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Kingshot How 2 Bear Hunt
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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 Quarry sighted
Track 01The Muster

Join the rally right

Which slot, which heroes, and what fills the march. Get these three right before anything else.

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.

Track 02One Shot

The only skill that matters

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

A joiner hero card; the top-right Expedition skill is circled in the screenshot
The circled skill - top-right, Expedition - is the only one the rally reads.

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 guide.

Joiner cap 4 max

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

Track 03The Pecking Order

Skills skip, stars don't count

Higher skill levels skip lower ones, and troop capacity comes from XP - never from stars.

5Skips Lv 1, 2, 3 & 4Active
4Skipped by Lv 5Skipped
3Skipped by Lv 4+Skipped
1Skipped by anything higherSkipped

Stars are irrelevant

It does not matter how many stars a hero has. If the skill level is lower than the other joiners, it gets skipped.

XP = troop capacity

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

Example: Jaeger

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

So you can ride along

A low-skill hero is fine in a strong rally only when its skill will be skipped - you are there for the troops, not the buff.

Track 04The Pack

Who to join with

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

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

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

Track 05The Board

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.
Rosa, Marlin, Petra, Jaeger, JabelDo not call

Chance-based. Their damage does not stack and the 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.

Track 06Ballistics

Different heroes hit harder

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

// rally_damage.calc
4 identical heroes
(e.g. 4x Amane)
2.0×
+100% · additive
2 Amane + 2 Chenko
2.25×
+125% · two families
1 Chenko + 1 Amane + 1 Margot + 1 Yeonwoo
2.5×
+150% · fully mixed
# each unique effect_op multiplies separately
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

That's a 12.5% relative increase just from mixing instead of stacking one hero. Same op, the buffs add. Different ops, they compound.

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 at Kingshotguides.com

Track 07The Scales

Balance the rally

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

Attack

Margot & Amane. Aim for 2 of 4.

Lethality

Chenko & Yeonwoo. Aim for 2 of 4.

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. Watch your active rally bonuses - aim for 2/4 attack and 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 Track 03).

Track 08The Field Plan

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
Fewer troops
0 / 40 / 60

Make 1-2 formations of mostly cavalry + archers (infantry / cavalry / archer) and use them to join your alliance's strongest rally leaders.

Lots of troops
Spread evenly

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

Different hero in every 2nd and 3rd slot. If you repeat a hero across formations, deploying one will leave another short a hero.

My formations - feel free to copy them