attacking arch vs defending lc increasing your kills per round

There are several factors that go into determing the number of troops killed per round. These include attack, defense, life, accuracy and all the associated buffs/debuffs that go along with those factors.

For this discussion I am defining some standard research lvls for troops and battle examples will be 3 rounds

LC will have lvl 9 metal alloy, lvl 11 healing, lvl 11 poison edge, 255 knight, and either a lvl 9 ore guardian or lvl 9 wood guardian without the guardian set bonus

arch will have lvl 9 metal alloy, lvl 11 healing, lvl 11 poison edge, 255 knight, and either a lvl 9 ore guardian or lvl 9 wood guardian without the guardian set bonus

base stats

LC attack [ore guardian active (500*{1+0.45(OG)+0.55(PE)+2.55(knight)})=2275]
[wood guardian active (500*{1+0.55(PE)+2.55(knight)})=2050]
defense (45*1+0.45(mA)+2.55(knight))=180
life [ore guardian active (1000*{1+0.55(HP)})=1550]
[wood guardian active (1000*{1+0.55(HP)+0.45(WG)})=2000]
accuracy vs archers (not a factor assumming an overwhelming number of defending lc)

arch attack [ore guardian active (240*{1+0.45(OG)+0.55(PE)+2.55(knight)})=1092]
[wood guardian active (240*{1+0.55(PE)+2.55(knight)})=984]
defense(25*(1+0.45(MA)+2.55(knight))=100
life [ore guardian active (500*{1+0.55(HP)})=775
accuracy vs lc 0.8

From this we can see that before TR stats start adding in it takes 3 hits for an arch to kill a LC at max base life and def (2000 life 2 hits=(1092-180)*2=1824 3 hits=(1092-180)*3=2736) so our base battle will be

h/k means hits per kill
round 1
100k arch attack lc kill (26.6k 3 h/k, 40k 2 h/k, 80k 1 h/k)
cav advance
round 2
100k arch attack lc kill (26.6k 3 h/k, 40k 2 h/k, 80k 1 h/k)
cav advance
round 3
100k arch attack lc kill (26.6k 3 h/k, 40k 2 h/k, 80k 1 h/k)
cav kill arch
total lc killed (80k 3 hits per kill, 120k 2 hits per kill, 240k 1 hit per kill)


TR room ways to increase lc killed per round

Increase accuracy. Increasing accuracy from 0.8 to 1 (0.2 accuracy buff) will get an 20k hits per round. To find the increase in kills per round divide 20k by the number of hits per kill.

Increase arch attack to 1180 which will require a net attack buff of 37% when the ore guardian is active (for lvl 11 MA a 39% buff is needed). This will reduce the number of hits needed to 2 giving an addition 13.4k kills per round or a total of 120k kills over 3 rounds. Increasing attack to 2180 will allow for the maximum kill rate for arch against cav and would require a net 454% attack buff this is well below the max net attack buff of 800%. This would allow for the 100k arch to kill 80k lc per round or a total of 240k lc. This was assuming that the wood guardian was active lower buffs could be used if the wood guardian is not active.

Decrease cav life. The max net life debuff is 50%. This debuff would reduce the life of the lc to 1000. With no additional attack buffs this would only reduce the number of hits required to kill a lc with an active wood guardian to 2 hits. To reduce it to a single hit per kill an additional 37% net attack buff is needed.

To decrease the number of lc killed per round (make it 4 h/k) the defender would need a net life buff of 110% (max net life buff is 200%)

Finally increasing defense. The max net def buff is 4000%. At approximatly 2450% the lc's defense will exceed the archers attack stats. The result is each archer will only do 1 damage to the lc life making the h/k = to the lc's life of 1550 so 100k arch would get a mere 51 kills per round. Please be warned that this level of defense is extremely difficult to reach.

Summary: Increased kill rates can be seen when the attacker has as little as a 37% net attack buff. When combined with a net life debuff reaching the maximum kill rate becomes very reasonable. However these numbers are a guide as the exact calcs of life, defense, and attack can get complicated and very dependent on active TR mods.