Absy Labs ABSY LABSKingshot Theorycraft

Guide ยท alliance events

Kingshot Vikings: reinforce right, score more

Vikings rewards the alliance that fills the most cities with the right troops, not the most troops. This is who to send, how many, and the scoring that makes reinforcing a sleeping teammate worth more than piling onto a full city. Written for early Vikings, with the scope stated up front.

Confirmed Probable Speculative combat mechanics are engine-confirmed; the event tuning is community-tested.
Scope, read this first

This was written and tested during early Vikings, roughly up to level 11 to 12. It fits the mid-Gen 2 to late-Gen 3 window well. At higher levels (Gen 4+ Vikings) the mechanics scale: individual camps need more troops to clear reliably, and archers may become necessary depending on Viking HP pools. Treat the ratios below as a baseline, not gospel. Higher levels need your own testing to find the optimal split. If you have data from higher-level Vikings, bring it to the Discord.

If you only remember five things
  1. Keep your best-geared heroes at home. Their gear does nothing for a teammate's garrison (a joiner's gear and account stats are ignored).
  2. Keep archers at home, or send them to banners and encampments, never to allied cities.
  3. Reinforce every city with ~200k troops at 70% infantry / 30% cavalry / 0% archers, online or offline, empty or full.
  4. Send bigger reinforcements to offline players who already have full troops: up to 1M if they are a whale (yes, really). The scoring below explains why.
  5. Bring offensive joiner heroes: Yeonwoo, Amane, Chenko, Amadeus, Hilde, Marlin.

The reasoning for each is below, for whoever wants it.

Why archers contribute zero kills (and why that is fine)

Understanding how a battle is processed explains almost everything else on this page. Three steps decide it.

  1. Targeting. When the fight begins, every unit spawns and immediately picks a target, always the closest enemy, which is almost always infantry.
  2. Attack order. Combat resolves in a fixed sequence each round: infantry attack, then cavalry, then archers.
  3. Low HP. Vikings have very little health. Most get one-shot by infantry and cavalry before archers ever fire.
Confirmed The fixed attack order (infantry, then cavalry, then archers) and the target-the-nearest-line rule are the engine's real behavior, the same ones the troop mechanics and round structure run on. You can watch it resolve in Quick Fight.

So if you bring enough infantry and cavalry, the Vikings are dead before archers get a turn. The archers you sent literally never shoot, and steal zero kills. That is the whole reason the optimal composition is 70% infantry / 30% cavalry / 0% archers, and the reason you want offensive joiner heroes: you want infantry and cavalry hitting hard enough to finish each camp before the archer step is even reached.

Community-tested The "archers do nothing" result holds at the early levels this guide covers, where Viking HP is low enough to be cleared in the infantry and cavalry steps. As HP pools grow at higher levels, some targets survive into the archer step and archers start to matter. That is the main thing that shifts the 70/30/0 baseline.

Why you should not send archers to allies

"They are useless anyway, so why not send them to fill out a march?" Because reinforcements are judged by troop count, not composition, and that creates a quiet trap.

A player sees a city already holding 200k reinforcements, assumes it is covered, and sends their own troops elsewhere. But if those 200k are mostly archers, the city has almost no real defense. It burns, and neither the owner nor the alliance scores from it.

The rule
  • No spare marches? Keep archers at home.
  • Have spare marches? Send archers to banners or encampments, not to allied cities.

Why ~200k troops is the sweet spot

There is a hard cap on the total points a single city can generate. Once you can kill everything in it, more troops add nothing.

ScenarioDefendersKill ratePoints
A200k100%500k
B600k100%500k

Example numbers, to show the shape. The extra 400k in scenario B does nothing here. Those troops could instead defend a second city and open an entirely separate pool of points.

Community-tested From testing, roughly 180k troops at 70/30/0 reliably clears every Viking at difficulty 11 to 12. Communicating "200k to 250k" is easier to organise (about two marches) and leaves a margin. In practice no city should exceed about 200k effective (non-archer) defenders: past that you are burning troops a second city wanted.

Why reinforce offline players who already have full troops

This one feels wrong at first. "If I reinforce someone already capped with their own troops, I just hand them my points." Compared with reinforcing an empty online city, yes, you earn fewer personal kills. But if every online city is already at the troop cap, your extra troops would otherwise generate zero value (see the cap above). Idle troops score nothing; troops in a full city still trigger the ownership bonus.

Here is why it still pays. Vikings scoring rewards city ownership:

  • You kill a Viking anywhere: you gain 1 point, so 1 point to the alliance total.
  • Someone kills a Viking inside your city: you gain 2, they gain 1, so 3 points to the alliance total.

Worked example, using labelled example inputs: 500k Vikings in a city, kills split 50/50 between you and the city owner.

 Solo
owner kills all
Full + your
reinforcements
Empty
you kill all
Your points0250k500k
Their points500k750k1000k
Alliance total500k1000k1500k
Community-tested Reinforcing a full offline teammate moves the alliance from the solo 500k to 1000k, up to 500k extra points injected into both their score and the leaderboard, from troops that would otherwise have sat idle. The empty-city case is better still, but it beats piling onto an already-saturated city every time. As a bonus, it is a decent act of solidarity for your offline members.

Which joiner heroes to bring

The garrison leader does the heavy lifting, and joiners add up to four first-skills on top (the rally and garrison rules apply here too). Since you want everything dead in the infantry and cavalry steps, bring offensive joiners, the ones that push damage up rather than defense:

Yeonwoo, Amane, Chenko, Amadeus, Hilde, Marlin. A joiner contributes only its first hero's first skill plus its troops, so pick for the skill, not the gear.

Amane
Amane
Archer
Chenko
Chenko
Cavalry
Amadeus
Amadeus
Infantry
Hilde
Hilde
Cavalry
Marlin
Marlin
Archer
Probable Chance-based joiner skills do not stack across copies, so four of the same proc hero fire as one. Diversify the skills instead of doubling up. Why four of one joiner is still one joiner.

What the simulator does and does not do here: it does not compute Vikings scoring or the reinforcement meta above. What it does model is the combat underneath, the same engine, so you can verify the load-bearing claim yourself: drop infantry and cavalry against a low-HP target in Quick Fight and watch the archers never get a turn.

Check a composition before you send it

Quick Fight runs your garrison round by round; Best Counter ranks the trio and troop split that trades best.