Welcome to a very much belated Part 11 of our guide to Turtle Accounts in Game of War. This part will be focused on the relative importance of various boosts to a turtle, and discuss what it means for your approach to putting together a set of hero gear for your turtle. Part 10 of this guide looked at ways in which you can get your turtle to roughly 300% health and 300% defense, with a view to minimising the risk of being hit by a full set of Xena valentine gear with health / defense debuff, which could reduce your health by 100%, dropping you to 200% troop health.
This part of the guide is going to answer some very long-standing questions on the relative importance of difference defensive and attacking boosts to a turtle, and then look at the options for level 50 permanent hero gear. The initial focus is on level 50 special event gear, with the following part to focus on bargain gear, pre-50 gear, and core/relics that can be used to buff your hero. Make no mistake, success in this game is heavily reliant on how well you equip your hero, particularly as a turtle, because your hero can be up to 80% of the strength of your combined army. Without a hero, or with a very weak hero, your defensive army is nowhere near as strong as it could be. But before we get to that, we need to have a strong understanding of the relative value of each of the boosts.
Testing 75% boosts on a 600k T3 Turtle
So, let’s get started testing the relative importance of various 75% combat boosts on a turtle with 600k balanced regular T3, and 125k T3 traps. The baseline setup for this defending hero is roughly in line with what we discussed in Part 10. The Troop Health boost was 292.5% and Troop Defense was 295%, with overall troop attack at ~75%, each of the individual troop attacks around 130% (evenly balanced), and trap attack at just over 200%. Attacking hero is as per previous tests, with all tests performed using 250k Balanced strategic T3.
A baseline attack was done using the above boosts, and then subsequent to that, identical attacks were made against a defender that sequentially added a 75% troop health boost (3 x 25% troop health gems added to chalices). Troop health boost was removed by unequipping the chalices. Then 75% troop defense was added, and attack repeated. Once the troop defense boost had worn off, this was repeated with a 75% troop attack boost. Then a 75% trap attack boost was created by using a mix of trap attack gems and harvest gems. Exactly 75% trap attack was boosted, although it did also come with a small amount of trap defense in addition.
What is most apparent here is that the defender ‘won’ each battle, as these were T3 to T3 comparisons, with the attacker losing more troops than the defender lost of both troops (to hospital) and traps (destroyed). Defense and Health both clearly reduce the defender’s losses, and by about the same amount, without increasing the attacker’s losses (of course). Trap attack and troop attack kill quite a bit more of the attackers troops, with troop attack doing a better job than trap attack in a turtle with 600k T3 troops and 125k regular T3 traps.
When you look at traps lost, what is interesting to note is that troop health and defense both reduce the number of traps lost by the defender. There is a small reduction with trap attack, but this is most likely because the trap attack tests included a small trap defense boost in the harvest gems used to make up the 75% trap attack.
The next analysis looks at KDR, kill death ratio. In this analysis we are only going to look at troop losses, and ignore the trap losses. In the baseline, the attacker loses 68776 T3, whilst the defender has 59607 T3 hospitalised. So, in this instance the KDR is 1.15, being 68776 / 59607.
|Baseline (no added boosts)||1.15|
|Trap attack 75%||1.28|
|Troop attack 75%||1.37|
This is a standard way of comparing the value of a reduction in losses vs an increase in kills. In this instance, because we are basically comparing T3 vs T3, the incremental differences in KDR will line up almost identically with changes in power destroyed.
A further analysis of this data looks at all the incremental improvements over baseline, and then compares them to the troop health boost, i.e. we divided everything by 1.15 (the baseline KDR), and then normalised the results against troop health by dividing the other results by the Troop Health results.
Everything is standardised against a comparator of Troop Health, which has a rating of 1.00. As can be seen, in this instance, troop defense is as good as troop health, and ever so minimally better. Trap attack is 1.3 times as effective at increasing KDR when compared the Troop Health in this turtle with 600k T3 troops and 125k T3 traps. And Troop Attack (overall troop attack), is 2.3 times as effective as Troop Health at increasing KDR. So here is your hierarchy of boosts for a T3 turtle with a plain vanilla number of T3 troops and T3 traps. 1) Troop attack 2) Trap attack and then equal third is troop defense and troop health.
Thus, if your turtle build is a plain vanilla T3 turtle, you have a mix of options that you can consider for hero gear. If you have spend any time looking at hero gear, you will know that there are no pieces of hero gear that boost OVERALL troop attack that require only standard materials. Every piece of combat gear that boosts troop attack requires special event materials. When you look at the Guide to Combat Gear at the Defense tab, you will see that it is pretty much dominated by pieces that boost troop attack. And that is because Troop Attack is at least twice as valuable as Troop Health and Troop Defense.
Test Series 2 – boosts by increasing army size
All of the above analysis has been done on a Turtle which has 600k T3 troops and 125k T3 traps. If you have been following this guide, you will be well aware that a lot of the discussion has been about leveraging Asymmetry 1, that as defender you have unlimited march size, whilst the attacker is limited to a 375k Maximum march size.
Part 5 showed 5 model armies of a hypothetical 16M troop power, with varying compositions of T1, T2 and T3 troops. The first model, Model 1 was 8M T1 troops, with no T2 or T3 troops. This was the prototypical model for exploiting asymmetry 1, going with a very high number of lower tier troops for the highest Strength / power ratio.
To do this series of tests, we put an series of progressively larger armies on an encampment with a hero, then hit it with the same attack each time. All of the tests were scaled 1000:1, so a 1M T1 army was downscaled to 1000 T1, and a 375k T3 attacking army was scaled down to 375 T3 troops. Obviously there are NO TRAPS in this test series, so trap attack is not tested. The first set of runs was a baseline run using the same above hero with ~300% troop health, ~300% troop defense and 75% troop attack. 375 T3 vs 1000 T1, then 375 T3 vs 2000 T1, then 375 T3 vs 3000 T1, up to and including 8000 T1 as the scaled version of the 8M T1 monster. Then the second series of tests added on top of that baseline a 75% troop health boost, again repeating the 1000 to 8000 T1 sequence. Then 75% defense with the 1000-8000 sequence, then 75% troop attack with the 1000-8000 T1 sequence. This there were a total of 32 attacks performed.
Analysis of these attacks was done by doing a strength adjusted KDR. So each T3 killed was given a weighting of 3, whilst T1 were given a weighting of 1. This is in line with the strength numbers for each of the troop tiers presented in Part 5 of this series.
The strength adjusted KDRs are then plotted for each of the boosts by the increase in army size. Going from left to right are the series of tests at 1000 T1, all the way up to 8000 T1.
The most important thing to note here is that as the Defending Army Size increases, there is a NON-LINEAR improvement in Kill Death Ratio. That means that there is a big advantage in progressively larger defending army. The purple line is our baseline of ~300% troop health and defense, and it is clear that increasing army size is a very important factor in how effective the defending army is at killing the attacker’s troops. This is why I always try and build large defensive armies.
The second thing to note is that there is clearly an advantage in adding boosts on top of baseline, with Troop Attack in red performing the best. When we adjust the data so that it looks at the relative differences between the additional boosts on top of baseline, we see a very interesting phenomenon.
Looking at the relative value of boosts compared to baseline on KDR, it is clear that Troop Attack is again the most valuable boost, particularly compared to Troop Health. In this instance, Troop attack is at least 3 times as valuable as troop health. The interesting phenomenon is obviously the increasing value of Troop Defense as the defending army size gets larger. At the equivalent of 8M T1, Troop Defense is just short of being more important than Troop Attack at improving the KDR.
The third thing to note is that the 2000 T1 army is roughly equivalent in strength to the 600k T3 army shown in the first series of tests. And the conclusion in that series of tests was that troop health and troop defense were roughly equivalent. Here you can see that it is at that 2000 T1 (equivalent to 600k T3) that troop health and troop defense cross over, with troop defense becoming increasingly more valuable compared to troop health.
If we think back to part 5, looking at our model armies, this table looked at the overall Troop Strength of the armies. The sequence of army troop strengths is 8, 4, 3.5, 2.5, 2 in decreasing order, as per the below chart.
Even though not technically 100% accurate, we can get a rough estimation of the relative value of troop health and troop defense for each of these models by overlaying their relative positions as equivalents of army strength by T1 numbers. So the above chart shows strength of 8, being 8M T1 equivalents. Likewise, the 666k T3 model is very close in strength to the 2M T1 that is modeled in the second series of tests above with 2000 T1.
By doing this overlay, you should be able to get a sense of the relative importance of health and defense for the army that you have in your stronghold. Model 5 has health and defense basically equivalent. Models 2 and 3 have defense as almost twice as valuable as health. Model 1 is the standout case, where defense is at least 3 times as important as troop health. But in each case, troop attack remains the most important overall boost.
PERMANENT HERO GEAR
So, that just about finally brings us to hero gear. The one thing to say up-front is that there is no one perfect way to compare hero gear that makes sense for each and every individual account. This site has a series of different ways of looking at hero gear, being Attack, Defense, Bargain (standard materials) and Suicide. The closest of those 4 weightings of hero gear for the purposes of a turtle, is the Defense tab, not surprisingly. The weightings of this model has troop attack as the highest, and troop health and troop defense being very similar. As you can see from the above chart, there will be turtle accounts out there for whom troop defense is significantly more important than troop health, because of the large size of their defending T1-T2 army.
As always, the hero gear that is best for your account can only be determined by the materials you have at your disposal. If you have lots of special event materials, then you will have a very good chance of crafting a capable set of hero gear. The quickest and most effective way thus far to build a highly capable set as someone willing to spend to get special event materials has been to wait for the Legendary Xena packs that have 75 legendary Xena chests. These contain only level 4-6 materials from the materials required to craft Xena gear, and also include Rose Gems, which combine Troop attack and Troop health. The main reason the Xena sets are the best all-round defensive sets are because they focus on OVERALL troop boosts, i.e. troop health, troop defense, troop attack, trap attack, troop defense debuff, troop attack debuff, troop health debuff. There are no individual troop attack or individual troop defense boosts in these sets. They are general, all-round, and give you the greatest chance of fending off whatever single troop type attack is thrown at you.
With the Xena set, there are a number of pieces which have very good qualities in purple as well as gold, particularly the earlier sets of focusing on attacking and defending situations, using troop defense debuff and troop attack debuff. The third set of Xena Valentine gear which have a mix of troop attack, troop health debuff and troop defense debuff, have quite marked dropoff in quality for purple items when compared to gold legendary crafting.
The ones that drop off quite markedly in quality from gold to purple are the red-colored Valentine set, the Needled Heart, Risque Gown, Pumps of Peril, and Vulture Tiara, and to a lesser extent the Hoops of Heartbreak. They all remain extremely capable pieces of hero gear, basically topping each of the defensive list categories, at least until the new Kunoichi Xena set has just been released today. These appear to have a much greater focus on Troop Defense, even more so that the original Xena defense set (pale blue set), and no doubt we will have them added to our Combat gear list very soon. But pieces with 50% troop defense, as well as the addition of up to 30% troop defense debuff resistance, will no doubt rocket these to the top of the defensive list.
With Helmets, the Vulture Tiara is a standout, and soon to be replaced by the Kunoichi’s Mask, which offers 50% defense, 20% health, and a massive 55% troop attack debuff!!!
Outside these two more recent Xena options, the slightly older Mysterious Guise is extremely capable, and more useful for a turtle in my opinion than the Xena’s Crown. The Xena’s crown is very much a favourite of turtles, because it can be crafted with standard materials only, and it clearly tops the list of Helmets from the Bargain list. Having said that, I prefer the mix of 40% troop defense and 33% enemy troop attack debuff that comes with the Mysterious Guise, particularly for my 8M T1 turtle where Troop Defense is very important. If you have a higher weighting on troop attack in your personal hierarchy of troop boosts, then the standout pieces are the Reaper’s hood and the Arena Mask, both of which offer very capable troop attack boosts, with a mix of lower amounts of troop health or troop defense. The Reaper’s hood is notoriously hard to craft due to the requirement of 2 ripped hearts, and the Arena Mask is much easier to craft, as it requires only 1 rare special event material (turkey feather), but that is much easier than 2 ripped hearts. It also helps that the Arena Mask is pre-level 50 hero gear, as is the very capable Eyepatch. The only piece from the Fire Age gear set that I will add to this list is the Helm of Fire, and there are a number of reasons for that. Firstly, it is one of only a handful of pieces from the Fire Age gear set that does not lose 40-50% of its value in going from gold to purple, and still has extremely capable boosts at purple. Its use of ranged attack is useful for those attacking with a ‘queue max’ infantry attack, as well as allowing for an almost 50% upkeep reduction as a purple piece. As a turtle with 8M T1, having a 50% upkeep reduction added on to a large upkeep reduction boost (another 50%), means that you can run around accumulating food from farms waiting to be hit, and know that if you get hit, you will still have food left to instant heal your T1 troops. The same goes for the Hell Vent Helm and the Flame-crested helm, but I find the Helm of Fire the most useful in dealing with what remains the most common attack, queue max infantry.
From an armor perspective, as expected, the two most recent Xena options, the Kunoichis Cloak and the Risque Gown are the standouts. After them, the Feathered Fortress armor and Violent Beauty Tutu are extremely capable pieces, and which one you use depends upon the relative importance to you of troop defense vs troop attack. On my turtle I have one of each, and I use them differently depending upon the situation. But they really are neck and neck when it comes to overall effectiveness. Some people prefer the troop attack of the tutu, some the defense of the fortress armor, and some decide based upon how the dress will go with their shoes. Hera’s gown also offers a gold coloured dress option, depending upon accessories, and is an extremely capable piece of gear. The other major piece that gets used defensively is the Hogzilla’s Cape, but that is really quite ugly, and doesn’t go with any accessories. Having said that, its mix of high troop defense (39%), plus high trap attack (38%), plus high ranged attack (41%), makes is a particularly useful piece against the standard queue max infantry attack. In a similar vein, the Phoenix breastplate with 45% troop health, 15% troop defense debuff and 55% ranged attack will do some serious damage against a queue max infantry attack, but is not the most flexible defensive piece against ranged or cavalry attacks. It is however slightly easier to craft than many other recent fire age gear in that it ONLY requires 1 blue flame……
There are not a lot of good footwear options, compared to the other categories. There really is the Xena Valentine Pumps of Peril and the newly released Xena Kunoichi Tabi Boots. The Tabi Boots, with 55% trap attack, 33% troop attack, 40% troop defense, and 40% enemy troop attack debuff are just phenomenal. There is a big gap between first and second, and a huge gap between these two and everything else. In line with the best available gear, you lose around 40% of the overall effectiveness of both of these pieces when going from gold to purple. It just may be however that a level 5 purple example of the Tabi Boots end up placing third on the defensive combat list.
I do not consider the Phoenix boots to be a defensive piece. Yes, they have great set of boosts, but requiring 3 blue flames puts them strongly in the realm of the biggest solo attackers and rally leaders. That brings us to the Undeniably Elite Toe Shoes (trap attack, enemy attack debuff), and then a bit of a jump down after that. The new Geta footwear with a nice mix of troop attack and troop defense are a nice entry to the defensive list. Again, I do not really consider the Slag Stomper Boots (Fire Age Set) as good defensive boots, and would prefer to wear Harvest boots (troop defense, troop health, inf attack), Leonidas Sandals (troop defense, troop health) or Poseidons Tail (troop defense, troop attack) over the Slag Stomper boots when defending. The ones that are the disappointing ones are the Fatal Toe Shoes from the Xena set, which with their enemy defense debuff and march speed are not all that useful for turtles. The Stone Poleyn are another nice recent entry to the list, with their dual troop mix of cav and ranged attack along with troop health. It really is the Stone Poleyn and the Harvest boots neck and neck in the pre-50 category, as will be discussed in part 12 of this guide.
There also somewhat limited options in the weapons stakes. The weapons as a rule tend to have a greater attacking focus (particularly compared with armor). As such, there tends to be more focus on single troop boosts in weapons. Until now it has all been about the Needled Heart, but this has been replaced at the top of the list by the Kunoichi Machete, with 50% troop defense, 40% troop health and 25% troop attack boosts. Beyond that, the there are three standouts. There are two options from the fire age set, the Damascus Steel Fire sword, and the Spear of Fire. Both of these are extraordinarily expensive at 350M silver, but both of them only lose a reasonable amount of effectiveness when going from gold to purple. Unlike the rest of the fire age set which loses 40%, these lose around 20% when stepping down from level 6 to level 5. The damascus steel requires a blue flame, whereas the spear of fire does not require this most rare of beasts. The Hydra Fang Blades are an outstanding offensive weapon, and whilst they have great combat boosts, I don’t like them as a defensive piece, as they are too uni-dimensional on infantry attack. The troop defense debuff is nice, but not ideal for turtles. That really just leaves us with the excellent Jade Legend (hero level 45), but this can be hard to get the materials for, and the Shield from Foes, which is a true defensive piece with 30% troop defense and 33% troop attack debuff, but again this requires Demon Tails, which are one of the rarest materials in GoW. There are quite a few very capable weapons below this top 7 list, but I have not gone into them mainly for space reasons. Alot of them have single or dual troop attack focuses, and ones such as the razorback axe which have ranged and cavalry attack can be very useful against infantry and ranged attacks respectively, but I still prefer to focus on balanced gear when building defensive gear sets.
The list of defensive accessories is dominated by the most recent fire age set released., with a neck and neck fight between the Phoenix Chaos and the new Xena Kunoichi Kurai, with its mix of 30% troop defense debuff resistance, 45% troop defense, 35% troop health, and 20% troop attack debuff. Again, this will be very capable at a purple level, even if it loses almost 40% of its effectiveness. I am ruling out the 4 fire age pieces from contention, because they all require at least 2 blue flames, and more likely 3 blue flames. Their boosts are quite balanced, with only a small focus on ranged attack (Phoenix blaze), or Infantry attack (Lava Wielders). Again, these pieces are very expensive, and if you are in zone of having multiple blue flames in your account, you are most likely going to end up as a rally leader, not a turtle.
Looking at the Xena set, the Hoops of heartbreak, Enchanted Bracelet and Violent Beauty Wings all remain extremely capable pieces. My go-to piece as a turtle is the Violent Beauty Wings, mainly because the drop-off from gold to purple is very acceptable, and it only requires 1 piece of wax, whereas the Enchanted bracelet requires 2 pieces of wax. Hoops of Heartbreak requires wax + demon tails + ripped hearts, so you have to be pretty lucky to get enough for one of those. Jenocide requires 2 ripped hearts, and isn’t as capable as the Violent Beauty Wings, so you won’t be surprised to find the wings as my preferred accessory. I like to save the demons tails and ripped hearts for other pieces like the Pumps of Peril in footwear.
Accessories is the hardest slot to fill when it comes to pre level 50 hero options, as well as in Bargain gear. And this is what we will discuss in the next part of this series. We will explore your options on how to equip your hero with bargain gear, level 40-49 hero gear, and core/relic gear that can complement deficiencies in pre-50 hero gear. That post will incorporate discussion of how gear that boosts trap attack can be used, as most of the attack focus discussion here has been on overall troop attack. The next post will no doubt feature heavily our Combat Gear tool, which has tools for both Bargain hero gear using only standard materials, as well as a filter that allows for examination of pre-50 hero gear options. And it will also feature our Boost Finder tool, which will help us locate cores / relics with a specific series of boosts that we are trying to augment. And then with one final post, we will wrap up this series of posts with a summary of how to build a solo march turtle.
- Guide to Solo Defense Turtles in Game of War – Introduction (Part 1)
- Guide to Solo Defense Turtles in Game of War – Research (Part 2)
- Guide to Solo Defense Turtles in Game of War – Buildings (Part 3)
- Guide to Solo Defense Turtles in Game of War – Hospital Barracks Villas (Part 4)
- Guide to Solo Defense Turtles in Game of War – Troops (Part 5)
- Guide to Solo Defense Turtles in Game of War – Armies (Part 6)
- Guide to Solo Defense Turtles in Game of War – T4 follow-up (Part 7)
- Guide to Solo Defense Turtles in Game of War – Strategy (Part 8)
- Guide to Solo Defense Turtles in Game of War – Wall Traps (Part 9)
- Guide to Solo Defense Turtles in Game of War – Combat Boosts (Part 10)
- Guide to Solo Defense Turtles in Game of War – Hero Gear (Part 11) – You are Here