7 common myths about Bear Hunt

Bear Hunt has surprisingly many "common sense" beliefs that are actually wrong. Let's clear the big ones with the correct facts.

Myth 1: A strong player joining raises total damage
Truth: Only the left hero's first skill counts. Strong but ineffective left hero = zero contribution.
Myth 2: 100% marksman is strongest
Truth: Zero-troop penalty + diminishing returns. A marksman-favored mix is standard.
Myth 3: Joiner hero gear/level matter
Truth: Only the left hero's first skill. Gear/level/stars don't affect bear damage.
Myth 4: More identical DMG heroes = stronger
Truth: Same type adds; spreading types multiplies.
Myth 5: More infantry is stable and strong
Truth: The bear doesn't counterattack; too much infantry is inefficient. Add attackers.
Myth 6: Cyrille only raises combat power
Truth: "Hunter's Heart" adds up to +30% to earned points directly.
Myth 7: High single-rally damage = more rewards
Truth: It's a 30-min total. Turnover (number of rallies) matters just as much.
MOLLY'S TIP
Just fixing these myths grows many players' damage without spending.

The myths in more detail: why they happen

The seven above are just conclusions. Understanding "why" lets you apply them. Here are the three most misunderstood.

Why "100% marksman" isn't best

Community tests comparing troop types "in a vacuum" (no type-specific buffs) found that with marksman as 100%, lancers do about 80-90% and infantry about 20-30% (per community tests like Out of Games). It looks like "just send marksman," but two brakes apply: a penalty when infantry/lancer are zero, and the less-than-proportional gain from extra troops explained next.

Worth knowing: more troops help less than proportionally

A well-known Bear Hunt tendency is that adding troops raises damage by less than the share you added. Players often report that a big increase in troops gave a smaller gain than expected.

So cramming everything into one type loses efficiency. Leading with high-damage marksmen while mixing in lancers tends to beat pure marksmen — the reason the "marksman-heavy mix" is standard.

The "in-game troop stats aren't the real values" claim

Another common community point: the attack/lethality numbers shown in the training camp aren't the actual values used internally (they're simplified display figures). Even if "T6 marksman attack 10 / lethality 11" shows, tests report the internal calc uses a completely different scale. So comparing types by displayed values alone can mislead. Comparing via a tool that estimates the internal scale is closer to reality.

Optimal ratio changes by generation (the Gen 8 wall)

"There's one correct ratio" is itself a myth. The community notes that after Generation 8, marksman lethality far exceeds lancer. Specifically, once marksman lethality is 358+ higher than lancer in Gen8+, drop lancers to 10-15% and push marksman above 85%. Before Gen8, lancer and marksman lethality are close, so keeping some lancers can be better.

So the truth is "the optimal ratio depends on your own lethality stats." Advanced players fine-tune in 1-5% steps to find their damage peak. Try your numbers in our Troop Ratio Simulator.

Summary

Bear Hunt's "common sense" is often wrong. Knowing the facts puts you ahead. Dig into anything that caught your eye via the related tools and articles.