Combat mechanics

Kingshot Conquest and Arena Hero Targeting Guide

A position-by-position explanation of initial targets, instant closest-target retargeting, frontline death transitions, melee cavalry distance exceptions, and backline-targeting skills.

Intermediate Formations & TargetingConquestArena Updated July 16, 2026

Initial targeting map

At the start of a normal battle, each hero has a predictable first target:

Your positionInitial enemy target
Front leftEnemy front left
Front rightEnemy front right
Back leftEnemy front left
Back middleEnemy front right
Back rightEnemy front right

The enemy uses the same pattern against your formation.

The closest-target retargeting rule

When the current target dies—whether the hero or its escort group—the attacker immediately selects the physically closest valid enemy. There is no pause for the player to choose. This makes formation geometry and movement important after the first death.

The initial lane map is therefore only the beginning. The first frontline death can cause several heroes to collapse onto the remaining front, while special targeting skills can bypass the normal sequence.

Example: enemy front left dies

Your heroBeforeAfter enemy FL dies
Front leftAttacks enemy FLSwitches to enemy FR
Front rightAttacks enemy FRContinues on enemy FR
Back leftAttacks enemy FLSwitches to enemy FR
Back middleAttacks enemy FRContinues on enemy FR
Back rightAttacks enemy FRContinues on enemy FR

After the left front falls, all surviving normal-target attackers concentrate on the remaining front right. The exact timing determines whether the surviving front can withstand the combined pressure.

Distance and melee cavalry exceptions

Retargeting uses physical distance, not a permanent lane assignment. A melee cavalry hero can occasionally choose a ranged cavalry in the back row when that unit is physically closer than the surviving frontliner. Knockback, movement, and skill targeting can also alter proximity.

Do not force every replay into the opening map

The opening targets are confirmed. Later targets must be read from distance, movement, and hero-specific skills.

Strategic consequences

  • Front-right durability matters because it starts under three normal attackers.
  • Killing one enemy front can create a rapid full-team collapse onto the other.
  • A deliberate frontline bait can change which side retargets first.
  • The best position for a direct counter is often the lane that guarantees the intended opening matchup.
  • A hero may fail because it dies before a key cast, even when its skill kit is theoretically correct.

Backline-targeting exceptions

Heroes with backline-targeting, heroes-first, or random-targeting effects can attack outside the normal front-first sequence. Against one such threat, place a sturdier back-row cavalry or infantry where the attack is likely to land. Against several, the entire backline structure may need to change.

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.