The game gives you three factions and expects you to build all of them. The combat reports tell a different story. Your troops are the base that everything else multiplies — and concentration makes that base hit harder. Here's the case for single-faction investment, backed by real battle data from S497.
Before talking about which faction to build, there's a more fundamental insight from the battle systems page: troops are the base that everything else multiplies. Heroes, equipment, research, your vehicle — they're all multipliers. A bigger base with decent multipliers beats a smaller base with better multipliers.
The Calderon battle proves it: CK had T9, Calderon had T10 with better gear and a better vehicle. But CK had 22% more troops. CK won in 21 rounds. Troop count is the multiplier that most players undervalue.
The priority: Train more troops. Upgrade your Camp to unlock higher tiers. Fit more troops into each APC. Then concentrate your multipliers on one faction so they compound harder. That's the One Arm Warrior doctrine in two sentences.
CerealKiller's Approach — The One Arm Warrior
CK goes all-in on one faction (Fighters) until Watchtower 30. Fighter Camp, Fighter research (ATK, DEF, HP), Fighter heroes, Fighter gear — everything. Only touch Shooter or Rider buildings and research when they're literal prerequisites blocking the Watchtower upgrade path. After Watchtower 30, begin diversifying. This is one expression of a broader principle: in a multiplicative system, depth beats breadth. The same logic applies to any single faction you choose to concentrate on.
The game's power scaling is multiplicative, not additive. When you concentrate investment in one faction, every layer compounds with every other:
Camp level × faction research (ATK/DEF/HP) × faction hero skills × faction gear × faction stacking bonus (3+ same-faction heroes = 15% ATK/DEF)
Splitting resources across three factions means each one sits at roughly one-third depth. But since the multipliers compound, you don't get one-third the power — you get dramatically less. In CK's case, a concentrated Tier 7 Fighter army outperforms a balanced army with T5 across all three factions by a wide margin. The same principle holds for Riders or Shooters — the math doesn't care which faction you concentrate on, only that you concentrate.
Every faction has its own multiplicative core — a set of heroes with army-wide passives that compound, a research tree that rewards depth, and accessible S-tier heroes. The principle of concentration applies to all of them. Here's why CK specifically chose Fighter:
Guy is the most accessible S-rank hero. Fighter faction, available early. Building Fighter troops gives Guy bonus damage and defence, plus 5% extra troop capacity.
Catherine Rex is free via story progression. Second S-tier, also Fighter. Two S-rank Fighter heroes without spending — that's a multiplicative head start most factions can't match at this stage.
Francis fills the third slot for the 15% faction bonus. Fighter/Tank with the best HP passives. Three Fighter heroes = 15% faction ATK/DEF bonus activated.
One deep research tree outperforms three shallow ones. This is true for any faction. HP research scales harder than ATK or DEF. The key decision isn't "which faction" — it's "will I commit to one?"
Single-faction isn't glass cannon. You're not skipping durability — you're skipping breadth. Fighter research trees include DEF and HP nodes. What you're vulnerable to is the faction triangle — Riders counter Fighters. But pre-WT30, a maxed Fighter formation beats a spread-thin Rider army on raw stats alone.
Exception — When Hero Passives Change the Order
The default ATK → HP → DEF assumes your research is carrying the full survivability load. But if your hero roster includes strong faction-wide DEF and HP passives — like Tristan (+30% all Fighters' DEF) and Francis (+14.5% all Fighters' HP) — your heroes are already delivering 49% more effective survivability before a single research node.
In that case, shift research to offence: ATK → Damage → DEF → HP. Your heroes handle defence; research handles attack. ATK and Damage are separate multipliers in the combat formula — they multiply each other, not add. So 20% more ATK × 20% more Damage = 44% more output, versus stacking one stat for only 40%. Two offensive multipliers beat one.
DEF still ranks above HP because Tristan's 30% is the larger passive — DEF research compounds on a bigger hero-given base. HP last because Francis's 14.5% is the smaller boost, and in most combat calculations, reducing incoming damage (DEF) is worth more than absorbing it (HP).
The principle: don't duplicate what your heroes already provide. Let passives handle survivability, use research to fill the gap they leave — offence.
If you're running a concentration strategy, your non-primary factions serve a support role pre-WT30:
Every resource spent on a second faction's combat capability dilutes your primary faction's multiplicative stack. Pre-WT30, that dilution costs more than the breadth gains.
Researching a second faction's tree means your primary tree stays shallower for longer. In a multiplicative system, that's a compounding loss.
Build Shooter and Rider camps only when they're literal prerequisites for Watchtower upgrades. Make the minimum investment to unblock, then stop.
Use T1 filler troops for gathering (formations 3 and 4). They're cheap, don't need research, and free your primary troops for combat.
Most guides say WT30 is when you diversify. The reasoning is sound: diminishing returns on deep faction research, alliance wars that demand multiple formation types, and PvP opponents who exploit faction counters. All real factors.
But "diversify" doesn't mean "balance." In CK's experience, it means expand — slowly, deliberately, and only with troops and research. Hero investment and real-money spending tend to compound deepest when they stay concentrated on one faction, even post-30.
Building a competitive second faction means duplicating what took months to build: a new multiplicative hero pair (DEF + HP passives), exclusive weapons, deep research tree, high-tier troops. Every faction has its own Tristan-equivalent and Francis-equivalent — the game designs it this way deliberately. Three factions × hero fragments × exclusive weapons × research = triple the spending.
For whales, that's fine — if money isn't the constraint, balanced works. But for C2P players spending less than US$10/day, a second faction's hero build is effectively starting over. Your dollars compound deepest when they compound in one place.
Diversify troops and research. Train second-faction troops using free resources. Open a Shooter or Rider research tree when Fighter nodes get prohibitively expensive. This costs time, not money.
Don't diversify hero spending. Fragments, exclusive weapons, and real-money hero packs still go to your primary faction. A deep primary + shallow secondary beats two medium factions every time.
The Monetisation Pattern
The game gives every faction its own multiplicative pair, its own exclusive weapons, and its own research tree — because the game wants you to build all three. It's the same design principle as countdown timers and FOMO events: create a rational-feeling reason to spend more. "Balanced is better" sounds like strategy advice. It's actually the most expensive path in the game. Concentration is the counter — at every Watchtower level.
THE ALLIANCE ARGUMENT
Pre-30, alliance diversity comes from member specialization — you're the Fighter player, someone else is the Rider player. Post-30, alliance wars still benefit from this. You don't need to be a generalist if your alliance coordinates. Stay deep, let your alliance be wide.
| Formation | Purpose | Composition |
|---|---|---|
| Formation 1 | Primary combat | Highest-tier Fighters + Guy, Catherine Rex, Francis (15% faction bonus) |
| Formation 2 | Secondary combat | Next-best Fighters + Liz, Scarlet |
| Formation 3 | Gathering only | T1 disposable + gathering heroes |
| Formation 4 | Gathering only | T1 disposable + resource bonus heroes |
Train with discipline. Batch training into Formation 1 first, then cascade overflow to Formation 2. Never scatter troops across all four formations.
Prioritize training speed. Use Efficient Training tech and resources to accelerate. Time saved = more resource nodes cleared = earlier WT30.
All factions have identical base stats. These are the numbers your buffs multiply — this is why troop tier matters so much. A T9's ATK 44 multiplied by 800% in buffs hits very differently than a T6's ATK 20.
| Tier | ATK | DEF | HP | Speed | Load | CP |
|---|---|---|---|---|---|---|
| T1 | 7 | 7 | 49 | 10 | 600 | 150 |
| T2 | 9 | 9 | 54 | 10 | 800 | 220 |
| T3 | 12 | 12 | 60 | 10 | 1000 | 310 |
| T4 | 17 | 17 | 68 | 10 | 1200 | 450 |
| T5 | 22 | 22 | 77 | 10 | 1400 | 660 |
| T6 | 27 | 27 | 86 | 10 | 1600 | 850 |
| T7 | 32 | 32 | 96 | 10 | 1800 | 1070 |
| T8 | 37 | 37 | 111 | 10 | 2000 | 1380 |
| T9 | 44 | 44 | 132 | 10 | 2200 | 1780 |
| T10 | 51 | 51 | 153 | 10 | 2400 | 2190 |
Key observation: T1→T10 ATK jumps 7→51 (7.3x), HP 49→153 (3.1x). Attack scales faster than survivability.
| WT Level | Camp Unlock | Troop Tier | Key Milestone |
|---|---|---|---|
| 1–3 | Camp Lv 1–3 | T1 | Tutorial phase |
| 4–6 | Camp Lv 4–6 | T2 | WT6: Hero level cap lifted past 10 |
| 7–9 | Camp Lv 7–9 | T3 | WT7: World map + Radar unlock |
| 10–12 | Camp Lv 10–12 | T4 | WT10: Research Centre Lv1 required |
| 13–15 | Camp Lv 13–15 | T5 | WT14: Electricity resource begins |
| 16–18 | Camp Lv 16–18 | T6 | Resource costs escalate sharply |
| 19–21 | Camp Lv 19–21 | T7 | Build times exceed 10 days |
| 22–24 | Camp Lv 22–24 | T8 | WT requirements rotate across all 3 camps |
| 25–27 | Camp Lv 25–27 | T9 | Build times exceed 25 days |
| 28–30 | Camp Lv 28–30 | T10 | WT30: Industrial Age unlocks |
UNVERIFIED WT STAT BONUS
Some players report a hidden stat bonus applied at certain WT thresholds. Not confirmed in-game. Plan defensively and assume no bonus.
Heavy spenders ($50+/day). Speed-farming resources with premium eliminates the constraint OAW optimizes for.
Alliance Leaders (R4/R5). You need balanced troops for core team operations and rally diversity.
Arena/Duel competitors. Single-faction is predictable. You'll lose to counter-drafted teams.
Late joiners. If the server is past WT30 globally, the balance-first meta is already established.
Formation 2 is a liability. Without second-rank heroes and research, it folds fast to organised attacks.
Healing costs after a loss are maximum. You're treating your troops as disposable. Expect to rebuild frequently.
The WT forces diversification anyway. By WT30, you'll need Shooters and Riders built. You're just delaying, not avoiding.
Monotony is a real risk. Playing one faction for 6+ months is tedious. Some players quit before WT30.
When Does This Approach Work Best?
The One Arm Warrior is most effective for C2P and F2P players who are patient, play within an active alliance, and accept short-term PvP vulnerability in exchange for long-term compounding. If those conditions match your situation, single-faction concentration will likely get you to WT30 with significantly more usable power than a balanced approach at the same level. But it's a commitment — and the weaknesses above are real. Choose the approach that fits how you actually play, not just what optimises on paper.