Castle Battle · The guide
How to Play Castle Battle
You command one unit, your Builder. Everything else on your side is raised by the spawners it builds and marches on the enemy by itself. This is the whole game, in the order you will meet it.
Thirteen things to know
- 1
Choose a kingdom and a battle
Pick one of the ten kingdoms — each has its own troops, trait and powers — and a battle: Duel 1v1, Team Battle 4v4 or Clash. You need a free account, which is a commander name and a password.
- 2
The count-in
Every battle opens with a 10-second count-in before the horn. Nothing moves until it sounds.
- 3
Walk your Builder
You command exactly one unit: your Builder. Right-click, or tap, to send it anywhere. It has 400 health and no army of its own, and an enemy who catches it in the open is paid 1,500 gold for it — keep it alive.
- 4
Raise spawners
Every troop comes out of its own spawner, and your Builder raises them: open the build rack, pick a troop, and choose where its spawner stands. Prices run from 250 gold for the cheapest (the Skeleton) to 9,650 for the dearest (The Foreclosure).
- 5
Let them muster
A spawner musters its troop by itself, on a timer, for the rest of the battle — the Skeleton every 4.4 seconds, The Foreclosure only every 2 minutes 59 seconds. Troops march on the enemy keep without being told; click a spawner and right-click the field to give it a march road of your own.
- 6
Build on marked ground
The field is marked with sites — Old Foundations, The Quarry and The Old Forge and 40 more. A spawner raised on one takes its effect: some make the work itself rise faster or stand harder, some change the troops it musters for the rest of their lives. Every site and what it does.
- 7
Spend your gold
You open a Duel 1v1 with 800 gold and earn 39 a second from the horn. Income grows every minute — about 63 a second by the fifth, 109 by the tenth — and every kill pays a bounty. Gold spent early musters for the whole battle.
- 8
Mind the army cap
Your army is capped at 240 population in a duel, less in the alliance war. Every troop takes a share of it — a levy one, a titan several — and a spawner whose troop would not fit waits until there is room.
- 9
Level your spawners
A spawner can be levelled to 3. Each level musters faster and sends out troops that are stronger — 9% more damage and 11% more health a level. Open Upgrades with U.
- 10
Fortify your keep
Your keep stands with 3,840 health and has no weapon: everything that defends it is something you raised. Fortify it with K — Ramparts (350 gold, 5,120 health), Bastion (700 gold, 6,560 health) and Citadel (1,150 gold, 8,640 health). Each tier also adds to your income, and some kingdoms fortify cheaper than others.
- 11
Hold troops in the keep
Press G and new troops walk into your keep and wait instead of marching; press R to send them all out at once. A held army is a counter-punch in reserve — but a keep that falls takes everyone inside with it.
- 12
Keep your veterans alive
A troop earns rank by fighting. One that survives to its third rank becomes a champion and rallies the allies around it: 12% more damage and 6% more speed within 155.
- 13
Raze the keep
Bring the enemy keep down before yours falls. If neither falls within 7 minutes, War Weariness sets in and the damage keeps take climbs every 75 seconds, up to three times normal — a stalemate always breaks.
What beats what
Every troop has a class, and some classes deal extra damage to others on every blow. The whole table:
| Class | Deals extra damage to |
|---|---|
| Levy | Cavalry ×1.3 |
| Cavalry | Levy ×1.35, Ranged ×1.35 and Support ×1.3 |
| Shock | Ranged ×1.3, Support ×1.35 and Caster ×1.2 |
| Beast | Levy ×1.3, Ranged ×1.3 and Support ×1.4 |
| Siege | Titan ×1.3, Legend ×1.25, Construct ×1.5 and Levy ×1.2 |
| Anti-Armor | Construct ×1.4 |
| Ranged | Siege ×1.3, Anti-Armor ×1.2 and Beast ×1.2 |
| Caster | Elite ×1.2, Construct ×1.25 and Beast ×1.2 |
| Elite | Shock ×1.25 |
| Construct | Beast ×1.3 |
Each troop page adds the troop's own powers — a spear's brace against cavalry, an archer's bonus against fliers.
Five habits of a good commander
- Raise early. A spawner raised in the first minute musters for the whole battle; one raised in the tenth has less battle left to muster in.
- Guard the Builder. It is the only thing you steer and the only thing that builds. Losing it costs you time and pays the enemy.
- Build the counter. Look at what is marching at you, find its class in the table above, and raise what beats it. The classes are laid out side by side.
- Level before you widen. A levelled spawner musters faster and sends out stronger troops; three of them can beat six that were never touched.
- Fortify before the push, not during it. Walls bought when the enemy is already at the gate are walls bought too late.
