Whiteout Survival Infantry
Infantry give your march a durable front line. Build the Infantry Camp, develop a matching hero and improve the equipment that supports Infantry Health and Defense before expecting a larger formation to survive longer. Checked in November 2026.
Infantry Camp Requirements
The Infantry Camp opens at Furnace level 7. Its ordinary upgrades follow the Furnace requirement shown below: the first camp levels share the opening requirement, while later levels need a Furnace of the same level. Read the Furnace column before saving speedups for a camp upgrade. A construction timer is only useful once the required building level is available.
This table covers the camp building itself. Building power is the power credited to that building, not the power of a trained Infantry unit. Base build time also differs from your final city timer because construction bonuses can shorten it. Compare the next row with your Furnace plan instead of treating the longest timer as an unavoidable wait.
| Camp level | Required Furnace | Base build time | Building power |
|---|---|---|---|
| 1 | 7 | 00:00:02 | 400 |
| 2 | 7 | 00:00:09 | 760 |
| 3 | 7 | 00:00:45 | 1,300 |
| 4 | 7 | 00:02:15 | 2,020 |
| 5 | 7 | 00:04:30 | 3,100 |
| 6 | 7 | 00:09:00 | 4,720 |
| 7 | 7 | 00:18:00 | 7,060 |
| 8 | 8 | 00:27:00 | 9,400 |
| 9 | 9 | 00:40:30 | 11,740 |
| 10 | 10 | 00:54:00 | 15,140 |
| 11 | 11 | 01:07:30 | 18,540 |
| 12 | 12 | 01:21:00 | 21,940 |
| 13 | 13 | 01:39:00 | 27,680 |
| 14 | 14 | 02:06:00 | 33,420 |
| 15 | 15 | 02:42:00 | 39,160 |
| 16 | 16 | 04:34:00 | 47,240 |
| 17 | 17 | 05:29:00 | 55,320 |
| 18 | 18 | 06:35:00 | 63,400 |
| 19 | 19 | 09:52:30 | 74,880 |
| 20 | 20 | 12:20:30 | 86,360 |
| 21 | 21 | 16:02:30 | 97,840 |
| 22 | 22 | 1d 00:04:00 | 115,060 |
| 23 | 23 | 1d 09:42:00 | 132,280 |
| 24 | 24 | 1d 23:10:00 | 149,500 |
| 25 | 25 | 2d 18:03:00 | 166,720 |
| 26 | 26 | 3d 03:57:00 | 192,020 |
| 27 | 27 | 3d 19:09:00 | 217,320 |
| 28 | 28 | 4d 08:49:00 | 242,620 |
| 29 | 29 | 5d 00:33:00 | 267,920 |
| 30 | 30 | 6d 00:40:00 | 304,700 |
Camp Expansion research increases the number of troops trained together. Training Tools reduces training time. Those are separate ways to improve output: a bigger batch changes how many units finish together, while a faster timer changes how soon the batch completes. If your immediate problem is a shortage of front-line troops, look at both before using a large stock of training speedups.
For the shared tier ladder, promotion rules and troop matchups, use the troop training overview. Here, the useful Infantry milestones are camp level 13 for promotion and level 30 for the last ordinary camp upgrade. Helios progression then involves the War Academy rather than another ordinary building level.
Frontline Skills and Stats
Infantry combine defensive statistics with skills aimed at their battlefield role. At tier 10, the listed base attributes include 13 Defense, 15 Health, 10 Attack and 10 Lethality. These describe the troop before your account bonuses. They give a cleaner comparison of the unit than a single total-power number.
Master Brawler starts at tier 1 and gives 10% extra attack damage against Lancers. Bands of Steel joins at tier 7, adding 10% Defense against that class. Keep the wording precise: extra attack damage and a Defense increase are different effects, even when their percentages look alike.
The practical goal is to give your damage dealers time to work. Guides recommend a durable Infantry line for that reason. If the front collapses early, examine the Infantry part of the battle report before concluding that your Marksmen need more damage. A formation adjustment and a class upgrade solve different problems, so keep those tests separate.
Fire Crystal Infantry
Fire Crystal progression adds Crystal Shield and Body of Light. Crystal Shield can offset damage; Body of Light increases Infantry Defense and adds protection while the shield is active. Their listed unlocks and improvements are tied to particular Fire Crystal camp levels. Use the skill name and effect together when comparing upgrades, since a shield activation chance is not a permanent damage-reduction percentage.
| FC camp level | Skill | Effect measured | Value |
|---|---|---|---|
| 3 | Crystal Shield | Activation chance | 25% |
| 5 | Crystal Shield | Activation chance | 37.5% |
| 8 | Body of Light | Infantry Defense | 4% |
| 10 | Body of Light | Infantry Defense | 6% |
Crystal Shield's chance rises between its two listed stages. Body of Light arrives later and then improves at the final stage shown. This makes Fire Crystal planning more specific than simply asking for another tier: decide which defensive effect you are approaching and what that effect changes in your march. Keep troop skills separate from the skills attached to the Infantry hero you deploy.
The video goes through the Infantry, Lancer and Marksman camps, troop promotion and the skill each troop type gets at higher tiers.
Infantry Heroes by Generation
Sergey, Eugene and Smith belong to the starter group; Jeronimo and Natalia appear in the first numbered generation. Flint follows in generation two, then Logan and Ahmose. The list continues through later releases so you can identify the Infantry option for your state's stage without confusing a hero's class with its rarity.
| Hero | Generation | Rarity |
|---|---|---|
| Eugene | Starter | Rare |
| Sergey | Starter | Epic |
| Smith | Starter | Rare |
| Jeronimo | 1 | Legendary |
| Natalia | 1 | Legendary |
| Flint | 2 | Legendary |
| Logan | 3 | Legendary |
| Ahmose | 4 | Legendary |
| Hector | 5 | Legendary |
| Wu Ming | 6 | Legendary |
| Edith | 7 | Legendary |
| Gatot | 8 | Legendary |
| Magnus | 9 | Legendary |
| Gregory | 10 | Legendary |
| Eleonora | 11 | Legendary |
| Hervor | 12 | Legendary |
| Gisela | 13 | Legendary |
| Elif | 14 | Legendary |
| Hank | 15 | Legendary |
| Seigel | 16 | Legendary |
| Aiden | 17 | Legendary |
A generation identifies when a hero enters the release sequence. It does not describe the investment on your account. Compare the skills and equipment of your current Infantry hero with the candidate you can actually develop. A release list helps narrow that comparison, but it cannot rank an unfinished replacement against a developed hero for every rally and defensive assignment.
Use the hero generation guide for the wider release groups and the hero tier list when choosing where to spend hero resources. Keep Exploration effects separate from Expedition effects. A hero surviving an Exploration fight is a different question from that hero supporting Infantry in a troop march.
Infantry Gear and Charms
Hero Gear supplies both hero attributes and command buffs. Inspect the item on your deployed Infantry hero before upgrading it: a hero statistic and a troop statistic do different jobs. Enhancement raises the attributes on that piece, while Mastery Forging is another progression system for suitable gear. The Hero Gear upgrade guide covers those materials and upgrade steps.
The Infantry Chief Gear slots begin as Crude Coat and Crude Pants. These are the coat and pants branch of the chief's equipment. Keep this separate from equipment worn by Sergey or Flint: Chief Gear supports troop classes, while Hero Gear is attached to an individual hero. The distinction matters when you move heroes between formations or compare two class investments.
Infantry Chief Charms add Lethality and Health. Guides commonly prioritize Infantry Charms early to support the line receiving incoming attacks. That is an upgrade recommendation tied to a front-line role, not a requirement to put every material into one class. Check how much Infantry your regular marches use before committing the next group of materials.
The full Chief Gear chart explains the equipment branches, and Chief Charms covers the separate charm progression. For the number of Infantry to send into each activity, compare the event formations instead of copying a defensive march into every event.
Frequently Asked Questions
Does Infantry Lethality matter for a defensive march?
Infantry still have a Lethality stat even when their main job is survival. Their Chief Charms provide Lethality and Health together, so a charm upgrade does not force you to choose between those two attributes. Treat the result as part of the whole formation: a tougher front line and stronger Infantry attacks address different parts of a battle.
Is Infantry Speed 11 my Wilderness march speed?
No. The Infantry Speed value of 11 belongs to combat statistics. It does not tell you how long a march takes to reach a Wilderness target. Keep travel planning separate from a comparison of troop Attack, Defense, Health and Lethality; otherwise an identical number can lead you to expect a travel benefit that the stat does not describe.
Should I replace Sergey as soon as Flint appears?
Use the generation list to identify candidates, then compare your actual heroes. Sergey is a starter Epic and Flint belongs to generation 2, but availability alone does not measure your developed skills, equipment or resources. Check the role you need before moving investment. The generation table is a release sequence, not an instruction to discard every earlier Infantry hero.
Can I promote Infantry while they are outside my city?
Bring them home first. Promotion applies to troops in the City and becomes available at Infantry Camp level 13. Plan returning marches before the training window you want to use. Promotion changes the available troop tier rather than adding more units, so separate that task from a training batch intended to increase the number of Infantry you own.
Do Infantry Charms need matching Lancer Charms?
Infantry Charms do not require equal Lancer and Marksman charm levels to activate a balance bonus. Charms supply their own class attributes, while Chief Gear has a separate set system. For Infantry, inspect the Lethality and Health on the charms attached to the coat and pants, then choose upgrades around the march you actually use.
Read Next
Compare Lancer skills and Marksman development, then prepare your frontline assignment with the Crazy Joe guide.