Viking Vengeance Best Strategy Guide
A practical high score teamwork guide for the 20-wave defense event.
Contents
Event Overview
Basic Rules
- A total of 20 waves of AI Vikings will attack.
- You clear a wave by defeating at least 50% of the attacking troops.
- Targets rotate between all members, online-only players, and HQ-only rounds.
- After 2 losses, extra attacks on your city may stop, but you can still keep earning points through reinforcements.
Core Concept
- Your own score is affected by how many Vikings die in your city.
- However, the biggest score gap comes from reinforcement points.
- That is why the strongest practical strategy is an empty-city setup plus online-first reinforcements.
Key point: If Infantry or Cavalry stay inside your city, they steal kills from your reinforcements and reduce your allies’ score. Emptying your city is usually the better setup.
Wave Targets
Each wave rotates between all members, online-only players, and HQ-only rounds. The most important ones are Wave 7, 14, and 17, which only attack online players, and Wave 10 and 20, which only attack HQ.
| Range | Target |
|---|---|
| 1–6 | All members |
| 7 / 14 / 17 | Online members only |
| 8–9 / 11–13 / 15–16 / 18–19 | All members |
| 10 / 20 | Alliance HQ only |
| Offline players | They are not attacked during Wave 7, 14, and 17 |
| Recommended HQ | Plains HQ is preferred |
Tip: Because some rounds only attack online players, sending reinforcements to online members first is the most efficient choice.
How Points Work
City Points (Base)
- The more Vikings die in your city, the higher your score becomes.
- If you clear 100% of the wave, you can secure nearly the full point value for that round.
- Still, the real high score gap usually comes from reinforcement points.
Reinforcement Points (Core)
- Reinforcing another player does not steal their score.
- Instead, kills made by your reinforcing troops generate separate reinforcement points for you.
- That means good role splitting lets both sides increase their score at the same time.
High score conclusion: Empty your own city, keep reinforcing alliance members, and let the reinforcements secure the kills whenever possible.
High Score Flow (Step 1–4)
Step 1 — Early Reinforcement (Keep until Wave 19)
- Send reinforcements to around 6 online alliance members.
- Infantry + Cavalry is the standard setup, and on new servers or lower difficulty, Infantry-only can also be very efficient.
- If Infantry or Cavalry stay in your city, they take kills away from your reinforcements, so move them out first whenever possible.
Step 2 — HQ Defense Round (10/20)
- During Wave 10 and 20, the Viking King attacks HQ only.
- After Wave 9 / 19 fully ends, pull back one strong march, usually Infantry-focused, and send it to defend HQ.
Step 3 — Alliance Coordination Message (Copy-Paste)
- I’ll keep reinforcing until Wave 19. Please send out your Infantry/Cavalry elsewhere and leave your city as empty as possible except for Archers.
- Offline players are more likely to keep troops at home, so it is usually better to coordinate with online members first.
Step 4 — City Defense (Score Funneling)
- If needed, you can defend your city with an Archer-only setup. Even if later waves reach the Archer turn, the score impact is often smaller than expected.
- You can also receive strong Infantry reinforcements from trusted allies and funnel score into your city setup.
- If the reinforcements are too weak, your Archers may start taking kills. That usually means the reinforcement strength is not high enough.
Core summary: (1) Move your Infantry/Cavalry out whenever possible, (2) reinforce online members first, (3) switch to HQ defense on Wave 10 and 20.
Wave 10/20 HQ Defense
- Wave 10 and 20 only target HQ, so HQ defense preparation is extremely important.
- You should only recall troops after Wave 9 / 19 is completely finished. Recalling too early means losing reinforcement points.
- Once HQ defense is done, return that march to its previous reinforcement target to maintain your overall flow.
Recommended setup: Assign one strong march as your dedicated HQ defense march, then send it straight back to reinforcements once HQ defense is over.
City Defense Setup
Why Empty City Matters
- If troops remain inside your city, they will take kills while fighting the Vikings.
- Those kills do not help you enough to justify the score loss on the ally reinforcing you.
- That is why Infantry and Cavalry should usually be moved out, leaving only Archers if necessary.
Troop Efficiency Notes
- Infantry, Cavalry, and Archers all deal normal damage in this event.
- On newer servers and lower difficulty, Infantry-only setups can be very strong, and Infantry remains strong even on higher difficulty.
- Even if later waves reach the Archer turn, the overall score impact is often smaller than people expect.
Important: It is usually safer not to heal during the event. If healed troops return to your city mid-run, they may start taking kills away from your reinforcements.
Hero Usage
When Sending Reinforcements (Attack-Oriented First)
- Your main goal is securing kills, so attack-oriented leaders or rally-style contributors are better here.
- Examples: Chenko, Amadeus, Yeonwoo, and Amane are strong examples of heroes with offensive contribution.
- Pure defensive heroes are generally less efficient in this event.
When Leaving Heroes in Your City (Only 3 Defenders)
- Leave only your 3 strongest defense heroes inside the city and use the rest for reinforcements or marches.
- Example (Gen1): F2P can use Jabel / Howard / Quinn, while P2W can use Amadeus(or Helga) / Jabel / Saul.
- Letting reinforcements secure the kills is better for total alliance score than trying to score kills with your own city troops.
One-line conclusion: Use attack-type heroes for reinforcements, keep city defense minimal, and move Infantry/Cavalry out.
Final Checklist
- Before the event starts: Choose a time when the largest number of members can be online
- Wave 0–19: Reinforce online members first and keep your own Infantry/Cavalry out of your city
- Wave 7 / 14 / 17: Online-only attack rounds → keep online members as the priority
- Wave 10 / 20: After Wave 9 / 19 fully ends, send one strong march to HQ for defense
- During the event: Delay healing as much as possible, and return to reinforcements as soon as HQ defense ends