Formations

The best formations, and the dragons that make them

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.

What makes a formation good

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.

The trios that keep coming back

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.

  1. Malachite · Meleys · KalspireCavalry
  2. Malachite · Vermithor · KalspireShields
  3. Malachite · Caraxes · KalspireCavalry
  4. Malachite · Venator · KalspireShields
  5. Kalspire · Moondancer · MalachiteShields

The strongest dragons

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.

STier S — they make the difference on their own

Kalspire

Legendary · Champion

At home in: Cavalry · Shields · Siege

Tactical StrikeAfter a basic attack: tactical +50% + 30% Bleed. 6★+: Panic 15%.

Key threshold: 6★

Its best measured formation: Malachite · Meleys · Kalspire — in Cavalry

Meleys

Legendary · Warrior

At home in: Cavalry · Archers

Scarlet StrikeOdd 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

Vermithor

Legendary · Champion

At home in: Pikemen · Shields

Bronze FuryRounds 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

Caraxes

Legendary · Hunter

At home in: Pikemen · Cavalry

Infernal BurstRounds 3,6,9: fire +100% to 3 enemies, ×1.5 if First Strike.

Its best measured formation: Malachite · Caraxes · Kalspire — in Cavalry

Venator

Legendary · Warrior

At home in: Pikemen · Shields

Feral StrikeAfter a basic attack: 2× physical +20%. Rounds 4,6,8: Double Strike 40%.

Its best measured formation: Malachite · Venator · Kalspire — in Shields

Moondancer

Legendary · Warrior

At home in: Shields · Archers

Crescent BladeRound 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

Malachite

Legendary · Sentinel

At home in: Cavalry · Shields

Warden's RallyRounds 2,4,7,9: tactical +100%. Rounds 3,6,9: Recovery +70% to 3 allies.

Its best measured formation: Malachite · Meleys · Kalspire — in Cavalry

Seasmoke

Legendary · Champion

At home in: Cavalry · Archers

Cleansing WrathEach 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

Sunfyre

Legendary · Sentinel

At home in: Pikemen · Cavalry

Golden WrathRounds 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

ATier A — excellent as soon as they are surrounded

Daemoros

Epic · Warrior

At home in: Archers

ShadowflameOdd rounds: physical +125% + 20% Burn.

Its best measured formation: Daemoros · Kalspire · Vermithor — in Shields

Vhagar

Legendary · Warrior

At home in: Shields · Archers · Siege

Fiery BondsEach round 25%: Taunt 3 enemies (×2 if burning). Even rounds: physical +120%.

Its best measured formation: Malachite · Vhagar · Kalspire — in Shields

Syrax

Legendary · Sentinel

At home in: Pikemen · Archers

Blazing FuryEach 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

Crimson

Legendary · Hunter

At home in: Pikemen · Archers · Siege

Bloodscale TerrorOdd 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

Sheepstealer

Legendary · Hunter

At home in: Cavalry · Archers

Wild HuntEach 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

BTier B — solid, and often underrated

Starshower

Epic · Sentinel

At home in: Shields

StarfallStart 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

Rhysarion

Epic · Champion

At home in: Pikemen · Shields · Siege

DawnsongRounds 1,4,7: physical +70%. Rounds 2,5,8: fire +20% (×1.5 if Control).

Its best measured formation: Meleys · Rhysarion · Kalspire — in Cavalry

Vaeldra

Epic · Warrior

At home in: Pikemen

LureEach round 25%: Taunt 3 enemies. Odd rounds: physical +45%. (HBO Max link reward.)

Its best measured formation: Vaeldra · Meleys · Kalspire — in Cavalry

Zivern

Epic · Sentinel

At home in: Archers · Siege

Silent ShadeRounds 1,4,6,9: +15% tactical damage taken by the target (enhancer) + tactical +75%.

Its best measured formation: Zivern · Meleys · Kalspire — in Cavalry

Tessarion

Epic · Champion

At home in: Pikemen · Cavalry · Siege

Cobalt FlameRounds 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

Velar

Epic · Sentinel

At home in: Shields

WhirlwindRounds 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

Vermax

Epic · Warrior

At home in: Cavalry · Shields

Spreading BlazeAfter 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

Shadowsong

Epic · Hunter

At home in: Cavalry

Breath of FireRounds 2,5,8: fire +100% to 2 enemies, ×1.5 if Panic.

Its best measured formation: Meleys · Shadowsong · Kalspire — in Cavalry

Tairax

Epic · Hunter

At home in: Cavalry · Shields · Siege

Burning WardOdd 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

Thunderstrike

Rare · Warrior

At home in: Cavalry

Tail WhipOdd rounds: physical +100%. 6★+: even rounds physical +50% + 25% Bleed.

Key threshold: 6★

Its best measured formation: Malachite · Thunderstrike · Kalspire — in Cavalry

Tashix

Epic · Hunter

At home in: Archers

Shimmering MirageEach 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.

The best formation is yours

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