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Guide:Battle Mechanics

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Battle is an essential element of Dragons of Atlantis. In battles, you can obtain items to train troops, resources, and potentially souls if you kill an attacker's troops. Inorder to capture and revive souls, you must have the Spectral Ruins and Soul Reapers set to defend.

For more information about specific/common battles, please visit the Attacking & Defending page by clicking the link.


Battle Mechanics have been developed through experience playing the game and are not 100% fool proof. All battles vary depending on the troops, researches, and boosts used by each side. No two battles will ever be the same. This game also utilizes a random number generator (RNG) to determine certain numerical values to prevent the same results with each battle.

Who Attacks First?Edit

This is a speed-based war game and the player with the fastest troop moves and attacks first. This means that the army that possesses the troop with the highest speed value will have initiative.  After that troop, the troop with the highest speed still surviving will go next.  This will continue until all troops have had a turn or until one side is defeated.  If both armies still on field then the turns will start again.

Troop actions progress as attack then move. A group checks to see if it has targets in range. If true, they attack. If false, they move forward the amount of units in their speed - eg an SSD would move 1000 because its speed is 1000. Now that group performs a second target check. If true, they attack. If false, then their phase ends.

Damage AbsorptionEdit

Troops of the same type perform all actions as a group. For example, if 1500 damage points were dealt to a group of Battle Dragons, each with 1500 health, each BD would absorb -1 health instead of 1 BD being slain. The reasoning behind this is to prevent troop loss with virtually every battle.

Battlefield PositionsEdit

Keep in mind: The different troops types that counter each other depends on variables such as the numbers included, the damage output of the opposing troops, what is within their range (because if something is in range, they must hit it), and the highest combined life of a troop type. So determining which troop a type takes preference to can be tricky and sometimes will change based on factors individual to this particular battle.

  • If you think of this as a real battle, generally speaking... attackers target the troops within their range that are the biggest threat.

Battlefield LengthEdit

The battle field length is determined by the unit with the longest range plus 500 units. The attacker normally sets battlefield length. An example would be if there is a unit with 1700 range, the battle field length would equal 2200 units.

Troops all start at the same line at the each end of the battle field. However, they will move towards the enemy according to their speed as indicated on the troops' stats. So troops with high speed will move ahead of the slower troops. Ranged troop move according to their speed until an enemy unit is within their range. Then will stop moving forward and begin attacking. This is why the melee can act as a meat shield for the Ranged; the melee troops cause the opponents troops to stop moving and attack them instead, the attacker's ranged troops are stopped and attacking from behind the melee troops. If there is an equal speed, the attackers troops get to move first.

Theoretically, there are 3 groups of troops that actively participate in battle: Ranged, Melee and Speed. Ranged stop advancing when enemies come within range, and so are at the back of the battlefield. Melee (meat shield) are in front of the ranged, and speed are furthest ahead. For more information about troops stats, please visit the Troops page.

Attacking AttitudesEdit

The following will attempt to explain how different types of troops react in battle.

Speed TroopsEdit

Speed troops include high speed melee troops, and fast troops with minimal range. With level 10 Rapid Deployment and Dragonry, a SSD has a speed of 1,500, a BD has a speed of 1125, a Venge Wrym has a speed of 1350, and a Banshee has a speed of 2063. These are much higher speed than other melee type troops, making them "Speed" type.

Speed troops are used in battle against ranged troops, but will target speed troops of the same type first. They will then target the highest threat valued troops next. For this reason, speed troops are sent as the 1st wave of attacks on a larger opponent.

The ratio of SSD to Fire Mirror is 10:1, and the ratio of Banshee to FM is 4:1, meaning a minimum of 4 Banshees can kill a single FM, while it takes 10 SSDs to kill one FM. This is depends on several circumstances, but generally speaking, it is true.

Ranged + Speed-Melee IncompatibilitiesEdit

Speed troops should NOT be combined with ranged troops because the ranged troops extend the battlefield, causing the melee attack speed troops to take more damage than they would if alone. Ranged troops include any troop or Guardian Dragon with a ranged attack.

The exception of the range + speed rule is with the WiD and Banshees. Banshees have enough speed to quickly cross the battlefield and life to withstand the damage incurred due to a small amount of range.

Melee (Non-speed) TroopsEdit

Melee troops are any with slow or moderate speed that do not have a ranged attack, such as Conscripts, Halberdsmen, Minotaurs, Giants, and Ogres. These troops are typically used in combination with ranged troops as a protective barrier to the ranged troops. This theory is commonly known as "meat shielding".

These troops move ahead of ranged troops when the ranged troops begin attacking and simultaneously prevent the opponent from moving forward advancing giving the ranged attackers the ability to attack from a distance. If melee troops are not sent with ranged troops, the ranged attackers will incur additional damage and potential loss if their attack is not high enough to clear the location in a few rounds.

Ogres, FT, and Giants have very high life making them excellent at shielding ranged troops. In order for 1 LBM to kill 1 Ogre, the LBM has to hit the Ogre 188 times!


FT are unique because they have both high speed and melee attack as well as a ranged attack with a short range. Fangtooth will use their ranged attack early on in combat and switch to melee attacks as enemy troops come into melee reach.

Therefore, when using these you may want to send 1 LBM with the march to extend the battlefield slightly, but not so much as to cause the FT to only use their ranged attack. This will allow the opponents troops the opportunity to spread across the field, allowing the FT to focus on one group at a time; spreading the opponents troops out so to speak.

Ranged TroopsEdit

Ranged troops are any troop with a range and ranged attack value. These troops should always be positioned behind all of your other troops when advancing across the battlefield. With level 10 Weapons Calibration fangtooth have 900 range, lava jaws have 2400, venom dwellers have 1050, longbowmen have 1800, lighting cannons have 2400, and fire mirrors have 2250.

Fangtooth have both a ranged and melee attack (see Melee Troops for details), but are generally preferred as melee troops while in battle.

Ranged Attackers Advancement PatternEdit

When advancing across the battlefield, ranged attackers will stop moving forward when an enemy target is within their range. This allows melee troops the chance to advance in front of them, consequently shielding the ranged attackers. While stopped, the ranged attackers will begin attacking using their ranged attack values.

If ranged troops are sent without a melee meat shield, the ranged troops will be forced to use their melee attack value once an opponent comes within melee distance. Typically ranged troops have very low melee values, making this less than ideal for the ranged troops.

Attacking Massive Defense PlayersEdit

The goal of this is to gradually remove the defenders troops in layers using multiple waves of troops without combining speed + ranged troops. First you want to target the opponent's speed-melee troops. Then the ranged troops aka the heavy damage dealers that those speed-melee troops were protecting. Then the defensive melee troops, typically the high life meat shield troops. Final waves will be to clean up any remaining troops. This may take several waves of different combinations of troops to succeed.

Possible combinations to use: FM + Giant, SSDs alone, BDs alone, or LJ + GO with possibly some FTs + GD

Sequence of WavesEdit

1. First you want to clear opposing speed troops which will be shielding the ranged troops.

  • Attacking speed troops will target enemy speed troops if they are the larger threat.

2. Then your speed troops will target highest threat value, usually the PTs if they are present.
3. Then opponent's ranged troops (LBM, LJs, and FT) will start taking casualties

  • Speed troops typically move past melee troops and target ranged troops first.

4. When all ranged troops have been cleared, waves are sent to kill the remainders.

BDs generally tend to target BDs, LBM, and LJs in that order while SSDs target all ranged troops with a fondness for LJ and LBM in particular. These troops are sent alone in a separate waves, while the other troops (LJs, Ogres, ect.) are sent as secondary combination waves. If they are sent with other troops, range incompatibilities will cause the speed troops to be less effective than if they were sent alone.


Having a well balanced army in sufficient numbers is the key to a successful defense. If you do not have experience defending, you should ask someone that does before you attempt it. Otherwise, you may wind up losing all your troops to someone with more experience in attacking, superior troops, or a better sense of battle mechanics.

While defending, your troops "Melee/ Ranged Attack" statistic is the amount of damage your troops do. "Defense" is a factor that is added into that equation to determine that actual damage output. The wall's "Resistance Rating" is also factored in to the equation to give the overall damage done per round.

This is just some general thoughts on defense, add to it as you can.

  • Dragons shield ranged troops when defending against other dragons, therefore having a sufficient amount of dragons to protect your ranged troops is important if you are relying on ranged troops to do most of the damage.
  • Attacking dragons usually head straight for other dragons and then to the ranged troops.
  • Attacking melee troops take a preference for defending speed troops, so you can use this to your advantage by drawing the attention away from your ranged troops towards the speed troops.
  • Everyone picks on the dragons, attacking dragons target them as well as melee troops so they are likely to be the 1st to die in a big multi-wave battle.
  • Ranged troops usually start on the melee troops with the highest speed first, but will kill anything within their range if options are limited.

Ogres and giants are the beasts of defense. They have high life and defense stats which make them difficult to kill if you have sufficient numbers. Ranged troops are also necessary to deal massive amounts of damage while the melee troops are in the forefront guarding for them. Unfortunately, speed troops tend to focus more on ranged troops than on melee if melee does not pose a higher threat level.

Dragonomicon and Other ResourcesEdit

When gathering information about battle mechanics, it all comes from experience and listening to others that have experience. The smartest thing you can do is read the Dragonomicon from front to back. These guys are great and they have proven most of the theories that are commonly used throughout the game today.

The Battle Outcome page is on the forum and has 50+ pages of people discussing battle mechanics over the outcome of different battles. It is highly informative about attacking as well as defending, if you just want to learn some new information... check it out!

Everyone should check these pages out. While we try to explain things thoroughly here, if it is already explained perfectly... there is no need to mess with it.

Unofficial Battle Calculator(MeepDevs)Edit

This i found while searching to be a better calculator and one that is updated frequently.It contains all the troops released so far and most battle arts. Along with the ability to specify Sanctuary and Inventory boosts on top of the Researches. Round by round battle explanations are also available. Battle outcomes against anthropus Camps could also be generated.

Unofficial Battle CalculatorEdit

Also check out this unofficial battle calculator, based on this wiki. It can't give you full picture, but it will demonstrate Battle mechanics basics. And sorry pals, it is in Russian, (but you can translate from russian to english at the top of the page when you get there) but it is simple enough to use and to understand. but it only covers up to sand striders, later elites are not there unfortunately.

Frequently Asked QuestionsEdit

Q. Why does the Great Dragon/EDs cause me to lose dragons when I send them together?

A. The Great Dragon increases the length of the battlefield because of its range, therefore the dragons have to cross a longer battlefield than they typically would without the GD included. When sent alone, the dragons are able to cross the battle field in a 1 turn and begin killing the defender's troops in 1 round. Ranged troops do not have this issue, except with the Wind Dragon.
But SSDs and Banshees are compatible with the Wind Dragon, but ranged troops are not (LBM mainly).

Q. Why do I lose ATs before I lose LBM?

A. Even thought LBM have more speed than ATs, LBM stop moving when there are enemies in range. ATs have a melee attack (for some stupid reason) and continue to move forward until they get to an enemy to kill. If you do not send enough LBM to kill all the opponents before the ATs get there, the ATs will attack and die until the LBM finish the opponents off. To fix this, send more LBM or research higher levels of Weapon Calibration and Metallurgy.

Q. Why do people send 1 of other troop types?

A. This 1 troop causes the defenders troops to either stop moving and focus on this 1 troop taking the focus off the others (as is the case with Dragons), or it adds length to the battlefield (as is the case with Ranged), or (as is the case with LBM and FT) causes the FT to act in a melee attack fashion. This all depends on what the attacker is trying to manipulate his troops to do. These troops are generally referred to as "speed bumps."

Q. Why do I lose LBM when I send them with the Wind Dragon?

A. The Wind Dragon is not compatible with ranged troops (LBM mainly). But is compatible with Banshees (unlike the other Great and Elemental Dragons). 

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Related PagesEdit

  • Troops Stats and General Information
  • Anthropus Camps for troop amounts and battle information pertaining to Camps.
  • Wildernesses for troop amounts and battle information pertaining to Wilds.
  • Dragons for comparison information about Great and Elemental Dragon's stats.

Symbol Information
Page last updated: 2014-12-22 14:05 (UTC)

Start a Discussion Discussions about Guide:Battle Mechanics

  • Speed + Range troops

    2 messages
    • If a range troop has a short enough range so that a speed troop can still cross the field in one turn, does that make them incompatible? ...
    • First, battlefield length is the range of the attackers longest range troop.  No 500 added to the range.  The battlefield is 600. Fangtoo...
  • Question about Battlefield Length...

    3 messages
    • I think that only attacking troops are used to determine the battlefield length. If someone here with more experience can back me up, please do.
    • Only the the attacker range troops sets the battlefield length.  The actual distance would be the range of the longest troop plus any ra...

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