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Kingshot How 2 Bear Hunt
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Kingdom Hub

Simple setup guide with screenshots

How 2Bear Hunt

Joining right is most of your rally damage. Who to bring, the one skill that counts, and the math that makes a rally hit.

A flexing Bear Hunt rally hero standing over fallen knights
Chapter I
01

Join a rally properly

Three things decide whether your join actually helps: which slot, which heroes, and what fills your march.

Joiner goes in slot 1

Your joiner hero takes the first slot - the one carrying the little flag icon. That is the hero the rally reads.

Slots 2 and 3 are for XP

The other two heroes do not change the rally bonus, but give them a high XP level so you bring more troops.

More archers = more damage. Make sure every single march you send into a Bear Hunt has archers in it. The why is in Formations.

Chapter II
02

The only skill that matters

As a joiner, exactly one number on your hero counts. Everything else is noise.

It is always the Expedition skill on the top-right of your joiner hero - that skill and its skill level are all the rally reads.

Gear on joiners does nothing

Strip the gear off your joiner heroes and feed it into your three rally leaders instead. See the gear codex.

Joiner cap 4 max

Only up to four joiners contribute to the overall rally bonus.

A joiner hero card with the top-right Expedition skill circled
The circled skill - top-right, Expedition - is the only one that counts.
Chapter III

Skills skip, stars don't count.

Two rules run the joiner queue: higher skill levels skip lower ones, and troop capacity comes from XP - never from stars.

Higher level skips lower

A Lv5 joiner skill skips Lv1, 2, 3 and 4. If your skill level is lower than the other joiners, it gets skipped - even with more stars.

XP = troop capacity

Always join with your highest XP-level hero. More XP means more troops, and more troops = more points.

Stars are irrelevant

Star level does not affect troop capacity. Don't pick a joiner by stars.

Skip ladder
Lv5 → skips 1-4

Bring a low-skill hero on purpose only if you want its skill skipped.

Example · Jaeger
Lv3 skill

Usually don't join with Jaeger. But you can purely for capacity - his Lv3 skill is skipped by any Lv4+.

Chapter IV
04

Who to join with

Four heroes, two stat families. Bring these and nothing else.

Yeonwoo
Yeonwoo
Lethality
Chenko
Chenko
Lethality
Margot
Margot
Attack
Amane
Amane
Attack

If you join my rally with any other hero, please just uninstall the game lol.

Chapter V
05

The tier list, and who to avoid

These heroes either roll the dice, or do nothing at all. Keep them out of real rallies.

Bear Hunt joiner tier list - top tier Yeonwoo, Chenko, Margot, Amane; lower and avoid tiers below. The avoid heroes are listed in full beneath this image.
Bear Hunt joiner tier list.
Rosa, Marlin, Petra, Jaeger, JabelChance-based

Damage does not stack and output is randomly generated.

Zoe, Saul, Alcar, EricNo damage

They only have a defensive skill - they don't increase damage at all.

Any blue (R) heroesGathering only

Their skills only help gather resources. Nothing for a rally.

DianaNiche

Only useful against rallying terrors - not Bear Hunt.

Quinn, Howard, Gordon, FahdDefensive only

Defensive skill only - no rally damage.

Exception: ThrudArcher rallies

Thrud sits in the avoid tier, but she's great for archer-heavy rallies - she boosts all archer damage. Everyone else in the avoid tier: genuinely avoid.

Chapter VI
06

Different heroes hit harder

Same joiners add up. Different joiners multiply. Mixing stat families is free damage.

4 identical heroes
(e.g. 4× Amane)
2.0×
+100% boost · additive
2 Amane + 2 Chenko
2.25×
+125% boost · two families
1 Chenko + 1 Amane + 1 Margot + 1 Yeonwoo
2.5×
+150% boost · fully mixed

That's a 12.5% relative increase just from mixing instead of stacking one hero. Here's why:

damageUp = math.prod(1 + v/100 for v in DamageUp.values())

same op → {102: 100} → 1 + 100/100 = 2.0
two ops → {101: 50, 102: 50} → 1.5 × 1.5 = 2.25

Each unique effect_op is multiplied separately. Same op? The buffs just add. Different ops? They compound. Basically: join with a different hero, get more damage.

Lethality+Lethality // additive
Lethality×Attack // multiplicative

If a rally is only lethality or only attack, you do less. Add Amane or Margot when you see only Chenko & Yeonwoo, and vice versa (up to 4 heroes).

Damage math credit: Daryl from Kingshotguides.com.

Chapter VII
07

Balance the rally

Two jobs: joiners read what a rally needs, leaders police what's in theirs.

If you're a joiner

Read what the rally needs. If it already has a Chenko & Yeonwoo, join with Margot or Amane (and vice versa). Save your Hilde or low-skill hero for weaker rallies. Stop dumping trash joiners or tiny troop counts into strong rallies.

If you're a rally leader

Monitor your own rally. Kick any hero from the avoid list. Speak up in chat if it's unbalanced. Check your active rally bonuses (e.g. 2/4 attack, 2/4 lethality).

But don't over-kick

Do not kick someone for the "wrong" joiner hero if their joiner skill isn't active - it was skipped (see Chapter III).

Chapter VIII
08

Build your formations

Archers do the work. Infantry does almost nothing. Set your marches up to send as many archers as you can.

ArcherMost damage
Cavalry2nd most
InfantryLittle to none

Every formation needs a different hero in the 2nd and 3rd slot. If you repeat a hero across formations, deploying one will leave another short a hero.

Fewer troops

Make 1-2 formations of mostly cavalry + archers (0/40/60 inf/cav/arc) and use them to join your alliance's strongest rally leaders.

Lots of troops

Split your archers evenly across all available marches, then fill the rest of each with cavalry.

My formations - feel free to copy them

Every formation has a different hero in the 2nd and 3rd slot, so deploying one never leaves another short.