Epic army stacking calculator
This calculator lets you stack very precisely against epic monsters. Please read the instructions first, or follow the tutorial that explains this page by example.
Output
Output will appear here.If the stacking order of the output seems unexpected, please refer to the stacking theory page to read more about the logic behind it.
Instructions
If you are new to this calculator, you may want to go through the tutorial first.
Aggregated bonuses can be obtained from a recent report that happened under the same circumstances. Strength against epic monsters is a seperate field in the report (equal for all troops) that factors into the attack order. Do not add the Fenrir bonus.
Monster calculations assume monster boost research is uniform across the Beast / Elemental / Giant / Dragon categories. Parts of the planned attack may be off if this is not the case. Do not use G6+ merc monsters to determine monster bonuses.
Unstacked additional mercenary limits are separate from the actual attack plan, and multiple stacks of mercenaries added in this way may attack or die out of order. However, the maximum numbers suggested should be a good guideline in terms of optimising the effectiveness of the mercenaries and therefore likely outperform any manual choices. As the exact numbers of any mercenaries taken into the attack are unknown in this mode, they are not taken into account in the damage and cost estimates.
When catapults are added, they are planned as proper sacrifice stacks that die first and will not get to hit even if you get the first hit. This is because this stack has significantly lower strength than other leadership of the same level, though its health is on par. Using it as a sacrifice stack like this will make your attacks consistent (independent of first hit) and should improve your average results.
The player 1v1 mode adds an additional health margin below the highest G level stacks (plus optionally catapults) that are fixed in the order to die first. Note that in this mode bonus fields need to be the sum of normal strength/health bonuses plus strength/health bonuses against players plus if applicable strength/health bonuses in clan marches.
Gold cost in the output assumes the temple is at level 45. The damage per gold measure is a very crude estimate of relative cost and uses the hypothetical cost to revive all units that die.
Double damage and second strike percentage inputs made available via the advanced inputs checkbox are not essential in that they do not affect the constraints on stacking units in a particular order. However, they do feed into the heuristic that determines the order units are stacked in. Providing this more detailed data may therefore improve your average attack damage.