@jqob I don't know how targeting priority works for creeps but I would imagine the quills would focus fire to some extent. Absolute worst case scenario, they spread their hits PERFECTLY such that 6 warriors die per volley, but a more realistic example might have only 2 or 3 die per volley. This would mean 22 volleys at 1 volley per 1 / .76 = 1.32 seconds, for 22 * 1.32 = 29 seconds of hold time. Assuming we up to a Doomsday, that's 2 hits needed per quill, so 24 hits, 1 / .41 = 2.44 * 24 = 59 seconds to clear the wave. 65 * 1.15 = 75 damage per hit against the doom In 29 seconds, Doom attacks 29 / 2.44 = 11 times, so 5 quills will be dead, leaving us with 7 remaining (1 of which only needs 1 hit to finish off). 2.44 / 1.32 = 1.85 For every 1 attack Doom makes, 1.85 volleys are returned against it. That ratio equates to 3 volleys per full kill on average. First kill only takes 1 hit, so 75 * 7 = 525 damage, so Doom is reduced to 5,350 - 525 = 4,825 health. Second kill is 3 volleys received at 6 strength, 4,825 - 75 * 6 * 3 = 3,475 Third kill is 3 volleys at 5 strength, 3,475 - 75 * 5 * 3 = 2,350 4th kill, health down to 1,450 5th kill, 775 6th kill, 325 7th kill, 100 Put another way, Doom + 44 bones should just barely clear the wave most of the time. Doom requires 425 resources, which means our army value is now at 950 + 425 = 1,375 which is still well below recommended hold for 11. Obviously this isn't anywhere close to a perfect sim, we're not taking sends into account nor are we taking the damage bone warriors would deal into account nor are we accurately planning out AI targeting etc. But the math shows it is at least theoretically viable to spam T1's for very low value holds, which in my personal opinion is absurd. But hey, perhaps I'm wrong. I'd like to be in this case. I don't want this to be the meta.