
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 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:
- Keep the assigned march inside a normal exchange city through Wave 9.
- Wait until Wave 9 has fully resolved.
- Recall only the designated Headquarters march.
- Send the planned Infantry-heavy HQ formation.
- Respect the alliance troop cap and minimum tier.
- 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
| Wave | Label | Target | Main Priority |
| 1–6 | Opening defense | All eligible members | Verify exchanges |
| 7 | Viking Hero | Online members only | Protect active players |
| 8–9 | Normal defense | All eligible members | Maintain exchanges |
| 10 | Viking King | Alliance Headquarters | Execute first HQ transfer |
| 11–13 | Normal defense | All eligible members | Restore exchanges |
| 14 | Viking Hero | Online members only | Refresh online coverage |
| 15–16 | Normal defense | All eligible members | Watch weak cities |
| 17 | Viking Hero | Online members only | Critical city wave |
| 18–19 | Final city waves | All eligible members | Do not recall early |
| 20 | Viking King | Alliance Headquarters | Final HQ defense |

What Each Player Should Do
| At Your City | At Allied Cities | At 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
| Generation | Best offensive first-hero choices | Defensive or hybrid choices | Main conclusion |
| Gen 1 | Chenko, Yeonwoo, Amane, Amadeus | Helga | Several endgame-relevant guaranteed buffs already exist |
| Gen 2 | Hilde, Marlin | Zoe | Do not replace maxed Gen 1 buffs automatically |
| Gen 3 | Petra | Eric | Petra offers offense with variance; Eric improves survival |
| Gen 4 | Margot, Rosa | Alcar | Margot is reliable; Rosa is probability-based |
| Gen 5 | Vivian, Thrud | Long Fei | Vivian becomes a premier offensive support |
| Gen 6 | Yang in longer battles | Triton, Sophia | Older guaranteed offensive skills remain relevant |
| Gen 7 | Ava, Wee & Woo | Charles | Ava 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:
- One guaranteed Lethality source.
- One guaranteed Attack source.
- One enemy damage-taken source.
- 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
| 60/40/0 | 60/30/10 |
| Concentrates capacity in Infantry and Cavalry | Preserves an Archer contribution |
| Strong for reinforcement scoring | Safer when all three troop types matter |
| Avoids Archers that record zero kills | Can improve late-wave clear rate |
| Can fail when later waves survive too long | Can 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
| Scenario | City-defense score | Reinforcement score | Combined multiplier |
| Owner makes 100% of kills | 100% | 0% | 1.00× |
| Reinforcements make 100% of kills | 100% | 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:
| Wave | Target | Maximum city-defense points | Maximum reinforcement points |
| 7 | Online members | 20,400 | 10,200 |
| 10 | Alliance HQ | 0 | 138,000 |
| 14 | Online members | 37,200 | 18,600 |
| 17 | Online members | 44,400 | 22,200 |
| 20 | Alliance HQ | 0 | 258,000 |
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:
- Infantry receive the first available kills.
- Cavalry receive kills that remain.
- 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 pattern | Interpretation | Recommended response |
| Infantry kill 100%, Cavalry 0, Archer 0 | Formation is overpowered for the wave | Test fewer Infantry or a higher difficulty |
| Infantry dominate, Cavalry make some kills, Archer 0 | 60/40/0 is appropriate | Continue testing nearby ratios |
| Infantry and Cavalry contribute, Archer begins making kills | Wave survives into Archer contribution | Test 60/30/10 |
| Infantry die heavily and total clear declines | Front line is insufficient | Increase Infantry or defensive support |
| All troop types contribute but clear remains below 100% | Overall stats or troop quantity are insufficient | Add stronger stats, skills or troops |
| Archers occupy capacity but repeatedly record 0 kills | Archer share is currently wasted for scoring | Reduce Archers in that preset |
Image callouts:
- Infantry kills.
- Cavalry kills.
- Archer kills.
- Troop tier.
- Total clear percentage.
- 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 phase | First test | Safer alternative | When to add Archers |
| Gen 1, T7–T9 | 70/30/0 | 80/20/0 | Only after reports show meaningful Archer kills |
| Gen 2–3, T9–T10 | 60/40/0 | 70/30/0 | When late waves survive Infantry and Cavalry |
| Gen 4, mature T10 | 60/40/0 | 60/30/10 | When 60/40/0 loses clear percentage |
| Gen 5, T10/T11 transition | 60/40/0 | 60/30/10 or 60/20/20 | Based on actual unlocked T11 types |
| Gen 6, developed War Academy | 60/40/0 | 55/35/10 | When late waves generate repeated Archer kills |
| Gen 7, developed T11 | 60/40/0 | 60/30/10 or 55/25/20 | After controlled Wave 17–19 testing |
| Headquarters waves | 93/7/0 | More Infantry | Add 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:
- Infantry.
- Cavalry.
- 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:
- Recall the designated HQ march.
- Return it to the exact previous city.
- 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
- Select difficulty from previous Wave 20 performance.
- Review the previous event’s Waves 17–20.
- Publish the standard reinforcement preset.
- Publish the weak-city survival preset.
- Publish the Headquarters preset.
- Assign exchange partners or groups.
- Identify members expected to be online.
- Assign coverage for Waves 7, 14 and 17.
- Assign Headquarters participants.
- Publish troop caps and minimum tiers.
- Identify probable main statistical sources.
- Save hero presets.
- Recall gatherers and distant marches.
- 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
| Field | Example |
| Event date | 2026-08-01 |
| Difficulty | 14 |
| Wave | 17 |
| Target | Player city |
| City owner | Player A |
| Main stat provider | Player B |
| Primary skills | Vivian, Chenko, Amane, Ava |
| Infantry tier/count | T11 / 180,000 |
| Cavalry tier/count | T11 / 120,000 |
| Archer tier/count | T10 / 0 |
| Infantry kills | Report value |
| Cavalry kills | Report value |
| Archer kills | Report value |
| Total Vikings | Report value |
| Total clear | 100% |
| Owner kill share | Report value |
| Reinforcement kill share | Report value |
| Result | Win |
| Previous failures | 0 |
| Formation | 60/40/0 |
| Temporary buffs | None |
| Notes | Controlled 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:
- Protect every city from a second failure.
- Move as many safe kills as possible from owner troops to reinforcements.
- Prioritize Waves 7, 10, 14, 17 and 20.
- Use 60/40/0 as a starting reinforcement preset.
- Use an Infantry-heavy Headquarters preset.
- Select heroes by their actual battle role.
- Compare Attack and Lethality from current stat levels.
- Add Archers only when reports demonstrate that they contribute.
- Validate every major change through equivalent battle reports.
- 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