
Quick overview
| Type | Offensive, Melee |
|---|---|
| Source | Special |
| Game stage | Special |
| Cost | 85 |
| Recommendation | More likely yes |
rating
The Bruiser is a melee infantry unit for close combat - attack 116, along with high defense against melee 142 and poor defense against ranged units 52. Be careful of one thing that many players confuse: when you send the Bruiser into attack, only its attack 116 counts. The defensive values 142 and 52 only apply when you leave the unit to defend a castle or camp. So consider the Bruiser primarily as an attacker with a solid number for its cost (85), not as a defensive powerhouse. The food consumption of 0 is a nice bonus for maintaining your army, but don't base your entire strategy on it.
How to use it
The Bruiser belongs in offensive waves, not in garrisons. When you attack a target defended by infantry and axemen, its attack 116 will do a decent job for a reasonable price. In practice, you will get it from special offers or events, usually in batches of several units at once, and you best utilize it by mixing it into your attack among your regular offensive units. If you are a new player and you get Bruisers from an event, feel free to include them in your attack - attack 116 is above the starting barracks units and the cost won't ruin you. You don't need to push it into castle defense: even though it has a melee defense of 142, purely defensive units will generally give you a better ratio across both defensive categories, because the Bruiser is weak against ranged units (52).
What to combine it with
Include the Bruiser in an offensive wave together with units that can handle targets defended by ranged units - it doesn't belong alone against gates with archers, its attack is not particularly above average and it wouldn't be used in defense anyway. Mix it with regular offensive infantry so that you have enough units to cover the entire gate; a few additional Bruisers will strengthen your attack, but don't make an entire army out of them. Speed 30 is normal for infantry, so it doesn't slow you down significantly - the army moves at the speed of the slowest unit anyway, and this is not an extreme case. If you exceptionally use it in defense, place it as the front line against attacking infantry and put units against ranged units behind it, so it doesn't fall to archers.
Weaknesses and what to avoid
Do not send the Bruiser to attack a target that you know is heavily fortified or defended by quality defense - attack 116 is just enough for weak and medium gates, and it will fall unnecessarily against well-defended targets. Don't overestimate its defensive numbers: as long as the Bruiser is attacking, the values 142 and 52 do not count, so there is no point in sending it into attack with the hope that it "holds well". And if you do put it in defense, never against ranged units - defense 52 against arrows means that archers will shred it before it does anything. There are other units for that.
Related units
Back to Units.





