Clash of Kings Hall of King Skills

Clash of Kings Hall of the King Skills

Clash of Kings Hall of King Skills Details

Clash of Kings Hall of the King offers a set of skills, available gradually. It should be noted that these skills effect are subject to change prior to the final released version.

Hall of King Skills

  • Donate – Available to ALL Players: Donate Silver to your kingdom
  • Steal – Available to ALL Players: Steal Kingdom Silver, you will get a random number of silvers if you succeed.
  • Curse – Available to ALL Players: After activating it successfully, the king and officials cannot enjoy the Officials Buff. (Can only be activated when lots of players donated)
  • Monitor – Available to ALL Players: After activating successfully, the king and officials cannot divert kingdom silver to trade in Black Market. (Can only be activated when lots of players donated)
  • DisturbAvailable to ALL Players: the king and officials cannot use Kingdom Conquest Skills during a period.(Can only be activated when lots of players donated)
  • Recovery – Available to the PRIME MINISTER: Resource Income in this kingdom increased 10%.
  • War Mobilization – Available to the PRIME MINISTER: Training speed in this kingdom increased 10%.
  • Mega Constructions – Available to the PRIME MINISTER: The Kingdom Building Speed has increased 5%.
  • Elaborative Research – Available to the PRIME MINISTER: The Kingdom Researching Speed has increased 5%
  • Emergency Treatment – Available to the KING: After activating it, the Healing Speed in this Kingdom will increase 1000%, but the troops who are healing won’t enjoy the buff.
  • Queen’s Asylum – Available to the QUEEN: After activating it, the Healing Speed in this Kingdom will increase 1000%, but the troops who are healing won’t enjoy the buff.
  • Bumper Harvest – Available to the PRIME MINISTER: Make a resource plot turn to level 8, and the gathering speed will be increased.
  • Black Market Trading – Available to the FINANCIAL OFFICER: Divert some Kingdom Silver to obtain some gold in Black Market, you can divert it 3 times a day. More times diverted, less gold you will get.
  • Kingdom Red Envelop – Available to the KING & FINANCIAL OFFICER: Hand out a Red Envelop in Kingdom Chat.
  • Kingdom Peace Shield – Available to the KING & QUEEN: All the Lords in this kingdom will be activated an 4-Hour Peace Shield.
  • Destroy Order – Available to the KING & JUDGE: Destroy the castle in the appointed coordinates, and then it will be moved to other place randomly.
  • Rapid Reinforcement – Available to the KING & KNIGHT: After activating it, the next reinforcement will reach the target castle in 3 seconds, only available for the one who use this skill.
  • Troops Prohibition OrderAvailable to the KING & GUARD: Make a Lord unable to attack other castles during a period.
  • Position – Available to the KING & SCHOLAR: Rapidly find the coordinates of a castle.
  • Rapid fixing – Available to the KING & BLACKSMITH: Put out the fire for all castles and fix them
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Clash of Kings Complete Comprehensive Guide

Clash of Kings Invade

Clash of Kings Complete Comprehensive Guide

Clash of Kings Complete Comprehensive Guide is here to help you play like a Pro. First things first, skip the introduction to the game! Now that that is taken care of, the following is the Buildings you need to begin with for the ideal setup for your Castle.

Building Placement

The most valuable Buildings are your Hospitals and Military Tents. Upgrade your Hospitals first, followed by the Military Tents. Hospitals save you both millions of resources and weeks of training time. The Military Tents allow you to train more Troops, while adding a percent (%) speed boost to said training. It should be noted that there is a slider bar for the numbers of troops training in one batch you can adjust. Also, remember camped Troops do not become wounded and WILL die.

For more detailed information regarding the Buildings, click through the various Buildings pages we have for more details on what the next tier has to offer. This allows you to see if there is any benefit to upgrading to the next level at this time. Spend your resources wisely. To make it easier on yourself, keep Buildings of the same resources together: cluster together Farms, Sawmills, etc. It allows for easier upgrading and looks a lot more organized. In the beginning, VIP can be used for speeding up constructing of buildings – with the instant build. Get all your buildings upgraded to the instant point, followed by the more slower buildings for use while away from your game.

Cluster together your Military buildings. Your Stable is forcibly placed during the tutorial (that you skipped), but can be move later for Gold. Place the Barracks, Range and Siege Engine Factory adjacent to the Stables. This allows for faster access to Troop training facilities for recruitment without scrolling around. Place your Drill Grounds north of your Military buildings, between the Lucky Wheel Tavern and Castle Citadel. Place your CollegeFortressWishing Well, and the Blacksmith to the right side of the courtyard. These facilities perform active functions; however, are less often utilized than that of your Troop training buildings. Place your Embassy and Hall of War to the left of the Traveling Merchant. To the right of the Traveling Merchant, place the Market building. This building placement optimizes the performance of Clash of Kings.

Upgrading Priority

  1. Drill Grounds: Inside the Castle, this is the most important building to upgrade. Larger Marches means more successful fights and customization of Troop types in combat, more Troops safe inside a ruin, more Troops that may be deployed to safety if under attack. Likewise, you will not have to shield, and more resources collected at once particularly from Alliance Super Plots.
  2. Wishing Well: The Wishing well is a valuable ally. Well it is a gamble, a wish could earn you x-times the base amount of resources, and has payed for entire batches (x4) of Troops, Research and Building upgrades that would have cost me resources from another source. Also, after using up your free wishes, I would recommend using Gold to earn resources up to a cost of 10 coins per wish every day, its cheap, in fact it can be quite profitable.

After these, it is quite situational as to what Building you upgrade next.

If you Troop Buildings will not offer you another Tier of Troops when upgraded, it is best to save those resources to upgrade other Buildings first especially since they are quite expensive. If a new Tier is available, priority is Infantry. Others debatable.

If you are involved in combat often, your Embassy, Hall of War, Depot and Watchtower should be high on your list of Castle Buildings to upgrade. Keep an eye on the Watchtower to see if upgrading it will offer any real benefit. Levels 15, 17, 19, 23, 25 and 27 do not offer any extra features currently and should be saved until you have spare resources.

The College is variable, if there is important research you need to do, then you would want to upgrade it. If you still have plenty of research to do at the current College level, then it can wait.

If you offer resource aid often, the Market can be important.

Upgrading Turrets to level 3 or 4 is cheap enough, other then that I have never seen them save the day, so well you should feel free to upgrade them, don’t make them a priority.

Last on your listing are the Blacksmith and Fortress, though useful, they are unlikely to be used often enough to be prioritize over the other buildings, unless you have the spare resources to put into mass producing level 3 and 4 traps.

The Fortress is a great way to use up that little bit of food you might have left over after setting up troops to train or donating to Alliance Science, 4, 7, 5 traps adds up over days and days.

The Walls should always be saved for when you are getting ready to advance Castle level, except under certain circumstances. Such as, if you just looted 12 million wood and should dump it fast. (Which you should, if you have enough resources for your most expensive upgrade, do not save it. I see level 5 castles with 8 million of each resource, and I ask myself, why? Then again, they might have kingdom jumped, but if you are a level 13 castle with 17 million wood, 12 million food and 1.2 million iron stored away, you deserve to be looted.) Or if you are a Trap nut, and need more space for Traps I suppose. Yes, the upgrade receives more hit points, but that does not make much of a difference over the current Tier.

Survival and Advancement

First of all, the best way to advance is to not be noticed. Everyone wants the level 6, 7 and 8 resource zones right off, close to the Throne; however, those areas are smaller and more compact then the outer regions and will be contested. The times I have been in a Hive in these zones, war was immediate and often. Early on, war is bad for growth. And why? When you are just starting off, you do not have enough troops to finish off a level 1 resource plot in one go and the Throne battles takes a bit to open up.

The prime resource zone is 5, up until about level 19 Castle upgrade gathering is quite manageable, but 4 is also just fine up until about level 15. Even then, your management makes it work. Level 1 to 3 is perfectly fine for your first 10 Castle levels as well.

Never bother your active neighbors unless your ready to move, save them for the killing event stage.

Personally, I random teleporting every few days. Might be a waste of Gold or Honor points – most of the time – but its kept me safe for months on end. And, its not uncommon to land near Castles hiding millions of resources. Even level 1 to 3 Castles might be storehouses. When you arrive in a location, use the black arrow that points back towards your Castle as you scroll around the map to guide you at least 100km North, NW, SW, S, SE and NE. Any castle within 5 levels of your own should be investigated, check his Lord level, power level, stats, and Alliance.

Resource Gathering

Order of resources to be gathered: wood, iron, mithril, food. Food is always last because of the upkeep, especially when your eating 1,000,000 food an hour, trust me. The poor mans way to use the gathering bonus is to collect everything else normally, and then use the Gather Bonus just for food. 8-Hour gather bonuses are invaluable if you actually wish to sleep through the night, so use the 8-hour during the day. Stack the Gathering bonus with the Reduced upkeep when gathering food.

Pro Tip: You just got speed Rallied and your Troops are all dead or hospitalized. One, Teleport the hell out of there to ensure they don’t farm you. Guess what? Your upkeep is gone! Now is the prime time to gather enough food for a Castle upgrade or Research upgrade. The wounded can wait. Heal your Siege Engines only or train Bricoles (Tier 1 Siege) with Farm/Wishing Well food. Get enough Troops back to hunt world monsters for food crates. Heal your Troops Later!

Alternate Accounts

On my first account, I made it all the way to Castle level 20 without the use of an Alternate Account. That’s right, there was a time when alts were not common place, or teleport attacking. We actually marched long distances or minded our own business at distances outside 100km or so. Nowadays, things are different. How many alts you can have is based on how much time you want to spend on this game. Well the best setup efficiency wise would be 2x food, 1x everything else, your most important would be a food account at least.

Do not feel like managing tons of Castles? Use throwaway alts. These are Castles you never get past level 5, you complete all the quests you can, open all the crates you have, earn bonus Gold for binding and joining an Alliance and buy more crates, and loot the resources with your main Castle. Unbind, and repeat.

Research

Every Research is useful. I prioritize offensive military Research over all others. Down to Legion II is easy enough to complete, vital in fact.

Other important Sciences not under the aggressive military tree include:

  • Supply Carts
  • Medical Facilities
  • Loop Hole
  • Battlements
  • First Aid
  • Animal Plow
  • Whipsaw

Hiding Troops

When going AFK:

  1. Hide a march in a ruin for 8 hours. Depending on how long you will be gone, remember you can always recall them if needed. If you will be away for a while, find an 8 hour ruin across the map through the Black Earth. Send rams with them even. Instant Recall can always be used if you vitally need them suddenly.
  2. Hide a march in a Alliance resource plot.
  3. Hide your other marches in Gold mines across the map.
  4. Camps can work, but remember, deaths from Encampment fights are not wounded, they die.

Keep your resources low during the Kill Event for crying out loud.

Managing Your Combat

It should be noted, Infantry, more defensive than anything else, are both weak and low on the priority list; however, you can boost their stats via the Lord Skill Tree. That means you focus more points into Infantry while neglecting your other Troops. You want them to be able to absorb more damage due to the fact they face more damage.

Disclaimer – your results may vary according to your Troop Types, mutual Sciences, Alliance boosts, item boosts and skill boosts. Likewise, Tiers involved and total Troop number of both you and your target factor into play. Example: Hitting a level 22 Castle with Tier III Troops would be unwise.

Troop Types

  • Infantry Goal – Reaching 40% Attack with either 28% Defense and/or Hit points  – as soon as possible.
  • Sword Types – These are your front line Infantry units, they protect other units from all units except charging Calvary, but they are great at combating Archer and Crossbow types. They are vital for the survival of Spear Units against both Archer and Crossbow units. Without them, your army will take heavy losses.
  • Spear Unit – Once their attack is high enough, Spear Units are devastating. Even Tier V Pikeman can butcher Tier VIII Calvary if their attack is 40% or higher and the enemy stats somewhat in the middle. Their role is to stop Calvary units, but their attack bonuses combined with enough percent increase makes them often kill 2 to 3 times their own number in combat, all the while, sustaining minimal losses. The Pikeman and Heavy Pikeman can break the defense of pretty much any unit once their attack percentage is high enough. Note, they are vulnerable to both Archer and Crossbow units.
  • Archer Unit – You gain first good Archer type, the Archer Guard, in Tier VI. Those before, are clearly inferior to their Crossbow wielding counter parts. Archer type units have the advantage of fast fire rates for lower damage, with a bonus toward non-Infantry units.
  • Crossbow Unit – Higher attack, critical, and range then Archer types, Crossbow units also have a Defense bonus. When protected by Infantry, they get to fire off more salvos while being hitting hard in both attack and defense.
  • Ram Unit – Ram units have few specialized uses. Good for gathering due to load capacity, high defense and hit points, and are useful for evading Castle Traps when looting a Castle without Troops. Likewise, they can be used to give you an extra four hours safe troop march time by sending a march with rams across the map through the black earth to keep the troops out of your Castle.
  • Catapult Unit – These units are DEVASTATING in terms of a=long range attacks. They also offer a decent load and are faster then the Ram.
  • Armored Calvary Unit – These units add a extra damage absorbing properties to your army, while being able to flank ranged units. That is, assuming they get past the Spear Units. They can dodge damage and absorb more damage in general then Archer Calvary. Your first worthwhile Armored Calvary unit is Tier VI.
  • Archer Calvary – They have similar features of that of  the Armored Calvary, but their range and resource war bonus make them deadly attackers. Invaluable in hitting resource plots, although not as good at avoiding or absorbing damage as armored Calvary. Expect high kill counts from them.

Tier I to VIII Unit Guide

  • Tier I – Your Bricole is the only non-useless unit; great for gathering resources. Their load, upkeep, and cost ratio is the best especially for farming alts. An added bonus, they can destroy Tier III , possibly Tier IV units.
  • Tier II – You need to get to Tier III as quickly as possible; however, the Infantry unit offers your first front line defense, while the Light Calvary unit offers descent speed for killing those low level monsters.
  • Tier III – Your first decent combat units. In this Tier, all units useful. Spearmen and Mangonels are not replaced until Tier V. Heavy Calvary replace your Light Calvary, while Crossbow units offer a high critical.
  • Tier IV – The first real backbone of your front line of defense, the Swordsmen. Invaluable until Tier VI, they will save countless lives giving their own. Tier IV also offers you Arbalester, effective and cheap killing unit, and a unit not replaced until Tier VII. The Battering Ram is sub-par; however, the Horse Archer is quite superior to the Heavy Calvary unit.
  • Tier V – Three excellent unit types are gained. The Heavy Mangonel will not be replaced until Tier VII, the Pikeman until Tier VIII, and the Calvary shooter until Tier VII. All worth having. The Elite Longbow, the rent a cop, and the Archer Guard being SWAT. Skip training the Elite and train more Arbalesters.
  • Tier VI – Three more good Units. The Noble Swordsmen replaces your Swordsmen, while being inferior to the Guard unit. However, train as many Nobles as possible. Likewise, train as many Archer Guard as possible, but don’t replace the Arbalester – they work in conjunction. The Knights Templar is works in tandem with the Calvary Shooter. As cool as it name would like you to think it is, the Demolisher is just another ram; however, their high defense might be useful during sieges. Heavy Mangonels are still your main siege unit.
  • Tier VII – Finally, the nirvana Tier. Everything is awesome. Prioritize Guards.
  • Tier VIII – Everything is worth having, the Heavy Trebuchet replaces Trebuchet, and the Heavy Pikeman replaces Pikeman; however, the Eagle Archer and Royal Knight only work with the Heavy Calvary Archer and Heavy Crossbowman, DO NOT replace them.

The use of both a Resource and Attack Alternate Account can always help and be used for rallies and reinforcement.


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Clash of Kings Battle for the Throne Event

Battle for the Throne

Clash of Kings Battle for the Throne Event Details

Clash of Kings Battle for the Throne Event is the main battle of any kingdom, where everyone can participate in the search of conquering the throne and become the great king of his/her kingdom, but only those with absolute power will survive this great battle. As King you will have wealth and privilege, where you can also benefit from its allies. Being the great King of the Throne is a supreme honor.

States of the Throne

The Battle for the Throne happens at certain times, as there are three states of the Throne

  1. Status Preparation: During this state, the Throne is being prepared, this state will be a period of time until the Kingdom is stabilized, there is still no king in the Kingdom and the Throne cannot be touched. The Battle for the Throne Event will not start until this state ends.
  2. State of Battle (competing): During this state, the Battle for the Throne has started, you can try to conquer the Throne and become the great King of the Kingdom. This state remains initially for 8 hours, but this depends on how is the battle, an alliance must remain eight hours on the throne without anyone take the throne if someone take resumes of over eight hours counting and until a coalition stay for 8 hours on the throne, this state remains.
  3. Estado Defender: In this state, the Throne will be protected and cannot be touched. Just who will have access to the Throne will be the great new king. But you can still see the Throne information, such as details of the last battle, appointments of gifts sent packages and Hall of Fame. This state lasts for three days.

How the Battle for the Throne

When you start the battle state, you can battle for the Throne. The Throne is located in the center of the Kingdom at the coordinates X: 600, Y: 600. You can attack, spying and declare war to the Throne, the total capacity of its alliance troops on the Throne varies according to the level of the player’s War Room and its number of Troops. For you to become King, you and your Alliance will have to keep the Throne for 8 hours straight without anyone removing you from the Throne, if someone is removed, the count restarts and returns to 8 hours for those in the Throne today, but you can still attack and try to retake the throne again.

Note: Troops sent to the Throne become delayed until they get there, this happens when the Troops enter the map of the Dark Earth, the Troops on this site have difficulty to march and its speed is decreased. You may also use catapults, there are 4 Catapults they attack the troops who are on the Throne so gradually decreased the Troops on the Throne, but it only attacks the Throne if the Troops who are in them are not the same Alliance of which are on the Throne. The Alliance that remain for eight hours on the Throne will the right to elect the new Great King.

King Benefits

  • Troop Attack + 15%
  • Military Defense + 15%
  • March Size + 10%
  • Castle Appearance Change

King Appointments

The King may choose a particular appeal for it to be improved in the Kingdom for a certain time. Likewise, the King can choose the appearance of their Throne, totally changing the Throne leaving him in a way amazing and can be seen on the world map and in the Kingdom. The King also chooses the flag of the Kingdom, can be seen on the world map and in the Kingdom. The King will have 35 present available and can send these gifts to those who they wish within the Kingdom. These gifts can only be sent once for each player during the reign of King. The Gifts are:

  • 5 Gift Conqueror
  • 10 Gift Defender
  • 20 support

Appointments Advantages and Disadvantages

Appointments are titles of players chosen by the King on the Throne, these appointments offer effects on them called Buffs (positive effect) and Debuffs (negative effect). These effects display icons that can be displayed above the Castle who is appointed by the King. The following appointments and their effects:

  • Queen: Total Resource Production + 15% and Resource Protection + 20%
  • Prime Minister: Speed of construction 5%, Soldiers Training speed + 5% and Speed Search + 5%
  • Judge: Total Resource Production + 10% and Soldiers Training speed + 5%
  • CFO: Total Resource Production + 5% and Maintenance -10%
  • Knight: Attack Troop + 5% and speed march + 10%
  • Guard: Attack Troop + 5% and Defense Troop + 5%
  • Wise: Speed Search + 10%
  • Forge: Speed of construction + 10%
  • Employed: Attack Troop -10% and Total Resource Production -5%
  • Bridegroom: Total Resource Production -5% and Maintenance + 10%
  • Clown: Walking speed -5% and Soldiers Training speed -10%
  • Civilian:. Defense Troop -5% and Total Resource Production -10%
  • Spy: Attack Troop -8% and Defense Troop -8%
  • Thief: Resource Protection -20%
  • Criminal: Speed March -15%
  • Bobo: Search speed -15%

Hall of Fame

The Hall of Fame is where it shows all the previous players that made it to the Kings Throne. There it shows the first Kingdom’s King to the last current King of the Throne and his Alliance they were in when he became King.

Battle for the Throne Strategy

  1. Have a High level Hall of War
    • Hall of War lvl 20 or higher
    • If playing within a new kingdom, analyze who has the biggest Castle to see who else has a high level (assuming) Hall of War. This Castle becomes the biggest competitor. Try to spy who their captain rally, their capacity Hall of War, and their attributes. This can be done various ways.
  2. Have a Large amount of High level Troops
    • Must have at least lvl 6, 7, 8 to Defend
  3. Good Lord Skill Points, Equipment, Equipment Attributes, and Science
    • Even with a High lvl Hall of War, low attributes will get you killed. Troops health,defense,attack is important attributes
    • Have Alliance Science: COLOSSAL LEGION
    • Use Bonus Attack / Defense
  4. Great Active Alliance
    • Need a minimum of 20 to 25 active Alliance member to full the Throne and Catapult. If battle is at the Throne, 30 to 40 Alliance members will be needed.
    • You can’t do it alone.
  5. Infantry.. Infantry.. Infantry
  6. Use Speed Ups
    • Send Troops fast for both Attack or Reinforce
    • If Defending, Reinforce fast to hinder enemies attacking your Troops
    • If Attacking, Attack fast before enemies Reinforcements arrive.
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Clash of Kings Land of Trials Event

Clash of Kings Land of Trials
  1. Attacking monsters in the World Map has a chance to obtain Trail Scroll, which will increase the times to enter the Land of Trials.
  2. You have a free chance to enter the Land of Trials; after that, you can enter with Gold or Trail Scroll.
  3. Each entering has 15 free chances to attack; after that, you can use gold to buy more chances.
    1. Each attack costs one chance, no matter if it is a normal attack or charge attack.
  4. After entering, you have 3 ways to attack:
    1. Sword Swipe – deals 1 damage.
    2. Thunder Bolt – deals 3 damage.
    3. Fire Storm – deals 5 damage.
  5. When you use charge attack, all the damage will be tripled.
  6. The more ways you use, the more damage you will deal to the monster.、
  7. When the monster is defeated, you will get the treasure chest.
    1. Click it to receive rewards.
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Clash of Kings Dragon Campaign

Clash of Kings Dragon

Introduction

Alliances in different Kingdoms will represent different camps after entering the Dragon Battlefield. By occupying buildings, every camp tries to gather as many battlefield points as possible to ensure the final victory. There are also many functional buildings that can help the occupying camp achieve strategic advantages. Alliances that participated in the Dragon Battlefield will get points based on performance. At the end of each season, all Alliances will be rewarded according to their rankings. Playoffs will begin around the same time, and the winner will be the strongest Alliance in Clash of Kings.

Conditions

  • The Alliance must be at least two weeks old.
  • Alliance leaders need to sign up. They can enroll every Monday once the event begins. The registration duration lasts for 3 days.
  • Alliance leaders can choose a time period to compete in.
  • After registration, the Alliance leaders and R4 members can appoint battle members. Each Alliance can appoint a maximum of 50 members to participate in.

Time

A 2-hour-competition will be held every week. The specific time depends on the registration options. Alliances that choose the same time period will be assigned to fight against each other in pairs. Ranking will be determined every 3 months, and rewards will be sent according to the rankings.

Matching Rule

Alliances will be matched by strength based on alliance points.

Battle Rule

The basic rules are the same as the battle rules in the Kingdoms. Players can send troops to occupy different buildings for different bonuses. Occupy the key buildings to obtain battlefield points, this will determine the victor of this competition. Alliance members can attack buildings occupied by the enemy, or reinforce buildings under the control of their own. There is a limitation for using teleports. In the battlefield, all Alliance members share a certain number of teleports; nobody can use teleports if the teleport number is zero. No troops will die during the battle. They will be wounded and can be healed faster without consuming resources. When your Castle’s defense fails, the burning speed will be noticeably faster. Remember to extinguish the fire in time.

Initial Ranking

Before the battle begins, an initial score will be calculated based on Alliance power and the quantity of high-level Castles in the Alliance. The initial ranking will also be generated in this way.

Battle Result and Rewards

  • The battle result will be determined by the amount of points obtained on the battlefield.
  • The winning Alliance will receive alliance points which guarantees them a higher ranking. Alliance members will receive rewards as well.
  • The losing alliance will also receive alliance points, but less than the winners.
  • In addition, your performance on the battlefield will also affect the amount of points finally obtained. A better performance results in more points, in other words, please be active during the battle!
  • Your personal points influence the final quantity of crystal you will receive. The better your performance, the more personal points you will get, the more crystals you will be awarded.

Personal Point Acquisition

  • Killing troops will award points.
  • Occupying buildings will award the most points.
  • Siege victories and defense victories will also earn points.

Crystal Mine

The Crystal Mine awards a lot of battlefield points. After occupying the Crystal Mine, your points will increase regularly. The amount of points determines the victor on the battlefield. After occupying the Crystal Mine, players on your side can reinforce by themselves or in a rally. The longer you occupy it, the more points you receive.

Training Ground

The Training Grounds awards a lot of battlefield points. After occupying the Training Grounds, your points will increase regularly. The amount of points determines the victor on the battlefield. After occupying the Training Grounds, players on your side can reinforce by themselves or in a rally. The longer you occupy it, the more points you receive.

Armory

The Armory awards a lot of battlefield points. After occupying the Armory, your points will increase regularly. The amount of points determines the victor on the battlefield. After occupying the Armory, players on your side can reinforce by themselves or in a rally. The longer you occupy it, the more points you receive.

Supply Point

The Supply Point produces a lot of battlefield points. After occupying the Supply Point, your points will increase regularly. The amount of points determines the victor on the battlefield. After occupying the Supply Point, players on your side can reinforce on their own or in a rally. The longer you occupy, the more points you receive.

Teleport Point

After occupying the Teleport Point, players on your side can teleport to a certain area for free. No gold or items will be consumed, however the teleport number will be decreased. The Teleport Point is a very important strategic building. After occupying it, your allies’ Castles can teleport to get closer to the target buildings, in order to shorten the marching time.

Blessing Tower

The Blessing Tower provides a great attack and defend boost. After occupying it, troops on your side will get an attributes bonus.

Hall of Healing

The Hall of Healing makes your troops heal faster. After occupying, all the players on your side will get a faster healing speed. The wounded will recover faster and then join the battle.

Dragon Tower

The Dragon Tower is a fierce weapon. After occupying the Dragon Tower and activating its attack mode, it will attack all the enemy troops within its range and cause massive damage. Occupying the Dragon Tower can weaken the enemy significantly.

Hall of Knights

The Hall of Knights is the place to train Dragon Knights. After occupying it, you can order the Dragon Knight to attack the enemy’s Castle. Dragon Knights have very high HP, as well as a high attack and high defense. Occupying this Building can improve your strength considerably.

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Clash of Kings Comprehensive Guide

Question

Chapter One: In The Beginning…

In the beginning, first things first, skip the introduction to the game! Now that that is taken care of, the following is the buildings you need to begin with for the ideal setup for your Castle.

Building Placement

The most valuable buildings are your Hospitals and Military Tents; upgrade your Hospitals first, followed by the Military Tents. Hospitals save you both millions of resources and weeks of training time. The Military Tents allow you to train more Troops, while adding a % speed boost to said training. It should be noted that there is a slider bar for the numbers of troops training in one batch you can adjust. Also, remember camped troops do not become wounded and WILL die.

For more detailed information regarding the buildings, click the more information button under details to see what the next tier offers. This allows you to see if there is any benefit to upgrading to the next level at this time. Spend your resources wisely. To make it easier one yourself, keep buildings of the same resources together: cluster together Farms, Sawmills, etc. It allows for easier upgrading and looks a lot more organized. In the beginning, VIP can be used for speeding up constructing of buildings – with the instant build. Get all your buildings upgraded to the instant point, followed by the more slower buildings for use while away from your game.

Cluster together your Military buildings. Your Stable is forcibly placed during the tutorial (that you skipped), place the Barracks, Range and Chariot Plant adjacent to the Stables. This allows for faster access to Troop training facilities for recruitment without scrolling around. Place your Drill ground north of your Military buildings, between the Lucky Wheel Tavern and Castle Citadel. Place your CollegeFortressWishing Well, and the Blacksmith to the right side of the courtyard. These facilities perform active functions; however, are less often utilized than that of your Troop training buildings. Place your Embassy and Hall of War to the left of the Traveling Merchant. To the right of the Traveling Merchant, place the Market building. This building placement optimizes the performance of Clash of Kings.

Upgrading Priority

  • Drill Ground – This is your most important Building to upgrade. Having larger Marches means more successful fights and customization of Troop types in combat, more troops safe within a Ruin, more Troops deploy-able to safety, and you do not have shield as often. Likewise, more resources collected at once – particularly from Alliance super plots.
  • Wishing Well A valuable ally. A wish could earn you many times the base amount of resources, and can pay for entire batches (x4) of Troops, Research and Building upgrades that would have cost Resources from other sources. After using up your free wishes, it is recommend you use Gold to earn Resources up to a cost of 10 coins per wish every day. It is cheap and profitable.

Following the abocveBuildings, it becomes situational as to what Building you should upgrade next.

  • If your Troop Buildings do not offer another Tier once upgraded, save your Resources to upgrade other Buildings first
    • If a new Tier is available, priority is Infantry. Others debatable.
  • If involved in combat often, your Embassy, Hall of War, Depot and Watchtower take priority. The Watchtower does not offer any benefit at Level 15, 17, 19, 23, 25 and 27.
  • If there is important Research needed, then you would want to upgrade The College.
    • If there are still plenty of Research needed at the current College level, wait.
  • If you offer Resource aid often, upgrade your Market.
  • Upgrading Turrets to level 3 and 4 is cheap enough. All other levels should be upgrade on a “I have nothing to upgrade” status.
  • Blacksmith and Fortress are unlikely to be used often enough to be prioritize over the other Buildings. Unless you can spare Resources, wait.
  • The Wall should always be saved for when you are getting ready to advance your Castle level. Except under certain circumstances, such as looting 10 million wood and need to dump it fast. Or if you are a Trapper Keeper (love to horde Traps), and need more space for said Traps.

Chapter Two: Your Survival and Advancement

Your best bet at advancing is to simply not get noticed. Everyone is looking for those level 6, 7 and 8 Resource zones, be closest to the throne, however, these areas are smaller, more compact then the outer regions. They will be contested. War is immediate and often. War is bad for growth. When just starting off, you do not have enough troops to finish off a level 1 resource plot in one go and the throne battles takes a bit to open up. The prime resource zone is 5, up until level about level 19 Castle upgrade, gathering is quite manageable; however, 4 is manageable until around Level 15, and even then your management makes it work. Level 1 to 3 are perfectly fine for your first ten Castle levels. It should be noted, that you should never bother active neighbors unless your ready to move, save them for the Killing Event.

Random teleport every couple of days. Takes Gold or Honor points most of the time, but it ensures you are kept safe (to an extent). Though it is not uncommon to land near Castles hiding millions of Resources. Even Level 3 Castles might be storehouses. Once you arrive to a new location, use the black arrow that points back towards your Castle as you scroll around the map to guide you at least 100km around your Castle. Any Castle within 5 levels of your own should be investigated, check Lord Level, Power level, Stats, and Alliance.

Resource gathering:

Order of resources to be gathered: Wood, Iron, Mithril, Food. Food is last due to upkeep – especially when Troops love to eat 900,000 Food an hour! That being said, use Gathering Bonuses for Food gathering only. 8-Hour Gather Bonuses are pointless to use with your away from the game; thus, only use your 8-hour bonuses during the time your on. Stack the Gathering Bonuses along with your Reduced Upkeep bonus while gathering Food.

Speaking of Food, if you just got speed rallied and all your Troops where killed or hospitalized, teleport out to reduce the urge to farm you, and enter the prime time to gather Food. Why? Your upkeep is no gone. Heal your Siege Engines only or train Bricoles (Tier 1 Siege) with Farm or Well Wish food. Get enough Troops to hunt world monsters for food crates, and heal your troops later.

Research

Every Research is useful; however, prioritize offensive military research over all others, down to Legion II, which is vital. Other important Sciences include:

  • Supply Carts
  • Medical Facilities
  • Loop Hole
  • Battlements
  • First Aid
  • Animal Plow
  • Whipsaw

Hiding Troops – When Going AFK

  • Hide within the Ruins for 8 hours.
    • Depending on how long you plan on being away, remember you can always recall.
      • Instant recall is your best friend.
    • If needed, find an 8 hour Ruin across the map, through the black earth, and send a number of Rams.
  • Hide within an Alliance resource plot.
  • Hide within Gold Mines across the map.
  • Encampment do work; however, troops are not wounded, they will simply die.
  • Keep Resources low during the Kill Event!

Chapter Three: Managing Your Combat

It should be noted, Infantry, more defensive than anything else, are both weak and low on the priority list; however, you can boost their stats via the Lord Skill Tree. That means you focus more points into Infantry while neglecting your other Troops. You want them to be able absorb more damage due to the fact they face more damage. There is a disclaimer however – your results may vary according to your unit types, mutual sciences, Alliance boosts, item boosts and skill boosts. Likewise, Tiers involved and total Troop number of both you and your target factor into play. Example: Hitting a level 24 Castle with Tier III Troops would be unwise.

Types of units

  • Infantry Goal – Reaching 40% Attack with either 28% Defense and/or Hit points as soon as possible.
  • Sword Unit – These are your front line Infantry units, they protect other units from all units except charging Calvary, but they are great at combating Archer and Crossbow types. They are vital for the survival of Spear Units against both Archer and Crossbow units, without your army will take heavy losses.
  • Spear Unit – Once their attack is high enough, Spear Units are devastating. Even Tier V Pikeman can butcher Tier VIII Calvary if their attack is 40% or higher and the enemy stats somewhat in the middle. Their role is to stop Calvary units, but their attack bonuses combined with enough percent increase makes them often kill 2 to 3 times their own number in combat, all the while, sustaining minimal losses. The Pikeman and Heavy Pikeman can break the defense of pretty much any unit once their attack percentage is high enough. Note, they are vulnerable to both Archer and Crossbow units.
  • Archer Unit – You gain first good Archer type, the Archer Guard, in Tier VI. Those before, are clearly inferior to their Crossbow wielding counter parts. Archer type units have the advantage of fast fire rates for lower damage, with a bonus toward non-Infantry units.
  • Crossbow Unit – Higher attack, critical, and range then Archer types, Crossbow units also have a Defense bonus. When protected by Infantry, they get to fire off more salvos while being hitting hard in both attack and defense.
  • Ram Unit – Ram units have few specialized uses. Good for gathering due to load capacity, high defense and hit points, and are useful for evading Castle Traps when looting a Castle without Troops. Likewise, they can be used to give you an extra four hours safe troop march time by sending a march with rams across the map through the black earth to keep the troops out of your Castle.
  • Catapult Unit – These units are DEVASTATING in terms of a=long range attacks. They also offer a decent load and are faster then the Ram.
  • Armored Calvary Unit – These units add a extra damage absorbing properties to your army, while being able to flank ranged units. That is, assuming they get past the Spear Units. They can dodge damage and absorb more damage in general then Archer Calvary. Your first worthwhile Armored Calvary unit is Tier VI.
  • Archer Calvary – They have similar features of that of  the Armored Calvary, but their range and resource war bonus make them deadly attackers. Invaluable in hitting resource plots, although not as good at avoiding or absorbing damage as armored Calvary. Expect high kill counts from them.

Tier I-VIII Unit Guide:

  • Tier I – Your Bricole is the only non-useless unit; great for gathering resources. Their load, upkeep, and cost ratio is the best especially for farming alts. An added bonus, they can destroy Tier III , possibly Tier IV units.
  • Tier II – You need to get to Tier III as quickly as possible; however, the Infantry unit offers your first front line defense, while the Light Calvary unit offers descent speed for killing those low level monsters.
  • Tier III – Your first decent combat units. In this Tier, all units useful. Spearmen and Mangonels are not replaced until Tier V. Heavy Calvary replace your Light Calvary, while Crossbow units offer a high critical.
  • Tier IV – The first real backbone of your front line of defense, the Swordsmen. Invaluable until Tier VI, they will save countless lives giving their own. Tier IV also offers you Arbalester, effective and cheap killing unit, and a unit not replaced until Tier VII. The Battering Ram is sub-par; however, the Horse Archer is quite superior to the Heavy Calvary unit.
  • Tier V – Three excellent unit types are gained. The Heavy Mangonel will not be replaced until Tier VII, the Pikeman until Tier VIII, and the Calvary shooter until Tier VII. All worth having. The Elite Longbow, the rent a cop, and the Archer Guard being SWAT. Skip training the Elite and train more Arbalesters.
  • Tier VI – Three more good Units. The Noble Swordsmen replaces your Swordsmen, while being inferior to the Guard unit. However, train as many Nobles as possible. Likewise, train as many Archer Guard as possible, but don’t replace the Arbalester – they work in conjunction. The Knights Templar is works in tandem with the Calvary Shooter. As cool as it name would like you to think it is, the Demolisher is just another ram; however, their high defense might be useful during sieges. Heavy Mangonels are still your main siege unit.
  • Tier VII – Finally, the nirvana Tier. Everything is awesome. Prioritize Guards.
  • Tier VIII – Everything is worth having, the Heavy Trebuchet replaces Trebuchet, and the Heavy Pikeman replaces Pikeman; however, the Eagle Archer and Royal Knight only work with the Heavy Calvary Archer and Heavy Crossbowman, DO NOT replace them.

The use of both a Resource and Attack Alternate Account can always help and be used for rallies and reinforcement.

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How to Earn Daily Rewards Points

Clash of Kings Daily Rewards

Clash of Kings Daily Rewards

Earning your Daily Rewards is one of many important ways to gather resources and grow your Kingdom. Every Day at 8:00PM EST a new Day begins and a three (3) important resource tools reset: Daily Event, Harbor Goods and Daily Resources. This guide will focus on getting the most out of your Daily Rewards. It will also help direct you to where resources can be found.

Where are Daily Rewards to be found?

Daily Rewards are located within the Tavern, the first icon to the left – the Golden Scroll with a Quill (feather) Pen. Clicking on this icon brings up your Daily Rewards menu. The right of the icon is the Treasure Chest icon, which opens the Treasure menu. And to the right of this is the Lucky Wheel icon.

How to Earning Daily Rewards?

As you collect 120, 180, 260, 340, 420 and 500 Daily Reward points daily, you will be rewarded with chests. Chests reward resources crucial to expanding your Kingdom. You have 24 hours, starting from 8:00PM EST to earn points all your Daily Rewards. In total, there are 29 ways to earn Daily Rewards points. However, not all 29 options are available from the start. They will open as you progress through the game. For example, you will not be able to open the option to train Troops until you build a Barracks until you build the Barracks or gather advance leveled Iron and Mithril until higher levels. Thus, you will not be able to open all the Daily Reward chests until you access all the options; however, the beginning chests are worth the reward.

  • Kill Monsters: Kill 5 Monsters in the world (earn 10 Points).
  • Build Traps: Build 150 Traps earn 20 Points (4 Points for every 30 traps).
  • Use Resource Items: Use 5 resource items get (earn 10 points @ 2 Points each time).
  • Gather Food: Gather 25000 food from the Kingdom get (earn 15 points @ 3 Points for every 5000 food).
  • Gather Wood: Collect 25000 Wood (earn 15 points @ 3 Points for each 5000).
  • Gather Iron: Collect 7500 Iron (earn 15 points @ 3 points for each 1500).
  • Increase Farm Income: Boost Farm Income twice ( earn 10 points @ 5 Points each boost).
  • Increase Sawmill Income: Boost two Sawmills (earn 10 Points @ 5 Points each boost).
  • Increase Iron Mine l Income: Boost two Iron Mines (earn 10 Points @ 5 Points each boost).
  • Sign In: Sign in (earn 5 Points).
  • Gain Infantry Troops: Train 250 Troops (earn 25 Points @ 5 Points for every 50 Trained).
  • Gain Cavalry Troops: Train 250 Troops (earn 25 Points @ 5 Points for every 50 Trained).
  • Gain Archers: Train 250 Troops (earn 25 Points @ 5 Points for every 50 Trained).
  • Gain Siege engines: Train 250 Siege Engines and get 25 Points (5 points for each 50 Trained)
  • Upgrade Buildings: Upgrade any building (earn 30 Points).
  • Wish: Grant Wishes (earn 20 Points @ 1 Point per wish).
  • Lucky Wheel: Spin wheel five times (earn 30 Points @ 6 Points per spin).
  • Unload Goods: Collect goods at the Harbor (earn 10 Points @ 2 Points each collection).
  • Traveling Merchant: Buy 10 Items from the Traveling Merchant (earn 20 Points @ 2 Points per purchase).
  • Research Technology: Research Science in College one time (earn 20 Points).
  • Heal Wounded Soldiers: Heal 30 Soldiers (earn 10 Points).
  • Synthesize materials: Fuse Materials in Blacksmith one time (earn 20 Points).
  • Forge Equipment: Forge 1 piece of equipment (earn 30 Points).
  • Alliance Donation: Donate 20 times in Alliance Research (earn 20 Points @ 1 Point per donation).
  • Alliance Trade: Trade 15000 Resources with an Alliance Member (earn 10 Points).
  • Reinforcements: Reinforce your allies with 1000 Troops (earn 10 Points @ 1 Point per 100 troops).
  • Alliance Help: Help 25 Allies (earn 25 Points @ 1 Point per help).
  • Mithril Collection: Gather Mithril LEVEL 15 CASTLE REQUIRED.
  • Increase Mithril Mine Income: LEVEL 15 CASTLE REQUIRED.
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How to Spy in Clash of Kings

spy

The Right Way to Spy in Clash of Kings

Courtesy of Clash of kings with BOWZEE.

Must like our Alternate Farm Accounts Strategy, you are making an alternate Account – one that will remain unbounded and shortly deleted.

  • The sole purpose of this alternate account is to spy
  • Place this alternate account Castle immediately adjacent to the Castles you wish to spy on. This minimizes the marching distance needed for scouts.
  • Begin scouting your enemy and take not of items to plunder.

BOWZEE explains how to spy in Clash of Kings in the below video

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Clash of Kings The Purify Medusa Event

The Purify Medusa Event

In order to help you better participate and understand the Purify Medusa Event, here are some tips

  • Kill Medusa to obtain various runes
  • Different combinations of runes mean multiple types of rewards in the Event Center
  • You can refresh the exchange combinations to get the desired rewards, the first 2 refreshes will be free
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How to Use Troop Types To Your Advantage

clash-of-kings-

Mastering Troop Strength and Weaknesses of each Troop type takes time, losses, and even experiments. Troop mastering will help you grow stronger, gather more resources, and upgrade much faster.

Each of the eight Troop types serves a different functions. The basic Troop types are: Infantry, Calvary, Range, and Siege Equipment. For every Troop type there are two sub-types.


Infantry:

  • Spearman: This sub-type does an awesome amount of damage to Cavalry. They also have a chance to deal triple (3x) damage, which makes it useful in some situations.
  • Swordsman: This sub-type are your Troop shields. Without them, your army is worthless. They have both high defense and high HP. They also reduce damage dealt by Archers, which produce a very high DPS. All the while, your Range and Siege Equipment can attack other enemy Troops. Always attack with Swordsman. It is suggested you utilize at least 20% Swordsman in your army.

Cavalry:

Both Cavalry sub-types attack enemy ranged Troops.

  • Short-Ranged Cavalry: A great way to attack is to use Cavalry and Swordsman only. This way the high DPS Crossbowman will die before they can kill your Swordsman. Swordsman deal small damage themselves, so its not a threat. Same goes with ranged Cavalry. Short-ranged Cavalry have a chance to dodge attacks, making them a second meatshield after Swordsman.
  • Range Cavalry: These sub-type attacks an enemies back line. They deal extra damage in recourse fights. This means, if you are farming, use Range Cavalry. Because Spearman deal extra damage to Cavalry, the best gathering composition is 20% Swordsman, 30% Spearman, 30% Ranged Cavalry, and 20% Assault Cart.

Range:

  • Bowman: This sub-type is a good siege and gathering unit due to the extra damage they deal to Cavalry, other range troops, and Siege Euipment. They also have high DPS and attack twice (2x) per round.
  • Crossbowman: This sub-type gains an attack bonus during defense. It is not suggested to use these on offense. Again.. They have an extremely high DPS while on defense. When reinforcing, the best reinforcement composition is 40% Swordsman and 60% Crossbowman.

Siege Equipment:

  • Bricole: This sub-type is a great siege weapon, not so good during other battles. Their damage is very high, although they attack only once every other round. A good siege composition is 40% Swordsman and 60% Siege on offense. You might want to consider adding some range Troops however.
  • Assault Cart: This sub-type is much like that of the Swordsman – they die too fast. However, to reduce the loss of Swordsman when attacking use Assault Carts as shields. Swordsman are much better then Assault Carts, but they will work. They also have a high load and can be used in gathering and farm off enemies after you have destroyed their defenses.

Offensive Strategies

Siege Equipment Attacks

  • 40% Swordsman 60% Bricole
  • 30% Swordsman 10% Spearman 30% Bricole 30% Bowman (Use when enemy an equally amount of Troop types)
  • 40% Swordsman 60% Cavalry (use when enemy has high percentage of Swordsman)

Gathering Battles

  • 20% Swordsman 30% Spearman 30% Ranged Calvalry 20% Assault Cart
    • Note: Assault Carts are mainly for the load and the load only
    • If trying to get just kills, switch Assault Cart with Bowman or Sworsman

Defensive Strategies

Hide Your Troops, Hide Your Strengths

While being Scouted, camp all or some of your Troops by your Castle. Much like anti-scout, this returns a negative scout report and once they begin attacking, recall your troops and defend.  Note: will probably not work on experienced players.

Fake Shield

(This strategy is from one of our readers: GoPowerSkate) If you are being Rallied against and their Troops are too strong, call upon your Allies to reinforce you. After their reinforcements have arrived, shield. At the last seconds of their march, break your shield and defend. This method can be expensive and time consuming but it gets you lots of kills.

Note: We are unsure of why you would have to be shielded for this to work, we are still waiting for a reply from GoPowerSkate.

Gathering Troops

Own the Lord Skill Immediate Return (Active Skill) you can recall all your Troops in 3 seconds. If you are being attacked by an enemy with less power then you, wait for the last 10 seconds of the enemies march and activate Immediate Return. This allows for all your Troops to be within your Castle to defend.


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