rallytrap – Inside Game of War http://www.insidegameofwar.com Inside Game of War | Guides, Tools, Tips and Strategies Thu, 23 Nov 2017 17:00:20 +0000 en-US hourly 1 https://wordpress.org/?v=4.7.8 81234935 Budget Rally Trapping 104: Permanent Gear (Part 4) – Updated July 2016 http://www.insidegameofwar.com/budget-rally-trapping-104-permanent-gear-part-4/ http://www.insidegameofwar.com/budget-rally-trapping-104-permanent-gear-part-4/#comments Fri, 29 Jul 2016 12:24:04 +0000 http://www.insidegameofwar.com/?p=5228 guide-rally-trap-4

Part 4: Permanent Gear – Updated 6/30/16

Welcome to the fourth part of the series on budget rally trapping. Unfortunately, when it comes to combat gear, there isn’t really an effective way to craft elite gear on a budget without lots and lots of seasonal event and/or monster chests, and the easiest way to get them is by buying gold packs. You can also acquire them through completing the third prize of kill events, inferno events, and occasionally solo events. Now, you can also acquire some of the necessary chests through the bazaar in the alliance city, as well.

There’s currently a bountiful number of choices for excellent permanent defense gear.

When looking for permanent gear to craft, there are several things to consider. First, is do you intend to take rallies in your permanent gear? Or do you plan to pop cores? If you plan to pop cores, your gear doesn’t need to be nearly as good. If you do plan to take the rallies in your permanent gear, how well will that gear perform? Second, is will this gear look appealing to hit? The bigger you get and the more kills you have, the more you need to consider the second thing.

Let’s go over what we’re looking for in permanent gear in an ideal Game of War world, where rally leaders don’t much care what gear you’re wearing, and go from there. There are four boosts that I look for specifically, but there are now quite a variety of boosts to consider when crafting permanent gear.

Troop Defense, Troop Health, and Enemy Attack Debuff are what I consider to be the most important boosts when crafting permanent gear or putting gems into it once crafted, and to a lesser extent, Troop Attack. Troop Attack will most directly influence how many troops in the incoming rally you kill, along with your troop totals. Higher troop numbers need less Troop Attack than lower troop numbers to kill an entire rally. Troop Defense determines how well your troops resist damage dealt to them, and Troop Health determines how much damage they can sustain before they are wounded or die. Troop Health functions much in the way of “hit points,” in other types of video or mobile games, and Troop Defense functions like armor or toughness. Enemy Attack Debuff will reduce the amount of damage dealt to you by the opponent’s rally, which is absurdly helpful. There are certainly other useful boosts, but these are the big ones for me. Defense Debuff Resistance is an outstanding boost for rally traps with higher numbers of troops, and my updated gear suggestions reflect this stat. It can be boosted by completing the corresponding research in the Defense research tree, and by using a couple of different pieces of gear, though only one of them is really beneficial defensively.

Troop Defense is more important the higher your troop counts get. Once you have 50 million troops or more, Troop Defense becomes dramatically more important than Troop Health, but I have not been able to confirm exactly where this becomes the case in terms of troop totals. If you are a solo trap or a mini rally trap (about 2 billion power or so now, give or take) Troop Health is still reasonably important, so tailor your defense gear/gem choices accordingly.

Assume any overall boosts listed apply to all three troop types: regular, strategic, and wild. It just saves space and makes it easier to read to list “Troop” instead of all three. These boosts are just the gear, so no research or gems, which will make the values seem lower than what they would look like if you were to equip them.

Full Size Rally Traps (>2.5 billion power)

For our now nearly universal T2/T4 rally trap model that I’ve been advocating in the updated articles, there are a few things that have changed recently, as they relate to defensive gear. The first thing being overall Troop Health is now nearly impossible to keep positive (or above 0) if the rally leader hitting you is using cores from the newest generation (Poseidon, Ares, Nike) and they have their barracks upgraded to Lv.22 or Lv.23. The Health Debuff on Poseidon/Ares/Nike worn by a (currently) max research rally leader with full Lv.23 barracks is ~1650%. So even if you’ve done the Health Debuff Resistance (HDR) portion of the Defense research tree, you’re still looking at needing 1320% Troop Health to remain at exactly zero assuming 20% HDR (1650% x 0.2 = 330%, 1650% – 330% = 1320%). So what does this mean for rally traps? Troop Defense is more important than ever. As such, gems and gear choices should be focused on keeping Troop Defense as high as possible, post enemy rally leader core debuffs.

In keeping with this premise, I’m a big advocate of using the Kunoichi Kunai, for its Defense Debuff Resistance (DDR) statistic. On paper, it doesn’t look particularly powerful. It only has 45% Troop Defense, so why would we use it? The 90% DDR you get from using three of them negates most of the Defense Debuff on an attacker’s core set. If you have completed the Troop Defense Debuff Resistance research on the Defense research tree, then that 20% DDR plus the 90% DDR (for a total of 110% DDR) from using three Kunoichi’s Kunais effectively negates the majority of the Defense Debuff in an attacker’s core set (the formula isn’t precisely understood). If you use three of them, you’re negating a considerable percentage of their Defense Debuff, which greatly reduces the effectiveness of cores set up for Defense Debuff as it leaves you more overall defense, post-debuffs.

Rally leaders are now adapting to hitting the Kunoichi Kunai, and have begun gemming their core sets for attack, instead of debuffs. You can still use 3 Kunoichi Kunais against cores gemmed for Troop Attack, but you won’t get results that are as lucrative as you did against cores gemmed for Defense Debuff. This is why you want to gem them for as much Troop Defense as possible, as this will help protect from the overwhelmingly high combined Troop Attack on the newest generation core sets. The other option is to use a higher defense accessory and two kunais instead of three, which will help defending against core sets gemmed for Troop Attack.

Recommended Gear

1.) Mix and Match Defense Set: 1,125% Troop Defense, 275% Troop Health, 25% Troop Attack, 120% Cavalry Attack, 120% Infantry Attack, 90% Enemy Troop Attack Debuff, 90% Defense Debuff Resistance (DDR). The 90% DDR greatly increases the effectiveness of what appears to be pretty low Troop Defense at first glance. This gear can be anywhere from 2700% Troop Defense to about 3000% Troop Defense with the best gems.

Frostlord’s Will / Imperial Mantle / Imperial Greaves / Frostlord’s Shatter Star / Kunoichi’s Kunai x3



2.) Second Mix and Match Option

Frostlord’s Will / Imperial Mantle /Imperial Greaves / Frostlord’s Shatter Star / Frostlord’s Wielders (x1, or x2) / Kunoichi’s Kunai, x1, or x2)

Obviously you can’t equip eight pieces of gear. By “x1, or x2” I mean, use two Frostlord’s Wielders and one Kunoichi Kunai, or one Frostlord’s Wielders and two Kunoichi Kunai. I’d suggest x1 Frostlord Wielder and x2 Kunoichi Kunai, which is what I use currently. This will give you a happy medium between top-end Troop Defense and DDR, and likely help you to get hit an extra time here or there.

There are some other strong defensive gear options now, but they have less top-end defense than other choices so I did not put them as my top choices. Every bit of Troop Defense counts, so even 10% less Troop Defense makes a difference. Here’s a few of them:

Imperial Crown / Barbarian’s  Spear (very well rounded) / Imperial Jade (good Enemy Attack Debuff, Troop Health) / Frostlord’s Unrest (good alternative if you can’t do the Imperial Greaves), Imperial Crescent (good Troop Attack, also has Defense Debuff)


I assume some of you are by now asking, what about Golden Shogun? It’s super shiny, so must be awesome. And it is, but it’s best suited defensively to gigantic troop counts – even higher than those you’d find in a rally trap. The Golden Shogun set is incredibly powerful, but it doesn’t have the overall defense necessary to truly excel as far as rally traps are concerned. It does have very high/powerful troop type defense numbers that can be used by rally traps to their advantage. You should shoot to keep the three troop types as even as possible though, to account for the lower overall Troop Defense you’ll get from using several pieces of the Golden Shogun set. For example, you might use these three pieces from the Golden Shogun set, along with the  rest of your regular defense gear from the recommended list above, for a defensive gear set that looks like so:

Frostlord’s Will / Rising Yoroi / Imperial Greaves / Rising Katana / Rising Tekko / Kunoichi’s Kunai x2


SUPERCEDED – Usable with over 600 million troops still

1.) Frostlord Set: 1510% troop defense, 200% troop health, 200% infantry attack, 200% ranged attack, 200% cavalry attack, 100% enemy attack debuff, 75% stronghold march speed debuff (basically three bonus Great Wave 4th gems built into the three Frostlord Wielders, if you have a full set)

Frostlord’s Will/Soul Chamber/Unrest/Shatter Star/Wielders x 3

frostlordswillfrostlordssoulchamber frostlordsunrest frostlordsshatterstarfrostlordswielders frostlordswieldersfrostlordswielders



2.) Xena’s Defensive Set 2/Kunoichi Set: Varies, as there are more options to choose from. With the Deceit and all of the Haunted pieces, it has 935% Troop Defense, 200% Troop Health, 58% Troop Attack, 155% Enemy Troop Attack Debuff, 45% Enemy Health Debuff, and lots of march speed (which doesn’t help us at all when defending).

Kunoichi’s Deceit, Haunted Kunoichi’s Cloak/Tabi Boots/Machete/Kunai x 3


Using the complete original Kunoichi set (Xena’s Defense Set II, seen below), it has 325% Troop Defense, 195% Troop Health, 155% Enemy Troop Attack Debuff, 35% Enemy Health Debuff, 58% Troop Attack, 55% Trap Attack, and 90% Enemy Defense Debuff Resistance (very helpful if you have a higher troop count). Using this set of gear (or this set of gear with the Deceit, instead of the Mask), is less off-putting than seeing the above set of gear, as people know the Haunted Kunoichi gear has very, very high defense values. The original set is very clearly not as good, but it is still excellent. There has been a lot of “inflation” in combat gear statistics of late in Game of War, which means gear gets obsolete rather quickly. I would recommend having and replacing several of the pieces below, at least, with the Haunted version of the same piece of gear.

Kunoichi’s Mask/Cloak/Tabi Boots/Machete/Kunai x 3

These gear options are best for making up a suit of bait gear now, then switching to some form of the recommended mix-and-match defense gear set above. Any of this gear used needs to be gemmed for defense though as well, naturally

You also have a few more options that will help you raise the Troop Attack and Troop Health of your Kunoichi gear if you so choose, but at the cost of taking a hit to your Troop Defense if you have Haunted Tabi Boots. This is great for solo traps and mini traps, and less important if you have huge numbers of troops The Kunoichi’s Snow Tabi Boots have 73% Troop Attack, 70% Troop Defense, 52% Troop Health, 40% Enemy Troop Attack Debuff, and like the Frostlord Wielders, effectively has a Great Wave Gem built in free with the 25% Stronghold/Wonder/Super Wonder March Speed Debuff. The other option is the Kunoichi’s Wings, which has 45% Troop Attack, 35% Troop Health, and 20% Enemy Troop Attack Debuff (and a march speed boost, which is irrelevant for defending). These are both excellent choices as well, though if you intend on taking rallies in your permanent gear I would not personally use the Wings, as there is no defense boost.


Other good options for defensive gear include the Shogun’s Elite Kabuto (75% Troop Attack, 10% Enemy Troop Attack Debuff, 40% Enemy Troop Health Debuff), Shogun’s Dark Sashimono (20% Troop Attack, 120% Troop Defense, 40% Troop Health, 25% Stronghold/Wonder/Superwonder March Speed Debuff), Shogun’s Winter Kegutsu (170% Troop Defense, 44% Troop Health, 35% Enemy Health Debuff, 25% Stronghold/Wonder/Super Wonder March Speed Debuff), Chiron’s Wreath (good for people trying to look more appealing to hit) (20% Troop Attack, 40% Troop Defense, 20% Troop Health)


Miniature Rally Traps (right around 2 billion power, can be less)/Solo Traps

For smaller rally traps and solo traps where Troop Health is more important, I would consider some of these pieces of gear if you can make them. As a mini rally trap or solo trap, you’d use want to think about using more health gems and gems with health, and also more gems with attack, ideally. That said, I’d recommend the same gear as above.

1.) Mix and Match Defense Set: 1,125% Troop Defense, 275% Troop Health, 25% Troop Attack, 120% Cavalry Attack, 120% Infantry Attack, 90% Enemy Troop Attack Debuff, 90% Defense Debuff Resistance (DDR). The 90% DDR greatly increases the effectiveness of what appears to be pretty low Troop Defense at first glance. This gear can be anywhere from 2700% Troop Defense to about 3000% Troop Defense with the best gems.

Frostlord’s Will / Imperial Mantle / Imperial Greaves / Frostlord’s Shatter Star / Kunoichi’s Kunai (original)





Frostlord’s Will/Soul Chamber/Unrest/Shatter Star/Wielders x 3 (respectively)

frostlordswillfrostlordssoulchamber frostlordsunrest frostlordsshatterstarfrostlordswielders frostlordswieldersfrostlordswielders


Kunoichi’s Deceit, Haunted Kunoichi’s Cloak/Tabi Boots/Machete/Kunai x 3

Can be used for bait gear, I wouldn’t risk using them currently, otherwise.

But seriously, other effective alternatives are plentiful. The Colossus Aegis is an excellent piece of gear, particularly because all of its attack and health boosts are individual boosts.. meaning unless your opponent has that specific troop type attack debuff or health debuff in their cores, it won’t be affected by their overall Enemy Troop Attack Debuff or Enemy Troop Health Debuff. It has 65% Infantry/Ranged/Cavalry Attack and 95% Infantry/Ranged/Cavalry Health. The Hearthflame Orb is also a good choice for the same reason; it has 57% Infantry/Ranged/Cavalry Attack, and 74% Infantry/Ranged/Cavalry Health. The Hearthflame Kindle is also comparable, just in armor form. It has 100% Infantry/Ranged/Cavalry Attack, and 40% Infantry/Ranged/Cavalry Health. Another armor, the Colossus Barricade is similar, with 96% Infantry/Ranged/Cavalry Attack, and 40% Infantry/Ranged/Cavalry Health.


If you combine three pieces from several of the different sets, you can piece together solid individual troop type boosts. For example, Frostlord’s Will has cavalry attack, Frostlord’s Shatter Star has infantry attack, and the Frostlord’s Unrest has ranged attack (pictured above). The Hearthflame Ember has cavalry attack/cavalry health, the Hearthflame Flint has infantry attack/infantry health, and the Hearthflame Warmth/Hearthflame Tinder has ranged attack/ranged health. As an added bonus, they all have significant Enemy Troop Attack Debuff. The armor that goes with each set has good individual troop type boosts as well (Frostlord’s Soul Chamber/Hearthflame Kindle, both seen above).


For Big Rally Traps/Anyone Having Difficulty Being Hit (Typically 8 billion+ and lots of troops, or huge kill totals)

There comes a time when you’ve just trained too many troops and/or finished too much research to be one of those rally traps that gets hit constantly. Your power is too high, or you’ve killed enough that your kill stats are a deterrent if you also wear good defensive gear. Typically a combination of the two. And if you’re wearing a lot of the gear that I suggested above with crazy defense power, many opposing rally leaders will take one look and say, “Hmm. That’s a whole lot of nope. These cores were expensive. Let’s find a better target.” If people are still hitting you at your higher power in your best defensive gear, awesome. Keep wearing it. If this is not the case, and you’re not getting hit, it can help to wear ‘bait’ gear; gear that is supposed to look bad and make you more enticing to hit. There are a variety of ways to do this, but keep in mind this is really only a good idea if you’ve got a lot of troops. It’s a terrible idea if you’re very research-heavy with fewer troops, or all T4. Much higher troop numbers are better if you intend to use the gear for actually taking rallies, as the gear will be far worse than purpose-built defense gear. A lot of troops in this context means well over 700 million – 800 million combined on the low end. If you have fewer troops, you’ll still want to switch to your best permanent defensive gear or cores when the opponent’s rally starts marching.

The easiest way is to simply take a preset, skill it like you do for defending rallies normally (see the previous article here), then gem your research gear, training gear, monster killing gear, crafting gear, etc., with combat gems and put it into that preset. Anything not normally used for combat works well, as does weaker combat gear, or specialized gear like the older Fire Age, Hermes, or Executioner sets.

So, you gem your research/training/monster killing/obsolete individual troop type gear with some combination of defense, shadow, rose, and hallows gems from what I’ve been told. You can use the newer specialized gems that are super hard to get if you have them, just focus on defense (with large troop numbers), health, troop attack, and enemy troop attack debuff. I would use elite defense gems in the fourth gem slot and Shadow gems liberally, personally. So for example, you might use a set of Slayer gear with combat gems and hero skilled for combat.

Slayer’s Charge/Slayer’s Helm, Slayer’s Armor, Slayer’s Boots, Slayer’s Sword, Slayer’s Rune/Slayer’s Spiked Gauntlets/Slayer’s Trophy (some combination of those three accessories)


Or a training set, like the General’s gear or pieces of the General’s gear with other weaker combat gear that has training boosts that gives the appearance you’re wearing your training gear. The following would be examples you could pull from:

General’s Helm, Firelord’s Armor, Molten Core Cage, Phoenix Breastplate, Fiery Cloak of FantasyShogun’s KegutsuInferno LegplatesGeneral’s GreavesKunoichi’s Machete, Spear of FireGeneral’s Gauntlets, Phoenix Life

If I were going to run this gear, I would choose as much gear with combat boosts as possible, personally. But I’ve seen guys wearing the full General’s set eat rallies and lose very little, it just depends on troop numbers. I’d probably use the General’s Helm, one of the three individual Fire Age armors (Firelord’s Amor, Molten Core Cage, Phoenix Breastplate), Shogun’s Kegutsu, Kunoichi’s Machete, and three Phoenix Life, just because they do have some form of combat boosts.

To reiterate if it wasn’t clear, DO NOT run training gear/Monster gear/Research gear with the lower troop numbers I recommended. You need absolutely huge troop totals to run this gear effectively. T2/T4 traps with giant troop totals exclusively, are the only people who might want to consider this strategy.

Other options would be using research gear, crafting gear, or other non-combat gear. To take a rally in it, you need 700m-800m troops (T2/T4 combined) minimum, and about 2000% Troop Defense, otherwise, it’ll hurt you dearly and you should switch to your regular defense gear when the rally is marching.

If you’re on the higher end of trapping power but still have lower troop totals, use some of your older gear, or intentionally craft some gear in Epic or Rare quality and wear that. I would caution against taking a rally in gear like that without a lot of troops, but feel free to experiment. I’d switch to my best defensive gear or cores depending on my power and the scenario. Just don’t hold me or insidegameofwar.com responsible if you use intentionally bad gear with troop totals that are too low as I’m simply passing on information that I’ve been told or seen used effectively.

TL;DR Version

The best permanent defensive gear available currently for full size rally traps in my opinion is a mixed set, made up of Frostlord’s Will, Imperial Mantle, Imperial Greaves, Frostlord’s Shatter Star, and three Kunoichi’s Kunais. I would personally use this exact same gear if I was running a miniature rally trap using permanent gear, or a solo trap as well.

If you run a higher powered trap and are having difficulty getting hit (or are having difficulty due to high kill totals; really for any reason), you can consider wearing ‘bait’ gear, which can be research/monster/training gear skilled and gem’ed for combat, or intentionally worse or obsolete combat gear to help increase the likelihood that you will be hit. If you have smaller troop totals, you will still want to core or equip your top end permanent defensive gear before a rally lands. If you have huge troop totals (700 million plus), you should be able to take rallies in your bait gear effectively, but it needs to be just under 2000% Defense, or you shouldn’t use it.

The next article will cover strategies for crafting defensive cores, gems,  and will have some of the cores and pieces I like to use as well. If you have any gear strategies that you would like to share, please feel free in the comments.

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Budget Rally Trapping 103: Hero Skill Point Allocation (July 2016) http://www.insidegameofwar.com/rally-trapping-hero-skill/ http://www.insidegameofwar.com/rally-trapping-hero-skill/#comments Wed, 20 Jul 2016 20:27:26 +0000 http://www.insidegameofwar.com/?p=5146 guide-rally-trap-3

Part 3: Hero Skill Set Point Allocation – Updated 6/22/16

Welcome to the third article in the series on budget rally trapping. If you missed either of the preceding articles, you can find them here. This particular article is pretty much independent of power or anything else. It’s the hero skill set up I use, and it’s what I’d suggest to anyone that doesn’t run a biased, one troop type rally trap set up.

Things to Remember When Defending Against Rallies

  • Overall troop boosts and debuffs are most important, though these boosts are more vulnerable to debuffs from the enemy rally leader’s cores.
  • Your opponent will likely have missile cores, that massively boost one type of troop attack (infantry, ranged, or cavalry), and have considerable overall troop attack, troop health, and troop defense values.
    • Custom core sets enemy rally leaders can be wearing vary widely in strength, though some are comparable or better than the set gear cores.
    • The max attack values (combined troop type and overall troop attack) you can be hit with are around 5700%, but the effectiveness of the enemy’s cores can be enhanced considerably by debuffs, as can yours.
    • There may be some considerable variability in results between two different rallies led by different leaders wearing what look like identical core sets with level 60 heroes. The fact is that not everyone knows what they’re doing, no matter how much money they spend on the game. Some rally leaders don’t know how to gem correctly, or don’t skill right. Occasionally, even the most experienced will forget to pop their cores in time and you’ll get hit in their defense gear. Expect some variation. You may have no problem eating a Poseidon rally led by a level 60 hero from alliance A, but you may lose handily in the next rally from alliance B, also led by a level 60 hero wearing Poseidon cores.

A Few Things about Combat Boosts in General

When allocating hero skills points for your preset(s) and your permanent gear, you’d think you want to focus on the most powerful boosts, that have been previously covered here on Insidegameofwar.com. However, the combat boosts for rally traps are ranked a bit different than what we’d normally consider to be the most important boosts.

Troop Defense and Enemy Troop Attack Debuff, and overall Troop Health to a lesser extent, are the most powerful boosts when defending against rallies as a prototypical T2/T4 trap. If you run a T3/T4 trap, then health is a bit more important for you since you’ll have a smaller troop count. But in general, overall Troop Defense and Enemy Troop Attack Debuff are the most powerful boost and debuff, respectively, when defending against rallies with large troop numbers, like one is with a T2/T4 rally trap. Large numbers being 80 million plus.

After those two (or three), the three individual troop type defenses – Infantry Defense, Ranged Defense, and Cavalry Defense are extremely important. These are a bit harder to debuff, though with the release of the Wild tree and better cores, it can definitely still be done. Nike cores for example, debuff more troop type defense than previous core sets. Health Debuff on enemy cores can be over 1600%, so it’s very difficult to ever have enough Troop Health nowadays.

Hero Skill Point Allocation

As harped on above, with a T2/T4 rally trap, the most critical boosts are overall Troop Defense, and then arguably the three troop type defenses, and overall Troop Health. With Poseidon and Ares, it’s becoming sort of a moot point, as rally leaders with full Lv.23 buildings and research can have up over 1650% Enemy Troop Health Debuff.. so I’m more concerned with the troop type defenses these days.

I set up my permanent defense gear skills and core defense skills as shown below. I fill Troop Attack, Troop Health I, Troop Defense I, Troop Defense II, Troop Health II, Infantry/Ranged/Cavalry Defense, Enemy Attack Debuff, Altar Bonus Health, Altar Bonus Defense, and most of Alter Bonus Attack. I have a Lv.60 hero on my rally trap, so if you have fewer skill points available, I’d reduce points in Altar Boost Attack, and a few off each troop type defense, or Troop Health II.

I will say this once and use bold for emphasis: altar boost defense, altar boost health, and altar boost attack (to a lesser extent than the first two) are the most important hero skills to fill at hero level 55 and above. If you are able to kill the entire rally due to sheer mass of troops with very little attack, then Altar Boost Attack is the least important of the three for you. Anyway, these boosts DO NOT require an altar to be present in your city (I don’t have one on my rally trap) or an active altar boost to receive their benefits. They will improve ALL of your combat boosts proportionally based on your research and city’s building make up, simply by being skilled. FYI, they will only show up when looking at a preset if the current preset you have equipped has them skilled. Also, they also will increase the boosts awarded by the altar itself if you execute a hero.


The above screenshots are for a general defensive preset.. you also can set up different presets for each troop type, but this is rather tedious unless you have a good bit of time before a rally is going to land. By this I mean, if you want to have a preset for defending against Cavalry (Frostbitten/Ares, customs, etc.), then you would skill Ranged Defense and Ranged Health, for example. If you want to do missile troop specific defense presets, then you need to skill both the troop type defense and health of the weakest troop type against the incoming troop type. Overall Troop Defense I & II, overall Troop Health I & II, and the Altar Bonus Boosts should still be skilled like normal, regardless  of how you set up each preset.

TL;DR Version

Overall Troop Boosts – overall Troop Defense and overall Troop Health to a lesser extent, and Enemy Troop Attack Debuff should be your focus when allocating your hero’s skill points for defending rallies, whether you use a preset or not. Infantry/Ranged/Cavalry Defense should also be a major priority, as these are a bit harder to debuff than overall Troop Defense. I recommend skilling Troop Attack, Troop Health I & II, Troop Defense 1 & II, Infantry/Ranged/Cavalry Defense, Enemy Attack Debuff, and Altar Boost Defense/Health/Attack. Altar Boost Defense/Health/Attack do not require an altar to be present in your city, nor do they require an active altar boost from executing a hero. If you have unlocked the ability to fill them (at hero level 55), they should be your utmost priority as they provide a bonus to all of your combat boosts across the board

The permanent gear article will be updated in a few days, and the defensive cores article a few days after that. For the other articles in the series, see here.


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Budget Rally Trapping 102: Troops (Part 2) – July 2016 http://www.insidegameofwar.com/budget-rally-trapping-102-troops/ http://www.insidegameofwar.com/budget-rally-trapping-102-troops/#comments Fri, 01 Jul 2016 09:01:43 +0000 http://www.insidegameofwar.com/?p=4960 guide-rally-trap-2

Part 2: Troops, Meatshields, and Research

Update: This series has been updated (June/July 2016). 

Welcome to the second article in the series on budget rally trapping. If you missed the first article, this article will focus on troops, however, and will consist of what I’ve used personally, or know others have used personally with success. But still, these are just recommendations, so keep that in mind. If you don’t think you have enough troops, err on the side of caution and train more. Note that any troop number recommendations are always an even mix of normal and strategic troops. I also am not factoring Wild troops in, as I don’t recommend completing the Wild tree if you’re a rally trap.

Things to Remember about Troops:

  • Like a solo trap, you can defend with a (nearly) unlimited amount of troops.
  • The enemy rally can contain a maximum of ~4.8 million T4 troops at present (unless they send a meat shield with their rally, which is very rare in my experience, and would reduce the number of T4 in the rally), but this will rise to between 5 million and 5.75 million T4 once Hall of War Lv.23 is released (estimated, it’ll be a good bit to justify the assuredly extreme cost of Lv.23 HoW) .
  • The enemy rally leader will likely be wearing full level 6 cores that will be either set gear cores, or a custom core suit that will favor one troop type. FYI- if they start the march with the Hermes set and don’t core immediately, you can teleport away so that the march will instantly land if you are very quick, but your reinforcements will go home and not help you defend if you do move (the “pop ‘n port” technique mentioned below). Their attack values typically will be anywhere from 4000% combined (troop type + overall troop attack), up to about 6700% combined (Nike). Core sets (as in a full 7 pieces) with very high debuff values are what hit the hardest in my personal experience, but the attack values are really getting up there on Poseidon, Ares, and now Nike so they can hurt quite a lot as well. Unless you’ve crafted awesome cores with 6 pieces, 4th gem slots, and set bonus research (if applicable), the rally leader’s gear will probably be better than yours. So, you need a serious troop power and numerical advantage.
  • These troop recommendations are assuming you want to use permanent gear, not cores. You can reduce the number of T2 by 30 million – 60 million and use cores instead, if you like.

Troop Recommendations

  • I’d recommend a minimum of 24 million T4, evenly mixed. This is not the “ideal” amount of T4. Ideally, I would suggest between 30 million and 50 million T4, you just need to keep your power in check. Staying under 6 billion power is advisable at this point, that may change again with newer core sets.
    • You need to shoot for approximately 3 billion troop power at minimum with how powerful cores are now to use permanent gear. You can have less and use cores, but for permanent gear, you need a TON of troop power for it to not hurt.
  • You need T2, and a lot of them. Really as many as you can while staying under the Nerf that kicks in at once your ratio of T2:T4 rises above 12.525:1 assuming you have wall traps. In other words, for each one T4 troop you have, you can have 12.525 T2 troops. This number evens out into whole troop numbers, not fractions, once you do the math. Presently, I would recommend ~275 million evenly mixed T2 at minimum, and ideally between 350 million and 450 million T2. These totals will reduce your losses considerably. Obviously for the higher T2 counts, you’ll need to have more T4 to back them up with so you don’t nerf.
    • So for 24 million T4, you can have 300,600,000 T2 at absolute max. For 30 million T4, you can have 375,750,000 T2 at absolute max. What it really boils down to is how many rallies you want to be able to take before you have to retrain troops. The more T2 (or other meat shield of choice) you have, the more rallies you can take before you need to shield and train more troops. If you join rallies literally ever, you need to reduce your ratio to around 10:1 or 11:1 at most, otherwise you could lose enough T4 that a march of T2 attacking you could cause you to nerf.
  • If you want to use only T4, and treat your trap like a wonder battle you should shoot for 22 million – 25 million troops, and I would replace your embassy with another hospital if you plan on doing that so that you don’t get your teammates’ reinforcements killed. I’d also use some more hospitals than normal to reduce the cost of retraining T4. This is not recommended, but I’ve seen it done effectively by a small handful of people.
  • So, to reiterate, 24 million T4 (not counting reinforcements) and ~275 million T2 is a bare minimum recommendation for taking rallies in permanent gear. This amount of troops will only very occasionally eat rallies, and will need to be increased proportionally as cores get better and better. But the theme is, “What do I need at the very least to take rallies?” so this recommendation is solid for the context. This is not the only setup that works, but I feel confident recommending these totals at a minimum. In reality, you want 30 million+1 T4, and 350 million+ T2 for a more viable setup. The more troops, the better as long as you always stay below the 12.525:1 (T2:T4) Nerf ratio.
    • This is the most common type of rally trap setup nowadays, and I’ve been converted myself. The only downside is having to retrain T2 quite regularly, but with how packs are now, as well as the frequent Athena’s gifts, it really isn’t bad. You will have to spend some, but it’s pretty reasonable once you have the T4 and bare bones of your T2 trained assuming you don’t get zeroed.
    • About 400 million troops total is what you need to really reduce your losses considerably and eat rallies pretty regularly. I have about 450 million troops total on my trap (of which 36 million are T4) and that’s plenty, but this number will increase as cores get better and the rally size continues to rise.

 General Research Recommendations

As a general rule, you want to focus on research that improves combat outcomes. Obviously to have unlocked all the (pre-Wild) T4 troops, you need to have the Economy tree, Combat tree, and Strategic Combat trees finished. The Defense tree is hugely beneficial, as there is not much “fluffy” research that adds power without helping you in combat, until you get near the very bottom. I would suggest completing through Defense Debuff Resistance Lv.10 on the Defense tree. This will greatly increase your individual troop healths and individual troop defenses, trap capacity, overall troop health, overall troop defense, and resistance to the defense debuff in your enemy’s core sets, in addition to the troop health and troop defense research found on the Combat and Strategic Combat trees. There is some beneficial combat research in the March tree before you can unlock hero presets, but I would research the minimum required here. You get a few percent boost in health, defense, or whatever, but for the same amount of power you could train another 10 million-20 million T2 or so. The Crafting tree is somewhat optional, but I would personally lean towards doing it, since the 4th Gem Slots are hugely helpful in boosting your permanent gear’s defensive stats. Unlocking hero presets is an absolute pain, but well worth it once you have a couple in terms of convenience. But it is worth several hundred million power to unlock a few presets, so weigh that versus having more troops. If you want to use defensive cores, you need to have researched the Crafting tree to that point.

Screenshot_2016-01-06-15-03-49 (1)Screenshot_2016-01-06-15-03-55Screenshot_2016-01-06-15-04-02Screenshot_20160620-182205

You should shoot to complete through Defense Debuff Resistance Lv.10 on the Defense tree, as shown above. Health Debuff Resistance, Attack Debuff Resistance, and so on are helpful, but aren’t absolutely necessary.

TL;DR Version

The reality is there are dozens of combinations of troop numbers that will allow you to run a successful rally trap. For the sake of simplicity and having to train/maintain fewer troop numbers, I would recommend no less than 24 million T4 and about 275 million T2. I would really recommend 30 million T4, at least, and around 350 million T2. 31.25 million T4 paired with 375 million T2, for example would be a strong setup with proper gear and hero skills. About 400 million troops seems to be the cutoff for reducing losses considerably, but as we see more hits from Nike cores this number will need to be revised.

The next article will cover hero set up and permanent gear recommendations, with the following covering defensive cores.

A couple of responses to things/points raised in comments:

  • The “pop ‘n port” (pop cores and teleporting immediately so the rally lands) works quite well, assuming you don’t mind taking the rally without any reinforcements.
  • You want the correct reinforcement type mostly because your reinforcers will lose far less if your meat shield gets broken through during the rally. Though the risk of this is nonexistent with a T2/T4 rally trap, it’s not a bad habit to get into.
  • I only wish I still had an altar for the altar boost. I’ll still instant-execute heroes, I just don’t get anything out of it besides satisfaction.
  • This was answered, but yes, you can join rallies without a Hall of War, and yes, you still get notifications. You just can’t lead rallies or set fake rallies.
  • I didn’t recommend strategic troops. I recommended an even mix of T4, including both regular and strategic troops. Most people will have researched strat troops to join rallies, at the very least. If you haven’t, that’s fine. Make sure to tell anyone reinforcing you that though, because it’s important if you don’t have any strategic combat research done.

For the other articles in the series see here.

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Budget Rally Trapping 101: Introduction, Premise and City Set Up (Part 1) – June 2016 http://www.insidegameofwar.com/budget-rally-trapping-101-introduction-premise-city-set-part-1/ http://www.insidegameofwar.com/budget-rally-trapping-101-introduction-premise-city-set-part-1/#comments Thu, 23 Jun 2016 13:30:44 +0000 http://www.insidegameofwar.com/?p=4833 guide-rally-trap-1

Part 1- Introduction, Premise, and City Set Up (UPDATED June 2016)

A lot has changed since this series was originally written. New research, new cores and new game features have all changed the nature of Rally Trapping. Over the next couple of weeks, this series will be updated to reflect all the new changes.

(To see the other articles in the series click here)

So you want to be a rally trap. Everyone should, to be perfectly honest. I believe it is the most dynamic way to play the game, since you can both join rallies, and take them. The premise of rally trapping is simple: instead of avoiding being rallied like the plague, your intention during Kingdom vs. Kingdom kill events (abbreviated to kill event(s) from here on) is to bait, annoy, or otherwise entice enemy alliances into rallying you. This can be done in a variety of ways which I will be sharing with you over the course of the series. This will be the first article in a series of articles that will describe how to play as a rally trap as efficiently and inexpensively as possible. This article will cover the premise of rally trapping, the mechanics of doing so, and how to set up your city to best sustain this play style by improving the effectiveness of your troops by boosting defense. Future articles will cover:

  1. How many troops/meat shields you should aim to have, what research specifically you should focus on
  2. How to skill your hero to take rallies
  3. How to craft passable cores over time to take rallies, what permanent gear you should focus on crafting
  4. Overall strategies for rally trapping using the set up I am recommending, and describing other methods/setups of rally trapping

As kill events can be won or lost by a handful of skilled or very bad traps of any variety, becoming a knowledgeable and skilled rally trap will be greatly appreciated by your alliance and your kingdom. The ultimate goals of this series of articles are to help as many readers as possible reliably improve their outcomes when taking enemy rallies of any kind, to give readers a strong knowledge base to work from for this play style, and to help people play the role of rally trap as inexpensively as possible.

What is Rally Trapping?

Rally trapping, in general, is not very different from solo trapping or playing a solo defensive turtle. For more on solo trapping or playing as a solo defensive turtle, see the in-depth series on the topic. The overall premise is much the same; you want players (in this case a group of players) which are typically much more powerful than you to hit you, with the expectation that your losses will outweigh their gain. Naturally, you want this to be the case for both power-destroyed kill events, and the troop tier point scale kill events. Instead of hoping for big players to send solo marches at you, you are hoping they will set rallies on you. If you do happen to be soloed as a rally trap, politely thank your attacker for the free kills, event points, and high-level hero to hold.

What is the Difference Between a Rally Trap and a Solo Trap?

The main difference between a rally trap and its solo brethren will be the size/power of the account. Successful solo traps nowadays tend to have comparable gear to rally traps, and higher level heroes as well. What used to suffice as a small rally trap is now a normal solo trap. Solo traps range from around 500 million power to 1.3 billion or 1.4 billion power. Rally traps have grown to between 2 billion or so all the way up to 6 billion power – 7 billion power.

As mentioned above, this series of articles will focus on rally trapping using the most sustainable methods possible. Of course, everyone would just love to crank out five million more T4 and 100 million extra T2 meat shields, but that’s not always possible for people, even those that have managed to set up their accounts as rally traps. For me, that used to be T3 and T4, but I have since come around to the T2/T4 method that has become so common. It does indeed end up being cheaper, long term.

Personally, my rally trap account is right around 5 billion power. I would consider between 3.5 billion power and 5 billion power a viable and safe recommendation (though I have been playing the role of a rally trap since about 850 million power, the game has changed dramatically since then). Much of your effectiveness will depend on troop power alone, so as little research power as possible is necessary. More on that later.

Requirements for Rally Trapping

Some general outlining principles: In general, this is a more expensive form of trapping than solo trapping (defensive turtle, if using the standard lingo for the site). Everything you build, research, and craft should be oriented towards defending rallies. There are a few things most highly successful rally traps have nowadays. These are what I would suggest:

  • You must have T4, and they should be an even mix. Strategic troops are slightly more powerful in terms of attack power, but this advantage has largely been negated by Wild troops. So I would recommend training an even mix of strategic T4 and regular T4. DO NOT TRAIN SIEGE units. They do nothing for you.
  • Typically, 20 million – 60 million T4 are present in dedicated rally traps, with higher numbers usually belonging to rally traps that join rallies more often than those that don’t. In order to do this, you need to complete the Economy research tree, as well as the Combat and Strategic Combat trees. You can run a rally trap using normal troops alone; I’ve always used both.
  • You should train at an absolute minimum, 200 million T2, evenly spread between normal and strategic troop types. You really want 350 million-450 million T2, even more if possible.
  • You should have as much of the defense tree done as possible, preferably to Defense Debuff Resistance Lv.10. This is a considerable amount of power, but I believe the results are worth it.
  • Having an embassy is highly recommended, though one can rally trap without it.
  • Aside from an Academy (debatable, safer to leave though in case there’s new research that becomes important at some point), Watchtower, Forge, Prison, Altar (debatable, useful if you can capture heroes and force them to hemlock while in your prison, or you have a steady supply of Instant Executions), and Gymnos until your hero hits Lv.60. Every other building you have should be a Barracks, Lv.21 at minimum. This is because of the defense boost conferred by Barracks; 10% at Lv.21, but 18% when combined with Altar Bonus Boost hero skills (more later).
  • ALWAYS stay below the Nerf ratio of 12.525:1, with the ratio being T2:T4. So for every T4 you have, you can have 12.525 T2. If you have no wall traps, you can push the ratio slightly higher, to 13:1, but it’s not recommended. If you push your ratio close to the Nerf and cross over it for whatever reason, the next attack that hits you will cause catastrophic damage. Don’t push it that close. If you don’t join rallies, stick to 12:1 or so, 10:1 if you do.
  • For the T2/T4 setup, you don’t need presets from the march or set bonus trees, anything from the Wild tree, or the Restorative tree (though the Restorative tree does reduce the cost of troops considerably). Completing the Crafting tree for the 4th Gem Slots is recommended, but adds a considerable chunk of power along with the ability to add a 175% defense if using Elite Defense Gems, or 245% if you happen to have a seven Rainbow gems. I did it, but it’s up to you.


This bit of this section is still important if you intend to use cores when taking rallies, but not if you intend on running the standard T2/T4 trap configuration using regular combat gear. You can use cores if you have fewer troops still, however.

  • You should have researched level 6 cores. I have seen rally traps run using level 5 cores, but I would strongly recommend against doing so. You are severely limiting your effectiveness in combat by consciously using all level 5 cores or permanent gear.
  • You should have two presets unlocked, I would suggest doing so through the march tree instead of the set bonus tree. There are some other small, but additive combat boosts present in the march tree that are helpful. I rally trapped for several events without presets, so it can be done (albeit very stressfully and inefficiently), but for the purposes of this series of articles, you need two unlocked. One will be equipped with your permanent defensive gear, and the other will contain your defensive core suit that you will equip a moment before the enemy rally lands.

How to Actually Take a Rally

As there is not an existing guide on insidegameofwar.com about the overall method for rally trapping, I will quickly go over the order of events in an ideal rally trapping scenario.

  • An outlander alliance declares war (sets a rally) on you. This means you have just under 60 seconds assuming the enemy rally leader has completed Rally Reduction Time level 10 (they usually have) and his alliance is organized, (usually closer to 50 or 55 after confirming the rally is on you) before the rally marches. If you have them, now is the time to click on Rally March Speed Debuff in your boost lists to reduce the speed of the incoming enemy rally, and quickly check the rally leader’s hero for cores (lag permitting).
  • If you have an embassy, you should quickly ask for reinforcements in alliance chat.
    • I used to think that the troop type of reinforcements you had made a difference, but that is not the case. The troop type reinforcing you only matters if your meat shield is broken through. As in you’ve lost all of your T2. You should no longer be taking rallies at this point. The proper counter troop type will lose fewer troops reinforcing than the weaker troop type, depending on what type of cores you’re being hit with.
  • After you ask for reinforcements, wait 10-15 seconds, then pop your combat boosts. I use Troop Defense boosts and Enemy Attack Debuff boosts, though I am aware there is a difference of opinion on the matter.
  • This next step is to check the troop make-up of the incoming army. This is only possible if you are far enough away from the attacker, otherwise you won’t have enough time. If you are far enough away (or have enough great wave gems embedded in your permanent gear to slow the incoming rally march considerably), stay in your city view and click on the “war march incoming” notification to look at the rally to make sure it is a real rally.
    • (SUPERCEDED, permanent gear is far easier using T2/T4) If it is and you are going to pop defensive cores, then click on your hero and prepare to equip the preset containing your defensive cores. If you will not have time to look, omit this process and wait in your hero view screen. Wait until there are five seconds or so before the rally lands (you’ll likely have to count this out in your head), and equip your defensive core preset. If the lag is particularly bad, err on the side of caution and equip a bit earlier (as in seven or eight seconds, don’t go wild). Do note that if you equip your defensive cores too early, most rally leaders will cancel their rally if they have enough time to do so. This is why it is important to wait until they are unable to cancel the rally if possible, though it is better to have equipped them too early than to take a full rally in your regular gear most of the time.
    • (SUPERCEDED, you should have all barracks now) As soon as your troops show up in your hospitals, switch to your training gear if you have more than two presets and one of your other presets contains it, and heal your troops, either instantly, or using speed ups. If you have time to wait for a few helps or more before you will be rallied again, do so, if not heal them as quickly as possible. Once you’ve pressed heal, equip your permanent defensive gear preset again in case someone decides to solo you when they see your training gear or in case another rally may be marching. If another rally is incoming and you don’t have time to switch to your training gear preset, just heal without doing so while wearing your cores, and do so as quickly as possible. If you are being double or triple rallied, they most likely know you have cores so there is less incentive to switch back to your permanent gear.
    • If there is not a double rally set on you, switch back to your permanent defensive gear preset and hope they rally you again. Repeat as necessary.
  • If you aren’t popping defensive cores, all you need to do is put Anti-scout back on after the rally has landed unless there is another rally incoming. If you are small enough to be hit anyway, then this is less important.Hopefully, this gives a bit of an outline to the process if you were unaware of the actual mechanics. There are other ways to play the role of rally trap; I strongly prefer to play as a mobile rally trap; I join rallies, will reinforce teammates in my immediate area that are being rallied, and generally do not sit still like the static “offline” rally trap style requires. To play as an “offline” rally trap, you are essentially hoping an unsuspecting giant player will wander into your hive and set a rally on you, thinking you are offline. That requires patience, and tons of it. I will discuss the protocol for this in a later post, but I much prefer playing as a mobile rally trap as it is much less boring. If you are having trouble getting hit, then you may need to rethink this.

    City Set Up

    So, moving on to city set up. Resource buildings are of little to no consequence to a rally trap. If you want to hyper-produce one material, feel free, if not, it doesn’t matter. It makes no practical difference. One could make the argument that you don’t need any resource buildings, as they add several million power that does nothing for your defensive capabilities. Inside your city walls, however, is very important. All buildings should be Lv.21. My city is set up as follows:

    • 1 Academy
    • 1 Forge
    • 1 Treasury/Dungeon/Wonder Dungeon
    • 1 Gymnos (not technically needed, just speeds up getting to hero Lv.60, can be knocked down afterwards with the only penalty being the loss of 10 hero monster skill points)
    • 1 Prison (kept for the attack boost when heroes have been captured)
      • Altar optional, can be worth considerable combat boosts if you can eat rallies and capture heroes and force them to hemlock
    • 1 Watchtower (debatable, but I strongly recommend having it, even if just for the defensive boost for reinforcements and small enemy attack debuff)
    • 1 Embassy
    • 20+ Barracks or as many as possible.
      • Anything you decide to knock down should be replaced by a Barracks

    The city set up is largely preference, though rally traps tend to be made up primarily of barracks (for the defense boost they confer at level 21 and to a lesser extent, below level 21).

    Note that I do not have a Hall of War (not needed, as I will not be leading rallies or setting fake eight-hour rallies). I also do not keep a Market normally. I will knock a hospital down to put the Market up if I know I will be sending a considerable amount of resources, then put a Barracks back up once I have finished sending the resources.

    Stay tuned for the next article in the series, Budget Rally Trapping 102: Recommended Troop Numbers, Meat Shield Numbers, and (more in-depth) Research Strategies.


    (To see the other articles in the series click here)

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Budget Rally Trapping 105: Defensive Cores (Part 5) http://www.insidegameofwar.com/budget-rally-trapping-105-defensive-cores-part-5/ http://www.insidegameofwar.com/budget-rally-trapping-105-defensive-cores-part-5/#comments Tue, 16 Feb 2016 23:36:56 +0000 http://www.insidegameofwar.com/?p=5491 Untitled

Part 5: Defensive Cores

Welcome to the fifth article in the series on budget rally trapping. For this article, I’m going to go over my general strategy when making a set of defensive cores, and what boost and debuff values I try to shoot for in a general sense. Then, I’ll cover the basics of crafting counter missile defense cores, as in cores that are designed to defend against a particular attacking troop type. I’ll highlight some of the defensive cores and pieces I like the best. I’m going to use my example values from a six piece core set, so this may be beyond the scope of rally trapping on a relative ‘budget,’ but can easily be adapted for four piece core sets by just trying to get as close to the values as possible.

Just to recap, the premise of using defensive cores to defend against rallies relies on switching from your permanent gear to a preset with the hero tree skilled to take a rally and the defensive cores assigned to that preset (“popping” cores, from here on) right before the enemy rally arrives (or alternatively, equipping them and teleporting before the enemy rally leader can cancel the rally; the pop ‘n port). If you plan on being reinforced or pretending to be offline in a hive or something, it is critical that you do not pop your cores too early, as worthwhile rally leaders will cancel their rally before it lands, and you’ll be stuck with your cores counting down and no more points than you had before the opposing alliance set a rally on you.

There’s two methods that I tend to use to craft cores. The first method is to stack Troop Defense, Troop Health, and Enemy Attack Debuff in every core in my defensive set, with the occasional Troop Attack piece thrown in for good measure. The other way consists of making all-out cores of different types and combining them into one defensive set. By this I mean you make a core that’s all attack; every piece you use is Troop Attack or some variation thereof. You repeat this a couple of times, and then you make a couple of cores that are all Troop Defense and/or Troop Health (depending on your troop counts), until you have enough for a full defensive set. This would be altered relative to what sort of goals you have for that particular set of cores. Either way works fine, but I find that the second method makes it easier to keep track of what my totals are as I go about making the set, but the first method is easier to get the defensive stats higher in terms of absolute values. It’s really just preference though.

Screenshot_2016-02-16-12-53-41 Screenshot_2016-02-16-12-53-36

An example of an all-out defensive piece.

Ideal Goals for a Generalized Defensive Six Piece Core Set Including Gems and 4th Gems (With higher troop numbers, like I have)

  • 700%-800% overall Troop Attack
  • 3000%+ overall Troop Defense
  • 2000%+ overall Troop Health
  • 400%+ Enemy Troop Attack Debuff (Enemy Troop Defense and Health Debuff are also good)

Obviously if you only have four piece cores unlocked, these values might seem pretty lofty. Taper the listed values for four or five pieces, and not having fourth gem slots if that applies to you. Just subtract a few hundred percent from each value for your goals, and just try to get in the ballpark. The fewer troops you have, the higher your Troop Attack boost needs to be. This is the value I’ve found can kill the entire rally for my troop count. If you run a straight T3/T4 trap you’ll almost certainly need more than 700% overall Troop Attack.

If you’re a straight T3/T4 trap with troop totals closer to 20 million – 25 million or so and have unlocked six piece cores, shoot for more like:

  • 1000%-1200% overall Troop Attack
  • 2500% overall Troop Defense
  • 2500% overall Troop Health (even defense/health, or slightly heavier on health)
  • 400%+ Enemy Troop Attack Debuff

Opposing rally leaders nowadays tend to use Frostbitten or Dragon Bone from my experience, and these two sets (as well as a huge variety of custom missile sets with huge debuff values) make it rather difficult to decide what route to take when making defensive cores. Personally, I focus more on overall Troop Defense and overall Troop Health than overall Troop Attack, because my higher troop numbers make up for lower overall Troop Attack values in sheer numbers. I’d rather not waste Troop Attack that could’ve gone towards saving more of my troops. Note you should also have about 130% of each troop type attack at a minimum when skilled to take a rally with altar bonus boosts, as well. In any event, besides your permanent gear and all-around defensive cores, crafting counter missile cores to defend with are another option if you have three or more presets available to put cores in, in addition to a preset for your permanent defensive gear.

Goals for Full Sets (7 total, not full set bonus) of Counter Missile Cores

  • Similar overall Troop Defense and Troop Health goals (2000%+), and ideally overall Enemy Troop Attack Debuff as well. 200%-400% Overall Troop Attack would be good, but the opposing troop type attack is the focus with counter missile cores

When Defending Against Infantry Missile Cores

  • Boost Ranged Attack (1200%+, ideally)
    • Cavalry Defense (500%+. the more, the better)
    • Enemy Infantry Attack/Defense/Health Debuff if possible

When Defending Against Ranged Missile Cores

  • Boost Cavalry Attack (1200%+, ideally)
    • Infantry Defense (500%+. the more, the better)
    • Enemy Ranged Attack/Defense/Health Debuff if possible

When Defending Against Cavalry Missile Cores

  • Boost Infantry Attack (1200%+, ideally)
    • Ranged Defense (500%+. the more, the better)
    • Enemy Cavalry Attack/Defense/Health Debuff if possible

Counter missile defensive core sets take quite a bit of work, and are tough to keep up to date and crafted if you aren’t spending regularly. I’ve used them in a few events and find them to be more trouble than anything else, but if you’re on the smaller-side power-wise as a rally trap they can be hugely beneficial. Remember, you’ll need three presets at a minimum just for the cores (one for each set), and you’ll need to be able to recognize your opponent’s cores rather quickly, or have people in your alliance that can so you know what set to use.

Core Suggestions

Here’s a few of the cores I like to use in generalized defensive core sets. If there’s enough demand for an article about cores to use in counter missile defense sets, I’ll write that up but this is just a generalized defensive list. Some of them may have a specific enemy troop type debuff that makes them best suited for defending against a particular type, but for the purposes of the list, it’s not really important. It is more efficient to use them against that troop type, but the other boosts of those cores may make it worth using them against every troop type. I’ll leave it to you to click through for the specific stats.


Minotaur Helm

Emerald Helm

Stone Peak Helm

Feathered Headband (more so recently, with the Frostbitten cores making the rounds)



Wolfsbane Corset

Emerald Armor

Famishing Armor

Krampus Pauldron Gauntlet



Manticore Tooth Club

Star Blade

Hunting Spear




Red Scale Boots

Plated Food Armor (mostly because of good troop defense + built-in ranged defense, tbh)

(same image as above is used)

Emerald Legging

Nagas Tail (if you can find it)



Firecrackers (yes, firecrackers)

Nose Chain

Minotaur Horn

Drinking Horn (if you can find it)

Jeweled Bangle


Ice Crystal (yes, Ice Crystal. Great base defense and easy to come by)

Peshesh-Kef Wand

Pieces to Consider (in no particular order aside from overall grouping)

Defensive Pieces (predominantly Troop Defense/Health, may have Debuffs as well)

Winter Glass (if you aren’t saving them for Frostbitten core sets.. as a rally trap, not sure why you would)

Rib Bones

Asgardian Ingot (if you aren’t saving them for Odin core sets)

Bronze Doves

Earth Icon

Earthen Jar

Engraved Silver

Illusion Token

Immortal Ivy

Palm Branch

Paper Crane

Snake Totem

Shards of Ice (if you aren’t saving them for Odin core sets)

Pestilence/Plague (if you aren’t saving them for Four Horsemen core sets)

Leather Gorget

Large Claws


Hunger/Ivory Powder/Famine (again, use an alternate piece if saving for the Four Horsemen core set)

Fire Sigil (currently, given the frequency Frostbitten cores are used)



Combination Pieces (Offensive and Defensive Buffs/Debuffs)

Star Sigil (currently, given the frequency Frostbitten cores are used)

Broken Antler (if you aren’t saving them for Frostbitten core sets)

Rusted Gorget


Mortality (if you aren’t saving them for Four Horsemen core sets)

Jade Dragon, Jade Horse (if you aren’t saving them for Dragon King core sets)


Hieroglyph(s) of Sight, Smell, Taste (if you aren’t saving them for Ra core sets)

Glass Shard

Flute of Harmony

Ancient Scroll (if you aren’t saving them for Ryujin core sets)

Antique Pottery


This is by no means a comprehensive list of all the cores that perform pretty well defensively. There are certainly other worthwhile cores and pieces that are not listed here. If one you like is omitted, this article is not a commentary on whether it should be used or not, just what I often use and would suggest. Hopefully these two lists can get you to a good starting point for your overall defensive core sets if you are a novice core crafter, or give you a few more ideas if you weren’t aware of them if you are well-versed in core crafting. There isn’t really a universally agreed upon “minimum value” one needs for crafting a good set of defensive cores. Just remember that after a certain point, overall Troop Attack is self-limiting as you can only kill a bit over 3 million troops max, while overall Troop Defense, overall Troop Health, and Enemy Troop Attack Debuff have no real limit on effectiveness. The higher, the better.

TL;DR Version

When crafting a set of defensive cores to equip when an enemy rally is incoming (a few seconds away, ideally), good baseline overall Troop Attack values to aim for are 700%-800% if you have a high troop count, and 1000%-1200% or so (closer to 1200% is safer, really) if you run a traditional T3/T4 trap as recommended earlier in the series for the sake of cost, simplicity, and ease of maintenance. Overall Troop Defense becomes more important than overall Troop Health when you have very high (100m+) troop totals from my understanding, so stack more overall Troop Defense if you have a lot of troops, and stack overall Troop Health with more traditional troop numbers (15m-30m). You still want 2000%+ Troop Defense, even with smaller troop totals, as large Defense Debuff values can be devastating when present in the enemy rally leader’s cores. This is particularly true when someone has stacked overall Troop Health but didn’t boost overall Troop Defense much. Enemy Troop Attack will dampen the enemy rally to an extent, and Enemy Troop Health Debuff will make the enemy rally considerably easier to kill if high enough (300%+).

These stat values have worked well for me in defensive core sets I have made, but there is quite a bit of variation in the quality of cores you can be hit with, even across the same set of cores. I’ve seen a guy gem a Frostbitten core set with a couple of Siege gems before. I’ve also seen Frostbitten core sets drop a rally trap that was online and cored in time like 150m power. I do need to say that I can’t make any guarantees. A new core set with 2500% Defense Debuff could come out and mess everything up. Who knows? Such is Game of War nowadays. This is the final originally planned article in the series, but there may be another or two. Thanks for reading, and I hope this helps at least a few people.

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