How 2 Bear Hunt
Field ManualJoining right is most of your rally damage. Who to bring, the one skill that counts, and the math that makes a rally hit.
Quarry sighted
Which slot, which heroes, and what fills the march. Get these three right before anything else.
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.
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 guide.
Only up to four joiners contribute to the overall rally bonus.
Higher skill levels skip lower ones, and troop capacity comes from XP - never from stars.
It does not matter how many stars a hero has. If the skill level is lower than the other joiners, it gets skipped.
Always join with your highest XP-level hero. More XP means more troops, and more troops means more points.
Usually don't join with Jaeger. But you can purely for capacity - his Lv3 skill is skipped by any Lv4+ joiner anyway.
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.
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.
Chance-based. Their damage does not stack and the 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. Same op, the buffs add. Different ops, they compound.
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
Two jobs: joiners read what a rally needs, leaders police what's in theirs.
Margot & Amane. Aim for 2 of 4.
Chenko & Yeonwoo. Aim for 2 of 4.
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. Watch your active rally bonuses - aim for 2/4 attack and 2/4 lethality.
Do not kick someone for the "wrong" joiner hero if their joiner skill isn't active - it was skipped (see Track 03).
Archers do the work. Infantry does almost nothing. Set your marches up to send as many archers as you can.
Make 1-2 formations of mostly cavalry + archers (infantry / cavalry / archer) and use them to join your alliance's strongest rally leaders.
Divide your archers evenly across all available marches, then fill the rest of each with cavalry.







