Mercenary Pits Gets an Update

Guard your guardians with the new mercenary hospital

Guard your guardians with the updated Mercenary Pits! Starting at level 8, your Mercenary Pits offers a special hospital capacity that is only for holding your mercenaries that you can train in the pits. At level 10, the capacity is 2,000,000! This guide will show you which mercs can be trained at each Mercenary Pits level and the amount of blueprints you will need to level it up. First, I will describe the most popular types of mercenaries and their uses.

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***Important note to change in hospitals**

As of May 2019, the way the hospitals work is different. With the release of the Dark World, we also got a Dark Troop Hospital that saved Dark Troops. Previously, your mercenaries and Dark Troops would just overflow into the regular hospital, but that is NO LONGER THE CASE. Your regular hospital will only hold regular core and elemental troops and the other types of troops will ONLY go into their respective hospitals. It’s important to note that they also follow the troop tier types as well. Also, Dark Guardians go into the Dark Hospital capacity instead of the Mercenary Hospital.

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Guardians

You probably first got the Mercenary Pits unlocked to get the most popular merc in the game: the guardian. The first one available is a City Guardian, and while they were the best back in the day, you will notice that they are no longer useful. Along with most of the other guardians that we’ve seen up until the most recent Undying and Shadow Guardians.

Guardians are made to protect the rest of your troops and your traps from getting hit by an attacker. As long as you have the stats to boost your guardians, and enough of them to shield your empire, you may be able to withstand some pretty hard hits. When a new type of guardian comes out, you can see that either their stats get a pretty good boost from the last one or they have a unique ability that makes them protect you even more.

Vanguards

If you train these troops, don’t expect them to do well in defense. The guard in their name is meant to describe the way that they guard the rest of your troops while attacking. You can use these for Crystal battles as long as you pull them out before anyone else attacks them. They cut your losses but work better for attacking than Guardians due to their higher attack and the fact that they get special boosts while attacking or being outnumbered by the enemy.

Juggernaut

These mercs are specialized in hitting your opponents with extreme attack and HP boosts. These troops are so strong that each one counts as multiple troops when they die. Be careful when using them to attack since you might lose the battle even though you technically lost fewer troops. You can check out their individual descriptions below to see what they are most effective against. Or even what to add to your march to maximize their attack. Adding just one Juggernaut will increase Leviathan’s attack and debuff your enemy’s astral at the same time. All you need to do is have a level 20+ Leviathan and have points allotted to the Tidal Wave skill.

Airships

You will see these guardian bombing mercenaries pop up shortly after a new guardian debuts. They increase in attack when enemy guardians are present and you can use them in conjunction with Ignis’ skills to increase their effectiveness. Be careful, however, since many people that have strong guardians won’t be easily defeated even with these specialized troops.

Level 1

City Guardian: A stalwart defender with especially high HP, great for defending empires.

  • Type: Guardian
  • Attack: 1
  • Defense: 5
  • HP: 5
  • Speed: 1

Chocobo Caravan: Boasting high gather speed and troop load, the Chocobo Caravan is perfect for efficient Realm Tile gathering.

  • Type: Gatherer
  • Attack: 1
  • Defense: 1
  • HP: 2
  • Speed: 4

Apsidochelon Caravan:

  • Type: Gatherer
  • Attack: 1
  • Defense: ?
  • HP: ?
  • Speed: 4

Aranea Elite Dragoon: Trained in combat by Aranew as part of an elite soldier program in the Third Army Corps 87th Airborne Unit.

  • Type: Dragoon, Raider
  • Attack: 4
  • Defense: 4
  • HP: 4
  • Speed: 7

Ravus Elite Magitek Troops: An Elite Magitek troop, exclusive to Ravus hero, with attack and HP equivalent to level 7 troops.

  • Type: Magitek
  • Attack: 7
  • Defense: 7
  • HP: 7
  • Speed: 1

Level 2

Frost Guardian: An elemental protector that is immune to armor piercing, capable of shielding your troops from massive amounts of damage.

  • Type: Guardian
  • Attack: 1
  • Defense: 7
  • HP: 7
  • Speed: 1

Chocobo Raider: A troop that specializes in looting your defeated enemy.

  • Type: Raider
  • Attack: 1
  • Defense: 1
  • HP: 2
  • Speed: 7

Seadevil Marauder: Gatherers beware, for this fierce creature excels in combat on realm tiles, while also being a very capable gatherer itself.

  • Type: Marauder
  • Attack: 4
  • Defense: 4
  • HP: 4
  • Speed: 3

Dragoon Raider: Known for their speed and agility, the world-renowned Dragoon Raider is the ultimate weapon against Neutral Cities.

  • Type: Dragoon, Raider
  • Attack: 4
  • Defense: 4
  • HP: 4
  • Speed: 7

Dragoon Reaver: Magitek Outposts collapse under assaults from Dragoon Reavers. These tough troops are perfect for looting enemy Outposts and citadels.

  • Type: Raider, Dragoon
  • Attack: 3
  • Defense: 4
  • HP: 5
  • Speed: 5

Samurai Troops: An honorable troop that becomes stronger the more powerful its enemy.

  • Type: Samurai
  • Attack: 5
  • Defense: 5
  • HP: 5
  • Speed: 1

Reapertail Marauder: This venomous beast is extremely deadly in realm tile combat and blazing fast at gathering.

  • Type: Marauder
  • Attack: 5
  • Defense: 5
  • HP: 5
  • Speed: 3

 

Magitek Samurai Troops: Activating a Magitek Samurai is easy enough, just espoise opposition to the will of the emperor within range of their audio sensors. The real trick is, how do you turn them back off again? – Gains bonus stats based on enemy power.

  • Type: Magitek, Samurai
  • Attack: 6
  • Defense: 5
  • HP: 5
  • Speed: 3

Killer Bee Raider: Killer Bees start out angry, and by the time they’ve been turned into flying mounts they are downright furious. These highly mobile troops excel at striking Guardians and Neutral City forces. 300% attack bonus when opposing Guardians. 300% additional attack bonus vs. Guardians when outnumbered by opposing Guardians. 2x combat effectiveness vs. Guardians. 5x combat effectiveness vs. Neutral City troops.

  • Type: Raider
  • Attack: 6
  • Defense: 3
  • HP: 3
  • Speed: 8

Level 3

Crownsguard: Ultimate protectors of the realm, these elite soldiers have instant recovery time in the hospital.

  • Type: Guardian
  • Attack: 1
  • Defense: 8
  • HP: 8
  • Speed: 1

Salvaged Mech:

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Corsair Airship:

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Steelwing Airship:

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Level 4

Ma-S Enforcer: A mobile enforcement unit that excels in hunting down Bandits, even in the most hostile environments. Twice the attack of t7 troops against Bandits. Twice the HP of t7 troops against Bandits.

  • Type: Mech
  • Attack: 6
  • Defense: 6
  • HP: 6
  • Speed: 0

Shield Maiden: A tenacious Guardian whose shield grows stronger with each attacking enemy troop. 2x the HP of level 7 troops.
Unique Ability: Resilient Bulwark – While defending an empire, gains 1% armor bonus per 150 attacking enemy troops.

  • Type: Guardian
  • Attack: 1
  • Defense: 9
  • HP: 9
  • Speed: 1

Vanguard Champion: Vanguard Champions lead the charge! These powerful troops are perfect for being the frontline of your attacks, absorbing damage so your other troops can live. Commanders are safe as long as your front line of Vanguards holds. 4x as tough as level 5 troops when attacking. More than 10x the damage of a Guardian.

  • Type: Vanguard
  • Attack: 4
  • Defense: 8
  • HP: 8
  • Speed: 1

MA-X Cuirass:

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Imperial Frigate: A renegade Imperial Frigate available for hire, this Magitek boosted Airship is deadly at bombarding Guardian and Trap defenses from the sky. “I may have effectively resigned my commission, but I’m still a gentleman. Try not to bomb the civilians.”

  • Type: Magitek, Airship
  • Attack: 5
  • Defense: 3
  • HP: 5
  • Speed: 5

Duscae Ravager: Fervent raiders who are just as deadly against Cavalry troops as they are against Neutral City forces. 5x attack against Neutral City troops. 5x health and armor against Neutral City troops.
Unique Ability: Halberd Strike – Gains 4,000% additional attack bonus against Cavalry troops.

  • Type: Raider
  • Attack: 5
  • Defense: 5
  • HP: 5
  • Speed: 5

Catoblepas Destroyer: A colossal beast outfitted for war, the Catoblepas Destroyer is said to be stronger than a thousand fighting men.

  • Type: Juggernaut
  • Attack: 13
  • Defense: 13
  • HP: 13
  • Speed: 1

Level 5

Golden Guardian: Sovereign defenders who become stronger when fighting stronger opponents. 3x the HP of level 7 troops.
Unique ability: Heart of Gold – Immune to cripple HP
Unique ability: Reflexive Shielding – Gains 1% armor bonus for every 1% enemy troop attack bonus (Max 10,000%)

  • Type: Guardian
  • Attack: 1
  • Defense: 10
  • HP: 10
  • Speed: 1

Undying Guardian: Once-dead guardians, kept alive by a constant infusion of Charged Embalming Fluid from their impenetrable armor. Equivalent to level 10 troops (14 times the HP of Golden Guardians).
Unique Ability: Undying armor – Immune to armor piercing.

  • Type: Guardian
  • Attack: 1
  • Defense: 13
  • HP: 13
  • Speed: 1

Mirage Airship:

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Seiryu Clan Troops:

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Genbu Clan Troops:

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Bunker Bomber Airship: An Airshop of ancient design that specializes in bombing runs targeting enemy Guardians. Attack equivalent to level 7 troop. 5x more effective vs. Guardians. 2x more effective vs. Traps and Neutral City troops.
Unique Ability: Concussive Ordinance – up to 20,000% additional attack against enemy Guardians. (100% attack per 500 opposing Guardian troops).

  • Type: Airship
  • Attack: 7
  • Defense: 6
  • HP: 6
  • Speed: 5

Level 6

Vanguard Vanquisher: Resilient, frontline troops that take damage before most other troops, while dealing significantly more damage than Guardians. 4x the health of level 6 troops when attacking (base health equivalent of level 6 troops). 12x the attack of City Guardians.
Unique Ability: Bravery – Gains additional HP bonus the more they are outnumbered by the enemy. (min: 1000% max 20,000)

  • Type: Vanguard
  • Attack: 3
  • Defense: 9
  • HP: 9
  • Speed: 1

Toad Rider: The smallest of Gigantoads makes the largest of steeds. Toad Riders can goad their gargantuan mounts into jumping clear over many threats, making them particularly deadly when striking cities and tiles. As tough as a City Guardian, Toad Riders make excellent tanks while dishing out heavy damage. 1000% attack bonus when attacking cities. 1000% health bonus when attacking cities. 5x the speed of a t6 siege. 3x the attack on tiles.

  • Type: Marauder
  • Attack: 6
  • Defense: 6
  • HP: 6
  • Speed: 4

Catoblepas Annihilator: The Catoblepas Annihilator is the answer to the question “is it better if you put armor and guns on it”. That answer is yes.Unique Ability: Stampede – Increases Catoblepas Annihilator attack the more Annihilators you have in your army.

  • Type: Juggernaut
  • Attack: 14
  • Defense: 14
  • HP: 14
  • Speed: 1

Kujata Dominator: The Kujata Dominator is bigger and bolder and rougher and tougher. And it really really hates Catoblepae. 400x the health and attack of a level 5 troop! 2x the health and attack of a Catoblepas Destroyer.
Unique Ability: Enrage – Gains 50% attack bonus per opposing Catoblepas up to a maximum of 3,000%.

  • Type: Juggernaut
  • Attack: 15
  • Defense: 15
  • HP: 15
  • Speed: 1

Tundra Kujata: Stronger than its Dominator cousin and imbued with Elemental Ice, the Tundra Kujata strikes harder when fighting alongside Guardians. 500x the health and attack of a level 7 troop! 2.5x the health and attack of a Kujata Dominator!
Unique Ability: Guarded Rampage – Gains up to 20,000% attack when ally Guardian troops are present while attacking or defending (+100% attack for every 2,000 Guardian troops).

  • Type: Juggernaut
  • Attack: 16
  • Defense: 16
  • HP: 16
  • Speed: 1

Disciple of Shiva: A loyal follower of Shiva, whose devotion to the Glacian amplifies attack against non-elemental troops. Equivalent to level 8 troops.
Unique Ability: Blessing of the Glacian – Gains 10,000% additional attack against non-elemental troops.

  • Type: Ice troop
  • Attack: 8
  • Defense: 8
  • HP: 8
  • Speed: 2

Shadow Stalker: This stealthy assassin moves through the shadows, unseen by its prey… 10x the attack and 2x the health of level 9 troops! 2x the attack against Guardians.
Unique Ability: Shadowstalking – While alive, these assassins conceal their numbers from being counted in combat, scouting and watchtower alerts.

  • Type: Assassin, Warrior
  • Attack: 12
  • Defense: 9
  • HP: 9
  • Speed: 5

Fleet Carrier Airship: A mighty airshop build using the remains of several Juggernauts. Specializes in taking down enemy Guardians. 10x the damage of a Tundra Kujata! 2,500x the damage of a level 10 troop! 300x damage reduction vs. enemy siege. 200x damage reduction vs. enemy traps. 5x more effective vs. Guardians. 2x more damage vs traps and neutral city troops.
Unique Ability: AG Missiles – Up to 20,000% additional attack against enemy Guardians. (100% attack per 500 opposing Guardian troops)

  • Type: Airship, Juggernaut
  • Attack: 22
  • Defense: 16
  • HP: 16
  • Speed: 1

Shadow Guardian: This stealthy Guardian protects its allies from the shadows, silently absorbing blows that would end weaker troops.
Immune to armor piercing. Equivalent HP and 4x the attack of Undying Guardians.
Unique Ability: Shadow Stalking – While alive, these troops conceal their numbers from being counted in combat, scouting, and watchtower alerts.
Unique Ability: Silent Protector – Gains 1% armor bonus for every 1% enemy’s troop attack bonus.

  • Type: Guardian
  • Attack: 4
  • Defense: 13
  • HP: 13
  • Speed: 1

Now that you have your Mercenary Pits opened, leveled up, and have mercs in your empire, it’s time to protect them from getting killed off with the special mercenary hospital.

As you can see, you need to have your merc pits leveled up to at least 8 to start protecting your mercs. This is a separate hospital capacity from all your other troops, so no matter how many troops are killed in your empire, up to that amount will be protected (wounded). If you have overflow from your mercenary hospital then they will start to fill your regular hospital beds according to their troop tier priority.

How does troop tier priority work?

We see this question and variations of it all the time. All troops have a tier assigned to it. You can easily see it in your training grounds and the name of core troops, ie tier 4 cavalry, tier 8 siege, etc. but it’s not as easy for mercenary troops or even elementals. Elemental troops are counted as one tier above what tier they say. Tier 7 lightning warriors will die/wound with tier 8 troops. Guardians are considered tier 0. They are meant to take the brunt of attacks first, so that means they are the first to die/wound. The rest of your mercs have different tiers, so they will go to the hospital or die with the same priority in mind.

When you have an attack that destroys more troops than you have that can fit your hospital, higher tier troops take priority for the beds. This is deadly to guardians since they are the lowest on the list and will die to save the higher troops. Your new mercenary hospital will save up to two million of your mercenaries from certain death!

Any troops that are already in the hospital when you are attacked again will stay and will not get pushed out for the higher tier troops.

To see your available troop and merc hospital capacity, you will need to click on your hospital. You will see two bars that show how many troops you have in each hospital and your total bed capacity. This is also where you can heal your troops. All troops use tier 1 resources to heal and basic speeds or gold to instant heal. If you are lacking in any tier 1 resource, you will NOT be able to heal all your troops!! The lack of apples has haunted many defenders ever since t7 troops came out. The mercenary hospital is extremely helpful since it only holds mercs. This means you can heal just your guardians and not worry about an attack overflowing your hospital. Healing only guardians means you can save your apples if you are low and get back to the fight ASAP!

 

So, as you can see, the mercenary hospital is a vital part to defending your empire and will absolutely help prevent your costly mercs from disappearing into the void. Anyone that values their mercs will find that upgrading the Merc Pits is very important.

 

Do you have stats screenshots of the missing mercenaries in my chart above? Please get in contact with me on line, ID: tylianna. I would love to have this completed!

 


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1 Comment
  1. Tyler
    Tyler says

    Anyone know what RSS/Material is needed in order to heal Dark Guardians?

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