Whiteout Survival Gen 13: 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 13 (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 Hervor, Karol, Ligeia. 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 Hervor, Karol, Ligeia and joiners Reina, Mia, Norah, Bradley; 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 13)

Garrison typeGarrison split (Inf/Lan/Mm)Your split (Inf/Lan/Mm)Rally leader heroes (Inf / Lan / Mm)Joiner first skills
Infantry wall70/10/2038/2/60Hervor / Karol / LigeiaReina, Jeronimo, Mia, Bradley
Infantry-heavy55/15/3045/2/52Hervor / Karol / LigeiaReina, Mia, Jeronimo, Norah
Balanced50/5/4545/4/51Hervor / Karol / LigeiaReina, Mia, Norah, Bradley
Lancer-heavy20/55/2569/2/29Hervor / Karol / LigeiaReina, Mia, Bradley, Norah
Marksman wall20/10/7052/44/4Hervor / Flora / VulcanusBradley, Reina, Renee, Jeronimo
No marksmen60/40/050/0/50Hervor / Karol / LigeiaReina, Jeronimo, Mia, Bradley

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 12

Compared with Gen 12, these garrison types change: Marksman wall: 52/44/4 (was 56/44/0).

New heroes at Gen 13

Heroes introduced at this generation: Gisela, Flora, Vulcanus. Epic (gold) joiners work at every generation.

Other generations

Frequently asked questions

What is the best formation to attack a garrison at Gen 13 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 Hervor, Karol, Ligeia. Against a balanced garrison (50/5/45) use 45/4/51 with leaders Hervor, Karol, Ligeia; 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 13?

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

Which joiners should I send at Gen 13?

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 13 against a balanced garrison the planner's top first skills come from Reina, Mia, Norah, Bradley; against a marksman wall from Bradley, Reina, Renee, Jeronimo.

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