
This guide reflects the author’s personal experience and the game’s content as it exists at the time of writing. Future updates may alter features or introduce new content.
MAIN HAND WEAPON LOCKING
In this guide, I will try to take that topic a bit further and talk about the importance of Weapon Locking and which attributes might be best to lock. Categories of Main hand Weapons Currently, we have multiple weapons in the game and they can broadly classified into below qualities or categories:
- Green weapon
- Blue weapon
- Purple weapon
- Gold weapon
- Red F2P weapon
- Red P2W weapon
- Red premium weapon
The cost to lock an attribute on a weapon varies depending upon its quality. Green weapons don't have the feature to lock an attribute. This is because we need to have 2 attributes to lock one. What it means is, if we lock 1 of the 2 attributes, and then if we reforge the weapon attributes, other attribute changes. But if we have just 1, locking makes no sense as we can simply leave it there. Even on the Gold weapon, if you have locked other attributes already and there is only 1 unlocked attribute left, then it doesn’t allow you to lock it.
Locking Ores - Ways to Obtain

In order to lock any attribute, you need to obtain a special element called “Weapon Locking Ores”, commonly known as “Locking Stones”. They can be obtained as rewards from the recently introduced event ‘All Out War’.

Else, can be bought through Black Diamonds. Purchasing Red Weapon Packs also give some Locking Stones along with the weapon fragments. The below pack offers Weapon Reforge Ores but if you buy the subsequent packs, it also gives Locking Ores.

The cost of subsequent packs is mentioned below:

Locking Cost
Based on the quality of the weapon, the cost of Locking an attribute also changes! Below are the cost of 1 locking for each weapon quality:
- Green weapon → 0 (doesn’t support Locking)
- Blue weapon → 2
- Purple weapon → 4
- Gold weapon → 10
- Red F2P weapon → 40
- Red P2W weapon (e.g. Sinara, Leila, Jaime, Annie, etc.) → 200
- Red premium weapon (e.g. Cersei, Jon Snow, Baelish, etc.) → 600
Subsequent locking increases the cost. For example, a Red premium weapon costs 600 for the first lock but then the second lock would cost 1800 and similarly, a Red P2W weapon costs 40 for the first lock but the second lock costs 120.
Random Attributes
Each weapon, based on its quality, has a wide range of attributes which can be obtained through every reroll. Some of these attributes are really amazing and totally worth keeping. Below are the Random attributes offered by a Gold Infantry weapon:

Similarly, Cavalry and Spearmen Gold weapons offer attributes on similar lines but with slight obvious differences. For example, Cavalry weapons give “Cavalry Attack'' and Spearmen Weapon gives “Reduced Enemy Infantry vs Allied Spearmen Damage”, etc. Red P2W and Red Premium have a wider pool of attributes, and they are slightly more powerful.
Annie’s Weapon:

Cersei's Main hand Weapon:

Random Attributes - Which ones to keep?
Since there are several attributes and they can be very confusing, it is important to know which ones are better and we should be spending our “Lock stones” very wisely as they are very rare to obtain and super expensive too. Below mentioned are some of the attributes which might be worth keeping.
Base Attack → It is one of the best attributes to get and hang on to, through the red weapons. Base attack comes low in number but actually is way superior than any troop type’s attack.
In order to understand this better, let’s take up some numbers and calculate the effect of “Spearmen Base attack”.
Original Spearmen Base Attack = 115
Assume Army Size = 930,000
Assume Your Spearmen Attack Stats = 2,000%
So, in order to evaluate the damage, we can simply multiply all the above values. So,
115 x 930,000 x 2,000 = 213,900,000,000
Now let’s assume we get 4% Spearmen Base Attack on one of the weapons. So now,
New Spearmen Base Attack = 19%
Assume Army Size = 930,000
Assume Your Spearmen Attack Stats = 2,000%
Now, the total attack now would be calculated as,
119 x 930,000 x 2,000 = 221,340,000,000
Formula:
Your New Spearmen Attack Stats = New Total Attack / Army Size / Original Base Attack
Your New Spearmen Attack Stats = 221,340,000,000 / 930,000 / 115
Your New Spearmen Attack Stats = 2069.56%
Final Stat Difference = Your New Spearmen Attack Stats - Your Original Spearmen Attack Stats
2069.56 - 2000 = 69.56%
So, 4% Base Spearmen Attack is equivalent to ~69.5% Spearmen Attack attribute.
Reducing Counter Effect Attributes → This is another great attribute to hold onto. If you have Annie’s weapon for example, it offers “Reduced Enemy Infantry vs Allied Spearmen Damage” because Annie is a Spearmen commander. Similarly, Leila Mormont’s weapon offers “Reduced Enemy Spearmen vs Allied Cavalry Damage” as she is a Cavalry commander. By default, Infantry deals 200% damage to Spearmen but with this unique attribute, you can reduce that value. Once again, the numbers might look small but the overall effect is really massive.
Specific Troop Type Attributes → It is always nice to get hold of attack attributes of whichever troop type you play. Holding onto these stats is always useful. Example, Inf attack, Inf health, Cav health, Cav attack, etc. You can also hold on to the Defense attribute of your frontline to make your troops more ‘tanky’ and ‘durable’ in the battles but personally, I wouldn’t prefer that unless you play a mono troop type account.
Total Attack → Needless to say but Total attack is one of the most useful stats in the game. It gives you the liberty and flexibility to play different troop types too. However, if you prefer to play a mono troop type account, it might be your personal preference whether you want to keep TA or not. Also, many big accounts having loads of ETAR (Enemy Total Attack Reduction) also makes it a bit trickier but it still varies from person to person and what you prefer.
Enemy Health Reduction → Since many players nowadays play a mono troop type account, it also means that they keep their frontline’s health in the refinement, hence a very high Health attribute for the troops. It often makes it difficult to beat them sometimes. To overcome this issue, you can hold onto Enemy ‘troop type’ health reduction in the re-rolls. For example, if you play a mono Infantry account, you might wanna load up your weapons with “Enemy Spearmen Health Reduction”.
Apart from these, there are still many more attributes which can be obtained through the weapons and honestly, which ones you want to hang on to, might vary largely based on what is your gameplay style. I hope you guys find this guide useful and it helps you all.
Last updated in November 2025
Although no new attributes have been introduced in terms of weapons, but based on the recent changes, some attributes are now far more important than the others!
The concept of 'Counters' is becoming a lot more tricky as there are lots of sources to both increase and decrease the counter for your troops. Bows are somewhat unaffected by this concept as they never countered or got countered in the first place.
Strengthening yourself is extremely important and relevant as always but now, it's equally important to weaken your opponent. For example, initially it was important to get 'Base Attack' for yourself but now it's also important to go for 'Reduced Enemy Base Attack'.
Based on all these factors and many more, it's important to understand the priority of each attribute and then smartly decide which attribute to lock first because with each attribute you lock, the cost for the next one increases. For example,
Locking Cost (Ores) for Red Premium Weapons
- First Lock → 600 Locking Ores
- Second Lock → 1800 Locking Ores
- Third Lock → 5400 Locking Ores
Locking Cost (Ores) for Red P2W Weapons
- First Lock → 200 Locking Ores
- Second Lock → 600 Locking Ores
- Third Lock → 1800 Locking Ores
NOTE: It's completely unnecessary to lock the fourth attribute as after 3 of them, you can simply go for the fourth reforge and then leave it be!
Based on all these factors and the changing game mechanism and my personal understanding of everything, below is the priority list for Locking Attributes on your Main Hand Weapons:
- Base Attack
- Enemy Counter Attack Reduction (For Spearmen focused weapons, try to get 'Reduced Enemy Infantry vs Allied Spearmen Damage' attribute and likewise)
- Troop Type Attack
- Reduced Enemy Bowmen Damage (For Spearmen focused weapons, try to get 'Reduced Enemy Bowmen vs Allied Spearmen Damage' attribute and likewise)
- Troop Type Health or Total Attack
NOTE: Earlier players used to prefer Troop Type Health on their weapons and that's not a bad deal but considering the fact that now bows are getting more and more powerful with addition of new commanders, dragon skills and castle skins, etc., it's important to be better prepared for stronger bowmen opponents.
These points and tips are from general understanding and based on the evolving game mechanism but it may vary based on the personal preferences and priorities.
This guide is based on author's personal experience in game and with the currently available data!



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