Kingdom War (KvK): Survival & Scoring
Server-versus-server war for the Royal City: the biweekly schedule, turret-first strategy for attackers, stall tactics for defenders, troop and resource risk, and the scoring overlap with Alliance Duel.
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🗓 Updated: 2026-10-12
Kingdom War is the game’s server-versus-server war: two kingdoms invade a shared map and fight over the Royal City. It runs biweekly, with scoring and preparation tasks through the week and the main battle condensed into a single window. Win by controlling the Royal City when the dust settles.
This guide covers the schedule, attacker and defender strategy, universal rules, the mistakes that lose wars, and the economy rules that keep your account alive through it.
The Biweekly Schedule
- Preparation and scoring run through the week — the daily tasks and point categories build your kingdom’s position before a single wall is contested.
- The main battle is Saturday from reset, inside a 4-hour window. That window is the whole war — everything before it is positioning.
- Win condition: control the Royal City. Not most kills, not most points — who holds the city at the end.
Winning alliances aren’t always the strongest — they’re the most organized.
Attacker Playbook
If your kingdom is on offense, the instinct is to rush the Royal City. That instinct loses wars.
- Do not rush the city first. A direct push into the city runs into concentrated defense and turrets — it bleeds your strongest squads in the opening minutes.
- Take the turrets first, then push. Every turret down widens your safe zone and strips the defenders’ map control before the city fight even begins.
- Stay in rallies. Rallies are safer and stronger than solo marches — concentrated HP, concentrated buffs, and a march the defenders actually have to respect. The solo hero is the solo casualty.
Defender Playbook
Defenders are not trying to win a fight. Defenders are trying to run out a clock.
- You need time, not kills. Every minute the attackers spend grinding through your defense is a minute they are not holding the city. Stalling is winning.
- Reinforce constantly. Feed fresh squads into contested points as fast as they die. A point that never stops being defended eats the entire enemy window.
- Rotate. Don’t park everything on one lane — shift squads to wherever the pressure actually is, and make the attackers fight for every single inch of ground.
Universal Rules
Whichever side you are on, the same rules apply:
- Turrets first = map control. The turret line decides who moves safely. It is the first objective of the war, every time.
- Never solo. Solo pushes are how accounts get deleted. March with rallies or not at all.
- Reinforce constantly. Defense that stops receiving reinforcements falls in one wave.
- Stay online the whole fight. The 4-hour window punishes anyone who logs off mid-war — your squads stay exactly where you left them, undefended.
The Mistakes That Lose Wars
- Solo pushes — instant wipes that hand the enemy free kills and leave your alliance a squad short.
- Ignoring turrets — attacking the city through intact turret lines is donating troops.
- No reinforcement — a defense that stops rotating falls, then the next point falls, then the city falls.
- Logging off mid-war — the 4-hour window does not pause for your schedule.
KvK Economy: Troops, Resources, and Shields
Kingdom War is one of the few events with real account risk:
- You CAN lose troops and resources when attacked — this is not a zero-risk event like Canyon Conquest.
- Shield up during the war window. An unshielded city during KvK is a resource piñata for the enemy server.
- Losses scale with your wall and research — a maxed wall and defensive research are what turn a massacre into a skirmish.
- Save upgrades and speedups for the scoring days — the same double-value logic that governs Alliance Duel applies to KvK scoring tasks. Spending a big upgrade on a neutral day earns half.
Scoring Overlap With Alliance Duel
KvK and Alliance Duel share scoring sources, and the community consensus is to exploit that every day:
- Covert Ops and Caravans score for BOTH events. The same actions feed your duel total and your KvK total at once.
- That makes caravans a daily no-brainer — run them every single day of a duel week. The full caravan and plunder route is in the Guild Wagon & Caravans guide.
The rest of the war economy — what to save, when to spend, which shop buys fund the war — is covered in the Economy guide.
📊 Score & Reward Tables
Verified values from game client data (v1.0.87), source: wiki-last-asylum.com. Base values shown without Academy or event research bonuses.
Source: wiki — kingdom-war
Season rewards
| Rank | Weapon fragments | Recruit tickets | Gearstone | Season badges |
|---|---|---|---|---|
| 1 | 30 | 100 | 21,500 | 2,000 |
| 3 | 25 | 80 | 15,000 | 1,800 |
| 10 | 20 | 60 | 12,500 | 1,600 |
| 20 | 15 | 50 | 10,000 | 1,400 |
| 50 | 10 | 45 | 8,000 | 1,200 |
| 100 | 5 | 40 | 7,000 | 1,000 |
| Below | 3 | 30 | 5,000 | 600 |
Practical KvK: Roles, Survival, and Smart Fights
KvK exposes the gap between account power and playing skill fast. Whaled mega-squads set the ceiling, but every strength tier has real jobs: tops fight for the castle and towers, mid players distract and pick open fortresses, and the weakest do more good preserving their army and scoring through safe mechanics than donating it in two minutes.
First: which war is it going to be?
Kings and server leadership often negotiate the rules of engagement — e.g. no burning of ordinary Sanctuaries, fight over towers and the central castle only. When both sides honor it, the battle stays organized. When the other server says “we defend however we want,” pretty formations die in thirty seconds and you get burned before the fight starts. Read the kingdom mail and leadership chat before KvK: calm objective fight or full Sanctuary war changes everything — where to stand, whether you need a shield, how many troops to bring, how aggressive to play.
Preparation checklist: troops, healing, energy, teleports
A week of savings can evaporate in minutes — soldiers, healing, speedups, and energy all run out at once. Check all four before the war, with army stock first: a few bad minutes can leave you a decorative fortress for the rest of the event.
Set the wall deliberately: one strong Squad 1 that can actually repel an attack, not all three squads on autopilot — weak squads 2–3 on the wall just inflate losses. And if an absolute monster is inbound, pull everything off and let them burn an empty Sanctuary. Less heroic; soldiers stay yours.
Three squads of thinking: tops, mid, weak
Not everyone storms the castle. If your Squad 1 is several times weaker than the thrones’ defenders, running at it repeatedly is pointless:
- Tops hold towers and the castle — absorb several attacks, keep reinforcements flowing, anchor objectives.
- Mid players work around the main fight — burn reachable fortresses, catch opponents with their main squad out, harass attackers off objectives.
- Weak players must above all not gift free points. Score safely through tiles and side activities, scout the map, spot reachable targets, keep the army. A small personal score beats a two-minute army donation — no shame in it.

Attackers: distance is part of the fight
Defenders are home: they place players around objectives, relocate between positions, and react fast. Attackers must first find somewhere to stand — and burned-out fortress craters near the castle gradually clog the space, pushing new attackers’ teleports further out. Never teleport “wherever it lands” for a serious fight: while your main squad runs for thirty seconds, the enemy slips behind you and burns your fortress. Check march time, not just the target, before every teleport.


Do not turn into food
The classic losing loop: attack the held center, lose, heal, attack, lose, attack a third time expecting a miracle. If the power gap is huge and you barely scratch the defender, change the task, not the attempt count — flank into reachable targets and score there. KvK is not a duel of honor: walk around an impassable wall.
When the center becomes a meat grinder, tiles are boring but rational: score from a safe shielded spot while the server fails to anchor objectives or your account has no business in the central brawl. Nobody applauds three gathering squads — but they beat evaporating at a top donor’s feet.

The shield button can flip your whole fight
Standing shielded, scoring, deciding to reinforce an ally — the shield drops. Seconds later half the enemy server takes an interest in you. Before any helpful action, check whether it strips protection. If the shield falls, change tactics immediately: back to safety or full mobile PvP (fly in, hit, leave, heal, wait for teleport, return). Worst option: sit still hoping nobody notices. On KvK, they notice fast.

Hit-and-run: the mid player’s best scheme
If you cannot hold a tower against tops, you can still make them look away:
- Pick an opponent at or slightly below your level.
- Move closer, hit, and leave the moment hunters converge.
- Heal, restore energy, wait for the next window.
Three or four chasers off the castle is team value: one mid player never beats a top server, but ten mobile players manufacture permanent chaos while your strongest work the objectives.

Strike when the enemy main squad leaves
A top player is near-unbreakable with Squad 1 home — but it must fight the war. The squad leaves for a tower or the castle, and the Sanctuary behind it turns interesting. You do not even need a full burn: starting the attack often recalls the main squad, and a recalled top squad no longer helps the objective. That is already a win. Mirror rule: do not teleport so far from your victim that your own empty fortress gets burned while the main squad is still on the road — seconds matter.
Let a strong wall farm for you: if weak squads keep breaking on your Squad 1, stay home and let them repeat the mistake — points arrive by themselves. But watch who comes next; when a genuinely stronger player lines up, leave before they prove it on your whole army.
The reinforcement trap
Reinforcement looks like obvious help — until a weak reinforcement dies instantly and converts into enemy points. In one cited fight the attacker lost under 300 soldiers while the other side lost nearly 9,000: a weak reinforcing squad fed the attacker a huge PvP-point banquet. Do not reinforce for the sake of helping — if the squad is clearly below the war’s level, keep it home. Strong holders need troops that extend the hold, not a free feast.
Low army? Stop trading
At two or three thousand soldiers left, flying into the center “because KvK is on” is dubious — there are no longer three real squads, sometimes not even a second. Switch modes: reachable targets only, point collection, map watch, intel help. Once personal rewards are claimed (one cited run closed everything at 2.8M+ personal points), every new fight must justify its risk to the server, not to the highlight reel.
Tops anchor, towers are not secondary
The strongest players should be anchors on key objectives, not hunters of random fortresses. One 34M-power Squad 1 that cannot be dislodged from a tower is the textbook case: build reinforcement and mid-player screens around it while it holds what decides the result. Never send all top strength at the castle alone — partial tower control pressures the center and splits the defenders, so assign alliances to directions before the start.
Even a lost KvK pays: a weaker server that keeps raiding, holds a tower here, catches weak targets there, and drags enemy tops home learns target evaluation, timing, and retreats — and sees exactly what the main squad lacks (tank, healing, troops, energy, recovery speed) for next time.

Source: Война Королевств в Last Asylum: Plague - советы по КВК by Гейм-Знаток on DTF.
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❓ FAQ — Frequently Asked Questions
What is the best F2P team in Last Asylum: Plague?
The canonical F2P squad is Arthur, Daskal, Marlena, Harper, Claire (all Warriors — mono-faction gives +20% HP/ATK/DEF). Arthur is free from day 1; the $1 Marlena top-up is considered the best value in the game. Daskal arrives in the first Era of Revival season (day 120+).
What should I upgrade first?
Sanctuary first, always — it gates every other building and your hero level cap. Then Training Grounds, Barracks, Research Lab, Infirmary, Wall. Keep the Builder’s Hut at Sanctuary level until Sanctuary 15 for free construction speedups.
When does Marlena unlock?
Day 66 for free — or immediately via the $1 starter top-up. Save UR shards so she lands at 8★ right away, then push 10★.
How do I get Cynthia as F2P?
Cynthia arrives via the Wishing Wheel on day 8. Save diamonds from day 1 (skip everything else) — ~11,500 diamonds total, and always spin ×10 (single spins waste tokens).
How do I get antitoxin?
Antitoxin Workshop + Stable production, every building upgrade completion, Falcon Quests (nearly all of them), Covert Ops and Caravan Trade (including plundering others’ ops — up to 5/day), and Blight/Elite Blight hunts (10/20 stamina). Events pay large amounts.
Why did my plunder income drop to almost nothing?
You hit the daily plunder limit: below the limit 100%, from 1× the limit you keep only 15%, from 1.3× only 5%. It resets at 02:00 UTC. The limit scales with Sanctuary level (2.5M at Lv.10–12 up to 30M at Lv.30) and rises immediately when you upgrade Sanctuary. A yellow triangle under your Might shows the status.
What should I buy in the shops?
Sanctuary/Expedition/Alliance shops: Crow Essence and UR Hero Omnifragments first. Honor shop is for gear blueprints only (never epigraph chests there). All shops restock Monday.
Are diamonds worth spending on speedups?
Only the VIP-shop 8h speedups are considered acceptable purchases — and only after hero resources. Community rule: never dump diamonds into speedups over hero wheel events (Cynthia day 8, Joker after day 15).
What faction should I build?
Warriors are the best early game (free Arthur/Harper shards, $1 Marlena). Rangers peak mid game (counter Warriors). Warlocks are the best late game but need heavy long-term investment. Mono-faction (5 heroes of one type) is the current meta because UR epigraphs buff a single faction.
How does Claire SSR→UR conversion work?
Opens on Era Day 8. She lands at 6★ and the run to 10★ costs 1,600 SSR shards (each substage costs 2× the SSR price). There’s a team-buff dip between 6★–9★ — skip it by banking Hall of Honor levels before converting (Lv.60→8★, Lv.100→9★, Lv.160→instant 10★).
How do I redeem gift codes?
In-game: Avatar (top-left) → Settings → Gift Code. iOS or web: log in at the official redemption page with your linked Facebook/Google account, pick server and character, enter the code.
What are the biggest beginner mistakes?
Upgrading everything equally instead of one main squad; judging heroes before high stars (Marlena is the classic late bloomer); splitting Awakening materials across heroes; wasting gems on VIP levels over hero wheels; skipping daily plunder (~27M resources/day); letting stamina cap.
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