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Every army in Lordrush is built from three troop types: Infantry, Lancer, and Archer. Knowing how they train, how they grow, and how to balance them is one of the first things that separates a smooth early game from a stalled one. This guide covers each type, how tiers and camps work, and where to find the exact training costs.
The three troop types
Your soldiers come in three types, each trained in its own building:
- Infantry, trained in the Infantry Camp
- Lancer, trained in the Lancer Camp
- Archer, trained in the Archer Camp
Tiers and camps
Each troop type trains through ten tiers, starting at the Rookie tier (Rookie Infantry, Rookie Lancer, Rookie Archer) and climbing to tier 10. You unlock higher tiers by upgrading that type's camp, so a higher camp level means access to stronger soldiers. Beyond tier 10 sits the endgame Truegold tier, which you reach much later by pushing a camp's Truegold level.
Higher tiers are simply stronger soldiers. They cost more resources and take longer to train, but they carry far more power per unit, so upgrading your camps and retraining into higher tiers is a steady way to raise your army's strength.
Cost and power
At the same tier, the three types have comparable power, so no single type is a shortcut to a stronger army on its own. Where they differ is the resource mix each one leans on. At the Rookie tier, for instance, Infantry lean a little harder on Bread while Archers lean more on Wood. That means your production balance can quietly favor one type over another, so it is worth checking costs before you commit to a large training batch.
Exact resource and time costs per tier, and how many troops your speed-ups can finish, are in the troop training calculator.
Which troop beats which
The three types form a loop: Infantry beat Lancers, Lancers beat Archers, and Archers beat Infantry. All ten tiers carry the counter bonus, and from Tier 7 each type also gains a second trait.
| Troop | Beats | Counter bonus (all ten tiers) | Second trait (Tier 7 and up) | Strongest stats |
|---|---|---|---|---|
| Infantry | Lancers | +10% damage dealt to Lancers | +10% Defense against Lancers | Health and Defense |
| Lancer | Archers | +10% damage dealt to Archers | 20% chance to bypass Infantry and attack Archers directly | Between the other two |
| Archer | Infantry | +10% damage dealt to Infantry | 10% chance to attack twice | Attack and Lethality |
What that means in a fight:
- Infantry are your wall. They have the most Health and Defense, and they hit Lancers harder while defending better against them.
- Lancers go after the enemy back line. Their bonus is against Archers, and from Tier 7 they can sometimes slip past the enemy's Infantry to reach those Archers.
- Archers are your damage. They have the most Attack and Lethality, hit Infantry harder, and from Tier 7 sometimes attack twice.
A counter is a 10% edge, so it tips close fights rather than erasing a big gap in tier, troop count, or boosts. It is one more reason to keep all three camps working: when you know what the enemy fields, you can lean toward the type that beats it. For a worked example against a fixed enemy mix, see the Mystic Trial guide.
Heroes and technology boost specific types
Troops do not fight alone. Heroes come in the same three types, and both heroes and your research boost a specific troop type rather than all of them at once. Fielding an Infantry hero with an Infantry-heavy march, for example, gets more from your hero's bonuses than a mismatch would. When you plan a lineup, match the heroes you bring to the troops you are actually sending, and check each hero's type and skills in the hero database.
Keep a balanced army
It is tempting to pour everything into one type, but a mono-type army leaves you exposed when a situation calls for something else. Keep all three camps working so you always have options, and grow them together rather than maxing one and ignoring the rest. A balanced force also lets you take better advantage of whichever heroes and boosts you unlock along the way.
Heal instead of losing troops
When soldiers are wounded, heal them at the Infirmary rather than letting them be lost. Retraining from scratch is far more expensive than healing, so keep an eye on your Infirmary capacity, especially after big fights. The troop healing calculator shows the resource and time cost of healing a batch. For a wider first-days plan, see the beginner's guide.