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FAQ de Rise of Kingdoms: Tropas y curación

T4 o T5, hospitales, curación y aceleradores

What actually happens to my troops when they get hit, dead vs severely wounded vs slightly wounded?

  • Slightly wounded troops stay with the march and recover for free once they get back to your city.
  • Severely wounded troops go to your hospitals, and you pay resources and time to heal them.
  • Dead troops are gone for good. Most deaths come from severely wounded troops that had no free hospital space.
  • So the main way to stop losing troops in normal fights is keeping hospital room free.

My hospital was full and I lost a ton of troops, is that how it works?

Yes. Once all hospital slots are taken, any extra severely wounded troops die instead of waiting for a heal. That is the most common way players lose armies by accident. During fights, heal small batches often so there is always room, and never park your full army outside with a full hospital.

What is the max hospital capacity?

  • Each hospital at level 25 holds 75,000 wounded, and you get four hospitals, so 300,000 base at max level.
  • On top of that, VIP and other buffs add hospital capacity.
  • Keep hospitals upgraded to your City Hall level before KvK; it is cheap insurance compared to losing troops.

Is it better to heal troops or just let them die and retrain?

Heal almost every time. Healing costs fewer resources and much less time than training the same troops again, and troops that die are lost forever. The exception is a deliberate choice by your kingdom to count deads for DKP, but even then you only want to die when it helps the kingdom, not by accident.

Why is healing so expensive at T5?

Healing cost scales with tier, and T5 healing needs a lot of gold, far more than T4. Over a KvK season, repeated healing often costs more than the original training. Players running T5 should stockpile gold well before KvK and avoid wasting T5 in fights where T4 would do the job.

How do I heal faster during a fight?

  • Heal in small batches (around 1-2k troops) so alliance helps cut a bigger share of each timer.
  • Use healing speedups first, then universals only if you really have to.
  • Stack healing speed buffs from research, items or runes when you know a big fight is coming.
  • Stay in an active alliance; constant helps can turn hours of healing into minutes.

Can I heal while my city is getting rallied?

Not until the attack is over. While a rally is hitting you, healing is blocked, so troops wounded in the defense pile into the hospital. Clear space before an expected rally, and if the hospital is close to full, consider shielding or moving rather than tanking it.

When should I go T5?

Unlock it once you are City Hall 25 with your Academy at 25 and the military research tree leading up to T5 done; that is a long research path, so plan speedups for it. Do not rush it at the cost of hospital, commanders or key economy research. For most F2P and low spenders, T5 is a goal for the mid to late game, while a strong T4 army carries the early KvKs.

T4 or T5 for KvK, which should I actually fight with?

  • T5 hits harder and survives better, so it shines in rallies, garrisons and 1v1 fights where quality matters.
  • T4 trades well in big open-field fights because it is much cheaper to heal and replace.
  • Many experienced players keep both: T5 for key rallies and defense, T4 for grinding open field when gold is short.

Should I train T4 or T5 if I have T5 unlocked?

Many players train T4 and later upgrade them to T5 during the Mightiest Governor upgrade stage, which scores event points twice: once for training and once for the upgrade. Training T5 directly is fine when you need the army now or have strong training buffs running. Time big training around events and active buffs either way.

What are the troop counters in RoK?

  • Infantry beats cavalry.
  • Cavalry beats archers.
  • Archers beat infantry.
  • Siege sits outside the triangle: strong against buildings and cities, weak in field fights.

The counter gives a damage edge but does not override big gaps in commanders, talents or equipment.

Should I build mixed troops or one troop type?

For your main fighting marches, focus one type that matches your best commanders, since troop-type talents and equipment stack only for that type. Mixed marches lose those bonuses but can work for gathering or certain commander pairs built for them. Keep some of each type for flexibility, but invest mainly in one.

Is siege worth training?

Mostly for gathering and hitting cities or structures, not for open-field fights. Siege has weak field combat, so do not put your speedups into siege unless your kingdom specifically needs city hitters. Skip T5 siege early.

What is the difference between power and kill points?

Power is what your account is worth on paper: troops, buildings, research and commanders all add to it. Kill points come only from severely wounding or killing enemy troops, so they show how much you actually fought. Higher-tier troops are worth more of both, and T5 kills give roughly double the kill points of T4 kills.

Do my troops in the hospital count toward my power?

No, your power drops when troops are severely wounded and comes back once they are healed. Dead troops take that power away permanently. That is why your power can swing a lot during KvK without you losing anything for good.

Do T1 or low-tier kills give kill points?

Barely. Low tier troops give tiny kill points, and higher tiers are worth far more per troop, so farming T1 is not worth much. Focus on hitting enemy T4 and T5 marches if you are chasing KP.

What are deads and why does my kingdom care about them?

Deads are your troops that actually died in KvK, usually counted in T4 and T5. Many kingdoms use them in DKP (a kingdom-made score of kill points plus deads) to decide rewards, migration rules or who stays. Each kingdom sets its own formula, so ask your leadership how they weight deads before you plan to die on purpose.

How should I prioritize speedups?

  • Use specific speedups (building, research, training, healing) on their own queue first.
  • Save universal speedups mainly for research and big upgrades, and for emergency healing in KvK.
  • Spend training speedups during events that score them and while training buffs are active.
  • Keep a healing reserve before KvK so you are not stuck with a full hospital.

Should I use speedups to heal or save them?

Use healing speedups freely during fights, that is what they are for. Be careful with universals: burning them to heal small batches is costly, so lean on alliance helps and small heals first. In a big KvK fight where troops would otherwise die, spending universals to keep the hospital clear is worth it.

How do I get more hospital space before KvK?

Max all four hospitals to your City Hall level, push VIP if you can, and pick up any hospital capacity buffs available. Before the fight, heal everything so you start empty. During fights, keep healing in small batches so the hospital never fills.

Do troops die in Ark of Osiris?

No, Ark of Osiris is a separate battleground where your troops do not die or need paid healing, so you can fight freely without risking your real army. That makes it a good place to use your best troops and practice.

How does rage work and when does my commander's active skill fire? (rage bar, skill timing)

Your primary commander's active skill fires automatically the moment the rage bar is full. Most active skills need 1000 rage, a few need less.

  • Rage builds mainly from normal attacks and also from taking hits in combat.
  • Talents, equipment and some skills add rage per attack or give flat rage, which is why rage-focused builds cast more often.
  • When the skill fires the bar drops back down and refills from there.
  • If you are silenced when the bar fills, the skill does not cast until the silence ends.
  • Only the primary commander's active skill is used. The secondary only contributes passive skills (and its expertise once awakened).

Does rage carry over between fights? (rage jumping, hitting barbarians first to build rage)

Yes. Rage is not reset when a fight ends, so a march that just fought keeps its rage while it stays on the map. Players use this on purpose:

  • Hit a barbarian or a weak target to fill rage, then jump straight onto the real target so the active skill lands in the first seconds.
  • In open field, a march coming in with full rage often wins the opening trade.
  • Rage is lost when the march goes home, so returning to the city resets it.

Tip: watch the enemy's rage bar too. Engaging a full-rage enemy with your empty bar means you eat their skill first.

What do silence, disarm, slow and other status effects do? (debuffs, crowd control)

  • Silence: the target cannot cast its active skill while silenced. Rage can still be full, it just waits.
  • Disarm: the target cannot make normal attacks, which also cuts the rage it gets from attacking and its normal attack damage.
  • Slow: lowers march speed, used to stop a target from escaping or to catch kiting cavalry.
  • Damage over time (burn, poison style effects): skill damage ticking each second.
  • Taunt: forces the enemy to attack your march.

Durations are short, usually a few seconds, so their value is timing: silencing a march right before it hits full rage wastes its whole cycle. Two copies of the same effect do not stack, a new one just refreshes or keeps the strongest.

What is the difference between skill damage, normal attack damage and counterattack damage?

  • Basic attack: the plain hit your march makes on its target about once per second.
  • Counterattack: the damage you deal back to anyone hitting you. You counterattack every attacker, so it shines when several marches are on you (garrisons, getting swarmed).
  • Normal damage covers BOTH basic attacks and counterattacks. The game used to call it normal attack damage, which always meant both.
  • Skill damage: damage from active skills and many passives. Neither normal nor counterattack bonuses boost it.

So a Normal Damage bonus helps basic attacks and counterattacks, a Counterattack Damage bonus helps only counterattacks, and Skill Damage is separate. Match gear and inscriptions to what your commanders actually deal.

How do buffs stack in RoK? (additive or multiplicative, do two of the same buff stack)

Rough rule players test by:

  • Same stat from permanent sources adds up: attack from research, VIP, equipment, talents and items all go into one attack % pool.
  • Different categories multiply: attack, damage bonus (all damage, skill damage, troop damage), and the enemy's defense and damage reduction are separate layers, so one more % in a pool you have little of is worth more than one in a pool you stacked heavily.
  • Skill buffs and debuffs of the same type from different commanders usually do not stack: only the strongest applies. Two commanders both giving 'defense down' on the target is wasted.

So diversify: if your attack is already huge, a damage bonus or enemy damage reduction cut gives more.

What do attack, defense and health actually do for my troops? (troop stats)

  • Attack raises the damage your troops deal.
  • Defense reduces the damage they take from the enemy's attack.
  • Health is how much damage a unit can absorb before it falls, so more health means fewer losses per hit.

Damage comes down to your attack versus their defense, then multiplied by damage bonuses and their damage reduction, plus the troop counter. Higher tiers have better base attack, defense and health, which is why T5 loses fewer troops than T4 against the same hit. For fighting long, defense and health keep your march alive; for kill points per fight, attack and damage bonuses matter more.

Why do my skills hit harder with a full march and get weaker as I lose troops? (skill damage factor, unit count)

Skill damage (and normal attacks) scale with how many healthy units the march still has, not with its starting size. As your troops get wounded the same skill does less damage. That is why:

  • The first skill of a fight is usually your biggest hit.
  • A half-dead march trades badly, retreat and heal instead of feeding it.
  • Raising march capacity raises your damage, not just your power.
  • In-fight heals help twice: they keep troops alive and restore damage.

The damage factor on a skill (e.g. 1500) tells you how strong it is compared with other skills, but the real number also depends on your attack, the enemy's defense and your unit count.

How do I increase march capacity? (troop capacity, march size, unit capacity)

Main sources, biggest first:

  • City Hall level raises base capacity for every march.
  • Commander level: higher level primary commanders lead more troops.
  • Talents: capacity talents in the primary commander's tree (only the primary's tree counts).
  • Commander skills that add troop capacity.
  • KvK crystal tech: Call To Arms I (+15%) and Call To Arms II (+35%) raise unit capacity for the whole season.
  • VIP and some event or civilization bonuses.

Max your main commanders' levels first, it is the cheapest big jump. Bigger marches deal more damage because damage scales with unit count.

How do I get more march queues? (more marches, dispatch limit, troop queues)

You start with 2 marches and unlock more as City Hall goes up, up to 5 from City Hall. In the Lost Kingdom you can research Expanded Formations I and Expanded Formations II in crystal tech, each adds 1 to your troop dispatch limit for the season. More queues help gathering and swarming, but each extra march needs its own commanders and troops to be useful, so more queues without troops just means smaller marches.

Do mixed marches move at the speed of the slowest troop? (march speed, mixed march)

Yes. A march moves at the speed of its slowest troop type. Cavalry are the fastest, infantry and archers slower, siege the slowest. So 1% siege in a cavalry march drags the whole thing down to siege speed. For kiting, chasing and swarming, keep fast marches pure cavalry. March speed sources: Pathfinding and Cartography research (15% each), troop-type march speed in KvK crystal tech, talents, skills and buff items.

How does a rally work and who decides the capacity and buffs? (rally leader, rally capacity)

The rally leader controls almost everything:

  • Rally capacity comes from the leader's Castle level, plus their capacity buffs such as Leadership I and II crystal tech in KvK.
  • The leader's commanders, talents, equipment and armaments drive the fight. Joiners only add troops, their commanders do not cast.
  • The rally fights as one big army.

So the leader should be your strongest account with a high Castle and a rally-built commander pair. Joiners should send their best troop tier, of the type the leader asks for. Upgrading the Castle needs Books of Covenant.

How does garrisoning my city work? (garrison commander, reinforcements)

Your city is defended by your troops at home plus any reinforcements from alliance members, all fighting as one army under your garrison commander.

  • Set a garrison commander (and secondary) in the city's defense settings, otherwise the game picks one.
  • Only the garrison commanders' skills and talents apply. Reinforcing players add troops, not their commanders.
  • Reinforcement capacity is limited and grows with alliance buildings and, in KvK, the Larger Camps crystal tech (up to +100%).
  • Some commanders have skills that only work while they are the garrison commander, they are what you want there.

If you will not fight, a Peace Shield is better than a weak garrison.

Should I attack a target solo or start a rally?

Rally when the target is bigger than one march can handle: cities with garrisons, flags and forts, Holy Sites, and big barbarian forts. A rally combines several players' troops under the leader's commanders. Solo attacks are better against single marches in open field, gatherers and small targets, because rallies are slow to form and the target can leave or shield. Against a city, a weak solo hit just feeds the garrison kill points and hospital space wins for them.

What is swarming and why does it work? (surround, multiple marches on one target)

Swarming is hitting one enemy march with several of yours at once. It works because:

  • The target can only normal attack one march at a time, while all of yours hit it.
  • Being attacked from several sides gives the target the Surrounded debuff, making it take more damage.
  • Your rage builds on several marches at once, so skills land back to back.

The target still counterattacks every attacker, so counterattack-heavy garrison style marches punish swarms. Best targets: gatherers, lone big marches, and players who pushed too far. Use fast marches so you can arrive together and leave together.

How do I kite in open field? (hit and run, kiting, retreat timing)

Kiting means engaging, landing your damage, and pulling back before the enemy's response lands.

  • Use fast pure cavalry, they can outrun everything else.
  • Engage with full rage so your skill hits first, then retreat before their rage fills.
  • Retreat straight away from the enemy and toward your own territory or flag, they can chase you.
  • Re-engage from a different angle, ideally while an ally hits the same target.

Kiting fails against slows and against enemies faster than you. A hurt march that keeps fighting is just kill points for the other side.

When should I retreat from a fight? (retreating, losing troops)

Retreat when:

  • The enemy is about to hit full rage and you are not.
  • You are being swarmed or surrounded.
  • Your march is down to a fraction of its troops, since damage scales with remaining units and you will trade worse every second.
  • Your hospital is nearly full, because overflow troops die instead of being wounded.

Pull back toward your own buildings, heal, and come back full. A retreating march can be chased and keeps taking hits until it gets away, so do not wait until the last second. In KvK, Rapid Retreat crystal tech lets you spend 80 gems per march to instantly bring defeated troops back to your city.

How do I defend my city from rallies? (city defense, getting zeroed)

In order of what saves you:

  1. Peace Shield if you are not online or cannot hold. Shields stop attacks and scouts on your city, but attacking or rallying another governor drops them.
  2. Keep your hospital from overflowing: troops beyond hospital space die.
  3. Strong garrison commander with a garrison build, and ask alliance members for reinforcements.
  4. Upgrade the Watchtower (Arrows of Resistance), it adds defense when your city is attacked.
  5. Teleport away if a big alliance targets you.

If you are clearly outmatched, sending troops out to gather or into alliance buildings does not save them from field hits, shield instead.

Does a Peace Shield protect my troops on the map? (shield gatherers, marches)

No. A Peace Shield only protects your city. Marches outside, gathering, garrisoning flags or walking the map can still be attacked. If you shield because of a threat, call your gatherers home too. Also, starting an attack or joining a rally against another governor breaks your shield, so check before you click.

Can I upgrade my T4 troops to T5 instead of training new ones? (troop upgrade, promote troops)

Yes, in the troop building (Barracks, Archery Range, Stable, Siege Workshop) you can upgrade lower tier troops of the same type to a higher tier. You pay the resource difference and spend training time, so it is not cheaper overall than training from scratch, but you do not need new raw troop slots and it is a quick way to turn T4 into T5 when you have resources and speedups. Upgrading also earns event points in events that count training power.

How do I train troops faster and in bigger batches? (training speed, training capacity)

  • Training capacity per batch comes from the troop building's level, so keep Barracks, Archery Range, Stable and Siege Workshop levelled.
  • Training speed comes from VIP, civilization bonuses, commanders with training buffs, items, and some buildings.
  • Use training speedups during events that reward power or training points so the same speedups earn event rewards too.

Big batches with speedups are the efficient way; many small batches waste your online time.

Why do I lose fights to players with less power? (power vs real strength)

Power counts troops, buildings, research and commanders, but it says nothing about how well they fight. A lower power player can win with:

  • Better equipment and armaments, which add little power but huge stats.
  • Maxed talents and skills on a strong pairing.
  • More military research and KvK crystal tech.
  • Troops of the right type for the matchup.
  • Better timing: full rage, swarming, kiting.

Power from T1 troops or economy research looks big and fights small. Judge enemies by their marches, commanders and gear, not the number.

Do in-battle heals bring troops back? (healing skills, slightly wounded)

Healing skills restore slightly wounded troops during the fight, so they return to the march and keep fighting. They cannot bring back severely wounded or dead troops. That makes heals strongest on long fights, garrisons and tanky marches, and weak when a fight ends in a few seconds. Since damage scales with your remaining units, heals also keep your damage up.

Which troops should I gather with? (T1 siege gathering, best gathering troops)

Use T1 siege units whenever you can: they have high troop load and if a gatherer gets hit you lose very little. If you do not have enough siege, gather inside alliance territory with higher tier troops and send the T1 siege outside it.
Match the march's load to what is left in the node so you do not haul half-empty. Before logging off, send gatherers to big nodes (high level nodes near Holy Sites, or your alliance's resource centers, which cannot be scanned) so they come back full.

Which fights send severely wounded troops to the hospital and which kill them? (severe wounds rules, attacking city deaths, pass level deaths)

It depends on the fight:

  • All severely wounded go to the hospital: defending your own city, open field and resource points, Sanctums, Altars and level 1 passes.
  • Half die, half go to hospital: defending an ally's city or an alliance building, Shrines and level 2 passes.
  • All die: attacking a city or alliance building, Lost Temples and level 3 passes.

On top of that, the hospital is a hard limit: once it is full, every new severe wound dies. Slightly wounded troops just recover when they get home. Barbarian fights are low-loss PvE and not covered by these rules.

Do siege units have their own hospital space? (siege hospital 50k, battering ram hospital)

Yes. Severely wounded siege units (rams) have a separate area that holds up to 50,000. Once that is full, extra wounded siege units use your normal hospital beds.
So when you work out free hospital space, leave the siege area out: remaining space = total hospital capacity minus the severely wounded already inside. Example: 100,000 capacity with 90,000 wounded inside leaves 10,000. Plan your second wave of marches so its possible severe wounds fit in what is left, or heal first.

How do I read a battle report to find out why I lost? (battle report, battle log, troop buffs, battle statistics)

Go to Mail, Reports, filter Battle, then:

  1. Check the type: open field, rally or garrison. Expand combined reports; you can win overall and still lose one exchange.
  2. Compare starting troops, remaining troops, then slightly wounded, severe wounds and dead, and kill points.
  3. Check the lineup that actually fought: commanders, troop types, rally leader, reinforcements at that moment.
  4. Open Troop Buffs and compare attack, defense and health for the troop type. Gaps usually point to talents, equipment, armaments, inscriptions or civilization, alliance or kingdom buffs. Battle Statistics shows damage, healing, rage, shields and skill trigger counts.
  5. Open the Battle Log and follow turn by turn: skill fired, buffs or debuffs applied, then damage and troop changes.

Since 1.1.03 the log has a search and trigger stats for skills, equipment, armaments and talents.

Can I send two marches to the same rally, and can the rally leader be changed? (rally rules, garrison captain, join rally)

  • One march per player per rally. You can join while the rally is gathering, moving or even fighting.
  • The rally leader is whoever started it and cannot be changed after launch. The leader's buffs apply to everyone.
  • A structure garrison (flag, pass, fortress, Holy Site) takes as many marches as it has room for, and the garrison captain can be changed by the current captain or an alliance officer.
  • A city garrison is different: only the city owner is captain and only they can see or change the garrison commander.

Always send the troop type the leader asks for. Troops parked next to a flag have not necessarily joined its garrison; check their status says arrived.

Can I train in every building at once, and can I upgrade troops while training? (training queue, parallel training, claim troops)

Each training building (Barracks, Stable, Archery Range, Siege Workshop) has its own queue, so all of them can train at the same time. But each building runs one task at a time, and training new troops and upgrading old ones share that queue.
Other rules:

  • Training capacity sets the batch size; training speed sets how long it takes. Bigger batches take longer.
  • When the timer ends the troops are Ready to Claim; they only count once you claim them.
  • Only Universal Speedups and Training Speedups work on training.
  • Upgrading converts existing lower tier troops, so they vanish from your count until you claim the upgrade.
  • Civilization special units only exist at T4 and T5.

Before logging off, set each building's batch to last until you are back.

What is auto peacekeeping and how does it work now? (auto barbarian, auto peacekeeping AP cost)

Auto peacekeeping sends troops to hunt barbarians for you. Since the 1.1.01 and 1.1.07 changes:

  • You can assign several troops in one go, and they attack barbarians together; early arrivals wait for the rest.
  • The setting counts barbarian troops attacked, and the estimated action point cost is based on barbarians defeated and troops used.
  • The page shows your action points with a quick use button and remembers your barbarian level.
  • If other barbarians attack your troop, it kills them first. If someone else hits your target first, it looks for a new one near its current position, not near your city.
  • The troop with the most units left takes damage first.

Use a Peacekeeping talent commander to keep the AP cost down.

How do troop loadouts work? (save troops, include equipment)

In the dispatch screen you can save the current troop as a loadout, up to 45. A loadout saves the commanders' equipment and armaments too. Turn off Troop Loadouts Include Equipment/Armaments in settings if you only want troops. Multi Select only pulls loadouts from the same color section.

What is Quick Command? (tap to attack on mobile)

Quick Command (1.0.88) gives mobile PC-like controls: with a troop selected, tap empty ground to move or a target to attack. With attack march on, tap and hold to attack march. You choose allowed target types in settings. Attack march troops also prioritize nearby enemies since 1.0.91.

Does "normal damage" include counterattacks? (normal attack damage vs basic attack, normal damage bonus)

Yes. In skill and item text, "normal damage" covers both your basic attacks and your counterattacks. The game used to call it "normal attack damage", which always meant both, and renamed it so this is clearer. "Basic attack" is the word for the plain hit itself.
So:

  • A +X% Normal Damage bonus boosts basic attacks AND counterattacks.
  • A Counterattack Damage bonus only boosts counterattacks.
  • Skill damage is separate and is not boosted by either.

This is why normal damage gear and buffs are strong on garrisons and marches that get swarmed: they get hit by many marches and counterattack all of them.

Why does my city garrison take so much damage from a rally that looks weaker? (garrison losing, city defense damage cap)

Part of it is built into city sieges. When a city is attacked, there is a cap on how much normal and counterattack damage each side can deal per round. It exists so an attacking rally is not wiped in a single round. Defenders mostly deal normal and counterattack damage, so the cap hurts them more than a skill-heavy rally.
What helps:

  • A real garrison commander pair with a garrison talent build, not a field pair.
  • Skill damage and healing on the garrison side, since those are not what the cap limits.
  • Reinforcements and a Peace Shield when the rally is clearly too big.

Can I send several marches at once, and what are garrison plans? (multi select dispatch, garrison plan, hold position after attack)

  • Multi Select: on the dispatch screen, tick Multi Select and pick several saved troop templates to send them together.
  • Garrison plans: you can set several garrison plans for your city. If your default garrison commander is out of the city, the city switches to the next plan with available commanders.
  • Hold position after attack: a setting that stops your troop from going home after beating an enemy governor's troop on the map.
  • When building an alliance flag or fort, you can tick an option to garrison the troop there once it is built.

Can I swap my troop in a rally without leaving it? (replace rally troop)

Yes. You can replace your troop in another governor's rally without leaving the rally. In stories where you can send two troops to one rally, you can replace just one of them.

Do siege units take up hospital space? (siege hospital, siege units healing)

Partly no. The hospital has a separate siege unit zone, so a number of wounded siege units can be healed without using your normal hospital capacity. It was added so gatherers using siege units are not blocked by a full hospital.
Once that zone is full, extra wounded siege units compete for normal space like any other troop. Do not rely on it for fighting siege, it is sized for gathering marches.

If my troops have several shields at the same time, which one is used? (multiple shields, shield stacking)

Shields from different sources do not add together. When troops are protected by several different shields at once, the game always uses the best one.
So stacking several weak shield skills on one march gives less than it looks like. One strong shield plus healing or damage reduction is usually better than two shield commanders.

Do buffs and debuffs keep working after a troop is defeated? (lingering effects, damage over time after death)

No. When troops are defeated, continuous buffs and debuffs that were applied that turn stop taking effect. A damage-over-time or a buff that was still running does not keep ticking from a troop that has already been beaten.
In practice: do not count on a burn or poison finishing a target after your own march has been routed.

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