Whiteout Survival Gen 1: how to attack each garrison

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

Planner result for Gen 1 (equal gear): against a 60/40/0 garrison, a ratio some guides name for castle garrisons, attack with 50/0/50 (infantry/lancer/marksman) and rally leaders Jeronimo, Molly, Zinman. Against an infantry wall (70/10/20) use 38/2/60; against a balanced garrison (50/5/45) use 45/4/51 with rally leaders Jeronimo, Molly, Zinman and joiners Seo-yoon ×2, Jessie, Jasser; against a marksman wall (20/10/70) use 52/44/4; against a lancer-heavy garrison (20/55/25) use 69/2/29. All six garrison types are in the table below.

Best attack formation for each garrison type (Gen 1)

Garrison typeGarrison split (Inf/Lan/Mm)Your split (Inf/Lan/Mm)Rally leader heroes (Inf / Lan / Mm)Joiner first skills
Infantry wall70/10/2038/2/60Jeronimo / Molly / ZinmanSeo-yoon ×2, Jessie, Jasser
Infantry-heavy55/15/3045/2/52Jeronimo / Molly / ZinmanSeo-yoon ×2, Jessie, Jasser
Balanced50/5/4545/4/51Jeronimo / Molly / ZinmanSeo-yoon ×2, Jessie, Jasser
Lancer-heavy20/55/2569/2/29Jeronimo / Molly / ZinmanSeo-yoon ×2, Jessie, Jasser
Marksman wall20/10/7052/44/4Jeronimo / Molly / ZinmanSeo-yoon ×2, Jessie, Ling Xue
No marksmen60/40/050/0/50Jeronimo / Molly / ZinmanSeo-yoon ×2, Jessie, Jasser

How to use this table

  • Find the garrison's troop split (infantry / lancer / marksman) and pick the closest row. Rough match, not a planner result: a 60/20/20 garrison is closest to the Infantry-heavy row; 60/30/10 and 70/30/0 garrisons are closest to the No marksmen row (60/40/0). Enter the exact split in the planner for a precise answer.
  • Rows with 0% of a troop type: some Bear Trap and Labyrinth guides keep 3-5% of each type so that hero's skills trigger; no castle source confirms this, so check it on your own battle report.
  • Send your troops in the split shown. It leans on the troop type that counters the garrison's main troops: Infantry beats Lancer, Lancer beats Marksman, Marksman beats Infantry.
  • The rally leader's three heroes (infantry, lancer, marksman) are picked together as a team: they use all their expedition skills and the exclusive weapon.
  • Each joiner adds only the first expedition skill of their first hero, and only the 4 joiners with the highest first-skill level count. Duplicates are allowed. The joiners shown fit the split in each row, so they can differ slightly from the general ranking in the joiners guide.
  • These are baseline answers for a full roster and equal gear. Open the planner at the top of this page for your exact enemy, heroes and troop tier.

What changes from Gen 0

Gen 1 is the first generation, so these are the starting formations.

New heroes at Gen 1

Heroes introduced at this generation: Jeronimo, Natalia, Molly, Zinman. Epic (gold) joiners work at every generation.

Other generations

Frequently asked questions

What is the best formation to attack a garrison at Gen 1 in Whiteout Survival?

Planner model result for equal gear: against a 60/40/0 garrison use 50/0/50 (infantry/lancer/marksman) with rally leaders Jeronimo, Molly, Zinman. Against a balanced garrison (50/5/45) use 45/4/51 with leaders Jeronimo, Molly, Zinman; against an infantry wall (70/10/20) use 38/2/60; against a marksman wall (20/10/70) use 52/44/4; against a lancer-heavy garrison (20/55/25) use 69/2/29. These are baselines, not proven optima.

Which rally leaders should I use at Gen 1?

Planner model result for equal gear: against a 60/40/0 garrison Jeronimo, Molly, Zinman; against a balanced garrison Jeronimo, Molly, Zinman (infantry hero, lancer hero, marksman hero, in that order); against an infantry wall Jeronimo, Molly, Zinman; against a marksman wall Jeronimo, Molly, Zinman. The three heroes are picked together because all their expedition skills and the exclusive weapon count.

Which joiners should I send at Gen 1?

Each joiner adds only the first expedition skill of their first hero, and only the 4 highest-level joiners count. Planner model result for equal gear: at Gen 1 against a balanced garrison the planner's top first skills come from Seo-yoon ×2, Jessie, Jasser; against a marksman wall from Seo-yoon ×2, Jessie, Ling Xue.

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.

Leave feedback