⚔️ Monthly alliance war

Tri-Alliance Clash guide

Your alliance just unlocked this and the in-game screen names phases and rewards without explaining a single rule underneath. Here's what the Help Center actually says: who can play, how Energy gates every action, how Captains and buildings work, and what rewards you actually earn.

Last updated: October 14, 2026

Tri-Alliance Clash in one breath: a monthly alliance-vs-alliance battlefield. Vote Monday–Tuesday, sign up Wednesday–Thursday, get matched Friday, fight Saturday. Each alliance can field two legions, each with its own time slot and its own rewards. Every action on the battlefield — deploy, revive, conscript — costs Energy. Captains (one building each, appointed by R4+) get bonus Energy recovery, and lose it the instant they leave the battlefield.

Who can play, and the weekly cycle

  • Tri-Alliance Clash opens once a month and runs across a fixed weekly cycle: Voting Phase Monday–Tuesday, Sign-Up Phase Wednesday–Thursday, Matchmaking Phase Friday, Battle Phase Saturday.
  • Each alliance may form two legions. They can run at different time slots, and each legion's rewards are calculated separately — Legion 2 doing well does not carry Legion 1, and vice versa.
  • Your alliance needs to rank top 20 on the Alliance Power Leaderboard to participate at all. Below that, nobody from the alliance gets in.
  • A legion needs 15 registrants — combatants and substitutes combined — to field. Fewer than that, and the legion doesn't go.
  • Even with enough registrants, there's a participant cap per legion, so being registered doesn't guarantee a combat slot — you can be left out if the legion is full.
  • A legion can also be granted auto-advance, which is its own separate reason you might not personally fight that week.
The vote isn't final: whatever time slot the alliance votes for Monday–Tuesday, members ranked R4/R5 or higher have the final say on the actual battle time. Don't assume the poll result is the schedule.

Finding your faction on the map

Alliances are split into three factions, placed by position: Earth Guard starts in the upper left corner, Storm Guard in the upper right corner, and Tidal Guard at the bottom. That's how you identify which alliance belongs to which faction once the battlefield opens.

Energy — the resource that gates every action

  • Energy recovers naturally every minute, with no action required.
  • Becoming a Captain adds extra Energy recovery every minute, on top of the natural rate.
  • Deploying, reviving, and conscripting troops all cost Energy. Without enough banked, you simply can't perform the action.
  • Attacking a building that belongs to another faction costs extra fuel than attacking your own faction's territory — check the building's own info panel for the exact cost.
What slows your Energy recovery: different buildings give different recovery bonuses to their Captain. That bonus changes if an R4/R5 member alters captain status, if you lose control of your building, if you switch captainship buildings yourself, or if you leave the battlefield — leaving revokes the captain bonus outright, and rejoining does not restore it.

Captains and buildings

  • One building per player. You can only be the captain of a single building at any time.
  • R4+ members and Legion Commanders can appoint captains for buildings the alliance currently occupies.
  • You can also become captain yourself of a building where your own squads are already stationed.
  • Every building except the Bastion grants faction buffs inside each alliance's own territory — a buff for the holders, and a matching debuff for anyone invading. Different buildings carry different buff effects and different numbers of buffs.
  • Leaving the battlefield strips the captaincy automatically, along with its bonus Energy recovery.

Squad actions: advance, retreat, dismiss, conscript

  • Advance: if your squad is waiting in a battle queue (attacker or defender) with more than 5 squads ahead of it, you can advance — leave the queue and march to an adjacent non-friendly building instead of waiting.
  • Retreat: under the same crowded-queue condition, you can retreat to an adjacent friendly building. You can't retreat if there's no friendly building adjacent to the one you're leaving.
  • Dismiss: the selected squad loses all of its troops immediately; they're revived back at the Bastion rather than staying lost.
  • Conscript: spends items to replenish troops a squad has lost mid-battle, which can keep a weakened squad from being defeated outright. Each squad's troop pool is limited, so conscript is the way to top it back up.
Which buffs actually apply here: Position, Pet, Territory, combat-related Town Buffs, and Outpost buffs all work on the Tri-Alliance Clash battlefield. Anything tied to Deployment Capacity, March Speed, or rally does not — don't plan around them for this event.

Rewards and the Clash Shop

  • Alliance rewards are Alliance Ranking Rewards only, and they're issued based solely on Legion 1's ranking — Legion 2's result doesn't factor into the alliance reward at all.
  • Personal rewards come in two kinds: Personal Ranking Rewards and Personal Merit Rewards. Each requires hitting its own point threshold; the in-game Rewards page shows where you stand.
  • The Tri-Alliance Clash Shop refreshes every two weeks, not every time the event runs — so don't expect new stock after every Saturday battle.

Rules that catch people off guard

  • You can't leave your alliance once you've entered the battlefield.
  • Leaving the battlefield itself locks you out for 12 minutes before you can re-enter.
  • Disconnecting doesn't remove you. If you go offline or get disconnected mid-battle, you're still on the battlefield when you reconnect — you haven't lost your spot.
  • Captaincy doesn't survive a battlefield exit. Leave for any reason and you're automatically stripped of the position and its bonus Energy recovery, with no carryover if you rejoin.

What this page doesn't cover

We checked for an existing Tri-Alliance Clash guide before writing this one. Community sites already publish tactical playbooks — lane roles, callers, a "Temple phase," specific building point values, and a Town Center requirement — but none of those numbers trace back to the publisher's own Help Center, and we couldn't confirm them independently. Rather than repeat unsourced figures, this page sticks to what Century Games itself documents.

That means the Help Center is silent on, and this page does not claim: the exact Battle Phase duration, point values per building, the specific map layout, any Town Center or alliance-level requirement beyond the 15-registrant minimum stated above, and Clash Shop contents. Check your in-game event screen for those.

Rules from the official Kingshot Help Center: Tri-Alliance Clash section (19 articles, all read and cross-checked for this page).

Tri-Alliance Clash FAQ

What is Tri-Alliance Clash?

An alliance-based battlefield event that opens once a month, across a Voting (Mon–Tue), Sign-Up (Wed–Thu), Matchmaking (Fri), Battle (Sat) cycle. Each alliance may form two legions with separate time slots and separate rewards.

Why can't I participate?

Your alliance ranks below top 20 on the Alliance Power Leaderboard, your legion was granted auto-advance, your legion has fewer than 15 combined combatants/substitutes, or there's a participant cap and you weren't selected.

Which buffs work here?

Position, Pet, Territory, combat-related Town Buffs, and Outpost buffs. Deployment Capacity, March Speed, and rally buffs do not apply.

Why didn't I get alliance rewards?

Alliance rewards are Alliance Ranking Rewards, based solely on Legion 1's ranking.

Why didn't I get personal rewards?

You need to hit the point thresholds for Personal Ranking Rewards and Personal Merit Rewards. Check the in-game Rewards page.

Why isn't the Clash Shop refreshed?

It refreshes every two weeks, not every event.

How do I get Energy?

It recovers naturally every minute. Becoming a Captain adds extra recovery every minute.

How do I tell a faction's territory?

Earth Guard: upper left. Storm Guard: upper right. Tidal Guard: bottom.

Why can't I deploy, revive, or conscript?

All three cost Energy. You can't act without enough banked.

Why is my Energy recovery slower?

Captain-building bonuses change if an R4/R5 alters captain status, you lose the building, you switch captainship yourself, or you leave the battlefield — which revokes the bonus for good until you're appointed again.

Why does Energy cost more in other alliances' territory?

Attacking another faction's building costs extra fuel versus attacking your own faction's territory.

Why is the battle time different from what I voted for?

The vote isn't binding. R4/R5-and-above members have the final say on battle time.

What does Conscript do?

Spends items to replenish a squad's lost troops mid-battle, which can prevent that squad's defeat.

Can I captain more than one building?

No — one building per player.

How do I become a Captain?

R4+ members or Legion Commanders can appoint you, or you can become captain of a building where your own squads are already stationed.

How do advance and retreat work?

With more than 5 squads queued at a building, advance moves your squad to an adjacent non-friendly building; retreat moves it to an adjacent friendly one. Retreat isn't possible with no friendly building adjacent.

What does Dismiss do?

The selected squad loses all its troops, which are then revived at the Bastion.

What are building buffs?

Every building except the Bastion gives a faction buff to holders and a matching debuff to invaders, inside each alliance's own territory.

What happens if I leave the battlefield?

You can't leave your alliance after entering. Leaving the battlefield locks you out for 12 minutes. Disconnecting keeps your spot. Captaincy and its Energy bonus are stripped automatically on exit.