Kingshot KvK (Kingdom of Power) Guide
Updated October 12, 2026
Kingdom of Power is Kingshot’s monthly KvK contest, pairing two kingdoms for resource-driven preparation and cross-kingdom warfare. Winning takes more than strong armies: well-timed upgrades, coordinated castle control, and careful troop recovery all matter. Rewards include exclusive skins, Kingdom Coins, Hero Shards, kingdom-wide bonuses, and the opportunity to appoint a High King.
Eligibility and Event Schedule
KvK takes place during week 4 each month. Kingdoms become eligible approximately 70 days after creation.
Matchmaking considers kingdom generation and the combined troop power belonging to the 100 strongest governors. The system evaluates strength on the first day; your opponent appears on the second.
| Phase | Duration or timing |
|---|---|
| Matchmaking | 2 days, beginning Saturday |
| Preparation | 5 days |
| Battle | 10:00–22:00 UTC; 12 hours |
| Castle fighting | Starts at 12:00 UTC |
| Field Triage | 2 days after battle |
Use matchmaking to examine the opposing kingdom’s leading alliances and governors. Creating a character there can help you assess their organization before committing to a battle plan.
Preparation: Daily Tasks and Points
Preparation determines the battlefield and grants valuable combat support. Broad participation is essential; relying entirely on one alliance or a few powerful accounts is a poor strategy.
The following table consolidates repeated tasks. Listed days indicate when each activity scores.
| Activity and scoring unit | Days | Points |
|---|---|---|
| Governor Gear Charm maximum score: +1 | 1, 3, 4 | 70 |
| Building upgrade: 1 Truegold spent | 1, 2, 5 | 2,000 |
| Research: 1 Truegold Dust spent | 1, 2, 5 | 1,000 |
| Spend 1 Tempered Truegold | 1, 2, 5 | 30,000 |
| Eligible speedups: each minute | 1, 2, 5 | 30 |
| Complete an Intel Mission | 1, 3, 5 | 6,000 |
| One Hero Roulette play | 2, 3 | 8,000 |
| Ascension: each Rare Hero Shard | 2, 3 | 350 |
| Ascension: each Epic Hero Shard | 2, 3 | 1,220 |
| Ascension: each Mythic Hero Shard | 2, 3 | 3,040 |
| One gathering bundle | 2, 4, 5 | 2 |
| Spend 1 Master Emblem | 2, 3 | 6,000 |
| Spend 1 Master’s Manuscript | 2, 3 | 60 |
| Pet Advancement score: +1 | 3, 5 | 50 |
| Spend 1 Advanced Taming Mark | 3, 5 | 15,000 |
| Spend 1 Common Taming Mark | 3, 5 | 1,150 |
| Spend 1 Hero Gear Forgehammer | 4, 5 | 4,000 |
| Hero Exclusive Gear: each Widget | 4, 5 | 8,000 |
| Spend 1 Mithril | 4, 5 | 40,000 |
| Governor Gear maximum score: +1 | 5 | 36 |
Eligible speedups cover construction, research, troop training/promotion, and master skills. A gathering bundle means 1,000 Bread, 1,000 Wood, 200 Stone, or 50 Iron collected in the Wilderness.
Daily priorities are:
- Day 1—City Construction: buildings, charms, speedups, and Intel.
- Day 2—Basic Skills Up: building materials, speedups, roulette, shards, gathering, and master development.
- Day 3—Pet Training: pets, charms, roulette, shards, Intel, and master materials.
- Day 4—Hero Development: charms, hero equipment, troop training, and gathering.
- Day 5—Power Boost: pets, equipment, buildings, speedups, Intel, and gathering.
Save flexible materials until you know which day needs support. Avoid destructive internal conflicts, especially attacks that drive major contributors away; losing active governors weakens future KvK efforts.
Upgrade Score References
Charm values below are upgrade scores, not final KvK points. Multiply the applicable score increase by 70.
| Charm level | Score | Charm level | Score |
|---|---|---|---|
| 1 | 625 | 7 | 12,500 |
| 2 | 1,250 | 8 | 13,000 |
| 3 | 3,125 | 9 | 14,000 |
| 4 | 8,750 | 10 | 15,000 |
| 5 | 11,250 | 11 | 16,000 |
| 6 | 12,500 | — | — |
Governor Gear uses a 36-point multiplier on Day 5. Grouped entries share identical values.
| Gear rarity and stars | Upgrade score | KvK points |
|---|---|---|
| Uncommon, 0-star | 1,125 | 40,500 |
| Uncommon, 1-star | 1,875 | 67,500 |
| Rare, 0-star | 3,000 | 108,000 |
| Rare, 1-star | 4,500 | 162,000 |
| Rare, 2-star | 5,100 | 183,600 |
| Rare, 3-star | 5,400 | 194,400 |
| Epic, 0/1-star | 3,230 | 116,280 |
| Epic, 2/3-star | 3,225 | 116,100 |
| Epic T1, 0/1-star | 3,440 | 123,840 |
| Epic T1, 2/3-star | 4,085 | 147,060 |
| Mythic, 0/1/2/3-star | 6,250 | 225,000 |
Troop Training and Combat Scores
Day 4 awards points per trained unit. Battle scoring separately rewards enemy troop eliminations.
| Troop level | Training points | Elimination points |
|---|---|---|
| 1 | 3 | 1 |
| 2 | 4 | 1 |
| 3 | 5 | 2 |
| 4 | 8 | 3 |
| 5 | 12 | 4 |
| 6 | 18 | 5 |
| 7 | 25 | 7 |
| 8 | 35 | 9 |
| 9 | 45 | 11 |
| 10 | 60 | 13 |
| 11 | 75 | Not specified |
Battle Rules and Castle Strategy
The preparation loser hosts the fighting. The preparation winner receives +15% Healing Speed and +200% Enlistment Office Capacity.
Cross-Kingdom Teleporters become available at 10:00 UTC, when borders open. Travel remains available until 22:00 UTC; castle combat begins at 12:00 UTC.
Full control of the King’s Castle decides victory. Occupying either the castle or a turret grants 1 point for every 1,000 occupying power per 60 seconds.
City attacks can also score, but the target’s Town Center must fall within three levels above or below yours.
Coordinate turret assignments alongside castle deployments. When castle and turret holders belong to the same kingdom, those turrets will not fire on the castle—even if different alliances hold them. Turrets also give allied castle squads a substantial Lethality boost.
Choose objectives before chasing individual kills. Organized reinforcement and turret coverage support victory more directly than scattered city attacks.
Rewards and Rankings
| Reward category | What matters |
|---|---|
| Preparation milestones | Personal and alliance chests contain Kingdom Coins, resources, and speedups |
| Preparation individual ranking | Top 200 receive the current season’s Mythic Hero shards, such as Hilde |
| Preparation alliance ranking | Calculated daily, rewarding members |
| Preparation kingdom result | Winners receive twice the losing kingdom’s rewards |
| Battle kingdom result | Winners earn substantially more; an example is 50 Kingdom Coins versus 15 |
| Battle individual ranking | Battle points determine placement; top 50 receive a City Skin |
| Other battle prizes | Hero Shards and Truegold |
| Battle alliance ranking | Determined by combined alliance points |
The victorious kingdom’s leading alliance gains the opportunity to appoint a High King.
Field Triage and Recovery
Field Triage lasts two days. Its starting rescue rate is 30%, rising to a maximum of 90%.
Purchase Medical Satchel with gems to improve your personal rate. Alliance assistance through Rescue Orders can raise it further.
Recovery routes differ: castle-battle losses enter the Enlistment Office, where 70% are recoverable; losses from attacks against your city enter Field Triage.
Keep healing throughout combat. Once the Infirmary reaches capacity, additional wounded troops can become permanent losses.
Quick Tips
- Reserve upgrades for days that award their points.
- Estimate daily totals before spending rare materials.
- Encourage participation across every alliance.
- Assign castle and turret responsibilities before 12:00 UTC.
- Check Town Center levels before attacking for points.
- Monitor Infirmary space continuously.
- Complete rescue purchases and assistance within the recovery window.