Lords Mobile Wiki

Main article: Attacking

Types of attacking[]

Turf attacks[]

Max army: 500,000 (Using a Army Size Boost (100%))

Turf attacks are the most common form of attacking. The attacker will first engage the turf's traps and wall before being able to engage the troops. Turf attacks can be performed with Solo Attacks and Rally Attacks.

Attacking one's turf is much more difficult than defending it.

  1. The attacker will be limited to a march of 500,000 troops with all boosts activated. Without boosts, he will have only 250,000 troops to attack. The defender can have potential millions of troops. There is no limit on defenders.
  2. The attacker will have to face off the traps and wall.
  3. The defender will be able to change his troop composition, gear, lineup, etc. before the attacking army arrives. The attacker will only be able to change it beforehand.
  4. If the defender has anti-scout activated, the attacker will have no idea what is behind the castle walls.
  5. The defender can shield to prevent the attack and perform many other countermeasures.

If an attack is successful, the castle icon will be set ablaze on the kingdom map for fifteen minutes, and inside the turf the player will see enemy troops running around his turf.

If an attack is unsuccessful, the castle icon will only produce smoke.

Tile attacks[]

Max army: 500,000

Tile hitting involves attacking one's resource tiles that have gathering armies. The defender may have a maximum of 425,000 troops from boosts in the Academy. It is generally negatively thought throughout guilds.

If an attack is successful, attacking troops will instantly gather on the attacked tile and surviving troops previously there will return to the turf. If unsuccessful, the surviving attackers will return to their turf,

Guide to tile hitting[]

  1. Make sure the enemy is weaker than you, in might, gear, etc. Additionally, consider the tile size. A larger tile will likely have a larger army than a smaller one.
  2. Use a relocator to port next to the tile.
  3. Send a full march of high-tier cavalry against it. Do not scout; it will delay time and give time for the attacker to recall troops. Cavalry is used because it is the fastest and the most effective against siege and infantry, which are the two most common troop gathering types. It is important to use a high tier because most gathering parties are low-tier troops.
  4. As soon as your troops arrive, recall them to your castle.

Defending against a tile hit[]

  1. If you notice an attacker hitting your tile and there is still time before his army arrives:
    1. Note the troop composition in the Watchtower and plan your counterattack's composition and formation.
    2. Recall your troops from the tile. At this point the attacker may cancel his attack if he is watching and careful.
    3. Port next to the tile. If you do not, the attacker will see the message "Tile Already Occupied" and will withdraw his troops.
    4. Take advantage of your higher army size and send a full march on the tile.
    5. Withdraw your troops as soon as they arrive. This strategy is brutally effective and can wipe out armies of unsuspecting players.
  1. If you have been tile hit:
    1. Many players forget to withdraw their troops. Take advantage of this and send a full march of troops against them. Analyze the battle report to see which troops they still have.
    2. Post their coordinates in the world chat and complain of being tile-hit. Many will retaliate against them.