Viking Vengeance Ultimate Guide cover

Viking Vengeance Ultimate Guide

Viking Vengeance looks like a city-defense event, but the highest scores do not come from keeping every soldier at home.

Published by Ralyvora

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{size:lg|Heroes, Waves, Troops, Scoring, Headquarters Defense, and Alliance Strategy}

viking-vengeance

Viking Vengeance looks like a city-defense event, but the highest scores do not come from keeping every soldier at home.

They come from turning the entire alliance into a reinforcement network.

Your city can retain its normal defense score while another member’s troops kill the Vikings inside it. At the same time, that reinforcing player earns additional reinforcement points. When two members exchange troops correctly, both cities continue generating their normal defense score while both players create an extra scoring channel through reinforcement kills.

That is the central mechanic behind every advanced Viking Vengeance strategy.

The event contains 20 increasingly difficult waves. Waves 7, 14 and 17 target online members only, while Waves 10 and 20 attack the Alliance Headquarters. A city that fails two defenses is removed from future Viking targeting, although its owner can continue reinforcing other members.

What Is Viking Vengeance?

Viking Vengeance is a recurring 20-wave alliance-defense event in which AI-controlled Viking armies attack alliance cities and the Alliance Headquarters.

Participation requires Town Center Level 7 and membership in an alliance. An R4 or R5 can initiate the event. Every wave becomes progressively more difficult, and a city must defeat at least 50% of the attacking Vikings for the defense to count as successful.

A city that fails twice stops receiving future Viking attacks. The owner can still reinforce other members and continue earning reinforcement points.

The real objective is not merely to survive all twenty waves. A coordinated alliance tries to maximize:

  • City-defense score.
  • Reinforcement score.
  • Headquarters score.
  • Coverage of online-only waves.
  • The number of cities that avoid a second failed defense.
  • The percentage of kills produced by reinforcement troops.
  • The efficiency of every troop slot and active hero skill.

Recommended Preparation Time

10–15 minutes before activation

Main Objective

Defend at least 50% of each attacking wave while maximizing the share of kills made by reinforcement troops.

Event Stages

Stage 1: Opening Waves 1–6

All eligible alliance cities are attacked.

Use the opening waves to verify:

  • Troop exchanges arrived correctly.
  • Guard Station heroes were not sent away accidentally.
  • Reinforcement presets contain the intended troop ratio.
  • The intended primary Expedition skill hero is in the first position.
  • Players did not keep large Infantry or Cavalry armies at home unnecessarily.
  • Weak cities have enough coverage to avoid an early failure.

Stage 2: Online Hero Wave 7

Only online members are targeted.

Before Wave 7:

  • Remove marches from offline cities that will not receive an attack.
  • Redirect available reinforcements toward online members.
  • Protect weaker online members first.
  • Confirm that no city with one previous failure is left without adequate coverage.

Stage 3: Headquarters Wave 10

The Viking King attacks the Alliance Headquarters.

Designated members should:

  1. Keep the assigned march inside a normal exchange city through Wave 9.
  2. Wait until Wave 9 has fully resolved.
  3. Recall only the designated Headquarters march.
  4. Send the planned Infantry-heavy HQ formation.
  5. Respect the alliance troop cap and minimum tier.
  6. Return the march to its previous city immediately after Wave 10.

Stage 4: Online Hero Waves 14 and 17

These are high-value personal-city waves.

Wave 17 is normally the most important normal city-defense wave. Strong reinforcements should protect vulnerable online members, especially players whose cities have already failed once.

Stage 5: Headquarters Wave 20

The final Viking King attack is the largest Headquarters wave.

The alliance should use:

  • Its highest permitted troop tiers.
  • A controlled Infantry-heavy formation.
  • One strong statistical source.
  • Four complementary primary Expedition skills.
  • A larger safety margin than on Wave 10.

The Complete 20: Wave Target Pattern

WaveLabelTargetMain Priority
1–6Opening defenseAll eligible membersVerify exchanges
7Viking HeroOnline members onlyProtect active players
8–9Normal defenseAll eligible membersMaintain exchanges
10Viking KingAlliance HeadquartersExecute first HQ transfer
11–13Normal defenseAll eligible membersRestore exchanges
14Viking HeroOnline members onlyRefresh online coverage
15–16Normal defenseAll eligible membersWatch weak cities
17Viking HeroOnline members onlyCritical city wave
18–19Final city wavesAll eligible membersDo not recall early
20Viking KingAlliance HeadquartersFinal HQ defense
Timeline of all twenty Viking Vengeance waves, highlighting online-only waves 7, 14 and 17 and Headquarters waves 10 and 20.
Viking Vengeance 20 - wave timeline

What Each Player Should Do

At Your CityAt Allied CitiesAt Headquarters
Keep the three heroes required by the Guard Station.Send your highest useful troop tiers.Follow the announced troop cap.
Send most kill-capable troops away when reliable coverage is present.Put the correct primary Expedition skill hero first.Send the highest approved troop tier first.
Do not heal troops back home unless required to prevent failure.Choose cities where your troops can receive a large share of kills.Use an Infantry-heavy composition unless reports prove otherwise.

Best Heroes for Viking Vengeance

Kingshot’s combat documentation distinguishes the garrison’s statistical source from external hero skills.

An optimized garrison needs:

  • One sufficiently strong participant to provide the best applicable garrison statistics.
  • High-tier troops.
  • Up to four useful external primary Expedition skills.
  • Enough durability to avoid a failed defense.
  • Enough damage to clear the wave.

The strongest-looking hero is not automatically the best reinforcement skill carrier.

Best Reinforcement Skill Options by Generation

GenerationBest offensive first-hero choicesDefensive or hybrid choicesMain conclusion
Gen 1Chenko, Yeonwoo, Amane, AmadeusHelgaSeveral endgame-relevant guaranteed buffs already exist
Gen 2Hilde, MarlinZoeDo not replace maxed Gen 1 buffs automatically
Gen 3PetraEricPetra offers offense with variance; Eric improves survival
Gen 4Margot, RosaAlcarMargot is reliable; Rosa is probability-based
Gen 5Vivian, ThrudLong FeiVivian becomes a premier offensive support
Gen 6Yang in longer battlesTriton, SophiaOlder guaranteed offensive skills remain relevant
Gen 7Ava, Wee & WooCharlesAva and Wee & Woo provide elite late-game offense

Chenko: Excellent

Recommended role: Reliable reinforcement skill carrier

Chenko’s primary Expedition skill, Stand of Arms, increases total Squad Lethality by up to 25%.

It is:

  • Guaranteed.
  • Universal.
  • Available from Gen 1.
  • Easy to develop.
  • Valuable even after later generations arrive.

A level-5 Chenko can be more useful as an external skill carrier than an underdeveloped later-generation Legendary hero.

Yeonwoo : Excellent

Recommended role: Reliable Lethality support

Yeonwoo’s primary Expedition skill, On Guard, increases total Squad Lethality by up to 25%.

She provides a guaranteed, universal effect without probability variance.

Amane: Excellent

Recommended role: Guaranteed Attack support

Amane’s Tri-Phalanx increases total Squad Attack by up to 25%.

She is especially valuable when the garrison already contains strong Lethality effects because Attack and Lethality can improve separate multiplicative parts of the offensive model.

Amadeus: Excellent

Recommended role: Guaranteed Lethality support or full garrison hero

Amadeus can provide up to 25% total Squad Lethality through his primary Expedition skill.

As a full garrison hero, his complete Expedition kit can provide additional value. As an external skill carrier, evaluate only the primary skill eligible for the limited external-skill selection.

Hilde: Strong Hybrid

Recommended role: Attack and durability support

Hilde’s primary Expedition effect provides a combination of Attack and Defense.

She is useful when the city needs more damage but is not completely safe.

Marlin: Strong but Variable

Recommended role: Probability-based damage support

Marlin’s primary Expedition skill can increase Damage Dealt when it activates.

The real result depends on activation probability, battle duration, trigger timing and the internal modifier category.

Petra: Strong but Variable

Recommended role: Enemy damage-taken amplification

Petra can apply an enemy damage-taken increase through a probability-based primary skill.

Her ceiling can be high, but she is less reliable than a guaranteed effect.

Eric: Defensive

Recommended role: Stabilizing a weak city

Eric’s primary Expedition effect reduces enemy Attack.

Use Eric when the city risks falling below the required 50% kill threshold or loses too many front-line troops.

Margot: Excellent

Recommended role: Guaranteed Attack support

Margot’s Warbringer increases total Squad Attack by up to 25%.

It is guaranteed, universal and reliable across short and long fights.

Rosa: Strong but Variable

Recommended role: Probability-based damage support

Rosa has powerful effects in her complete Expedition kit, but her external contribution must be evaluated from the primary Expedition skill rather than later skills.

Vivian: Excellent

Recommended role: Enemy damage amplification

Vivian’s Crouching Tiger causes all Squad attacks to increase enemy damage taken by up to 25%.

If the game treats it as a separate modifier operation, Vivian can combine efficiently with Attack, Lethality and enemy Defense reduction.

Thrud: Very Strong Hybrid

Recommended role: Infantry and Archer damage with added durability

Thrud’s Battle Hunger increases Infantry and Archer Damage Dealt while also reducing their damage taken.

Her value is lower when the formation relies heavily on Cavalry.

Triton: Defensive

Recommended role: Total Squad Defense support

Use Triton when Headquarters Infantry die too quickly or a city is close to failure.

Sophia: Defensive and Variable

Recommended role: Probability-based damage reduction

Sophia becomes more useful in long, difficult battles where survival is the limiting factor.

Yang: Duration-Sensitive

Recommended role: Long-fight offensive support

Yang’s value depends on repeated turns or attacks. A guaranteed older effect can outperform him in short battles.

Ava : Excellent

Recommended role: Enemy Defense reduction

Ava’s Dissolution reduces total enemy Squad Defense by up to 25%.

She can combine favorably with Attack, Lethality and enemy damage-taken effects.

Wee & Woo: Excellent

Recommended role: Mixed Attack and Lethality support

Artillerymen provides up to 15% total Squad Attack and up to 10% total Squad Lethality.

Charles: Defensive

Recommended role: Elite garrison survival

Charles is useful when Headquarters or city survival is the limiting factor.

Generation-by-Generation Hero Recommendations

Generation 1 Core

Recommended reinforcement core: Chenko, Yeonwoo, Amane and Amadeus.

Accessible Guard Station core: Howard, Jabel and Quinn.

Developed Guard Station comparison: Amadeus or Helga, Jabel and Saul.

Generation 2 Core

Main heroes: Zoe, Hilde and Marlin.

Hilde is the most consistent hybrid external choice. Marlin provides probability-based damage. Zoe is more attractive as a complete defensive Infantry hero than as a universal external skill carrier.

Generation 3 Core

Main heroes: Eric, Petra and Jaeger.

Petra is the offensive proc option. Eric is the survival option.

Generation 4 Core

Main heroes: Alcar, Margot and Rosa.

Margot is the safest external offensive choice because her effect is guaranteed.

Generation 5 Core

Main heroes: Long Fei, Thrud and Vivian.

Vivian introduces one of the strongest general offensive primary skills. Thrud provides an excellent hybrid package.

Generation 6 Core

Main heroes: Triton, Sophia and Yang.

Gen 6 provides specialized defensive and duration-sensitive tools. It does not automatically replace older guaranteed offensive support.

Generation 7 Core

Main heroes: Charles, Ava and Wee & Woo.

Ava provides enemy Defense reduction. Wee & Woo provide mixed Attack and Lethality. Charles provides survival.

Recommended External Skill Structure

A strong late-game four-skill structure is:

  1. One guaranteed Lethality source.
  2. One guaranteed Attack source.
  3. One enemy damage-taken source.
  4. One enemy Defense reduction or mixed Attack/Lethality source.

Possible example:

  • Chenko, Yeonwoo or Amadeus.
  • Amane or Margot.
  • Vivian.
  • Ava or Wee & Woo.

Best Troop Formations at a Glance

Standard Reinforcement Scoring

Troop ratio:

  • Infantry: 60%
  • Cavalry: 40%
  • Archers: 0%

Recommended use: Normal city exchanges when Infantry and Cavalry both receive meaningful kills.

Recommended first hero: Chenko, Yeonwoo, Amane, Margot, Vivian, Ava or Wee & Woo.

Why it works:

  • Concentrates capacity in troop types that frequently receive kills first.
  • Avoids sending Archers that repeatedly record zero kills.
  • Provides a simple alliance-wide preset.
  • Performs well as an initial test formation.

Safer Infantry-Heavy Reinforcement

Troop ratio:

  • Infantry: 70%
  • Cavalry: 30%
  • Archers: 0%

Recommended use: Younger kingdoms, weaker reinforcement players, cities approaching the failure threshold or situations where Cavalry receive limited kill credit.

Infantry-Dominant Kill Capture

Troop ratio:

  • Infantry: 80%
  • Cavalry: 20%
  • Archers: 0%

Use when Infantry already clear almost the entire wave and Cavalry repeatedly show little or no kill contribution.

Late-Wave Transition Formation

Troop ratio:

  • Infantry: 60%
  • Cavalry: 30%
  • Archers: 10%

Use only when reports show that Vikings survive the Infantry and Cavalry contribution and Archers begin recording real kills.

Hard-Wave Survival Formation

Troop ratio:

  • Infantry: 60%
  • Cavalry: 20%
  • Archers: 20%

Use for high difficulty, late city waves and battles where all three troop types contribute.

Advanced Balanced Test

Troop ratio:

  • Infantry: 55%
  • Cavalry: 25%
  • Archers: 20%

Use only as a controlled late-game experiment.

Alliance Headquarters Shield Formation

Approximate troop ratio:

  • Infantry: 93%
  • Cavalry: 7%
  • Archers: 0%

Example contribution: 65,000 Infantry and 5,000 Cavalry using the highest permitted troop tier.

The example ratio is:

\frac{65{,}000}{70{,}000}=92.86\%

and:

\frac{5{,}000}{70{,}000}=7.14\%

Treat this as an alliance starting template, not a universal law.

60/40/0 vs. 60/30/10

60/40/060/30/10
Concentrates capacity in Infantry and CavalryPreserves an Archer contribution
Strong for reinforcement scoringSafer when all three troop types matter
Avoids Archers that record zero killsCan improve late-wave clear rate
Can fail when later waves survive too longCan waste 10% capacity on easier waves

Verdict: Start with 60/40/0. Add Archers only after reports show that the zero-Archer formation loses damage or survival.

Player Setup Checklist

  • My Guard Station contains my strongest three defensive heroes.
  • My first reinforcement hero has the intended primary Expedition skill.
  • I have saved a 60/40/0 reinforcement preset.
  • I have saved a safer late-wave preset.
  • I know which member or members I am reinforcing.
  • My reinforcement partners know I am coming.
  • My gatherers and distant marches have been recalled.
  • I know whether I am assigned to Headquarters Waves 10 and 20.
  • I know the HQ troop cap and minimum tier.
  • I will not heal troops back into my city without checking whether they are needed.
  • I will remain online before Waves 7, 14 and 17.
  • I will save battle reports from the important waves.

Advanced Mechanics

The sections below explain scoring mathematics, observed kill attribution, Attack versus Lethality, Truegold and T11 progression, Headquarters optimization and battle-report testing.

How Viking Vengeance Scoring Works

Normal city waves contain two related but separate scoring channels.

City-Defense Score

The city owner earns points according to the Vikings defeated in the owner’s city.

The owner does not need to make the kills personally.

Reinforcement Score

Reinforcing players earn separate points according to the kills made by their reinforced troops.

Current event data assigns normal-wave reinforcement scoring a maximum equal to approximately 50% of the corresponding city-defense budget.

Headquarters waves allocate their listed score through the defending garrison rather than through a separate city-owner score.

Normal City-Wave Scoring Model

Define:

  • \(B_w\): maximum city-defense point budget for wave \(w\).
  • \(N_w\): number of attacking Vikings.
  • \(K_w\): total Vikings killed in the city.
  • \(K_{j,w}\): Vikings killed by reinforcer \(j\).

A proportional working model is:

S_{\mathrm{owner},w}\approx B_w\left(\frac{K_w}{N_w}\right)

For reinforcement player \(j\):

S_{\mathrm{reinforcer}\ j,w}\approx \frac{B_w}{2}\left(\frac{K_{j,w}}{N_w}\right)

Exact internal rounding is not publicly documented.

Why Reinforcement Kills Create More Combined Score

Let:

  • \(o_w\): fraction of Vikings killed by owner troops.
  • \(r_w\): fraction killed by reinforcements.
  • \(qw=ow+r_w\): total kill fraction.

The owner contributes:

B_wo_w

Reinforcement kills contribute to the owner’s city score and to the reinforcement channel:

1.5B_wr_w

Therefore:

S_{\mathrm{alliance},w}=B_wo_w+1.5B_wr_w

Because \(qw=ow+r_w\):

S_{\mathrm{alliance},w}=1.5B_wq_w-0.5B_wo_w

For a fixed total kill rate, increasing the owner’s kill share reduces the additional score generated through reinforcement.

Owner Kills vs. Reinforcement Kills

ScenarioCity-defense scoreReinforcement scoreCombined multiplier
Owner makes 100% of kills100%0%1.00×
Reinforcements make 100% of kills100%50%1.50×

Under a full clear, reinforcement kills can create up to 50% more combined score than owner-only kills.

This advantage disappears when emptying the city causes a major drop in total kill percentage.

Empty-City Safety Threshold

Let an occupied city clear 100%, while owner troops make fraction \(o\) of the kills.

Let the empty city’s reinforcement-only clear rate be \(q_e\).

The empty-city strategy is better when:

1.5B_wq_e>1.5B_w-0.5B_wo

Dividing by \(1.5B_w\):

q_e>1-\frac{o}{3}

Example

Suppose owner troops would make 30% of the kills in a 100% clear.

q_e>1-\frac{0.30}{3} q_e>0.90

The empty-city strategy is superior only when reinforcements still kill more than 90% of the Viking army.

Why the Five Special Waves Matter

Using published Difficulty Level 1 values as a transparent example:

WaveTargetMaximum city-defense pointsMaximum reinforcement points
7Online members20,40010,200
10Alliance HQ0138,000
14Online members37,20018,600
17Online members44,40022,200
20Alliance HQ0258,000

The three online-only city waves contribute:

20{,}400+37{,}200+44{,}400=102{,}000

If the total normal city-defense budget is 299,400:

\frac{102{,}000}{299{,}400}=0.34068\approx34.07\%

The two Headquarters waves contribute:

138{,}000+258{,}000=396{,}000

Using a total reinforcement-accessible budget of 545,700:

\frac{396{,}000}{545{,}700}=0.72567\approx72.57\%

Which Troops Actually Make the Kills?

Kingshot officially describes Expedition combat as turn-based.

In general:

  • Infantry occupy the front row.
  • Cavalry occupy the middle row.
  • Archers occupy the rear row.
  • Units normally target the enemy front row first.
  • Both sides perform actions within combat turns.
  • Hero Expedition skills operate separately from the statistics displayed in the report.

The developer does not officially state that Infantry complete an entire isolated attack phase before Cavalry and Archers.

However, Viking Vengeance battle reports repeatedly show an observed kill-attribution pattern:

  1. Infantry receive the first available kills.
  2. Cavalry receive kills that remain.
  3. Archers often remain at zero until the Vikings survive long enough.

This should be treated as a community-tested report model, not as published server code.

Observed Troop Kill-Attribution Model

Define:

  • \(N\): number of attacking Vikings.
  • \(C_I\): effective Infantry kill capacity.
  • \(C_C\): effective Cavalry kill capacity.
  • \(C_A\): effective Archer kill capacity.
  • \(K_I\): Infantry kills.
  • \(K_C\): Cavalry kills.
  • \(K_A\): Archer kills.

A simplified sequential attribution model is:

K_I=\min(N,C_I) K_C=\min(N-K_I,C_C) K_A=\min(N-K_I-K_C,C_A)

and:

K_I+K_C+K_A\leq N

This model explains why different formations can be correct at different difficulties.

When Infantry-Only Works

Infantry-only works when:

C_I\geq N

Infantry already eliminate the entire wave.

When 60/40/0 Works

A 60/40/0 formation is appropriate when:

C_I<N

but:

C_I+C_C\geq N

Infantry do not clear the wave alone, but Infantry and Cavalry together eliminate it before Archers receive meaningful action.

When Archers Become Useful

Archers begin to matter when:

C_I+C_C<N

Some Vikings survive the Infantry and Cavalry contribution.

At that point, removing Archers can reduce total clear percentage, battle speed, city survival and the probability of avoiding a second failure.

How to Read Troop-Type Kills

Battle-report patternInterpretationRecommended response
Infantry kill 100%, Cavalry 0, Archer 0Formation is overpowered for the waveTest fewer Infantry or a higher difficulty
Infantry dominate, Cavalry make some kills, Archer 060/40/0 is appropriateContinue testing nearby ratios
Infantry and Cavalry contribute, Archer begins making killsWave survives into Archer contributionTest 60/30/10
Infantry die heavily and total clear declinesFront line is insufficientIncrease Infantry or defensive support
All troop types contribute but clear remains below 100%Overall stats or troop quantity are insufficientAdd stronger stats, skills or troops
Archers occupy capacity but repeatedly record 0 killsArcher share is currently wasted for scoringReduce Archers in that preset

Image callouts:

  1. Infantry kills.
  2. Cavalry kills.
  3. Archer kills.
  4. Troop tier.
  5. Total clear percentage.
  6. Active primary skills.

Caption: A formation should be changed because of repeated battle-report evidence, not because another kingdom posted a ratio without context.

Is Lethality Better Than Attack?

The common statement that Lethality is always better than Attack is incorrect.

In community reverse-engineered models, Attack and Lethality form separate multiplicative offensive factors.

A simplified damage proxy is:

\text{Damage}\propto N_{\mathrm{effective}}\cdot\frac{(1+A)(1+L)}{(1+D)(1+H)}\cdot M

where:

  • \(A\): current Attack bonus.
  • \(L\): current Lethality bonus.
  • \(D\): enemy Defense bonus.
  • \(H\): enemy Health bonus.
  • \(M\): other troop, skill and damage-operation multipliers.

This is not Kingshot’s officially published complete damage formula. It is useful for comparing equal percentage-point buffs.

Marginal Gain from Attack

For an additional Attack increase \(\delta\):

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

Marginal Gain from Lethality

For the same Lethality increase:

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

Therefore:

G_L>G_A\iff L<A G_A>G_L\iff A<L G_A=G_L\iff A=L

The precise conclusion is:

Attack vs. Lethality Example

Assume:

  • Attack bonus: 500%.
  • Lethality bonus: 300%.
  • Proposed increase: 25 percentage points.

The Attack multiplier is:

1+5.00=6.00

After the increase:

\frac{6.25}{6.00}=1.04167

This is approximately a 4.17% relative gain.

The Lethality multiplier is:

1+3.00=4.00

After the increase:

\frac{4.25}{4.00}=1.0625

This is a 6.25% relative gain.

In this specific account state, the Lethality increase is better because Lethality begins from the smaller multiplier.

Why Complementary Skill Categories Can Be Better

Suppose four identical 25% effects are added into the same internal operation:

1+4(0.25)=2.00

Suppose two 25% effects enter one operation and two enter another multiplicative operation:

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

The mixed configuration is:

\frac{2.25}{2.00}-1=0.125=12.5\%

stronger in this simplified example.

This does not prove that every differently worded skill belongs to a separate operation.

Potentially distinct categories include:

  • Total Attack.
  • Total Lethality.
  • Damage Dealt.
  • Enemy Damage Taken.
  • Enemy Defense reduction.
  • Troop-type-specific damage.
  • Defender Attack.
  • Defender Lethality.

Use controlled battle reports before declaring two effects multiplicative.

Truegold and T11 Formation Progression

Truegold building progression and T11 troop progression are connected but not identical.

Truegold Buildings

Truegold progression can improve the account’s building and troop-development potential, but the Town Center badge does not reveal the complete combat profile.

Two players at the same Truegold level may have different:

  • Troop tiers.
  • Troop quantities.
  • Academy research.
  • Governor Gear.
  • Governor Charms.
  • Hero stars.
  • Exclusive Gear or Widgets.
  • War Academy progress.

War Academy and T11

War Academy contains separate research paths for Infantry, Cavalry and Archers.

A player can unlock T11 Infantry, Cavalry and Archers in different orders and may operate with a mixture of T10 and T11 for a long period.

Truegold level and T11 completion must not be treated as the same variable.

Formation Starting Points by Progression

Progression phaseFirst testSafer alternativeWhen to add Archers
Gen 1, T7–T970/30/080/20/0Only after reports show meaningful Archer kills
Gen 2–3, T9–T1060/40/070/30/0When late waves survive Infantry and Cavalry
Gen 4, mature T1060/40/060/30/10When 60/40/0 loses clear percentage
Gen 5, T10/T11 transition60/40/060/30/10 or 60/20/20Based on actual unlocked T11 types
Gen 6, developed War Academy60/40/055/35/10When late waves generate repeated Archer kills
Gen 7, developed T1160/40/060/30/10 or 55/25/20After controlled Wave 17–19 testing
Headquarters waves93/7/0More InfantryAdd damage troops only when front-line survival is secure

These are testing presets, not guaranteed universal optima.

Mixed-Tier Garrison Rule

Kingshot prioritizes reinforcement acceptance by troop level first.

When troops share the same tier, the documented type priority is:

  1. Infantry.
  2. Cavalry.
  3. Archers.

When a city or Headquarters reaches capacity, lower-tier troops can occupy slots required by stronger late-arriving troops.

How to Defend Waves 10 and 20

Step 1: Preassign the Headquarters Team

Choose before the event:

  • Participants.
  • Troop caps.
  • Minimum troop tier.
  • Preferred primary skills.
  • Probable main statistical source.
  • Backup participants.

Do not assemble the Headquarters randomly in the final seconds.

Step 2: Keep HQ Troops in City Exchanges Until Wave 9

Troops parked inside Headquarters from Wave 1 cannot generate normal reinforcement points in alliance cities.

Keep the assigned march in its normal exchange location until Wave 9 resolves.

Step 3: Wait for Wave 9 to Fully Resolve

Do not recall merely because the interface appears ready for Wave 10.

Confirm that previous attacks have completed across the alliance.

An early recall can:

  • Remove troops from a city still resolving.
  • Lower the city’s clear percentage.
  • Cause the first or second failed defense.
  • Remove reinforcement points.
  • Break the exchange partner’s coverage.

Step 4: Send the Planned HQ Formation

Use:

  • Highest permitted troop tiers.
  • Infantry-heavy composition.
  • Controlled Cavalry support.
  • One strong statistical source.
  • Up to four complementary primary skills.

Use offensive skills when survival is already guaranteed.

Use defensive skills when the Headquarters approaches the failure threshold.

Step 5: Return Immediately After Wave 10

After Wave 10 resolves:

  1. Recall the designated HQ march.
  2. Return it to the exact previous city.
  3. Verify that the city is covered before Wave 11.

Leaving the march in Headquarters sacrifices scoring opportunities during Waves 11–19.

Step 6: Repeat After Wave 19

Wave 20 is larger than Wave 10.

Use a wider safety margin.

Do not abandon Wave 19 prematurely.

Complete Alliance Execution Plan

Before Activation

  1. Select difficulty from previous Wave 20 performance.
  2. Review the previous event’s Waves 17–20.
  3. Publish the standard reinforcement preset.
  4. Publish the weak-city survival preset.
  5. Publish the Headquarters preset.
  6. Assign exchange partners or groups.
  7. Identify members expected to be online.
  8. Assign coverage for Waves 7, 14 and 17.
  9. Assign Headquarters participants.
  10. Publish troop caps and minimum tiers.
  11. Identify probable main statistical sources.
  12. Save hero presets.
  13. Recall gatherers and distant marches.
  14. Stop automatic healing routines.

Waves 1–6

  • Verify every exchange.
  • Correct wrong first heroes.
  • Confirm Guard Station heroes.
  • Remove unnecessary owner troops when safe.
  • Add coverage to weak cities.
  • Check whether the selected difficulty is already too high.

Before Wave 7

  • Refresh online status.
  • Recall marches from offline cities that will not be attacked.
  • Redirect them to active members.
  • Protect players with one previous failure.

Waves 8–9

  • Maintain normal exchanges.
  • Prepare the designated HQ march.
  • Do not recall yet.

Wave 10

  • Wait until Wave 9 fully resolves.
  • Execute the first Headquarters transfer.
  • Confirm capacity, troop tiers and active skills.

Immediately After Wave 10

  • Return every designated march to its previous exchange city.
  • Confirm that coverage is restored before Wave 11.

Before Wave 14

  • Refresh online status.
  • Replace disconnected targets.
  • Move strong reinforcements to vulnerable online cities.

Before Wave 17

  • Treat this as the most important normal city wave.
  • Protect weak online cities.
  • Use the strongest available reinforcement stats.
  • Avoid experimental formations on cities with one previous failure.

Waves 18–19

  • Preserve normal scoring.
  • Do not recall early.
  • Prepare the final Headquarters transition without breaking current defenses.

Wave 20

  • Fill Headquarters with the planned highest-tier composition.
  • Confirm the main statistical source.
  • Confirm the four intended primary skills.
  • Use a larger survival margin than on Wave 10.

After Wave 20

  • Save screenshots.
  • Save battle reports.
  • Record troop-type kills.
  • Record active skills.
  • Record troop tiers.
  • Record clear percentages.
  • Identify one variable to test next time.

Officer Control Checklist

  • Difficulty was selected from previous Wave 20 performance.
  • Every active member has a reinforcement partner or group.
  • Offline members have been identified.
  • Wave 7, 14 and 17 coverage has been assigned.
  • Headquarters participants know their troop cap.
  • Minimum HQ troop tier has been published.
  • The probable stat provider is included in the HQ roster.
  • Four useful primary skills are available.
  • Members know not to recall before Waves 9 and 19 finish.
  • Members know to return after Wave 10.
  • Weak cities are monitored after every late wave.
  • Members with one failed defense receive additional support.
  • Eliminated members continue reinforcing.
  • Battle reports are collected after the event.

Build Your Own Alliance Dataset

The strongest Viking Vengeance guide for your alliance will eventually be the dataset created from your own reports.

Generic recommendations cannot fully account for:

  • Selected difficulty.
  • Active hero generations.
  • Actual skill levels.
  • Truegold progression.
  • T11 unlock order.
  • Governor statistics.
  • Attendance.
  • City capacity.
  • Reinforcement availability.
  • Temporary buffs.
  • Player positioning and march timing.

Record the same high-value waves across several events and change only one variable at a time.

Do not compare Wave 12 from one event with Wave 17 from another and call the result a formation test.

Recommended Battle-Report Dataset

FieldExample
Event date2026-08-01
Difficulty14
Wave17
TargetPlayer city
City ownerPlayer A
Main stat providerPlayer B
Primary skillsVivian, Chenko, Amane, Ava
Infantry tier/countT11 / 180,000
Cavalry tier/countT11 / 120,000
Archer tier/countT10 / 0
Infantry killsReport value
Cavalry killsReport value
Archer killsReport value
Total VikingsReport value
Total clear100%
Owner kill shareReport value
Reinforcement kill shareReport value
ResultWin
Previous failures0
Formation60/40/0
Temporary buffsNone
NotesControlled test

Controlled Testing Process

Step 1: Collect Equivalent Reports

Save Waves 7, 14, 17, 19 and 20.

Step 2: Control the Variables

Keep the same city, reinforcement player, hero setup, skill levels, difficulty, wave, troop tier and temporary buffs.

Step 3: Change One Variable

Change only one of:

  • Troop ratio.
  • One hero skill.
  • One troop tier.
  • Reinforcement size.
  • One temporary buff.

Never change all variables at once.

Step 4: Compare Averages

Probability-based skills create variance.

Require repeated improvement across several comparable reports before changing the alliance preset.

Step 5: Standardize the Result

Publish separate presets for early normal waves, standard reinforcement scoring, weak-city survival, online-only waves, Headquarters Wave 10 and Headquarters Wave 20.

Step 6: Recheck After Progression

Retest after:

  • A new hero generation.
  • A T11 unlock.
  • Major War Academy research.
  • New Governor Gear.
  • New Governor Charms.
  • A difficulty increase.
  • A major change in alliance membership.

Common Viking Vengeance Mistakes

  • Keeping every Infantry and Cavalry unit at home despite having full reinforcement coverage.
  • Sending the strongest Guard Station heroes away.
  • Placing the correct reinforcement hero in the second or third slot.
  • Replacing a level-5 Epic buff with a low-level new-generation Legendary hero.
  • Using four identical effects without considering operation stacking.
  • Treating proc skills as guaranteed average damage.
  • Assuming Archers are always useless because early waves show zero Archer kills.
  • Assuming Archers are always necessary because PvP formations use them.
  • Recalling before Wave 9 or Wave 19 has completed.
  • Leaving troops inside Headquarters after Wave 10.
  • Filling Headquarters capacity with lower-tier troops before T10 or T11 marches arrive.
  • Selecting difficulty from opening-wave performance.
  • Healing troops back into an intentionally empty city.
  • Abandoning reinforcement play after the player’s city fails twice.
  • Copying one Truegold formation without checking actual War Academy progress.
  • Judging a formation from one lucky proc result.
  • Comparing different waves as though they were controlled tests.
  • Ignoring troop-type kill distribution.
  • Assuming displayed Power determines the garrison’s real performance.

FAQ

Final Strategy

Viking Vengeance rewards alliance coordination more than isolated account Power.

The city owner needs a strong Guard Station and enough reinforcement coverage to preserve the defense.

Reinforcing players need correct troop formations, high useful troop tiers, the right primary Expedition skill and a target city where their troops can make meaningful kills.

Officers need to coordinate online-only waves, Headquarters transitions, garrison capacity, troop-tier priority, the strongest statistical source, four external hero skills and data collection after the event.

The strongest general process is:

  1. Protect every city from a second failure.
  2. Move as many safe kills as possible from owner troops to reinforcements.
  3. Prioritize Waves 7, 10, 14, 17 and 20.
  4. Use 60/40/0 as a starting reinforcement preset.
  5. Use an Infantry-heavy Headquarters preset.
  6. Select heroes by their actual battle role.
  7. Compare Attack and Lethality from current stat levels.
  8. Add Archers only when reports demonstrate that they contribute.
  9. Validate every major change through equivalent battle reports.
  10. Update the alliance strategy after new hero generations, War Academy milestones and T11 unlocks.

The objective is not simply to survive twenty waves.

The objective is to make each city, each reinforcement march and each active hero skill contribute to a controlled, repeatable scoring system.

Sources and Methodology

This guide prioritizes official Kingshot combat documentation and the official event wiki for structural rules.

Current event tables were used for difficulty levels, wave troop counts, wave targets, city-defense budgets and reinforcement budgets.

Current hero databases were used for hero generations, troop classes, Expedition skill descriptions and maximum skill values.

Formation and kill-attribution recommendations were treated as community-tested hypotheses and separated from officially documented mechanics.

Core References

  • Kingshot Official Help Center: Viking Vengeance
  • Kingshot Wiki: Viking Vengeance
  • Kingshot Data: Viking Vengeance Level Stats
  • Kingshot Official Combat FAQ
  • Kingshot GG: Troops Calculator
  • Kingshot GG: War Academy
  • Kingshot Data: Heroes
  • Kingshot Net: Chenko
  • Kingshot Net: Amane
  • Kingshot Net: Vivian
  • Kingshot Guide: Gen 7 Heroes