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Take Command of Your Commanders


In GoT Winter is Coming understanding and effectively using your commanders can seem like a daunting task. You've got to deal with rank, quality, level and type. Not to mention the wide array of skills each commander possesses. If all this has confused you then you are not alone, and you are in the right place. In this article we'll break it all down.

If Commanders themselves were not complicated enough, the activity also effects how best to utilize them. In fact the activity effects how they function more than any other aspect of the game but on the bright side the game separates these into four neat categories. Alliance Trials, Rebel Leaders, Weirwood/ Training Ground, and Pvp Combat. The first and most straight forward, Alliance Trials.

Alliance Trials.

Every time you train troops at your barracks you may have noticed a group of symbols in the top left of the screen. This essentially says that Cavalry has an advantage over Infantry, Infantry has an advantage over Spears, Spears have an advantage over Cavalry, and Bowmen have no advantage and in turn no disadvantage. In Alliance Trials these advantages are heavily and I mean heavily weighted.

So to take maximize the effectiveness of your commanders you simply need send Cavalry Commanders against Infantry opponents, Spear Commanders against Cavalry opponents, Infantry against Spears and Bowmen against Bowmen. Do this correctly and you output three to four times as much total damage and in turn defeat more opponents in a single day. Which benefits your whole alliance. The best advice I can give is don't over think it.

Rebel Leaders.

Next up is Rebel Leaders. These function much the same as the Alliance Trials however you now need to consider defense. Where as in alliance trials the opponent's damage output is negligible; a Rebel Leader will easily take down all six of your commanders before it comes close to being defeated. To adapt to this, there are two things that must be done.

First is Sansa Stark. This should be a no brainer. Sansa heals everyone so she keeps the entire group alive for as long as possible.

Second, put your tanks up front. Commanders fall into one of three categories, Tank, Assault, or Support. Tanks have high health and defense(ie Command) like Rob Stark, Chris or Gorrel. Assault Commanders have high attack(ie Prowess) like Arya, Sorren or Sheila. And Support Commanders have high skill effects(ie Strategy) like Melisandre, Sansa or Tyrion.

Weirwood and Training Ground.

Third and in my opinion the most fun aspect of the game is Weirwood/Training Ground. These are the first activities that take full advantage of all of a Commander's skills and abilities. A lot can be said about strategy for these areas abut I will leave that for another more in depth post. For now I will go over the basics of commander's and how they apply to battles.

The first is the quality or color. Obviously gold is the best, followed by purple, blue, green and lastly grey. Quality effects the strength of their passive and active skills, which can make a massive difference in battle but not only in terms of damage. Skills have a wide array of effects and all of them are improved as quality increases. From Sansa's ability to heal to Sheila's Stun effect or Chris's ability to increase defense.

Next up is Promotion or Rank. This increases a commander's overall traits, such as health, defense, and attack. These traits are pretty self explanatory and help to define a commander's ideal roll in battle. High health and defense makes them a good Tank, while high attack makes them better at assault. Lastly those with strong skill effects are perfect in support rolls.

The last portion of a Commander's profile is their Level. This has a small effect on all aspects of a commander's profile but most import