NOOBS855

Combat guide

Castle Battle — Gen 5

Who opens, who joins, what we send and how we stop turning the castle into an expensive sightseeing tour.

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01

Quick Orders

Save the default presets before battle, activate the correct pet and normal battle buffs, and follow the rally captain’s live request. A perfect march arriving in the wrong formation is still perfectly useless.

  • ATTACK preset: 50% Infantry / 15% Cavalry / 35% Archers.
  • CASTLE HOLD preset: 60% Infantry / 40% Cavalry / 0% Archers.
  • Only assigned players start castle rallies.
  • Rally leads may request a different troop count, joiner hero or formation during the battle. The live call always replaces the default.
  • Check that your pet buffs and normal combat buffs match the rally lead’s instructions before sending.
02

Attack Rally & Solo Leads

Use Amadeus + Thrud + Rosa to lead attack rallies with the 50/15/35 preset. For solo attacks, use Long Fei + Thrud + Rosa. Rally and solo marches have different jobs—do not casually swap the infantry lead because both portraits look expensive.

  • Rally lead: Amadeus / Thrud / Rosa — 50/15/35.
  • Solo march: Long Fei / Thrud / Rosa — 50/15/35 unless leadership calls another ratio.
  • The assigned captain activates the appropriate pet buffs and normal battle buffs before launching.
  • Joiners must copy the requested troop ratio and troop amount shown in the live call.

If the rally lead asks for another formation or troop amount during battle, follow that request—not the screenshot you saved three days ago.

03

Offense Joiners

Use 50/15/35 by default and place the assigned joiner hero first. Only four first Expedition skills can stack in a rally, so a fifth Chenko adds no extra Chenko stack.

  • Joiner pool: Chenko, Yeonwoo, Amane or Petra.
  • Maximum useful stack: four first-hero Expedition skills.
  • Do not send five Chenko marches expecting five Chenko skills to stack.
  • Never let a random first hero displace an assigned level-5 joiner skill.
  • Match the requested ratio and troop amount so joiners do not distort the captain’s formation.

Four skills stack. Number five is just Chenko arriving late to a meeting that already has enough Chenko.

04

Holding the Castle — Garrison Lead

Once we take the castle, switch to Alcar + Vivian + Margot and the 60/40/0 holding formation. Refill quickly and keep the defensive lead stable unless the rally captain orders a counter change.

  • Castle lead: Alcar / Vivian / Margot.
  • Default hold formation: 60% Infantry / 40% Cavalry / 0% Archers.
  • The assigned garrison captain must use the strongest defensive gear and buffs.
  • Activate the correct defensive pet buffs and normal combat buffs.
  • After capture or a heavy hit, refill the castle immediately with the requested formation and troop amount.

Zero archers means zero archers. This is not the moment to donate your favourite archer collection to castle tourism.

05

Defense Joiners

Defense uses an assigned four-skill stack. Place Fahd, Gordon (also known as Jordan) or Saul first only when requested; everyone else follows the live refill instruction.

  • Defense joiner pool: Fahd, Gordon aka Jordan, and Saul.
  • Only four first-hero Expedition skills can stack.
  • Do not send random heroes: mismatched skills weaken the stack and stronger heroes may displace the planned top slots.
  • Routine refill troops should be sent without heroes unless R4/R5 assigns you a hero slot.
  • Only one march from each player can remain inside the castle or turret, but keep sending refill marches nonstop. Use all five march queues when available to replace injured troops as quickly as possible.

When leadership says SEND JORDAN, Gordon finally knows where he is going.

06

Battle Day Timeline

KVK Battle Phase takes place every fourth Saturday. The official cross-kingdom window lasts 12 hours, while Kingdom 855 uses a one-hour NAP ceasefire before the castle fight so everyone arrives ready.

  • 10:00–11:00 UTC — opening invasion and cross-kingdom combat.
  • 11:00–12:00 UTC — Kingdom 855 NAP ceasefire and castle preparation.
  • 12:00–17:00 UTC — five-hour Castle Battle.
  • 17:00–22:00 UTC — final invasion; travel to the opposing kingdom and attack enemy Town Centers when instructed.
  • Battle Phase and cross-kingdom invasion end at 22:00 UTC.
  • Presence during the first three castle hours is highly recommended—the opening usually decides who controls the fight.

Set the alarm for the beginning, not the victory screenshot. Castles are usually won while late players are still typing “what formation?”

07

Troop Recovery Warning

Troops lost during the Battle Phase enter the event recovery systems, but recovery is not automatic perfection. The maximum Field Triage revival rate is 90%, so careless city fighting can still leave a permanent bill.

  • Heal continuously and never allow the Infirmary to overflow.
  • Use alliance help and the available recovery items to raise the Field Triage rate toward 90%.
  • Do not assume every troop loss from every battle type follows the same recovery route.
  • Shield or reinforce as instructed when you are not part of an invasion squad.
08

Batch Healing — Do Not Heal Everything at Once

During Castle Battle, heal troops in repeated small batches so alliance members can help finish each batch quickly. Start with around 1,000 troops, adjust the amount if needed, and keep repeating instead of launching one enormous healing queue.

  • Select approximately 1,000 injured troops and tap Heal.
  • Request Alliance Help and let the batch finish.
  • Immediately start the next small batch and repeat nonstop.
  • Try a slightly smaller or larger batch to find the amount your alliance can complete fastest.
  • Keep watching Infirmary capacity while refilling the castle or turrets—small, continuous batches help clear wounded troops and prevent overflow losses.

Small batch, Help, repeat. A giant healing timer looks impressive right until the Infirmary fills and troops start disappearing.

09

Who Becomes King?

Preparation and castle results are counted separately. Winning both creates a High King; splitting the results creates two independent kings.

  • Win Preparation + win the Castle Battle: the winning kingdom receives the High King for two weeks and controls appointments in the defeated kingdom.
  • Split result—one kingdom wins Preparation and the other wins the castle: each kingdom chooses its own King.
  • Follow leadership announcements before accepting or requesting any position after KVK.
10

Castle Rotation Checklist

The winning sequence is capture, swap, refill, heal and repeat. The castle does not care who had the most dramatic solo march.

  • Attack with 50/15/35; switch to 60/40/0 immediately after capture.
  • Keep enemy-held turrets under pressure; turret fire creates repeated castle casualties.
  • Use the Batch Healing method above throughout the battle.
  • Watch hospital capacity—overflow can turn wounded troops into permanent losses.
  • Rally captains coordinate launch timing; joiners do not open competing rallies.
  • Rally leads may change joiner heroes, troop amounts or formations between hits. Watch the live call.

Strategy references: Kingshot Mastery Castle Battle Guide, Kingshot Guides Gen 5 Lineups, official Kingdom of Power timing and recovery FAQ, and Kingdom 855 battle assignments. Live rally-lead instructions always take priority over the default formations.