Kingshot Swordland Showdown Guide
Updated October 12, 2026
Swordland Showdown is Kingshot’s alliance PvP contest where capturing objectives, collecting battlefield loot, and choosing the right fights all matter. Victory improves your reward position, but personal scoring remains essential—even when your alliance is outmatched. A good plan gives strong fighters worthwhile targets and keeps support players earning throughout the match.
Event Rules and Registration
| Detail | How it works |
|---|---|
| Frequency | Every two weeks, on Sunday |
| Match length | 1 hour |
| Eligibility | Top 20 alliances on the Alliance Power leaderboard, checked before Voting |
| Preparation schedule | Voting: 2 days; Registration: 2 days; Matchmaking: 2 days |
| Registration management | R4/R5 officers select participants and substitutes |
| Alliance capacity | Up to 2 Legions |
| Legion capacity | 30 combatants and 10 substitutes |
| Substitute entry | Vacant places automatically fill during the opening 3 minutes, or 180 seconds |
| Rewards | Hero shards, gems, and gear materials |
Join your alliance before registration ends. A member can belong to only one Legion, although switching remains possible until registration closes.
Empty your infirmary before entering. Existing wounded troops prevent admission. Battlefield casualties become injuries rather than permanent losses; the event infirmary has unlimited space, and exiting restores those troops immediately at no cost.
Understand Rewards Before Choosing Targets
Alliance Relic Points decide the battlefield winner. Alliance rewards follow Legion 1’s result, while your Personal Relic Points determine your individual reward standing within the relevant winning or losing bracket.
A strong personal finish on the defeated side can outperform a weak finish on the victorious side. Keep earning instead of treating the scoreboard as your only objective.
| Scoring activity | Alliance points | Personal points |
|---|---|---|
| Completing first occupation | Yes | Yes |
| Maintaining building control | Yes | Yes |
| Collecting Baggage Trains | Yes | Yes |
| Gathering at Undercellars | Yes | Yes |
| Defeating enemy troops | No | Yes |
Combat awards 80 Personal Relic Points for each 10,000 enemy soldier power defeated while attacking. Defending awards 40 for that same defeated power.
Building Income and Battlefield Loot
First occupation pays only after the capture countdown finishes. The Swordshrine’s initial capture grants 9,000 Alliance Relic Points and 4,500 Personal Relic Points. Securing every opening-phase first-control bonus produces 26,400 Relic Points.
| Building category | Alliance points/minute | Personal points/minute |
|---|---|---|
| Swordshrine | 1,800 | 900 |
| Sanctum | 1,200 | 600 |
| Abbey | 600 | 300 |
| Buff structure | 240 | 120 |
The July 8 update added increased personal income after 30 minutes of full alliance occupation. The increase’s size was not specified. Defending an established position therefore has value beyond its listed base income.
Buildings visibly bank 50% of accumulated alliance points. When an opponent takes the structure, that reserve becomes collectible Baggage Trains, also described as Arsenal Supplies or loot crates. Either team can retrieve them.
Individual crate amounts vary randomly, but a larger reserve produces more total loot. Assign collectors before an assault; capturing a building does not automatically secure its dropped supplies.
Map Objectives and Unlock Times
The opening battlefield contains 2 Sanctums, 4 Abbeys, Bell Tower, and Royal Stables. At **15 minutes—900 seconds—**Swordshrine, Hall of Reformation, and Mercenary Camp unlock.
| Objective | Strategic benefit |
|---|---|
| Bell Tower | Cuts occupation countdowns by 50% |
| Royal Stables | Cuts the free teleport cooldown by 50%, from 12 minutes to 6 |
| Hall of Reformation | Provides +15% Squad Damage and −15% Damage Taken |
| Mercenary Camp | Launches a mercenary attack against an enemy-controlled structure |
| Swordshrine | Highest building-point output |
Bell Tower accelerates early captures; Royal Stables improves repositioning. Both deserve attention rather than a rigid universal priority order.
Undercellars belong to the later gathering phase, with waves at 15 and 20 minutes. They appear around Swordshrine in roughly evenly spaced areas. Tap the minimap’s magnifying glass to locate them precisely. Their gathering income is slower than building income, but less-contested nodes offer useful scoring opportunities.
Prepare Your Roster and Assign Jobs
Matchmaking uses the combined Squad Power of the strongest 20 registered Governors, including substitutes. Governor gear, hero gear, and Battle Tech contribute; troop quantity alone does not determine the rating. Removing hero equipment does not fool this calculation.
Registering 15 strong players rather than 30 may reduce the assessed power and produce a lighter matchup, but fewer attendees also mean fewer useful marches. Prioritize reliable attendance over roster manipulation.
Choose one battle caller, label objectives, establish building assignments, and use live voice coordination. Pet Skills, Castle Appointments, and consumable bonuses remain effective. The event supplies a free Advanced Teleporter and plentiful free March Speedups.
Tanks
Use durable players with defensive heroes to anchor Swordshrine, Sanctums, or important buff structures. They reinforce threatened positions and organize defensive rallies. Two cooperating tanks can cover nearby objectives without stretching every march too far.
Howard with Quinn is a established defensive pairing, capable of reducing incoming damage by up to 40% together. Current-generation widgets also matter.
Attackers
Your strongest damage dealers should capture objectives, lead offensive rallies, and disrupt dangerous opponents. Teleport pressure against enemy cities can force retreats and weaken their building presence.
Once a position is secured, transfer responsibility to defenders. Keeping your best attacker stationary wastes offensive pressure.
Support
Support players reinforce garrisons, join rallies, retrieve crates, and gather Undercellars. Lower-power players can launch marches from the spawn safe zone rather than expose their cities.
If an attack threatens your city, moving troops into a nearby encampment can keep them out of that city battle.
Execute the Hour According to the Matchup
Opening 0–15 minutes: Split attackers between mobility and capture-speed objectives while other squads contest Sanctums and Abbeys. Spread out for first-control bonuses, then immediately establish defensive coverage.
At 15 minutes: Prepare for Swordshrine and Hall of Reformation. Coordinate Mercenary Camp attacks immediately before a rally; mercenary kills do not provide personal combat points.
After the unlocks: Send spare marches toward Undercellars, monitor building reserves, and place collectors near planned captures. Protect structures nearing the 30-minute occupation bonus.
When comfortably ahead, controlled exchanges of buildings can generate additional crates and combat scoring for both sides. Balance that opportunity against sacrificing established occupation income.
When heavily outmatched, target isolated opponents you can defeat and gather away from major fights. For a recovery cycle, tap the top-screen VS banner, choose Leave Battlefield, wait the 12-minute re-entry cooldown, then return. That cooldown is separate from teleport timing.
Quick Tips
- Heal existing wounded troops before the battle.
- Register players who will actually attend.
- Match personal scoring opportunities to your strength.
- Hand captured buildings from attackers to defenders.
- Collect dropped supplies immediately after ownership changes.
- Find Undercellars through the minimap search control.
- Preserve valuable long-held buildings when practical.
- Keep scoring even when victory becomes unlikely.