Proven Swordland Showdown Setup in Kingshot
Every two weeks, two legions of thirty meet for one hour on a map with eleven buildings, and the fight is usually decided in the first fifteen minutes. In this guide I share the capture order I'd run, the three roles that need filling, and how to walk out of a losing match with a winner's payout.
How the hour is scored
Everything runs on relic points, tracked twice: alliance points decide which side wins, personal points decide your reward tier inside the result. Buildings generate both while you hold them, from the central Swordshrine (the biggest earner, locked for the first 15 minutes) down through two sanctums, four abbeys and four buff buildings. Kills pay personal points only. That combination explains most of the strategy: the team spread across buildings wins, and a strong player in a losing legion can still out-earn half the winners.
Two mechanics people miss: half of a building's accumulated points hang above it as a bank, and drop as lootable baggage trains when it flips, and hidden undercellar nodes spawn around the shrine late in the match, findable through the magnifying glass on the minimap. Troops only get injured here, leaving the field heals everything free with a 12-minute re-entry cooldown, and you cannot enter at all with a full infirmary, so clear it before the battle.
The opening: buffs before points
The first captures should not be the point buildings. Take the Royal Stables first, it halves everyone's teleport cooldown, then the Bell Tower, which halves every later capture time. Those two make the rest of the match faster. Only then split across both sanctums and the abbeys, chasing the first-control bonuses, over 26,000 points sit in the phase one buildings alone. When the Swordshrine opens at minute 15, grab the Hall of Reformation first and treat the shrine as one target among several. Tunneling on it while the sanctums fall is the classic way to lose.
Three roles, one legion
- Attackers teleport onto contested buildings, rally, hand off to a holder and move on. Burning enemy cities forces their garrisons home.
- Holders anchor the sanctums and shrine with defense heroes, Howard and Quinn together cut incoming damage by up to 40 percent.
- Support is where lower-power players shine: join rallies, reinforce, loot baggage trains, mine undercellars. Sitting in the safe zone earns exactly nothing.
If you're clearly outmatched, switch the whole legion to personal-point farming: guerilla teleports onto isolated enemies, welcome defensive fights, exit to heal, come back on the 12-minute cycle. Top tier in the loser's bracket beats bottom tier in the winner's.
In the shop afterwards, Artisan's Vision is the buy, it clears the mid-game gear bottleneck. Forgehammers only when you're desperate, they're cheaper from Bear Hunt.
Frequently asked questions
Do I lose troops permanently in Swordland Showdown?
No. Troops only get injured, and leaving the battlefield heals everything for free. The price is a 12-minute cooldown before you can re-enter.
Who can participate?
Only the top 20 alliances by power, measured before the voting phase starts. Each alliance fields up to two legions of 30 fighters plus 10 substitutes.
Do kills help us win?
Not directly. Kills pay personal points only. The alliance win is decided by alliance relic points from holding buildings, looting crates and mining undercellars.
Is the Swordshrine required to win?
No. Its income is the biggest on the map, but an alliance that holds both sanctums plus the abbeys and buff buildings outscores one that tunnels on the shrine.