Last Asylum Plague KvK (Kingdom War)
KvK is the short name for Kingdom War, a weekly battle between two Kingdoms. From Sunday to Friday every Kingdom collects Kingdom Points by winning other events. On Friday the points decide who attacks and who defends, and on Saturday the attacker invades and fights for the defender's Royal City for up to 4 hours. The attacker wins by capturing the city, and the defender wins by holding it.
KvK Schedule by Day
The week has two stages. The preparation stage runs from Sunday to Friday, and the battle stage is Saturday. Times on Saturday are in game time.
| Day and time | What happens | Suggested focus (one guide) |
|---|---|---|
| Sunday | New cycle. Kingdoms start collecting Kingdom Points. | Reset, gather lightly, plan the week and save resources. |
| Monday | Points keep building. | Gather, use stamina, start builds and research, train lower tier troops. |
| Tuesday | Points keep building. | Finish buildings with speedups, use covert ops and trade tickets. |
| Wednesday | Points keep building. | Research day: finish research with speedups and open Raven gear chests. |
| Thursday | Points keep building. | Hero power day: use hero shards, hero EXP and skill upgrades. |
| Friday | Points are tallied. The higher Kingdom becomes the attacker. | Upgrade troops and train T7 and T8 into T9 so you enter Saturday strong. |
| Saturday 00:00 | Point collection ends. Attacker and defender are set. | |
| Saturday 00:05 | The attacker can relocate to the defender's Kingdom. | |
| Saturday 05:00 to 24:00 | Cross-Kingdom Kill event runs. Kill points earn chests. | |
| Saturday 12:00 | Protection on the Royal City and the turrets ends. The fight begins. | |
| Saturday 12:00 to 16:00 | Royal City Scramble. The winner is decided. | |
| Saturday 24:00 | Rankings lock, rewards arrive by mail and every player returns to the home Kingdom. |
The daily plan in the last column comes from one guide, and it is a suggestion, not a game rule. Its idea is to stack speedups and quest rewards during the week and spend them as one block, so you reach Saturday with a strong army. Points from Alliance Duel victories, Alliance Duel MVP and Survival Battle No.1 that you earn on Saturday count toward the next round, not the current one.
Kingdom Points Sources
Kingdom Points come from events that your alliances already play. Each alliance fights its own battle, and its win adds points to the shared Kingdom total. Alliance Duel and Survival Battle points arrive on the next day after the result.
| Source | Kingdom Points | Credited |
|---|---|---|
| Alliance Duel victory | 30,000 | next day |
| Alliance Duel MVP | 6,000 | next day |
| Demon King Blight: kingdom total damage victory | 250,000 | Immediately |
| Demon King Blight: personal damage No.1 | 150,000 | Immediately |
| Seize an enemy Kingdom caravan (each, alliance caravans included) | 120 | Immediately |
| Survival Battle No.1 | 2,200 | next day |
| Elixir Scramble victory | 50,000 | Immediately |
Survival Battle No.1 gives no Kingdom Points when the winner has fewer than 1,000 Survival Battle points or a Sanctuary below level 15. The biggest single source is the Demon King Blight total damage victory at 250,000 points, which equals 5 Elixir Scramble wins. The Alliance Duel, Survival Battle and Elixir Scramble pages cover how to win each one.
Attacker and Defender
On Friday the game compares the point totals of the two Kingdoms. The Kingdom with more points becomes the attacker, and the Kingdom with fewer points becomes the defender. A tie goes to server order: the Kingdom that comes earlier in the server list attacks. Attackers invade from Saturday 00:05, and the relocation to the enemy Kingdom costs no Advanced Relocate items.
Victory is simple. If the attacker captures the defender's Royal City, the attacker wins. If the Royal City stays uncaptured when the time runs out, the defender wins. Inside the Royal City and the turrets, players from the same Kingdom count as one faction, so troops never fight each other. Every alliance of a Kingdom fights on the same side.
Royal City and Turrets
The Royal City stands at the center of the Kingdom map at 500, 500, and four turrets stand around it. The fight lasts up to 4 hours, and the turrets become contestable the moment the Royal City defense starts. A holder of the Royal City collects occupation progress at 1 point per second, and the bar needs 7,200 points to reach 100 percent, which is 2 hours of uninterrupted holding. The attacking Kingdom wins at 100 percent.
| Building | Map coordinates |
|---|---|
| Royal City | 500, 500 |
| East Turret | 509, 491 |
| West Turret | 491, 509 |
| South Turret | 491, 491 |
| North Turret | 509, 509 |
Every turret that your side holds speeds up the bar by 25 percent, so the number of turrets decides how long the Royal City must survive.
| Turrets held | Bar speed | Time to 100 percent |
|---|---|---|
| 0 | x1 | 2h 0m |
| 1 | x1.25 | 1h 36m |
| 2 | x1.5 | 1h 20m |
| 3 | x1.75 | 1h 8m |
| 4 | x2 | 1h 0m |
A captured turret fires every 10 seconds at enemy troops that stand in the Royal City. Each shot removes 1 percent of the maximum troop capacity of every enemy squad there. Every 5 defenders stationed in the turret cut the interval by one second, down to 6 seconds, so a garrison of 20 defenders reaches the fastest rate. One assault on the Royal City can face up to 10 defending squads, and each player can garrison one squad in the city.
How to Play KvK
The video below explains the KvK point system. It pairs with the points table above and helps you plan which events your alliance should win during the week.
Kingdom Groups and Rounds
The game puts 2 to 8 Kingdoms into one group. Kingdoms in the same group get random opponents, and the winner moves to the next round until one champion is left. A loser does not leave the event: it plays other losing Kingdoms. In the weekly bracket, a quarterfinal win sends you to the top 4, a quarterfinal loss sends you to the bottom 4, and the same split applies in the semifinals for the top 2 and the bottom 2.
The zone you play in depends on the age of your server. A new zone opens for a server on these days of its life.
| Zone | Opens on server day |
|---|---|
| 1 | 2 |
| 2 | 11 |
| 3 | 18 |
| 4 | 25 |
| 5 | 46 |
| 6 | 74 |
| 7 | 102 |
| 8 | 130 |
Matchmaking looks at server age, not at Might, so a young Kingdom does not meet an old one. The game also lists an Era Expedition League and describes it as the league version of Kingdom War.
KvK Rewards
Rewards depend on the final place of your Kingdom in its group. The Kingdom in first place also gets the Legion of Glory avatar frame for 7 days. The event rewards arrive by in-game mail when the Saturday event ends.
| Place | UR Curio Chests | Universal Curio Shards | UR Grain, Timber and Herb supplies (each) | Fame Medals | Extra |
|---|---|---|---|---|---|
| 1 | 3 | 18 | 18 | 55,000 | Avatar Frame - Legion of Glory - 7d |
| 2 | 2 | 16 | 16 | 45,000 | - |
| 3 | 1 | 14 | 14 | 35,000 | - |
| 4 | 1 | 12 | 12 | 30,000 | - |
| 5 | 1 | 10 | 10 | 27,000 | - |
| 6 | 1 | 8 | 8 | 24,000 | - |
| 7 | 1 | 8 | 8 | 22,000 | - |
| 8 | 1 | 8 | 8 | 20,000 | - |
A group with fewer places uses a shorter table. Here are the rewards for groups with 4 places and with 2 places.
| Place | Group with 4 places | Group with 2 places |
|---|---|---|
| 1 | 3 Curio Chest (UR), 18 Universal Curio Shard, 18 each of Grain, Timber and Herb Level Supply (UR), 1 Avatar Frame - Legion of Glory - 7d, 55,000 Fame Medal | 1 Curio Chest (UR), 12 Universal Curio Shard, 12 each of Grain, Timber and Herb Level Supply (UR), 10,000 Fame Medal |
| 2 | 2 Curio Chest (UR), 15 Universal Curio Shard, 15 each of Grain, Timber and Herb Level Supply (UR), 45,000 Fame Medal | 8 Universal Curio Shard, 8 each of Grain, Timber and Herb Level Supply (UR), 5,000 Fame Medal |
| 3 | 1 Curio Chest (UR), 12 Universal Curio Shard, 12 each of Grain, Timber and Herb Level Supply (UR), 35,000 Fame Medal | - |
| 4 | 1 Curio Chest (UR), 10 Universal Curio Shard, 10 each of Grain, Timber and Herb Level Supply (UR), 25,000 Fame Medal | - |
The winning Kingdom also collects victory rewards, and a win streak doubles them. A loss breaks the streak and the count stops growing. Any player who joins the Royal City Scramble at least once receives a participation reward.
The Cross-Kingdom Kill event adds personal chests. You earn points for killing enemy soldiers in the Royal City, at the turrets and in the Cursed Land, for emptying enemy city defense, for displacing enemy territories and for garrisoning the city or a turret. There are 3 target chests, and the top one gives 3 Curio Chest (UR), 15 UR Hero Omni Shard, 30 Recruit Ticket, 300 Study Scroll, 15,000 Fame Medal.
King of Battle Rewards
When the attacking Kingdom wins, its King becomes the King of Battle. The title brings the Avatar Frame - King of Battle - 13d avatar frame, which gives Hero HP +2.5% and Hero DEF +2.5% while you own it. The Kingdom also gets two new positions, Chief of War and Chief of Affairs, and the King of Battle can distribute extra rewards through the Royal City reward screen.
Only the King of Battle can reward other players, each player can be commended once during the term, and the commendation counter resets when a new King wins the title. The King also sends 20 Golden Eggs to both servers in one batch within 30 minutes. If the King waits too long, the system sends them automatically. Read the Golden Egg guide for the diamond shares.
KvK Strategy and Tips
Kingdom War is an alliance event and cannot be won alone. Alliances of a Kingdom fight together with no friendly fire, and coordination counts for more than raw Might, even for alliances with a medium budget.
- Pick one or two scoring events and win them every day. One guide says daily consistency beats a single large scoring session.
- Reinforce allies. One guide says reinforcing teammates often wins wars, and timing your attacks matters more than raw Might.
- Take the turrets early when you hold the Royal City. Four turrets cut the 2 hour bar to 1 hour.
- Be online when the fight begins at 12:00, and follow the leader calls on shared targets.
- Alliance leaders should send the war briefing 48 to 72 hours before the event, according to one guide.
Frequently Asked Questions
What days is Kingdom War in Last Asylum?
Kingdom War runs on a weekly cycle. From Sunday to Friday your Kingdom collects Kingdom Points, on Friday the points decide the attacker and the defender, and on Saturday the two Kingdoms fight for the defender's Royal City. The schedule table lists every Saturday time.
How do you win KvK?
The attacker wins by capturing the defender's Royal City, which means filling the occupation bar to 100 percent. The defender wins if the bar is not full when the Saturday fight ends. The fight lasts up to 4 hours, and each captured turret speeds up the bar for the side that holds the Royal City. See Royal City and turrets.
How do you earn Kingdom Points?
Kingdom Points come from winning other events: Alliance Duel victory gives 30,000, Elixir Scramble victory gives 50,000, and a Demon King Blight total damage victory gives 250,000. Caravan seizures and Survival Battle No.1 add smaller amounts. The full list is in the points table.
How many Kingdoms fight in one KvK group?
The game puts 2 to 8 Kingdoms into one group. Kingdoms in a group meet in random pairs, winners advance to the next round until one champion is left, and losing Kingdoms are matched against other losers. Your zone depends on the age of your server. The groups section shows when each zone opens.
What does the King of Battle get?
The Kingdom that wins as attacker crowns a King of Battle. The King receives the Avatar Frame - King of Battle - 13d avatar frame, appoints a Chief of War and a Chief of Affairs, and hands out 20 Golden Eggs worth diamonds to players on both servers. The rewards section has the details, and the Golden Egg page explains how the eggs work.
Can I use a shield during Kingdom War?
No. The game blocks shields in the Cursed Land, the battle area where the two Kingdoms meet, and it warns you before you enter. Plan Saturday as a fight without a shield. Keep your troops garrisoned in the Royal City or a turret, or send them out as marches, and do not leave army standing in the open.