Knowing which troop tier to train and when to promote versus train from scratch is what separates efficient Kingshot players from those burning resources with nothing to show. Here is the full troop tier breakdown from T1 to T11 and the strategy that maximizes event points.
Troop training in Kingshot looks simple on the surface — unlock a tier, fill the queue, collect power. The reality is more layered. Training the wrong tier drains resources without producing proportional power or event points. Promoting at the wrong time wastes speedups that are more valuable held for a scoring event. And pushing to the highest available tier before building sufficient volume at the tier below produces an army that looks strong on paper but underperforms in actual KvK exchanges. Players who want their resource and gem balance ready for active training periods can manage their LootBar Kingshot top-up between event cycles.
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The Three Troop Types and Their Roles
Every troop in Kingshot falls into one of three categories: Infantry, Cavalry, and Archers. All three types at the same tier have identical training time, power value, and event points — the only difference between them is resource cost. Selecting a specific type only matters when planning exact resource expenditure; for time, power, and event scoring purposes they are interchangeable within the same tier.
Infantry form the frontline in combat formations, absorbing damage and providing durability for the rest of the march. Cavalry provide flanking mechanics that bypass the frontline and reach the enemy's back row — their value in formation comes from triggering that mechanic rather than raw stat contribution. Archers deal the highest sustained damage output and are the primary damage type in Bear Hunt scoring, where the 1/10/89 formation — 1 Infantry, 1 Cavalry, 89 Archers — is the standard for maximising joiner damage.
Formation ratios vary by content. For standard PvP rallies and KvK, the recommended baseline is approximately 50 percent Infantry, 20 percent Cavalry, and 30 percent Archers. Bear Hunt joiners run the archer-heavy 1/10/89 split. Mystic Trial content has specific recommended ratios per dungeon — the Coliseum favours 50 percent Infantry, 10 percent Cavalry, 40 percent Archers, while other dungeons adjust based on which power source is being tested.
T1 Through T7: Early Game Tiers Worth Understanding but Not Hoarding
Tiers 1 through 7 are the progression path toward the mid-game. Training at these tiers during normal play builds the army and generates power, but none of these tiers are worth holding for events — they produce minimal event points relative to the resources spent. Players who find themselves sitting on large quantities of T5 or T6 troops should promote them toward higher tiers rather than training additional low-tier volume.
The one habit that matters at every tier is keeping all troop buildings — Barracks, Range, and Stable — running continuously. Every idle building is lost production time that does not recover. Even training T1 troops is better than leaving a building empty. Training speed increases from Academy research, VIP level, and the Kingdom Minister buff stack multiplicatively, so investing in those sources early makes every tier faster across the board.
T8 and T9: The Mid-Game Sweet Spot for Resource Efficiency
T8 is the practical sweet spot for mid-game players. It requires Barracks level 22 to unlock and provides a strong balance of cost, training time, and power per troop. For players whose server is past the 70-day mark and heading into the first KvK periods, T8 is the tier to build volume at before pushing further. Event calculators in the community consistently identify T8 as the most resource-efficient tier for mid-game players who cannot yet sustain T9 or T10 costs.
T9 is where event scoring strategy becomes important. The core principle: train T9 troops before events, then promote them to T10 during events. This distinction matters because promotion — upgrading existing T9 troops to T10 — generates more event points per speedup used than training fresh T10 troops directly. The resource cost difference between promotion and direct training, combined with the event point multiplier on promotions, makes this the standard approach for players who want to maximise Hall of Governors, KvK, and Strongest Governor scores.
The practical routine is straightforward: in the weeks between major events, keep all buildings training T9. As a scoring event approaches, stop fresh training and accumulate speedups. When the event opens, use those speedups to promote T9 to T10. The same speedup pile produces more event points through promotion than it would through direct T10 training.
T10: Endgame Power but Expensive in Resources
T10 is the standard endgame troop tier and requires a Town Center at TG level and the corresponding building upgrades to unlock. T10 troops cost significantly more resources than T9 per troop — this cost increase is intentional design that forces strategic decisions about whether to train fewer powerful troops or more lower-tier ones. For pure power and event scoring at the top tier, T10 is the target. For players who need march volume more than marginal stat gains, maintaining a larger T9 army and promoting tactically may serve them better.
Training speed is the limiting factor for T10 production more than resources for most players. Training Speed comes from three stackable sources: Academy Research (up to approximately 150 percent increase), VIP level bonus, and the Kingdom Minister buff. Running all three simultaneously reduces T10 training time substantially — maximising Academy training research before pushing T10 volume is the preparation step most players skip.
T11 (Truegold Troops): The Endgame Tier and the Order to Unlock
T11 Truegold troops unlock through the War Academy, which becomes available when the server reaches 220 days and the Town Center hits level 30. A full T11 army provides roughly 15 to 20 percent more stats than T10 across the board, and the advantage multiplies across an entire march. The T10 to T11 upgrade is consistently larger than T11 to T12 across all stat categories.
The recommended unlock order for T11 is Infantry first, Archers second, Cavalry last. Infantry survivability provides the largest margin in sustained rally exchanges — a stronger frontline extends the fight duration, which allows the rest of the march to deal more total damage before losses mount. Archers follow because of their DPS multiplier across the full march. Cavalry contribute the least per slot in most formations and should receive the T11 investment last.
A full T11 army takes approximately 3 to 4 months of consistent daily play for an F2P governor. The bottleneck is Truegold Ore rather than speedups — buying from the Alliance Shop daily and gathering from Truegold Mines are the primary free sources. Unlocking all three T11 types to volume before pushing T12 is the right sequence, since the T10 to T11 jump outweighs the T11 to T12 improvement.
When to Stop Upgrading: The Practical Ceiling by Playstyle
For F2P and light spenders, the practical stopping point is a full T10 army with T11 Infantry unlocked. Getting every troop type to T11 requires sustained effort over several months, but the Infantry T11 unlock alone changes rally performance meaningfully and is achievable within the first year on an active server.
For mid spenders, completing all three T11 types and beginning T12 Infantry is a reasonable goal. T12 troop costs involve Tempered Truegold, which is gated by the weekly Super Refinement cap and cannot be rushed regardless of spending. The bottleneck is the same for all spending levels, which means mid spenders and F2P players operate on similar T12 timelines.
For heavy spenders and rally leads, T12 across all three types represents the competitive ceiling in the current game. The stat advantage at this level is meaningful in server-vs-server KvK exchanges, and reaching it requires both resource investment and patience with the Tempered Truegold weekly cap.
Conclusion
The most efficient Kingshot troop strategy follows three rules: keep all buildings training without gaps, train T9 for volume and promote to T10 during events, and unlock T11 Infantry before Archers before Cavalry once the War Academy opens. T8 is the mid-game efficiency sweet spot. T9 promotions maximise event scoring. T10 is the endgame power standard. T11 and T12 follow the War Academy timeline with Infantry prioritised throughout. Never let buildings idle — the cumulative production loss from idle queues across weeks of play compounds into a significant power gap.
Players who want their gem and resource balance ready for an active training push can manage their Kingshot top up through LootBar before the next event window.














