GEN 4 · THREE SQUADS

Labyrinth

Three concrete Gen 4 squads, hero substitutions, and gear allocation. What to set up first and what to fix after a loss.
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STATE 4061 · GEN 4

Build. Equip. Push further.

Start with two main squads: the first leans on Lancers, the second on Marksmen. Split your best gear between them, then build the third from the remaining heroes. Neither Jeronimo nor nine maxed heroes is required.

The lineup below is for Land of Heroes and Gaia Heart. The other four zones use different stats; see the quick reference below.

GEN 4 · LAND OF HEROES / GAIA HEART

Three squads for your first run

The main setup assumes you have developed Ahmose and Reina. Otherwise use the substitutions below: a strong older hero is more useful than a new one without upgraded skills.

Ratios are Infantry / Lancer / Marksman percentages. These are starting tests, not guaranteed best formations for every stage. Use developed heroes; substitutions for an incomplete roster are listed directly below the squads.

Squad 1 · Infantry + Lancers

Ahmose + Reina + Alonso

Infantry / Lancers / Marksmen60/40/0

Per 100,000 troops: 60,000 Infantry + 40,000 Lancers. No Marksmen, but keep the Marksman hero slot filled.

GEAR
Best Infantry set to Ahmose. Best Lancer set to Reina. Leftover Marksman gear to Alonso.
WHY THIS SETUP
Ahmose anchors the frontline, Reina supports the Lancers, and Alonso contributes troop-wide Expedition skills.

Squad 2 · Infantry + Marksmen

Flint + Mia + Lynn

Infantry / Lancers / Marksmen50/0/50

Per 100,000 troops: 50,000 Infantry + 50,000 Marksmen. Do not put your best Marksman set on Alonso in squad 1: that squad has no Marksmen.

GEAR
Second Infantry set to Flint. Best Marksman set to Lynn. Leftover Lancer gear to Mia.
WHY THIS SETUP
Flint protects Lynn's Marksmen. Mia stays for her troop-wide skills even though this squad has no Lancers.

Squad 3 · accessible reserve

Sergey + Molly + Bahiti

Infantry / Lancers / Marksmen50/20/30

Per 100,000 troops: 50,000 Infantry + 20,000 Lancers + 30,000 Marksmen. Do not strip this squad to over-invest in a first squad that already wins.

GEAR
Remaining Infantry set to Sergey. Second Lancer and Marksman sets to Molly and Bahiti.
WHY THIS SETUP
Use developed early heroes and all three troop types. A strong Jeronimo or Philly can replace Sergey or Molly; you do not need to buy them for this guide.

NO PURCHASES JUST TO COPY A TEMPLATE

Missing a hero? Use these substitutions

No developed Ahmose

Use your developed Logan instead. If neither is ready: Flint → squad 1, Sergey → squad 2, another owned Infantry hero → squad 3. The best Infantry set now goes to Flint. Two strong Infantry heroes cannot create three equally strong frontlines; do not buy a hero just to fill this template.

No developed Reina

Move Mia to squad 1 with your best Lancer set. Put Jessie in squad 2 instead of Mia: her combat Expedition skills support all troops. Keep 60/40/0 and 50/0/50; Molly stays in squad 3.

Missing Alonso or Lynn

Replace Alonso in squad 1 with Greg; a budget option is Jasser with a developed Tactical Genius skill. If Lynn is still weak, put your developed Alonso or Greg in squad 2 with the best Marksman gear, and use Jasser in squad 1. Do not assign one hero to two squads.

DO NOT STACK EVERYTHING ON ONE SQUAD

Who gets your best gear

Allocation for the main lineup. When replacing a hero, give their gear to the replacement in that squad rather than following the original name.

Infantry sets

Best → Ahmose, or his replacement in squad 1

Second → Flint in squad 2; remaining set → Sergey in squad 3

Lancer sets

Best → Reina in squad 1

Second → Molly in squad 3; remaining set → Mia in squad 2

Marksman sets

Best → Lynn in squad 2

Second → Bahiti in squad 3; remaining set → Alonso in squad 1

CHANGE ONE THING — COMPARE THE RESULT

Your first run and adjustments after a loss

  1. Record the starting heroes, gear and all three fight results. Compare attempts on the same stage, not against different opponents.
  2. Fill all nine hero slots, set the ratios and use your available capacity. The 100,000-troop examples explain the maths; they are not a squad cap like BIG's Bear Trap rule.
  3. Save the squads in-game and run one manual attempt. Open all three battle reports: where Infantry ran out, who dealt damage, and how many enemy troops remained.
  4. After your attempts, return moved gear to your regular combat and rally heroes. Do not leave your main lineup unequipped.

Infantry collapses early

Do not increase its percentage immediately. Check the Infantry hero and gear first. If squad 1 wins comfortably but squad 2 collapses, try moving your best Infantry set to squad 2 and compare all three fights.

The frontline holds, but damage is low

Try 55/45/0 instead of 60/40/0 in squad 1, or 45/0/55 instead of 50/0/50 in squad 2. Change only one squad per attempt, leaving heroes and gear fixed. Revert if the result gets worse.

A very close loss

Repeat the same setup once: some skills have a chance to trigger. For a decisive loss, do not spend every attempt on repeats; use the report to change one thing.

Quick challenge stopped

Claim available rewards and try the next stage manually with your saved squads. Watch the attempt counter: each zone allows five attempts a day, resetting at 00:00 UTC.

Test Land of Heroes and Gaia Heart separately: a Monday result does not guarantee the same outcome on Sunday because the eligible stats differ.

QUICK REFERENCE

Different zones use different stats

Below are the eligible stats and a starting ratio. In the four zones without hero selection, adjust troops instead of moving hero gear around.

Wed–Thu · UTC

Cave of Monsters

Cave of Monsters

Pets and pet skills

Starting ratio55/10/35
Wed–Thu · UTC

Glowstone Mine

Charm Mine / Glowstone Mine

Chief Charms

Starting ratio55/5/40
Fri–Sat · UTC

Earthlab

Research Center / Earthlab

Research and War Academy

Starting ratio50/15/35
Fri–Sat · UTC

Dark Forge

Gear Forge / Dark Forge

Chief Gear

Starting ratio50/18/32
Mechanics and hero references
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