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Fool King demo: read ranges and modifiers before changing your army

Quick answer

A unit can be too close as well as too far away. September 16's demo patch lists Long Thrower minimum range as 15 and maximum range as 30 across its three listed tiers. Use the current in-game tooltip before applying those patch values to another build.

Checked 20 Oct 2026 · after Demo 2.0 (19 Oct 2026)

How this guide was checked

Coverage: Demo 2.0 available · release moved to March 2, 2027 · official sources checked October 28, 2026 UTC. Research checked 20 Oct 2026. Updated 20 Oct 2026

This guide uses the linked sources and any attributed demonstrations. Platform differences and limitations are noted with the advice they affect.

See the 3 sources
3 sources
4 steps

Before you start

  • Numbers are from the September 16, 2026 demo patch, not verified Early Access statistics.
1

Check the interval, not only the maximum

The patch changes Long Thrower's minimum range from 10 to 15 and its maximum to 30 at every listed tier. A plan that relied on an older range can therefore fail even if the unit has not moved.

Kingy's suggested check is to inspect the current range display, watch where the enemy first enters it, and compare the moment of firing with the projectile's arrival. The patch does not specify a conversion from its range values to screenshot pixels.

Sources for this section
2

September 16 demo balance: compare the displayed values

Triples follow the three entries in the patch, in their original order. These are historical values after Mini Demo Patch 1.1, not measured results. Demo 2.0 was released October 19 with a new economy and other changes; check its current tooltip and modifiers before using September values.

The post does not define Attack Rate units. Do not turn those values into attacks per second or damage per second without a timing test.

Unit / formChanged fields after the patch
ArbelesterDamage 40/50/60; range 12/14/16
MageRange 10/10/10; unit count 4/6/8
KnightDamage 50/60/70; Attack Rate 0.8/0.9/1
PeasantsUnit count 14/20/26
Long ThrowerHealth 120/160/200; Attack Rate 0.1/0.15/0.2; range 15–30 at all three entries
Boxling (Box)Movement speed 2.5/2.75/3; damage 45/55/65
Boxling (Goblin)Unit count 10/12/14; health 20/25/30
Shield GoblinHealth 200/240/300; unit count 3/5/8
Sources for this section
3

Firing and hitting are different checks

September 11's patch says projectile units now measure range from center to center. It also gives each unit type a constant projectile speed and notes that catapults do not lead moving targets. A shot being released is therefore not proof that it will connect.

If the unit fires but misses, record target movement before adding damage upgrades as an assumed fix. If it does not fire, inspect range, targeting and pathing first. These are diagnostic suggestions based on the patch notes, not a tested exploit or guaranteed remedy.

Sources for this section
4

Compare the effective unit, including its modifiers

The same patch revises stat tooltips to show the effects of upgrades, relics and decrees more accurately. Compare those effects before treating two apparently identical squads as equivalent. September 16 also changes hidden enemies from invisible to outlined; appearance alone should not be read as a new targeting rule.

Sources for this section

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Sources · 3Official · checked 20 Oct 2026 · Research checked 20 Oct 2026
Demo 2.0 & Crownfest Event! ↗Release delayed to March 2, 2027; Demo 2.0 adds Realms, leaderboards, a new economy and input system. No Kingy gameplay test.Official ·
September 11 demo patch ↗Range measurement, modifier tooltip and projectile behavior changes in the demo; not independently tested.Official ·
Mini Demo Patch 1.1 ↗Demo unit balance changes, hidden-unit outlines and pathing improvements; rechecked in the official community hub September 27. Values can be superseded.Official ·

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