When to Use Catapults
Catapults win sieges but waste resources when misused. Learn exactly when to bring siege units, how many, and when to leave them home.
Catapults are the most misused unit in kingdom-war games. Players either ignore them entirely or drag them everywhere and wonder why their raids are slow and unprofitable. Here’s exactly when siege units earn their slot — and when to leave them home.
What catapults are for
Catapults are siege specialists. Their job is breaking fortified defenses — walls, turrets, and the heavy fortifications that infantry and cavalry struggle against. Against those targets, nothing else compares. Against soft targets, they’re slow, expensive dead weight.
Bring catapults when…
- ▸Attacking a walled, well-defended city. This is their moment — they crack defenses your other units can’t.
- ▸Assaulting high-level forts. Fortified positions with strong defensive structures call for siege power.
- ▸Breaking a turtling defender. If someone’s hiding behind maxed walls and turrets, catapults are the answer.
Leave catapults home when…
- ▸Raiding for loot. They’re slow and carry little — they’ll drag down a fast, profitable raid.
- ▸Hitting soft or undefended targets. Overkill that just slows you down and risks the army.
- ▸Speed matters. A march is only as fast as its slowest unit, and catapults are usually it.
How many to bring
Enough to break the defense, not so many you cripple your speed and carry capacity. Scout the target first so you know what you’re breaking — see the PvP guide for scouting — and balance the rest of your army with the troop composition guide.
Frequently Asked Questions
Use catapults against fortified targets — walls, turrets, and heavily defended cities — where their siege power breaks defenses other units can’t. Don’t bring them on fast raids; they’re slow and waste their value against soft targets.
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