Kingdom Transfer Calculator

Estimate your Kingdom Transfer pass cost from your Transfer Score and the group standard, check Transfer Power against kingdom caps, and see which upgrades raise the price โ€” before the transfer window opens.

Transfer Score โ†’ Transfer Passes

Governor Gear, Charms, Heroes, Hero Gear, Pets, Tech, Masters, plus your Town Center level. Troops are not included. This number sets how many passes you pay.

Transfer Power โ†’ Power Cap

Your total power plus Infirmary wounded and Enlistment reserves. Troops count here. This number decides whether a kingdom will take you.

Your transfer score

84M score

Group standard estimate

Kingshot never shows this number. It tracks the top ~20 players in your transfer group (floor 500K). Start with a preset, then tighten it with the reverse lookup below.

Reverse lookup from a past quote

If a transfer screen ever quoted you N passes, that quote pins the standard to a range. Enter the count you saw โ€” the score above is used as-is.

Standard between 153M and 168M

Your score is 50%โ€“55% of the group standard.

Your pass price

20 passes

20

Transfer Passes84M score = 70% of a 120M standard

-25%

40

std 90M ยท 93.3%

-10%

25

std 108M ยท 77.8%

Your standard

20

std 120M ยท 70%

+10%

16

std 132M ยท 63.6%

+25%

14

std 150M ยท 56%

The price is set when the event opens and is identical for every kingdom in your group. A stronger target group costs more, and a group whose top players have grown since last season can push you into a higher tier.

Pass table

Under 5%1
โ‰ฅ 5%2
โ‰ฅ 10%3
โ‰ฅ 15%4
โ‰ฅ 20%5
โ‰ฅ 25%6
โ‰ฅ 30%7
โ‰ฅ 35%8
โ‰ฅ 40%9
โ‰ฅ 45%10
โ‰ฅ 50%12
โ‰ฅ 55%14
โ‰ฅ 60%16
โ‰ฅ 65%18
โ‰ฅ 70%20
โ‰ฅ 75%25
โ‰ฅ 80%30
โ‰ฅ 85%35
โ‰ฅ 90%40
โ‰ฅ 95%45
โ‰ฅ 100%50

Transfer power (cap check)

Transfer Power: 106M

Compare this against a kingdom's chosen cap on the Kingdom Transfer History page. Power above the cap needs a Special Invite from an Ordinary kingdom โ€” Leading kingdoms cannot send those.

Kingshot Kingdom Transfer planning

What is the Kingshot Kingdom Transfer Calculator?

The Kingshot Kingdom Transfer Calculator is a free planning tool for the Kingdom Transfer event โ€” the scheduled window that lets a Governor move an account to a different kingdom, whether that is rejoining friends, escaping a dead war zone, or joining a stronger server. It turns the event's published rules into concrete numbers before the window opens: how many Transfer Passes your move will cost, whether your Transfer Power fits a destination kingdom's power cap, and which upgrades change either number. Whether you searched for a kingdom transfer calculator, a Kingshot transfer pass calculator, or a kingdom migration cost estimate, this page gives you one worksheet for the whole decision.

The calculator is built around the two numbers the event actually uses. The first is your Transfer Score โ€” Governor Gear, Governor Charms, Hero Power, Hero Gear, Pet Power, Tech Power, and Masters power, plus the Town Center level counted as its number. Troops are excluded. The second is Transfer Power โ€” your total power plus Infirmary wounded and Enlistment Office reserves, troops included. Confusing the two is the most common and most expensive mistake in a Kingshot kingdom transfer: troops never raise your pass price, but they absolutely decide whether a kingdom's power cap lets you in.

Why use this Kingdom Transfer pass calculator?

Budget your Transfer Passes

Passes are slow to earn โ€” one per week from the Alliance Shop โ€” and quick to burn. Knowing your tier before the event tells you how many weeks to stockpile or which pack to buy, weeks in advance.

Rebuild the hidden group standard

Kingshot never shows the standard your transfer group uses. Start from presets, then tighten the estimate with the reverse lookup: any pass count you were once quoted pins the standard to a range.

Protect your cap eligibility

See the Transfer Power a destination kingdom actually checks โ€” total power plus Infirmary and Enlistment โ€” and understand when a Special Invite from an Ordinary kingdom is the only route in.

Time upgrades around the move

The Upgrade Timing tab prices every planned upgrade in passes. Development power can push you into a pricier tier before the event; the same power costs nothing extra once you have landed.

How the Kingdom Transfer cost is calculated

Everything on this page follows the published Kingdom Transfer rules. Three pieces decide what a move costs you and where you can go.

1. The Transfer Score sets the pass price

Your score is the sum of Governor Gear, Governor Charms, Hero Power, Hero Gear, Pet Power, Tech Power, and Masters power, with the Town Center added as its level. The game divides that score by the group standard to get a percentage, then reads the price from a fixed ladder โ€” the higher your score relative to the group, the more you pay:

Score vs group standardTransfer PassesExample
Under 5%1Much weaker than the group's top players
5% โ€“ 45%2 โ€“ 1084M score vs a 400M+ standard
50%1240M score vs an 80M standard
75%2590M score vs a 120M standard
100% or more50At or above the group standard โ€” the ceiling

The ladder steps every 5% up to 45%, then widens: 50% costs 12, 55% costs 14, 60% costs 16, 65% costs 18, 70% costs 20, 75% costs 25, 80% costs 30, 85% costs 35, 90% costs 40, 95% costs 45, and 100%+ costs 50. The calculator's Pass table card shows every row with your current tier highlighted.

2. The group standard is the hidden input

The standard approximates the typical Transfer Score of the top ~20 Governors in your transfer group, with a floor of 500K. It is never displayed in game, which is why most pass estimates you see are guesses. This calculator treats it properly: pick a preset that matches your group's profile, or recover a real range from the reverse lookup โ€” if the transfer screen once quoted you 12 passes, your score must have been between 50% and 55% of the standard, and the tool turns that into a concrete range. The price is set when the event opens and is identical for every kingdom in the group, so picking a weaker destination never saves passes; it only changes whether you are eligible.

3. Transfer Power decides the door

The cap check uses Transfer Power: total power plus the power of wounded troops in the Infirmary and reserves in the Enlistment Office. Each kingdom age bracket offers five cap options, and the destination's Transfer Manager picks one before the window opens. Ordinary kingdoms can accept up to 55 players, send 35 ordinary invites, and hold 3 Special Invites โ€” the only way in above the cap. Leading kingdoms, the strongest ~10% of the group, accept 30, send 20, and hold no Special Invites at all, so an over-cap recruit can only target an Ordinary destination. Both requirements fail the same way when you guess: the passes are spent, and the 25-day transfer cooldown starts.

What the calculator results mean

The pass number on the result card is your price at the standard you entered. Because the real standard is fixed only when the event opens, the sensitivity strip is part of the answer: it shows the same score priced against a standard 25% lower and 25% higher. Budget the top of that band if the strong accounts in your group are still growing between seasons โ€” the standard follows them upward, and a rising standard never lowers your price.

The reverse lookup output is a range, not a point. A quoted count places your score inside one tier of the ladder, so the standard is bounded between two values โ€” the lower bound exclusive, the upper inclusive. A single quote from a past event is usually enough to replace the presets; two quotes from different scores in the same group narrow it further.

In the Upgrade Timing tab, each row is priced individually: development rows (gear, charms, heroes, hero gear, pets, tech, masters) show how many extra passes they cost at the current standard, and troop rows show zero pass impact while still adding to Transfer Power. When the total crosses into a higher tier, the Before โ†’ after card states it plainly โ€” for example, 20 passes becoming 25 because a 10M tech upgrade pushed a 70% ratio to 78%. Nothing that raises your score costs extra once you are already in the new kingdom, which is why the standard advice is: finish development power after you land, and never let a pre-transfer upgrade choose your pass tier for you.

How to use the Kingdom Transfer Calculator

  1. 1

    Enter your development power

    Open your Governor profile and copy the power values for Governor Gear, Governor Charms, Heroes, Hero Gear, Pets, Tech, and Masters into the Transfer Score card, then set your Town Center level. Troops are deliberately left out โ€” they never change your pass price.

  2. 2

    Set the group standard

    Start from a preset โ€” around 20M for a young war zone, 60โ€“120M for established groups, 200M for hyper groups. If a transfer screen has ever quoted you a pass count, use the reverse lookup to turn that quote and your score into a concrete standard range.

  3. 3

    Read your pass price and budget it

    The result card shows your tier and Transfer Pass count, plus what happens if the standard moves 25% in either direction. Compare the top of that range with your stock: one Alliance Shop pass per week, packs for the gap.

  4. 4

    Check Transfer Power against the caps

    Add your Infirmary wounded and Enlistment reserves to see the Transfer Power a destination kingdom actually checks. Compare it against the caps each kingdom in your group has chosen on the Kingdom Transfer History page.

  5. 5

    Price your plans in the Upgrade Timing tab

    List the upgrades you want to finish before the event. Development power rows show how many extra passes they cost; troop rows show they are pass-free but push against the cap. Move whatever can wait until after you land.

Kingdom Transfer Calculator FAQ

How many Transfer Passes does a Kingdom Transfer cost?

The cost comes from one ratio: your Transfer Score divided by the group standard. The ratio is read from a fixed tier table โ€” under 5% costs 1 pass, 5% costs 2, 25% costs 6, 50% costs 12, 75% costs 25, and 100% or more hits the 50-pass ceiling. The Kingdom Transfer Calculator runs this math for your score at several standards so you can budget before the event opens.

What is included in the Kingdom Transfer Score?

Transfer Score adds Governor Gear, Governor Charms, Hero Power, Hero Gear, Pet Power, Tech Power, and Masters power, plus your Town Center level counted as its number (a level-40 castle adds 40 points). Troops are not included โ€” army power never changes your transfer pass cost, which is why finishing gear or tech upgrades right before a move can push you into a pricier tier while training troops does not.

What is the group standard if the game does not show it?

The standard tracks the typical Transfer Score of the top ~20 Governors in your transfer group and never drops below 500K. Young war zones sit near 20M, established groups near 60โ€“120M, and hyper groups near 200M. The price is identical for every kingdom in the group, so your destination choice changes eligibility, not the pass price. If you have ever been quoted a pass count, the reverse lookup in this calculator converts that quote plus your score into a standard range.

What is the difference between Transfer Score and Transfer Power?

Transfer Score (development power, no troops) decides how many passes you pay. Transfer Power โ€” total power plus Infirmary wounded and Enlistment Office reserves โ€” decides whether a kingdom's power cap lets you in. Troops raise Transfer Power but not Transfer Score, so building an army is pass-free but not cap-free. Mixing up the two numbers is the most common way players get locked out of the kingdom they wanted.

Which upgrades should I finish before transferring?

Anything that adds development power โ€” gear, charms, heroes, hero gear, pets, tech, masters โ€” raises your Transfer Score and can cost extra passes, so finish those after you land if a window is close. Troops are the opposite: they never raise your pass count but they add to Transfer Power. Before transfer day, also heal wounded troops and clear enlistment queues: both count toward the cap check, and the transfer itself requires the Infirmary and Enlistment Office to be empty.

How do I get Transfer Passes?

You can collect one pass per week from the Alliance Shop and buy more in packs. Because a move can cost anywhere from 1 pass to the 50-pass cap, start stockpiling as soon as a transfer becomes likely. The calculator tells you which tier to budget for, so a weekly Alliance Shop habit can cover a low or mid tier while stronger accounts may need packs on top.

Can I move into a kingdom above its power cap?

Only through a Special Invite from an Ordinary kingdom. Ordinary kingdoms can hold up to 55 in-migrants, send 35 ordinary invites, and hold 3 Special Invites that ignore the power cap โ€” but never the pass price. Leading kingdoms (the top ~10% of a group by the Transfer Score of their top 100 active players) cap at 30 in-migrants, 20 invites, and no Special Invites at all, so over-cap recruits can only target Ordinary destinations.

How accurate is this Kingdom Transfer Calculator?

The tier table and the score components follow the published Kingdom Transfer rules, so the math itself is exact. The one estimated input is the group standard, which Kingshot keeps hidden โ€” it shifts with the top players in your group and is fixed when the event opens. Treat the result as a planning range, budget the top of the sensitivity band if your group's strong accounts are still growing, and recheck after each season. A failed plan costs the passes and a 25-day wait before you can transfer again.