Shooter Training Research Calculator
Turn badges into ranged damage — every cost, bonus step and power gain across 12 Shooter nodes and 155 levels, from the first Weapon Upgrading tick to the 342,850-badge Alert Formation finish.
Badge costs verified September 2026 · read from live in-game research panels
Shooter Research Progress
Tracking 1,440,070 badges and 4,241,527 power across 12 nodes












What Shooter Training Actually Changes in a Fight
Shooters win fights by out-damaging whatever is in front of them before it reaches them. Weapon Upgrading is the node that does that job, while Tactical Cover and Alert Formation buy your backline the extra seconds it needs to keep shooting. The buff is class-wide, so every Shooter you own improves the moment a node completes — normally 30M to 70M arena power once the tree is done.
Why your number will not match someone else's
The +50% ATK, DEF and HP at max multiply the stats your heroes already have. Two players finishing the same branch can end 40M apart purely on hero level, stars and gear. If Shooters are a side class for you today, expect the low end until you actually build them.
Getting your badges' worth
Damage nodes first: Weapon Upgrading is the half you notice in Arena, and it rewards a levelled Shooter bench, so grow the heroes alongside the research. Keep Shooters in your defence line-up while you work through the tree, and save Alert Formation (II) for the end — 342,850 badges is close to a quarter of the branch on its own.
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Using This Shooter Badge Tracker
Sequential Progress mirrors the in-game panel node by node; Custom Calculator just takes the badges you have already spent and tells you what is left. The tracker covers all 12 nodes, 155 levels and 1,440,070 badges, and keeps your progress on this device.
Reading the Shooter tree
Seven tiers. Combat Policy and Interceptions open the branch at 22,860 badges each. Weapon Upgrading (I) and Tactical Cover (I) run into Alert Formation (I), which unlocks Joint Operation and Mobile Defense, and those lead on to Field Training and Camo Coating. The 20-level tier-six pair — Weapon Upgrading (II) and Tactical Cover (II) — takes the bulk of your badges before Alert Formation (II) closes the tree. Laboratory Level 25 and 100% Field are needed to open the branch at all.
What each column is telling you
Badge cost is the price of that one level. Bonus and power are running totals at that level, the same way the in-game panel shows them. A finished branch reads Shooter ATK/DEF/HP +50% each, +20% Field Troop ATK and DEF and +20% on all four siege stats, worth 4,241,527 power — about 2.95 power per badge.
An order that does not waste badges
Take the two cheap tier-one nodes, then follow your play style: open-field fighters get more from Field Training and Camo Coating early, while rally and garrison players should clear Joint Operation and Mobile Defense first. Alert Formation (II) always goes last.
Frequently Asked Questions
10 entriesShooter Training is the Laboratory branch for your ranged damage. It lifts Shooter ATK, DEF and HP on the heroes that fire from behind the wall, over 12 nodes and 155 levels, and opens at Laboratory Level 25 with 100% Field.
Weapon Upgrading is the damage half and it is the reason most players start this branch. Tactical Cover and Alert Formation exist so your Shooters live long enough to keep firing — useful the moment someone focuses your backline.
The branch reports 4,241,527 research power. On heroes it usually reads as 30M to 70M arena power, with damage-stacked Shooter rosters seeing the fastest visible jump per node.
1,440,070 badges to finish. Alert Formation (II) takes 342,850 by itself, so budget that final node apart from everything before it.
Shooter first if your wins come from damage and someone else holds the line. Assaulter first if you are the one tanking rallies. The badge cost is identical, so pick the class that is actually in your march.
All Shooter-class heroes at once — the bonus belongs to the class, not to a single hero. Assaulters and Riders take nothing from this tree and need their own branches.
Combat Policy and Interceptions at 22,860 badges each to open the branch, then Weapon Upgrading (I) before Tactical Cover (I) — damage first is what you feel in Arena within a day.
At max: Shooter ATK +50%, Shooter DEF +50%, Shooter HP +50%, plus +20% Field Troop ATK and DEF and +20% Troop ATK and DEF on Siege Assaults and Siege Defenses.
Badges only — no food, wood or steel anywhere in the panel, so this tracker counts badges and nothing else.
At 8,000–12,000 badges a week from dailies and events, 1,440,070 badges is about three to four months F2P, closer to two if you chase every research event.
