Bear Hunt rewards depend almost entirely on two decisions: which hero goes in the joiner slot and which troop split matches the current generation. Here is the exact framework for both, plus why the wrong hero choice actively hurts the rally.
Most Bear Hunt guides cover what to do at a surface level — use attack heroes, fill the rally, collect Forge Hammers. The part those guides skip is the mechanics behind why specific choices work and others silently undercut the whole alliance's output. The joiner slot is where most of this damage leaks. It is not about not trying — it is about not knowing that the hero filling that slot contributes exactly one thing to the rally, and that the wrong hero in that slot actively blocks a better one from being counted.
This guide focuses on two decisions that determine Bear Hunt output more than anything else: which hero goes first in the joiner lineup and how the Infantry, Cavalry, and Archer split should change as the account progresses through generations. Both are adjustable in minutes. Neither requires additional resources. For governors who want their gem supply ready before active event sessions, LootBar handles Kingshot top-ups without pulling focus from the event itself.
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What Bear Hunt Actually Measures — and What It Ignores
Because the bear never deals damage back, every defensive stat on the account is irrelevant. Defense, health, infirmary capacity — none of it changes the outcome. The only two stats that touch the damage formula are Attack and Lethality, and between those two, Lethality typically returns more per point invested.
The reason Lethality outperforms Attack for most governors is a gap in base values. Most players have poured far more resources into Attack than Lethality over the course of progression. That imbalance means the Lethality side of the formula is running at a lower multiplier, which makes each additional point of Lethality proportionally more valuable than the same point of Attack. This is the mechanical reason Chenko — whose first Expedition skill delivers a flat 25% Squad Lethality boost — sits at the top of the joiner tier list.
Max rewards unlock at 1.2 billion total alliance damage across the 30-minute window. Alliances that clear that threshold consistently collect Forge Hammers at the highest rate. Those that stall below it almost always share two fixable problems: the wrong hero in the joiner slot, and too many rallies open simultaneously.
What Rally Leaders Contribute vs What Joiners Actually Do
The distinction between rally leader and joiner is the part most governors misunderstand, and it explains a large portion of suboptimal Bear Hunt setups. Rally leaders contribute everything — their own troops, combat research bonuses, governor gear and charms, hero equipment stats, all three hero skills, pets, and cosmetic buffs. The full account behind them is active.
Joiners contribute their own troops plus one thing from their hero roster: the first Expedition skill of their first hero, and nothing else. The second and third heroes in a joiner's march add troop capacity only — their skills do not carry into the rally. The game takes the four highest-level joiner skills across all participants and applies those. Everything else is ignored.
The implication is direct: if the first hero's first Expedition skill is defensive, economic, or construction-related, that joiner slot is not just wasted — it is actively blocking a stronger skill from being selected. Sending no hero at all is genuinely better than sending the wrong one. Troops contribute fully to damage regardless of whether a hero is attached.
Joiner Hero Tier List: Who to Send and Who to Leave Behind
Three heroes share the top tier: Chenko, Amadeus, and Yeonwoo. All three carry a flat 25% Squad Lethality boost as their first Expedition skill. The effect is additive across multiple joiners — four Chenkos in one rally compounds significantly, unlike chance-based skills that do not stack regardless of how many copies appear.
Amane and Hilde sit in the next tier. Amane provides an Attack boost, and since Attack still factors into the damage formula, it holds value when Lethality slots are already covered. Hilde delivers a consistent 15% Attack increase — not chance-based, which makes her reliable where B-tier heroes are not. Thrud falls in the same range with Archer and Infantry-specific Attack bonuses that are underrated relative to her tier placement in most lists.
B-tier covers chance-based heroes: Marlin, Zoe, Jaeger, and Petra. Each has a skill that can proc a meaningful buff but does not reliably do so, and crucially, stacking multiple B-tier heroes in one rally delivers the same expected output as one. Sending two Marlins does not double the chance-based effect — one is the functional maximum.
The never-send list includes Jabel, Gordon, Longfei, Helga, and Diana. Jabel and similar heroes carry defensive skills that do nothing against a bear that cannot fight back. Longfei is a specific trap — newer-generation heroes are not automatically better for Bear Hunt, and Longfei's two defensive skills make him worse than most B-tier alternatives. Send troops only rather than any hero from this category.
Troop Formation by Generation: The Ratio Most Players Never Update
The formation shifts toward Archers as progression deepens, because the math behind which troop type generates the most damage changes with hero stats. The standard progression runs: 10% Infantry / 30% Cavalry / 60% Archers at Gen 1, shifting to 10/20/70 at Gen 2, 10/10/80 at Gen 3, and 1/10/89 at Gen 4 and beyond.
The 10/10/80 split is the formation most players learn and never revisit. Governors sitting at Gen 4 or higher who are still using that ratio are leaving measurable damage behind every event. The actual endgame standard is 1/10/89, not 10/10/80. Updating the formation preset takes two minutes and the difference shows in the same session.
One hard rule applies across every generation: maintain at least 5,000 Infantry troops in absolute numbers, not just percentage. The damage formula punishes dropping below that floor disproportionately. The percentage on the march screen can look correct while the absolute count sits too low, so calculating the actual troop number rather than relying on the ratio display is worth doing before each event.
The reason Archers cannot simply run at 100% is hero skill activation. Infantry and Cavalry exist in the formation to trigger troop-type-specific buffs from certain heroes. Removing Infantry entirely discards skills like Helga's Infantry bonuses, which can outweigh the raw damage gained from shifting that percentage to Archers. The minimum Infantry and Cavalry counts exist to preserve those buffs, not for their own contribution to damage.
The Chenko Decision: When to Send, When to Hold Back
Chenko's 25% Squad Lethality boost stacks with other Chenkos in the same rally, but the game only applies the four highest-level joiner skills. Once four Chenkos are already confirmed in a rally, sending a fifth does nothing — the slot is wasted regardless of how well-leveled that Chenko is.
The decision framework: fewer than four Chenkos present in the rally means sending Chenko fills a valuable slot. Four already confirmed means sending troops only, or using a hero whose sole purpose is expanding march troop capacity. Alliance communication is the only way this works reliably — R4 and R5 coordination around who holds Chenko, who sends Amadeus, and who contributes capacity heroes determines whether the four top joiner slots get filled with the right skills or get partially wasted on duplicates and defensive heroes.
R4 and R5 Coordination: Why Too Many Rallies Breaks the Event
The most damaging coordination mistake in Bear Hunt is opening too many simultaneous rallies. Every active rally splits the available joiner pool. Fifteen governors spread across five rallies means each rally averages three joiners — which is almost never enough to hit optimal Chenko coverage, and means the per-rally damage output drops significantly compared to three rallies with five joiners each.
The math favors fewer, fuller rallies over more, thinner ones. An R4 tracking how many members are online and calibrating how many rallies to run against that count is the single highest-impact coordination decision available. Bear Trap level also directly multiplies the event's output — each upgrade level adds 5% Attack to all troop types, making it one of the highest-priority uses of alliance resources.
Conclusion
Bear Hunt is Kingshot's most reliable Forge Hammer source and runs often enough that consistent performance across events has a compounding effect on gear progression. The gap between alliances clearing 1.2 billion and those stalling at 800 million almost always traces to two things: joiner heroes carrying the wrong skills, and rallies opening faster than the player pool can fill them. Fixing the formation for the current generation, putting Chenko in the right joiner slot, and coordinating rally count against active members covers the core of what separates a strong Bear Hunt alliance from one that perpetually underperforms.
Governors building their gear progression through consistent Bear Hunt performance can manage their Kingshot top up through LootBar to keep resources ready for the gear upgrades that come after the Forge Hammers arrive.














