
No unit in Mini Kingdoms wins on its own. Every soldier is made to beat one kind of enemy and to struggle against another. An army with the right mix beats a bigger army.
Counter table
| Unit | Strong against | Weak against |
|---|---|---|
| Spearman | Knights (×3 damage) | Archers and mages |
| Knight | Archers (×1.5) and open ground | Spearmen and spear barriers |
| Axeman | Buildings and walls (×3) | Archers from afar |
| Assassin | Archers (×2) and workers (×2.5) | Swordsmen and towers |
| Musketeer | Knights (×1.5), long range (95) | Assassins and knights up close |
| Mage | Packed groups (fireball) | Any fast attack on it |
| Ballista | Buildings (×3) from 135 away | Soldiers (half damage) |
Spearman: a wall against horses
Spearmen are cheap (40 gold, 40 wood) and reach a little further than swords. They hit knights three times as hard. If you see the enemy training knights, put a line of spearmen in front of your army.
Knight: the archer hunter
The knight is the fastest regular unit in the game (speed 58) and hits archers half again as hard. It also has a charge: after a long run, its first hit counts double. Knights are 20% stronger on open ground away from trees and buildings — but they lose to spears and to spear barriers, which hurt riders three times more than others.
Axeman: the wall breaker
Axemen are slow, but they deal triple damage to buildings and walls. Bring axes along when you attack a walled town, and protect them with swordsmen.
Assassin: fast and deadly
The human assassin shreds archers and workers. Send two or three around the enemy army to hit its archers from behind, or into its mines to kill workers. For the orcs it becomes a kamikaze goblin that blows up among the enemy.
Archers, musketeers and mages: power from behind
Ranged units are weak up close, so always keep them behind your swordsmen and spearmen. The "line ▬" formation does this for you. The musketeer (humans only) hits for 26 from 95 away, and the mage throws a fireball that hurts everyone around its target.
Extra rules that change a battle
- Flanking: a melee hit on a soldier walking away from you is 50% stronger.
- Cover: soldiers among trees take 35% less damage from arrows.
- High ground: an archer on a plateau hits 25% harder and sees further; shooting uphill is weaker.
- Walls: archers next to your walls and towers shoot 25% further.
Orcs and humans
Orc melee fighters are tougher (+20% health, +15% damage) but their archers are 15% weaker, and they have no muskets or ballistas. Humans have stronger stone walls and better ranged units. Pick your plan to suit your people.
See every unit in detail in the unit encyclopedia.
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