Testing methodology

How to Test Hero Substitutions Without Guessing

Design controlled Kingshot Conquest and Arena tests by changing one hero, preserving required utility, repeating the matchup, and recording the result.

Advanced Data & TestingConquestArenaHeroes Updated July 16, 2026

Start with one clear hypothesis

A substitution test should answer one question. “Does cleanse solve this control chain?” is testable. “Is this random five-hero team better?” is not.

  • Add anti-heal against sustained healing.
  • Add control immunity against repeated stun or disable.
  • Add backline pressure against a protected carry.
  • Add mitigation when area damage overwhelms the team.
  • Replace duplicated utility with missing damage or control.

Control the test

Keep the stage, enemy, four other heroes, and positions fixed whenever possible. A one-hero substitution produces evidence that can be compared. Multiple simultaneous changes produce a result but not a clean explanation.

Preserve required utility

Before removing a hero, list what the team would lose: healing, Defense, control, anti-heal, vulnerability, frontline durability, or a specific target pattern. A higher-stat replacement can still fail if it removes the effect that made the original formation work.

Examples of useful experiments

ProblemControlled changeWhat to observe
Enemy healing outlasts damageReplace one damage hero with anti-healWhether the target dies before the next heal cycle
Carry dies before castingMove or replace one protectorWhether the carry reaches its first and second cast
Repeated stun interrupts the teamAdd cleanse or control immunityWhether the key hero completes its skill
Front right collapses immediatelyUse a stronger anchor in front rightWhether back middle and back right gain enough time
Enemy backline controls the fightAdd a backline hunterWhether pressure reaches the carry early enough

Repeat and record

A random proc, critical hit, or low-health trigger can create a one-off win. Repeat the same controlled test before treating it as a rule, then submit both wins and losses with exact positions.

Interpret the result

  • Consistent improvement supports the hypothesis.
  • Mixed results may indicate battle variance or a power wall.
  • A worse result may prove the removed utility was essential.
  • A win near equal power is useful for progression but weak evidence of formation quality.
  • A lower-power win is stronger formation evidence when it is not instant or overpowered.

Conquest conclusions use the current raw Conquest Lab dataset. Arena conclusions are preliminary projections unless a section explicitly says otherwise. Exact private rows, lineups, powers, and ratios are not published.