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.
🧮 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.
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
Stat bucket (additive)
Research, gear, charms, hero stars, alliance — all summed into one number.
Joiner input ✕ — joiner stats are not counted at all
SkillMod (per-slot multiplicative)
Expedition skills = leader's 9 + joiners' 4.
Joiner input ◎ — this is the whole game
Normal attack vs skill damage
Is there damage for the buff to attach to?
Joiner input ○ — the Reina / Wu Ming call
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
⚠️ 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
| Slot | Name | Position | Direction |
|---|---|---|---|
| A | Damage dealt increase | numerator | my damage ↑ |
| B | Attack increase | numerator | my damage ↑ |
| E | Lethality increase | numerator | my damage ↑ |
| F | Enemy Defense reduction | numerator | my damage ↑ |
| G | Enemy damage-taken increase | numerator | my damage ↑ |
| C | Health increase | their denominator | my survival ↑ |
| D | Damage taken reduction | their denominator | my survival ↑ |
| H | Enemy Attack reduction | their denominator | my survival ↑ |
| I | Enemy Lethality reduction | their denominator | my survival ↑ |
🔑 Exactly two rules
- Several heroes in the same slot → they add inside one bracket
- 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.
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 bucket | Example skill | Why it is its own slot |
|---|---|---|
| Dodge | Reina S2 Swift Jive — 20% dodge vs normal attacks | Slot D shaves damage; dodge cancels the normal attack outright. Different wording, so a separate bucket → multiplies with D |
| Enemy damage dealt reduction | Lynn S2 Melancholic Ballad −20% · Alonso S2 Iron Strength 20%×−50% | Worded differently from "damage taken reduction" (D), so a separate slot |
| Class-locked / periodic | Reina 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 leader | Joiner | |
|---|---|---|
| Hero skills | 3 heroes × 3 expedition skills = all 9 | only the 1st expedition skill of the hero in slot 1 |
| Consumables, chief gear, charms, research, pets, ministers, widgets | apply to the entire rally | none of it applies |
| Troops | leader's troops | own troop tier and stats count in full |
| How many are taken | — | only 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.
| Slot | Hero | S1 skill | Effect | Expected |
|---|---|---|---|---|
| A | Jeronimo 🟡 | Battle Manifesto | All troops damage dealt +25% | 25% |
| A | Jessie 🟢 | Stand of Arms | All troops damage dealt +25% | 25% |
| A | Jasser 🟢 | Tactical Genius | All troops damage dealt +25% | 25% |
| A | Sonya 🔴 | Treasure Hunter | All troops damage +20% | 20% |
| A | Lynn 🔴 | Song of Lion | 40% chance, damage +50% | 20% |
| A | Mia 🔴 | (S2) Lucky Charm | 50% chance on attack: +50% damage | 25% |
| A | Alonso 🟡 | (S3) Poison Harpoon | 50% chance on attack: +50% extra damage | 25% |
| A | Greg 🔴 | Sword of Justice | 20% chance, damage +40% (3 turns) | 8% ⚠️ |
| A′ | Reina 🔴 | Assassin's Instinct | Normal-attack damage +30% | conditional |
| B | Seo-yoon 🟢 | Rallying Beat | All troops Attack +25% | 25% |
| B | Bradley 🔴 | Veteran's Might | All troops Attack +25% | 25% |
| B | Magnus 🔴 | Rapacious | All troops Attack +25% | 25% |
| B | Rufus 🔴 | Inferno Regiment | All troops Attack +25% | 25% |
| B | Philly 🟡 | Vigor Tactics | Attack +15% / Defense +10% | 15% (weaker) |
| B | Gregory 🔴 | Legion of the Sun | Attack +15% / Defense +10% | 15% (weaker) |
| E | Blanchette 🔴 | Armed to the Teeth | All troops Lethality +25% | 25% |
| E | Alonso 🟡 | Onslaught | 40% chance, Lethality +50% | 20% |
| F | Hendrik 🔴 | Worm's Ravage | All enemy troops Defense −25% | 25% |
| G | Mia 🔴 | Bad Luck Streak | 50% chance on attack: target damage taken +50% | 25% |
| G | Gwen 🔴 | Eagle Vision | Target 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.
| Slot | Hero | S1 skill | Effect | Expected |
|---|---|---|---|---|
| C | Patrick 🟢 | Super Nutrients | All troops Health +25% | 25% |
| C | Eleonora 🔴 | Scorching Sun | All troops Health +25% | 25% |
| C | Zinman 🟡 | Implacable | Defense +10% / Health +10% | 10% (weaker) |
| D | Sergey · Bahiti 🟢 | Defenders' Edge / Sixth Sense | Damage taken −20% | 20% |
| D | Xura 🔴 | Fungal Fog | Damage taken −20% | 20% |
| D | Hector · Molly 🟡🔴 | Survival Instincts / Snow's Grace | 40% chance, damage taken −50% | 20% |
| D | Natalia 🟡 | Feral Protection | 40% chance, damage taken −50% | 20% |
| H | Logan 🔴 | Lion's Might | All enemy troops Attack −20% | 20% ⚠️see ⑦ |
| H | Freya 🔴 | Fog of War | Enemy Attack −20% | 20% |
| I | Lloyd · Fred 🔴 | Bird Invasion / Hydraulic Suppression | Enemy Lethality −20% | 20% |
| Hero | S1 skill | Effect | Fits |
|---|---|---|---|
| Norah 🔴 | Combined Arms | Infantry & Marksman damage taken −15% and damage dealt +15% | 48/4/48 · 40/0/60 (inf+mm = 96%) |
| Flint 🟡 | Pyromaniac | Infantry damage dealt +100% | when infantry carry real damage (their Attack stat is low, so it lands smaller than it reads) |
| Wu Ming 🔴 | Shadow's Evasion | Infantry normal-attack damage taken −25% / skill damage taken −30% | 60/40 vs a skill-damage-heavy enemy |
| Gatot 🔴 | Golden Guard | Infantry Defense +30% | infantry-heavy defense |
| Edith 🔴 | Strategic Balance | Marksman damage taken −20% / Lancer damage dealt +20% | mixed lancer/marksman |
| Renee 🔴 | Nightmare Trace | Lancers deal 200% extra damage every 2 turns | 60/40 lancer-heavy |
| Gordon 🔴 | Venom Infusion | Lancers +100% extra damage every 2 attacks + poison (enemy damage −20%) | 60/40 · 40/60 |
| Ahmose 🔴 | Viper Formation | Every 4 attacks, 2 turns: Infantry damage taken −70%, Lancer/Marksman −30% | infantry-heavy defense |
| Wayne 🔴 | Thunder Strike | Extra attack for all troops every 4 turns, 100% damage | marksman-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.
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)
| Hero | S1 | S2 | S3 |
|---|---|---|---|
| Jeronimo | Battle Manifesto dmg +25% → A | Swordmentor Atk +25% → B | Expert Swordsmanship dmg +30%, 2 turns in 4 → A |
| Mia | Bad Luck Streak 50%×enemy dmg taken +50% → G | Lucky Charm 50%×dmg +50% → A | Ritual Deciphering 40%×dmg taken −50% → D |
| Alonso | Onslaught 40%×Lethality +50% → E | Iron Strength 20%×enemy dmg −50% | Poison Harpoon 50%×extra dmg +50% → A |
| Logan | Lion's Might enemy Atk −20% → H | Lion Intimidation dmg taken −20% → D | Leader Inspiration Health +25% → C |
| Reina | Assassin's Instinct normal atk +30% → A′ | Swift Jive 20% dodge → Dodge (new) | Shadow Blade Lancer 25%×200% extra attack |
| Lynn | Song of Lion 40%×dmg +50% → A | Melancholic Ballad enemy dmg −20% | Oonai Cadenza Marksman +5% Atk per 3 attacks |
| Flint | Pyromaniac Infantry dmg +100% | Burning Resolve Atk +25% → B | Immolation Lethality +25% → E |
| Natalia | Feral Protection 40%×dmg taken −50% → D | Queen of the Wild Atk +25% → B | Call of the Wild dmg +25% → A |
🔑 Two ways to read this
- 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).
- 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… | Math | Multiplier | Gain |
|---|---|---|---|
| all four in one slot | (1 + 0.25×4) × 1 × 1 × 1 | 2.00× | +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)⁴ | 2.44× | +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.
| Leader situation | Jessie ×4 | Jessie2+Jasser2 | Jessie2+Seo-yoon2 | Jessie+Jeronimo+Jasser+Seo-yoon |
|---|---|---|---|---|
| ① no overlapping skills | 2.00 (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.
| Hero | What it touches | The 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 damage | Strong, but does not scale with other buffs — a genuine exception |
| Gen | Skill-damage holders | Density | Verdict |
|---|---|---|---|
| G1~G4 | Molly S2 · Mia S2 · Reina S3 | low | pre-Wu-Ming era |
| G5~G6 | Gwen S2 · Hector S3 · Norah S2 · Wayne (3) | very high | vs Gen 6 Wayne → 2× Wu Ming + 60/40 |
| G7~G9 | Gordon S1 · Sonya · Fred S3 | medium | Wu Ming only vs high skill damage |
| G10~G11 | Rufus S2 (essentially alone) | low | skip Wu Ming, Reina is fine again |
How to check: battle report → bottom left Battle Details → a 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
| Class | Target | Meaning |
|---|---|---|
| Infantry | front-line tank | lancers and marksmen keep dealing damage only while infantry hold |
| Lancer | enemy marksmen (back-line snipe) | enemy heavy on marksmen → raise your lancers |
| Marksman | enemy infantry (front-line kill) | enemy front too thick → marksman volume or multi-rally |
| Their defense | Counter | 🚫 Banned (you lose) |
|---|---|---|
| 50/20/30 | 40/40/20 · 30/20/50 | 60/40 |
| 60/40 | 40/20/40 + 3~4 simultaneous rallies | 50/50 · 49/49 |
| 70/30 | multi-rally | 50/50 |
| 40/60 (super defensive) | 50/50 · 60/40 | 50/20/30 |
| 60/30/10 | 40/20/40 + 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 condition | Value of marksmen | Value of lancers | |
|---|---|---|---|
| Rally (attack) | Must melt them inside the timer | High — the only class with a +10% bonus vs infantry (T1), plus the best attack and lethality | Only as useful as their marksman count; the excess is wasted |
| Garrison (defense) | Wins by surviving | Low — kill speed is not urgent, and marksmen have the worst defense/health, so lancer counters (+10%) and T7 Ambusher (20%) hurt | High — 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.
| Channel | Definition | Meaning |
|---|---|---|
| Anti-infantry P | max(0, I − m) | Marksman shortfall against their infantry. Only marksmen get the +10% counter vs infantry |
| Live threat T | max(0, M − l) + min(L, m) | Their marksmen your lancers failed to delete, plus their lancers that have your marksmen in range |
| Back line B | min(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.
| Channel | Feasible range | Midpoint | Support | Which ban it catches |
|---|---|---|---|---|
| Breakthrough P | 41 ~ 50 | 46 | 1 case | 60/40 vs a 50/20/30 defense (P=50) |
| Live threat T | 31 ~ 40 | 36 | 1 case | 50/20/30 vs a 40/60 defense (T=40) |
| Back line B | 21 ~ 30 | 26 | 4 cases | 50/50 · 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 claim | Reality |
|---|---|
| "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.
| Counter | Skill | Effect |
|---|---|---|
| Infantry → Lancer | T1 Master Brawler | Attack damage +10% |
| Lancer → Marksman | T1 Charge | Attack damage +10% |
| Marksman → Infantry | T1 Ranged Strike | Attack damage +10% |
And the lancer back-line bypass is T7 Ambusher, a 20% chance to strike the marksmen behind the infantry — not 100%.
| T7 skill | Effect |
|---|---|
| Infantry Bands of Steel | +10% defense vs lancers |
| Marksman Volley | 10% chance to strike twice |
| Lancer Ambusher | 20% chance to attack the marksmen behind the infantry |
The stat spread (T10) is a matter of degree, not hard specialisation either.
| Type | Row | Attack | Defense | Health | Lethality |
|---|---|---|---|---|---|
| Infantry | Front | 10 | 13 | 15 | 10 |
| Lancer | Middle | 13 | 11 | 11 | 14 |
| Marksman | Back | 14 | 10 | 10 | 15 |
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 variant | Agreement with the table |
|---|---|
| Attack only | 3 / 12 |
| Attack + lethality | 5 / 12 |
| Attack + lethality · health-only durability | 6 / 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.
| Purpose | Typical ratio | Note |
|---|---|---|
| Full offensive | 30/20/50 · 49/49 | rally / city burner |
| Hybrid | 50/20/30 · 40/20/40 | rally + garrison in one |
| Full defensive | 60/40 → 70/10/20 from Gen 7 | Bradley breaks 60/40 |
| Semi-offensive | 30/40/30 · 40/10/50 | player cities, foundry |
| Super defensive | 40/60 (Gen 7+) | Frost Dragon Tyrant, Sunfire Castle |
| Defense breaker | 60/40 · 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".
Expedition skills scale straight from Lv.1 to Lv.5. Logan's Lion's Might runs 4→20%:
| Skill level | Enemy Attack reduction | Marginal multiplier |
|---|---|---|
| Lv.5 | 20% | ×1.20 |
| Lv.3 | 12% | ×1.12 |
| Lv.1 | 4% | ×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.
| Category | Heroes | Why they get picked |
|---|---|---|
| 🟢 Epic regulars | Jessie · Jasser · Seo-yoon · Patrick · Sergey · Bahiti | Shards are common, so everyone reaches Lv.5 cheaply → they reliably win the top-four contest |
| 🟡 Early legendaries | Jeronimo · Molly · Philly · Zinman · Alonso · Natalia · Flint | Owned long enough to sit near max |
| 🔴 A few late legendaries | Mia · Reina · Norah · Hendrik · Wu Ming | Heroes you were going to max anyway, or an effect nothing else can replace in that slot |
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.
- 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.
- Anyone not running him has him at low expedition level, so sending him fails the top-four cut anyway.
- −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
| Type | Ratio | Leaders | Joiners | Slots |
|---|---|---|---|---|
| DEF | 60/40 · 60/10/30 · 50/20/30 | Jeronimo+Molly+Zinman | Jessie*(A) · Seo-yoon(B) · Patrick(C) · Patrick(C) | A·B·C |
| OFF | 50/20/30 · 30/20/50 | Jeronimo+Molly+Zinman | Jessie*(A) · Seo-yoon(B) · Patrick(C) · Jessie/Patrick | A·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
| Type | Ratio | Leaders | Joiners | Slots |
|---|---|---|---|---|
| DEF | 60/40 · 60/10/30 · 50/20/30 | Flint+Philly+Zinman | Patrick(C) · Jessie*(A) · Seo-yoon(B) · Sergey**(D) | A·B·C·D — 4 slots ⭐ |
| OFF | 50/20/30 · 30/20/50 | Jeronimo+Philly+Alonso | Patrick(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
| Type | Ratio | Leaders | Joiners | Slots |
|---|---|---|---|---|
| DEF | 60/40 · 60/30/10 | Logan+Philly+Zinman | Mia(G) · Patrick(C) · Jessie*(A) · Seo-yoon(B) | A·B·C·G — 4 slots ⭐ |
| DEF | 50/20/30 | Logan+Philly+Greg | Mia(G) · Patrick(C) · Jessie*(A) · Seo-yoon(B) · (Zinman) | same |
| OFF | 50/20/30 · 30/20/50 | Jeronimo+Mia+Greg | Jessie*(A) · Seo-yoon(B) · Philly(B) · Patrick(C) | A·B·C |
| OFF | 60/40 · 40/60 | Jeronimo+Mia+Greg/Alonso | Jessie*(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
| Type | Ratio | Leaders | Joiners | Slots |
|---|---|---|---|---|
| DEF | 60/40 · 60/30/10 · 50/20/30 | Ahmose/Logan+Reina+Lynn | Mia(G) · Patrick(C) · Jessie*(A) · Seo-yoon(B) | A·B·C·G ⭐ |
| DEF | 50/2/48 | Ahmose/Logan+Molly/Philly+Lynn | Mia(G) · Patrick(C) · Jessie*(A) · Seo-yoon(B) · (Zinman) | same |
| OFF | 50/20/30 · 30/20/50 | Jeronimo+Reina+Greg | Mia(G) · Philly(B) · Patrick(C) · Zinman(C) | B·C·G |
| OFF | 48/4/48 · 40/10/50 | Jeronimo+Mia+Greg/Alonso | Patrick(C) · Philly(B) · Zinman(C) · Reina(A′) | A′·B·C |
| OFF | 60/40 · 40/60 | Jeronimo+Reina/Mia+Greg | Patrick(C) · Philly(B) · Zinman(C) · Mia/Reina | B·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
| Type | Ratio | Leaders | Joiners | Slots |
|---|---|---|---|---|
| DEF | 60/40 | Hector/Logan+Norah+Zinman | Mia(G) · Patrick(C) · Jessie*(A) · Philly(B) | A·B·C·G ⭐ |
| OFF | 50/20/30 · 30/20/50 | Jeronimo+Reina+Gwen | Mia(G) · Jessie*(A) · Seo-yoon(B) · Norah(special) | A·B·G+special |
| OFF | 48/4/48 · 40/10/50 | Jeronimo+Mia+Gwen | Norah · Norah · Norah · Patrick(C) | special×3 + C |
| OFF | 60/40 · 40/60 | Jeronimo+Norah+Greg | Mia(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
| Type | Ratio | Leaders | Joiners | Slots |
|---|---|---|---|---|
| DEF | 60/40 | Wu Ming+Norah+Zinman | Renee(special) · Mia(G) · Patrick(C) · Jessie*(A) | A·C·G+special |
| DEF NEW | 45/5/50 · 40/0/60 | Logan+Philly+Wayne | Norah ×3~4 / Patrick | special stack |
| DEF NEW | 45/15/40 | Hector+Norah+Wayne | Mia(G) · Patrick(C) · Philly(B) · Lynn(A, proc) | A·B·C·G ⭐ |
| OFF | 50/20/30 · 30/20/50 | Jeronimo+Renee+Gwen | Jessie*(A) · Seo-yoon(B) · Mia(G) · Norah(special) | A·B·G+special |
| OFF | 48/4/48 · 40/10/50 | Jeronimo/Hector+Mia+Wayne/Gwen | Norah ×3~4 / Patrick | special stack |
| OFF | 60/40 · 40/60 | Jeronimo+Renee+Greg | Mia(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
| Type | Ratio | Leaders | Joiners | Slots |
|---|---|---|---|---|
| DEF | 60/40 | Edith+Gordon+Bradley | Renee(special) · Mia(G) · Reina(A′) · Jessie*(A) | A·A′·G+special |
| DEF | 40/0/60 · 48/4/48 | Edith+Molly/Philly+Bradley | Mia(G) · Norah ×2 · Lynn(A, proc) | A·G+special |
| OFF | 48/4/48 · 40/10/50 | Jeronimo/Edith+Mia+Bradley | Norah ×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
| Type | Ratio | Leaders | Joiners | Slots |
|---|---|---|---|---|
| DEF | 60/40 | Gatot+Sonya+Bradley | Renee(special) · Patrick(C) · Mia(G) · Hendrik(F) | C·F·G+special |
| DEF | 40/0/60 · 48/4/48 | Gatot+Molly/Philly+Bradley | Mia(G) · Patrick(C) · Norah(special) · Lynn(A, proc) | A·C·G+special |
| OFF (dolphin) | 48/4/48 | Jeronimo+Mia+Bradley | Norah ×3 · Hendrik(F) | F+special |
| OFF | 48/4/48 · 40/0/60 | Edith+Mia+Hendrik | Norah ×2 · Jessie*(A) · Seo-yoon(B) | A·B+special |
| OFF | 60/40 · 40/60 | Edith/Gatot+Sonya+Bradley | Renee(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
| Type | Ratio | Leaders | Joiners | Slots |
|---|---|---|---|---|
| DEF | 60/40 | Magnus+Sonya+Bradley | Renee(special) · Mia(G) · Patrick(C) · Hendrik(F) | C·F·G+special |
| DEF | 40/0/60 · 48/4/48 | Magnus+Molly/Philly+Bradley/Xura | Mia(G) · Patrick(C) · Norah(special) · Lynn(A, proc) | A·C·G+special |
| OFF | 48/4/48 · 40/10/50 · 40/0/60 | Magnus+Mia+Hendrik | Norah ×3 · Patrick(C) | C+special |
| OFF | 60/40 · 40/60 | Magnus+Fred+Bradley | Renee(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
| Type | Ratio | Leaders | Joiners | Slots |
|---|---|---|---|---|
| DEF | 60/40 | Gregory+Freya+Bradley | Renee(special) · Mia(G) · Patrick(C) · Hendrik(F) | C·F·G+special |
| DEF | 40/2/58 · 48/4/48 | Gregory+Molly/Philly+Bradley/Xura | Mia(G) · Norah(special) · Hendrik(F) · Patrick(C) | C·F·G+special |
| OFF | 48/4/48 · 40/10/50 | Gregory+Mia+Blanchette | Norah ×2 · Hendrik(F) · Patrick(C) | C·F+special |
| OFF | 60/40 | Gregory+Fred+Bradley | Renee(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
| Type | Ratio | Leaders | Joiners | Slots |
|---|---|---|---|---|
| DEF | 60/40 | Eleonora+Lloyd+Bradley | Renee(special) · Mia(G) · Hendrik(F) · Reina(A′) | A′·F·G+special |
| DEF | 40/2/58 · 48/4/48 | Eleonora+Molly/Philly+Rufus/Xura | Mia(G) · Norah(special) · Hendrik(F) · Reina(A′) | A′·F·G+special |
| OFF | 48/4/48 · 40/10/50 | Eleonora+Mia+Rufus | Norah(special) · Reina(A′) · Hendrik(F) · Gatot(special) | A′·F+special |
| OFF | 60/40 | Eleonora+Lloyd/Fred+Bradley | Renee(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
| Type | Ratio | Leaders | Joiners |
|---|---|---|---|
| DEF | 60/40 | Herbjorg+Lloyd+Bradley | ⏳ not yet in the sheet |
| DEF | 50/2/48 · 40/0/60 | Herbjorg+Molly/Philly+Ligeia | ⏳ |
| OFF | 48/4/48 · 40/10/50 | Herbjorg+Mia/Karol+Rufus | ⏳ |
| OFF | 60/40 | Herbjorg+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
| Gen | New slot | Formation change | Joiner shake-up |
|---|---|---|---|
| Gen 1 | A·B·C | 60/40 not yet | too few slots → duplicate Patrick |
| Gen 2 | D Sergey·Bahiti | 60/40 unlocked | first true four-slot split |
| Gen 3 | G Mia | 49/49 appears | Mia becomes a permanent pick |
| Gen 4 | A′ Reina | 48/4/48 appears | Philly/Reina start pushing Patrick out |
| Gen 5 | special Norah | semi-offensive 30/40/30 | the Norah stacking exception |
| Gen 6 | special Wu Ming·Renee | 45/5/50 and friends | skill-damage era → Wu Ming |
| Gen 7 | B reinforced (Bradley) | 60/40 → 70/10/20, 40/60 super defensive | less skill damage → Reina recovers |
| Gen 8 | F Hendrik | defense breaker concept | Hendrik becomes permanent |
| Gen 9 | — (Magnus is B) | — | leader B doubled → joiners go F·G·C |
| Gen 10 | E Blanchette | T12 rule begins | heal-negation counters Xura |
| Gen 11 | C moves to the leader (Eleonora) | unchanged | Patrick out, Reina in, Wu Ming out |
| Gen 12 | no data | unchanged | ⏳ |
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 | What fills it | Total |
|---|---|---|
| A damage dealt | Jeronimo Battle Manifesto 0.25 + Expert Swordsmanship 0.15 (2 turns in 4) + Mia Lucky Charm 0.25 + Alonso Poison Harpoon 0.25 | 1.90 saturated |
| B Attack | Jeronimo Swordmentor 0.25 | 1.25 |
| E Lethality | Alonso Onslaught 0.20 | 1.20 |
| G enemy dmg taken↑ | Mia Bad Luck Streak 0.25 | 1.25 |
| D dmg taken↓ | Mia Ritual Deciphering 0.20 | 1.20 |
| C Health | — | 1.00 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.
| Situation | Joiners |
|---|---|
| Default (sheet) | Patrick · Philly · Zinman · Reina |
| Can't coordinate four | Jessie* ×2 + Seo-yoon ×2 (sheet alternate, principle 8) |
| Want more damage | swap Philly for Seo-yoon (same slot B, 15%→25%, still inside the sheet's alternates) |
| 🚫 Never | Mia 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 | What fills it | Total |
|---|---|---|
| C Health | Logan Leader Inspiration 0.25 | 1.25 |
| D dmg taken↓ | Logan Lion Intimidation 0.20 | 1.20 |
| H enemy Atk↓ | Logan Lion's Might 0.20 | 1.20 |
| A damage dealt | Lynn Song of Lion 0.20 | 1.20 |
| A′ normal attack | Reina 0.30 · Dodge 0.20 (Swift Jive) | — |
| B Attack | Lynn, Marksman-locked only | 1.00 effectively empty |
| E Lethality | — | 1.00 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.
| Rank | Joiner | Slot | Math | Multiplier | Max |
|---|---|---|---|---|---|
| 1 | Mia | G empty | 1.00→1.25 | ×1.25 dmg | 🔴 |
| 1 | Seo-yoon | B empty | 1.00→1.25 | ×1.25 dmg | 🟢 |
| 3 | Jessie*/Jasser | A | 1.20→1.45 | ×1.21 dmg | 🟢 |
| 4 | Patrick | C | 1.25→1.50 | ×1.20 survival | 🟢 |
| 4 | Alonso | E empty | 1.00→1.20 | ×1.20 dmg | 🟡 |
| 6 | Sergey · Bahiti | D | 1.20→1.40 | ×1.17 survival | 🟢 |
| 7 | Philly | B+Def | 1.00→1.15 | ×1.15 (+Def) | 🟡 |
| 8 | Zinman | C+Def | 1.25→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.
| Situation | Joiners |
|---|---|
| Default (sheet) | Mia · Patrick · Jessie* · Seo-yoon |
| Can't coordinate four | Jessie* ×2 + Seo-yoon ×2 |
| Sheet alternates | Zinman · Philly (less damage, more defensive slots) |
| Enemy heavy on skill damage | consider swapping Patrick for Wu Ming (at 60/40) |
| 🚫 Never | Reina 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.
| Axis | What to look at | If it doesn't fit |
|---|---|---|
| ① Class-locked skills | Is any of the three expedition skills tied to one troop class? | If that class's share is low, the skill dies outright |
| ② Widget direction | Is the exclusive weapon's expedition skill Rally or Defender? | Wrong direction means you get nothing (0) |
| Hero | Lancer-locked | Widget | Where it fits |
|---|---|---|---|
| Reina | ✅ S3 Shadow Blade (Lancers 25%×200%) | Rally Lethality +15% | Offense + Lancers ≥20% ⭐ both fire |
| Mia | ❌ all three are troop-wide | Rally Attack +15% | Offense · any lancer share |
| Philly | ❌ all three are troop-wide | Defender Health +15% | Defense · any lancer share |
| Molly | ❌ all three are troop-wide | Defender 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.
| Hero | Marksman-locked | Widget | Where 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 |
| Alonso | ❌ | Rally Lethality +15% | Offense · any ratio |
| Greg | ❌ | Rally Health +15% | Offense · any ratio |
| Bradley | ❌ | Defender 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.
| Hero | Infantry-locked | Widget | Where it fits |
|---|---|---|---|
| Ahmose | ✅ all three are infantry-only | Defender 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.
| Situation | Lancer slot | Marksman slot |
|---|---|---|
| Offense · lancers ≥20% | Reina ⭐ | Greg / Alonso / Hendrik |
| Offense · lancers 0~10% | Mia | Greg / Alonso / Hendrik (if marksman-heavy) |
| Defense · lancers ≥20% | Reina (lancer S3) or Philly (defensive widget) — neither is complete, which is why the sheet lists both | Lynn / Bradley |
| Defense · lancers 0~5% | Molly / Philly ⭐ | Lynn / 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.
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.