Kingdom Transfer in Kingshot is a recurring event that lets governors permanently relocate to a new server. Here is how the three-phase system works, what determines cost, and how to prepare without losing progress.
Every kingdom in Kingshot eventually reaches a point where the gap between active and inactive players widens past the point of recovery. Alliances that once filled rallies go quiet. KvK rosters thin out. Leadership stagnates. The Kingdom Transfer event exists precisely for this scenario — giving governors a structured window to permanently relocate their town to a kingdom that better fits where they are in the game.
The event first launched on September 14, 2025 and has since returned on a rolling schedule, roughly every 30 to 60 days. It does not open for all kingdoms simultaneously — transfers come in batches, grouped by kingdom number and progression stage. For governors who have been sitting on a dead server or waiting for a shot at a stronger alliance, knowing what to expect from each phase — and how to qualify before the window opens — determines whether the move goes cleanly or gets blocked at the gate. Players keeping their gem reserves topped up heading into a transfer cycle often manage their LootBar Kingshot top-up before the event rather than scrambling for Transfer Passes after it opens.
Enjoy up to 22% off on Kingshot Top-Ups.
3-Minute Delivery for Non-Stop Gaming.
Trusted 4.9/5 on Trustpilot, 10/10 among Players.
Official Partnership Route, Protect Your Game Wallet.
When a Transfer Actually Makes Sense
Moving kingdoms is permanent. There is a minimum 25-day waiting period between transfers, which means a bad decision locks a governor into a new server for nearly a month. That cooldown is worth keeping in mind before treating the event as a casual fresh start.
The situations that genuinely justify a transfer: the current kingdom's top alliances are consistently losing KvK due to population imbalance, Help requests go unanswered because the server is too inactive to generate them, rally and guild event participation has dropped below the threshold where solo play feels viable, or a group of alliance members has already agreed to move together and needs a final governor to join before slots fill. These are structural problems that do not resolve on their own.
What does not justify a transfer: losing a war, feuding with another alliance, or chasing a kingdom with stronger players without a plan to compete there. Moving up to a Leading Kingdom without the Transfer Score to be competitive just replaces one problem with a worse one.
Leading Kingdoms vs Ordinary Kingdoms: What the Difference Means
Every kingdom in a transfer group is classified as either Leading or Ordinary based on its Transfer Score — the combined Transfer Score of the top 100 active governors. Leading Kingdoms are the stronger servers in the group. They have tighter capacity limits, accepting up to 30 incoming transfers, and cannot issue Special Invites, which prevents them from pulling over-cap governors in through the back door.
Ordinary Kingdoms accept up to 55 governors through standard transfer plus 3 additional Special Invites, for a total of 58 incoming slots. Special Invites are the mechanism that lets an Ordinary Kingdom's Transfer Manager recruit a governor whose power exceeds the kingdom's Power Cap — useful for kingdoms trying to grow their competitive roster by pulling in stronger players who would otherwise be blocked by the cap.
For most governors considering a transfer, Ordinary Kingdoms are the realistic target unless the account sits comfortably below a Leading Kingdom's lower Power Cap. The slot count difference also matters: Ordinary Kingdoms have more open spots and fill more slowly, which reduces the first-come-first-served pressure during Phase 3.
How the Three-Phase Transfer Window Works
The event runs seven days across three phases. Phase 1 is preparation — lasting roughly three days — during which Transfer Managers set their kingdom's Power Cap and governors can browse available destinations. The Power Cap locks once Phase 2 begins and cannot be changed, so target kingdoms are worth evaluating early. Governors use this window to research options, check slot availability, and make contact with Transfer Managers if a Special Invite is needed.
Phase 2 is the invitation period, running approximately two days. Transfer Managers issue Ordinary Invites to governors who meet the Power Cap and Special Invites to governors above it. One important detail: Ordinary Invites do not trigger a mail notification. Governors expecting an invite need to check the transfer interface directly rather than waiting for an alert that will not arrive.
Phase 3 opens the transfer to anyone meeting the Power Cap on a first-come, first-served basis across the remaining two days. Slots fill quickly for desirable kingdoms during this window, particularly Leading Kingdoms where capacity is tighter. Governors who did not secure an invite during Phase 2 and want a specific destination should be ready to move the moment Phase 3 opens.
Transfer Requirements and What Gets Checked
Meeting the basic eligibility conditions before the event opens removes the risk of being blocked mid-window. The Transfer Power cap varies by kingdom — Ordinary Kingdoms typically allow higher power than Leading Kingdoms, which run a lower ceiling to maintain balance. Transfer Power is not just the governor's displayed power figure. It includes governor power, plus any troops sitting in the Infirmary and Enlistment Office, which can push the total above the cap unexpectedly.
Alliance membership must be dropped before transferring. Town Center level requirements exist and scale with kingdom age — the specific level needed appears in the event interface once a target kingdom is selected. Governors also cannot be significantly older than the target kingdom, with the age gap limit ranging from 90 to 180 days depending on the group. Checking each of these against the target kingdom during Phase 1 is faster than finding out about a block in Phase 3.
Transfer Groups and Kingdom Progress Brackets
Governors can only move to kingdoms within the same transfer group — movement across groups is not permitted. Groups are assigned by kingdom number and progression stage, and the groupings change with each transfer cycle. The January 2026 transfer ran six groups: kingdoms 1 through 6, 7 through 115, 116 through 417, 418 through 587, 588 through 674, and 675 through 846, each tied to a specific Kingdom Progress milestone such as War Academy completion or Gen 4/Gen 5 hero availability.
Kingdom 115 was grouped with kingdoms 1 through 115 in November 2025, then shifted to 7 through 115 in January 2026 — a reminder that group boundaries move between cycles. Checking the current grouping in-game rather than relying on previous transfer records is the only reliable method.
How to Lower Transfer Power If You Are Over the Cap
Governors who sit above a target kingdom's Power Cap have four options, ranging from safe to permanent. The safest approach is removing hero equipment — unequipping all gear from heroes instantly drops millions of power with no lasting consequence. The gear re-equips immediately after landing in the new kingdom.
Resetting hero levels through the Hero Drill Camp refunds XP and cuts power significantly. The reset is reversible since the XP returns, but it takes resources to re-level afterward. A third option is hoarding upgrade materials — stopping the application of Governor Gear, Charms, and Pet items before the transfer and saving them for a power push once settled. This works best as a pre-event habit rather than a last-minute scramble.
The last resort is dismissing troops. Kingshot allows permanent deletion of Tier 8 and below troops to shed power. Unlike the other methods, dismissed troops do not come back. This option only makes sense when the target kingdom is worth more than the dismissed troop count — which is rarely the case.
Transfer Pass Cost and Where to Get Them
Transfer Passes are the currency that funds the move. The number required scales with the governor's Transfer Score — the sum of Town Center level, Governor Gear and Charm power, Hero Power, Hero Gear Power, and Pet Power — compared against the destination kingdom's rating. Moving to a stronger kingdom costs more passes. Mid-range governors can expect somewhere between 10 and 20 passes for a standard transfer.
Passes are available through the Alliance Shop at 150,000 Alliance Tokens each, making them accessible to active alliance members who have been banking tokens. The in-game shop also carries them directly for governors who need to top up quickly before the event window closes. Checking pass stock early in Phase 1 and acquiring the needed amount before Phase 3 opens avoids the situation of being eligible to transfer but unable to pay for it.
Conclusion
Kingdom Transfer is one of the few decisions in Kingshot that cannot be undone quickly. The 25-day cooldown between transfers means the destination matters more than the act of moving. Checking transfer group eligibility before the event, researching Power Cap requirements during Phase 1, securing passes in advance, and making contact with Transfer Managers for invites where needed all contribute to a move that lands cleanly rather than one that stalls at the requirements screen.
Governors heading into a transfer cycle who want gem and pass reserves ready can manage their Kingshot top up through LootBar before the window opens, keeping the account prepared rather than scrambling once Phase 3 goes live.














