Tri-Alliance Clash

How to win Tri-Alliance Clash: the four phases, which buildings score, how to split 30 players into roles and how to take the Temple.

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

PhaseMinutesWhat to do
Preparation0 to 3The map is locked. Repeat a plan agreed beforehand; there is no time to make one.
Seize & Conquer3 to 20Take your lane's first key building and the Transit Centers. Reaction teams grab the neutral buildings in the centre.
Garrison Occupation20 to 40Garrisons open. kingshotguide.org says to hold at least two of the three.
Temple Onslaught40 to 60The Temple opens. Regroup, go in together and hold it to the end.

What the buildings are worth

BuildingPoints per minuteNotes
Temple1,800Plus a 50,000-point bonus (see where guides disagree)
Garrison1,800Opens after 20 minutes
Ruin Cluster600
Ruins180
Pillar60
Transit Center60Also lets you teleport
Headquarters0Where 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 lane

Supporters

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 anchor

Special 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 squads

Reaction 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 three

Commanders 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 players

Tips that most guides share

  • Set up three formation presets before entering and give each squad a job: a strongest squad for contested buildings, a second for lane support and a third for captures and routes.
  • Heal at a building you hold rather than respawning at headquarters.
  • Spend early energy on buildings and routes, not on kills. Keep some for the Temple phase.
  • R4 and R5 can assign Captains to captured buildings for faster energy recovery.
  • Attack Garrisons with several squads at once, never one at a time.
  • Register only players who will turn up. Members cannot leave the alliance once they are on the battlefield.
  • Kingshotmastery.com gives no fixed troop ratio for this event and rejects the ones that circulate. Use your normal PvP formation and check it in the Army calculator.

Where 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.