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Kingshot How 2 Garrison
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How 2Garrison

Holding the wall is a team sport. The right troops, the right joiners, and a rally that does not crumble on the first hit.

BigKi, a Kingshot defender, raising a shield beside a fortified castle keep
Chapter I
01

Join a garrison properly

Same as any rally: the right slot, and heroes that carry troops.

Joiner goes in slot 1

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

Slots 2 and 3 are for XP

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

More infantry = more defense. A garrison is a wall. Lead with infantry and your defense holds. The exact ratios are in Chapter II.

Chapter II
02

Troop ratios and roles

Three troop types, two jobs: hold the line, or break it. For a garrison you mostly hold.

Infantry troop

Infantry

Your defensive frontliners. The wall.

Cavalry troop

Cavalry

Second in command - offense and defense, master of none.

Archer troop

Archers

Damage dealers. Glass cannons. Weak on defense.


Defensive ratio

70% INF30% CAV
60% INF40% CAV

70 / 30 / 0 or 60 / 40 / 0 (infantry / cavalry / archer). Bread and butter for holding a wall.

Offensive ratio

50% INF20%30% ARC

50 / 20 / 30 - trades defense for damage. Use it only when the fight calls for it.

The tier and level of your infantry MATTERS. Always: 1. upgrade your barracks, 2. promote your troops.

Joiner troops ignore your gear. Hero gear, governor gear, charms and research do NOT affect your JOINER troops. They only boost your rally strength when you are the one LEADING.

Chapter III
03

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 that count.

Gear on joiners does nothing

Strip the gear off your joiner heroes and feed it to your three rally leaders. See the gear guide.

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 in the screenshot
The circled skill - top-right, Expedition - is the only one the garrison reads.
Chapter IV
04

Who to join with

Most of the time: S and A tier defensive heroes, paired with a 70/30/0 or 60/40/0 formation.

Garrison joiner tier list - S tier and A defensive heroes at the top, A offensive heroes below
Garrison joiner tier list.

Lead with defense. Use the S tier and A defensive heroes with 70/30/0 or 60/40/0. That is your bread and butter.

Offensive heroes can be used, but you trade some defense for offense. Sometimes that is necessary depending on the opponent - for example, Viking Vengeance.

Chapter V
05

Read the battle report

When a defense fails, the report tells you exactly why. Learn to read it.

A battle report showing troop power comparison and stat bonuses for infantry, cavalry and archers
The report breaks down troop mix, stats and totals.
Wrong troop mix Finding 1

Not enough infantry and cavalry, and too many archers. The wall was paper.

Infantry stats too low Finding 2

Lacking severely in infantry defense, lethality and health.

Not enough troops Finding 3

Outnumbered - roughly 1m vs 1.3m. You cannot hold what you cannot field.

Three problems, three fixes. The remedies are in Chapter VI.

Chapter VI
06

How to hold next time

Fix the three failures from the report, in order.

Fix the formation Remedy 1

Your mix was lacking defense. Reset it to a defensive ratio: 70 / 30 / 0 infantry / cavalry / archer, or 60 / 40 / 0.

Build infantry power Remedy 2

Lead with the right heroes and the right infantry gear: Helmet + Boots = Lethality, Chest + Gloves = Health. Heroes: Helga (lethality & defense), Eric (health & defense), Alcar (damage & infantry defense). Joiners (4): Gordon (health), Thrud & Hilde (defense + lethality), Saul (defense + health).

Field more troops Remedy 3

Fill the rally completely, use pet skills for larger capacity, upgrade your command center, find a leader with bigger capacity (as strong or stronger), and while garrisoned replenish after every attack.

Chapter VII
07

Forts and sanctuaries

High-value objectives. Take them as a team, never alone.

Always rally them do

Coordinate a rally leader with your alliance, and have people join with the correct heroes and troop formation. Replenish troops after each attack.

Never solo them don't

Do not solo attack forts and sanctuaries. You will throw troops away for nothing.

First to defeat = extra rewards. You get extra rewards for being the first to defeat the rebels - which means up to 15 people can earn them if they rally together. So rally together.

Chapter VIII
08

Castle battle tips

The tricks that win garrisons and break the other team's.

Focus the turrets

Focus turrets to weaken the enemy castle occupier before you commit.

Time your rallies

Lead perfectly timed double or triple rallies to knock someone out of a garrison - practice landing them a second or less apart.

Focus enemy joiners

If the fight is hostile, focus the enemy team's joiners' castles - the weaker members. Weaken them and their rallies and garrisons go empty and easy to take.

Reinforce and replenish

If the enemy is hostile, keep all allies reinforced, and constantly replenish troops wherever you are garrisoned.

Always batch heal. With enough people online you can set a short heal timer and heal instantly. Skip it and you bleed troops and speedups. More in Chapter IX.

Chapter IX
09

Batch healing

The more allies online, the more wounded you clear in a single click.

The Heal Injured panel showing wounded troops and a 17 minute heal timer
A full queue plus auto-assist makes a long heal you can fire instantly.

Roughly 17 minutes of healing per click from 7 people online with 4 on auto-assist - a heal you can fire instantly.

More allies online means more troops healed per click. Time it so the queue is full when you heal.

Chapter X
10

Garrison management

For the people holding the keys - R4 and R5.

Demote a bad joiner

If a joiner you don't want is sitting in the bonus (first 4 spots):

  1. Find them in the rally / garrison list.
  2. Tap the "…" (three dots) next to their name.
  3. Choose Make Rally Leader.
  4. Switch the rally leader back to the original person.
  5. The one you temporarily promoted drops to the bottom of the list - out of the bonus.
The defender squad list with the Assign as Rally Captain option open for a member
Promote then demote to drop a member out of the bonus.

Check the troop ratio

Read the garrison's combined troop ratio and steer it. In this example it is 39 / 30 / 30 - too few infantry.

Targets: Defensive 60/40/0 or 70/30/0, Offensive ~50/20/30. Check who has which troops by tapping the blue arrow to the right of each name.

The defender squad screen with the combined troop ratio and the per-member arrow highlighted
The combined ratio and per-member arrow.