T11 Helios & T12 Troops: Strategy Guide
Ton's T11/T12 philosophy: unlock order, what each improvement research actually covers, Steel management, why T11 at FC5 beats T10 at FC8, and the T12 skill stacking that changes rallies.
Hero gear · charms · pets · stats · 12 guides
Ton's T11/T12 philosophy: unlock order, what each improvement research actually covers, Steel management, why T11 at FC5 beats T10 at FC8, and the T12 skill stacking that changes rallies.
Enlistment Office numbers no official source publishes, from community testing: five Loyalty recovery tiers (14,5001,450/h), gathering worth only 400450 per level 8 tile, and the hoarding trap.
Why 50/20/30 (Infantry/Lancer/Marksman) is the standard opening build: Lancer heroes only pop from Gen 4 Renia. Hero roadmap Gen 1-11, Lucky Wheel gem budgeting, and the 'Infantry one level ahead' ladder.
The same 10% is worth 2,010% or 2,200% depending on which bucket it lands in. Which sources multiply, why "by 6%" wording lies, and why the damage formula being a product means balance beats min-maxing Lethality.
Total damage is normal attack plus skill damage, and you cannot value a joiner without knowing which one a hero pushes. Reina raises only the former, which is why she underperforms at the Bear Trap, and Wu Ming only beats Patrick against skill-heavy opponents.
Even as a spender, do not do everything. Defer some heroes, let others lead the rallies, and put the money into widget Lv.10 on the heroes you keep for years - Jeronimo, Alonso and Mia first, then Bradley and Rufus.
Invest only in Lucky Wheel heroes and heroes you will keep for two generations or more - chasing the current generation forever is why F2P accounts end up with 3-star heroes everywhere and no shards. Picks, skips and investment ceilings for every generation.
Max Baldur, then push Valeria to 50-60. The utility skills on those two Experts are worth 30-40 extra Elite Sigils a month, which is the part most players miss because they only read the combat skills.
Charms rebalance the Health and Lethality the game is stingy with, but they are expensive and Lv.12-16 only unlocks at Gen 7. Defer them until then, take Designs from packs, and keep your two main classes close together.
Chief Gear gives Attack and Defence - the side the game already hands you too much of - which is why it ranks low. Level all six to blue, push one piece to Gold T2 3-star to open the exchange, and spend on Charms and research instead.
There is no correct build - priorities only fall out once your troop ratio and priority events are settled, and for most people the answer is one strong set. Includes the upgrade order, the Lv.39 Mithril sweet spot, and the XP reset trick.
Revised 09-10: one Wild Mark gives the same stats on any pet; stat color decides failures. F2P roadmap from Cave Hyena, spending tiers, SSR cost table and stat priority.