Guide
Kingdom Transfer: passes, power, and how kingdoms are ranked
Estimate Transfer Passes, Transfer Power, and kingdom caps before Kingdom Transfer opens. Two power numbers, Leading vs Ordinary, and a pre-event worksheet.
A practical guide to Kingdom Transfer. You can estimate almost everything before the event opens. The in-event screen only confirms numbers the game already uses.
Two different “power” numbers matter. Mixing them up is the usual mistake.
| What | Used for | Rough idea |
|---|---|---|
| Transfer Score | How many Transfer Passes you spend | Your development: gear, charms, heroes, pets, tech, masters. Not troops. |
| Transfer Power | Whether a kingdom’s power cap lets you in | Your total power, plus wounded troops, plus enlistment-office reserves. |
Pass cost is the same for every destination in that event. The destination only changes whether you are allowed in (cap, Town Center, slots, Leading vs Ordinary, age gap).
1. Calculate Transfer Passes before the event
You need two numbers:
- Your Transfer Score
- The group standard (the game’s “kingdoms in this transfer range” rating)
Then:
ratio % = (your Transfer Score ÷ group standard) × 100
Look up ratio % in the table below. Use the highest row you still reach. Minimum 1 pass, maximum 50.
Pass table
| If your score is at least this % of the group standard | Transfer Passes |
|---|---|
| Below 5% | 1 |
| 5% | 2 |
| 10% | 3 |
| 15% | 4 |
| 20% | 5 |
| 25% | 6 |
| 30% | 7 |
| 35% | 8 |
| 40% | 9 |
| 45% | 10 |
| 50% | 12 |
| 55% | 14 |
| 60% | 16 |
| 65% | 18 |
| 70% | 20 |
| 75% | 25 |
| 80% | 30 |
| 85% | 35 |
| 90% | 40 |
| 95% | 45 |
| 100% or more | 50 |
Worked examples
- Score 20 million, standard 80 million → 25% → 6 passes
- Score 40 million, standard 80 million → 50% → 12 passes
- Score 80 million, standard 80 million → 100% → 50 passes
- Score 120 million, standard 80 million → 150% → still 50 (cap)
Direction that actually matters: the higher you are compared with the group standard, the more passes you pay. A weaker governor in a strong age bracket is cheap. A warzone whale is expensive.
2. Your Transfer Score (do this anytime)
Transfer Score is not the big Power number on your portrait.
Add these from your Power breakdown (tap Power on your governor profile):
| Include | Typical Power-screen name |
|---|---|
| Governor Gear | Governor Gear Power |
| Governor Charms | Governor Charm Power |
| Heroes | Hero Power |
| Hero gear | Hero Gear Power |
| Pets | Pet Power |
| Research | Tech Power |
| Masters | Master Power |
| Town Center level | The TC level number (30, 34, …), not full Building Power |
Leave out
- Troop power
- Full building power (farms, barracks, and so on)
- VIP, skins, and similar extras
Town Center level is a small add-on next to tens of millions of gear/hero power. If you skip it, your estimate is still close.
Fast in-game method
- Tap your power near your Avatar.
- Write down Gear, Charm, Hero, Hero Gear, Pet, Tech, Master.
- Add them. That is your Transfer Score estimate.
You can also use kingdom leaderboards on Kingshot Stats for the same slices (governor gear, charms, hero total, hero gear, pets, research, masters) and add those values for your row. We only show top 100 players.
There is a dedicated Transfer Score / migrant score board in some kingdoms. If it is visible, that number is the one the event will use.
What you cannot do to “cheapen” passes
Passes track development. Healing troops does not lower Transfer Score. Parking troops does not. Only being weaker in gear / charms / heroes / pets / tech / masters would.
3. The group standard (the hard part before the event)
The game does not charge you based on one destination kingdom. It compares you to a standard rating for every kingdom you are allowed to transfer among that event — kingdoms of similar age in your transfer group.
Until the event UI opens, that standard is not printed anywhere with a label. You estimate it.
What it is, in practice
- A typical figure for how strong a “normal high-end governor” is in your age group
- Built from Transfer Scores of governors in that group (on the order of the top ~20, with a very low floor around 500,000 so empty/new groups are not zero)
- Shared by every destination on your list for that event
How to estimate it before the event
- List kingdoms that will be in range: similar kingdom age (see the age-gap rules below). Those are the ones you can actually pick.
- For those kingdoms, look at strong governors’ same power slices you used for yourself (gear + charms + heroes + hero gear + pets + tech + masters).
- Take a typical top-of-kingdom figure, not the single largest whale and not the farm average. Averaging the top ~20 Transfer Scores you can reconstruct in the group is the right idea.
- If your group is brand new or almost empty, treat the standard as at least 500,000.
Shortcut if you only know your own kingdom
- If you are a mid-pack governor (clearly below the local top 20 on power/gear/hero boards), you are often in the 5–40% band → 2–9 passes.
- If you sit around half of what the local #1–#20 look like on those boards → think 10–20 passes.
- If you are that top band in a developed warzone → budget 25–50 passes.
When the event starts, compare your estimate to the official “Prospective Kingdoms’ Rating”. Use that to refine next time; the table never changes, only the standard does.
4. Transfer Power and the kingdom power cap (also before the event)
This is the door, not the ticket price.
Transfer Power = Governor Power
+ power of wounded troops in the Infirmary
+ power of reserves in the Enlistment Office
Governor Power is the usual total on your portrait.
How to calculate it before the event
- Note your total power.
- Open the Infirmary. Wounded troops still count. If you have a full hospital, this can be huge.
- Open the Enlistment Office. Reserves count too.
- Add them.
To lower Transfer Power before transfer week
- Heal or dismiss wounded (this is the big one).
- Empty or spend enlistment reserves.
- Troop power is in this number, unlike Transfer Score.
You cannot know the exact cap of a destination until that kingdom’s Transfer Manager sets it in Phase I. You can know the five options they are allowed to pick, which depend on how old that kingdom is.
Power-cap brackets by kingdom age
Age is days since the kingdom opened. The manager picks one of the five values.
| Kingdom age (about) | Typical min Town Center | Cap choices |
|---|---|---|
| New (from day 1) | 20 | 20M · 40M · 65M · 80M · 100M |
| ~155 days | 25 | 26M · 52M · 84.5M · 104M · 130M |
| ~176 days | 25 | 30M · 60M · 97.5M · 120M · 150M |
| ~197 days | 25 | 34M · 68M · 110.5M · 136M · 170M |
| ~225 days | 25 | 40M · 80M · 130M · 160M · 200M |
| ~281 days | 30 | 46M · 92M · 145M · 184M · 230M |
| ~323 days | 30 | 54M · 108M · 170M · 216M · 270M |
| ~365 days | 30 | 68M · 136M · 213M · 272M · 340M |
| ~449 days | 30 | 80M · 160M · 250M · 320M · 400M |
| ~491 days | 30 | 90M · 180M · 270M · 360M · 450M |
| ~533 days | 30 | 110M · 220M · 320M · 440M · 550M |
| ~617 days | 30 | 120M · 240M · 340M · 480M · 600M |
| ~701 days | 30 | 140M · 280M · 380M · 560M · 700M |
| ~785 days | 30 | 150M · 300M · 400M · 600M · 750M |
| ~869 days | 30 | 160M · 320M · 420M · 640M · 800M |
| ~953 days+ | 30 | 170M · 340M · 440M · 680M · 850M |
How to use this before the event
- Look at the age of your Kingdom on the Kingdoms Page of Kingshot Stats.
- Read the five caps in that row.
- Compare your Transfer Power to those five.
- If you are under the lowest cap, you fit no matter what the manager chooses.
- If you sit between two rows, you only get in if they pick a cap at or above you — or you get a Special Invite (Ordinary kingdoms only).
Special Invites ignore the power cap. They do not ignore passes.
5. Leading vs Ordinary vs Inactive
Every kingdom in the event is tagged. That tag is not “who has the strongest king.” It is a scoreboard of Transfer Scores.
Kingdom Transfer Score
Kingdom Transfer Score = sum of Transfer Scores
of the top 100 active governors in that kingdom
“Active” here means governors the event still counts as present and playing, not a one-day login.
How Leading is chosen
Among kingdoms in that transfer group:
- Sort them by Kingdom Transfer Score, high to low.
- The top 10% are Leading.
- Everyone else that is still healthy is Ordinary.
- Kingdoms with almost nobody left are Inactive.
So a kingdom full of developed governors becomes Leading. A kingdom whose whales already left, or that never grew, stays Ordinary or goes Inactive — even if it is an old kingdom number.
What the tag changes
Leading
- Transfer cap 30 inbound (not counting Specials).
- Ordinary invites 20.
- No Special Invites.
- Prestige if they stay Leading three events in a row (see below).
Ordinary
- Transfer cap 55.
- Ordinary invites 35.
- 3 Special Invites (see Specials).
Inactive
- Few governors still playing.
- You can still transfer, but the game warns you. Usually a bad destination.
Prestige (3× Leading in a row)
On the third consecutive event as Leading, that kingdom gets, for that event only:
- +1 Special Invite (Leading normally has zero)
- +15 transfer cap (30 → 45)
- +10 ordinary invites (20 → 30)
Then the consecutive count resets.
Each time a kingdom is Leading it also gains a Leading Emblem. Those unlock kingdom cosmetics (castle shield, name card, castle/turret skins, title). Highest unlocked of each type is used automatically.
6. Who can transfer (checklist)
You need all of these for a normal transfer. Special Invite only skips the power cap.
- Transfer Power ≤ that kingdom’s cap (or you have a Special Invite).
- Town Center at least the destination’s requirement (20 on new kingdoms, 25 then 30 as they age — see the bracket table).
- Not in combat and no squads out.
- Not in an alliance. Leave first.
- Not King, Transfer Manager, or Flamedragon Tyrant.
- 25 days since your last transfer.
- Fewer than 4 of your characters already in that kingdom.
- Infirmary empty and Enlistment Office empty when you actually hit transfer (the requirement list includes this even though wounded/reserves already inflate Transfer Power).
- Enough Transfer Passes (section 1).
Special transfers do not count toward the kingdom’s inbound cap.
7. The three phases
Phase I — Pre-Transfer
- King becomes Transfer Manager. If there is no king, the most recent king gets it.
- Manager sets the power cap (one of the five brackets).
- Manager may assign the role once to an alliance member (1-hour cooldown on the attempt). After a successful handoff, it cannot be moved again. The manager cannot transfer this event.
- Nobody moves kingdoms yet.
Phase II — Invitational
- Manager sends Ordinary Invites to governors under the cap.
- Manager sends Special Invites to governors over the cap (Ordinary kingdoms only; Leading cannot).
- Invited governors may transfer early if they also meet the rest of the checklist and pay passes.
Phase III — Transfer Opens
- Anyone who fits the cap (or has a Special) can apply to any eligible kingdom with remaining slots.
- Over-cap governors can still request a Special from an Ordinary kingdom’s manager.
8. Caps, invites, and Specials
Inbound cap = how many governors may transfer in (Specials excluded).
Ordinary Invite cap = how many under-cap invites the manager may send. Ordinary invites stop if the inbound cap is already full.
Special Invites
- Ordinary kingdoms start with 3.
- 1 spent Special returns on the 1st of each month, 00:00 UTC, up to the max of 3.
- Spent if the target accepts and transfers.
- Returned if they refuse, go somewhere else, or never answer before the event ends.
- Leading kingdoms: none, unless Prestige that event (+1).
Leading vs Ordinary at a glance
| Leading | Ordinary | Leading + Prestige | |
|---|---|---|---|
| Inbound cap | 30 | 55 | 45 |
| Ordinary invites | 20 | 35 | 30 |
| Specials | 0 | 3 | 1 |
9. What happens after you transfer
- Town is placed at random in the Badland with a 24-hour shield.
- You leave group chats.
- Arena points reset to 1,000; ranking resets.
- Resources above Storehouse protection are dropped (secured resources are kept). Spend them first.
- Many events stop, mail unclaimed rewards, or carry over if the new kingdom is in the same event. Passes you bought usually mail remaining tiers. Pack purchase limits reset.
10. Before-event worksheet
Do this in peacetime. Ten minutes.
Passes
- Transfer Score ≈ Gear + Charms + Heroes + Hero gear + Pets + Tech + Masters (+ TC level).
- Estimate group standard from similar-age kingdoms’ top governors using the same slices.
score ÷ standard × 100→ pass table.- Stock that many Transfer Passes (plus a few if you might be in the next tier).
Cap / destination
- Transfer Power ≈ total power + infirmary + enlistment. Heal now if you care about fitting a cap.
- Target kingdom age → five possible caps.
- If you are over even the highest cap, you need an Ordinary kingdom and a Special Invite. Leading will not take you.
- Confirm Town Center vs the min TC for that age.
- Confirm you will be able to leave alliance, clear marches, and wait out the 25-day cooldown.
Kingdom type
- You cannot see the official Leading list until the event, but you can guess: kingdoms whose top 100 look much stronger on gear/hero/pet/tech/master boards will be Leading.
- If your plan is “over-cap Special into a stacked kingdom,” that plan fails if they come out Leading.