Alliance event guide

Kingshot Bear Trap (Bear Hunt) guide

Formations by generation, the joiner heroes that actually multiply, and how rally damage is really calculated — everything your alliance needs to push toward the 1.2B tier.

Quick answer

Run 1/10/89 (Infantry/Cavalry/Archers) at Gen 4 and above, or 10/10/80 at Gen 3 — archers get the damage, so trim the front line as far as your march tolerates. Join with a high-level flat Lethality first skill (Chenko, Amadeus or Yeonwoo) and mix skills across the rally instead of stacking four of the same hero.

Only four joiner hero skills count per rally. If four strong heroes are already inside, send troops with no hero — that beats adding a weak skill that displaces a better one.

Start here

Bear Hunt rules that change your plan

Bear Trap is a 30-minute alliance damage event. It becomes available every two daily reset cycles, which is not always the same as waiting a full rolling 48 hours. An R4 or R5 places and schedules the trap inside alliance territory.

Two traps, one active

Every alliance has two Hunting Traps, but they cannot run at the same time. Their enhancement pools are separate.

No retaliation

The Bear never attacks back. Defense, Health and troop-loss protection do not improve your score.

Special marches

Bear rallies cost no Governor Stamina and do not occupy normal march slots. Leaders get up to five rally launches.

Ten full rounds

Combat always lasts ten rounds. Damage is repeatable unless a chance-based hero skill introduces randomness.

Do not leave the alliance before tally. Leaving during the event resets your personal damage points. Rejoining before rewards are issued does not restore them.

Troop ratios

Best Bear Trap formation by generation

The Bear is treated as 5,000 special Infantry and always survives all ten combat rounds. Archers receive their normal +10% Ranged Strike advantage against Infantry, so they lead every strong formation. Keep a small amount of troop variety, though: zero Infantry usually performs worse than a thin front line.

Gen 1 — 10/30/60

Cavalry still carries part of the load

Infantry 10% Cavalry 30% Archers 60%

Gen 2 — 10/20/70

Shift weight toward archers

Infantry 10% Cavalry 20% Archers 70%

Gen 3 — 10/10/80

The classic 10/10/80 split

Infantry 10% Cavalry 10% Archers 80%

Gen 4+ — 1/10/89

Late-game baseline through Gen 5–6

Infantry 1% Cavalry 10% Archers 89%

Verify with the march preview. Hero gear, lethality research and server generation all move the optimum, and some accounts peak at 5/5/90 or nearby variants. Compare repeat attacks with the same host and heroes; because Bear damage is deterministic without chance-based skills, the higher result is meaningful.

Mechanics

How Bear Trap damage is calculated

Most alliances that stall are not short on power — they are losing multipliers they never knew were there. These are the rules that decide your total.

  • Lethality beats Attack, point for point

    Both are multipliers in the damage formula, but Lethality starts far lower and is harder to raise. The smaller multiplier is the bottleneck, so lethality buffs convert into more Bear damage.

  • The host carries the rally

    The rally leader contributes Gear, Charms, Widgets, Battle Research, Island bonuses, temporary buffs, Pet buffs, cosmetic bonuses and Ministry titles. All three Expedition skills from each selected hero apply. Host on your strongest accounts.

  • Only four joiner skills count

    For joiners, only the top-right Expedition skill of the hero in the left-most slot is eligible. The rally then uses the four highest-level qualifying joiner skills; extra joiner heroes add no skill value.

  • Different skills multiply, duplicates do not

    Two Chenkos plus two Amanes deals roughly 12.5% more than four Chenkos. Spread skill types across the rally rather than stacking the same buff.

  • Chance-based skills are joiner poison

    RNG heroes such as Jabel are fine as a rally leader but waste a limited joiner slot. Guaranteed flat buffs win.

  • Expedition and Exclusive skills behave differently

    Expedition skills are additive. Exclusive skills from widgets can be additive or multiplicative, and multiplicative boosts scale with your stats — those are the strong ones.

Heroes

Best Bear Trap heroes for joiners

Slot 1 is the only hero slot that matters when you join, so bring the best-levelled first Expedition skill you own from this pool. For that joiner skill contribution, hero Gear, ascension and total hero power do not matter; the skill level does.

First string

  • Chenko
  • Amadeus
  • Yeonwoo
  • Amane
  • Margot

Flat lethality and damage buffs. Mix a Chenko/Amadeus/Yeonwoo skill with an Amane/Margot skill in the same rally.

Second string

  • Vivian
  • Wee & Woo
  • Ava
  • Hilde
  • Petra
  • Marlin
  • Rosa

Solid when your first-string captains are already spoken for elsewhere.

No good hero available? Send troops only. It is genuinely better than sending the wrong hero — a weak first skill can occupy one of the four counted slots and cost the whole rally damage.

Preparation

Upgrade the Pitfall every cycle

Bear Hunt can be activated every two days. Between spawns, members earn Hunting Arrows from Intel Missions or hunting Beasts and donate them through Trap Enhancement. Every level is an additive Attack bonus for participating members.

Pitfall levelHunting ArrowsAttack bonus
Level 1200+5%
Level 2300+10%
Level 3400+15%
Level 4500+20%
Level 5500+25%

A full upgrade costs 1,900 arrows. Each member can earn 24 a day from Intel Missions, so around 40 members donating daily keeps one trap maxed for every spawn. Stop at level 5: extra donations add no bonus. The second trap has its own pool, and each pool resets when that trap's event expires.

Playbook

If you are hosting

  1. 1Max the Pitfall before the spawn — it is a free +25% Attack for every member.
  2. 2Open fewer rallies and fill them completely. Four half-full rallies lose to two full ones.
  3. 3Host on your strongest accounts: the leader supplies combat stats, buffs, offensive widgets and every selected hero's Expedition skills.
  4. 4Announce rally slots in Discord before the window opens so joiners are not guessing.
  5. 5Use offensive heroes and widgets; Defense and Health do not help against a target that never attacks back.
  6. 6Use all five available rally launches, but stagger them so your alliance can keep filling the strongest hosts.

Playbook

If you are joining

  1. 1Check who is leading before you tap join — a weak host wastes your troops.
  2. 2Put your approved joiner hero in the left-most slot; only that hero's top-right Expedition skill can help the rally.
  3. 3Bring a guaranteed damage or lethality skill such as Chenko, Amadeus or Yeonwoo, at the highest skill level you have.
  4. 4Mix skills instead of stacking duplicates — different skills multiply, identical ones do not.
  5. 5If four strong heroes are already in, send troops with no hero rather than displacing a better skill.
  6. 6Lock your troop ratio for your generation before you march, and send max-level troops only.
  7. 7With a small army, concentrate Archers and Cavalry in the strongest rally; with a deep roster, spread troops so every march retains Archers.

Diagnosis

Stuck at 800–900 million damage?

The reward tier caps at 1.2 billion total damage inside the 30-minute window, and most alliances that plateau below it share the same two problems:

  1. Joiners bringing the wrong hero. Chance-based or low-level first skills burn the four counted slots. Post the approved joiner list where members will read it.
  2. The R4 opening too many rallies. Spreading joiners thin across many half-full rallies wastes host multipliers. Fewer, fuller rallies on stronger hosts win.

Fix those two and the jump toward 1.2B usually arrives faster than expected — before any spending.

Rewards

What Bear Trap pays out

Personal damage tiers award Forgehammers, Lucky Hero Gear Chests, Enhancement EXP Parts, Alliance Tokens and resources. Hunting Achievement is different: it is a one-time milestone based on your highest damage in a single Bear Hunt.

Missing cycles consistently puts gear progress behind, so treat Bear Hunt as a fixed alliance appointment. Stay in the alliance until the tally completes or your personal damage points and rewards are lost.

Questions

Bear Trap frequently asked questions

›What is the best troop formation for the Kingshot Bear Trap?

It depends on your generation. Gen 1 runs 10/30/60, Gen 2 runs 10/20/70, Gen 3 runs 10/10/80, and Gen 4 and above run roughly 1/10/89 (Infantry/Cavalry/Archers). Archers do the damage, so the trend is to cut infantry and cavalry down to the minimum your march can survive with. Always confirm against the damage number in your own march preview, because hero gear and lethality research shift the ideal split.

›Should I join a Bear Trap rally with no hero at all?

Sometimes, yes. Only four joiner hero skills are counted in a rally. If four strong lethality heroes are already inside, adding a weak or chance-based hero can displace a better skill and lower total damage. In that case sending troops with no hero is the stronger play.

›Which heroes are best for Bear Trap as a joiner?

Flat lethality first-skill heroes lead: Chenko, Amadeus and Yeonwoo. Pair them with an Amane or Margot type skill rather than stacking duplicates — mixed skills multiply against each other, so two Chenkos plus two Amanes beats four Chenkos by roughly 12.5%. Avoid chance-based heroes such as Jabel as joiners.

›Why does Lethality matter more than Attack in Bear Trap?

Attack and Lethality are both multipliers in the damage formula, but Lethality starts much lower and is harder to raise. Because the smaller multiplier limits the product, each point of Lethality adds more Bear damage than an equivalent point of Attack.

›How much damage should an alliance do in Bear Trap?

The top reward tier caps at 1.2 billion total damage within the 30-minute window. Many alliances plateau at 800–900 million. The usual causes are joiners bringing weak or chance-based heroes and the R4 opening too many rallies at once instead of filling fewer, fuller ones.

›How often does the Bear Trap run and how do I upgrade the Pitfall?

Bear Hunt becomes available every two reset cycles rather than on a rolling 48-hour timer. Members collect Hunting Arrows from Intel Missions and hunting Beasts, then donate them through Trap Enhancement. Each level gives every participant +5% Attack, up to +25% at level 5. The alliance's two traps have separate enhancement pools, and each pool resets when that trap's event expires.

›What rewards does Bear Trap give?

Personal damage tiers award Forgehammers, Lucky Hero Gear Chests, Enhancement EXP Parts, Alliance Tokens and resources. Hunting Achievement is a separate one-time milestone based on your highest damage in a single hunt. Stay in the alliance until tally finishes: leaving during the event resets your points, and rejoining does not restore them.

›Is Bear Trap damage about individual power or alliance coordination?

Coordination. The rally host contributes combat stats, active buffs, offensive widgets and all three Expedition skills from each selected hero. A joiner contributes only the top-right Expedition skill of the hero in the left-most slot, and only the four strongest qualifying joiner skills count. A well-organised alliance that fills strong hosts outperforms one with higher raw power and messy rallies.

›Does Bear Trap use stamina or normal march slots?

No. Bear rallies use no Governor Stamina and travel as Special Marches, separate from normal march slots. A player can lead up to five rallies during one event and can join with up to six marches when all march slots are unlocked.

›Can I leave my alliance after attacking the Bear?

Wait until the reward tally is complete. Leaving the alliance during the event resets your personal damage points, and joining again before tally does not restore them.

Mechanics reviewed against the Kingshot Wiki beginner Bear Hunt guide on September 29, 2026. Test formation variants on your own account because generation, research and equipment change the best ratio.

Next step

Bear Trap is won on coordination

Every mechanic above points the same way: the alliance that organises its rallies beats the one with more raw power. Publish your formations and joiner rules where members actually read them, so nobody marches guessing.

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