Healing and casualties

Check the battle’s loss rules, keep Infirmary space and coordinate alliance help.

Read the battle rules before risking soldiers

Killed, severely injured and lightly injured are different outcomes. Their proportions depend on the activity. The official Combat FAQ distinguishes Town attacks from King’s Castle combat, where further casualties can die once the Infirmary is full. Never carry a no-permanent-loss assumption from one event into another.

Before a long fight

  • Check occupied and available Infirmary capacity before sending another large march.
  • Budget healing resources as well as speedups. An event can expand capacity without removing its healing cost.
  • Ask your alliance about manageable healing batches and help availability. Avoid claiming one batch size is optimal for every account.
  • Know the event’s recovery and enlistment rules before counting injured or lost troops as permanently recoverable.

Recover for the next objective

Heal what lets you fulfil the next assigned role instead of repeatedly sending a damaged army. During prolonged fighting, tell officers when troop availability or resources prevent another reinforcement. Review actual dead and injured counts after the event, not just the change in total power.

Check your recovery capacity before fighting

Use the recovery calculator with the Infirmary space and existing reserves actually shown in your game. It separates injured overflow from direct deaths, applies the enlistment eligibility estimate and shows when reserve capacity becomes the bottleneck.