// Guides

Castle Battle Guide

Win conditions, turret math, formations, and the rally choreography that decides who appoints the King.

Updated August 18, 2026

Related reading: the rally captain and joiner skill rules, in the Bear Trap Guide

The current format

Castle Battle runs for up to 6 hours. An alliance wins instantly by holding the King's Castle for 3 continuous hours; if nobody does, the alliance with the highest total occupation time at the 6-hour mark wins. The winner's leader appoints the Kingdom's King, who grants kingdom-wide buffs. A kingdom's first battle lands around day 54, then the event repeats every other Saturday.

Guides quoting a 2.5-hour hold aren't wrong, they're describing the other format: the KvK variant runs a shorter 5-hour window (12:00 to 17:00 UTC) with a 2.5-hour hold to win. Both formats put the instant win at exactly half the event length, and the in-game timer is always the source of truth.

The map: one castle, four turrets

The battlefield is the central King's Castle surrounded by four turrets. Each enemy-held turret bombards the castle's occupants for roughly 2% casualties per volley (about 8% with all four), and volleys accelerate the longer one alliance holds the turret, from about every 4 minutes down to every minute. Retaking a turret resets its escalation. Holding the castle while the enemy holds the turrets is how 1M-troop garrisons melt.

  • Each player occupies one structure at a time, and only one march fits inside the King's Castle.
  • A Forbidden Zone surrounds the castle: teleporting in early gets you randomly relocated and de-shielded. The safe teleport window opens roughly 30–60 minutes before the start.
  • Structure combat doesn't permanently kill troops unless your infirmary overflows. When it does, 30% of the overflow is lost forever and the rest goes to the Enlistment Office for a slow Loyalty-point recovery.

Scoring and rewards

Points come from three sources: carnage (defeating enemy troops at the castle and turrets), occupation (power-weighted time your troops hold structures), and casualties (your own losses). Sitting passively scores almost nothing; the event rewards fighting. Milestone rewards are mailed the moment you hit each threshold, ranking rewards come at the end, and everyone who participates earns governor Charm materials.

Formations

RoleInfantryCavalryArchersNote
Attack rally (lead + joiners)50%20%30%The cross-source consensus ratio; everyone in the rally runs it
Garrison60%20%20%Keeping all three types nonzero keeps every troop-type garrison skill active
Countering an infantry wall20–30%0–20%50–60%Shift toward archers when the defender is infantry-heavy

Heroes

The joiner rule is the same one that governs Bear Trap rallies: only the first skill of a joiner's first hero counts, and gear and stats don't transfer. (The full mechanics are in the Bear Trap guide.)

  • Attack rally leads by generation: Gen 3 runs Amadeus · Petra · Marlin, Gen 5 runs Amadeus · Petra/Thrud · Rosa, and Gen 7 runs Amadeus/Triton/Charles · Ava · Wee & Woo.
  • Garrison leads: Gen 3 runs Eric · Jaeger · Hilde, Gen 6 runs Triton · Jaeger · Sophia, and Gen 7 runs Charles · Jaeger · Sophia.
  • Attack joiners put Chenko, Yeonwoo, Amane, or Amadeus in the first slot.
  • Garrison joiners stack one defensive skill type: Saul, Gordon, Howard, or Hilde. Four Sauls beat four Gordons because Saul's skill carries two defensive effects, compounding to roughly 2.24× defense versus 2.0×.
  • Rally leads should activate pet skills and city buffs before launching; joiners' don't apply.

The choreography that wins

  • Land consecutive rallies within 1–5 seconds of each other so the defender can't refill between hits. Top alliances hit 1–2 second gaps; if your gap exceeds about 5 seconds, cancel and re-time.
  • After your attack rally captures the castle, recall the attack heroes before your follow-up garrison rally lands. The castle flips onto proper garrison heroes instead of your offense kit.
  • You can't rally your own castle, so a second friendly alliance rallies in right behind the enemy's rally to retake it and hand it back.
  • Secure two or more turrets before committing to the castle, and time the castle rally to land just after a turret volley softens the defenders.
  • Heal in small batches of about 30 minutes with alliance help, saving speedups for near-overflow emergencies. Upgrade the infirmary and stockpile healing speedups days ahead.

The KvK variant

In Kingdom-vs-Kingdom Castle Battles, turrets your kingdom holds grant lethality bonuses to your kingdom's squads in the castle, from roughly +8% for one turret up to +20% for all four, and the battle is hosted in the prep-phase loser's kingdom. Expect shell mega-alliances with maxed battle tech; the turret-first doctrine matters double there.

FAQ

Do my troops die in Castle Battle?

Not from structure combat, unless your infirmary overflows; then 30% of the overflow is gone permanently. Watch capacity like a health bar.

Why does everyone drop the castle before 3 hours?

Kingdoms with non-aggression pacts often rotate the King among top alliances and deliberately avoid the instant win, so the event runs its full 6 hours and everyone farms points. Know your kingdom's politics before the event: instant-win push, rotation, and free-for-all are three different plans.

Can I join with any troops?

Serious rallies expect Truegold-promoted troops (TG1 minimum, TG3 ideal), and the TG3 troop skills are a real damage layer.

Related reading: the rally captain and joiner skill rules, in the Bear Trap Guide