Kingshot How to Gear
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How toGear

Every hammer, thread and shard - in the order that actually makes your rally hit. A field manual for the Kingdom's smiths.

Royal forge-captain wielding a golden hammer, surrounded by gear slots
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Chapter I
01

What to chase, in order

Resources are scarce and your patience is finite. Spend both top-to-bottom - the higher on this list, the sooner it pays you back.

Charm chain
1Charm Designs
2Charm Guides
3Mythic Gear Chest
Forge stock
4Forge-Hammers
5Satin
6Artisan Visions
Threads & fortune
7Gilded Threads
8XP Enhancement
9Lucky Gear Chest
10 Mithril crystal

The moment Mithril unlocks - make it the priority.

It's expensive and gates every red-gear imbuement. Grab it whenever you can, ahead of almost everything else.

Chapter II
02

How the forge works

Three materials do the heavy lifting, and two gates decide when your gear can level up at all.

Forge-Hammers

Each upgrade boosts a gear piece's stats by +10%. They're your raw lifting power.

XP Components

Used to level hero gear. They come in 10 XP and 100 XP denominations.

Hero gear as fuel

Common→Epic hero gear is fed into your mythic gear. Value by rarity:

Grey 10 Green 30 Blue 60 Purple 100
Ascension +100 / 10

Unlocked at XP +100 and a level-10 Forge-Hammer. Requires Mythic Gear to push a piece into red.

Imbuement +100 / 10

Same unlock - XP +100 and a level-10 Forge-Hammer - but this one is fed by Mithril.

Both gates open at the very same threshold. Think of +100/10 as the doorway to a piece's real power curve.


Imbuement, plainly

You need Mithril + Mythic hero gear for every imbuement level. Mythic gear ascends a piece to red; Mithril then imbues that red into gold - at levels 20, 40, 60, 80, 100.

One rule that saves confusion: every gear piece - chestplate, gloves, boots, helmet - carries its own stat upgrades. Those stay the same regardless of troop type. A helmet is a helmet, whether it sits on an archer or an infantry hero.

The one rule that matters most

Build three gear sets. No more.

One set for each troop type, on your three strongest heroes. That's the whole strategy - everything else is detail.

Infantry
1 set

Your strongest infantry hero.

Archer
1 set

Your strongest archer hero.

Cavalry
1 set

Your strongest cavalry hero.

The "5 sets" myth

You have 5 heroes in Arena & Conquest, so it feels like you need 5 sets. You don't.

Rallies don't read gear

When you join a rally, only your hero's 1st expedition skill and XP level count. Hero gear does nothing for joiners.

So three is enough

Only your rally leaders need real sets. Any extra set is wasted - you can swap sets onto other heroes whenever you need them.

F2P especially: pour everything into three sets instead of spreading thin. Only three heroes carrying upgraded gear will not noticeably hurt your Arena. And drop spare un-upgraded mythic gear onto your other heroes for a free power bump.

Focus three sets, and your leading rally will HIT LIKE A TRUCK.
A red truck
Chapter III
03

Already spread thin? Reforge.

Poured hammers and XP into the wrong sets? It's recoverable - and cheaper than you'd fear.

Unequip the piece, hit Reforge, and reclaim your investment:

XP refunded 100% Hammers refunded 50%

XP comes back free, so don't agonize over it. Hammers cost you half - annoying, not fatal.

  1. 1Unequip the “extra” gear you no longer want to feed.
  2. 2Click Reforge to pull the XP and hammers back out.
  3. 3Pour the reclaimed XP and hammers into the three sets of your leading rally formation.
Chapter IV
04

Which piece gives which stat

Every piece carries two stat lines - one for Conquest, one for Expedition. Know which is which before you commit hammers.

Conquest stats - your numbers in Conquest & Arena.
Expedition stats - your numbers in PvP and everything else.
Helmet  +  Boots
ConquestAttack
ExpeditionLethality
Chestplate  +  Gloves
ConquestDefense
ExpeditionHealth
Chapter V
05

One forge order per troop

Each troop type leans on different stats - so each has a different piece to upgrade first, and a reason why.

Infantry Infantry hero with gear slots
Frontliners

They soak the hits.

DefenseHealth
Start here Gloves → then Chestplate

Push gloves to +100/10 first, then move to the chestplate. Imbuing gloves first hands you a 20% defensive bonus - too good to skip.

Bring helmet and boots along at roughly a 25% ratio beside your gloves and chestplate.

Archer Archer hero with gear slots
Damage dealers

They do the killing.

AttackLethality
Start here Helmet → then Boots

Take the helmet to +100/10 first, then the boots. Imbuing the helmet first grants a 20% attack bonus.

Run chestplate and gloves at about a 25% ratio alongside the helmet and boots.

Cavalry Cavalry hero with gear slots
Equalizers

Flexible - lean to damage.

LethalityHealth
Start here Helmet → then choose

Helmet to +100/10 first. After that you pick a build:

Balanced → Chestplate + Boots.  ·  Attack / Lethality → Helmet + Boots.

Cavalry bend either way, but I'd lean damage if you want stronger results in Bear Hunt and Viking Vengeance.

Chapter VI
06

Governor gear is about the set bonus

The single most important lever here. Keep all six pieces level, but always hold three one tier higher.

All 6 pieces · Tier 1 Mythic+8% Attack
T1T1T1T1T1T1
3 pieces · one tier higher+9% Defense
T2T2T2---

Two bonuses stack: a 6-piece set bonus and a 3-piece set bonus. Holding three pieces one tier above the rest is the sweet spot for stats and bonus value.

Which three should be elevated?

Whales / Kraken

Use 2 Infantry + 1 Archer pieces for the 3-set bonus.

F2P / Low-spenders

Flip it - 2 Archer + 1 Infantry instead.

Chapter VII
07

Charms: balance, then leap 3 → 5

Keep charm levels balanced - with one deliberate exception that quietly saves you a stack of Charm Guides.

Whale / Kraken
Infantry→Archer→Cavalry
F2P / Low-spender
Archer→Cavalry→Infantry

Going from level 3, push straight to 5 rather than nudging three charms to 4. Same +9% - fewer Guides. Here's the math:

Path A · one charm 3 → 5
Lv 3 → 4 (+3%) → 5 (+6%)
+9% Lethality & Health
300 Designs 180 Guides
✓ Same boost, the lean way.
Path B · three charms 3 → 4
3 charms → each Lv 4 (3 × +3%)
+9% same total
300 Designs 240 Guides
✗ Costs 60 extra Charm Guides for nothing.