Rise of Kingdoms: formations and weapons - analysis of the combat mechanics of Pincer and Arch
The combat system of Rise of Kingdoms has changed noticeably over the past year: squad formations, weapons and inscriptions today decide the outcome of the battle no less than the commanders themselves. The mechanics appeared recently, and many players still go to KVK with the default formation. Let's look at how the system works and what's currently in the meta.
How formations work
There are seven combat formations available in the game - from the classic Wedge to the Empty Square and Echelon. Each formation changes damage distribution and target priorities: the Arch strengthens the garrison defense, and the Pincer is designed to encircle the flanks and remove negative effects from the squad. In August 2026, a second version of the Claw was added to the game with special inscriptions, which quickly became entrenched in the battlefield meta - the topic regularly comes up in fresh community discussions.
Weapons and inscriptions
Formations are revealed through weapons (armaments) and inscriptions (inscriptions): they open in the State Forum building, and for pumping you need the “Witness of a Sage” currency. Inscriptions provide increases to the characteristics of the unit and unique effects for a specific form. In patch 1.1.11, the developers corrected the description of the Claw inscription without changing its action - this did not affect the final strength of the formation, but the confusion in the card was removed.
The authors of the latest guides advise beginners to start with a universal pair of Wedge or Empty Square, and veterans to collect a set of Arch plus Claw for garrison and flank attacks. Before switching a formation, it’s worth double-checking the costs: reverse conversion of a formation requires a separate resource and can easily eat up a week’s supply.
