Whiteout Survival 60/40/0 formation: what it is, when to use it and its weaknesses

New here? How it works

Counters and captains built against the exact enemy wall you face. Buffs of the same category add; different categories multiply — so unique buffs win. The rally leader's 3 heroes use all their expedition skills + weapon; each joiner counts only its first hero's first (top-right) skill.

1 Your roster & strength
Caps Mythics at this gen. Epic joiners (gold) are always available.
2 The enemy you're attacking
Common walls
Notable enemy defenders (optional)
2 The attack coming at you
Common attacks
📊 Predict a battle before you fight
Load your attack or defense plan, then set troops (the garrison count for the enemy), gem buffs, pets and experts. Exact report stats are optional.
📘 Joiners guide — which first skill to send
In a rally only each joiner's FIRST hero counts, and only the 4 joiners with the highest first-skill level (ties go to whoever joined first). Send the hero whose first skill adds a buff category the leaders do not already have: the same category adds, different categories multiply. Ranked here as the first joiner added to the best leader trio of your generation.
🐻 Bear trap formations — best marksman Attack & Lethality per generation
Bear trap is a pure damage race: no need to survive. Rally leaders send 10/10/80 (infantry/lancer/marksman) and joiners send mostly marksmen (90-100%). Heroes are picked to maximize marksman damage (Attack and Lethality first, then the buffs that multiply with them): the leader's three heroes use all skills and weapons, each joiner counts only the first hero's first skill.
Leader march 10/10/80 · Joiners 90-100% marksmen

60/40/0 means 60% infantry, 40% lancers and no marksmen. Community guides name it mainly as a castle garrison ratio (the usual attack pair is 50/20/30), and the planner's own attack answer against a marksman wall is a close cousin (about 44% lancers, 56/44/0 at Gen 3-9), because lancers counter marksmen.

What 60/40/0 means

The three numbers are the share of infantry, lancers and marksmen in your march. With 0% marksmen there are no ranged damage dealers: all damage comes from infantry and lancers, and the formation relies on infantry Health and Defense plus the lancers' counter strength against marksmen.

The counter triangle behind it: Infantry beats Lancer, Lancer beats Marksman, Marksman beats Infantry. The base counter skills each give +10% damage against the type they counter (Tier 1 skill text); the full effect also depends on research and hero skills.

When players use 60/40/0

  • As a castle garrison. Guides such as Buffget (April 2026) and Joytify (February 2026) give 60/40/0 for holding a castle, and Buffget says to switch to it right after capturing the castle. Other guides give 60/20/20 or 70/30/0 for the same job, so the marksman share of a garrison is disputed (0 to 20%). Buffget and Joytify give identical numbers and may share a source.
  • Against marksman-heavy enemies. Planner result, not community practice: against a marksman wall the planner picks about 44% lancers with 0-8% marksmen, because Lancer beats Marksman (table below).
  • With weak marksman gear. One Winter Siege event guide (Treyex, August 2026) says 60/40 can work for attack and defense with Greg, Alonso or Bradley when marksman gear is weak.

The usual attack and balanced baseline in community guides is 50/20/30, not 60/40/0.

Strengths and weaknesses

  • Strength: infantry has the highest Health and Defense, guides say castle turrets target infantry first, and by the counter triangle lancers beat the marksmen that the attacker brings.
  • Weakness: no ranged damage, so the formation kills slowly. It is also exposed to the other counters: an attacker with marksmen and infantry (for example 50/20/30) hits both halves of it, because marksmen beat infantry and infantry beat lancers. This last point is our analysis of the counter triangle, not a battle-report result.
  • Hero skills: Bear Trap and Labyrinth guides say to keep a few percent of each troop type so that all three heroes' skills trigger. No castle source says 0% disables a hero, so check it on your own battle report.

What the planner picks against a marksman wall

Best attack split against a marksman wall (20/10/70 garrison) for every generation, with rally leaders and joiner first skills. Model result for equal gear and T11 troops without Fire Crystal, not a guarantee. Lancers are about 44% in every generation, and the marksman share stays between 0% and 8%.

GenYour split (Inf/Lan/Mm)Rally leader heroes (Inf / Lan / Mm)Joiner first skills
152/44/4Jeronimo / Molly / ZinmanSeo-yoon ×2, Jessie, Ling Xue
256/44/0Flint / Philly / AlonsoJeronimo, Seo-yoon, Jessie, Ling Xue
356/44/0Flint / Mia / AlonsoSeo-yoon, Jeronimo, Mia, Jessie
456/44/0Ahmose / Reina / GregJeronimo, Seo-yoon, Jessie, Mia
556/44/0Ahmose / Reina / GwenJeronimo, Seo-yoon ×2, Jessie
656/44/0Ahmose / Renee / GwenJeronimo, Seo-yoon, Reina, Jessie
756/44/0Ahmose / Renee / BradleyJeronimo, Reina, Jessie, Mia
856/44/0Ahmose / Renee / BradleyJeronimo, Hendrick, Reina, Jessie
956/44/0Magnus / Renee / BradleyJeronimo, Hendrick, Mia, Reina
1056/44/0Gregory / Renee / BradleyJeronimo, Hendrick, Mia, Reina
1148/44/8Eleonora / Renee / RufusJeronimo, Hendrick, Reina, Mia
1256/44/0Hervor / Renee / BradleyHendrick, Mia, Reina, Jeronimo
1352/44/4Hervor / Flora / VulcanusBradley, Reina, Renee, Jeronimo
1452/44/4Elif / Dominic / VulcanusJeronimo, Renee, Reina, Bradley
1552/44/4Hank / Dominic / VulcanusBradley, Renee, Reina, Jeronimo
1652/44/4Hank / Ursar / VulcanusBradley, Reina, Mia, Jeronimo

Common formations at a glance

Formation (Inf/Lan/Mm)Typical use in community guides
50/20/30Default attack rally and balanced army (T9/T10 era guides)
40/10/50, 30/10/60High-damage attack ratios named by Topuplive (June 2026)
60/20/20Castle garrison (some guides)
60/40/0Castle garrison after capture (some guides)
70/30/0Heavy-infantry rally defense (one guide)
10/10/80Bear Trap rally leader (see the Bear Trap guide)

None of the written guides we read cites battle reports (one creator video, Tonton Gaming, reviews real reports for 60/40, but we could not read it). Treat these splits as starting points: scout, read your battle reports and adjust.

How to decide

  • Find the enemy's troop split and pick the counter: lancers against marksmen, marksmen against infantry, infantry against lancers.
  • Send your strongest troops first (highest tier and Fire Crystal level together).
  • Open the planner at the top of this page with your generation and the enemy split, then check the result in the battle predictor with your real tier, gems and pets.

Frequently asked questions

What is the 60/40/0 formation in Whiteout Survival?

It is 60% infantry, 40% lancers and 0% marksmen. Guides mostly name it as a castle garrison ratio, and a similar split (about 56/44/0 at Gen 3-9) is what the planner recommends for attacking a marksman wall, because lancers beat marksmen.

Is 60/40/0 good for attack?

Not as a default. The common attack baseline is 50/20/30. Guides name 60/40 for attack only for gear-limited players in the Winter Siege event. Our planner picks a lancer-heavy split without marksmen against marksman walls, because Lancer beats Marksman.

What does 0% marksmen change?

Guides give little reasoning. By the counter triangle lancers beat marksmen, infantry has the highest Health and Defense, and guides say castle turrets hit infantry first. The price is no ranged damage, and exposure to attackers who bring marksmen and infantry.

What is the best garrison ratio?

Most 2026 guides say at least about 60% infantry but disagree on the rest: 60/40/0, 60/20/20 and 70/30/0 all appear, and none cites battle reports. See the garrison defense guide and test with your own battle reports.

Related guides

Computed by the WOS Formations planner (a model): full hero roster of the generation, equal gear, T11 troops without Fire Crystal. Baseline answers, not guarantees. Last updated 2026-10-05. Cite as WOS Formations, https://wosformations.com.

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