NFG · NEO Vision Bot

Army Roster & Battle Stats

Every trained troop across all four branches and 17 tiers, read live from the game via ADB + OpenCV + RapidOCR and recorded in vision.db.

Commander NeoIsTlatoani Alliance NFG Server K49 Keep Lv 49 Power 115,200,000,000
Grand total troops8,219,089,9338,219,089,933
Distinct troop types68across 4 branches
Tier coverage68/68slots captured
Largest branchMounted4,607,746,554 troops

Army composition — share of total troops by branch

Ground 31.3%Ranged 6.2%Mounted 56.1%Siege 6.4%

Troops by tier — summed across branches (log scale)

T1
T2
T3
T4
T5
T6
T7
T8
T9
T10
T11
T12
T13
T14
T15
T16
T17

Heaviest divisions — top 6 by count

Mounted Conscripts · Mounted T12,146,999,999
Warriors · Ground T11,511,296,155
Light Cavalries · Mounted T21,000,169,896
Conscripts · Ground T2523,777,354
Squires · Mounted T3500,476,698
Cataphracts · Mounted T4250,000,000

Live — bot activity auto-refresh 90s

Bot○ Idle
Battles learned8
Power
Gems4,024,723
Food
Wood15

Recent battles

EnemyEnemy→hospSubcity killsWhen
WIN?2,111,816,6965607-25 22:27
LOSSPolaris4,435,96427207-25 22:26
WINNeolsTlatoani5,36107-25 22:26
WINNeolsTlatoani1,321,260,11246,72707-25 22:26
LOSSTekeshi6,003,30732507-25 22:24
WINNeolsTlatoani07-25 22:24
LOSSNeolsTlatoani89,035,08515,73107-25 22:23
LOSSKaru24,447,37829,12307-25 22:23

Activity feed

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12:59:36 REPORTS paused (disconnect)

Latest battle — rally breakdown you vs ? · WIN

Your rally · 4 joined

PlayerGeneralsKillsSurvivedTiers
NeolsTlatoaniAhmose I, Charles Vi318,4501,6251
BinatAhmose I, Hatshepsut619,043,8149,840,54323
Rifey555,141102,8294
vTragicBimbo10,8495,6434

Enemy rally · 2 joined

PlayerGeneralsKillsSurvivedTiers
PolarisBaldwin Iv, Cimon06,813,8966
?Baldwin Iv, Cimon01406

Full roster — T1 to T17

Ground

17/17 tiers · 2,571,543,186 total

T1Warriors1,511,296,155
T2Conscripts523,777,354
T3Swordsmen100,000,000
Spearmen20,700,000
T4Halberdiers75,000,000
T5Zweihanders50,000,000
T6Macemen20,100,000
Elite Spearmen20,100,000
T7Man-at-Arms20,100,000
T8Janissaries20,100,000
T9Crusaders20,200,000
T10Imperial Footknights20,100,000
T11Ninja Warriors26,000,000
T12Yamato Soldiers26,000,000
T13Fusou Warriors31,000,000
T14Amaterasu Samurais31,000,000
T15Akazonae Samurais30,100,000
T16Heian Samurais25,969,677
T17Kamakura Samurailocked
🏹

Ranged

17/17 tiers · 512,440,399 total

T1Slinger Conscripts102,463,159
T2Composite Bow Archers20,204,500
T3Spearmenshared · Ground20,700,000
T4Longbow Archers20,500,000
T5Imperial Archers21,000,000
T6Elite Spearmenshared · Ground20,100,000
T7Heavy Crossbowmen20,200,000
T8Arquebusiers20,100,000
T9Imperial Crossbowmen23,000,000
T10Musketeers25,200,000
T11Japanese Archers25,050,000
T12Yamato Marksmen102,000,000
T13Fusou Archers71,000,000
T14Amaterasu Archers25,500,000
T15Akazonae Archers21,000,000
T16Heian Archers15,222,740
T17Kamakura Master Archerslocked
🐴

Mounted

17/17 tiers · 4,607,746,554 total

T1Mounted Conscripts2,146,999,999
T2Light Cavalries1,000,169,896
T3Squires500,476,698
T4Cataphracts250,000,000
T5Dragoons150,000,000
T6Knights120,000,000
T7Mounted Warriors100,100,000
T8Cuirassiers100,000,000
T9Armored Lancers100,000,002
T10Imperial Lancers21,000,000
T11Japanese Cavalries20,500,000
T12Yamato Cavalries20,000,000
T13Fusou Cavalries21,000,000
T14Amaterasu Cavalries25,000,000
T15Akazonae Cavalries20,000,000
T16Heian Cavalries12,499,959
T17Kamakura Iron Cavalrieslocked
🏰

Siege

17/17 tiers · 527,359,794 total

T1Catapults22,443,820
T2Trebuchets10,100,000
T3Onagers10,100,000
T4Heavy Catapults87,666,706
T5Traction Trebuchets10,100,000
T6Ballistas10,100,000
T7Heavy Ballistas10,100,000
T8Scorpions10,100,000
T9Gravity Trebuchets20,100,000
T10Imperial Helepolis20,200,000
T11Mechanical Chariots80,000,000
T12Mechanical Catapults35,018,268
T13Armed Chariots101,001,000
T14Armed Catapults50,000,000
T15Steel Catapults30,050,000
T16Steel Helepolis20,280,000
T17Gigantic Helepolislocked
Ranged T3 & T6 resolved (confirmed live in-game): the archer line has no distinct troop at those tiers — the ladder reuses the shared basic units Spearmen (20,700,000) and Elite Spearmen (20,100,000), the same troops as Ground, so they are not double-counted in the totals. Every tier of the ladder is now accounted for; nothing is estimated.

March presets — rally & attack loadouts

Ground11,426,890 troops
Lafayette (Awakened)+ Akechi Mitsuhide
Attack1,867,302,000Load5,144,027,504
Ranged10,981,050 troops
Charles VI (Awakened)+ Ahmose I
Military Tactics (Arrow Barrage Tactics)
Attack1,131,855,656Load3,684,467,092
Armed Catapults 3,300,150Armed Chariots 3,000,000Mechanical Catapults 1,595,550Mechanical Chariots 200,000Imperial Helepolis 100,000
Mounted11,415,650 troops
Babur (Awakened)+ Rostam
Attack1,458,792,347Load4,001,668,711
Siege10,981,050 troops
Presley O'Bannon+ Irene d'Arneau
Attack1,371,061,939Load6,374,510,711
Siege spotlightYour strongest branch — tops Attack, Defense, HPSiege leads on Attack, Defense, HP — it is your defensive core AND your hardest hitter, not a dead-weight anvil.
Attack+5,861%
Defense+4,680%
HP+4,851%

Combat buffs — your keep defense stats — from 8 defense reports vs [ViG]Katar, [ViG]Viper2302

Ground
Attack+3,498%
Defense+4,545%
HP+4,398%
Ranged
Attack+5,162%
Defense+4,351%
HP+4,341%
Mounted
Attack+3,798%
Defense+4,362%
HP+4,515%
Siege⚔ Attack leader
Attack+5,861%
Defense+4,680%
HP+4,851%

Siege is your strongest branch — it tops every other on Attack (+5,861%), Defense (+4,680%) and HP (+4,851%). These are your live defense-battle buffs — the values active when your keep is attacked.

Defense playbook — harden the siege anvil researched: evonyguidewiki + 2026 guides

1
Stack enemy siege HP/Def debuffsBiggest gap

Your siege Attack is already strong (+5,861% in the defense reports). The remaining lever to KILL what your anvil tanks — not just survive — is ~1,600% enemy siege-HP/Def debuff from the Military Academy debuff branches + debuff mayors.

2
+15% siege attack RANGE bracerMandatory

Mandatory on the wall general — a ring/bracer with +15% siege attack range, or enemy siege outranges your anvil and fires first.

3
Max the 3 defense-buff sourcesHighest ROI

6-piece Humility Blazon (siege-defense) + Military Academy (finish in-city/defending siege, then enemy siege HP/Def debuff branches) + best in-city Castle Decoration — the only sources of the "Defending" buff.

4
Wall general: Zhou Yu / Takenaka + Stephen IIYou own strong ones

Zhou Yu is #1 overall; the cleanest pure-siege main is Takenaka Shigeharu paired with Stephen II. You already own strong wall defenders.

Irene d'ArneauAkechi MitsuhideAhmose I
5
Unify Koryo civilization gearDef +1,170%

The WALL set: +1,170% total, in-city Def/HP +25%, +50% owned in-city ranged/siege attack. (Heian is for siege ATTACK marches, not the wall.)

6
9 Subordinate cities + debuff MayorsWhale counter

Achaemenidae→Parthian debuff gear, siege HP/Def-debuff mayors (Zhu Di, Montezuma I), Russian Epic culture (trap +15%). "Automatic fight for other Cities" ON — and keep troops in each sub or its debuff stops firing.

7
Spiritual beast: Nandi or Behemoth KingDef/HP + debuff

Nandi (defensive hybrid: ranged/siege atk +104%, in-city ground HP +130%) or Behemoth King (pure siege +52/52/52) on the defender; debuff beasts on the mayors.

8
Traps & layeringFormation

Maintain traps for the Russian trap bonus (secondary now). Layer siege: T13 as the thickest damage line, T14 as cover, T9–T11 as supporting depth.

Your Def/HP is already whale-proven (held 161,900,000,000 power). The needle-movers now are offense-side: in-city siege attack, enemy siege HP/Def debuffs, and the +15% siege range bracer — plus flat Def/HP that enemy debuffs can’t halve.

Bot’s strategic call — live from the pvp_advisor engine

Next priority: sub-city debuff mayors

Build the subordinate-city debuff network first: Cimon, Gilgamesh, then Jan Karol Chodkiewicz with debuff gear/beasts. Zhou Yu + Takenaka already cover the wall. After the mayor gap, build T17.

Wall (owned): Takenaka Shigeharu, Zhou Yu · Missing mayors: Cimon, Gilgamesh, Jan Karol Chodkiewicz · T16; owned T17: 0

Loss autopsy — every loss, measured from the reports

Both loss patterns are fixable — and it’s not a buff problem. Every one of these 9 was open-map (permanent loss), never a free-heal Battlefield event. Big targets aren’t off-limits — you take them down with a coordinated rally (or zero them free in a Battlefield event). What loses is a solo/under-rallied poke into a whale, or standing un-bubbled under a mega-rally.

Attacks I lost — SOLO/under-rallied open-map hits on keeps 60–190× my march (permanent, not a Battlefield free-heal)

My marchSurvivedMy lossDefenderOvermatch
11,426,8901,828,31284%2,122,438,057186×
10,980,7001,756,91484%1,326,671,419121×
11,065,5001,770,48184%659,963,81560×
11,415,3001,826,45584%684,411,19360×
11,426,8901,828,30484%699,424,23361×

Defenses I lost — mega-rallies vs my garrison

Attacker troopsMy garrisonMy survivorsOvermatch
7,570,738,23912,981,90011,563,523583×
132,593,26613,049,80011,785,43410×

Doctrine — how to take a big target: (1) RALLY it with the alliance — a combined hit removes a real chunk and the troop cost is shared; repeated rallies force hospital overflow → permanent kills → the whale shrinks. (2) In a Battlefield event (CoC/BoC/BoG) troops free-heal — rally to zero people at no real cost; that’s the whole game there. (3) What loses: a SOLO ~11M poke into a 660M+ open-map keep = 84% gone permanently for ~2% of theirs (42:1 against). On defense: stand vs solo hits; bubble or ghost any 100M+ rally — the 50% debuff cap can’t save a 60×-outnumbered wall.

Playbook from 5 sourced research deep-dives, 2026-07-27

Take a big target (rally, don’t poke)

  • Solo = feeding — a lost open-map attack: YOUR troops die (attacker has no hospital, per Top Games), theirs wound & heal. Only front layers engage → 11M removes ~2%.
  • A rally can WIN. War Hall total capacity: L30 = 290,000 → L50 = 72,000,000 troops (~6.5× a solo hit). Leader carries the buffs for the whole march — put your best attacker + correct counter type up front.
  • One rally rarely shrinks a whale (they wound & heal). Chain winning rallies faster than they heal → hospital overflow → permanent kills. It’s a rally TRAIN.
  • Go/no-go: rally only if you can WIN, AND chain faster than they heal OR it’s a free-heal event, AND scout shows their buffs/reinforcements down.

★ Battlefield-event zeroing (free-heal)

  • CoC / BoC / BoG free-heal every loss — killed troops go to hospital, auto-heal at event end (excludes traps + sub-city troops). Rally to zero people at no real cost.
  • Scoring: kill troops 4–280 pts / 1,000,000 (by tier); hold Empire Turret / Rally Hall / Battlefield Hospital = 500 pts/MINUTE each (30,000/hr).
  • A defensive tank scores BEST here — taking hits is free, every broken rally feeds you kill points, then free-heal. This is your best mode. Loop: zero → hold objectives → heal → repeat.

Defend a mega-rally — BUBBLE > GHOST > reinforce

  • Bubble: activatable right up to the moment the march lands — the best reactive save. Bank 3-day + 24h + ≥2,500 gems. Trust the TIMER, not the shield graphic (it caches).
  • Ghost: all troops out on 60-min rallies vs a nearby enemy KEEP (no stamina) → scouts read 0. Recall returns instantly → stay out until the hit lands. SvS: resign defense general first (it dies).
  • Detect: max Watchtower (L8 count / L21 type / L37 their general / L41 buffs). ~5-min stage = real hit; longer = ghosting.
  • Reinforcements don’t scale (debuffs don’t stack, reinforcers can’t add sub-cities). Against 100M+ → ghost or bubble.

Close the debuff gap (my ONE build gap)

  • Mayor: Cimon first — the only one debuffing Ranged AND Siege (my worst incoming). Then Baldwin IV (Rng Atk −75 / Siege Atk −65), then Žižka (Rng −120) or Flavius Aetius (Siege −60). Yi Seong-Gye is NOT a debuffer — skip.
  • Gear: Achaemenidae 6-piece (−15% all-enemy atk); prioritize Fearless Leg + Courageous Boots (Siege Atk) + Ring (Ranged Atk).
  • Beasts: Tarasque (enemy Siege Atk −104% defending) #1, Jormungandr (enemy Ranged Atk −104%) #2.
  • Rules: up to 9 sub-cities, your debuffs STACK (target −600%) but the 50% cap means only reach half the enemy’s buff. A debuff sub-city that gets zeroed/captured DROPS its debuff — keep them garrisoned.

Troop-level kill data what kills what — from your battle_details (3 reports; a 595M OCR-dup cell dropped)

Your tiers — enemy killed / your survivors / your wounded

My troop levelEnemy killedSurvivedWounded (mine)
Ground TXI185,953,3851,827,688125,585
Ground TXII185,953,3851,827,688125,585
Ground TXIV63,140,726534,05935,910
Siege TXV28,664,111188,5477,103
Ground TXV19,731,935150,2978,449
Ranged TXIV11,539,84935,19184,000
Ground T?3,654,89693,08111,749
Siege T?3,110,17693,9048,400
Siege TXVI3,110,17693,9046,096
Siege TXIV3,077,56493,1558,400
Ground TXVI2,806,08791,55184,000
Siege TXI1,996,29592,7648,400

What your army removes (enemy killed, by type): Ranged 1,843,587,324 · Siege 230,702,595 · Ground 165,690,134 · Mounted 52,618,223.

Read: Ground T11–T14 are your killers (Ground counters Ranged 1.2× + hits Siege 1.1×, and these keeps were Ranged/Siege-heavy). Siege T14–T16 is the strong secondary (fires first at range). Ranged does little on offense (their Ground eats it) and takes your heaviest losses. Each type+tier fires once/round at its counter, highest enemy tier first; ~1.3× power per tier, so a T14 out-kills a T11 of the same type ~2.2×.

PvP Brain — combat model researched mechanics + learned from your reports

Counter triangle — what kills what

Mounted → kills → GroundGround → kills → RangedRanged → kills → MountedGround / hi-tier Mounted → kill → Siege
Atk ↓ / Tgt →GroundRangedMountedSiege
Ground1.2×0.7×1.1×
Ranged0.8×1.2×1.1×
Mounted1.2×0.8×0.9×
Siege0.35×0.4×0.3×0.5×

Green = you hit harder (≥1.15×), red = penalty (≤0.8×). Siege wins by range + raw stats, not the triangle.

Your matchup record — from parsed battles

OpponentWonLost
[DTP]Karu02PROBLEM
[DTP]Polaris31
[ViG]Katar31
[ViG]Viper230221
[DTP]Tekeshi01PROBLEM
[NFG]ETopshOt01PROBLEM

Red rows are unbeaten-against opponents — priority to scout their composition + buffs.

Your generals owned vs recommended, mined from your battle reports

Wall generals: Zhou Yu ✓ Takenaka Shigeharu ✓ Stephen II — need Leo III — need Niccolo Piccinino — need

Debuff mayors: Cimon — need Gilgamesh — need Jan Karol Chodkiewicz — need Zizka — need Baldwin IV — need Flavius Aetius — need

You OWN the top wall generals (Zhou Yu, Takenaka) — your wall is sorted. Your entire remaining general gap is the debuff-mayor network. Owned roster: Ahmose I, Artemisia I, Charles VI, Hatshepsut, Lafayette, Presley O'Bannon, Romulus, Takenaka Shigeharu, Tishtrya, Zhou Yu.

Combat mechanics

Range = who fires first

Siege 900–1400 > Ranged 500 > Ground/Mounted ~50 melee. Long range fires first and unanswered while melee closes.

Target priority

Ground hunts Ranged, Ranged hunts Mounted, Mounted hunts Ground, Siege hunts Siege — each type’s #1 target is the type it counters. Highest tier + biggest stack first.

Rounds = wipe

No fixed round cap (15 is a myth). Battle runs until one side has zero survivors. Win/Loss is a WIPE, not who had more power.

Tiers ~1.3×/tier

Each tier ≈ +30% ATK/DEF/HP; T1→T14 ≈ 35×. A single tier roughly doubles effective power (12,500 T14 = 100,000 T11).

Layering wins

Each troop type+tier targets ONE enemy type+tier per round. Many populated tiers + thin decoy layers waste the enemy’s rounds on junk while your top tier keeps firing.

Buffs > power

Power is a poor predictor. Buffs/debuffs decide fights. In-city buffs ≠ marching buffs; enemy sub-city debuffs collapse your buffs toward a 50% floor.

Gear up — close your debuff gap your siege buffs (5,861/4,680/4,851) are 2–3× the K40 targets (2,200/2,000/2,000) — the ONLY gap is debuffing THEIR siege/ranged (~1,500% atk / 500% hp+def)

1
Sub-city debuff layerBiggest ROI

Push to 9 sub-cities. Mayors vs siege+ranged: Cimon → Gilgamesh → Jan Karol Chodkiewicz → Zizka → Baldwin IV → Flavius Aetius. Debuffs STACK; Achaemenidae/Ares gear on each; keep reinforcement ON.

2
Debuff beasts on mayorsStacks the gap

Jormungandr (Siege HP), Otso (Siege Def), Tarasque (Siege Atk), Chimera (Siege Def), Chrysomallos (Ranged Def) — one each, on top of gear + skill.

3
Wall general + DragonYou own strong ones

Zhou Yu (+4,096%, all types) if 5-star-able, else Takenaka (+3,856%, brings Enemy Siege Atk -10%). Dragon of Thebes on the wall.

4
Koryo civ gear 6/6Def multiplier

+1,170% (Siege Atk +235 / Def +135 / HP +75, +15% range) and it carries 235% enemy debuff. Refine Armor→Helmet→Leg. Heian is for a MARCHING siege attacker only.

5
Defending blazonsIn-city only

Humility (siege) + Sacrifice (ground) + Compassion (ranged); roll substats to Defending Def/HP.

Counter the attacker scout with Watchtower (L21 types, L30 buffs), then reinforce the counter type

They leadWho / whyYour answer
SiegePresley O’Bannon — opens at max range on your siege/rangedClose with mounted/ranged; deepen meat-shield; Fire-Arrow traps (anti-siege); debuff their siege HP/Def
GroundLafayette, Vercingetorix — strong vs your rangedMounted + ranged behind a ground buffer; Trap (anti-ground)
RangedMarcian, Charles VI — strong vs your mountedGround lead + your ranged; Rock traps (anti-ranged); enemy-ranged debuff
Debuff-stackedcuts your buffs up to 50%Flat-refine T1–10 (debuff-immune); stack return debuffs

Reading the casualty fields

KilledPermanently lost (unless SvS-revivable or converted to Souls/Deserters).
WoundedSurvive → Hospital. DEFENDING: losses go here up to Hospital capacity, then overflow is Killed. ATTACKING: a death→wounded ratio caps it.
Survived“Turned death to survival” buffs convert would-be deaths straight to alive — free, best outcome.
DeserterFled the march (not dead). Recalled FREE at the Holy Palace (has capacity).
Holy Palace SoulA share of Killed become souls, revived at the Holy Palace (unlock L25; 10 crystals → 3,000,000 power).
CapturedTroops/resources seized by the winner (defender-side line).

All combat constants are community-reverse-engineered (Evony never published the formula) — directional and version-dependent. Full model + sources in game_brain/pvp_brain.md.

Live ADB + OpenCV + RapidOCR reads · 23 July 2026 Counts shown in full; hover any row/bar for details