Troops & Counters
The counter triangle
Section titled “The counter triangle”Associates come in types that counter each other. This triangle is why scouting matters and why mono-crew vs 3-3-3 is a real decision.
| Type | Strong vs | Weak vs |
|---|---|---|
| Bruisers | Hitmen, Mortar Cars | Bikers |
| Hitmen | Bikers, Mortar Cars | Bruisers |
| Bikers | Bruisers | Hitmen |
| Mortar Cars | Specialized (walls/siege) | Direct counters |
Simplified: Bruiser > Hitman > Biker > Bruiser, with Mortar Cars as a specialized siege type.
Tiers (T1–T5+)
Section titled “Tiers (T1–T5+)”- Early game: T1–T2 carry you.
- Mid game: T3–T4 are required for turf expansion and competitive PvP.
- Higher tiers unlock through Investment Center research — prioritize tier unlocks before economy branches (see Research).
- Stats (ATK/DEF/HP, speed, load) scale by tier and type.
Train at the Training Centre; higher tiers cost more resources and time — which is also why they’re worth more event points (see Event Point Efficiency).
How this drives formations
Section titled “How this drives formations”- Know the enemy comp (scouted): send the mono crew that counters it for maximum damage.
- Blind / defending: send 3-3-3 so no single counter wrecks you.
- The “10 T3 off-type + rest T4 main-type” pattern in Recommended Lineups uses cheap off-types to soak the enemy’s counter units first.