How 2 Bear Hunt
Bear Hunt Codex
Simple setup guide with screenshots
Joining right is most of your rally damage. Who to bring, the one skill that counts, and the math that makes a rally hit.
Three things decide whether your join actually helps: which slot, which heroes, and what fills your march.
Your joiner hero takes the first slot - the one carrying the little flag icon. That is the hero the rally reads.
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.
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.
Strip the gear off your joiner heroes and feed it into your three rally leaders instead. See the gear codex.
Only up to four joiners contribute to the overall rally bonus.
Two rules run the joiner queue: higher skill levels skip lower ones, and troop capacity comes from XP - never from stars.
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.
Always join with your highest XP-level hero. More XP means more troops, and more troops = more points.
Star level does not affect troop capacity. Don't pick a joiner by stars.
Bring a low-skill hero on purpose only if you want its skill skipped.
Usually don't join with Jaeger. But you can purely for capacity - his Lv3 skill is skipped by any Lv4+.
Four heroes, two stat families. Bring these and nothing else.




If you join my rally with any other hero, please just uninstall the game lol.
These heroes either roll the dice, or do nothing at all. Keep them out of real rallies.
Damage does not stack and output is randomly generated.
They only have a defensive skill - they don't increase damage at all.
Their skills only help gather resources. Nothing for a rally.
Only useful against rallying terrors - not Bear Hunt.
Defensive skill only - no rally damage.
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.
Same joiners add up. Different joiners multiply. Mixing stat families is free damage.
That's a 12.5% relative increase just from mixing instead of stacking one hero. Here's why:
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.
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.
Two jobs: joiners read what a rally needs, leaders police what's in theirs.
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.
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).
Do not kick someone for the "wrong" joiner hero if their joiner skill isn't active - it was skipped (see Chapter III).
Archers do the work. Infantry does almost nothing. Set your marches up to send as many archers as you can.
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.
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.
Split your archers evenly across all available marches, then fill the rest of each with cavalry.
Every formation has a different hero in the 2nd and 3rd slot, so deploying one never leaves another short.







