Preparation decides who attacks
The strategy on this page is community opinion from player guides; the points values are game data from our event planner. Kingdom of Power pits two kingdoms against each other over five preparation days and a battle day. The kingdom that wins preparation becomes the attacker: its players can teleport into the other kingdom, its own castle cannot be attacked, and it gets State Bonus buffs for the fight. So every player's preparation points count twice, once for personal chests and once for the kingdom result. The usual personal target is the 200,000-point chest each day, which also gives a State Medal; five preparation medals plus a sixth for joining the castle battle unlock the final medal reward. The day themes, schedule and full scoring tables are on the Kingdom of Power data page.
Before day 1
- Turn on your buffs before you spend anything: guides name the Wolf pet buff, the Double Time Decree and, if your kingdom hands them out, the Chief Minister or Noble Advisor role. Points spent before the buffs are lost.
- Queue Watchtower Intel missions so they are ready for the days that score them (days 1, 3 and 5).
- Start long building and research timers so they finish once day 1 opens. Speedups used before preparation score nothing.
- Empty your infirmary and know your battle window in UTC. The kingshotwiki.com schedule puts the battle phase on Saturday from 10:00 to 22:00 UTC.
- Map each saved item to the day that scores it with the Event Spend Planner, and see the Saving for events guide for what to hold back.
What to spend on each preparation day
| Day | Spend | Hold back |
|---|---|---|
| Day 1 | Tempered Truegold and Truegold upgrades, Intel missions, Governor Charms, speedups up to your target | Most speedups. Day 5 scores them too, so do not empty them here |
| Day 2 | Hero Roulette spins, Master Emblems, hero shard ascensions | Advanced Taming Marks for day 3 or 5 |
| Day 3 | Advanced and Common Taming Marks, any shards and spins left | Mithril, Widgets and Forgehammers for day 4 or 5 |
| Day 4 | Mithril, Widgets, Forgehammers and troop promotions | Construction and research speedups, which do not score today |
| Day 5 | Whatever is left: Governor Gear (it only scores today), Truegold, Taming Marks, gear materials and speedups | Healing speedups and resources for battle day |
Promote troops on day 4
- Day 4 scores troops by tier: 60 points for a T10 and 75 for a T11 in our data. A promotion scores the difference between the two tiers.
- At base training speed, promoting T9 to T10 earns about 42.9 points per training speedup minute, more than the 30 a minute earns on speedup days. Training new T10s earns about 23.7.
- For T11, promoting T9 to T11 earns about 36.7 points per minute against 25.0 for fresh training.
- Keep a stock of lower-tier troops to promote, and check your own training speed in the troop training planner.
Battle day
Everyone
Join rallies and garrisons rather than marching alone; one battle action earns the sixth State Medal. You can only attack Town Centers within 3 levels of yours. Turn on battle buffs and Counter-Recon when the phase opens, and keep your shield up if you are not fighting.
Be online and joinHolding the castle
A side wins by holding the castle for 2.5 continuous hours, or with the longest total hold. Taking it once is not enough: keep cycling troops in. The four turrets give a Lethality bonus to your kingdom's squads in the castle, so take and reset them rather than ignoring them.
Rally leaders and alliance leadersHealing
A full infirmary turns wounded troops into dead ones. kingshotmastery.com suggests a heal batch of about 30 minutes, healing constantly with alliance help, and keeping speedups for emergencies. Stock food, wood, stone and iron before the fight.
Heal first, fight secondSmaller accounts
Intel missions, gathering and buffs cost nothing, and all six medals are reachable without spending. On battle day, joining garrisons and rallies of stronger players is worth more than solo attacks you cannot win.
Free and low spendersRecovering lost troops
- Troops lost in the open world go to Field Triage after the battle. Both kingshotwiki.com and kingshotmastery.com give 30% recovery at base and 90% at most, raised with alliance Rescue Orders and a gem-bought Medical Satchel (+10%).
- Troops lost at the castle go to the Enlistment Office, where 70% can be recovered with Loyalty Points. Kingshotwiki.com says the preparation winner gets +200% Enlistment Office capacity and +15% healing speed.
- Troops that die because the infirmary was full do not count towards recovery, which is another reason to heal constantly.
Where guides disagree
- How preparation is won: neither kingshotwiki.com nor kingshotmastery.com says whether it is days won or total points. Ask your kingdom leaders how they track it.
- Rescue Orders: kingshotwiki.com says each one adds 1% up to 50; kingshotmastery.com says each player gets 20 to hand out and can receive up to 50. Kingshotwiki.com's own tips section words the bonus differently again. Check in game.
- Turret bonus: kingshotwiki.com gives +8%, +12%, +15% and +20% Lethality for one to four turrets; kingshotmastery.com gives no figures.
- Day 2 name: kingshotwiki.com calls it Research; our data and kingshotguide.com call it Basic Skills Up. The scoring items are the same.
- How hard to save: kingshotmastery.com says stop casual spending about 30 days out; kingshotguide.com says saving with no day-by-day plan is clutter, and to keep flexibility until your kingdom is close to eligibility.
- Whether holding back your Town Center level affects matchmaking: kingshotmastery.com calls this disputed.