The Kingdom Transfer event is one of the most consequential strategic opportunities in Kingshot.
This guide consolidates everything you need to know—from transfer groups and power caps to the three-phase event structure and strategic decision-making.
Let us get you ready to move.

The Kingdom Transfer Event is a recurring in-game event that allows governors to permanently move their accounts to a different kingdom within the same transfer group . The first transfer event launched on September 14, 2025, and the event typically returns every 30 to 45 days .
Each transfer window lasts exactly 7 days and is divided into three distinct phases .
Why do players transfer?
- Dead or inactive servers with little to no KvK participation
- Chaotic kingdoms with dictatorship-style leadership
- Too many whales (high-spending players) dominating every event
- Seeking a more competitive environment for KvK
- Following friends or alliance members to a new home
This is the most important restriction in the entire system. You cannot simply pick any kingdom on the server list and move there.
Every kingdom is assigned to a transfer group based on its age and power tier. You can only transfer to kingdoms within your assigned group . These groupings shift between transfer windows as kingdoms grow and evolve.
Example of transfer group ranges:
- Group 1: Kingdoms 1–6 (highly developed, Truegold 8 tier)
- Group 2: Kingdoms 7–115 (Generation 5 Hero Meta, very active)
- Group 3: Kingdoms 116–417 (mid-game progression)
- Group 4: Kingdoms 418–587 (scaling phase)
- Group 5: Kingdoms 588–674 (newer servers, establishing meta)
- Group 6: Kingdoms 675–846 (early game state, F2P friendly)
These numbers shift each cycle. When the transfer event opens, the first thing you must do is check which kingdoms are in your group and start researching your options.
During the transfer event, every kingdom is classified as either Leading or Ordinary based on the total Transfer Score of its top 100 active governors .
|
Feature |
Leading Kingdoms |
Ordinary Kingdoms |
|
Total incoming slots |
30 |
55 (35 invites + 20 open) + 3 special invites = 58 total |
|
Ordinary invites |
20 |
35 |
|
Open transfer slots |
10 |
20 |
|
Special invites |
Not available |
Up to 3 |
|
Power cap |
Lower (more restrictive) |
Higher (more accessible) |
|
Competition level |
Extreme |
Moderate |
Leading Kingdoms are the strongest servers in your transfer group. They have stricter entry requirements, lower power caps, and no ability to issue special invites. Getting in requires precise planning.
Ordinary Kingdoms are the remaining realms. They offer more slots, higher power caps, and the critical ability to send special invites to high-power players who exceed the cap .

Moving kingdoms costs Transfer Passes. The number required ranges from 1 to 50, determined by your Transfer Score relative to the destination kingdom's rating .
Transfer Score is calculated from:
- Town Center level
- Governor Gear power
- Charms power
- Hero power
- Hero Gear power
- Pet power
The higher your Transfer Score compared to the target kingdom, the more passes you will need. Mid-range governors typically need 10–20 passes, while free-to-play players often require fewer than 10 .
|
Method |
Details |
|
Alliance Shop |
1 pass per week for 150,000 Alliance Tokens. Buy this every week even if you are not planning to move—stockpile them. |
|
In-game packs |
Available in the shop for Kingdom Stars (e.g., 499 stars for 1 pass). |
|
Premium packs |
1 pass for $5, 2 for $10, 3 for $20, 4 for $50, 5 for $100. |
Critical tip: Do not wait until the transfer window opens to check your passes. Stock is limited and refreshes weekly. If you have not been hoarding tokens, you may find yourself a few passes short of your dream kingdom .

The 7-day event is split into three phases. Missing the timing on any phase can lock you out entirely.
This is the scouting and preparation period. No actual transfers happen yet .
What happens during this phase:
- The Transfer Manager (typically the King or an appointed player) sets the kingdom's power cap
- The transfer chat opens, allowing players from all kingdoms in the group to communicate across realms
- Governors can browse available destinations, review power thresholds, and plan their move
- Kingdoms can advertise themselves to attract quality players
The transfer chat is your most valuable tool. Switch your game language to access different language-specific chat rooms. This is where alliances recruit and players find their next home.
This is the invitation-only window. Transfer Managers send out Ordinary and Special Invites .
Invitation limits:
|
Kingdom Type |
Ordinary Invites |
Special Invites |
|
Leading |
20 |
Not available |
|
Ordinary |
35 |
3 |
Special Invites are critical. They allow a governor who exceeds the power cap to transfer into an Ordinary Kingdom. These are typically reserved for whales and high-impact players. Ordinary Kingdoms regenerate 1 special invite per month, with a maximum of 3 available at any time .
Important rules:
- Transfer Managers can send unlimited invites, but once the invite cap is reached, unclaimed invites expire
- Even with an invite, you still need Transfer Passes
- You must meet all other requirements (no alliance, no active battle, etc.)
If you receive an invite, do not delay claiming it. Spots vanish quickly.
This is the first-come, first-served free-for-all. Any governor who meets the requirements can transfer to any kingdom in their group with available slots .
Available open slots:
- Leading Kingdoms: 10 slots
- Ordinary Kingdoms: 20 slots
The rush happens at 00:00 UTC on Friday. Desirable kingdoms fill their remaining slots within seconds of the server reset. If you hesitate, you are staying put .
If you are over a target kingdom's power cap, you have several options to bring your Transfer Power down:
Safe and Reversible Methods (Recommended)
1. Unequip hero gear — This is the safest method. Remove all gear before transfer, then re-equip after arrival.
2. Reset hero levels at the Drill Camp — Heroes return to level 1 temporarily, dropping significant power. Re-apply XP after transfer.
3. Hoard upgrade items — Do not apply Governor Gear upgrades, Charm upgrades, or Pet items before transferring. Apply them in your new kingdom.
Permanent Methods (Last Resort)
4. Dismiss low-tier troops — Sacrificing Tier 8 and below troops permanently reduces power. This is irreversible and should be your last option.
Key insight: Most power reduction methods are temporary and reversible. Strip down before the transfer, move to your new kingdom, then build everything back up.
Moving kingdoms has permanent consequences for your account :
|
What Resets |
What Transfers |
|
Arena score (you start at the bottom) |
Your hero gear, charms, and items |
|
Alliance membership (you arrive alliance-less) |
Secured resources in backpack |
|
Kingdom-specific titles and buffs |
Transfer Passes (unused ones stay) |
|
Event progress (events will mail you rewards) |
Your overall power (after re-equipping) |
One important trick: If you purchased packs in an ongoing event before transferring, you can buy them again after the move. You do not need to wait the usual cooldown. This allows you to double-dip on certain rewards .
The strongest kingdom on paper is not always the best kingdom for you . Ask yourself these questions before committing:
Alliance fit: Does the kingdom have an alliance that matches your playstyle and activity level? A top-rated kingdom means nothing if you cannot find a team that communicates well and has a role for you.
Activity level: Some kingdoms look strong on historical data but have declining participation. Check recent KvK performance, not just past ratings.
Language and time zone: Being in an alliance where everyone speaks a different language or plays while you sleep will cripple your progression.
Power gap: A 50M power player transferring to a kingdom of 200M+ players will struggle to contribute meaningfully. Conversely, being a big fish in a small pond has its own advantages.
Leadership quality: Investigate whether the kingdom has a dictatorship-style king or a cooperative leadership structure. A toxic king can ruin even the strongest server.
How often does the Kingdom Transfer Event occur?
Approximately every 30–45 days. The first event launched on September 14, 2025 .
Can my entire alliance transfer together?
Yes, but only if all members meet the requirements and you coordinate with the target kingdom's Transfer Manager. The 55-slot limit on Ordinary Kingdoms makes this possible for mid-sized alliances .
What happens if I buy Transfer Passes but the target kingdom fills up?
Your Transfer Passes stay in your inventory forever. They do not expire, so you can save them for the next cycle .
Can I transfer multiple times in one event?
No. Each governor can transfer only once per event window, and at least 25 days must pass between transfers .
What is a Transfer Manager?
The Transfer Manager is the gatekeeper during the Invitational Transfer phase. Usually the King or a trusted officer, they set the power cap and send invites. They cannot transfer themselves while serving as manager .
The Kingdom Transfer Event is your ticket to a better Kingshot experience—but only if you approach it with preparation and strategy. The difference between a smooth move and a wasted opportunity comes down to understanding transfer groups, power caps, and the three-phase structure.
Start hoarding Transfer Passes from the Alliance Shop today, even if you are not planning an immediate move. Research your options before the window opens. Connect with Transfer Managers during Phase I. And when the moment comes, execute without hesitation.
And if you want even more free rewards, make sure to check out our Kingshot codes guide to grab the latest redeem codes, bonus items, gems, and useful resources for faster progression.

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