Viking Vengeance

Kingshot event guide

Kingshot Viking Vengeance Guide

Kill-scoring mechanics, infantry-first reinforcements, HQ waves, and alliance coordination for Viking Vengeance.

Viking Vengeance is a recurring alliance event where your garrison troops defend member cities against waves of attacking Vikings. Points come from kills — the more Vikings your troops eliminate, the higher you rank. Infantry is king early, cavalry supports, and archers are last priority. Coordinated reinforcement across your alliance multiplies everyone's score simultaneously.

Core principle: Troops killing Vikings earn points; troops sitting in your castle earn nothing beyond your own city's capped wave reward. Send infantry and cavalry to reinforce allies — use the Members tab (event icon → Members) to see who needs help in real time.

Event basics

How Viking Vengeance works

Alliance PvE garrison defense — maximize kills across 20 waves.

Type

Alliance PvE

Your troops defend against Viking waves at your city and at cities you reinforce.

Waves

~20 per session

Biweekly recurring event. Two HQ waves (10 and 20) plus three online-only waves (7, 14, 17).

Scoring

Viking kills

Personal score is based on kills by your troops anywhere — your city or alliance reinforcements.

Burn rule

2 failed defenses

After two burns, Vikings stop attacking that city. Keep garrisons filled and pull marches from burned offline cities.

Scoring

Why reinforcing others multiplies your score

Understanding kill sharing is the foundation of everything else in this guide.

When Vikings attack a city, all troops in that garrison — including your reinforcements — share kills proportionally. You earn points for every Viking killed by your troops anywhere in the event, not just at your own city.

If five alliance members each send 25k infantry to each other, everyone still has roughly 100k total infantry defending — but each person now scores from five cities simultaneously instead of one.

Cost of troops at home: Your own city's defense points are capped per wave. Troops kept at home beyond what you need steal kills from reinforcers — home troops fight in the same queue. Every extra infantry at home is infantry that could be earning points at three other cities.

Formations

Troop composition

Vikings target infantry first, cavalry second, archers last. Send infantry first, then cavalry. Leave archers home for regular waves.

Regular reinforcements

Standard ratio: 75% Infantry / 25% Cavalry / 0% Archers. In most alliances with healthy infantry counts, archers get no meaningful kills in regular waves because infantry and cavalry finish every wave before archers fire.

SetupInfantryCavalryArchersNotes
Standard reinforcement75%25%0%Reliable default — infantry absorbs kills, cavalry supports
Infantry only100%0%0%Acceptable if cavalry count is low
With archers50%25%25%Suboptimal early/mid — archers score near-zero until infantry runs dry
Can't fully empty your city? Send all infantry and cavalry out first. If troops remain after filling marches, leave archers at home — they steal the fewest points from players reinforcing you.

HQ waves

HQ garrison accepts up to 15 reinforcement marches. Divide the garrison leader's rally cap by 15 for the per-person troop target — oversized marches lock out alliance members.

WaveInfantryCavalryArchersNotes
Wave 1090%10%0%Infantry-heavy — most alliances clear without archers firing
Wave 20 (difficulty 21)35%15%50%Hardest wave — archers needed to clean up remaining Vikings

Heroes

Hero selection

Guard station heroes stay home. Reinforcement marches use bear hunt offense leads.

Your city — guard station

Keep your 3 strongest heroes in your guard station at all times. They lead your garrison and provide bonus stats for every reinforcer inside your city. Do not send them out.

If a significantly stronger player reinforces you, their march may become the bonus source — but keeping your best 3 home is the right default.

Reinforcing others — joiner slot 1

Use bear hunt offense heroes as your march lead. Attack and lethality buffs directly increase kill rate at the garrison you reinforce. Howard and Gordon excel at PvP garrisoning — not as joiner leads here.

  • Chenko

    Chenko

    Chenko — reinforcement lead

  • Yeonwoo

    Yeonwoo

    Yeonwoo — reinforcement lead

  • Amadeus

    Amadeus

    Amadeus — reinforcement lead

  • Amane

    Amane

    Amane — reinforcement lead

  • Hilde

    Hilde

    Hilde — reinforcement lead

  • Zoe

    Zoe

    Zoe — reinforcement lead

  • Saul

    Saul

    Saul — reinforcement lead

Also strong: Margot and Jabel as joiner leads. Slots 2 and 3 primarily add march capacity — fill with your next strongest available heroes.

Hero skill stacking

Skill typeStacks?Notes
Flat % buff (Gordon health, Howard damage reduction)YesMultiple Gordons each add their bonus independently
Chance-based proc (Jabel's skill)NoIf the garrison lead already has Jabel, another Jabel wastes the joiner slot
Don't duplicate proc heroes. If the garrison lead already runs Jabel, your Jabel joiner does nothing and blocks a flat-buff hero like Gordon from filling the slot.

HQ garrison lead

Gordon is a strong HQ garrison lead when he's the bonus source — his health and attack buffs help the whole 15-march garrison survive wave 10 and 20.

Gordon

Gordon

Strong HQ garrison lead when he's the bonus source

Wave schedule

20-wave playbook

Three online-only waves and two HQ waves change how you deploy troops.

WavesTypeWhat to do
1–6RegularReinforce online members. Standard 75/25/0 ratio.
7Online-onlyOnly hits cities where the player is in-game. Prioritize reinforcing confirmed online members.
8–9RegularContinue regular reinforcements.
10HQ wavePull closest marches and redirect to HQ. 90/10/0 ratio, capped troop count.
11–13RegularRe-deploy pulled marches to online members.
14Online-onlySame as wave 7 — reinforce active members before it triggers.
15–16RegularContinue reinforcing.
17Online-onlyThird online-only wave — highest individual point opportunity.
18–19RegularContinue reinforcing.
20HQ waveSecond HQ — hardest wave. At difficulty 21, include archers (35/15/50).
Waves 7, 14, and 17 are the highest-scoring individual waves. Reinforce online members with low garrison fill before these trigger — an online city with strong reinforcements scores far more than an offline one.

Coordination

Alliance prep & during the event

Viking Vengeance is won or lost in the 1–2 hours before the first wave.

Before the event

  1. 1

    Run an alliance vote

    Ask members to declare: online and emptying city, online with troops home, offline and empty, offline with troops home, or not participating.

  2. 2

    Start exchanging reinforcements 1–2 hours early

    Pre-loading garrisons means most members enter already covered — you only manage edge cases once waves start.

  3. 3

    Assign buddy groups

    Groups of 3–6 members reinforce each other first. Mix power levels so weaker members have a stronger player in their group.

  4. 4

    Confirm HQ leader and difficulty

    HQ garrison leader = highest rally cap and strongest heroes. Check More Rewards threshold before locking difficulty 21.

During the event

  1. 1Check Members tab first — online members with low garrison fill
  2. 2Prioritize online members before waves 7, 14, and 17
  3. 3Cover weak members and alt accounts
  4. 4Offline members as last resort only
  5. 5Cap garrison depth — ~4 reinforcers per city is usually enough
  6. 6Pull and redirect marches from burned offline cities immediately
Avoid reinforcing players who haven't sent their own troops out — their home troops steal kill points from reinforcers in the same fight queue.

Difficulty

Scaling & when archers matter

Higher difficulty means tougher Vikings and more potential kill points — if your alliance can clear it.

Below difficulty 18

Infantry handles most waves cleanly. Keep archers home. Standard 75/25/0 works for everything including HQ wave 10.

Difficulty 21

Archers start scoring at your home city around round 12–13 when infantry can't finish every wave alone. HQ wave 20 reliably requires archers (35/15/50) to clean up remaining Vikings.

Check the More Rewards section before locking in difficulty. If your alliance isn't comfortably hitting alliance point thresholds at 21, dropping one level may earn more total rewards than failing repeatedly at the higher setting.

Preparation

Pre-event checklist

Individual prep

  1. 1

    Guard station — 3 strongest heroes

    These stay home for the entire event.

  2. 2

    Infantry & cavalry ready to deploy

    Check counts across all march slots.

  3. 3

    Bear hunt heroes for joiner leads

    Chenko, Yeonwoo, Amadeus, Amane, Hilde, Zoe, or Saul.

  4. 4

    Marshal perk & deployment capacity buffs

    Activate before sending marches — only deployment capacity is confirmed to help scoring.

  5. 5

    Hospital cleared

    No permanent losses from Vikings as long as hospital doesn't overflow.

Alliance coordination

  1. 1

    Participation vote posted

    Know who is online, offline, and emptying city before wave 1.

  2. 2

    Buddy groups assigned

    3–6 members per group reinforcing each other first.

  3. 3

    Reinforcement exchange started early

    1–2 hours before event — pre-load beats scrambling.

  4. 4

    HQ troop cap calculated

    Garrison leader rally cap ÷ 15 = per-person target for HQ waves.

Avoid these

Common mistakes

MistakeWhy it hurts
Sending archers out while keeping infantry homeArchers contribute almost nothing in early waves and waste march slots
Using garrison heroes (Howard, Gordon) as joiner leadsYou want bear hunt lethality heroes — not damage reduction
Not pre-loading reinforcements before startScrambling in wave 1 costs kills across the whole event
Over-stacking one city while others go undefendedWastes your alliance's collective kill output
Reinforcing offline members over online low-fill citiesWaves 7, 14, and 17 only hit online players
Sending your 3 best heroes out as joinersThey belong in your guard station as the garrison bonus source
Ignoring the Members tabFastest way to see who needs reinforcements in real time
Duplicating proc-based hero skills in joiner slotsThey don't stack and waste the position

Cheat sheet

Quick reference

  1. 1Points come from kills — troops at home earn nothing extra
  2. 2Regular waves: 75/25/0 — infantry first, archers home
  3. 3Keep 3 best heroes in guard station; bear hunt leads as joiners
  4. 4Reinforce online members before waves 7, 14, and 17
  5. 5HQ wave 10: 90/10/0 — HQ wave 20 at diff 21: 35/15/50
  6. 6Pre-load reinforcements 1–2 hours before the event
  7. 7Use Members tab to find low-fill cities in real time

Viking Vengeance rewards infantry count, bear hunt hero leads, and an alliance that coordinates before the first wave hits. Raw power matters less than whether your troops are fighting at three cities simultaneously or sitting idle at home.

FAQ

Guide FAQ

Quick answers about Viking Vengeance Guide mechanics and strategy.

Viking Vengeance is a recurring biweekly alliance event where Viking waves attack member cities over about 20 waves. Points come from Viking kills by your troops — at your own city or at alliance cities you reinforced. Two failed defenses (burns) stop attacks on that city.

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