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.
Kingshot event guide
Kingshot Viking Vengeance Guide
Kill-scoring mechanics, infantry-first reinforcements, HQ waves, and alliance coordination for Viking Vengeance.
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.
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.
| Setup | Infantry | Cavalry | Archers | Notes |
|---|---|---|---|---|
| Standard reinforcement | 75% | 25% | 0% | Reliable default — infantry absorbs kills, cavalry supports |
| Infantry only | 100% | 0% | 0% | Acceptable if cavalry count is low |
| With archers | 50% | 25% | 25% | Suboptimal early/mid — archers score near-zero until infantry runs dry |
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.
| Wave | Infantry | Cavalry | Archers | Notes |
|---|---|---|---|---|
| Wave 10 | 90% | 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.
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 — reinforcement lead

Yeonwoo
Yeonwoo — reinforcement lead

Amadeus
Amadeus — reinforcement lead

Amane
Amane — reinforcement lead

Hilde
Hilde — reinforcement lead

Zoe
Zoe — reinforcement lead

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 type | Stacks? | Notes |
|---|---|---|
| Flat % buff (Gordon health, Howard damage reduction) | Yes | Multiple Gordons each add their bonus independently |
| Chance-based proc (Jabel's skill) | No | If the garrison lead already has Jabel, another Jabel wastes the joiner 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
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.
| Waves | Type | What to do |
|---|---|---|
| 1–6 | Regular | Reinforce online members. Standard 75/25/0 ratio. |
| 7 | Online-only | Only hits cities where the player is in-game. Prioritize reinforcing confirmed online members. |
| 8–9 | Regular | Continue regular reinforcements. |
| 10 | HQ wave | Pull closest marches and redirect to HQ. 90/10/0 ratio, capped troop count. |
| 11–13 | Regular | Re-deploy pulled marches to online members. |
| 14 | Online-only | Same as wave 7 — reinforce active members before it triggers. |
| 15–16 | Regular | Continue reinforcing. |
| 17 | Online-only | Third online-only wave — highest individual point opportunity. |
| 18–19 | Regular | Continue reinforcing. |
| 20 | HQ wave | Second HQ — hardest wave. At difficulty 21, include archers (35/15/50). |
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
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
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
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
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
- 1Check Members tab first — online members with low garrison fill
- 2Prioritize online members before waves 7, 14, and 17
- 3Cover weak members and alt accounts
- 4Offline members as last resort only
- 5Cap garrison depth — ~4 reinforcers per city is usually enough
- 6Pull and redirect marches from burned offline cities immediately
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.
Preparation
Pre-event checklist
Individual prep
- 1
Guard station — 3 strongest heroes
These stay home for the entire event.
- 2
Infantry & cavalry ready to deploy
Check counts across all march slots.
- 3
Bear hunt heroes for joiner leads
Chenko, Yeonwoo, Amadeus, Amane, Hilde, Zoe, or Saul.
- 4
Marshal perk & deployment capacity buffs
Activate before sending marches — only deployment capacity is confirmed to help scoring.
- 5
Hospital cleared
No permanent losses from Vikings as long as hospital doesn't overflow.
Alliance coordination
- 1
Participation vote posted
Know who is online, offline, and emptying city before wave 1.
- 2
Buddy groups assigned
3–6 members per group reinforcing each other first.
- 3
Reinforcement exchange started early
1–2 hours before event — pre-load beats scrambling.
- 4
HQ troop cap calculated
Garrison leader rally cap ÷ 15 = per-person target for HQ waves.
Avoid these
Common mistakes
| Mistake | Why it hurts |
|---|---|
| Sending archers out while keeping infantry home | Archers contribute almost nothing in early waves and waste march slots |
| Using garrison heroes (Howard, Gordon) as joiner leads | You want bear hunt lethality heroes — not damage reduction |
| Not pre-loading reinforcements before start | Scrambling in wave 1 costs kills across the whole event |
| Over-stacking one city while others go undefended | Wastes your alliance's collective kill output |
| Reinforcing offline members over online low-fill cities | Waves 7, 14, and 17 only hit online players |
| Sending your 3 best heroes out as joiners | They belong in your guard station as the garrison bonus source |
| Ignoring the Members tab | Fastest way to see who needs reinforcements in real time |
| Duplicating proc-based hero skills in joiner slots | They don't stack and waste the position |
Cheat sheet
Quick reference
- 1Points come from kills — troops at home earn nothing extra
- 2Regular waves: 75/25/0 — infantry first, archers home
- 3Keep 3 best heroes in guard station; bear hunt leads as joiners
- 4Reinforce online members before waves 7, 14, and 17
- 5HQ wave 10: 90/10/0 — HQ wave 20 at diff 21: 35/15/50
- 6Pre-load reinforcements 1–2 hours before the event
- 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.
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