Assaulter Training Research Calculator
Build your frontline the cheap way — badge cost, bonus step and power gain for all 12 Assaulter nodes and 155 levels, from the first Melee combat tick to the 342,850-badge Alloy Shield wall.
Badge costs verified September 2026 · read from live in-game research panels
Assaulter Research Progress
Tracking 1,440,070 badges and 4,241,527 power across 12 nodes










What Assaulter Training Actually Changes in a Fight
Assaulters are the class that eats the first hit. Everything in this branch is written for that job: Melee combat raises what your frontline puts out in contact, while Shield Upgrade and Alloy Shield decide how long that frontline stays upright. Because the bonus lands on the class, one cleared node is felt by every Assaulter on the bench at the same moment — which is why a finished tree normally shows up as 30M to 70M arena power.
Why two players get different numbers
+50% ATK, +50% DEF and +50% HP are multipliers on what your heroes already carry. A thin Assaulter bench turns those percentages into small numbers; a maxed, five-star frontline turns the identical research into tens of millions more. If your march is mostly Shooters or Riders today, that class branch will pay you back faster than this one.
Getting your badges' worth
Gear and level the Assaulters you already field before you touch tier six — a multiplier with nothing under it is wasted. Keep that team on Arena defence while you research so each node shows in your defence rating the same day. And ring-fence Alloy Shield (II): 342,850 badges is close to a quarter of the branch standing alone at the end of the tree.
Related Calculators
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Using This Assaulter Badge Tracker
Two ways to work: Sequential Progress if you want to mirror the in-game panel node by node, or Custom Calculator if you just want to type in the badges you have spent and see what is left. Either way the tracker covers all 12 nodes, 155 levels and 1,440,070 badges, and it remembers your progress on this device.
Reading the Assaulter tree
Seven tiers. Combat Policy and Interceptions unlock the branch at 22,860 badges each. Melee combat (I) and Shield Upgrade (I) run in parallel into Alloy Shield (I), which opens Joint Operation and Mobile Defense, and those two lead to Field Training and Camo Coating. The 20-level tier-six pair — Melee combat (II) and Shield Upgrade (II) — swallows most of your badges before Alloy Shield (II) closes the tree. The branch itself needs Laboratory Level 25 and 100% Field.
What each column is telling you
Badge cost is the price of that single level. Bonus and power are cumulative totals at that level, matching how the in-game panel reports them. A full clear reads Assaulter ATK/DEF/HP +50% each, +20% Field Troop ATK and DEF and +20% on all four siege stats, for 4,241,527 power — roughly 2.95 power for every badge you spend.
An order that does not waste badges
Clear the two cheap tier-one nodes, then let your play style pick: open-field fighters want Field Training and Camo Coating early, rally and garrison players get more out of Joint Operation and Mobile Defense first. Leave Alloy Shield (II) for last no matter what you do — nothing else in the branch is worth delaying for it.
Frequently Asked Questions
10 entriesAssaulter Training is the Laboratory branch built around your frontline. It pushes Assaulter ATK, DEF and HP on the heroes that walk into contact first, across 12 nodes and 155 levels, and opens at Laboratory Level 25 with 100% Field.
That is the whole point of the branch. Shield Upgrade and Alloy Shield feed DEF and HP, so an Assaulter wall takes noticeably longer to break when a rally lands on you. Melee combat is the damage half that punishes whoever is still standing in front of you.
The branch reports 4,241,527 research power. On heroes it usually lands between 30M and 70M arena power, and the frontline heavy builds sit toward the top of that range because DEF and HP scale with the stats they already stack.
1,440,070 badges for a full clear. Alloy Shield (II) takes 342,850 on its own, so treat that last shield node as its own savings goal rather than part of the weekly grind.
Push Assaulter first if you tank rallies, hold bases or open fights. Shooter Training pays back faster when your wins come from damage behind a wall someone else is holding. Both branches cost the same badges, so the deciding factor is which class actually fills your march.
Every Assaulter-class hero at once — the buff sits on the class, not on one hero. Riders and Shooters get nothing from this tree, so each class needs its own branch cleared.
Combat Policy and Interceptions, 22,860 badges each, because nothing else opens without them. After that take Melee combat (I) and Shield Upgrade (I) together so your frontline gains damage and toughness in the same week.
Maxed out: Assaulter ATK +50%, Assaulter DEF +50%, Assaulter HP +50%, plus +20% Field Troop ATK and DEF and +20% Troop ATK and DEF on both Siege Assaults and Siege Defenses.
Badges only. The panel asks for no food, wood or steel anywhere in the branch, which is why this tracker counts badges and nothing else.
Around 8,000–12,000 badges a week from dailies and events puts 1,440,070 badges at roughly three to four months F2P. Serious event pushing brings it near two.
