Guide
Introduction
The Ultimate Kronos Guide — with inspiration from Salient. This guide covers various strategies with variations, when and where to use them, and finishes with the 10 Commandments of Kronos.
Key abbreviations: Crax = Counter Barracks, Rax = Barracks, TS = Time Shift, DM = Dwarven Mine, HD = Hunting Dogs, FH = Fast Heroic, TT = Titan
5-Villager Krush
One of the best strategies in the game when used correctly. Can be used on any land map. Contrary to popular belief, it requires a lot of micro — more than Isis FH or Thor raids.
Build Order
- Food
- Food
- Build Manor → Food
- Food
- Food
- Advance ~3:30-3:50 depending on map
Execution
Time Shift your temple near the enemy. Valor your Oracles. Auto-queue Prometheans and attack. Upon advancing, build a Counter Barracks + Manor at gold and TS it over ASAP. Build 2nd Counter Barracks at wood, TS over. Auto-queue Turma and raid constantly — idle army is bad.
Economy after advance: 1 villager to food (total 2), then wood, gold, wood, gold, 2 food, then more to wood and start farms.
Best on: Low hunt maps (Oasis, Savannah, Ghost Lake, Alfheim)
High Hunt Variation (vs Norse/Greek)
Same Classical approach but build Manor + Counter Barracks at gold (TS), plus a Barracks at wood (TS). Make Murmillo as well as Turma — needed vs Hersirs/RC/Hoplites/Hippikons.
Economy: 4 food total, then gold, 2 wood, gold, food, rest to wood + farms. Gets Murmillo out quickly.
6-Villager Krush
Same principles but slightly later advance with stronger eco. Advance ~3:55-3:58.
Build Order
- Food
- Food
- Food
- Chop 5 wood (1 hit on tree) → Manor → Temple → Food
- Food
- Food
- Advance
Switch to 3 wood, 2 gold, 1 food. Then send 2 to food, 2 to gold, 1 to food, rest to wood + farms.
Two paths from this BO: Either add a Barracks for Murmillo alongside your 2 Counter Barracks Turma, or skip it for a faster ~13 minute Heroic.
Krush Technique
- Don't waste units — attack his hunt first, try to keep him on only herdables
- Use Prometheans on food while Time Shifting your Counter Barracks over
- Find his gold mine and TS your 2nd Counter Barracks near it
- Keep massing army and raiding food/gold (wood if Greek)
- Watch ALL gold mines
- Pro tip: TS Manors near gold mines for LOS — you can keep all army together while knowing when he moves
Anti-Norse Variation
Run in with first 2 Prometheans and deconstruct his temple. Keep attacking his Ulfsark with Prometheans. No alt-S means he can't build a temple. This can delay his temple until 7+ minutes. Only works vs Norse and only with 5-villager rush.
4:30 — 7 Villager Rush
The most commonly used Atlantean strategy. Very effective in every situation on every land map.
Build Order
- Economic Guild → Hunting Dogs → Food
- Food
- Wood
- Gold (build Manor at 25 gold)
- Food
- Food
- Gold
- Advance — switch 2 food villagers to wood, get eco upgrades
Upon advancing: build Barracks + 2 Counter Barracks. Auto-queue Turma/Turma/Murmillo/Prometheans. Arrange eco: 3 food, 2 wood, 2 gold.
Economy: Wood, food, 2 gold, rest to wood + farms.
High Hunt Variation (vs Norse/Atlantean)
Same BO, but build 2 Barracks + 1 Counter Barracks for Murmillo/Murmillo/Turma/Promethean. Eco: 4 food, 2 gold, 1 wood → then food (total 5), wood, 2 gold, rest to wood.
4:30 Rush Technique
- Containment is key. Attack all outside food sources first. Keep him in his base
- Immediately pressure gold and wood — fire Turma from behind trees, attack towers/houses with Murmillo
- Scout the entire map fast, watch all mines
- Know when he moves to 2nd gold and cut it off
Key point vs Egyptian/Greek: Let yourself get popped at 75/75, THEN build another TC before your next house. This lets you boom faster — you can have max army at 130/130 by the time they need their 2nd mine.
4:40 — 2 Dock Rush
A self-developed favorite strategy.
Build Order
- Build Dock → Wood
- Food
- Food (build Manor with wood villager at 107 wood)
- Wood
- Food
- Food (build Temple at wood)
- Gold
- Advance
Build 2nd dock + Manor with water villager. Arrange other 6 villagers: 4 wood / 2 gold. Time Shift temple near enemy docks, auto-queue Prometheans + Valor Oracles. Auto-queue ships from both docks. Quickly build Barracks + Manor before your 3rd/4th ships. TS Barracks over, make Murmillo ASAP. Destroy docks and fishing. Build Counter Barracks for Turma raids. Keep him off gold and food.
Economy: Villagers to gold until 5, then 2 food, 2 wood, then wherever needed.
5:05 — 2TC Build (High Hunt Only)
Build Order
- Economic Guild → Hunting Dogs → Food
- Food
- Wood
- Gold (Manor at 25 gold)
- Food
- Temple → Wood
- Gold
- Build 2nd TC
- Advance
Matchup & Map Reference
Recommended Strategies by Matchup
| Opponent | High Hunt | Low Hunt | Water |
|---|---|---|---|
| Egyptian | 4:30 or 5:05 2TC | 3:30 Krush or 5:05 2TC | 4:40 dock rush |
| Norse | 3:35 Krush or 4:30 | 3:35 or 3:55 Krush | 4:40 dock rush |
| Greek | 4:30 | 3:55 Krush | 4:40 dock rush |
| Atlantean | 5:05 2TC or Boom | 3:55 / 4:30 / Boom | 4:40 dock rush |
Highland variation: Use 4:20 (same as 4:40 principle but skip last villager, advance ASAP with idle TC time). Norse advance ~5:10 on Highland — the extra 25 seconds matters.
Map-Specific Tips
| Map | Notes |
|---|---|
| Alfheim | Cliffs make it hard. TS towers onto cliffs for aggressive play |
| Anatolia | Hard map. Dock rush and win one side by 6:30, then fight the other. Mass Murmillo for land superiority. Make 10 towers, TS 4 forward. vs Egyptian: just resign to save yourself 20 minutes |
| Ghost Lake | Gold is often far away — good for Egyptian pressure. Be aggressive |
| Highland | Temple in middle, dock rush. Control middle land bridges. Gold starve and go Titan fast |
| Marsh | Starting gold determines strategy — if only 3k in LOS, your enemy likely has more (go 4:30+). If you have extra, rush harder |
| Mediterranean | Dock rush, cut food/gold, GG |
| Midgard | Full land + gold control early, then make ships ~8 min as distraction. Easy to gold starve |
| Oasis / Savannah / Tundra | Open maps — rush hard, early aggression is key |
| Watering Hole | Like Marsh — check starting gold. Good boom map |
Alternative Strategies
2TC Boom
Fun and effective surprise strategy. Example: used vs 1850+ Oranos rusher on Oasis — advanced at 6:00, he waited for a rush that never came. GG.
High Hunt Build
- Eco Guild → Hunt
- Hunt → Wood → Gold (Manor) → Gold
- Wood (Temple at gold or wood)
- Build TC → Hunt → Hunt
- Advance ~6:00
Low Hunt Build
- Food (no Eco Guild)
- Food → Food → Gold → Wood → Wood
- Build TC → Food → Food
- Advance ~6:00
Don't get housed! Max at 130/130 before leaving base for 2nd gold. Can start Titan around 15 minutes if done well.
2TC Semi-FH Raids
Standard 2TC build, make Turma to ~100 pop for defense and raids. Heroic at 9-10 minutes, set up 2-3 Palaces, auto-queue only Destroyers and raid. Go Mythic with Vortex, spam Mirror Towers everywhere, Vortex your Destroyers + siege. Fun but only works on open maps vs sub-1800 players. Can work in team games.
Krush on Mediterranean (vs Norse/Egyptian)
Standard 3:30 Krush build, but TS temple to enemy's side and attack docks with Prometheans/Oracles. During advance, send a villager to build a DOCK. Eco: 1 food, 2 wood, 1 gold. Auto-queue arrow ships — with his dock killed by Prometheans, you can win water by 4:15 with 3 arrow ships. Then auto-queue fishing and TS Counter Barracks over for land pressure.
3-Villager Rush
Make 3 villagers and advance — simple. Build Temple + house with 3rd villager. Advance at 2:55-3:05. Can knock down enemy gold tower before they're prepared. Eco: 1-1-1 arrangement, first new villager to food, then wood, then gold.
Best vs: Egyptian. Doesn't work well vs Greek (ranged hero at 4 minutes). Less tested vs Norse/Atlantean.
Tips by Civilization
- vs Atlantean: Early aggression is key. Murmillo are your best early unit. Spam Cheiroballista ASAP (cheap for Kronos). When enemy has lots of Cheiroballista, stop making Murmillo — saves food. If they mass Cheiroballista, run Turma THROUGH them so they keep turning for free shots
- vs Norse: Keep him off hunt. Kill buildings and force fights. Murmillo dominate Norse units
- vs Greek: Early aggression works — they'll overtake in score but you outspam them. Force them to build many gathering points early (expensive)
- vs Egyptian: Gold starve or out-of-sync him. Run ~10 Turma at priests — kill 1 and run. vs mass Slingers: split Turma into groups of 3-4 and focus fire, minimize wasted shots
Difficult Situations
vs Egyptian Priest Spam / Hide-in-Base / Ancestors
Pressure hard, never let them reach outside hunt. Run from Ancestors immediately — don't lose units. The moment Ancestors ends, pressure their 2nd gold hard. Their eco will be weak — don't fear Migdol fire. Going Titan is key to winning.
vs Loki Hersir Raids
Leave 3-4 Murmillo + 1-2 Cheiroballista at home. Send the rest to hit his eco. Don't chase Hersirs with your whole army.
vs Zeus Centaurs
Same principle — leave a couple heroes at home, hit him hard. Run Prometheans/Oracles into his wood line.
vs Isis on Semi-Water (Midgard/Highland/Anatolia)
Tough matchup. Force Ancestors usage on defense: build 2-3 Barracks and mass Murmillo, kill buildings. By ~10 minutes you should be spamming from 2 TCs with lots of Murmillo + Turma/Cheiroballista on his gold.
The 10 Commandments of Kronos
- Never have idle military while attacking
- Always watch all the gold — TS a building near it for constant LOS
- Never make a villager walk further than necessary — you lose a lot of resources
- Always Time Shift Manors to outside resources to save villagers if raided
- Destroyers and Cheiroballista are very cheap — use them
- If your enemy is eating outside animals or getting gold uncontested — why? IT'S YOURS, GO GET IT!
- It's always good to throw Turma spears over trees to disrupt his eco
- If an enemy is running units through a narrow cliff or path, Time Shift something in the way to block them for easy kills
- Have fun and don't apologize for playing Atlantean
- Rush the absolute hell out of them (or boom if they expect the rush for sure)
