🐉 Dragon Lairs
Dragon lairs on the map; HP and regeneration, unit defenses, solo and rally attacks, energy costs, egg chance and rewards.
Dragon Lairs are giant boss targets scattered all over the map. Because the dragon unit can only be trained with a dragon egg, lairs are the go-to spot for anyone who wants dragons in their army.
Location
The map is divided into 10 × 10 blocks and there's a lair at the exact center of each block: the points where the last digit of both the x and y coordinates is 5 (e.g. 25:45, 135:85). A 500 × 500 map has 2,500 lairs in total; map size may vary by kingdom. There are no lairs where the Ancient Fortresses and Hades stand. On the Kingdom Map, lairs appear when the 🐉 Lairs layer in the top bar is on and you zoom in far enough; tapping one opens the lair page.
HP, regeneration and respawn
| Property | Value |
|---|---|
| HP | 100 million × level (Lv1 = 100M, Lv3 = 300M) |
| Regeneration | Fully refills in 48 hours if not attacked (Lv1 ≈ 579 HP/s) |
| When destroyed | Respawns 24 hours later one level higher |
HP is shared: whoever attacks a lair, the damage comes out of the same HP pool. Back-to-back attacks wear a lair down faster than it regenerates.
The lair's unit defense
A lair defends differently against each unit type: the damage a unit deals is divided by this number.
| Unit | Defense (damage divisor) |
|---|---|
| 🐉 Dragon | ÷1 (defenseless) |
| Paladin | ÷2 |
| Spearman | ÷4 |
| Cavalry | ÷4 |
| Swordsman | ÷5 |
| Archer | ÷8 |
| Siege Weapon | ÷10 (weakest) |
💡 Tip: Send paladin- and dragon-heavy armies to lairs. Siege weapons and archers deal very little damage here.
How is damage calculated?
Roughly:
Damage ≈ [Σ (count × attack ÷ lair defense) + hero power × 3] × commander multiplier × 4 × dice
- It lasts 5 rounds; each round rolls a die between 0.8 and 1.2.
- Round 1 is the archers' round. The first round carries 12% of the total damage and is struck by the archer share of your army. That's why an army with no archers deals about 12% less damage. The lair doesn't strike back in this round; your total losses don't change, they're just spread over the later rounds.
- Your commander hero's attack bonuses and role increase the damage.
- Example: a commanderless rally of 20,000 paladins deals about 17 million damage.
Ways to attack
| Way | Requirement | Notes |
|---|---|---|
| Solo attack (1 army) | Castle Lv25+ | Damage ×0.5, wounded rate ×1.25 |
| Combined attack (2–3 of your own armies) | Castle Lv40+ | Each army with its own hero; solo rules apply |
| Rally | Being a guild member | Full damage, normal wounded rate |
A lair march's travel time is shorter than PvP (fixed preparation time of 15 s).
Energy cost
| Action | Energy |
|---|---|
| Solo attack (1 army) | 10 |
| Combined attack | number of armies × 10 × 1.5 → 2 armies 30, 3 armies 45 |
| Starting a rally | 15 |
| Joining a rally | 10 |
The cost is shown on the buttons. If you don't have enough energy, the attack won't start. The same rally costs also apply to Ancient Fortress and Hades rallies.
No deaths, only wounded
There are no deaths at a lair; losses go to the hospital as wounded (if the hospital is full, the overflow dies).
- Base wounded rate in a rally: 30% + 4% per level (Lv1 30%, Lv5 46%), at most 70%.
- The lair's counterattack dice (×1.0–1.3) is applied on top; at most 90% after the dice.
- In solo and combined attacks the rate is ×1.25.
Dragon egg
Each army that takes part in an attack rolls the egg die once, based on the damage it dealt:
Chance = 0.01% × (1 + log₂(damage ÷ 1,000))², at most 2%
| Damage you dealt | Egg chance |
|---|---|
| Under 1,000 | None |
| 1,000 | 0.01% |
| 10,000 | ~0.19% |
| 100,000 | ~0.58% |
| 1,000,000 | ~1.19% |
| ~10,000,000 | 2% (cap) |
Ways to raise your chance:
- The Hatchery building in your guild's fortresses raises the chance with a +5% multiplier per level (stacking multiplicatively across fortresses).
- The 🥚 Dragon Egg Chance boost in Shop ▸ Ads: the tier goes up as you watch, starting at ×1.1 and reaching ×2.0 at tier 7. The tier is based on the remaining time: as the time runs down, the tier drops too.
Each dragon you train uses 1 egg.
Rewards
With each attack (rally, solo or combined), based on the damage you dealt:
- Hero XP = damage ÷ 100 (e.g. 137,100 damage → 1,371 XP).
- Resource loot: resources equal to 1% of the damage, split evenly across five resources; limited by your army's carry capacity.
- Rare item: a 25% chance if you dealt damage.
- 8% of the loot also goes to the guild treasury.
Destruction reward
All members of the guild that destroys a lair get a reward pack that can be claimed within 72 hours (grows with level):
- Gold bag × (2 + level)
- 24-hour general speedup × level
- Medium gem pouch (also a large pouch at Lv3+)
- 24-hour extra builder
- Bonus Harnor (200 + 50 × level, at most 500)
