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Kingshot Vikings Event Guide

Victor12 min
kingshoteventvikingsviking vengeanceguidealliancegarrisonheroesbear hunt
Kingshot Vikings Event Guide

Quick Summary: 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.

Viking Vengeance rewards alliances that coordinate over alliances that simply have the most power. A well-organized mid-tier alliance can consistently outscore stronger ones by making sure every infantry troop is deployed where it kills the most Vikings — not sitting idle at home. The event runs on a single core principle: troops killing Vikings earn points; troops sitting in your castle earn nothing.

This guide covers everything that matters: how the kill-scoring mechanic works, which troop types to send where, how hero selection changes your kill rate, the two critical HQ waves, and the coordination systems that prevent your alliance from falling apart mid-event.


Event Overview

Type: Alliance PvE garrison defense — your troops defend against waves of Viking attackers.

Frequency: Recurring biweekly event, typically 20 waves per session.

Objective: Maximize Viking kills across your alliance. Personal score is based on how many Vikings your troops eliminate, whether at your own city or at alliance members' cities you reinforced.

Key insight: The points for successfully defending your own city each wave are fixed. Troops sitting at home beyond what is needed don't improve your score. Sending them to reinforce others gives you kill points from every city those troops fight at — multiplying your total output.

Use the Members tab during the event. Tap the event icon in the bottom right, then select Members. This shows nearby online alliance members and their current garrison fill level — the fastest way to know who needs reinforcements without asking in chat.


How Scoring Works

Understanding why reinforcing others earns you points is the foundation of everything else in this guide.

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

This creates a compounding effect: if five alliance members each send 25k infantry to each other, they all still have roughly 100k total infantry defending. But instead of each person scoring only from their own city, each person now scores from five cities simultaneously. Done well across an entire alliance, this multiplies the event's total kill output dramatically.

The cost of troops at home: Your own city's defense points are capped per wave. Any troops you keep at home beyond what your garrison needs to survive are stealing kills from reinforcers who sent infantry — because home troops kill Vikings in the same queue. Every infantry you keep home unnecessarily is an infantry that could be earning you points at three other cities.


Troop Composition

Regular Reinforcements

Send infantry first, then cavalry to fill remaining march capacity. Leave archers at home.

Standard Reinforcement

Infantry

Infantry

75%
Cavalry

Cavalry

25%
Archer

Archer

0%
Reliable default — infantry absorbs the most kills, cavalry supports

Infantry Only

Infantry

Infantry

100%
Cavalry

Cavalry

0%
Archer

Archer

0%
Acceptable if cavalry count is low — infantry is the priority troop type

With Archers

Infantry

Infantry

50%
Cavalry

Cavalry

25%
Archer

Archer

25%
Suboptimal for early/mid waves — archers score near-zero kills until infantry runs dry

Vikings target troops in order: infantry first, cavalry second, archers last. In most alliances running a healthy infantry count, archers get no meaningful kills in regular waves because infantry and cavalry finish every wave before archers fire. Sending archers wastes a march capacity that could have been filled with more infantry.

If you can't fully empty your city: Prioritize sending all infantry and cavalry out first. If you still have troops left after filling your marches, leave archers at home — they steal the fewest points from players reinforcing you.

HQ Waves

The two Headquarters waves (wave 10 and wave 20) work differently from regular city reinforcements. The HQ garrison can accept up to 15 reinforcement marches. Troop composition matters more here because the Viking HP scales up.

Infantry Dominant

Infantry

Infantry

90%
Cavalry

Cavalry

10%
Archer

Archer

0%
Infantry handles everything in wave 10 for most alliances

At wave 10, a well-reinforced HQ with strong infantry and bear hunt hero leads will clear the Viking wave without archers needing to fire. Keep it infantry-heavy and save cavalry as a buffer.

Cap your troop count. The HQ has a maximum of 15 reinforcement slots. Divide the garrison leader's rally cap by 15 — that's the per-person troop target to ensure everyone fits. Sending an oversized march locks out alliance members.


Hero Selection

Your City — Guard Station

Keep your 3 strongest heroes in your guard station at all times. These heroes lead your garrison and provide the 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 unless you know exactly who is reinforcing you and that their heroes outclass yours.

Reinforcing Others — Joiner Lead Heroes

When sending reinforcements, use bear hunt offense heroes as your march lead. Their attack and lethality buffs directly increase the kill rate of your troops at the garrison you reinforce — which is how you earn more points.

Why not garrison heroes like Howard or Gordon? Howard and Gordon excel at outpost defense and PvP garrisoning, where surviving matters. In Vikings, your garrison troops attack first — you want lethality to kill Vikings faster, not damage reduction. The optimal role for Gordon during Vikings is as the garrison lead in an HQ where he's the bonus source, not as a joiner.

Recommended joiner lead heroes: Chenko, Yeonwoo, Amadeus, Amane, Margot, Hilde, Zoe, Jabel, Saul

Your other two hero slots in the march primarily contribute capacity rather than meaningful skill bonuses — fill them with your next strongest available heroes.

Hero Skill Stacking Rules

The garrison applies the guard station hero skills plus the first four unique joiner hero skills that arrive. Understanding stacking prevents wasted slots:

Skill typeStacks?Notes
Flat % buff (Gordon's squad health, Howard's damage reduction)YesMultiple Gordons each add their bonus independently
Chance-based proc (Jabel's skill)NoIf the garrison lead already has Jabel, sending another Jabel wastes the joiner slot

Don't duplicate proc heroes. If the rally leader is already running Jabel, your Jabel joiner does nothing and blocks a slot that a flat-buff hero like Gordon could fill.


Wave Schedule

The 20-wave event has three special waves that change how you should play around them.

WaveTypeWhat to do
1–6RegularReinforce online members. Standard 75/25/0 ratio.
7Online-onlyOnly hits cities where the player is actively in-game. Prioritize reinforcing members who are confirmed online before this wave triggers. Worth significantly more points.
8–9RegularContinue regular reinforcements.
10HQ wavePull your closest reinforcement marches and redirect to HQ. Reserve slots for stronger members. 90/10/0 ratio, capped troop count.
11–13RegularRe-deploy pulled marches to online members.
14Online-onlySame as wave 7 — only online cities get hit.
15–16RegularContinue reinforcing.
17Online-onlyThird online-only wave — highest individual point opportunity.
18–19RegularContinue reinforcing.
20HQ waveSecond HQ — hardest wave. Difficulty 21 requires archers. Strongest garrison leader only.

Waves 7, 14, and 17 are the highest-scoring individual waves. Reinforce online members before these waves trigger — a city with strong reinforcements and an online player scores far more than an offline one.


Alliance Coordination

Viking Vengeance is won or lost in the 1–2 hours before the event starts. Alliances that pre-coordinate reinforcements consistently outperform those that scramble when the event begins.

Before the Event

Run an alliance vote the day before or the morning of the event. Ask members to declare:

  • Online and fully emptying city (only archers at home if overflow)
  • Online with some cavalry and archers remaining at home
  • Offline and fully empty
  • Offline with troops at home
  • Not participating this event

This one piece of information tells your R4/R5 exactly who needs reinforcements, who can send them, and where the gaps are before the event starts.

Start exchanging reinforcements 1–2 hours early. Pre-loading garrisons means most members enter the event already covered. You only need to manage edge cases once waves start, instead of 20+ people scrambling in the first five minutes.

Assign buddy groups. Divide the alliance into groups of 3–6 members who reinforce each other as first priority. Mix power levels so weaker members have a stronger player in their group. Within each group, the math works out: everyone is covering everyone, and the group collectively scores more than any member could alone.

During the Event

Check the Members tab first (event icon → Members). It shows nearby online members and their garrison fill in real time — faster than asking in chat.

Reinforce in this priority order:

  1. Online members with low garrison fill
  2. Online members approaching wave 7, 14, or 17 with low garrison
  3. Weak members or alt accounts who need cover
  4. Offline members as last resort (if no better option exists)

Cap garrison depth. Four reinforcers per city is typically enough. Over-stacking one city while others go undefended wastes your alliance's collective output.

Pull and redirect on burns. If a reinforced city burns (offline player whose garrison ran out), withdraw your march immediately and redirect to an online member. Every wave of downtime is lost kills.

Avoid reinforcing players who haven't sent their own troops out. A city full of the owner's home troops steals kill points from reinforcers, because home troops fight in the same queue. Reinforce players who have emptied their city or are confirmed low on garrison.


Difficulty Scaling

The event scales with the difficulty level your alliance selects. Higher difficulty means more and tougher Vikings per wave — which also means more potential kill points.

At lower difficulties (below 18): Infantry handles most waves cleanly. Keep archers home. Standard 75/25/0 ratio works for everything including HQ.

At difficulty 21: The calculus changes in two ways. First, archers start scoring kills at your home city around round 12–13 when infantry can no longer finish every wave alone — so leaving archers at home becomes less of a penalty. Second, HQ wave 20 reliably requires archers to clean up remaining Vikings that infantry can't reach.

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


Common Mistakes

Avoid these: — Keeping infantry and cavalry at home while sending archers out — archers contribute almost nothing in early waves and waste march slots — Sending garrison heroes (Howard, Gordon) as joiner leads instead of bear hunt lethality heroes — Not pre-loading reinforcements before the event starts — Over-stacking one city while others go undefended — Reinforcing offline members with strong infantry when online members have low garrison — Sending your 3 best heroes out and leaving weaker ones in your guard station — Ignoring the Members tab — it's the fastest reinforcement tool in the game — Duplicating proc-based hero skills in joiner slots — they don't stack and waste the position — Underestimating the difference between online and offline waves — waves 7, 14, and 17 are worth significantly more points


Advanced Tips

Maximize deployment capacity before sending marches. Activate Marshal King perk, deployment gem buffs, and pet deployment capacity buffs before launching reinforcement marches. Larger marches mean more infantry in the garrison — which directly increases kills and points. Note that other pet buffs have been tested and appear not to affect Viking kill scoring; only the deployment capacity buff is confirmed to help.

Use your second and third marches for weak members. If you're reinforcing a very low-power player and your heroes significantly outclass theirs, sending your second march may make you the bonus source for their city — enabling them to survive longer and score more waves. This won't increase your points per wave but will extend their event longevity.

Watch troop tier composition. If your alliance mixes T9 and T10 troops in the same garrison, the lower-tier troops absorb hits first. Some players have experimented with this to influence kill distribution — but for most alliances, maximizing total infantry count matters more than managing tier splits.

For high personal rankings: The strongest setup is usually 6 full marches of infantry and cavalry — no archers — sent to 6 different online members at the same time. The difference between ranking 5th and 20th is usually total deployed infantry count, not hero optimization.


Scoring & Rewards

Points are earned based on Viking kills your troops score across all garrisons — yours and those you reinforced. There are no permanent losses from Vikings as long as your hospital doesn't overflow.

Milestone rewards are cumulative. Hitting a higher tier grants all lower tiers automatically. Stay active throughout the event — even mid-ranked players who batch heal and keep reinforcing throughout the full event will comfortably reach all milestone tiers.


Pre-Event Checklist

Individual prep:

  • Guard station set with your 3 strongest heroes
  • Infantry and cavalry ready to deploy — check counts across all march slots
  • Bear hunt heroes identified for joiner lead role (Chenko, Yeonwoo, Amadeus, etc.)
  • Marshal perk and deployment capacity buffs ready to activate before sending marches
  • Hospital cleared

Alliance coordination:

  • Vote posted and participation status collected
  • Buddy groups assigned
  • Reinforcement exchange started 1–2 hours before event
  • HQ garrison leader confirmed (highest rally cap, strongest heroes)
  • Per-person troop cap calculated for HQ waves (rally cap ÷ 15)
  • Difficulty level confirmed — check More Rewards threshold before locking in

Final Thoughts

Viking Vengeance rewards the same things every event: infantry count, bear hunt hero leads, and an alliance that actually 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.

Key Takeaways:

  1. Points come from kills — troops at home earn nothing beyond your own city's capped wave reward
  2. Send infantry first, cavalry second, archers last (or not at all for regular waves)
  3. Keep your 3 best heroes in your guard station; send bear hunt lethality heroes as joiner leads
  4. Waves 7, 14, and 17 are online-only and worth significantly more — prioritize reinforcing active members before these
  5. HQ wave 10: 90/10/0 infantry-heavy; HQ wave 20 at difficulty 21: include archers (35/15/50)
  6. Start exchanging reinforcements 1–2 hours before the event — pre-loading beats scrambling
  7. Use the Members tab (event icon → Members) to check who needs reinforcements in real time
  8. Flat % hero skills stack across joiners; proc-based skills do not — avoid duplicating proc heroes

For progression context that helps you build toward TG troops and stronger hero rosters, see our Master Academy Guide and Hero Tier List.

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