(B)A·B·C·G ⭐

🔑 Why stacking three Norahs is the exception

One Norah fills damage taken −15% (D-like) and damage dealt +15% (A-like) at the same time — one hero, two slots. And her effect is Infantry/Marksman only, which in a 48/4/48 covers 96% of the army, so the restriction costs nothing. It is the only defensible exception to "never stack the same hero".

Gen 6 Wu Ming / Renee / Wayne

TypeRatioLeadersJoinersSlots
DEF60/40Wu Ming+Norah+ZinmanRenee(special) · Mia(G) · Patrick(C) · Jessie*(A)A·C·G+special
DEF NEW45/5/50 · 40/0/60Logan+Philly+WayneNorah ×3~4 / Patrickspecial stack
DEF NEW45/15/40Hector+Norah+WayneMia(G) · Patrick(C) · Philly(B) · Lynn(A, proc)A·B·C·G ⭐
OFF50/20/30 · 30/20/50Jeronimo+Renee+GwenJessie*(A) · Seo-yoon(B) · Mia(G) · Norah(special)A·B·G+special
OFF48/4/48 · 40/10/50Jeronimo/Hector+Mia+Wayne/GwenNorah ×3~4 / Patrickspecial stack
OFF60/40 · 40/60Jeronimo+Renee+GregMia(G) · Patrick(C) · Jessie*(A) · Wu Ming(special)A·C·G+special

The Wu Ming era begins. This generation floods the game with skill damage (Wayne alone has three), so Wu Ming's −30% skill damage finally means something. Countering an enemy Wu Ming with your own also starts here.

Gen 7 Edith / Gordon / Bradley

TypeRatioLeadersJoinersSlots
DEF60/40Edith+Gordon+BradleyRenee(special) · Mia(G) · Reina(A′) · Jessie*(A)A·A′·G+special
DEF40/0/60 · 48/4/48Edith+Molly/Philly+BradleyMia(G) · Norah ×2 · Lynn(A, proc)A·G+special
OFF48/4/48 · 40/10/50Jeronimo/Edith+Mia+BradleyNorah ×3 · Patrick(C)special+C

⚠️ The big Gen 7 shift

Full defense moves from 60/40 to 70/10/20, because Bradley (slot B, 25%) is now available to both sides and 60/40 stops being safe. At the same time 40/60 super defensive is introduced (Frost Dragon Tyrant, Sunfire Castle).

Gen 7 is light on skill damage, so Reina becomes usable again as the normal-attack share recovers.

Gen 8 Gatot / Sonya / Hendrik

TypeRatioLeadersJoinersSlots
DEF60/40Gatot+Sonya+BradleyRenee(special) · Patrick(C) · Mia(G) · Hendrik(F)C·F·G+special
DEF40/0/60 · 48/4/48Gatot+Molly/Philly+BradleyMia(G) · Patrick(C) · Norah(special) · Lynn(A, proc)A·C·G+special
OFF (dolphin)48/4/48Jeronimo+Mia+BradleyNorah ×3 · Hendrik(F)F+special
OFF48/4/48 · 40/0/60Edith+Mia+HendrikNorah ×2 · Jessie*(A) · Seo-yoon(B)A·B+special
OFF60/40 · 40/60Edith/Gatot+Sonya+BradleyRenee(special) · Mia(G) · Hendrik(F) · Jessie*(A)A·F·G+special

🔑 Hendrik owns slot F (enemy Defense −25%) alone

Nobody else uses that slot, so he multiplies cleanly with any leader combination. That is the real reason he never drops out of the tables from Gen 8 onward.

⚠️ If Sonya (slot A, 20%) is on the leader team, she adds with the Jessie* family — send joiners to other slots.

Gen 9 Magnus / Fred / Xura

TypeRatioLeadersJoinersSlots
DEF60/40Magnus+Sonya+BradleyRenee(special) · Mia(G) · Patrick(C) · Hendrik(F)C·F·G+special
DEF40/0/60 · 48/4/48Magnus+Molly/Philly+Bradley/XuraMia(G) · Patrick(C) · Norah(special) · Lynn(A, proc)A·C·G+special
OFF48/4/48 · 40/10/50 · 40/0/60Magnus+Mia+HendrikNorah ×3 · Patrick(C)C+special
OFF60/40 · 40/60Magnus+Fred+BradleyRenee(special) · Mia(G) · Patrick(C) · Hendrik(F)C·F·G+special

Leaders Magnus (B) + Bradley (B) are literally scenario ④ from section ④. Slot B is already doubled, so adding Seo-yoon or Philly as a joiner is pure addition — which is why the tables fill only F·G·C.

Gen 10 Gregory / Freya / Blanchette

TypeRatioLeadersJoinersSlots
DEF60/40Gregory+Freya+BradleyRenee(special) · Mia(G) · Patrick(C) · Hendrik(F)C·F·G+special
DEF40/2/58 · 48/4/48Gregory+Molly/Philly+Bradley/XuraMia(G) · Norah(special) · Hendrik(F) · Patrick(C)C·F·G+special
OFF48/4/48 · 40/10/50Gregory+Mia+BlanchetteNorah ×2 · Hendrik(F) · Patrick(C)C·F+special
OFF60/40Gregory+Fred+BradleyRenee(special) · Mia(G) · Hendrik(F) · Patrick(C)C·F·G+special

Gregory (B) + Bradley (B) doubles slot B again. The T12 rule starts here. Blanchette opens slot E (Lethality), adding one more option.

Gen 11 Eleonora / Lloyd / Rufus

TypeRatioLeadersJoinersSlots
DEF60/40Eleonora+Lloyd+BradleyRenee(special) · Mia(G) · Hendrik(F) · Reina(A′)A′·F·G+special
DEF40/2/58 · 48/4/48Eleonora+Molly/Philly+Rufus/XuraMia(G) · Norah(special) · Hendrik(F) · Reina(A′)A′·F·G+special
OFF48/4/48 · 40/10/50Eleonora+Mia+RufusNorah(special) · Reina(A′) · Hendrik(F) · Gatot(special)A′·F+special
OFF60/40Eleonora+Lloyd/Fred+BradleyRenee(special) · Mia(G) · Hendrik(F) · Reina(A′)A′·F·G+special

Patrick drops out for the first time. Leader Eleonora already fills slot C (Health +25%), so a Patrick joiner would only add.

Reina returns: Gen 11's only confirmed skill damage is essentially Rufus S2, so the normal-attack share is large and A′ pays full price. For the same reason Wu Ming is bad here — there is no skill damage to cut.

Gen 12 Herbjorg / Karol / Ligeia joiners TBD

TypeRatioLeadersJoiners
DEF60/40Herbjorg+Lloyd+Bradley⏳ not yet in the sheet
DEF50/2/48 · 40/0/60Herbjorg+Molly/Philly+Ligeia
OFF48/4/48 · 40/10/50Herbjorg+Mia/Karol+Rufus
OFF60/40Herbjorg+Karol+Ligeia

For offense and defense-breaking, the marksman pick is Rufus > Ligeia. Karol joins Bradley and Vulcanus as a 60/40 breaker. Gen 13~16 exist as empty scaffolding in the sheet.

⑨ The arc the order in which joiner slots opened

GenNew slotFormation changeJoiner shake-up
Gen 1A·B·C60/40 not yettoo few slots → duplicate Patrick
Gen 2D Sergey·Bahiti60/40 unlockedfirst true four-slot split
Gen 3G Mia49/49 appearsMia becomes a permanent pick
Gen 4A′ Reina48/4/48 appearsPhilly/Reina start pushing Patrick out
Gen 5special Norahsemi-offensive 30/40/30the Norah stacking exception
Gen 6special Wu Ming·Renee45/5/50 and friendsskill-damage era → Wu Ming
Gen 7B reinforced (Bradley)60/40 → 70/10/20, 40/60 super defensiveless skill damage → Reina recovers
Gen 8F Hendrikdefense breaker conceptHendrik becomes permanent
Gen 9— (Magnus is B)leader B doubled → joiners go F·G·C
Gen 10E BlanchetteT12 rule beginsheal-negation counters Xura
Gen 11C moves to the leader (Eleonora)unchangedPatrick out, Reina in, Wu Ming out
Gen 12no dataunchanged

⑩ Four-step field checklist

① Read the leaders → cross out slots

  • Label the leader trio's nine expedition skills with the slot letters above.
  • Jeronimo = A+B / Bradley, Magnus, Gregory = B / Eleonora = C / Mia = G.
  • Any slot the leaders fill is off the joiner menu.

② Fill what's left with four different heroes

  • Priority: guaranteed 25% > 40~50% procs (expected 20~25%) > 20% procs (expected 8%, avoid).
  • If four different heroes is impossible, two pairs (2× slot A + 2× slot B) is the fallback. Four of one is the worst case.
  • Exception: stacking Norah in 48/4/48-style infantry+marksman comps is fine.

③ Read the enemy, then pick the special slots

  • Enemy loaded with Gen 5~6 skill-damage heroes (Wayne, Gwen, Hector, Norah) → Wu Ming.
  • Enemy thin on skill damage (Gen 10~11) → drop Wu Ming, take Patrick / Reina.
  • Read their defensive ratio, lock your own ratio first from the counter table, then fit the joiners. Never touch a 🚫 banned ratio.

④ Filter by the investment threshold ⭐new

  • Check the candidate is actually at Lv.5. A half-levelled legendary loses to a maxed epic (⑦).
  • Check the hero is not locked into someone's leader team — if they are, they cannot come as a joiner.
  • If a slot looks great in theory but nobody uses it, first suspect a slot left shut because substitutes are cheaper.

⑪ Worked example Jeronimo + Mia + Alonso · Gen 4 · 48/4/48

✅ What Ton's sheet says

Joiners: Patrick · Philly · Zinman · Reina (alternates: Jessie* · Seo-yoon)

Sheet row 48/4/48 · 40/10/50 | Jeronimo+Mia+Greg/Alonso. The sheet is the reference. What follows reconstructs why that answer is right, in slots.

Slot audit of the leaders' nine skills (Lv.5; procs and cycles as expected values)
SlotWhat fills itTotal
A damage dealtJeronimo Battle Manifesto 0.25 + Expert Swordsmanship 0.15 (2 turns in 4) + Mia Lucky Charm 0.25 + Alonso Poison Harpoon 0.251.90 saturated
B AttackJeronimo Swordmentor 0.251.25
E LethalityAlonso Onslaught 0.201.20
G enemy dmg taken↑Mia Bad Luck Streak 0.251.25
D dmg taken↓Mia Ritual Deciphering 0.201.20
C Health1.00 empty
H enemy Attack↓1.00 empty

So the sheet's picks hold up

  • Why Jessie* dropped to the alternates — slot A is already at 1.90, because Mia and Alonso each carry an extra slot-A skill. Adding Jessie moves 1.90→2.15, only ×1.13.
  • Why Philly and Zinman are in — each fills two slots. Philly = B 0.15 and Defense 0.10; Zinman = Defense 0.10 and Health 0.10.
  • Why Reina is right — Gen 4's confirmed skill damage is thin, so the normal-attack share is large and A′ pays full price (⑤).
  • Patrick — slot C is the only completely empty one. First pick.
SituationJoiners
Default (sheet)Patrick · Philly · Zinman · Reina
Can't coordinate fourJessie* ×2 + Seo-yoon ×2 (sheet alternate, principle 8)
Want more damageswap Philly for Seo-yoon (same slot B, 15%→25%, still inside the sheet's alternates)
🚫 NeverMia as a joiner — adds into slot G with the leader Mia

Pending verification: on slot analysis alone Logan (slot H) is the only Gen 4 candidate for that slot and ranks high. The investment threshold in ⑦ is the likely reason he is absent from the sheet, so the sheet stays the reference and Logan stays a test case.

Garrison note — leaders Logan+Philly+Lynn: the leaders occupy B (Philly) plus H, D and C (Logan's three skills). A and G are open, so aim for Mia (G) · Jessie* (A) · Patrick (C) · Sergey/Bahiti (D).

⑫ Worked example 2 Logan + Reina + Lynn · Gen 4 defense

✅ What Ton's sheet says

Sheet Gen 4 defense row 60/40/0 · 60/30/10 · 50/20/30 | Ahmose/Logan+Reina+Lynn

Joiners: Mia · Patrick · Jessie* · Seo-yoon (alternates: Zinman · Philly)

The mirror image of ⑪. Here the slot maths and the sheet line up almost exactly.

Slot audit
SlotWhat fills itTotal
C HealthLogan Leader Inspiration 0.251.25
D dmg taken↓Logan Lion Intimidation 0.201.20
H enemy Atk↓Logan Lion's Might 0.201.20
A damage dealtLynn Song of Lion 0.201.20
A′ normal attackReina 0.30 · Dodge 0.20 (Swift Jive)
B AttackLynn, Marksman-locked only1.00 effectively empty
E Lethality1.00 empty
G enemy dmg taken↑1.00 empty

🔑 Logan solves all three survival slots by himself

One hero fills C, D and H. The survival axis a defense needs is already thick at the leader stage, so all four joiner slots can go to damage. That is why the sheet spends three of them on Mia, Jessie and Seo-yoon.

⑪ (Jeronimo+Mia+Alonso) was the opposite — slot A was saturated at 1.90, so the joiners got pushed toward defensive picks like Philly and Zinman. Same generation, and one change of leaders flips the whole character of the joiner set.

Marginal contribution ranking
RankJoinerSlotMathMultiplierMax
1MiaG empty1.00→1.25×1.25 dmg🔴
1Seo-yoonB empty1.00→1.25×1.25 dmg🟢
3Jessie*/JasserA1.20→1.45×1.21 dmg🟢
4PatrickC1.25→1.50×1.20 survival🟢
4AlonsoE empty1.00→1.20×1.20 dmg🟡
6Sergey · BahitiD1.20→1.40×1.17 survival🟢
7PhillyB+Def1.00→1.15×1.15 (+Def)🟡
8ZinmanC+Def1.25→1.35×1.08 (+Def)🟡

The sheet's four are ranks 1, 1, 3 and 4. Damage multiplier 1.25 × 1.25 × 1.21 = ×1.89, plus Patrick's ×1.20 on survival.

Rank 4 ties with Alonso (E), and the sheet picked Patrick — correctly. A garrison has to hold for a long time, and Alonso is a 40% proc with high variance; Patrick is guaranteed.

Investment-threshold check: three of the four are epics (🟢) — Seo-yoon, Jessie, Patrick. Only Mia is legendary, and as the Gen 3 mainline Lancer she is usually already Lv.5 → this is also the easiest set for an alliance to coordinate.

SituationJoiners
Default (sheet)Mia · Patrick · Jessie* · Seo-yoon
Can't coordinate fourJessie* ×2 + Seo-yoon ×2
Sheet alternatesZinman · Philly (less damage, more defensive slots)
Enemy heavy on skill damageconsider swapping Patrick for Wu Ming (at 60/40)
🚫 NeverReina as a joiner — adds into A′ with the leader Reina

⑬ Picking the hero for each slot generation-agnostic

🔑 In one line

Put the hero whose kit loses the fewest skills in your formation.

Generation tables change; this rule does not. There are two axes.

AxisWhat to look atIf it doesn't fit
① Class-locked skillsIs any of the three expedition skills tied to one troop class?If that class's share is low, the skill dies outright
② Widget directionIs the exclusive weapon's expedition skill Rally or Defender?Wrong direction means you get nothing (0)
Lancer slot
HeroLancer-lockedWidgetWhere it fits
Reina✅ S3 Shadow Blade (Lancers 25%×200%)Rally Lethality +15%Offense + Lancers ≥20% ⭐ both fire
Mia❌ all three are troop-wideRally Attack +15%Offense · any lancer share
Philly❌ all three are troop-wideDefender Health +15%Defense · any lancer share
Molly❌ all three are troop-wideDefender Lethality +15%Defense · any lancer share

20% lancers is Reina's floor. That is the lowest ratio at which the sheet uses her; below it (50/2/48 · 48/4/48 · 40/0/60 · 45/5/50 · 40/2/58) she is swapped for Mia, Molly or Philly in every generation without exception.

Mia never appears as a defense leader for the same reason — her widget is Rally-side and dies in a garrison. On defense she only ever shows up as a joiner.

Marksman slot
HeroMarksman-lockedWidgetWhere it fits
Hendrik✅ S3 Dagon's Heir (joint attack every 3 turns)Rally Attack +15%Offense + marksman-heavy ⭐ both fire
Lynn✅ S3 Oonai Cadenza (stacking Marksman Attack)Defender Lethality +15%Defense
AlonsoRally Lethality +15%Offense · any ratio
GregRally Health +15%Offense · any ratio
BradleyDefender Attack +15%Defense · any ratio

🔑 The marksman slot splits almost mechanically by widget direction

Offense rows = Greg, Alonso, Hendrik, Blanchette, Rufus / Defense rows = Zinman, Lynn, Bradley, Xura.

The decisive case: Gen 7~10 defense at 60/40/0 runs Bradley with 0% marksmen. All three of his skills are troop-wide so he works without marksmen, and his defensive widget fires. Put Hendrik there instead and his S3 dies and his widget stays dark — a double loss.

Infantry slot
HeroInfantry-lockedWidgetWhere it fits
Ahmoseall three are infantry-onlyDefender Health +15%Defense + Infantry 50~60%
Logan❌ all three troop-wide (H·D·C)Defender Defense +15%Defense · any ratio
Jeronimo❌ (A·B·A)Rally Attack +15%Offense · any ratio

The infantry slot is the one where the hero dictates the ratio. Lead with Ahmose and three of your nine skills are infantry-bound, which effectively forces 50~60% infantry. Logan runs at any ratio. Jeronimo being the fixed offense leader across every generation comes from the same place — troop-wide skills plus a rally widget.

Decision table
SituationLancer slotMarksman slot
Offense · lancers ≥20%ReinaGreg / Alonso / Hendrik
Offense · lancers 0~10%MiaGreg / Alonso / Hendrik (if marksman-heavy)
Defense · lancers ≥20%Reina (lancer S3) or Philly (defensive widget) — neither is complete, which is why the sheet lists bothLynn / Bradley
Defense · lancers 0~5%Molly / PhillyLynn / Bradley

⚠️ Bonus — why Bradley breaks 60/40

From Gen 7 the full-defensive ratio moves 60/40 → 70/10/20, and Bradley's S2 is the cause.

Power Shot — all troops deal +30% damage to Lancers and +25% to Infantry.

60/40 is 60 infantry + 40 lancers. One hero snipes exactly those two. The moment the enemy could field Bradley too, 60/40 stopped being safe.

Not an absolute law. When the expedition skills are strong enough, a hero gets picked with a dead widget — Gen 8 offense 48/4/48 runs Jeronimo+Mia+Bradley despite Bradley's defensive widget. The same generation also lists Edith+Mia+Hendrik, which keeps the widget alive if you have him.

✅ In one line

Picking joiners is not taste — it is filling empty slots. Cross out the slots the leader's nine skills already occupy, then fill the rest with four different heroes. Four in one slot is +100%; four across four slots is +144% — that 44% is what rally skill actually is. On top of that, check whether your damage is normal attack or skill damage (Reina / Wu Ming), whether your ratio matches the matchup (avoid the banned ones), and finally whether the hero is actually at Lv.5 (the investment threshold). However good the theoretical value, an unmaxed hero never even makes the top four.

Sources: TontonYouTube Heroes, Rallies, Ratios and Joiners public sheet · Normal Attacks & Skill Damage · Stats additive or multiplicative · the "I am your shield" counter-formation compilation
Damage formula: Kingshot Guides (battle-simulator verified, ≈95%) · Hero skill text re-verified 2026-08-15: wosheroes · whiteoutsurvival-community · whiteoutsurvival.wiki · onechilledgamer
⚠️ Norah's Combined Arms Lv.5 value is disputed between sources (15% vs 10%) — 15% adopted 2:1; verify in game. · Some comps may lag the December patch due to thin data.