Bear Trap Damage Mechanics and Example Simulation

A lot of players wonder how Bear Battles work, so I made this post to explain the mechanics and help you deal more damage.

How Bear Battles work:

  • Bear is made up of 5000 special infantry troops with 10 Defense and 83.33 Health each.
  • Bear Battles last 10 turns, unlike normal battles that go until all troops on one side are dead.
  • Since Bear is infantry, Archers deal 10% extra damage because of the “Ranged Strike” skill.
  • The damage you deal to Bear is the total from all three troop types over 10 rounds. The damage stays constant if no chance-based hero skills are involved, because your troops don’t die in Bear Battles and SkillMod stays at 1 without hero skills.
  • The +25% damage bonus from upgrading Bear Trap level actually adds +25% Attack to the stats of all troop types.

Now, let’s look at an example simulation.

1) Base troop stats (T6, TG0)

The known base stats of used troops:

  • Infantry T6: Attack 243, Lethality 10, Health 730, Defense 10.
  • Cavalry T6: Attack 730, Lethality 10, Health 243, Defense 10.
  • Archer T6: Attack 974, Lethality 10, Health 183, Defense 10.

Bear troops:

  • infantry_bear stats: Defense 10, Health 83.3333.
  • Bear has 5000 infantry_bear.

2) Apply Bear Level bonus (+25% attack)

Bear level 5 gives +5% attack per level, so +25% attack total. Per‑troop attack formula (no heroes so SkillMod stays constant):

attack_per_troop = base_attack × (1 + attack_bonus) × base_lethality / 100

Because lethality is 10:

attack_per_troop = base_attack × 1.25 × 10 / 100
      = base_attack × 0.125

So:

Infantry attack per troop = 243 × 0.125 = 30.375
      Cavalry attack per troop = 730 × 0.125 = 91.25
      Archer attack per troop = 974 × 0.125 = 121.75

Bear defense per troop:

bear_defense = Health × Defense / 100
      = 83.3333 × 10 / 100
      = 8.33333
      (Used for all unit types because they all target bear infantry.)

3) Army size factor (same every round)

The code uses:

army = sqrt(remaining_ut × army_min) 
      Attacker total = 18,000; bear total = 5,000 → army_min = 5,000.
      So for each unit type (6000 troops):
      
      army = sqrt(6000 × 5000) = 5477.2256

4) Base damage per unit type (round 0)

Base damage formula:

base_damage = army × attack_by_type / defense_by_type / 100 * skillmod

Using bear defense = 8.33333:
Infantry: 5477.2256 × 30.375 / 8.33333 / 100 = 199.645
Cavalry: 5477.2256 × 91.25 / 8.33333 / 100 = 599.756
Archer: 5477.2256 × 121.75 / 8.33333 / 100 = 800.223
Then apply +10% to Archer only (Ranged Strike vs infantry):
Archer damage becomes = 800.223 × 1.10 (skillmod) = 880.245

Total round‑0 damage = 1,679.647

5) Total 10 round damage

1,679.647 * 10 = 16796.47 

The game’s final bear score uses ceiling of total damage:

ceil(16796.47 ) = 16,797

Final Expected Damage (for players):

Expected 10‑round bear damage = 16,797

This Battle run on the simulator gives exactly the same damage points: