Kalspire
Legendary · ChampionAt home in: Cavalry · Shields · Siege
Tactical Strike — After a basic attack: tactical +50% + 30% Bleed. 6★+: Panic 15%.
Key threshold: 6★
Its best measured formation: Malachite · Meleys · Kalspire — in Cavalry
Formations
A formation is three dragons, six possible placements and four troops — and the best one depends on what YOU own. This page gives you the material: the dragons that actually weigh, what each one's order does, the troop where it belongs, and the star threshold from which it changes dimension. The rest — which trio with your own dragons, in which order, with which troop — has to be worked out.
Placement changes everything
In the centre, a dragon can strike any lane: it is never without a target, and its vanguard fires. On a flank, it strikes its own lane then the centre, never the opposite flank. The same trio, badly placed, loses up to a third of what it is worth.
A troop is not a colour
Green affinity is a real bonus, but it is not an absolute rule: a formation in a troop that looks worse on paper often wins because it sits well against what it faces. And five armies in the same troop means one opponent brings the troop that beats it and has the edge everywhere.
Levelled habits weigh more than rarity
An epic with three habits levelled goes past a legendary left at zero. That is where the gap widens fastest, and it is exactly what general rankings ignore.
Stars unlock thresholds
Many orders change at a precise star: an effect is added, a percentage doubles. Until that threshold, the dragon does not play the role people credit it with. Each dragon's thresholds are listed below.
These formations come out on top most often when the fights are actually played, across every roster. They assume you own all three: they are landmarks, not an answer.
Ranked by what the engine measured while playing the fights — tier S, then A, then B. For each one: its troop, its order, and the star threshold that changes it.
At home in: Cavalry · Shields · Siege
Tactical Strike — After a basic attack: tactical +50% + 30% Bleed. 6★+: Panic 15%.
Key threshold: 6★
Its best measured formation: Malachite · Meleys · Kalspire — in Cavalry
At home in: Cavalry · Archers
Scarlet Strike — Odd rounds: physical +135% on the enemy with the highest Initiative, plus 1 stack of Laceration (max 8). Each stack cuts that target's Initiative by −7% (enhanced by Strength). At 2★: if the target is bleeding, 50%→100% by rank to make it vulnerable for 2 rounds and add a stack; otherwise a chance to raise the physical damage it takes by +12.5% for 2 rounds, with an extra stack.
Key threshold: 2★
Its best measured formation: Malachite · Meleys · Kalspire — in Cavalry
At home in: Pikemen · Shields
Bronze Fury — Rounds 2,4,6,8: physical +30% and tactical +60% to 2 enemies within adjacency. Odd rounds: 30% to grant Protect to the adjacent ally with the fewest troops (2 rounds). At 6★+: physical +37.5%, tactical +75%, Protect 40%, and −5% physical/fire damage taken for 2 rounds on application.
Key threshold: 6★
Its best measured formation: Malachite · Vermithor · Kalspire — in Shields
At home in: Pikemen · Cavalry
Infernal Burst — Rounds 3,6,9: fire +100% to 3 enemies, ×1.5 if First Strike.
Its best measured formation: Malachite · Caraxes · Kalspire — in Cavalry
At home in: Pikemen · Shields
Feral Strike — After a basic attack: 2× physical +20%. Rounds 4,6,8: Double Strike 40%.
Its best measured formation: Malachite · Venator · Kalspire — in Shields
At home in: Shields · Archers
Crescent Blade — Round 1: grants Crescent Blade to 1 other allied Sentinel until the end of combat. When that target deals tactical damage or applies Recovery: 50% to grant 1 Rising Tide stack to Moondancer (8 max, once per round). Each stack reduces damage taken by −2%. At 6★+: physical +85%.
Key threshold: 6★
Its best measured formation: Kalspire · Moondancer · Malachite — in Shields
At home in: Cavalry · Shields
Warden's Rally — Rounds 2,4,7,9: tactical +100%. Rounds 3,6,9: Recovery +70% to 3 allies.
Its best measured formation: Malachite · Meleys · Kalspire — in Cavalry
At home in: Cavalry · Archers
Cleansing Wrath — Each round: removes up to 3 enemy buffs. Rounds 3,6,9: fire +190%. 6★+: Infectious Rage (blocks healing).
Key threshold: 6★
Its best measured formation: Malachite · Seasmoke · Kalspire — in Cavalry
At home in: Pikemen · Cavalry
Golden Wrath — Rounds 1,4,7,10: tactical +110% to 1 enemy in the same lane. Below 75% troop capacity: also deals this damage to a 2nd adjacent enemy. Below 50%: adds fire damage (+55%) with a chance of Burn for 2 rounds.
Its best measured formation: Kalspire · Meleys · Sunfyre — in Cavalry
At home in: Archers
Shadowflame — Odd rounds: physical +125% + 20% Burn.
Its best measured formation: Daemoros · Kalspire · Vermithor — in Shields
At home in: Shields · Archers · Siege
Fiery Bonds — Each round 25%: Taunt 3 enemies (×2 if burning). Even rounds: physical +120%.
Its best measured formation: Malachite · Vhagar · Kalspire — in Shields
At home in: Pikemen · Archers
Blazing Fury — Each round 20%: +10% fire damage & First Strike to a fire ally. Rounds 1,4,6,9: tactical +110%. 6★+: Recovery + Resistance.
Key threshold: 6★
Its best measured formation: Syrax · Venator · Kalspire — in Shields
At home in: Pikemen · Archers · Siege
Bloodscale Terror — Odd rounds 20%: Stun. Rounds 2,5,8: fire +140%. 10★: stun 40% + reduces Inst/Init.
Key threshold: 10★
Its best measured formation: Crimson · Caraxes · Kalspire — in Cavalry
At home in: Cavalry · Archers
Wild Hunt — Each round, if no prey: 40% to mark 1 enemy as prey (3 rounds, prioritising a target that received Recovery); the prey takes −30% Recovery received. Rounds 1,4,7,10: fire to 1 enemy (targets the prey, +100%), doubled if the prey is hit. 10★: fire to the prey (+24%) + Recovery (+10%).
Key threshold: 10★
Its best measured formation: Sheepstealer · Caraxes · Kalspire — in Cavalry
At home in: Shields
Starfall — Start of combat: marks 3 enemies in any lane with Solar Flare. Each round: 50% to deal tactical damage (+100%) to 1 marked enemy, consuming the mark. Rounds 1,3,7,9: tactical +80% to 1 enemy in the same lane. At 6★+: consuming Solar Flare rises to +130%.
Key threshold: 6★
Its best measured formation: Malachite · Starshower · Kalspire — in Shields
At home in: Pikemen · Shields · Siege
Dawnsong — Rounds 1,4,7: physical +70%. Rounds 2,5,8: fire +20% (×1.5 if Control).
Its best measured formation: Meleys · Rhysarion · Kalspire — in Cavalry
At home in: Pikemen
Lure — Each round 25%: Taunt 3 enemies. Odd rounds: physical +45%. (HBO Max link reward.)
Its best measured formation: Vaeldra · Meleys · Kalspire — in Cavalry
At home in: Archers · Siege
Silent Shade — Rounds 1,4,6,9: +15% tactical damage taken by the target (enhancer) + tactical +75%.
Its best measured formation: Zivern · Meleys · Kalspire — in Cavalry
At home in: Pikemen · Cavalry · Siege
Cobalt Flame — Rounds 1,4,7: fire +95% to 1 enemy in any lane (prioritising those dealing physical damage excluding basic attacks), with 50% to reduce the target's damage dealt by −10% (2 rounds), doubled to −20% if the target deals physical damage excluding basic attacks. Rounds 3,6,9: physical +60% to 1 enemy in the same lane.
Its best measured formation: Tessarion · Meleys · Kalspire — in Cavalry
At home in: Shields
Whirlwind — Rounds 2,4,6,8: Advantage +15% to 2 allies. Rounds 3,5,7,9: tactical +45% to 3 enemies.
Its best measured formation: Velar · Vermithor · Kalspire — in Shields
At home in: Cavalry · Shields
Spreading Blaze — After each basic attack: physical damage to 1 enemy on the same line (+50%). 20% chance to grant 1 stack of Spreading Blaze (max 10) to a tactical ally: +2.5% tactical damage dealt per stack.
Its best measured formation: Vermax · Meleys · Kalspire — in Cavalry
At home in: Cavalry
Breath of Fire — Rounds 2,5,8: fire +100% to 2 enemies, ×1.5 if Panic.
Its best measured formation: Meleys · Shadowsong · Kalspire — in Cavalry
At home in: Cavalry · Shields · Siege
Burning Ward — Odd rounds: 25% to Stagger 1 enemy in any lane (2 rounds). Rounds 2,5,8: fire +115% to 1 enemy in any lane (prioritising targets without Burn), with 50% to inflict Burn for 2 rounds. At 6★+: Stagger rises to 38% and each round deals fire (+20%) to every enemy under Control.
Key threshold: 6★
Its best measured formation: Tairax · Meleys · Kalspire — in Cavalry
At home in: Cavalry
Tail Whip — Odd rounds: physical +100%. 6★+: even rounds physical +50% + 25% Bleed.
Key threshold: 6★
Its best measured formation: Malachite · Thunderstrike · Kalspire — in Cavalry
At home in: Archers
Shimmering Mirage — Each round: +2.5% fire/charge (max 10). Rounds 3,6,9: fire +200%.
Its best measured formation: Kalspire · Meleys · Tashix — in Cavalry
Measured by playing the fights to the end over 7,770 trios, every dragon brought to level 40, 6★ and 3 levelled habits, so the comparison is honest. On your own account the gaps shift: that is what the composer works out.
These landmarks hold for an average roster. Yours is not average: your stars, your levelled habits, your relics and your research move the gaps. The composer plays the fights with YOUR dragons and returns your five armies, each one's role, and who stays on the bench.
Build my armies