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Who Beats Whom? A Guide to Units and Counters

Who Beats Whom? A Guide to Units and Counters

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

UnitStrong againstWeak against
SpearmanKnights (×3 damage)Archers and mages
KnightArchers (×1.5) and open groundSpearmen and spear barriers
AxemanBuildings and walls (×3)Archers from afar
AssassinArchers (×2) and workers (×2.5)Swordsmen and towers
MusketeerKnights (×1.5), long range (95)Assassins and knights up close
MagePacked groups (fireball)Any fast attack on it
BallistaBuildings (×3) from 135 awaySoldiers (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

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.

In short: an army of 40% swords and spears, 40% archers and 20% special units (knights, axes or priests) fits most battles. Then adjust the mix to what you see on the other side.

See every unit in detail in the unit encyclopedia.

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