전체 공략

The 60:40 Lancer Ratio

Infantry tanks while Lancers snipe enemy Marksmen, so one 60/40 covers attack and defence. It demands the fewest stats of any build, which makes it the cheapest route to strength for dolphins - and it beats whales that look far stronger.

공략노트·Ton (TontonYouTube) "Resurrecting the 60/40" · original video · based on interviews with PCB and Zeno
60%Infantry · tanking
40%Lancer · damage

The premise — Lancers are not dead, they just get strong cheaply

You run Lancer 60/40 not because it is the strongest ratio but because it is structurally kind to a small budget. Infantry tanks, so Lancers rarely take hits. Meanwhile Lancers snipe enemy Marksmen directly and kill them → it works well into Marksman ratios and holds even against other Lancer ratios.

That is why one 60/40 covers both attack and defence. PCB does not even mix in 10% Marksman: "60/40 is complete". It demands the fewest different stats, which makes it the cheapest route to strength for dolphins and small budgets — an account that does not look strong beating whales that are much stronger on paper.

🔑 Stat priority for a dolphin Lancer put money here and nowhere else

RankStatWhy
★ 1Lancer LethalityThe game hands out little Lethality or Health → it takes deliberate effort, which is exactly why it ranks first
★ 2Infantry HealthThe second stat the game is stingy with. The core of tanking
3Lancer AttackDamage stat — a good share of it comes from heroes
4Infantry DefenceSupports the tanking
AbandonLancer Health · Lancer DefenceInfantry takes the hits instead → do not invest

⚙️ Measure pre-buff, and where it comes from

Measure before turning on pets and the 10–20% buffs, and keep those four stats (Lancer Lethality and Attack · Infantry Health and Defence) roughly even.

Attack and Defence come mostly from heroes. The two the game is stingy with — Lethality and Health — only fill up if you deliberately funnel money and F2P rewards into Charms, Chief Gear and pet refinement.

🧩 Small-budget setup PCB's approach

ItemApproach
CharmsTake every Charm to Lv.5–6 first, then level them one at a time (do not blindly max a single one). Lancer Charms go to Lethality, Infantry Charms to Health and Defence. Secrets are the bottleneck — without them, fill the lower levels and wait
Widgets (exclusive gear)Do not max them. Lv.6 gives 66% of the power for 40% of the cost → stop at Lv.6–10 and put the money into Chief Gear. Only the key rally-leader widgets matter: Alonzo or Greg early, then Bradley (the defensive garrison widget, useful to the end)
Pet refinementGo extreme on just two stats per pet: Lancer Lethality + Infantry Health (details in the pet refinement guide)

⚠️ When to avoid Lancers weaknesses and mitigation

WeaknessDetailMitigation
Weak at Bear TrapNeglecting Marksmen means weak Bear damageAn early-game issue only. By around Gen11, 10–12 minutes of hitting maxes Bear damage → irrelevant long term
Weaker Arena and ExplorationYou end up raising Lancer heroes, and they are weak in Arena and ExplorationThe trade-off of a combat-focused account. Accept it
Direct-snipe countersVulnerable to Marksman heroes that hit the Lancers behind your InfantrySee the table below. With budget to spare, raising Lancer Health and Defence softens it
Counter heroGen · classSkillEffect
WayneGen6 MarksmanRoundabout HitEvery other attack deals up to +40% extra damage to enemy Lancers (the "80%" in the video presumably includes the exclusive weapon)
HendrikGen8 MarksmanDagon's Heir40% damage to all enemies every 3 turns (subtitles' 'Andri' = Hendrik)

❌ Do not run "100% pure Lancer"

Going all-in on one or two classes falls apart with a single balance patch. On a small budget the standard answer to the counter generations (6, 8 and so on) is to simply accept them — investing in Lancer Health and Defence to block it throws away the very advantage that made the build cheap. Keep the 60/40.

📊 Battle reports PCB beating much stronger whales

ReportOpponentResult and takeaway
Frostfire MineA strong player (to check gear)Ahead on Infantry and Lancer gear, deliberately behind on Marksman. Lancer and Infantry Charms at 10–11, T12 unlocked for Lancer and Marksman
Garrison defenceUnicorn Queen whale, Charms 16, T4, 3-star maxWon despite the opponent holding things like +500% Infantry Lethality. PCB having pets against an opponent with none closed the gap. Joiners: Mia, Jessie, Hendrik, Renee
Offence rallyMilim Gen7 max whaleWon comfortably even with far higher opposing Marksman stats and PCB's widgets unmaxed (their joiners were thin)

💡 Practical upsides of a Lancer ratio

Between rallies you can top up Infantry alone and the composition still holds — far less rebuilding.

Good Lancer joiners: Mia (Gen3 Lancer), Hendrik (Gen8), Renee (Gen6 Lancer), Nora (Gen5 Lancer). 4-star heroes such as Gwen do not count as joiners, since the skill is a 5-star one.

✅ In one line

Dolphin or small budget: run one 60/40 (Infantry 60, Lancer 40) for both attack and defence. Funnel money into Charms, Chief Gear and pets in the order Lancer Lethality > Infantry Health > Lancer Attack > Infantry Defence. Abandon Lancer Health, Lancer Defence and maxed widgets, keep the rally leaders (Alonzo/Greg → Bradley) and joiners (Mia, Hendrik, Renee, Nora), and you will beat whales far stronger than you. Accept the Bear Trap and the Wayne/Hendrik counters.

Source: Ton (TontonYouTube) – Resurrecting the 60/40 ratio · interviews with PCB and Zeno
A deep dive on stats and gear for the Lancer 60/40 from a dolphin's perspective. For troop ratios and damage formulas generally, see the troop stat system guide.
Skill figures cross-checked against whiteoutsurvival.wiki and whiteoutdata (2026-07-17).
Correction (2026-07-25): subtitles' JC corrected to Jessie.