What Kingshot Conquest actually is
Conquest is a repeatable five-hero battle mode built around two frontline positions and three backline positions. Each stage has a fixed enemy formation, and the result is decided by hero development, Conquest skills, gear, widgets, positioning, targeting, and how well the lineup answers the enemy team.
The mode is valuable because stage progress increases the rewards generated by the Conquest system, while unlimited retries allow a close lineup to keep attempting the same opponent until the right critical hits, skill timing, and target transitions occur.
Confirmed Conquest rules and rewards
The in-game Conquest information describes a simple progression loop:
- Assign heroes and challenge the current stage.
- Win the stage to receive its first-clear reward.
- Raise idle income by clearing higher stages.
- Store up to nine hours of idle income.
- After Auto Battle is unlocked, Victory is Assured can instantly clear a stage when your squad is far stronger than the enemy.
Why stage progress matters
Conquest is the largest regular source of gold and one of the main early sources of hero gear. Gold is normally manageable, but it becomes extremely valuable when Tier 11 troops release because research costs rise sharply. Players pushing all three troop types quickly can run into a major temporary gold bottleneck.
Conquest gear drops improve in quantity and rarity as the stage rises, but the mode currently drops only up to Epic gear. Early on, those pieces directly strengthen a roster. Once the main team is wearing Mythic gear, most Conquest gear becomes gear experience instead. Gear experience is a major early- and mid-game bottleneck; it usually eases later when imbue upgrades take months and players have time to stockpile enough gear to level the next upgraded piece.
Hero gear, exclusive gear, widgets, hero development, positioning, and Conquest skill levels all affect the battle. Victory is Assured is not a strategic win—it means the account has become sufficiently overpowered for the stage to be cleared automatically.
Conquest is the best source of Hero XP
Hero XP is required to raise heroes to the current maximum level of 80, and Conquest idle rewards are the strongest regular source for keeping a growing roster leveled. That matters beyond the first five heroes because Conquest and Arena both reward having developed counters, substitutes, and position-specific options.
Hero XP becomes more restrictive in the mid and late game. A new generation normally adds three heroes about every three months, but even collecting Conquest idle rewards daily throughout that full period is not enough to immediately raise all three new heroes to level 80. Older heroes can also remain useful as counters, so the XP demand continues to grow instead of resetting each generation.
Pushing higher stages therefore has a lasting account-wide benefit: every improvement to idle production helps maintain more usable heroes when the next generation arrives.
Building a formation
A two-tank, three-damage lineup is a usable beginner template, but it is not a universal rule. The raw Conquest Lab records include successful frontline cavalry, frontline bait heroes, backline infantry anchors, support-heavy formations, and counter lineups built around one exact opposing hero.
- Use the frontline to control who absorbs the opening attacks.
- Use the backline to decide which enemy front receives pressure: back left supports attacks into enemy front left, while back middle and back right support attacks into enemy front right.
- Front right usually needs more durability because it begins under pressure from three normal attackers.
- Front left can be a bait or tempo slot when allowing it to fall first creates a favorable retarget.
- A backline anchor is used to occupy a targeted back-row position and force predictable skill targeting. Backline-targeting skills normally move through BR → BM → BL as those positions die.
- Position is part of the counter. A hero may counter another only when placed in the lane or back-row relationship that creates the interaction.
Best Kingshot Conquest heroes by stage range
These rankings use successful formations from the current Conquest sheet. Heroes are ranked separately for front left, front right, back left, back middle, and back right because position is part of a hero’s value. Within each stage band, ranking is based on how many successful stages used the hero in that exact position; ties are broken by the highest recorded win.
The best individual option in each position may come from different generations, accounts, and matchups. Use these rankings to identify proven positional options, then use the recommender for the exact enemy stage and heroes you own.
Best Conquest heroes for Stages 100–199
The same five-hero formation cleared every recorded stage in this band, so no alternate winning heroes are available to rank.
Best Conquest heroes for Stages 200–299
Ranked by successful stage appearances in each position. Ties are broken by the highest recorded win in the band.
Best Conquest heroes for Stages 300–399
Only five successful stages are recorded in this band. Treat these rankings as early evidence, not a settled tier list.
Best Conquest heroes for Stages 400–499
This band contains the widest variety of later-generation winning formations in the current sheet.
Best overall Conquest heroes by position
This summary rewards heroes that rank well across multiple 100-stage bands rather than allowing one unchanged lineup to dominate through raw appearance count. First place in a stage band receives three points, second receives two, and third receives one; total successful stage appearances break ties.
Overall position leaders are a cross-stage summary, not a universal five-hero team. Generation availability and the enemy formation still determine the best practical lineup.
Progressing through stages
Do not treat a wall as proof that every hero needs more power. First determine whether the formation is losing because of raw development or because the wrong hero is receiving pressure, a control skill is landing at the wrong time, or the team lacks one required utility such as anti-heal, cleanse, mitigation, or backline pressure.
Gear remains important. A correct formation can still fail when the account is too underdeveloped, while a poor formation can sometimes pass when the power gap becomes small enough. The useful question is whether the lineup performs better than its power would predict.
Using unlimited retries correctly
Conquest includes meaningful battle variance. Critical hits, skill timing, targeting transitions, and the order in which escorts or heroes die can change the result even when the lineup stays identical.
If a formation regularly leaves only one enemy hero alive, it is often close enough to pass through repetition. A near-win may clear after five retries, twenty retries, or—occasionally—many more. One historical stage took roughly fifty repeated losses before the same lineup finally won.
The raw data also shows this variance when the same formation records a strong first result and then a much worse result, or the reverse. A single loss does not prove a formation cannot win, and a single lucky win does not make the formation reliable. Use repeated attempts to judge whether the lineup is:
- Stable: wins or nearly wins consistently.
- Retryable: usually loses narrowly but has a realistic winning sequence.
- Structurally wrong: repeatedly collapses with several enemies remaining.
Using Conquest Lab
The Stage Check shows whether a stage has reviewed coverage without exposing the private rows. The Team Recommender then filters known and evidence-based teams to the heroes you own. Experimental recommendations are separated because they test a utility hypothesis rather than repeat a verified win.
Practical Conquest checklist
- Confirm the enemy formation and which hero receives the opening pressure.
- Start with a balanced formation, then adjust for the matchup.
- Use the stage-band rankings to identify heroes already proven in each position.
- Use repeated attempts when the same team is already reaching a one-hero finish.
- Change the lineup when the loss is consistently structural rather than close.
- Treat a high-power win as progression, but not strong proof of formation quality.
- Use the recommender as evidence, not as a guarantee.
Open the Team Recommender to check your stage and roster. After testing a recommendation, submit the exact formation and result so the reviewed dataset can improve for other players.
Conquest conclusions use the current raw Conquest Lab dataset. Exact private rows, lineups, powers, and ratios are not published. Stage-band rankings are aggregates of successful formations and should be read with the coverage label shown for each range.