How Tri-Alliance Clash works
The strategy on this page is community opinion from player guides, not game data. Three alliances from different kingdoms share one map for an hour, and the alliance with the most points at the end wins. Each player brings three squads. Points come from holding buildings, not from kills, so the guides agree that route control and timing beat chasing fights. Players heal and recover at buildings they hold, and moving and attacking costs energy. kingshotguide.org gives Town Center level 16 as the entry requirement. Voting, sign-up and battle days are on the data page.
The four phases
| Phase | Minutes | What to do |
|---|---|---|
| Preparation | 0 to 3 | The map is locked. Repeat a plan agreed beforehand; there is no time to make one. |
| Seize & Conquer | 3 to 20 | Take your lane's first key building and the Transit Centers. Reaction teams grab the neutral buildings in the centre. |
| Garrison Occupation | 20 to 40 | Garrisons open. kingshotguide.org says to hold at least two of the three. |
| Temple Onslaught | 40 to 60 | The Temple opens. Regroup, go in together and hold it to the end. |
What the buildings are worth
| Building | Points per minute | Notes |
|---|---|---|
| Temple | 1,800 | Plus a 50,000-point bonus (see where guides disagree) |
| Garrison | 1,800 | Opens after 20 minutes |
| Ruin Cluster | 600 | |
| Ruins | 180 | |
| Pillar | 60 | |
| Transit Center | 60 | Also lets you teleport |
| Headquarters | 0 | Where you start and revive |
Splitting 30 players into roles
Lane anchors
Your strongest, most reliable fighters. Each takes the first key building on their lane and holds the front.
6 players, one per laneSupporters
Sit in the building behind their anchor. When the anchor is worn down, a supporter steps forward while the anchor heals, then falls back. This saves the 2-minute walk from headquarters.
12 players, two per anchorSpecial force
Moves only as a full group to hit buildings behind enemy lines, then pulls back before a counter-attack. Use it to disrupt, not to duel.
6 players, 18 squadsReaction teams
Take the central neutral buildings early, then retake lost buildings and help lanes under pressure. They move on the caller's signal only.
6 players in two teams of threeCommanders and callers
The KingShot Wiki suggests two smaller, very active players who manage buffs and time them for captures and the Temple fight. Name one lead caller and one backup before the battle.
Two playersWhere guides disagree
- Temple bonus: kingshotguide.org says the 50,000 points go to the alliance holding the Temple at the end. kingshotmastery.com says they go to the first alliance to capture it and calls the other reading a mistake.
- What scores 1,800 a minute: the KingShot Wiki gives that figure for the Temple only. kingshotmastery.com and kingshotguide.org give it for Garrisons too.
- Lanes: the KingShot Wiki plans for six lanes, one anchor each. kingshotguide.com describes three lanes (north, centre and south).
- Schedule: kingshotguide.org describes a weekly cycle. The KingShot Wiki, kingshotmastery.com and kingshotguide.com say every four weeks or monthly, which matches our data page.