Bear Trap Ultimate Guide cover

Bear Trap Ultimate Guide

Master Kingshot Bear Trap with exact joiner mechanics, best rally leaders, Valora and Cassia priorities, Hero Gear Mastery, formations and real rally examples.

Published by Ralyvora

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Practical rally strategy, exact joiner mechanics, best heroes, Masters, Hero Gear, formations and real examples.

Bear Trap Kingshot
Bear Trap Ultimate Guide

Bear Trap is not won by creating the largest single march.

It is won by keeping the greatest amount of useful troop power inside strong rallies for as much of the 30-minute event as possible.

That sounds simple, but it changes almost every decision:

  • A joiner should not build the same way as a rally leader.
  • A newer Legendary hero is not automatically a better joiner.
  • Hero Gear and Mastery matter for the host, not for a normal joiner.
  • Six smaller marches are not automatically better than three full marches.
  • Three full marches are not automatically better either.
  • A Gen 4 or later account may need 30% Cavalry, not only 10%.
  • Valora has different skills for personal points, personal squad size and host rally capacity.
  • The correct answer comes from damage per march, damage per 100,000 troops and completed rally cycles.

This guide explains what to do with the mechanics, not only what the mechanics are.

What Is Bear Trap?

Bear Hunt is the official event name. Bear Trap is the common community name based on the Pitfall building.

An R4 or R5 activates the Pitfall. The alliance then attacks the Raging Bear through rallies during a 30-minute damage window. The official cooldown is 48 hours. Rally battles use the rally initiator's nine Expedition skills and add four primary hero skills from rally members. [1][2][3][4]

FieldValue
Event typeAlliance cooperative PvE
Duration30 minutes
Cooldown48 hours
ActivationR4 or R5
Attack methodRallies only
Main rewardsForgehammers, Hero Gear materials and resources
Main objectiveMaximize completed rally damage before time expires

The Bear does not function like a normal PvP target. Your objective is not to survive longer than another player. Your objective is to produce as much repeated damage as possible before the timer expires.

Your personal score is:

S_{\text{personal}} = \sum_{\text{every rally you joined or hosted}} D_i

where \(D_i\) is the damage credited to your troops in rally \(i\).

What this means

A player with one huge hit can still lose to a player with smaller hits if the second player completes more useful rally participations.

The event rewards total output, not the appearance of one march.

The 30-Minute Execution Timeline

Preparation, 10 to 15 minutes before activation

  • Confirm Pitfall Level 5.
  • Recall gathering marches.
  • Move assigned hosts close to the Pitfall.
  • Activate relevant offensive pets and temporary buffs.
  • Load formations and troops-only presets.
  • Confirm host groups, launch offsets and troop caps.

Opening cycle, first 5 minutes

  • Fill primary hosts first.
  • Confirm the four active joiner skills.
  • Remove defensive or economic slot-1 heroes from premium rallies.
  • Stop unassigned players from creating weak rallies.

Main throughput phase, minutes 5 to 23

  • Rejoin immediately after every return.
  • Keep staggered groups running.
  • Record comparable reports for formation tests.
  • Adjust the cap if rallies are consistently underfilled.

Final launch phase

  • Open a new rally only when it can fill, march and resolve before the timer ends.
  • Join any approved rally that can certainly complete.
  • Save event totals and representative reports.

Pitfall Upgrade Requirement

Pitfall levelArrows requiredRunning totalAttack bonus
1200200+5%
2300500+10%
3400900+15%
45001,400+20%
55001,900+25%

A Level 5 Pitfall should be treated as mandatory preparation. The current event database lists a total requirement of 1,900 Hunting Arrows for the full +25% Attack bonus. [4]

Arrow planning example

If 40 members contribute 24 arrows per day:

40\times24=960

Over two days:

960\times2=1{,}920

That is enough to complete Level 5.

The Three Questions That Decide Your Strategy

Before choosing heroes, formations or gear, answer these three questions.

1. Am I joining or hosting?

Joiners and hosts contribute different systems.

2. Am I limited by troops, march slots or good rallies?

  • If troops are limited, fewer stronger marches may be better.
  • If march slots are idle, splitting may improve total score.
  • If good rallies are limited, sending more marches into weak hosts can reduce efficiency.

3. Is my account Archer-dominant or Cavalry-competitive?

This depends on:

  • Hero generation
  • T11 unlock order
  • Attack and Lethality
  • Hero Gear and Mastery
  • Host heroes
  • Master Special Research

Do not choose 1 / 10 / 89 or 5 / 30 / 65 from the generation label alone.

Part I: Exact Joiner Mechanics

What a Joiner Actually Contributes

The official Combat FAQ confirms that a rally includes the host's nine hero skills and four primary hero skills from rally members. Current Bear testing consistently uses the first Expedition skill of the first hero as the joiner's eligible skill. [2][4]

Joiner contributionCounts?What you should do
Troop countYesSend enough troops to make the march worthwhile
Troop tierYesUse the highest useful tier
Infantry, Cavalry and Archer ratioYesUse a tested Bear formation
Deployment capacityYesIncrease it if all active marches can use the extra space
Hero in slot 1YesPut an approved Bear joiner first
First Expedition skill of hero 1YesLevel this skill
Skill levelYesHigher skill levels have better selection priority
Join order at equal skill levelCommunity-testedStrong skill carriers should enter early
Hero 2 and Hero 3IndirectlyUse them for additional march capacity
Valora Hunter InstinctYes, self onlyRaises your personal Bear Hunt Damage Points
Valora Savage AdvantageYesRaises your Bear Hunt Squad Capacity
Cassia Horn of ValorYesRaises general Squad size

What Does Not Transfer from a Normal Joiner

SystemTransfers into another player's rally?Decision
Hero GearNoDo not build it for current joiner damage
Hero Gear Mastery ForgingNoGear Mastery is a host investment
Red Gear ImbuementNoIt belongs to the host's hero setup
Widget or Exclusive Gear packageNoOnly the eligible first Expedition skill is shared
Governor GearNoThe host provides the shared rally foundation
Governor CharmsNoThe host provides the shared rally foundation
Combat researchNo as a shared joiner statChoose a better host instead
Pet combat skillNo as a shared joiner effectHost pets matter
Hero 2 skillsNoUse Hero 2 for capacity
Hero 3 skillsNoUse Hero 3 for capacity
Total hero PowerNo direct Bear joiner valueIgnore the Power number
Hero rarityNo direct valueA maxed Epic skill can beat a weak Legendary skill
Valora Dance of the HuntNo, unless hostingIt increases rally capacity
Cassia Inspiring MobilizationNo, unless hostingIt increases rally capacity

Why a Wrong Hero Can Cost More Than Extra Troops Add

Suppose a rally contains 1,200,000 troops.

You have two choices:

Choice A

Send 100,000 troops with a correct +25% offensive first skill.

Choice B

Send 130,000 troops with a defensive first skill that occupies one of the four active skill slots.

The extra 30,000 troops in Choice B affect only your own contribution.

The missing offensive skill can affect the entire 1,200,000-troop rally.

A simplified way to compare the leverage is:

\text{Shared skill leverage} \approx bR

where:

  • \(b\) is the effective rally-wide improvement
  • \(R\) is the total rally troop count

Even if the real effective improvement after stacking is only 10%:

0.10 \times 1{,}200{,}000 = 120{,}000

That is roughly 120,000 troop-equivalents of shared leverage in this simplified comparison.

The extra personal 30,000 troops do not compensate for blocking that skill.

Decision

Use the correct first hero.

If no approved hero is available, send troops only rather than risking a harmful skill slot.

Best Joiner Heroes

Judge these heroes by their first Expedition skill.

TierHeroPlatform generationMain effectBest use
SChenkoGen 0Up to +25% Squad LethalityReliable early and late joiner
SYeonwooGen 0Up to +25% Squad LethalitySecond reliable Lethality carrier
SAmaneGen 0Up to +25% Squad AttackReliable Attack group
SAmadeusGen 1Up to +25% Squad LethalityPremium joiner when not hosting
SMargotGen 4Up to +25% Squad AttackLater-generation Attack carrier
SVivianGen 5Up to +25% Enemy Damage TakenTarget-side amplification
SAvaGen 7Up to -25% Enemy Squad DefenseTarget-side Defense reduction
SWee & WooGen 7Up to +15% Attack and +10% LethalityMixed offensive skill
AHildeGen 2Attack plus DefenseSafe hybrid fallback
AThrudGen 5Infantry and Archer damage plus mitigationUseful mixed fallback
BPetraGen 3Chance-based Enemy Damage TakenHigh ceiling, variable
BMarlinGen 2Chance-based Damage DealtUse after reliable slots are covered
BRosaGen 4Chance-based Damage DealtBetter as a full host than a joiner
SituationalYangGen 6Delayed extra strikeNeeds enough combat turns
Avoid in slot 1Jabel, Long Fei, Gordon, Edwin, Diana, Triton, CharlesVariousDefensive, economic or wrong first skillUse as host or elsewhere

On this platform, the Epic launch roster is Gen 0 and the Legendary sequence begins at Gen 1. Current skill values and hero roles are available in the updated hero databases. [5][6][7]

The Best Four-Skill Package

A safe early package is:

  • Chenko
  • Yeonwoo or Amadeus
  • Amane
  • Margot

This gives two Lethality-type effects and two Attack-type effects.

A late-game package to test is:

  • One reliable Lethality hero
  • One reliable Attack hero
  • Vivian
  • Ava or Wee & Woo

Do not treat this as a fixed universal answer.

The exact result depends on:

  • Skill levels
  • Internal stacking groups
  • Host stats
  • Proc behavior
  • Hero generation
  • Current patch

Practical alliance rule

Before the event, assign at least four high-level skill carriers to each primary host group.

Do not rely on random join order.

Part II: Masters That Actually Matter

Masters and Hero Gear Mastery Forging are different systems.

The six current Masters are:

  • Valora
  • Pan
  • Roman
  • Cassia
  • Guinevere
  • Wilson

Only some of them have direct Bear value.

Master Summary

MasterJoiner valueHost valueWhat to do
ValoraExcellentExcellentFirst Bear Master
CassiaGoodExcellentCapacity and combat stats
PanIndirectExcellent for Archer hostsLate Special Research
RomanIndirectExcellent for Cavalry hostsLate Special Research
GuinevereNo direct Bear skillOnly general account statsDo not build for Bear
WilsonNo direct Bear skillOnly general account statsDo not build for Bear

Valora

Valora is the dedicated Bear Master.

Hunter Instinct

Hunter Instinct gives up to +30% Bear Hunt Damage Points, effective for self only. [9]

Concrete example

Assume your normal personal event result is 2.0 billion points.

At +30%, all else equal:

2.0\text{B} \times 1.30 = 2.6\text{B}

The additional 600 million belongs only to you.

It does not increase every other member's score.

Decision

Hunter Instinct is valuable whether you host or join.

Savage Advantage

Savage Advantage gives up to +30,000 Bear Hunt Squad Capacity. [9]

This is personal march capacity.

Concrete example

If you run four Bear marches and each march can use the entire bonus:

4 \times 30{,}000 = 120{,}000

You can have up to 120,000 additional troops deployed at the same time.

With five usable marches:

5 \times 30{,}000 = 150{,}000

Decision

Savage Advantage is one of the best Valora skills for a joiner who has enough troops to fill the added space.

It is less useful when your active marches are already underfilled.

Dance of the Hunt

Dance of the Hunt gives up to +300,000 Raging Bear Rally Squad Capacity. [9]

This belongs to the rally host.

Concrete example

Suppose the alliance uses a 60,000-troop joiner cap.

The additional capacity is equivalent to:

\frac{300{,}000}{60{,}000} = 5

That is space for five additional capped joiner marches, or more troops from the same number of joiners.

Decision

A primary host should prioritize this much more than a joiner-only player.

Weapon Obsession and Leader By Example

These skills add Bear rewards:

  • Up to +5 Forgehammers
  • Up to +5 packs of 100 Hero Gear Enhancement XP

They do not increase combat damage.

Decision

For a free-to-play account that mainly joins, these can be better early investments than host-only rally capacity.

For a whale host, capacity usually comes first.

Valora Special Research

Valora Special Research gives a global Squad Health progress buff and Infantry path milestones. It can add account value, but the global progress stat is not direct Bear damage.

For a pure Bear build, direct Valora skills, Pan research and Roman research normally create clearer offensive value first.

Cassia

Cassia is the broad rally Master.

Horn of Valor

Horn of Valor gives up to +10,000 Squad size. [10]

Concrete example

With four active marches:

4 \times 10{,}000 = 40{,}000

That is up to 40,000 additional troops deployed simultaneously.

Decision

Horn of Valor helps both hosts and joiners.

Firepower to Win

Provides up to:

  • +10% Squad Attack
  • +10% Squad Defense

Attack is useful for Bear damage.

Defense is not a direct damage stat.

Decision

Prioritize it for a regular host after the key capacity skills are functional.

Commando

Provides up to:

  • +10% Squad Lethality
  • +10% Squad Health

Lethality is directly useful.

Health is not a direct damage stat.

Decision

Commando is one of Cassia's best combat upgrades for Bear hosts.

Inspiring Mobilization

Provides up to +100,000 Rally Squad Capacity. [10]

This is host-only.

Concrete example

With a 50,000-troop joiner cap:

\frac{100{,}000}{50{,}000} = 2

The host creates room for two additional capped joiner marches.

Decision

Do not prioritize this as a joiner-only player.

Cassia Special Research

Cassia Special Research unlocks at Affinity 100, but its global progress buff is Squad Defense, reaching up to +32% at full completion. [10]

That makes it low priority for pure Bear damage compared with:

  • Cassia's normal Attack and Lethality skills
  • Cassia's Affinity Lethality
  • Pan's Squad Lethality and Archer milestones
  • Roman's Squad Attack and Cavalry milestones

Cassia remains an excellent Bear host Master. Her Special Research should not be mislabeled as an offensive Bear tree.

Pan and Roman Special Research

Pan and Roman matter later, after Affinity 100 unlocks Special Research.

Pan

Pan's Special Research raises global Squad Lethality and adds Archer milestones. The current database lists up to +32% Squad Lethality from full progress. [11]

Use Pan when:

  • Archers produce most of your damage
  • You host with Yang, Rosa or another Archer-heavy setup
  • Your tested ratio is near 1 / 10 / 89 or 5 / 20 / 75

Roman

Roman's Special Research raises global Squad Attack and adds Cavalry milestones. The current database lists up to +32% Squad Attack from full progress. [12]

Use Roman when:

  • Cavalry is 25% to 35% of your formation
  • You host with Petra, Thrud, Margot or Ava
  • T11 Cavalry unlocked before T11 Archers
  • Cavalry Gear and Mastery are competitive

Decision

Pan is not automatically the Bear Master because Archers are popular.

Roman can be the better next investment for a host whose real reports support 30% Cavalry.

Guinevere and Wilson

Guinevere's named combat skills are restricted to Swordland modes. [13]

Wilson's skills improve alliance events such as Viking Vengeance, Alliance Mobilization and Alliance Brawl, not Bear Hunt. [14]

Decision

Do not spend Bear-specific resources on Guinevere or Wilson expecting a direct Bear skill.

Their general account stats can still exist, but that is not the same as a Bear-specific upgrade.

Master Priorities by Role

Joiner-only player

  1. Valora Hunter Instinct
  2. Valora Savage Advantage
  3. Valora Weapon Obsession
  4. Valora Leader By Example
  5. Cassia Horn of Valor
  6. General Master progression later

Regular rally host

  1. Valora Dance of the Hunt
  2. Valora Hunter Instinct
  3. Valora Savage Advantage
  4. Cassia Horn of Valor
  5. Cassia Inspiring Mobilization
  6. Cassia Commando
  7. Cassia Firepower to Win
  8. Pan or Roman Special Research based on formation

Part III: How Many Marches Should You Use?

This is where most guides become vague.

The correct answer is not:

It is also not:

The correct answer depends on damage per march, host quality and completed cycles.

The Core Formula

For one type of repeated march:

S = m \times d \times c

where:

  • \(m\) is the number of active marches
  • \(d\) is average damage per march hit
  • \(c\) is completed hits per march during the event

What this means

More marches are better only when the extra marches still deal enough damage and complete enough cycles.

Example 1: Three Full Marches vs. Six 100,000-Troop Marches

Assume you have 600,000 total troops available.

Option A

  • 3 marches
  • 200,000 troops each
  • Each hit deals 180 million
  • Each march completes 9 hits

Total:

3 \times 180\text{M} \times 9 = 4.86\text{B}

Option B

  • 6 marches
  • 100,000 troops each
  • Each hit deals 105 million
  • Each march completes 9 hits

Total:

6 \times 105\text{M} \times 9 = 5.67\text{B}

Option B wins by:

\frac{5.67}{4.86}-1 = 16.67\%

Why did six smaller marches win?

A 100,000-troop march dealt more than half the damage of a 200,000-troop march.

The break-even rule is:

6d_s > 3d_f

which simplifies to:

d_s > \frac{d_f}{2}

If the full march deals 180 million, each small march only needs to exceed:

\frac{180}{2} = 90\text{M}

The 105 million result beats that threshold.

Decision

If your 100,000-troop march deals more than half the damage of your 200,000-troop march under comparable hosts, six smaller marches are better.

Example 2: More Marches Lose Because the Hosts Are Weak

Use the same 600,000 troops.

Three full marches

  • 200,000 troops
  • Top hosts
  • 180 million per hit
  • 9 hits each

Total:

4.86\text{B}

Six smaller marches

  • 100,000 troops
  • Three good hosts and three weak hosts
  • Average only 80 million per hit
  • 9 hits each

Total:

6 \times 80\text{M} \times 9 = 4.32\text{B}

The six-march setup loses by:

\frac{4.32}{4.86}-1 = -11.11\%

Decision

Do not split into six marches merely because six rally buttons are available.

More marches are only useful when the additional hosts are strong enough.

Example 3: Smaller Marches Complete More Cycles

Three full marches

  • 180 million per hit
  • 8 completed hits
3 \times 180\text{M} \times 8 = 4.32\text{B}

Six smaller marches

  • 90 million per hit
  • 10 completed hits
6 \times 90\text{M} \times 10 = 5.40\text{B}

Even though each smaller march deals exactly half the full-march damage, the better scheduling produces 25% more total score.

Decision

Count completed hits, not only damage per hit.

A smaller march with lower waiting time can outperform a larger march that repeatedly sits in the city.

The General Break-Even Formula

Compare a smaller-march plan with a full-march plan:

m_s d_s c_s > m_f d_f c_f

Solve for the required small-march damage:

d_s > \frac{m_fd_fc_f}{m_sc_s}

Example

  • 3 full marches
  • 180 million each
  • 9 cycles
  • 6 small marches
  • 10 cycles

Required small-march damage:

d_s > \frac{3 \times 180 \times 9}{6 \times 10} d_s > 81\text{M}

If your 100,000-troop march deals more than 81 million, the six-march setup wins.

Why Splitting Can Improve Efficiency

One current community Bear optimizer models troop-count contribution with a square-root function: [15]

D(n) \propto \sqrt{n}

This means damage still increases with troop count, but not perfectly linearly.

With 600,000 troops:

Three marches of 200,000

3\sqrt{200{,}000}

Six marches of 100,000

6\sqrt{100{,}000}

The ratio is:

\frac{6\sqrt{100{,}000}} {3\sqrt{200{,}000}} = \sqrt{2} \approx 1.414

Under that model, six equal smaller marches have about 41.4% more combined troop-count contribution than three larger marches.

Important limitation

This is a community model, not the official Kingshot formula.

Real results also include:

  • Different hosts
  • Different active joiner skills
  • Rally fill
  • Troop tier
  • March cycle time
  • Hidden coefficients
  • Probability-based skills

Decision

Use the model to understand why splitting may work.

Use your battle reports to decide whether it actually works for your account.

The Metric You Should Record

For every test march, record:

Damage per 100,000 troops

E_{100k} = \frac{D} {n} \times 100{,}000

Example

A 200,000 march deals 180 million:

\frac{180\text{M}} {200{,}000} \times 100{,}000 = 90\text{M per 100k}

A 100,000 march deals 105 million:

105\text{M per 100k}

The smaller march is 16.7% more troop-efficient.

Damage per minute

If one cycle takes \(t\) seconds:

DPM = D \times \frac{60}{t}

This reveals whether a strong hit is too slow to repeat.

How Many Marches Should You Use?

Use the largest number of marches that satisfy all four conditions:

  1. Each march keeps the highest useful troop tier.
  2. Each march keeps a sensible Bear formation.
  3. Each march has a useful first hero or joins troops-only.
  4. Each march can repeatedly enter a competitive rally.

Practical decision table

SituationBetter choice
3 great hosts, 3 weak hostsUse the 3 great hosts first
6 good hosts and enough troopsSplit into more marches
Fifth march requires low-tier troopsKeep 4 strong marches
Fifth march destroys Archer or Cavalry ratioKeep 4 strong marches
Small marches exceed break-even damageUse more marches
Extra marches spend most of the event waitingFewer better-timed marches
Valora and Cassia capacity create usable spaceAdd troops or another march
Rallies fill instantlyUse caps and distribute marches

Part IV: Rally Hosts

What the Host Supplies

The host supplies the shared rally foundation.

Current Bear testing attributes the following to the host. [5]

  • Combat research
  • Governor Gear
  • Governor Charms
  • Hero Gear
  • Hero Gear Mastery
  • Red Gear
  • Three complete hero Expedition kits
  • Offensive Widgets
  • Pet combat effects
  • Cosmetic combat bonuses
  • Rally capacity
  • Deployment capacity for the host march
  • Valora and Cassia host capacity skills
  • Master combat progression

This is why improving one primary host can improve the result of every joiner inside that rally.

Best Rally Hosts by Generation

These are first comparisons, not automatic replacement rules.

Gen 1

First test:

  • Amadeus
  • Jabel
  • Quinn

Accessible version:

  • Howard
  • Jabel
  • Quinn

Formation tests:

  • 10 / 30 / 60
  • 10 / 20 / 70

Gen 2

First test:

  • Amadeus or developed Helga
  • Jabel or Hilde
  • Marlin

Formation tests:

  • 10 / 20 / 70
  • 10 / 30 / 60

Marlin increases Archer value, but a developed Cavalry account can still use 30% Cavalry.

Gen 3

First test:

  • Amadeus or Helga
  • Petra
  • Marlin

Formation tests:

  • 10 / 20 / 70
  • 10 / 30 / 60
  • 5 / 25 / 70

Petra is the first major reason to stop assuming Cavalry should always fall to 10%.

Gen 4

First test:

  • Amadeus, Helga or another developed Infantry option
  • Petra or Margot
  • Rosa

Formation tests:

  • 5 / 20 / 75
  • 5 / 30 / 65
  • 1 / 10 / 89

Margot strengthens the Cavalry case. Rosa strengthens the Archer case.

Your account decides which side wins.

Gen 5

First test:

  • Developed offensive Infantry host
  • Thrud, Petra or Margot
  • Rosa or Vivian

Formation tests:

  • 5 / 25 / 70
  • 5 / 30 / 65
  • 1 / 30 / 69

Thrud makes 30% Cavalry a serious option because her full host kit contains Cavalry-specific offensive effects.

Gen 6

First test:

  • Developed offensive Infantry host
  • Best built Cavalry option
  • Yang

Formation tests:

  • 5 / 20 / 75
  • 5 / 30 / 65
  • 1 / 10 / 89

Yang can pull the account back toward Archers.

T11 Cavalry or stronger Cavalry Mastery can preserve a 25% to 30% Cavalry share.

Gen 7

First test:

  • Developed offensive Infantry host
  • Ava or a highly developed older Cavalry hero
  • Yang or Wee & Woo based on total build

Formation tests:

  • 5 / 30 / 65
  • 5 / 35 / 60
  • 5 / 20 / 75
  • 1 / 10 / 89

Ava can make Cavalry competitive again.

Wee & Woo are an excellent joiner, but their Widget role must be compared with Yang's offensive host Widget.

Part V: Hero Gear and Mastery Forging

Hero Gear and Mastery Forging matter for the host.

They do not transfer from a normal joiner.

Gear Piece Roles

At Mythic level, the main Expedition pattern is:

PieceMain Expedition statBear value
HelmetLethalityDirect offensive value
BootsLethalityDirect offensive value
Chest or BeltHealthNo direct damage until relevant Red milestones
GlovesHealthNo direct damage until relevant Red milestones

Official support confirms that Forgehammers unlock Mastery Forging at Town Center Level 20. Gear Ascension later requires Enhancement Level 100 and Mastery Level 10. [16][17]

Do Not Follow One Gear Order for Every Formation

Archer-dominant host

Example formation:

  • 5% Infantry
  • 10% Cavalry
  • 85% Archers

Prioritize:

  1. Archer Helmet
  2. Archer Boots
  3. Efficient Archer Red Expedition Attack milestones
  4. Cavalry Helmet
  5. Cavalry Boots

Cavalry-balanced host

Example formation:

  • 5% Infantry
  • 30% Cavalry
  • 65% Archers

Prioritize:

  1. Best-cost Archer or Cavalry Lethality upgrade
  2. The other damage type
  3. Keep Archer and Cavalry Mastery reasonably close
  4. Take efficient Red Expedition Attack milestones on both

Cavalry-favored host

Use this profile when:

  • T11 Cavalry unlocked first
  • Roman Special Research is advanced
  • Petra, Thrud or Ava is highly developed
  • Cavalry Attack and Lethality are close to Archer values
  • Cavalry is 30% to 35% of the tested formation

Prioritize Cavalry Helmet and Boots more aggressively.

Concrete Gear ROI Example

Assume your tested formation produces approximately:

  • 65% of damage from Archers
  • 30% from Cavalry
  • 5% from Infantry

Current Lethality multipliers:

  • Archer Lethality bonus: 400%, so multiplier is 5.0
  • Cavalry Lethality bonus: 250%, so multiplier is 3.5

You can buy one of two hypothetical upgrades.

Archer upgrade

Adds 20 percentage points of Archer Lethality.

Relative Archer gain:

\frac{5.2}{5.0}-1 = 4\%

Approximate total rally gain:

0.65 \times 4\% = 2.6\%

Cost: 120 resource units.

ROI:

\frac{2.6}{120} = 0.0217

Cavalry upgrade

Adds 20 percentage points of Cavalry Lethality.

Relative Cavalry gain:

\frac{3.7}{3.5}-1 = 5.71\%

Approximate total rally gain:

0.30 \times 5.71\% = 1.71\%

Cost: 60 resource units.

ROI:

\frac{1.71}{60} = 0.0285

Decision

The Archer upgrade gives the larger immediate damage increase.

The Cavalry upgrade gives the better gain per resource.

A good host may take the Cavalry step first, then return to Archer Gear.

This is why "always upgrade Archer first" is not a complete strategy.

Mastery Forging Decision

Use this order:

Joiner-only

No Bear-specific Hero Gear Mastery requirement.

Build gear for other game modes or future hosting.

Backup host

  • Full Mythic on the host trio
  • Mastery 3 to 5 on offensive pieces
  • Useful offensive Widgets
  • Stop before deep spending unless the alliance needs another host

Regular host

  • Full Mythic main trio
  • Mastery 5 on important Archer and Cavalry pieces
  • Push best-value pieces toward Mastery 10
  • Take efficient Red Expedition Attack milestones

Primary alliance host

  • Concentrate resources on one tested trio
  • Mastery 10 on the highest-value offensive pieces
  • Red milestones on the troop types that actually deal the damage
  • Recalculate after T11 unlocks and formation changes

Widget Rule

A Widget only helps Bear hosting when its effect applies to an offensive rally.

Examples of offensive host Widget roles include Rally Attack or Rally Lethality on heroes such as:

  • Amadeus
  • Helga
  • Petra
  • Marlin
  • Rosa
  • Yang
  • Ava

A Defender Widget does not become a Rally Widget because the hero is newer.

Decision

Compare the complete host package:

  • Base stats
  • Expedition skills
  • Hero Gear
  • Mastery
  • Widget type
  • Widget level

Do not replace an older developed host only because a new generation unlocked.

Part VI: Choosing the Formation

The Community Formation Model

One current community optimizer uses: [13]

F_t = \left(1+\frac{A_t}{100}\right) \left(1+\frac{L_t}{100}\right)

where:

  • \(A_t\) is troop-type Attack
  • \(L_t\) is troop-type Lethality

It then applies approximate target weights:

w_I=\frac{1}{3} w_C=1 w_A=\frac{4}{3}

and allocates troops approximately by:

n_t \propto (w_tF_t)^2

This is a community model, not an official formula.

It is useful because it explains why one account needs 10% Cavalry and another needs 30%.

Concrete Formation Example A: Archer-Dominant Account

Assume:

Archers

  • Attack: 500%
  • Lethality: 400%
F_A = (1+5.00)(1+4.00) = 6 \times 5 = 30

Weighted Archer factor:

\frac{4}{3} \times 30 = 40

Cavalry

  • Attack: 300%
  • Lethality: 250%
F_C = (1+3.00)(1+2.50) = 4 \times 3.5 = 14

Weighted Cavalry factor:

1 \times 14=14

Cavalry share among Cavalry and Archers:

\frac{14^2} {14^2+40^2} = 10.91\%

Decision

A formation near 1 / 10 / 89 is reasonable for this account.

The Archer advantage is genuinely large.

Concrete Formation Example B: Cavalry Is Competitive

Assume:

Archers

  • Attack: 400%
  • Lethality: 300%
F_A = 5 \times 4 = 20

Weighted Archer factor:

\frac{4}{3} \times 20 = 26.67

Cavalry

  • Attack: 350%
  • Lethality: 300%
F_C = 4.5 \times 4 = 18

Weighted Cavalry factor:

18

Cavalry share:

\frac{18^2} {18^2+26.67^2} = 31.30\%

Decision

A formation near 5 / 30 / 65 is reasonable.

For this account, forcing Cavalry down to 10% throws away a competitive troop factor.

Why Gen 3 and Later Can Use More Cavalry

Petra

Petra adds strong Cavalry progression and an offensive rally package.

Margot

Margot adds a guaranteed Attack effect and Cavalry-specific value in her complete host kit.

Thrud

Thrud gives direct reasons to keep more Cavalry through repeated Cavalry offensive effects.

Ava

Ava combines new-generation Cavalry stats with Defense reduction, Enemy Damage Taken and an offensive Widget.

Truegold and T11

War Academy improves troop types separately.

A player can have:

  • T11 Cavalry
  • T10 Archers
  • Strong Roman research
  • Higher Cavalry Mastery
  • A developed Thrud or Ava

That player should not use the same formation as a T11 Archer account with Yang and Pan research.

Formation Test Matrix

Account profileFirst tests
Gen 110/30/60 and 10/20/70
Gen 2 with Marlin10/20/70 and 10/30/60
Gen 3 with Petra10/20/70, 10/30/60 and 5/25/70
Gen 4 Rosa, Archer-focused5/20/75 and 1/10/89
Gen 4 Margot or strong Cavalry5/25/70 and 5/30/65
Gen 5 Thrud5/25/70, 5/30/65 and 1/30/69
Gen 6 Yang, T11 Archers5/20/75 and 1/10/89
Gen 6 T11 Cavalry first5/30/65 and 5/25/70
Gen 7 Ava5/30/65 and 5/35/60
Gen 7 Archer-focused5/20/75 and 1/10/89

The 5,000 Infantry Rule

Current community testing often recommends keeping about 5,000 Infantry in a large Bear march.

The exact explanation is disputed.

Possible interpretations include:

  • Activating Infantry-related mechanics
  • Avoiding a hidden low-count penalty
  • Matching the Bear's modeled 5,000-unit structure
  • Preserving a troop-type contribution

This is not officially confirmed.

Convert 5,000 into a percentage

p_I = \frac{5{,}000} {\text{march capacity}} \times 100
March capacity5,000 Infantry
100,0005.00%
150,0003.33%
200,0002.50%
300,0001.67%
500,0001.00%

Decision

Do not use 1% Infantry blindly.

Use a fixed 5,000 Infantry test and compare it with nearby alternatives.

For a 150,000 march, 1% gives only 1,500 Infantry.

For a 500,000 march, 1% gives exactly 5,000.

Part VII: Attack, Lethality and Skill Stacking

Raw Attack vs. Raw Lethality

A simplified offensive model is:

D \propto (1+A)(1+L)

If you add the same raw amount \(\delta\):

G_A = \frac{1+A+\delta}{1+A} G_L = \frac{1+L+\delta}{1+L}

The lower current multiplier gains more proportionally.

Concrete example

  • Attack bonus: 500%
  • Lethality bonus: 300%
  • Upgrade: 25 percentage points

Attack gain:

\frac{6.25}{6.00}-1 = 4.17\%

Lethality gain:

\frac{4.25}{4.00}-1 = 6.25\%

Decision

For raw gear and research, Lethality is better in this example because it starts lower.

It is not universally better.

Hero Skill Percentages

Hero skill percentages can belong to additive or multiplicative internal groups.

A simple illustration:

Four effects in one additive group

1+4(0.25) = 2.00

Two effects in one group and two in another multiplying group

(1+0.50)(1+0.50) = 2.25

The mixed setup is:

\frac{2.25}{2.00}-1 = 12.5\%

stronger in this simplified model.

Decision

Mix reliable Attack and Lethality groups before stacking four identical skills.

Test Vivian, Ava and Wee & Woo separately because newer target-side effects may use different internal operations.

Why Identical Rallies Produce Different Damage

Official support states that captain heroes and probability-based skill activation can cause a stronger-looking rally to deal less damage. [20]

Decision

Never call a formation better after one hit.

Use:

  • 3 hits for a quick check
  • 5 hits when proc skills are involved
  • 10 hits for an important alliance decision

Compare averages and the lowest result, not only the personal record.

Part VIII: Alliance Rally Design

More Participants vs. More Hosts

More rally participation is good.

More rally hosts are only good while the alliance can still fill them with quality troops and skills.

Too many hosts create:

  • Half-empty rallies
  • Weak host multipliers
  • Missing joiner skills
  • Long waiting
  • Strong hosts failing to fill
  • Players spreading troops into poor rallies

Decision

Use enough hosts to keep marches moving, but not enough to starve the best rallies.

Joiner Troop Cap

Let:

  • \(C_R\) be total rally capacity
  • \(C_H\) be the host's own march
  • \(J\) be the desired number of joiners

The troop cap is:

L = \left\lfloor \frac{C_R-C_H}{J} \right\rfloor

Concrete example

  • Rally capacity: 1,132,210
  • Host march: 162,210
  • Desired joiners: 14

Available space:

1{,}132{,}210-162{,}210 = 970{,}000

Cap:

\frac{970{,}000}{14} = 69{,}285

Publish a clean cap of 69,000 troops.

What this achieves

  • More players enter each rally
  • Skill carriers can join
  • One whale does not fill the rally alone
  • Personal milestone access improves
  • Rallies stay open long enough to fill correctly

What it does not achieve

A troop cap does not create new rally capacity.

If attendance is low, remove or raise the cap.

Staggered Rally Example

Do not launch every rally at the same second.

Use groups.

Example with four groups

  • Group A launches at 30:00
  • Group B launches at 28:30
  • Group C launches at 27:00
  • Group D launches at 25:30

When Group A returns, members can join a later open group rather than waiting for the entire alliance to return.

The best spacing depends on:

  • Rally countdown
  • Travel time
  • Return time
  • Number of hosts
  • Number of active players

Community alliances commonly use roughly 60 to 90 seconds between groups rather than very short 20-second waves. [19]

Cycle-Time Formula

Let:

  • \(T=1800\) seconds
  • \(c\) be average march cycle time
  • \(m\) be active marches

Approximate completed participations:

R \approx m \left\lfloor \frac{T}{c} \right\rfloor

Example

Four marches with a 150-second cycle:

4 \times \left\lfloor \frac{1800}{150} \right\rfloor = 4 \times 12 = 48

If poor scheduling increases the cycle to 180 seconds:

4 \times 10 = 40

That is eight fewer rally participations.

Decision

Shorter distance and better staggering can be worth more than a small increase to one hit.

City Positioning

Give the closest positions to:

  1. Primary hosts
  2. Secondary hosts
  3. Players with many active march slots
  4. Highly active joiners
  5. Casual members

The reason is throughput.

A host close to the Pitfall improves the cycle time of every rally they launch.

Final Five Minutes

In the final phase, rally completion matters more than perfect host selection.

Use this order:

  1. Join a strong rally that will definitely leave
  2. Join any approved rally that can finish
  3. Open a rally only if it can fill, travel and resolve
  4. Never leave a march idle waiting for a perfect rally that will not complete

A smaller completed hit is worth more than a stronger march that never reaches the Bear.

Part IX: How to Test Your Account

Test One Question at a Time

Do not change:

  • Formation
  • Host heroes
  • Joiner skills
  • Gear
  • Masters
  • Pets
  • Troop count

all in the same test.

You will learn nothing.

Formation Test

Keep constant:

  • Host
  • Host trio
  • Joiner skills
  • Rally size
  • Troop tier
  • Masters
  • Gear
  • Pet
  • Pitfall level

Test:

  • 5 / 10 / 85
  • 5 / 20 / 75
  • 5 / 30 / 65
  • Fixed 5,000 Infantry with the rest distributed

Record at least five comparable hits.

March-Count Test

Use the same total troop stock.

Event A

  • 3 full marches
  • Record average damage
  • Record completed hits

Event B

  • 4 or 5 smaller marches
  • Record average damage
  • Record completed hits

Calculate:

S = m \times d \times c

Do not compare only the largest hit.

Gear Test

Before upgrading:

  1. Record the current host stats.
  2. Record five Bear hits.
  3. Apply one Gear or Mastery upgrade.
  4. Keep the same formation and host group.
  5. Record five more hits.
  6. Compare average damage and damage per 100,000 troops.

Recommended Dataset

FieldWhy it matters
DateTracks patch and progression changes
HostHost quality changes everything
Host hero trioFull host skills apply
Active joiner skillsIdentifies skill-package changes
FormationRequired for ratio testing
Troop countRequired for efficiency
Troop tierBase damage changes
Infantry Attack and LethalityFormation model
Cavalry Attack and LethalityFormation model
Archer Attack and LethalityFormation model
Valora levelPersonal point and capacity changes
Cassia levelCapacity and host-stat changes
Gear and Mastery changesExplains account progression
DamageMain result
Cycle timeExplains total event score
Completed participationsConverts hit quality into event output

Bear Trap Lab

Widget title: Bear Trap Formation and Rally Simulator

Description: Compare formations, march counts, host quality and rally-cycle assumptions using your own troop statistics.

Link: BEARTRAPLAB_URL

Recommended inputs:

  • March capacity
  • Number of marches
  • Completed cycles
  • Infantry Attack and Lethality
  • Cavalry Attack and Lethality
  • Archer Attack and Lethality
  • Minimum Infantry count
  • Average host multiplier
  • Valora personal point bonus

Practical Build Plans

Free-to-Play Joiner

Do this:

  1. Max Chenko first skill
  2. Build Yeonwoo and Amane
  3. Upgrade Valora Hunter Instinct
  4. Upgrade Valora Savage Advantage
  5. Upgrade reward skills for long-term Forgehammers
  6. Train enough Archers and Cavalry for several marches
  7. Join primary hosts
  8. Record damage per 100,000 troops

Do not spend deep Hero Gear Mastery for Bear unless you plan to host.

Developing Rally Host

Do this:

  1. Pick one host trio
  2. Put full Mythic Gear on that trio
  3. Upgrade Helmet and Boots on main damage troop types
  4. Reach practical Mastery 3 to 5 breakpoints
  5. Upgrade offensive Widgets
  6. Build Valora Dance of the Hunt
  7. Build Cassia rally capacity and Lethality
  8. Test 5 / 20 / 75 against 5 / 30 / 65
  9. Stop hosting if another alliance host is clearly stronger and your rally remains underfilled

Primary Alliance Host

Do this:

  1. Concentrate Gear and Mastery on one trio
  2. Push efficient offensive pieces toward Mastery 10
  3. Use Red Expedition Attack milestones
  4. Max practical Valora and Cassia capacity
  5. Develop Pan or Roman according to the real formation
  6. Position close to the Pitfall
  7. Use a fixed launch group
  8. Inspect the four joiner skills
  9. Measure average rally damage, not the best hit
  10. Re-test after every major T11, Master or Gear breakpoint

Pre-Event Checklist

  • Pitfall is Level 5.
  • Gathering marches are recalled.
  • Rally leaders are close to the Pitfall.
  • Slot-1 joiner heroes are saved.
  • A troops-only preset exists.
  • The formation and absolute Infantry count were checked.
  • Host groups and launch offsets are known.
  • The troop cap is known.
  • Valora and Cassia priorities match the player's role.
  • Reports and event totals will be recorded.

Common Mistakes

"I used six marches, so my score must improve"

Wrong.

Six weak marches can lose to three strong marches.

Use the break-even formula.

"My 200,000 march hits harder, so it is better"

Not necessarily.

Compare two 100,000 marches against one 200,000 march.

If each smaller march deals more than half, the split wins.

"I am a joiner, so I need better Hero Gear"

Wrong for Bear joining.

You need troops, capacity, the correct first skill and more useful participations.

"Gen 4 means 1/10/89"

Wrong.

It means 1/10/89 becomes one important test.

Margot, Thrud, Ava, T11 Cavalry, Roman research and Cavalry Mastery can justify 25% to 35% Cavalry.

"Valora's +30% helps the whole rally"

Wrong.

Hunter Instinct is self-only.

"Valora rally capacity helps me as a joiner"

Wrong.

Dance of the Hunt belongs to the host.

Savage Advantage is the joiner-relevant capacity skill.

"A newer hero is always a better host"

Wrong.

Widget type, Gear, Mastery, stars and full Expedition skills matter.

"One record hit proves the formation"

Wrong.

Probability skills create variance.

Compare averages.

FAQ

Final Strategy

A useful Bear Trap guide should end with decisions.

As a joiner

  • Build first skills, troops and capacity.
  • Use Valora correctly.
  • Split troops only when smaller marches beat the break-even threshold.
  • Join the strongest available hosts.
  • Record damage per 100,000 troops and completed hits.
  • Do not invest in host-only systems expecting joiner value.

As a host

  • Concentrate heroes, Gear, Mastery and Widgets.
  • Build Valora and Cassia rally capacity.
  • Choose Pan or Roman research from the actual formation.
  • Test Cavalry ratios instead of assuming 10%.
  • Relaunch with minimal idle time.

As an alliance

  • Max the Pitfall.
  • Assign hosts and skill carriers.
  • Use troop caps when needed.
  • Stagger rallies.
  • Give close positions to high-throughput players.
  • Measure event totals, not screenshots of one record hit.

The best setup is not the one that looks strongest in one rally.

It is the one that repeatedly produces the most score across the full 30 minutes.

Evidence Labels

Officially documented:

  • R4 or R5 activation
  • 48-hour cooldown
  • Nine host hero skills plus four primary member skills
  • Hero skills can be probability-based
  • Master skills activate after unlock
  • Forgehammers unlock Hero Gear Mastery Forging at Town Center 20
  • Gear Ascension requires Enhancement 100 and Mastery 10 when available

Current game data and established community testing:

  • First hero and first Expedition skill for joiners
  • Host stats and gear as the rally foundation
  • Skill-level selection behavior
  • Valora and Cassia values
  • Pan and Roman Special Research values
  • Hero and Widget roles
  • Archer-heavy and Cavalry-balanced formations

Community models requiring real testing:

  • Square-root troop-count scaling
  • Bear target weights
  • Exact skill modifier groups
  • The 5,000 Infantry rule
  • Exact optimum formation for one account

Sources

  1. Kingshot Help Center: Bear Hunt activation
  2. Kingshot Help Center: Combat FAQ
  3. Kingshot Help Center: Bear Hunt cooldown
  4. Kingshot.net Wiki: Bear Hunt
  5. Kingshot Mastery: Bear Trap Guide
  6. Kingshot Mastery: Hero Database
  7. Kingshot Data: Heroes
  8. Kingshot Data: Ava
  9. Kingshot Data: Valora
  10. Kingshot Data: Cassia
  11. Kingshot Data: Pan
  12. Kingshot Data: Roman
  13. Community Bear Hunt Optimizer
  14. Kingshot Data: Thrud
  15. Kingshot Data: Yang
  16. Kingshot Help Center: How to use Forgehammer
  17. Kingshot Help Center: Hero Gear Ascension and Imbuement
  18. Kingshot Mastery: Hero Gear Guide
  19. Kingshot Guide: Hero Gear Data
  20. Kingshot Help Center: Rally damage variation
  21. Community Bear Rally Scheduling Discussion