Friends of Risk

Full Send vs the Blitz Slider

The in-game blitz slider lets you commit exactly the minimum needed for a 100% win — full-sending a bigger stack still always wins, but it costs a little more: Balanced Blitz trims and reshapes outcomes relative to your whole committed force, so a bigger force lets slightly worse results survive. This table shows the exact price of overshooting, for common defender stacks, at steps from the 100% minimum up to 5x of it. All numbers are exact Balanced Blitz probabilities — nothing is simulated.

Infographic: average and maximum troop loss with the slider at 100% versus full send, for 12v1, 18v3, 30v5 and 91v20 — full send costs 3.2% to 23.1% more average loss and up to 14.3% more maximum loss
Attack Overshoot Min loss Avg. loss Max loss Extra avg. loss vs 100% blitz
Defending stack: 1 · 100% blitz = 4v1
4v1 1x 0 0.13 2 baseline
5v1 1.25x 0 0.15 1 +0.02 (+14.5%)
6v1 1.5x 0 0.16 2 +0.03 (+23.6%)
8v1 2x 0 0.16 2 +0.03 (+25.1%)
10v1 2.5x 0 0.16 2 +0.03 (+25.3%)
12v1 3x 0 0.16 2 +0.03 (+25.4%)
14v1 3.5x 0 0.16 2 +0.03 (+25.4%)
16v1 4x 0 0.16 2 +0.03 (+25.4%)
18v1 4.5x 0 0.16 2 +0.03 (+25.4%)
20v1 5x 0 0.16 2 +0.03 (+25.4%)
Defending stack: 2 · 100% blitz = 6v2
6v2 1x 0 0.86 3 baseline
8v2 1.25x 0 0.89 4 +0.04 (+4.4%)
9v2 1.5x 0 0.90 4 +0.05 (+5.5%)
12v2 2x 0 0.93 4 +0.07 (+8.1%)
15v2 2.5x 0 0.93 4 +0.07 (+8.6%)
18v2 3x 0 0.93 4 +0.07 (+8.6%)
21v2 3.5x 0 0.93 4 +0.07 (+8.7%)
24v2 4x 0 0.93 4 +0.07 (+8.7%)
27v2 4.5x 0 0.93 4 +0.07 (+8.7%)
30v2 5x 0 0.93 4 +0.07 (+8.7%)
Defending stack: 3 · 100% blitz = 7v3
7v3 1x 0 1.52 5 baseline
9v3 1.25x 0 1.60 5 +0.08 (+5.4%)
11v3 1.5x 0 1.63 5 +0.11 (+7.2%)
14v3 2x 0 1.67 5 +0.15 (+10.1%)
18v3 2.5x 0 1.69 5 +0.17 (+10.9%)
21v3 3x 0 1.69 5 +0.17 (+10.9%)
25v3 3.5x 0 1.69 5 +0.17 (+11.0%)
28v3 4x 0 1.69 5 +0.17 (+11.0%)
32v3 4.5x 0 1.69 5 +0.17 (+11.0%)
35v3 5x 0 1.69 5 +0.17 (+11.0%)
Defending stack: 4 · 100% blitz = 9v4
9v4 1x 0 2.44 6 baseline
11v4 1.25x 0 2.46 6 +0.02 (+0.7%)
14v4 1.5x 0 2.57 7 +0.12 (+5.1%)
18v4 2x 0 2.58 7 +0.14 (+5.6%)
23v4 2.5x 0 2.58 7 +0.14 (+5.7%)
27v4 3x 0 2.58 7 +0.14 (+5.7%)
32v4 3.5x 0 2.58 7 +0.14 (+5.7%)
36v4 4x 0 2.58 7 +0.14 (+5.7%)
41v4 4.5x 0 2.58 7 +0.14 (+5.7%)
45v4 5x 0 2.58 7 +0.14 (+5.7%)
Defending stack: 5 · 100% blitz = 10v5
10v5 1x 1 3.16 7 baseline
13v5 1.25x 1 3.25 7 +0.09 (+2.8%)
15v5 1.5x 1 3.30 8 +0.13 (+4.3%)
20v5 2x 1 3.34 8 +0.18 (+5.6%)
25v5 2.5x 1 3.34 8 +0.18 (+5.7%)
30v5 3x 1 3.34 8 +0.18 (+5.7%)
35v5 3.5x 1 3.34 8 +0.18 (+5.7%)
40v5 4x 1 3.34 8 +0.18 (+5.7%)
45v5 4.5x 1 3.34 8 +0.18 (+5.7%)
50v5 5x 1 3.34 8 +0.18 (+5.7%)
Defending stack: 6 · 100% blitz = 11v6
11v6 1x 1 4.0 9 baseline
14v6 1.25x 1 4.1 9 +0.1 (+2.4%)
17v6 1.5x 1 4.2 9 +0.2 (+4.3%)
22v6 2x 1 4.3 9 +0.2 (+5.6%)
28v6 2.5x 1 4.3 9 +0.2 (+5.7%)
33v6 3x 1 4.3 9 +0.2 (+5.7%)
39v6 3.5x 1 4.3 9 +0.2 (+5.7%)
44v6 4x 1 4.3 9 +0.2 (+5.7%)
50v6 4.5x 1 4.3 9 +0.2 (+5.7%)
55v6 5x 1 4.3 9 +0.2 (+5.7%)
Defending stack: 10 · 100% blitz = 16v10
16v10 1x 3 7.4 13 baseline
20v10 1.25x 3 7.5 13 +0.1 (+1.4%)
24v10 1.5x 3 7.6 14 +0.2 (+2.8%)
32v10 2x 3 7.6 14 +0.2 (+3.4%)
40v10 2.5x 3 7.6 14 +0.2 (+3.4%)
48v10 3x 3 7.6 14 +0.2 (+3.4%)
56v10 3.5x 3 7.6 14 +0.2 (+3.4%)
64v10 4x 3 7.6 14 +0.2 (+3.4%)
72v10 4.5x 3 7.6 14 +0.2 (+3.4%)
80v10 5x 3 7.6 14 +0.2 (+3.4%)
Defending stack: 20 · 100% blitz = 26v20
26v20 1x 9 15.7 24 baseline
33v20 1.25x 9 16.0 24 +0.2 (+1.5%)
39v20 1.5x 9 16.1 25 +0.4 (+2.4%)
52v20 2x 9 16.2 25 +0.4 (+2.6%)
65v20 2.5x 9 16.2 25 +0.4 (+2.6%)
78v20 3x 9 16.2 25 +0.4 (+2.6%)
91v20 3.5x 9 16.2 25 +0.4 (+2.6%)
104v20 4x 9 16.2 25 +0.4 (+2.6%)
117v20 4.5x 9 16.2 25 +0.4 (+2.6%)
130v20 5x 9 16.2 25 +0.4 (+2.6%)
Defending stack: 50 · 100% blitz = 56v50
56v50 1x 30 41.1 53 baseline
70v50 1.25x 30 41.6 55 +0.5 (+1.2%)
84v50 1.5x 30 41.7 56 +0.6 (+1.6%)
112v50 2x 30 41.7 56 +0.6 (+1.6%)
140v50 2.5x 30 41.7 56 +0.6 (+1.6%)
168v50 3x 30 41.7 56 +0.6 (+1.6%)
196v50 3.5x 30 41.7 56 +0.6 (+1.6%)
224v50 4x 30 41.7 56 +0.6 (+1.6%)
252v50 4.5x 30 41.7 56 +0.6 (+1.6%)
280v50 5x 30 41.7 56 +0.6 (+1.6%)
Defending stack: 100 · 100% blitz = 103v100
103v100 1x 67 83.5 100 baseline
129v100 1.25x 67 84.4 104 +0.9 (+1.0%)
155v100 1.5x 67 84.4 104 +0.9 (+1.1%)
206v100 2x 67 84.4 104 +0.9 (+1.1%)
258v100 2.5x 67 84.4 104 +0.9 (+1.1%)
309v100 3x 67 84.4 104 +0.9 (+1.1%)
361v100 3.5x 67 84.4 104 +0.9 (+1.1%)
412v100 4x 67 84.4 104 +0.9 (+1.1%)
464v100 4.5x 67 84.4 104 +0.9 (+1.1%)
515v100 5x 67 84.4 104 +0.9 (+1.1%)
Defending stack: 200 · 100% blitz = 194v200
194v200 1x 144 168.4 192 baseline
243v200 1.25x 145 169.7 197 +1.3 (+0.7%)
291v200 1.5x 145 169.7 197 +1.3 (+0.8%)
388v200 2x 145 169.7 197 +1.3 (+0.8%)
485v200 2.5x 145 169.7 197 +1.3 (+0.8%)
582v200 3x 145 169.7 197 +1.3 (+0.8%)
679v200 3.5x 145 169.7 197 +1.3 (+0.8%)
776v200 4x 145 169.7 197 +1.3 (+0.8%)
873v200 4.5x 145 169.7 197 +1.3 (+0.8%)
970v200 5x 145 169.7 197 +1.3 (+0.8%)

The penalty flattens out quickly: most of it is already there at 1.5x, and a 3x overkill costs barely more than 2x — so a lazy full send is a small fixed tax, not a scaling one. The exception to care about is the max loss column: a red number means overshooting has raised your worst case above what the 100% blitz risks.

Why does the max loss jump around? (4v1 = 2, 5v1 = 1, 6v1 = 2)

Not randomness — these are exact probabilities, and the wobble is a real Balanced Blitz mechanic. After sharpening the win odds, the algorithm lines every outcome up from best to worst and deletes the worst outcomes one by one until exactly 10 percentage points of probability have been removed (the same happens at the lucky end). Wherever that deletion stops mid-outcome, the outcome keeps only the part above the 10% line — and that leftover sliver is your max loss.

For 4v1 the outcomes worse than "lose 1" (the defeat plus "lose 2") hold 10.5% between them: the deletion swallows the defeat whole (that is exactly why 4v1 is a guaranteed win) and stops just inside "lose 2", leaving it a 0.5% sliver. For 5v1 that same tail holds only 9.0% — under the line, so the whole tail is deleted and the max drops to 1. For 6v1 a bigger committed force widens the outcome range and the tail grows back to 10.7%, so a 0.7% sliver of "lose 2" pokes out again.

So no, it is not "14.3% minus 10%": the deletion covers an area of the worst outcomes, and what survives is only the part of the last outcome sticking out above the line. A final step then boosts likely outcomes at the expense of unlikely ones, which squashes those 0.5–0.7% slivers down to the 0.02–0.03% you would see in the calculator. The max loss column is exact, but some worst cases are one-in-thousands events.

Related tools: the Blitz 100% chart for the minimum stack against any defender up to 300, and the Blitz Calculator for the full outcome distribution of any battle.