Quick Summary: Kingshot Charms, also called Governor Charms, unlock at Town Center 25. For most players, the best upgrade order is Infantry first, Archer second, Cavalry third. Build a broad level 3 baseline, then push priority charms from level 3 to level 5 before making every charm level 4.
If you are searching for a Kingshot Charms guide, this is the Governor Charms system in the Governor Gear menu. Charms are the TC25 progression system that sits beside Governor Gear. Governor Gear mainly pushes Attack and Defence. Governor Charms push Health and Lethality, which are harder to stack and matter a lot once fights stop being decided by raw troop count.
That does not mean you ignore hero gear or troop tier. Serious rally leads still need hero gear, and pure rally joiners should not overspend on charms before they have the right troops and joiner heroes. But if you are building your own account power for attacks, defense, Bear rallies you start, Castle Battle, or Crystal Cave, charms deserve real priority.
How Governor Charms Work
| Item | Practical Meaning |
|---|---|
| Unlock | Town Center level 25 |
| Main materials | Charm Guides and Charm Designs |
| Main stats | Health and Lethality, separated by troop type |
| Default troop order | Infantry > Archer > Cavalry |
| Best early target | Broad level 3 baseline, then priority charms to level 5 |
| Guide coverage | Level 1 through level 22 |
Charms are permanent account stat upgrades. They help when your own stats are used: solo attacks, city defense, open-field fights, garrison or rally leadership, Bear rallies you start, and Crystal Cave / Mystic Trial contexts where charm stats are checked.
They are much less important when you are only joining another player's rally. In joined rallies, the rally leader's combat stats generally drive the rally, while joiners contribute troops and the relevant joiner hero skill. If you are mostly a joiner, do not overspend on charms at the expense of troop tier, joiner heroes, and hero gear.
Best Governor Charm Priority
Use the same troop order I recommend for Governor Gear:
| Priority | Troop Type | Why It Comes Here |
|---|---|---|
| 1 | Infantry | Your frontline takes the hits first. Better Infantry Health and Lethality keep the march alive long enough for the rest of the formation to work. |
| 2 | Archer | Archers are your main damage dealers in many rallies and PvP setups. Once Infantry is stable, Archer charm upgrades give better kill pressure. |
| 3 | Cavalry | Cavalry still matters, especially in later PvP, but it usually trails Infantry and Archer in standard mixed formations. |
Infantry comes first because most real combat formations lean on Infantry to absorb damage. A common attack setup is 50% Infantry / 30% Archers / 20% Cavalry. A common defensive setup is 60% Infantry / 20% Archers / 20% Cavalry. Your exact ratio can change by event and rally lead, but the same idea holds: Infantry gets hit first, and if it melts too fast, your Archers do not get enough time to deal damage.
After Infantry, move to Archer charms. Archers usually carry the damage side of the formation, especially when you are running a normal Infantry-heavy front with Archers behind it. Cavalry comes last for most accounts because it is less exposed and often makes up the smallest share of the march.
There are exceptions. If your only goal is improving Bear rallies that you personally start, Archer Lethality can move up. If you are only joining another player's rally, your charm stats rarely decide the rally result, so do not starve troop tier, joiner heroes, or hero gear just to chase charm levels.
Level 1-22 Upgrade Costs
Use the table below as a planning baseline for levels 1-22, then verify against your in-game screen before spending because Kingshot can adjust costs by patch or server age.
| Level | Charm Guides | Charm Designs | Stat Gain | Total Stat |
|---|---|---|---|---|
| 1 | 5 | 5 | +9% | +9% |
| 2 | 40 | 15 | +3% | +12% |
| 3 | 60 | 40 | +4% | +16% |
| 4 | 80 | 100 | +3% | +19% |
| 5 | 100 | 200 | +6% | +25% |
| 6 | 120 | 300 | +5% | +30% |
| 7 | 140 | 400 | +5% | +35% |
| 8 | 200 | 400 | +5% | +40% |
| 9 | 300 | 400 | +5% | +45% |
| 10 | 420 | 420 | +5% | +50% |
| 11 | 560 | 420 | +5% | +55% |
| 12 | 580 | 600 | +4% | +59% |
| 13 | 610 | 780 | +4% | +63% |
| 14 | 645 | 960 | +4% | +67% |
| 15 | 685 | 1,140 | +4% | +71% |
| 16 | 730 | 1,320 | +4% | +75% |
| 17 | 780 | 1,500 | +4% | +79% |
| 18 | 835 | 1,680 | +4% | +83% |
| 19 | 895 | 1,860 | +4% | +87% |
| 20 | 960 | 2,040 | +4% | +91% |
| 21 | 1,030 | 2,220 | +4% | +95% |
| 22 | 1,105 | 2,400 | +4% | +99% |
The level 5 row is the first major breakpoint. Level 4 gives a smaller gain, while level 5 gives a bigger jump. That is why I prefer getting charms broadly to level 3, then pushing priority charms from 3 to 5 before spreading every charm from 3 to 4.
| Upgrade Choice | Charm Guides | Charm Designs | Stat Gain |
|---|---|---|---|
| One charm from level 3 to 4 | 80 | 100 | +3% |
| Same charm from level 4 to 5 | 100 | 200 | +6% |
| One priority charm from level 3 to 5 | 180 | 300 | +9% |
| Three different charms from level 3 to 4 | 240 | 300 | +9% total across three charm lines |
The important part is the 60 Charm Guides saved. Pushing one priority charm from level 3 to 5 costs 300 Charm Designs and 180 Charm Guides for a +9% gain on that charm line. Getting the same +9% total by upgrading three different charms from level 3 to 4 costs the same 300 Charm Designs, but 240 Charm Guides.
That does not mean you should leave half your account at level 1. Get the baseline first. The 3-to-5 push is a breakpoint strategy after your important charms are already level 3.
Best Upgrade Order
For most players, this is the clean early path:
- Unlock Governor Charms at TC25.
- Get your available charms to level 2.
- Bring the important Infantry charms to level 3.
- Bring Archer charms to level 3.
- Bring Cavalry charms to level 3 unless you are deliberately specializing.
- Push one Infantry charm from level 3 to 5.
- Push one Archer charm from level 3 to 5.
- Push one Cavalry charm from level 3 to 5.
- Repeat that Infantry > Archer > Cavalry cycle until your first 18 charms, six per troop type, are level 5.
After level 5, go back to a more even approach unless your alliance role gives you a clear reason to specialize. Big gaps create weak spots in PvP, especially when enemies are checking battle reports and adjusting formations around your lowest troop stats.
| Player Role | Adjustment |
|---|---|
| F2P / low spender joiner | Do the level 3 baseline, but do not overspend on charms before troop tier and joiner heroes. Your stats rarely carry another player's rally. |
| Bear-focused account | Archer Lethality can move ahead of some Cavalry work if you are trying to improve rallies you start. |
| Secondary rally lead | Keep Infantry and Archer close, with Cavalry trailing slightly. |
| Main rally / garrison lead | You eventually need hero gear, charms, and governor gear. Hero gear usually stays the highest-impact system for serious leads, but charms are a high priority because Health and Lethality are scarcer. |
| Crystal Cave focus | Upgrade whichever charm stats your Trial screen is checking first, especially Health. |
Do not blindly balance everything at level 3. Balanced upgrades are safer over the long run, but the level 3-to-5 breakpoint is worth using on priority charms. For levels 1-3 and 5+, keep your charm levels closer unless you have a specific role-based reason to specialize.
Stat Priority
The broad stat rule is stable: Health and Lethality are usually higher value than Attack and Defence because many accounts already gain large Attack and Defence totals from research, governor gear, heroes, pets, skins, and other systems.
| Priority | Stat | Best Use |
|---|---|---|
| 1 | Infantry Health | Frontline survival, city defense, garrison and rally leadership |
| 2 | Infantry Lethality | Helps your frontline contribute while it is absorbing damage |
| 3 | Archer Lethality | Bear damage, offensive rallies, and solo damage checks |
| 4 | Archer Health | Keeps your main damage line alive longer |
| 5 | Cavalry Health / Lethality | Useful, but usually after Infantry and Archer for standard mixed formations |
If your server meta or formation differs, follow the battle reports. Low Bear rally output usually points you toward Archer Lethality. Dying too quickly when leading PvP rallies or holding structures points you back toward Infantry Health.
Charms vs Governor Gear vs Hero Gear
| System | Main Stats | Best For | Practical Read |
|---|---|---|---|
| Hero Gear | Large hero-led combat stats, Health/Lethality from gear path | Serious rally leads, Bear leads, Arena, broad account power | Usually the best ROI for players who actually lead fights; see the Hero Gear Guide |
| Governor Charms | Health and Lethality | Leads, solo content, Crystal Cave, Bear specialization | Often better than another governor gear push after basics because these stats are scarcer |
| Governor Gear | Attack and Defence | Account-wide baseline, set bonuses, long-term PvP | Valuable, but many players already have more Attack/Defence than Health/Lethality; see the Governor Gear Guide |
| Truegold / troop tier | Better troops | Rally joiners and low spenders | Often more useful than charm spending if your main job is joining rallies; see Truegold and Troops |
The clean rule: if you lead rallies, you eventually need all three systems. If you are not a lead, charms still help your solo performance and Bear rallies, but they should not crowd out troop tier, joiner heroes, and other progression that actually helps your alliance when you join stronger players' rallies.
Material Sources
Charm Guides are easy to waste if you make every level 3 charm level 4 before using the level 5 breakpoint. Charm Designs become the larger long-term pressure later. Do not plan only around a daily shop habit; most meaningful charm progress comes from event cycles and competitive shops.
| Source | What to Watch For | Priority |
|---|---|---|
| Eternity's Reach | Charm materials from event rewards and shop cycles | Very high |
| Castle Battle / KvK-style rewards | Charm materials from coins, rewards, and post-event shops | Very high if your alliance participates |
| Swordland / Tidal-style shops | Charm Designs or selectable charm materials when they appear | High |
| Hall of Governors / Strongest Governor | Upgrade timing for points; sometimes charm-related rewards or shop value | High for saved upgrades |
| Trial / special shops | Charm Designs can be stronger buys than extra Guides when Guides are ahead | Situational |
| Alliance Shop | Useful if your server offers materials there, but not always the top source | Situational daily check |
| Paid packs | Fastest path to high levels, especially after early breakpoints | Spender only |
Time expensive charm pushes around Hall of Governors, Strongest Governor, KvK prep, or other point events when possible. The upgrade is permanent either way, so getting event milestones at the same time is free value.
Common Mistakes
- Treating charms as capped at level 5. Level 5 is only an early breakpoint; this guide tracks the upgrade path through level 22.
- Publishing named charm catalogs without screenshots. If the in-game screen changes, the names are less reliable than the stat priority.
- Making every charm level 4 before any priority charm reaches level 5. The 3-to-5 path is often a stronger material breakpoint.
- Spending heavily on charms as a pure rally joiner. Your stats generally do not decide joined rallies.
- Ignoring Charm Designs. Designs become scarce, and many accounts end up with more Guides than Designs.
- Upgrading outside point events when you could wait a few days and earn Hall of Governors or Strongest Governor rewards.
FAQ
When do Governor Charms unlock? Governor Charms unlock at Town Center level 25.
What is the best Governor Charm upgrade priority? For most accounts, use Infantry first, Archer second, Cavalry third. Infantry keeps the formation alive, Archers do most of the damage behind that frontline, and Cavalry usually trails in standard mixed formations.
What is the max Governor Charm level? This guide tracks Governor Charm upgrades through level 22. Do not use older guides that say charms only have 5 levels.
Should I upgrade all charms evenly? Get a broad level 3 baseline first. After that, push priority charms from level 3 to level 5 before making every charm level 4. For levels 1-3 and 5+, keep things more even unless your role gives you a clear reason to specialize.
Why should I upgrade a charm from level 3 to 5? One charm from level 3 to 5 costs 180 Charm Guides and 300 Charm Designs for +9%. Three separate level 3-to-4 upgrades cost 240 Charm Guides and 300 Charm Designs for the same +9% total gain across three charm lines, so the 3-to-5 push saves 60 Charm Guides.
Are charms better than Governor Gear? Often yes after the basics, because charms add Health and Lethality while Governor Gear is mainly Attack and Defence. Serious rally leads should still prioritize hero gear heavily.
Do my charms help when I join someone else's rally? Generally no. In joined rallies, the rally leader's stats matter most. Joiners should prioritize troop tier, correct joiner heroes, and formation discipline.