Every FAM member must know these before Bear, rallies, garrisons, KvK, and kingdom fights.
🔍
Search all guides...
tap
⚡
Read this first: These are the non-negotiable alliance rules that stop wasted rallies, bad joiner buffs, and weak garrisons.
Critical Rules — Every Member Must Know
⚡
Rally Joiner Rule
Only your first slot hero's first skill counts when joining a rally. Your gear, charms, pets, and research contribute nothing as a joiner — only the rally leader's stats matter.
🚫
Never join with Gordon or Jabel as first hero. Health/defense buffs are useless in Bear and waste a buff slot for everyone.
Formations, presets, and key numbers — use immediately
🔍
Search all guides...
tap
Troop Formations
⚔️
Attack — General
INF 50%
20%
ARC 30%
Messi tested43/20/37
If enemy inf-only30/20/50
🏰
Garrison Defense
INF 60%
20%
20%
Advanced (coord)Leader 0/0/100 · Joiners fill
Damage boost+240% with 2 Chenko + 2 Amaine joiners
🐻
Bear Hunt
10
20%
ARCHERS 70%
Gen 1-230/30/40
Min InfantryAlways 5,000+ troops
🗡️
Counter System
Infantrybeats Cavalry
Cavalrybeats Archers
Archersbeats Infantry
⚠️
Cavalry has 20% chance to skip Infantry and hit Archers directly. Never neglect Cavalry gear.
Joiner Hero Table
📋
First Slot Hero by Event
Event
Use These
Also OK
Never Use
Bear Hunt
Chenko, Amaine
Yeonwoo, Margot
Gordon, Jabel
Garrison
Chenko, Saul
Amane, Fahd
4x same hero
PvP Rally
Chenko, Amaine
Hilde, Saul, Yeonwoo
Defense heroes
Castle Battle
Chenko, Amane
Saul, Fahd
4x Gordon
💡
Rally takes TOP 4 highest-level joiner skills. A Level 5 Gordon kicks out a Level 4 Chenko. Check the yellow flag icon on the rally screen before launching.
Key Numbers
Critical Thresholds
Bear max reward1.2B total damage
KvK daily target200,000 pts
KvK total medals6 (5 prep + 1 battle)
Garrison pts/min+1,800 (Swordland)
Temple end bonus50,000 pts
KvK kill range±3 TC levels
Bear spawnEvery 2 days · 30 min window
Gem Priority (TC29+)
1stHero Roulette — save for Gen 4 Rosa~42 days
2ndWindward Voyage Slot 2 (2,000)strong ROI
3rdHall of Heroes — Margot Gen 4
4thChampagne / Widget chests
AvoidBoosts, VIP shop, refreshes
BuilderAlready have 2nd queue at TC29+
Rally Leader Checklist
Activate Pet Skills + City Bonuses first
Best hero gear equipped on main 3
Check widget type — attack for attack, defense for garrison
Set formation preset before event starts
Bear: teleport close to trap before it opens
Tap yellow flag to audit joiner skills
Kick joiners with defensive first skills
Bear Hunt
Every 2 days · 30 minutes · Forgehammers + resources · Pure damage event
🔍
Search all guides...
tap
🎯
Core goal: Deal maximum damage in 30 minutes. The Bear cannot die. Never use health/defense buffs. Pure offense only.
Quick Setup — Do This Now
As Rally Leader
Strongest players lead only
Activate Mighty Bison + Lion pet skills before first rally — 2hr window covers the event
Equip best gear, use attack buffs
Teleport near Bear Trap before it opens
Kick joiners with defensive heroes immediately
Final 5-7 min: everyone opens their own rally
As Rally Joiner
First slot: Chenko or Amaine
No good joiner hero? Send troops only — no hero at all
Join the strongest player's rally — your damage scales with their stats
Formation: max archers possible (10/10/80+)
Do not activate buffs — they do nothing as a joiner
Why Lethality · Why Archers
Damage Mechanics Explained
Lethality over Attack: Both multiply damage, but most players have far more Attack than Lethality. Lethality has more room to grow and gives bigger returns per point. Focus all Bear optimization on Lethality.
Why Archers: The Bear is classified as an Infantry unit. Archers deal +10% Ranged Strike bonus against Infantry. Combined with their naturally high damage output, Archers are the dominant troop for Bear.
Moose pet — do NOT use: Horror Stare reduces enemy Squad Health. The Bear has no Health bar — only Defense. Moose skill contributes zero and wastes the 20-hour cooldown. Use Mighty Bison instead.
Pitfall upgrades: Donate Hunting Arrows daily via Intel Missions. Max level (1,900 total arrows) gives all participants +5% Attack bonus for the event.
Hero Formations by Generation
Gen
Best (Paid)
Formation
F2P
Formation
1
Amadeus / Jabel / Quinn
30/30/40
Howard / Jabel / Quinn
30/30/40
2
Amadeus / Hilde / Marlin
20/30/50
Zoe / Jabel / Quinn
30/30/40
3
Helga / Petra / Marlin
10/20/70
Zoe / Petra / Quinn
20/40/40
4
Amadeus / Petra / Rosa
1/10/89
Zoe / Petra / Rosa
1/10/89
5
Amadeus / Petra / Rosa
1/10/89
Zoe / Petra / Rosa
1/10/89
Source: [Dom]Hannah · K3 Pandafather
💡
Gen 3 tip: Let Helga lead rallies. Save Amadeus for joining other rallies — his first expedition skill is a strong joiner contribution. More total alliance damage overall.
Joiner Hero Tier List
S Tier — Use These
Chenko — Stand of Arms, Lethality buff (effect_op 101)
Amaine — Attack buff (effect_op 102) — stacks with Chenko
Yeonwoo — Lethality buff, same family as Chenko
Margot — Warbringer, different effect_id — stacks with all above
A Tier — OK but Situational
Hilde — Attack buff, good but lower value than Chenko
Amadeus — Strong joiner skill, better used as rally leader Gen 1-2
Petra / Marlin / Zoe — Chance-based, do not stack — max 1 per rally
Never Use
Gordon — Health buff, Bear has no Health bar to target effectively as PvE
Jabel — Defense boost, useless in this event
Any defense hero — A Level 5 Gordon will displace your Level 4 Chenko. Kick them.
Alliance Coordination
R4/R5 Coordination Points
Do not open too many rallies simultaneously — splits joiners and weakens each rally
Coordinate 2 Chenko + 2 Amaine as first joiners, then rest fill with Chenko/Amaine/Yeonwoo
Watch damage thresholds — if a member can't reach the next tier, have them join stronger rallies with key joiner hero only
Close rallies that have weak joiner setups and restart with correct members
Final 5-7 minutes: call for everyone to open their own rally — maximizes total troop output
Remind members to donate Hunting Arrows daily via Intel Missions
Gov Gear Priority for Bear
For Bear trap damage: weight heavily toward Infantry and Archer. For a whale: balanced all-around. For low-to-mid spend: prioritize Infantry + Archer. Apply the same weighting to hero gear, gov gear, and charms.
If imbuements are available: start with Infantry Gloves + Chest, then Archer Helmet + Boots. Substantial damage difference.
Latest Joiner Meta (Gen 3-4)
🧠
For Bear, joiner heroes only need to boost Attack or Lethality (Bear doesn't damage you). Skip defensive heroes — they're wasted.
Recurring 7-day point event. Common stage focuses include construction, hero development, skill upgrades, troop training, and gathering. Use this to time hero shards, construction/research finishes, and premium gear/charm spending.
Officer Project
Officer Project can score Governor Gear, Governor Gear Charm score, Hero Shards, Mithril, and troop training depending on type. Check the active type before spending.
Stand of Arms / Steel Edge
Stand of Arms includes Governor Gear Charm score and Forgehammers. Steel Edge is an early-kingdom Gen 1 event that scores Hero Gear Enhancement XP, Forgehammers, Widgets, and resources.
FAM Spending Rule
Save Artisan's Vision, Charm Guides/Designs, Mithril, Forgehammers, widgets, hero shards, and big speedups for event windows unless the kingdom needs immediate war strength.
Points System
How Points Work
Kill enemy army80 pts per 10k soldier power (offense)
Defending kills40 pts per 10k soldier power (defense)
Building hierarchySwordshrine > Sanctums > Abbeys
Scattered pointsArsenal Supplies drop when building changes hands — grab them fast
⚠️
Dying still earns points. Play aggressive — node holding generates far more than kills over time. But never go idle.
🚩
Specific pts/min values (e.g. "15k/45k/60k") circulate in community screenshots but are unverified by any external source. Treat building hierarchy as confirmed; exact numbers are player-reported.
Battle Speedup
Battle Speedup makes all battles resolve in 1 second. Cost unverified — player-reported as 5,000 gems
Save it for the Temple push. The Temple has 10 NPC guards — 10th kill captures it. Sending multiple players fast wins it. Controlling the entrance zone blocks enemies from approaching.
```
Phase Breakdown
Opening Phase (Minutes 0-15)
Sanctums · Abbeys · Bell Tower · Royal Stables available
Capture neutral buildings immediately. Royal Stables cuts teleport cooldown 50% — high priority for mobility. Bell Tower cuts building capture time 50%. Sanctums are the best passive point source in this phase. Abbeys give moderate steady points. Attackers move on after capture; defenders hold.
Mid Phase (Minute 15 onward)
Swordshrine · Hall of Reformation · Mercenary Camp unlock
Swordshrine is the highest point generator — contest it hard. Hall of Reformation gives your entire team +15% attack AND +15% damage reduction — this swings fights decisively. Mercenary Camp launches automated attacks on enemy buildings to soften garrisons.
Final Phase
Undercellars spawn · Temple endgame decision
Undercellars appear in waves — loot for point bursts. Leadership calls: Temple push or garrison farm. Follow the call. When any building changes hands, Arsenal Supplies (stored points) scatter on the ground — collect before enemy does. Healing reset: leave battlefield, heal, rejoin after ~12 minutes free.
🔒
Confirmed: 1-hour battle. Troops injured only — no permanent losses. Swordshrine, Hall of Reformation, and Mercenary Camp all unlock at the 15-minute mark (Kingshot Fandom wiki).
Final Rules
🎯 Non-Negotiable
Never leave the battle — zero rewards if you do
Stay for the TALLY at end of battle or you forfeit your rewards
Temple bonus grows exponentially near end — leadership calls whether we fight for it or farm garrisons. Follow that call
Back capture wins games — always look behind enemy lines for undefended buildings
Use ADVANCE to queue your next capture before current battle ends — no gaps
Conscript (heal) at any building you control
Combat Rules
Rally Rules
Preset: A/J/G — Captains start all rallies
No solo rallies unless ordered by R4
No wasting teleports on low-value targets
Call pressure early — coordinate in Discord
Respawn Protocol
Players in respawn must use ALL available marches. Send reinforcements even with low troop counts.
Quantity does not matter — presence does.
Building Priority
Garrison — defend at all costs
Transit Hubs — required to reach Temple
Bonus buildings — after Garrison is secure
Abbey — capture once, rotate out. Do NOT defend.
Energy Management
Energy used for: Moving, Attacking, Reviving, Retreating, Conscripting. If badly hurt: Retreat → Heal → Return — better than dying at HQ.
Save Pet Skills + City Bonuses for this event specifically.
```
🗺️
Buildings A29/B29/C29 are critical. They connect your side to the Temple via Transit Hubs. Lose them = lose Temple access in the final phase. Defend or recapture immediately.
🔒
Before battle — all members: Set your 3 hero squads · Activate pet buffs + battle consumables RIGHT before start (snapshot stays active for full event) · Do NOT enter with troops deployed or city under attack · Speed, capacity, and size buffs do NOT work here · Troop tier = your research — troops are unlimited
```
Phase Timeline (confirmed — Kingshot.net official + kingshotguides.com)
Preparation — 3 min
No combat · Assign Captains now · Energy faster for Captains
Seize & Conquer — 17 min (min 3-20)
Garrisons shielded · Capture buildings · ADVANCE to queue next attack
Capture your buildings and push into enemy territory. Garrisons locked — don't waste energy. Use ADVANCE to queue next capture. BACK CAPTURE behind enemy lines = easy points.
Garrison Occupation — 20 min (min 20-40)
+1,800 pts/min per Garrison · Pre-position BEFORE minute 20
Garrisons A24/B24/C24 unlock. This phase decides the match. Pre-position next to enemy garrison BEFORE minute 20 — strike the instant it opens. Defend your own with everything.
Temple Onslaught — 20 min (min 40-60)
Temple of Tides = 50,000 pts to holder at end · First capture is the bonus
Rush Temple immediately at minute 40. Floaters cut off reinforcements via A29/B29/C29. Follow leadership call: Temple vs garrison.
FloatersFlexible backup · React to pressure · Save energy
Setup
Only register players who will show up. R4s must be present to assign Captains. Captains regenerate energy faster — assign immediately at prep phase.
Use 3 squads (9 heroes total). Stack one elite squad for enemy Garrison + Temple push.
Discord voice required — real-time calls win this event.
```
Attack Formation
INF 50%
20%
30%
vs inf-heavy30/20/50
Garrison Formation
INF 60%
20%
20%
Joiner Setup
Best all-aroundChenko / Amane / Saul / Fahd
Pure damage2x Chenko + 2x Amane
Fallback4x Saul or 3x Saul + Fahd
Key Points
Upgrade Infirmary if serious — Castle Battles flood it
Save healing speedups before the event
Two coordinated groups: one for Castle, one for turrets
Turrets ignored = increasing damage to Castle over time
🎯
Core strategy: Strongest Governor rewards scale with personal milestones, not leaderboard rank. F2P should ignore the leaderboard and focus entirely on milestones. Save resources for KvK overlap when both events run simultaneously.
Daily Tasks — What Counts
Point Sources
Building upgradesHigh points per speedup
ResearchHigh points per speedup
Troop trainingModerate points
Kill events/PvPLow per effort
GatheringLow but passive
F2P Strategy
Focus on milestones only — leaderboard is pay-to-win
Time building/research upgrades to finish during the event
Batch train troops during the event for points
If KvK overlaps: speedups count for BOTH events simultaneously — double value
Truegold is a milestone reward — another reason to push milestones
⚠️
Unverified detail: Exact point values per speedup hour are player-reported and vary by source. The relative ranking (building > research > training > gathering) is consistent across sources.
🚫
Binary choice: Either participate fully or shield completely. Half-measures (online but not fighting, unshielded but AFK) get you zeroed with nothing to show for it.
If Fighting
Only attack targets within ±3 TC levels of your own for points
Scout first — avoid traps (players who look weak but have full garrison)
Coordinate with alliance — rally big targets together
Farm kills on tile-hitters (players gathering outside their city)
Keep your infirmary clear — heal between attacks
Use attack boosts + formation appropriate for target's composition
If Shielding
Apply shield BEFORE the event starts — not after
Shield must cover the entire event duration
Recall ALL marches before shielding
Do NOT gather, do NOT send reinforcements — marches outside your city are killable
If your shield drops mid-event, DO NOT teleport — stay put and re-shield immediately
💡
FAM coordination: R4/R5 will announce whether FAM is participating or shielding. Follow the call. If participating, rally targets will be called in Discord.
1
½ Keys only
No fragments
2
Rally terrors w/ Diana
Auto-hunt on
3
Rest of Keys + train
Noble Advisor buff
4
Train troops
NO speedups
5
F2P skip / P2W pts
Start gathering
6
Gather w/ speed buff
Use Bison today
7
If KvK: Day 1 prep
Speedups = pts for both
⚠️
Last day has no target dishes = fewer points. Use as many ingredients as possible on Day 6.
⭐
Key mechanic: Pause → Retreat cancels a cast WITHOUT consuming your attempt or items. Fish/chest layouts persist on retry — only mermaids re-roll. Scout the layout first, then commit your best items.
Daily Priority
Use Ocean Prospector map first — free daily, gear auto-maxed to Lv10
Apply Fishing Voucher on your best cast
Claim all free items from mail before first cast
Frost Prospect
Gear auto-maxed to Level 10
Higher rare spawn rates
Rare mermaids + Sunken Chests exclusive here
Unused maps carry over to future events
F2P hoarding strategy: Skip 2-3 events. Save all maps and vouchers. Dump them in one event for a competitive leaderboard run.
🛑
Stop merging at Premium tier. Merging to Exquisite/Majestic dramatically reduces Artisans and Satin for minimal Shard gain. Premium gives the best total material yield.
Quick Rules
Activate Slot 1 the second event starts
Spend 2,000 gems on Slot 2 — strong ROI
Claim free compass daily (5 total, first 5 days)
Collect and resend ships immediately on return
Set overnight sends before sleeping
Wait until you have 3 of the same tier before combining
F2P Strategy
Focus entirely on personal milestones — ignore leaderboard
Real value is in milestone rewards, not top-rank prizes
Hoard compasses and maps across events for one big run
💡
The higher you push once, the more you earn every week permanently. Push all zones as far as possible in your first week.
```
Formation Cheat Sheet (by zone)
⚠️
These are solid starting ratios. Always check your battle report and tune from there — your specific stats determine your optimal formation. Battle report > anyone's "perfect ratio."
Zone
Formation (Inf/Cav/Arc)
Stats That Count
Notes
Coliseum
50/10/40
Heroes, Hero Gear, Widgets
2nd march: 40/40/20 with strongest cav hero
Forest of Life
50/15/35
Pets + Pet Skills (auto)
Pet skills activate automatically — no cooldown wasted
Crystal Cave
60/20/20
Governor Charms
Infantry-heavy works best here
Knowledge Nexus
50/20/30
Academy Tech
Standard balanced formation
Molten Fort
60/15/25
Governor Gear
Infantry-heavy
Radiant Spire
50/15/35
ALL stats + real troops
Your actual troop tier matters here only
Formation edit safely: Challenge → Edit Formation → use back arrow to exit. Do NOT tap Deploy — wastes a daily attempt.
Trial Shop priority: Mithril first (buy out completely every week) → Enhancement XP → Mythic General Shards → Lucky Gear Chests.
Court of Knowledge decoration: 1-3% drop rate from Trial Chests. Upgrades to +20% Squad Attack. One of the best prizes in the game.
```
🎯
Core mechanic: You earn points from Viking kills in your city — whether YOUR troops or reinforcing allies make the kills. Empty your city so reinforcing allies get maximum kills and points. This helps everyone.
```
Golden Rules
Rule 1 — Empty Your City
Send ALL troops out to reinforce allies before the event. Troops left at home steal kills from the allies reinforcing you — lowering their points and your collective alliance score.
If you can't fit all troops in marches: prioritize sending Infantry and Cavalry — they get the most kills. Archers can stay home as they get few kills and don't significantly impact reinforcement points.
Rule 2 — Keep Best Heroes Home
Your top 3 heroes go in your Barricade/Guard Station — not sent out reinforcing. They defend your city for the reinforcers you're hosting.
When reinforcing others: use Bear Hunt joiner heroes (Chenko, Amadeus, Yeonwoo) in your first march slot — they maximize kills.
Rule 3 — Do NOT Heal During Event
Healed troops return immediately to your city and steal kills from reinforcing allies. Heal after the event ends only.
Exception: only heal between waves if you immediately send those troops back out to reinforce someone else before the next wave hits.
HQ Waves — 10 & 20
After Wave 9 and Wave 19 are completely finished, recall one strong march and send it to garrison the Alliance HQ. Once Wave 10/20 is cleared, send that march back to reinforce your partner.
Don't leave troops at HQ the whole event — you miss reinforcement points on all other waves.
Wave Schedule
Waves 7, 14, and 17 only target online players. Be online 10-15 minutes early. Offline players are skipped on these waves — they miss those points and so do their reinforcers.
Shields do NOT work during Viking Vengeance. Don't waste one.
If your city burns (loses twice): don't extinguish fire during the event. You can still host reinforcements while burning. Extinguishing costs gems with no strategic benefit mid-event.
FAM-Specific (Papa Ezy tip)
When logging off instead of gathering: reinforce allies. Anyone reinforcing your TC should be reinforced in return. Players online for the actual invasion should garrison the HQ.
Send Bear trap rally leads and Damage Out heroes when reinforcing — keep defensive heroes at home.
```
🏆
Win condition (verified — kingshotguides.com, lor.best, kingshotmastery.com): Never miss the 5,000 copper per minute loop + constant Cesari kills + all marches to fractures when they spawn.
💡
Troops are unlimited. No permanent losses. You don't need to fight whales — avoid contested areas and cycle veins for consistent top-10 finishes as F2P.
```
Skill Path — R, R, L, L, R (verified across 5+ sources)
Skill
Direction
Effect
Why
1
Right
+1,500 copper per Cesari kill
Core passive income engine
2
Right
+25% march speed
Move faster between veins and kills
3
Left
+5,000 copper on vein occupation (60s cooldown)
Most important skill — the cycle tap
4
Left
+15-20% gathering efficiency
Speeds up fracture vein collection
5
Right
+50% gathering speed for 60s (manual activation)
Use ONLY during fracture vein spawns
FAM Strategy (JusBreee + verified by external sources)
1. TP to the edge immediately and park next to 1-2 copper veins. Avoid the center unless you can dominate it — whales camp there.
2. Every 60 seconds: send 1 march to occupy a vein, grab the +5,000 copper bonus, then recall immediately. The cooldown is global — all marches share it. If you don't see the 5k appear, still on cooldown — try next minute.
3. Between timers: kill Cesari soldiers continuously — Level 2 guards give double XP. Every kill = +1,500 copper once Skill 1 is active.
4. When fractured veins spawn: you'll get a warning. Recall all marches immediately, activate Skill 5, then send all marches to fractures the instant they appear. Fracture veins give 200 copper/sec vs 16/sec for normal veins — this is the highest-value window of the event.
5. Optional: sneak into the Peak of Eternity center for 1 second when unguarded — places you on the Occupation ranking for a bonus payout at the end without needing to hold it.
```
Registration (confirmed — Kingshot Wiki)
Activate pet buffs + castle buff BEFORE registering — registration takes a stat snapshot. Buffs lock in for the entire event even after they expire. Never update your registration after activating buffs.
Formation: 50/20/30 (Infantry/Cavalry/Archers) — confirmed meta across multiple sources
Only the top 20 strongest members per lane contribute to alliance score — coordinate to fill lanes with your best
Each member can fight a maximum of 2 times per round
Lane Strategy (confirmed — kingshotwiki.com)
2-1 strategy: Stack two strong lanes, sacrifice one. Win 2 out of 3 consistently.
After Round 1: Review enemy lane power from battle history. Counter their strongest lane with your weakest, your strongest lane vs their second strongest.
Keep your own lane setup unpredictable — shuffle between rounds to avoid being countered.
Shop Priority
From Day 170 onward: Artisan's Vision appears in the Alliance Championship Shop — it is the primary bottleneck for Governor Gear upgrades. Buy it out every week.
After Artisan's Vision: Gilded Threads, Satin. Skip speedups and hero shards — overpriced relative to other sources.
KvK Hub
Kingdom of Power · Monthly · Developer-verified mechanics
🔍
Search all guides...
tap
🔒
Developer confirmed: Matchmaking uses highest historical power. Unequipping gear, losing troops, or shedding power does NOT affect your matchmaking score. Troop count does not factor in at all.
Phase Overview
Phase 0 — Matchmaking
2 Days · Starts Saturday
Top 100 players' power evaluated. Opponent revealed Day 2. Pre-build: set 1 building + 1 research to 1 minute remaining for instant finish when event starts.
Phase 1 — Preparation
5 Days · Target 200,000 pts/day · 5 State Medals total
Day
Focus
Use
Save
1
Construction
Building speedups, Truegold
Training speedups
2
Research
Research speedups, TG Dust
Hero shards
3
Hero Dev
Hero gear, shards, roulette
Taming marks
4
Troop Training
Troop training speedups
Truegold
5
Pets
Advanced + Common Taming Marks
—
🚫
Do NOT burn training speedups on Day 1. They give higher points on Day 4 (Troop Training day).
Phase 2 — Battle Phase
12 Hours · 10:00-22:00 UTC Saturday
Active Players
Discord voice before 10:00 UTC
Activate attack + defense boosts before fighting
Follow rally calls — no solo attacks unless ordered
Only attack ±3 TC levels
Offline Players
Shield up before 10:00 UTC
Shield must cover until 22:00 UTC minimum
Watch for 12:00 UTC Castle Battle reset
Phase 3 — Field Triage
Recovery · Next cycle in 4 weeks
Recover troops with Medical Satchels and Rescue Orders. Rebuild. Start saving for next KvK immediately.
👑
Holding the Temple at the end = 50,000 pts. Send your best army there in the final push — this alone can change the result of prep phase rankings.
Hero Builds
Gen 1-5 lineups · Paid and F2P · Attack, Garrison, Bear, Solo
🔍
Search all guides...
tap
All Modes (Paid)
Amadeus
Jabel
Saul
Formation30/30/40
NoteOnly 4 mythic heroes — lineup never changes
F2P
Howard
Jabel
Quinn
NoteUse Saul instead of Quinn if available
Rally Attack
Amadeus
Hilde
Marlin
Formation20/30/50
MarlinAttack widget — shift to more archers
Garrison
Zoe
Hilde
Saul
F2P
Zoe
Jabel
Quinn
Formation30/30/40
NoteZoe's widget is defensive — skip it for attack
Rally Attack
Amadeus
Petra
Marlin
Formation10/20/70
NoteMarlin has attack widget for rallies only
Solo PvP
Amadeus
Petra
Jaeger
NoteWidgets don't work solo — use highest raw stats
Transition from Gen 3: If you didn't invest heavily in Eric, get him to 3 stars then save general shards for Alcar. Zoe and Marlin drop off significantly in Gen 4.
Rally / Bear Attack
Amadeus
Petra
Rosa
Formation10/20/70
Solo Attack
Long Fei
Petra
Rosa
NoteStat gap large enough to replace Amadeus for solo only
F2P
Zoe
Petra
Rosa
Formation10/10/80
NoteLong Fei is more defense-focused than Zoe
Universal Rules
Solo vs Rally Widgets
Widgets do not work in solo attacks — only in rallies and garrison. For solo: ignore widgets, use highest raw stats. Swap Marlin for Jaeger in solo for this reason.
Joiner Skill Priority
If you primarily join rallies: only upgrade the first expedition skill on your joiner hero. Save skill books. You only need that one maxed to contribute. If you lead rallies: upgrade all skills.
Hall of Heroes
Spend only 15,000 gems to unlock key heroes like Marlin. Do not go all-in with gems in HoH — save gems for Roulettes. After unlocking, upgrade with saved Mythic Shards.
Pet unlocks are server-age based — not your player level. Even whales are locked to this timeline. You cannot skip ahead by spending.
Unlock Timeline
Kingdom Age
Pets Unlocked
What to Do
Day 0-54
None
—
Day 55-60
Gray Wolf, Lynx, Bison
Foundation phase — see level guide below
Day 80
Cheetah, Moose
Focus Cheetah — it generates pet food for all others
Day 110
Lion ⭐⭐⭐, Grizzly Bear
Max Lion ASAP — best F2P pet in the game
Day 190+
Mighty Bison ⭐⭐⭐, Giant Rhino
Top priority — defines your PvP and rally strength
Investment by Phase
Day 55-79 Foundation
Gray WolfLevel 15-20
BisonLevel 15-20
LynxLevel 20 STOPUnlocks 4 daily adventures
💡
Do NOT overinvest. Save resources for Lion.
Day 80-109 Growth
CheetahLevel 20 ASAPPet food engine
MooseOptional
Day 110-189 Power Spike
LionMAX ASAP ⭐⭐⭐
Why LionDaily Forgehammers, Truegold, Charm items
Grizzly BearSecondary focus
Day 190+ Endgame
Mighty BisonTop priority ⭐⭐⭐
Giant RhinoHigh priority ⭐⭐
WhyThese define PvP and rally strength
Priority Lists
F2P Priority Order
1. LionForgehammers + Truegold daily
2. Mighty BisonPvP + rally strength
3. Bison
4. CheetahPet food engine
5. Rhino
6. Bear
7. LynxLevel 20 only — stop
Spender Priority Order
1. Mighty Bison
2. Rhino
3. Bear
4. Moose
5. Lion
6. Bison
7. LynxLevel 20 only — stop
Level Guide
How Far to Level Each Pet
Get all pets to at least Level 40. Do not exceed Level 40 on most pets if F2P or slow-spend — gold medals cost past Level 40 and are hard to obtain.
Reserve gold medals only for Mighty Bison — you want attack, lethality, and march speed bonuses from that investment specifically.
Lynx: Level 20 only. Unlocks 4 daily Pet Adventures stamina. Stop there permanently.
Cheetah: Level 20 ASAP. Generates pet food for all other pets every 2 hours.
🔒
Once a stat reaches a higher rarity tier, it can NEVER go back down. Every rarity upgrade is permanent. Accept small net negatives if they promote a stat to the next tier.
Common Marks: Use on Gray/Green tier pets. Cheap and efficient for early stats.
Advanced Marks: Save for Blue/Purple/Gold tiers where Common Marks become nearly useless.
Gold rarity: Extremely difficult to reach. Do not chase it — redirect resources to other pets instead.
Efficient approach: Clear all Common-tier stats across ALL pets before going deeper on any single pet. Higher-rarity pets yield better returns per Taming Mark — prioritize Giant Rhino and Mighty Bison for refinement.
⚠️
Retrying a refine still consumes the Taming Mark. Only retry if negatives significantly outweigh positives. Use Auto-refine to save time.
🎯
Rally rule: Only the rally LEADER's pets contribute to rally combat. Pets still benefit you for solo combat, defense, and when you lead garrison or rallies.
Pet Refinement Rarity Thresholds
📝
Refinement uses Taming Marks and affects 6 stats: Health and Lethality for each troop type. Stats can go up or down per refine — if power increases (green), Replace. If power drops (red), Retry. Use the Auto button to do this automatically.
Pet
Gray
Green
Blue
Purple
Gold
Gray Wolf
1.01%
2.01%
3.35%
4.69%
6.7%
Lynx, Bison
2.01%
4.02%
6.7%
9.39%
13.41%
Cheetah, Moose
3.02%
6.03%
10.06%
14.08%
20.11%
Lion, Grizzly Bear
4.36%
8.72%
14.53%
20.34%
29.05%
Giant Rhino, Mighty Bison
6.7%
13.41%
22.35%
31.28%
44.69%
Once a stat hits a new rarity, it can't drop back down. Higher rarity = harder to roll positive, but bigger gains when you do.
Refinement Tips
Use Common Taming Marks for Gray/Green — easier early wins
Switch to Advanced Taming Marks at Blue+ for better positive-roll odds
Purple is realistic. Gold is extremely hard — often better to refine a different pet at that point
Prioritize refining Giant Rhino and Mighty Bison — they give the biggest stat boosts per successful refine
Leader vs joiner rule: Hero gear, widgets, governor gear, and charms matter when you lead or fight solo/garrison. When joining a rally, your first-slot joiner skill matters most; do not spread premium gear across random heroes.
📝
Wiki update pass: Governor Gear unlocks at Town Center 22, Governor Charms at Town Center 25, Hero Gear at Town Center 15, Mastery Forging at Town Center 20, and Truegold at Town Center 30.
What Each Governor Gear Slot Boosts
Gear Slots
Troop Type
Stats
FAM Note
Hood + Necklace
Cavalry
Attack + Defense
Cavalry helps certain rally/counter matchups, but do not over-prioritize before core Infantry/Archer value.
Cloak + Breaches
Infantry
Attack + Defense
High-value because Infantry controls front-line survival and garrison strength.
Ring + Staff
Archers
Attack + Defense
High-value for damage-focused builds and Bear-oriented accounts.
Governor Charm Slots
Charm
Troop Type
Stats
Priority
Protection Charm
Infantry
Health + Lethality
Strong defensive and front-line value.
Keenness Charm
Cavalry
Health + Lethality
Useful, but usually after Infantry/Archer focus for many FAM builds.
Vision Charm
Archers
Health + Lethality
Strong damage scaling; very relevant for Bear and ranged damage profiles.
Quality Set Bonuses
3-Piece Same Quality
Equipping three pieces of the same quality gives a troop Defense bonus. The higher the gear quality, the better the bonus.
6-Piece Same Quality
Equipping six pieces of the same quality gives a troop Attack bonus. This is why evenly finishing quality breakpoints can beat one random over-upgraded piece.
Governor Gear Materials
Satin
Common Governor Gear material. Sources include Terror rallies, Beast Slay, Viking Vengeance, Alliance Championship Shop, Swordland Showdown, Merchant Empire, Tidal Shop, and packs.
Gilded Threads
Used with Satin for Governor Gear progress. Sources include Viking Vengeance, Alliance Championship Shop, Swordland Showdown, Merchant Empire, Tidal Shop, and packs.
Artisan's Vision
Bottleneck material. Required after Blue Governor Gear. Sources include Armament Competition, Merchant Empire, KoP Preparation Phase, Strongest Governor, Swordland Shop, Tidal Shop, KoP Shop, Alliance Championships after Gen 3, Champagne Fair, War Chant custom chests, and packs.
Governor Charm Materials
Charm Guides
Sources include Eternity's Reach, Swordland Shop, Tidal Shop, Kingdom of Power Shop, Strongest Governor, Merchant Empire, Champagne Fair, and packs.
Charm Designs
Sources include Eternity's Reach, Swordland Shop, Tidal Shop, KoP Shop, Champagne Fair, Merchant Empire, Alliance Brawl, KoP Event, Strongest Governor, Officer Project, and packs.
FAM Governor Gear Priority
Do not randomly upgrade everything. Build toward quality breakpoints and focus on permanent combat value.
F2P / low spend: push consistent Infantry + Archer value first, then round out set bonuses.
Rally lead / whale: keep all six pieces moving together for quality bonuses, then push the troop type that matches your role.
Events: save charm/gear spending for Strongest Governor, Officer Project, Armament Competition, Kingdom of Power, or other scoring windows when possible.
Hero Gear Basics
Hero Gear improves Conquest and Expedition stats for the hero wearing it. It unlocks at Town Center 15. Enhancement uses Enhancement XP Parts or spare Hero Gear.
Gear XP values: Gray = 10 XP, Green = 30 XP, Blue = 60 XP, Purple = 150 XP.
Mastery Forging
Unlock
Mastery Forging requires Town Center 20 and at least one Gold Hero Gear at level 20.
Cost Pattern
Mastery Forging uses Forgehammers. Each later upgrade requires 10 more Forgehammers than the previous upgrade.
Legendary / Red Gear
Legendary red hero gear becomes available after Mythic/Gold gear reaches enhancement level 100 and mastery forging level 10. Ascending uses 2 Mythic Hero Gear.
Hero Gear FAM Rule
Hero gear is for leaders. If you are not leading rallies or garrisons, do not scatter Mithril, Forgehammers, or high-quality gear across random heroes. Concentrate on your main rally/garrison heroes first.
Widget reminder: Widgets are exclusive hero gear slots for Gold-quality heroes. They increase Conquest/Expedition stats and add exclusive skills. They matter when that hero is actually used in the right role.
Recommended Tools
Governor Gear Optimizer
Use this for Satin, Threads, Vision planning and missing material checks.
Updated from Kingshot Wiki governor gear, hero gear, and town center unlock information. Exact costs/events can shift as servers age, so verify in-game before spending premium materials.
Power Guide
What actually matters · True power vs troop power · How to grow efficiently
🔍
Search all guides...
tap
⚠️
Do NOT obsess over raw power. Troop power inflates your matchmaking score without proportional combat improvement. Focus on true power instead.
Updated Growth Priorities from Wiki Pass
Unlock Order That Matters
TC15: Hero Gear unlocks.
TC20: Mastery Forging unlocks.
TC22: Governor Gear unlocks.
TC25: Governor Charms unlock.
TC30: Truegold levels unlock.
Plan your hoarding around these breakpoints instead of spending materials as soon as you get them.
Material Hoarding
Artisan's Vision, Charm Guides, Charm Designs, Forgehammers, Mithril, and Hero Gear XP should be spent during scoring events when possible.
Do not use premium materials on random days unless it unlocks a major combat breakpoint for war.
True Power Rule
Governor Gear, Governor Charms, Hero Gear, Widgets, Research, and Pets are true combat progression. Troop power is useful, but inflates matchmaking faster than it improves quality.
True Power vs Troop Power
✅ True Power — Focus Here
Governor GearHigh value — boosts all troops
Hero GearHigh value — leader-only multiplier
CharmsHigh value — permanent stat boost
PetsHigh value — scales multiplicatively
Research (combat)High value — permanent
Hero starsMedium — invest in main march only
⚠️ Troop Power — Use Carefully
Training troopsRaises matchmaking power
KvK impactCan get you harder opponents
Still neededMore troops = more rally capacity
💡
Train troops on KvK Day 4 specifically to get both troop training event points AND prep phase points simultaneously.
Fastest Ways to Grow True Power
Priority 1 — Hero Gear
Focus all Mithril and Forgehammers on your main 3 march heroes. Get Infantry Health and Archer Lethality to Gold first.
Source of Mithril: Mystic Trial shop (buy out weekly), Bear Hunt rewards, Swordland shop.
Priority 2 — Pets
Lion generates free Forgehammers and Truegold daily — this compounds over time. Get Lion to max ASAP then work toward Mighty Bison.
Priority 3 — Gov Gear & Charms
Windward Voyage and Mystic Trial both produce Gov Gear materials (Satin, Artisan's Visions). Build offense build consistently over time using kingshotoptimizer.
Priority 4 — Research
In the Academy: focus on Lethality and Health research in the Battle section. These are permanent multipliers. Combat tech neglected for 240+ days costs ~170 Mystic Trial crystals weekly.
Economy research: Gathering only — skip building production bonuses.
Research Priority Order (Battle Academy)
What to Research First
1. Squad LethalityBiggest damage multiplier — affects all troops
Skip defense-oriented research (Squad Defense, troop-type Defense) unless you have nothing else to research. Offense wins in Kingshot.
Troop Promotion (T9 → T10)
Promote vs Train Fresh
Promotion is more resource-efficient than training T10 from scratch. It also earns KvK Troop Training points on Day 4.
To promote: go to your Barracks/Range/Stable → Promotion tab → select T9 troops → promote to T10. Requires resources + speedups, but fewer than fresh training.
Priority: Promote Archers first (primary damage troop), then Infantry (frontline), then Cavalry.
When to train fresh instead: If you need more total troops (rally capacity), train fresh T10. If you already have enough T9, promote.
F2P vs Spender Path
F2P Path
Join rallies rather than lead — your job is a great joiner, not rally captain
Rush TC to Level 30 for T10 troops — stronger troops = more damage when joining
Focus Chenko/Amaine to 4 stars — max their first skill
Save gems for Hero Roulette or second builder queue
Mystic Trial is your weekly power engine — push all zones
Lion pet generates compound value daily — prioritize above all else
Spender Path
Lead rallies — your gear, charms, and pets apply to every joiner's troops
Push hero gear to Red on main 3 heroes
Mighty Bison is the highest-priority pet investment
Widget upgrades are the highest stat ROI per gem in the game
Balanced gov gear (all troops) rather than pure archer focus
Server Timeline
K1245 · What's unlocking next · What to prepare now
🔍
Search all guides...
tap
Core Unlocks to Prepare For
Unlock
Requirement
What FAM Members Should Prepare
Hero Gear
Town Center 15
Start saving useful Hero Gear XP and stop spreading gear across heroes.
Mastery Forging
Town Center 20 + Gold Gear Lv20
Save Forgehammers for main rally/garrison heroes.
Governor Gear
Town Center 22
Start tracking Satin, Gilded Threads, and Artisan's Vision.
Governor Charms
Town Center 25
Track Charm Guides and Charm Designs; spend during events when possible.
Truegold
Town Center 30
Save for TC and troop building priorities before random upgrades.
📅
K1245 Server Tracker
Current Server Age
--
days (auto-calculated)
Adjust server age
Day 70Day 400
```
NEXT MAJOR UNLOCK
```
Full Server Timeline
Day
Unlock / Feature
Why It Matters
Truegold System
⭐
TG5 unlocks the Truegold Crucible at Day 150. This is your daily Truegold income building. Build it immediately when it unlocks. It costs nothing to construct.
What is Truegold? The rare resource needed to upgrade buildings beyond Level 30. TG levels go from TG1 (Level 35) through TG8+ (Level 55+). Each TG tier has 5 upgrade steps.
Building priority for Truegold: Town Center first, then Barracks/Range/Stable (troop training buildings) for better troops. Command Center unlocks more rally slots — valuable for rally leaders. Infirmary is lower priority unless you're healing-heavy.
```
Truegold Level Reference
TG Level
Building Level
Server Age
Notes
TG1-TG4
Lv 35-50
Day 70+
Spend as you go
TG5
Lv 55
Day 150
Crucible unlocks — build immediately
TG6-TG7
Lv 60-65
Day 190-220
Tempered Truegold required
TG8
Lv 70
Day 310-320
Major troop power spike
Truegold Crucible — Daily Routine
The Crucible converts resources (Bread, Wood, Stone, Iron) into Truegold through Refinement. You get 5 free refinements per day averaging ~10.5 Truegold daily at TG5 era.
Never miss your 5 daily refinements. This is free Truegold every day. Skipping even one day is a permanent loss.
Additional Truegold sources: Intel Missions (TC30+), Strongest Governor event, Kingdom of Power shop (Kingdom Coins), event rewards.
```
⏰
Tempered Truegold becomes relevant at Day 310-320. Worth knowing the strategy now so you're not caught off guard.
Tempered Truegold is required for TG6+ upgrades. It's obtained exclusively through Super Refinement in the Crucible, which unlocks at TG8. Max 100 Super Refinements per week.
Optimal Weekly Strategy
Refinements
Tier
TG Cost Each
Yield
1-20
Tier 1
20 TG
1-3 Tempered TG
21-40
Tier 2
50 TG
2-3 Tempered TG
41-60
Tier 3
100 TG
3-6 Tempered TG
61-80
Tier 4
130 TG
3-9 Tempered TG
💡
Best strategy: Do 20 Super Refinements on Monday (Tier 1, cheapest). Then 1 refinement per day for the rest of the week using the daily half-price bonus. This maximizes Tempered TG output per Truegold spent.
What to Prepare Right Now
Troop Tiers — What You Should Be Training at TC29+
⚔️
T9 vs T10 — Train or Promote?
At TC29+, you have access to T10 troops (unlocked at TC30). If you're at TC29: push TC to 30 as your next priority — T10 is a significant combat power jump and matters for both rally capacity and Mystic Trial Radiant Spire.
If you have T9 troops already: Use the Troop Promotion system to promote T9 → T10 rather than training fresh T10. Promotion is more resource-efficient and earns KvK event points.
What to train: Focus Archers as your primary combat troop given the 70%+ archer formation for Bear and Gen 3+ events. Infantry second for frontline protection. Cavalry third — keep within 1 tier of Archers to avoid the 20% skip vulnerability.
TG troops: Start pushing troop buildings to TG levels. TG1 troops are meaningfully stronger than T10. If you have Truegold, prioritize Barracks/Range/Stable TG upgrades after Town Center.
War Academy — Day 220
🏛️
War Academy — What It Is and How to Prepare
The War Academy is a new research building that unlocks T11 troops and advanced combat tech. It arrives at Day 220.
What to save before Day 220:
Truegold Dust — War Academy research uses Truegold Dust as a resource. Start saving it now, do not spend casually
Research speedups — War Academy research takes significantly longer than regular Academy research
Truegold — the War Academy building itself requires Truegold to construct and upgrade
Neglecting War Academy research once it unlocks costs you approximately 170 Mystic Trial crystals per week in missed stages. Combat tech has become significantly more important since Mystic Trial launched.
⚔️
FAM Members Only
Alliance assignments, NAP rules, council coordination, and internal strategy. For FAM members in K1245.
FAM Internal
Alliance K1245 · Council and members only · Do not share externally
```
🔒
Do not screenshot this section and post publicly. Do not share the passphrase outside FAM.
Alliance Structure
R4 Roles
Diplomat / NAPNAP Liaison · Kingdom relations
RecruitmentRecruitment Officer · Onboarding
Tech ManagerAlliance Tech Manager
Rally CoordRally Coordinator
EventsEvent Coordinator
Timezone Coverage
EUCarol — coordinator · Bilingual
USCam
ASPassenger
DiscordVoice chat required for all live events
NAP Philosophy
People Over Tags
FAM evaluates individual players, not alliance tags. An alliance tag doesn't define a person's value to the kingdom.
Players who have invested real time and resources in K1245 deserve to be treated as individuals — not judged collectively by what alliance they happen to be in.
Goal: preserve and support as many quality players as possible regardless of their current tag.
FAM Command Glossary
📡
Live Battle Commands — Know These
HealTake a heal break — pull back and conscript
ReadyHealed up and ready to fight
FILLFill up the rallies immediately
GarSend garrison troops to designated building
AtAttack the specified target
Sc weakScout report — identify weakest turret
free trtFree turret — unoccupied, capture it now
free casFree castle — unoccupied, capture it now
T1/T2/T3/T4Turrets 1, 2, 3, 4
A1/A2/A3Attack teams 1, 2, 3
casCastle
COMMS LOCKOnly War Chief and Deputy War Chief talk — all others stop chatting until released
Example: "A1 At T1 now" = Attack team 1 attack turret 1 now · "A2 follow A1 after 5sec"
Battle Roles
War Chief
Gives all instructions during battle. Only person whose commands override everyone else. Follow without question during COMMS LOCK.
Deputy War Chief
Orders garrison sends when a tower/castle is captured. Takes over as War Chief when WC goes offline.
Scout
Scouts every few minutes. Reports condition of each turret and castle. Hands over report immediately when asked by War Chief.
Opportunistic
Watches turrets and castle continuously. If any is unoccupied — send solo march immediately and capture it. Most important reactive role.
Rally Leader
Strongest players. Watch War Chief commands. Stay available to launch rally immediately when called.
Rally Joiner
Fill the full rally immediately when War Chief calls for it.
Bear Name-Call Method
🐻
How Bear Rally Rotation Works (rADm4Rk)
When a Bear rally is set, a notification appears in the alliance chat. To be the next person to launch a rally, type "next" or your name in chat immediately after that notification.
The first person to do this sends the next rally. After that popup appears, we do the same thing again.
Continue calling "next" and sending rallies until everyone has sent one. Then repeat the pattern from there.
Healing — Advanced Tip (papaoutai)
💊
Batch Healing — Never Waste Speedups
If you have large numbers of injured troops, do not heal all at once. Heal in batches of 200-400 troops. Spam the heal button for a few minutes and all troops heal without using a single speedup.
Critical: Never let your infirmary fill to capacity. Once full, excess injured troops will die permanently. Monitor infirmary space during and after large battles.
KvK Prep — What to Save (papaoutai list)
✅
Save Before KvK Starts
SpeedupsConstruction · Research · Training · Common speedups
TruegoldFor Day 1 construction tasks
Roulette spinsFor Day 3 hero development
Hero shardsNon-general shards for Day 3
Pet marksRefinement + advancement items for Day 5
ForgehammersFor Day 3 hero gear
Exclusive gear widgetsFor Day 3
ResourcesMaterials for building/tech/troop batches
❓
Why save speedups for KvK? Each day has a specific task focus — speedups used on the wrong day earn fewer points. Day 1 = construction speedups. Day 4 = training speedups. Match the speedup type to the day.
Alliance Championship — FAM Notes
🏆
Registration Strategy (SLY)
Assign your strongest march to the left lane first. Activate pet buffs and castle buff BEFORE assigning — they snapshot and stay for the full event.
Note: The "left lane first" is FAM's internal coordination approach. The confirmed meta for all alliances is the 2-1 strategy — two strong lanes, one sacrifice. R4s adjust lanes between rounds based on enemy history.
Swordland Assignments
Building
Assigned Players
Priority
🐴 Royal Stables
EoTech · NiOwl · Goober
HOLD — mobility
⛪ Sanctum
Fubon · Messi
Secure early
🔔 Bell Tower
Bobby · Konass · Big22
Fast cap · Reinforce
⛩️ Abbey
DAGA · Dworzy · Queenhal · Candy
Cap once — rotate out
🛡️ Support Float
Lone · Messi · Fubon
React to pressure
📌
Abbey: capture once for points. Do NOT defend long-term. After first capture, rotate to bonus buildings. Ignore Abbey fights unless R4 calls it.
Alliance Standards
Event Expectations
Donate Hunting Arrows daily via Intel Missions (Bear Trap upgrade)
Register for Swordland/TAC only if you will show up
Join Discord voice for Castle Battle and KvK Battle Phase
Follow rally preset A/J/G — no solo unless ordered
Read your battle reports after each event and adjust
Respawn Protocol
Players in respawn must use ALL available marches.
Send reinforcements even with low troop counts.
Quantity does not matter — presence does.
```
Masters
SKILL PRIORITY · F2P VS P2W · UNLOCKED AT GEN 3 (APRIL 2026 UPDATE)
🔍
Search all guides...
tap
⚡
What are Masters? A character system added April 2026, unlocked when your server reaches Gen 3. Currently three Masters exist: Pan, Valora, and Roman. Each has 4 skills + a talent.
Priority Overview
🤻
F2P / Low Spender
Order: Pan › Valora › Roman
Pan and Valora are very close. Pan edges ahead for daily income (Intel Missions, Reserve Chests, Mystery Badges). Skip leveling Roman past 30 — just unlock his talent for Arena Star Chests.
💰
P2W / Whale
Order: Roman / Valora › Pan
Battle performance comes first. Valora boosts Bear Trap directly; Roman dominates Arena. Pan is left for last — his utility is real but doesn't move the needle in combat events.
Pan — F2P Best
Skill 1 (extra Intel Missions): more daily missions = more rewards, compounds over months
Talent (Reserve Chests): bonus chests every time you gather; includes Truegold trickle
Skill 4 — Ways and Means: extra Mystery Badges + free refreshes → more widgets and pet materials
Skill 3 (building cost reduction): looks good on paper, but at endgame Truegold becomes your bottleneck, not gold or time. Max level saves roughly 8 hours per upgrade. Low impact.
F2P angle: her 2nd and 3rd skills give free Forgehammers and Enhancement XP Parts. Both are gold-tier resources for gear progression. Her talent also boosts damage, useful for Bear Trap scoring.
Her 1st and 4th skills increase troops you can send into Bear battles. For F2P joiners this matters less — you usually can't fill all your marches anyway.
Whale angle: flip the priority. 1st and 4th skills become priority because more troops = more damage = more Bear score = better rewards.
Roman is built for top-end Arena performance. F2P players should unlock the talent (gets you Arena Star Chests from daily battles) and stop. Going beyond level 30 is wasted resources.
For F2P beyond that point, Roman's 2nd and 3rd skills offer Mithril and Gear Chests — useful if you're already at the gear-grinding stage.
FAM recommendation: as alliance, push Pan first for income, then Valora for Bear contribution. Roman is a personal whale project — alliance score doesn't benefit from your Arena rank.
T10-TG8 vs T11 · TEMPERED TRUEGOLD · SUPER REFINEMENT
🔍
Search all guides...
tap
🏆
The big question: as F2P or controlled spender, you cannot reasonably get both T11 troops and T10-TG8. Pick one path early. FAM recommends T10-TG8.
Unlock Timeline
📚
War Academy
Unlocks at server day ~220. Where you research T11 troop upgrades, which require Truegold Dust + Gold.
🏆
TG8
Unlocks at server day ~310. Town Center upgrade to TG8 requires Tempered Truegold. Adds an extra skill to your troops.
T11 vs T10-TG8 — The Cost Math
Path
Per Troop Type
All 3 Types
Bottleneck
T11 (all 3 types)
13,421 Truegold Dust 3,974,000 Gold 271 days base
~813 days base 3× resources
Truegold Dust + Gold
T10-TG8
7,686 Truegold + 653 Tempered Truegold + 493d 3h base (cut roughly in half with Double Time, Wolf Skill, Construction Speed)
Tempered Truegold
Combat: T10-TG8 Wins
⚔️
T10-TG8 has an extra skill that T11 TG5 doesn't. That skill flips the matchup.
T10-TG8 beats T11-TG5 in roughly 95% of matchups
T10-TG8 beats T11-TG6 in roughly 70%
T11 only catches up at TG7 (~82% win rate over T10-TG8)
Source: kingshotguides.com simulator testing.
War Academy While You Go TG8
Do NOT convert Truegold into Dust. That sacrifices building progress for marginal troop gains.
Use only free Truegold Dust from the Commission tab and Tidal Shop (via Tidal Stones).
Where to spend it: Truegold Legionaries upgrades (Infantry, Archer, Lancer). These boost rally capacity and give solid value across all events. Aim to complete them around the time you hit TG8.
Tempered Truegold — Super Refinement
TG8 upgrades require Tempered Truegold. The only way to get it: Super Refinement in the Truegold Crucible, which unlocks at TG8.
Tier (refines)
Truegold Cost
Tempered Output
Tier 1 (1-20)
20 Truegold
1-3 Tempered (RNG)
Tier 2 (21-40)
50 Truegold
2-3 Tempered (RNG)
Tier 3 (41-60)
100 Truegold
3-6 Tempered (RNG)
Tier 4 (61-80)
130 Truegold
3-9 Tempered (RNG)
Tier 5 (81-100)
160 Truegold
3-12 Tempered (RNG)
💡
First refinement of each day is half cost. Tier 1: 10 Truegold instead of 20. Tier 2: 25 instead of 50. Use this discount every day.
Optimal Weekly Strategy
Monday (tier reset): burn all 20 Tier 1 refinements immediately. Cheapest Truegold-to-Tempered ratio in the game.
Tue-Sun: do exactly 1 refinement per day in Tier 2 to claim the half-cost daily discount. Don't push further — Tier 3+ becomes inefficient.
Cap is 100/week, reset Monday, and pushing past Tier 1 voluntarily wastes Truegold. Don't rush.
📊
Calculator: use our Resource Planner to model exactly how much Truegold + Tempered + Gold you need for your TG path.
HOW JOINER SKILLS ACTUALLY STACK · THE SKILLMOD MATH
🔍
Search all guides...
tap
🧠
This is the most important hidden mechanic in Kingshot combat. Mixing different joiner skill IDs stacks multiplicatively. Stacking the same ID only adds. Understanding this lets a smart alliance beat a stronger one.
How Joiner Heroes Work
When you join a rally, only your first slot hero contributes a skill. That hero's first expedition skill (top-right slot) gets added to the rally as an extra skill.
A rally can have up to 4 extra joiner skills
Each member contributes 1 skill
Only the first 4 joiners with a maxed first skill count
If an early joiner has an unmaxed skill, the next in line fills the slot
2nd and 3rd slot heroes don't add skills, but they do let you bring more troops
In your SkillMod: DamageUp and OppDefenseDown come from your side. DefenseUp and OppDamageDown come from the enemy. The same formula runs in reverse for the enemy's kills.
Effect IDs — This Is The Key
Every joiner skill is tagged with an effect_op number. Different IDs = different category = they multiply. Same ID = same category = they only add.
Hero
Effect
ID
Chenko
DamageUp
101
Amadeus
DamageUp
101
Yeonwoo
DamageUp
101
Vivian (Gen 5)
DamageUp
101
Amane
DamageUp
102
Margot
DamageUp
102
Hilde
DefenseUp + DamageUp
112 + 102
Howard / Quinn
DefenseUp
111
Saul
DefenseUp + DefenseUp
112 + 113
Gordon
DefenseUp
113
Fahd
OppDamageDown
201
Eric
OppDamageDown
202
Attack Up, Lethality Up, and Damage Taken Up all count as DamageUp. Petra's first skill (Enemy Damage Taken Up) also counts as DamageUp.
RALLY · GARRISON · JOINER · BEAR (UPDATED FOR GEN 4)
🔍
Search all guides...
tap
📝
Heroes serve different roles. A single ranking is misleading. These four tier lists are split by purpose — pick the right list for what you're doing. Note: widgets matter most — check whether a hero's widget skill is for attack or defense.
Widget expedition skill drives this ranking. A rally widget gives a multiplicative stat boost — the higher your stats, the bigger the gain. Amadeus tops it: best skills in the game, attack widget, stays relevant 5+ generations. Petra is similar (first cavalry with rally widget). Rosa replaces Marlin in Gen 4.
Garrison / Defender Tier List
Tier
Heroes
S
Jabel, Zoe, Hilde, Eric, Jaeger, Alcar, Margot, Vivian, Long Fei
A
Saul
B
Amadeus, Petra, Marlin, Rosa, Helga, Thrud
C
Quinn, Howard, Chenko, Gordon
D
Yeonwoo, Amane, Fahd
Inverted from the attack list. S-tier heroes all have defender widgets. Saul is A — one of his 3 expedition skills is a growth/construction-speed skill instead of battle.
Joiner Tier List
Tier
Heroes
Why
S
Saul, Hilde
Stackable — 4 of either still gives huge SkillMod boost
3 ALLIANCES · 1 HOUR · CAPTURE BUILDINGS FOR POINTS
🔍
Search all guides...
tap
⚔️
Three alliances fight to control buildings and earn points. Battle phase is Saturday at chosen time slot. One hour total, four phases.
The 4 Stages
⏱️
Preparation (3 min)
Position teams, assign Captains, agree on first targets.
🏁
Seize & Conquer (17 min)
Capture your own buildings + push for enemy small buildings. Garrisons are shielded in this phase.
🏰
Garrison Occupation (20 min)
Garrisons open up. +1800 points/min each — 3× the value of Ruin Clusters.
🏛️
Temple Onslaught (20 min)
Temple of Tides opens. First capture = 50,000 points. Center of the map.
Map — Key Buildings
Map is split into three sections (A, B, C). Each alliance starts at their HQ (A1, B1, C1).
Garrisons (A24, B24, C24): unlock at 20 min mark. 1800 pts/min. Defend yours, push for enemies'.
Transit Hubs: control movement between zones. Lifelines.
A29 / B29 / C29: critical — these connect to the two Transit Hubs that lead to the Temple. Lose these and you can't send marches to the Temple.
Ruin Clusters: 600 pts/min. A has 3 clusters, B has 5, C has 5. Asymmetric by design.
Registration & Setup
Only register members who will show up. Inactives hurt matchmaking and leave you short during fights.
R4s must be present. They assign Captains. Captains regenerate way more energy than regular players — this is the single biggest force multiplier in the event.
Discord voice chat is essential. Real-time coordination beats typing in alliance chat.
Hero Selection — 9 Heroes Across 3 Squads
You pick 3 pairs of heroes — effectively 3 squads of 3.
Squad 1 = strongest trio (for the toughest opponents). Examples: Gen 1 → Amadeus, Jabel, Saul. Gen 2 → Amadeus, Hilde, Marlin.
Squad 2 = your next 3 best.
Squad 3 = remaining 3 best.
Skip Diana and Blue heroes — they have no battle-related skills.
Energy Management
Energy controls everything: moving, conscripting, reviving, retreating, attacking. Regenerates over time, but Captains inside buildings regen much faster. Assign Captains early — this compounds across the whole event.
Team Structure
⚔️
Attack Team
Slightly stronger players. Pushes into enemy territory, captures buildings, takes enemy Garrisons in Stage 2, rushes the Temple in Stage 3.
🛡️
Defender Teams ×2
Solid players. Protect Transit Hubs, key routes, and your Garrison. Score fewer points — rotate roles between events to keep fair.
🏃
Floaters
Backup. Conserve energy, react to where pressure is highest. Cut off A/B/C-29 connections in Stage 3 to deny enemy Temple access.
Stage-by-Stage Strategy
Rapidly occupy all your-side buildings
Secure Transit Hubs — non-negotiable
Goal: highest points-per-minute while pinching enemy small buildings
Defenders lock down lanes; Floaters help where needed
Defending your Garrison is critical — 1800 pts/min lost flips scoreboards fast
Attack Team pushes for enemy Garrison to gain advantage before the Temple opens
Floaters reinforce wherever the pressure goes
Attack Team rushes Temple of Tides for the 50k first-capture
Floaters cut off A29/B29/C29 (enemy Temple access)
Defenders hold your A29/B29/C29 — lose it and you can't send help to the Temple
General Tips
Save buffs (pet buffs, city bonuses) for this event
Use the conscript button (heart icon near march bar) to heal — only works when not in combat
If badly wounded but team holds the building, retreat one tile back, heal, return. Much faster than dying and respawning at HQ
Attack team slightly stronger, but don't gut Defense — lost garrison costs you the match
HOW TO MOVE TO A NEW KINGDOM · EVENT EVERY 4-7 WEEKS
🔍
Search all guides...
tap
📍
The Kingdom Transfer event recurs every 4-7 weeks. Transfer Passes appear as scrolls in the Alliance Shop, 150,000 Alliance Tokens each. Save up before announcements drop.
Eligibility — Both Kingdoms
Target kingdom cannot be 90+ days younger or older than yours
Both kingdoms have the same latest hero generation unlocked
Both kingdoms are in the same Truegold era
Eligibility — You
Under the kingdom's Power Cap
Required Town Center level reached
Not in combat, not in an alliance
Not King or Transfer Manager
25+ days since your last transfer
Fewer than 4 characters in the target kingdom
Kingdom Groups
Kingdoms are categorized two ways: Leading (top transfer-score) and Ordinary. Transfer Score = sum of top 100 active governors' Transfer Scores.
First event grouped K1-K175 into 3 groups. Power caps shown by group on the kingdom panel. The cap rises as kingdoms age.
The 3 Phases
The Transfer Manager sets a Transfer Power Cap — the threshold for incoming governors. King is auto-assigned Transfer Manager. With a High King, role goes to the most recent regular King. Manager role can be reassigned to any alliance member once.
Transfer Power = Your Power + Injured Soldiers' Power (Infirmary) + Reserves' Power (Enlistment Office). If your Transfer Power exceeds a kingdom's cap, you can't enter freely in Phase 3.
Ordinary kingdoms: 35 normal invites + 3 Special Invites (bypass power cap). 38 total. One Special Invite refreshes the 1st of each month, capped at 3.
Leading kingdoms: 20 invites, no Special Invites (already strong).
Invites don't waive Transfer Pass cost — you still need 1-50 Passes based on your Transfer Score.
Managers can send unlimited invites but cap (20 / 35+3) applies; rest expire.
Open to all governors meeting the Transfer Power Cap.
Leading kingdoms cap: 30 governors (20 invite + 10 FFA)
Going from Leading → Ordinary is cheaper than Ordinary → Leading. You can still request a Special Invite to bypass cap (Ordinary kingdoms only).
Transfer Pass Packs (Monthly Reset)
Pack
Passes
Available
$5
1 Pass
1
$10
2 Passes
1
$20
3 Passes
1
$50
4 Passes
1
$100
5 Passes
15
Buy $5-$50 packs every month and bank Passes. Cost-per-Pass jumps sharply at the $100 tier. Only whales rushing a transfer should touch $100 packs.
Tips
To meet a power cap: reset heroes to L1 in the Drill Camp and unequip all hero gear. Saves you killing off all your troops.
Scout target kingdoms before the event — decisions in-event are rushed.
Transfer chat fills with text-art spam. Check occasionally.
King can't block your transfer.
Moving a whole alliance takes multiple events and pre-coordination with the destination.
What Happens When You Transfer
City relocated to random spot in target kingdom's Badland + 24-hour shield
Removed from all group chats
Arena reset to 1,000 points and rank
Armament Competition, Officer Project, Hero Rally: tally final rewards, then reset
Age of Renewal, Fishing Tournament: progress stops, unclaimed rewards mailed
Call of the Sovereign, Arcane Trove, Mystic Divination, Buccaneer Bounty, Forsaken Temple: progress carries over if both kingdoms are running them
Top-up packs and event packs reset — you can buy them again
Resources over storehouse protection are deleted. Only secured resources and unopened resource items survive. Spend or secure everything before pressing transfer.
20 WAVES · TUE + THU EVERY 2 WEEKS · REINFORCE TO WIN
🔍
Search all guides...
tap
⚔️
Every 2 weeks, Tuesday and Thursday. Defend against 20 waves of AI Vikings. Defending a wave = kill at least 50% of attackers. Two losses and Vikings stop targeting you (but you can still earn by reinforcing).
Wave Targeting
Waves
Targets
1-6, 8-9, 11-13, 15-16, 18-19
All Members
7, 14, 17
Online Members Only
10, 20
HQ Only
How Points Actually Work
Your points = how many Viking troops die in your city.
Killing 100% of an attacking wave = 100% of possible points
Reinforcing others doesn't steal their points — it creates new reinforcement points for you on top
Both attacker and reinforcer benefit. Empty cities + helpers = max alliance points
The Core Strategy
⚠️
Empty your city. Reinforce everyone else. Troops left at home steal kills from your reinforcers and slash their points.
Send out Infantry and Cavalry first — they get most of the kills.
Archers can stay home if there's no room. They don't get many kills against Vikings (low HP enemies) so they won't steal much from reinforcers.
Keep your top 3 defensive heroes at home in the Guard Station.
F2P Gen 1: Jabel, Howard, Quinn
P2W Gen 1: Amadeus/Helga, Jabel, Saul
Barricades don't matter in Viking Vengeance — only the Guard Station heroes do.
Reinforcing — Hero Choice
Vikings have low HP and usually die in one Infantry turn. Use Bear Hunt joiner heroes when reinforcing — Attack/Lethality boost = more kills = more points.
Good first-slot for reinforcement: Chenko, Amadeus, Yeonwoo, Amane
Bad first-slot: Howard, Gordon, Fahd, Eric (defensive heroes — useless against Vikings who already die fast)
Waves 10 & 20 — HQ Switch
Wait until Wave 9 / Wave 19 is fully complete — recalling early costs you reinforcement points
Recall one strong march with your best heroes to your HQ for Wave 10 / 20
Once HQ wave is defended, send that march back to reinforce
Other Rules
Don't heal during the event. Healed troops return to your city and steal reinforcer kills.
Reinforce online members first — some waves only target online players, and offline players' home troops will steal your kills.
Shields don't work during Viking Vengeance.
Can't be online? Reinforce alliance members before logging off — partial credit is better than zero.