전체 공략

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.

공략노트·Summarised from Ton (TontonYouTube) · cross-checked with wostools.net / heaven-guardian.com / ldplayer.net · 2026-08-31
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Bottom line — T11 is not a race to be fast, it is a race to be cheap. Push the training-cost and healing-cost reductions to Lv.5–6 first, then promote, and keep your speedups for the Research Center and Experts instead of burning them here. Also: T11 at FC5 beats T10 at FC8 — the stat panel the game shows you is not the number the damage formula uses. T12 flips the economics: once unlocked, improving it is cheap and fast, so taking one troop type to skill Lv.3 beats opening all three shallow.

1. What unlocks when FC1–5 → T11 / FC6–10 → T12

StageRequirementNotes
War Academy builtAround Gen 5 · server day 220The building itself has to be levelled before research opens
T11 Helios unlockWar Academy research (FC1–5 window)Unlocked per troop type
T12 unlockFC10 + War Academy Lv.10 + that troop's T11 ownedGen 10 era. T11 improvements are not required

→ War Academy Lv.10 is not needed to start T12 research, but it is needed to finish the unlock. · Ton's guess: if the pattern holds, FC11–15 → T13 eventually. New buildings are probably 1–2 years out.

2. The T11 research tree the same shape repeats per troop

1Before the unlock

Two offense lines (attack · lethality) · two defense lines (defense · health) · march deployment capacity · rally capacity

2The unlock

Helios <troop> — one node that enables T11 training

3Three improvements

Healing cost · healing time · training cost ← where the game is actually won

The three improvements do not cover the same things

ResearchApplies toVerdict
Training cost reductionT11 and T12 (on T12 it only hits the "T11 portion", roughly a third of the cost)Top priority
Healing cost reductionT11 only · up to 50%Lv.6–8
Healing time reductionT11 only — does NOT apply to T12Skippable if you fight little

⚠️ T11 improvements are brutal, T12 improvements are cheap — this is the whole video

Maxing a T11 improvement line costs about as much as unlocking a T11 troop type in the first place.

Healing Lv.8→9, one step: ≈850 Fire Crystals + ≈330k Steel + 11 days. And that is not even the last level.

The sweet spot is Lv.5–6. 6→7, 7→8 and 9→10 fall off a cliff. Get to 5–6 before you promote, then move on.

3. Managing Steel where most accounts get wrecked

Player typeHow low you can goWhy
F2P1–2 million is fineEspecially if you have not stockpiled research/general speedups
Low spenderKeep 3–5 millionMore if you plan to spend more later
Mid spender · dolphin · whaleDo not exchange at allBuying Steel is the worst value in the game

Ton's own mistake

Moving from low spender to mid spender drained his Steel. The low-spender maths worked fine — until he started converting Fire Crystals in bulk and buying packs, and Steel became the bottleneck.

If you plan to increase your spend, bank Steel first. Natural income is ~60–70k/day; Ton sits at 7M after months of not exchanging. Maxing everything is ~40M Steel per troop type, which even whales cannot reach.

4. Which troop type to open first

ChoiceReasoningBest for
InfantryThe safe bet. Used in offensive rallies, defensive rallies and garrison — alwaysDefault
MarksmanBest for personal bear damage, and for being a useful rally joinerDamage focus
LancerIf your state runs lancer ratios, or you do. Much higher damageLancer ratio
  • Some states coordinate — players split troop types and join rallies at 100% of that type to optimise the first few months. Most states do not.
  • T12 changes the answer. The T12 lancer skill is a buff — it cuts infantry damage taken and raises marksman damage — so even lancer players may want infantry first at T12. (Ton openly calls this a tough call.)

5. ⚠️ T11 (FC5) > T10 (FC8) the stat panel lies

The troop stats the game displays are not the numbers used in the damage calculation

Internally T11 carries about 20% more stats. So T11 + FC5 is slightly stronger than T10 + FC8.

Ton used to say the opposite and has corrected himself. It is why competitive states prioritise T11 over FC8 in garrison.

That said, the gap is small. For F2P and low spenders, going FC8 first is arguably the better play.

6. Roadmap F2P and low spenders

FC5
Deployment capacity on every troop, then aim at one type

Rough feel: FC5→FC8 ≈ 40k Fire Crystals; unlocking 3 T11 (no improvements) ≈ 40k as well

FC6–7
First T11 done

7 months if you are a very active F2P, ~10 months if casual

FC8
T11 improvements to Lv.5–6

Mandatory before promoting. If resources are tight because you fight and heal a lot, slow the T11 down and push improvements further

FC8–9
Second T11

By now you know which troop types your state actually asks for in rallies

FC9→10
The big wall — finish the second T11 during it

FC9→FC10 is a huge jump in time and resources; bank T11 stats while it runs

FC10
Third T11 → start prepping T12

Ton's farm went FC10 first, then T11, purely to protect resources

Do not spend speedups on T11 research

Keep research speedups for the Research Center and general speedups for Experts. Instead, queue the research during Arms Race / research phases, feed it Fire Crystal Shards for points, and let it finish on its own clock. Ton runs T12 the same way.

Ton's F2P farm after ~3 years ($10 total — a second builder): FC10 on every building + 2 T11. He skips half the events, so a diligent F2P should reach FC10 maxed + 3 T11 in about three years.

Dolphins and whales

  • If you can, 2–3 T11 by FC5, starting with the types you actually use.
  • The bottleneck is Steel, always. If you have to buy Steel, your budget is already broken.
  • Efficient spending = buy only what the current level needs: event-appropriate speedups (Mia's Fortune etc.) plus Fire Crystals / Shards.
PackageMonthlyEffect
Fire Crystal weekly card≈ $20/moBest shard source 1st
Weekly commission≈ $40/mo2nd
Both = $60/mo3 T11 within a year (~one every 4 months). Without them: 2 years

7. When to promote the question Ton answers weekly

1Research first

If training-cost reduction is not done, do not promote everything. Give it one or two months

2Only what you need

Promote the 300–500k you need in garrison and city defence

3The rest later

Ton promoted 2.5M of 5M first, the other 2.5M after the research — a big resource saving

Accept the downside: with half your army on T11, a Foundry fight or Tundra league where your T12 get injured leaves you fighting with T11. It is temporary, and it does not have to be perfect.

8. T12 where the rules change

8-1. You craft gear, you do not research the unlock

  • T11: push research, and the troop arrives with its skills.
  • T12: craft helmet → weapon → shield → body armour … five pieces, and the troop opens. Crafting is instant — no timers.
  • Materials are Refined Fire Crystals (rFC) + Fire Crystal Shards + Steel only. The bottleneck is rFC, not shards.
  • Cross-checked figures: five pieces ≈ 1.62M Steel + 440 rFC + 3,080 Shards.

8-2. T12 arrives without skills — you unlock those separately

Stat research levels (attack · defense · health · lethality) gate the skill levels. 1 research level = 1% stat.

Skill levelRequirementSide benefit
Lv.1All stat lines at Lv.5+5% each
Lv.2All stat lines at Lv.10+10% each
Lv.3 (max)All stat lines at Lv.15+15% each

Cross-check: each skill level step ≈ 200k Steel + 50 rFC + 325 Shards.

8-3. The T12 troop skills — the biggest swing in the game

A battle normally runs 30–50 turns; with T12 damage reduction in play it stretches to 40–60.

TroopSkill (max level)Rally stacking
Infantry
Indomitable Wall
−1.8% damage taken by ALL your troops for the first 5 turnsStacks up to 8 players (leader + 7 joiners)
→ −14.4%, multiplicative
LancerFor 5 turns: −3% infantry damage taken + 3% marksman damage dealt8 players → −24% / +24%
Marksman+1.5% damage dealt, stacking every 5 turnsThe longer the fight, the stronger
Infantry ×8
−14.4%
Lancer ×8
−24%
Both
≈ −40%
Solo march
≈ −5%

The value only shows up in rallies. Solo, only your own copy applies. Past 8 participants, the highest skill levels take priority. This is exactly why T12 is controversial.

8-4. T12 improvements are far cheaper and faster than T11

ItemT11T12
Last healing-time level11–15 days8–10 hours
Healing time per levelExpensive2 rFC + 17 Shards
Levels1010

Three weeks, zero speedups

Ton reached training cost Lv.10 on three troop types and healing Lv.8 in three weeks without spending a single speedup — just starting research every few hours on days that award event points (King of Ice, Alliance Showdown), doing only the minimum needed.

Max T11 training cost + max T12 training cost = T12 costs half as much to train. Always do training cost first, promotion second.

8-5. Three troops shallow vs one troop deep

One T12 with a Lv.3 skill > three T12 with no skill

When T12 launched you could not improve them, so everyone opened several types. Now the right play is finish one troop type through skill Lv.3, then move to the next.

It is not absolute. "Infantry first to help the team, then marksman quickly for bear damage" is a perfectly fine plan. This is not black and white.

9. After skill Lv.3 where the leftover rFC and shards go

OptionWhat it isVerdict
More deployment capacity+200 troops per research level. But it only opens once the stat lines are at Lv.30Lifts rallies, Crazy Joe and event scores. Big commitment
Target only the stats you useLancer player: lancer lethality + attack, infantry defense + health — those fourBest value
Save (Ton's pick)Bank rFC and shards for FC11 / new buildingsBetting that new buildings are coming eventually

Cost sense — the older lines are cheaper

An old stat research point = 5 rFC + 35 Shards. A new 5 rFC + 75 Shards.

→ Leftover levels on the older troop research are cheaper than anything new. rFC keeps flowing, but shards get expensive fast.

Stat lines run to Lv.30 (+30 all stats), then a further +50 band with steeply rising shard costs. Maxing everything = ~120% worth of stats and ~40M Steel per troop type.

Healing time is a preference. Ton fights five hours a day on stream, so he takes it; F2P and low-activity players can skip it.

10. Checklist

1Training cost first

On both T11 and T12. Promotion comes after

2Hoard speedups

Research Center and Experts, not here

3Protect Steel

Especially if you plan to spend more

4T11 improvements Lv.5–6

Value collapses above that

5F2P: FC8 first

T11 is better, but only slightly

6T12: one type to Lv.3

Deep beats wide

7Promote garrison only

300–500k first

8Costs live in calculators

Ton's Discord · Torxim

Unverified / caveats

  • "T11 carries ~20% more stats internally" is Ton's description, not an official figure. He has promised a dedicated troop-stats video.
  • The skill values (infantry 1.8% / lancer 3%+3% / marksman 1.5%) are max-level numbers; Lv.1 and Lv.2 values are not published anywhere.
  • External sources describe the gating stat research as four lines (atk/def/hp/lethality); Ton says "five researches". Verify in game.
  • The "all stat lines at Lv.30" prerequisite for deployment capacity comes from Ton's on-screen walkthrough; confirm in game.
  • The official localised T12 troop names (English: Exalted / Molten) are unconfirmed, so this article simply says T12. (T11 = Helios is confirmed.)
  • Cost figures (40k Fire Crystals, 40M Steel, etc.) are Ton's own "off the top of my head" numbers.

Summarised from Ton (TontonYouTube) · cross-checked against wostools.net / heaven-guardian.com / ldplayer.net · 2026-08-31 · exact costs live in Ton's Discord and the Torxim calculator