Configuring an effective defense or attack march in Evony requires understanding how combat rounds, gear stats, and unit priorities actually calculate. Misconceptions about subordinate cities, debuff limits, assistant generals, and artillery targeting often lead players to waste Refining Stones and deploy assets inefficiently.

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1. Subordinate City Debuffs Persist After Troop Losses

Subordinate city debuffs remain active for the full duration of a battle, even if every troop stationed in the subordinate city dies during the first round.

Evony applies subordinate city attributes at the start of combat. As long as a subordinate city is linked to your defense or joins an offensive rally, its mayor's innate skills, active specialties, and equipment debuffs (such as Achaemenidae sets) affect the entire battle.

  • Action: Keep your subordinate cities linked during Server War (SvS) and Battlefield events like the Battle of Constantinople and Battle of Gaugamela. You do not need to spend gems or speedups reviving subordinate troops between consecutive defensive hits solely to maintain debuffs.

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2. Combat Debuffs Have No 50% Hard Cap

Combat debuffs are not restricted by an arbitrary 50% ceiling. Instead, debuffs subtract directly from an opponent's total added percentage buffs until reducing bonus attributes to 0%.

For example, if an attacker enters combat with +1,400% Ranged Attack and your defense provides a -800% Ranged Attack debuff, the attacker's effective attack bonus becomes +600%.

The true limitations on debuffing include:

  • Base stat floor: Debuffs cannot reduce an enemy below the unbuffed baseline stat (0% bonus) for that troop tier.
  • Over-debuffing: Stacking debuffs past an opponent's total bonus percentage yields no additional damage reduction against that specific march.
  • High-buff targets: Against high-tier attackers with 2,000% to 3,000% in buffs, stacking debuffs beyond 1,000% continues to subtract stats at full value.

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3. Dragons on Assistant Wall Generals Provide No Combat Stats

Assigning a dragon or spiritual beast to an assistant wall general grants no attribute bonuses, refine stats, or talent benefits to your city defense.

The wall defense system only transfers specific assets from an assistant general:

  • The general's primary skill (provided it does not conflict with the main wall general).
  • Activated skill books.
  • Unlocked general specialties.

Any dragon or spiritual beast attached to the assistant general remains inactive during defensive combat. The game engine locks out the beast's refine stats, talent trees, and level-based percentages.

  • Action: Assign your strongest defensive beasts (such as Fafnir or the Celtic Demon) strictly to your primary wall general. Deploy other high-level dragons onto primary march leaders for PvP attacks, rally reinforcements, or monster hunting instead of leaving them dormant on an assistant wall defender.

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4. Subordinate Mayor Refines Do Not Buff Main City Troops

Refining equipment on subordinate city mayors applies percentage stat bonuses only to the troops inside that individual subordinate city, providing zero stat increases to your main city garrison.

Spending Refining Stones on mayor gear to obtain combat buffs like Ground Defense or Mounted HP wastes resources. However, the flat debuffs built into mayor equipment affect the entire opposing army.

Gear Attribute TypeAffected UnitsRecommended Priority
Mayor Gear RefinesSubordinate city troops onlySkip; save Refining Stones for main march and wall generals
Base Equipment DebuffsAll enemy troops in the battleForge debuff gear, such as Achaemenidae pieces
Achaemenidae Set BonusesAll enemy troops in the battleCombine 2-, 4-, and 6-piece set bonuses across mayors
Mayor Specialty DebuffsAll enemy troops in the battleUnlock and max debuff specialty paths

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5. Siege Units Target by Range Hierarchy, Not Troop Weakness

High-tier siege engines do not automatically hunt low-tier meat shields. They prioritize targets based on weapon range hierarchy.

In combat, defending siege units engage the opponent's longest-range units first. If an incoming march includes siege engines, defending siege will engage enemy siege before firing on any other troop type.

Once opposing siege units fall, targeting moves down the range hierarchy:

  1. Opposing siege units
  2. Ranged troops
  3. Mounted troops
  4. Ground troops

Because of this order, defending siege cannot eliminate incoming ground infantry or protect lower-tier traps if the attacker brings an active siege contingent that occupies your artillery during early rounds.

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James Brown

James Brown

James focuses on Android gaming on PC, emulator setup, controls, performance tuning, and practical troubleshooting for longer play sessions.