Bear Hunt (Bear Trap) Guide
Gen 1 mechanics guide. Hero picks below are checked against current skill tooltips. We're not calling hero tiers here — just the mechanics, which will hold up as the roster grows.
Bear Hunt in 20 Seconds
- Lead with your strongest full Expedition lineup — all three heroes' skills apply.
- When joining, only your first hero's first Expedition skill matters. Nothing else on your account counts.
- Gen 1 joiners worth sending: Sebastian, Rita, Hyeri, or Miko.
- Troop split: roughly 10% Infantry / 10% Cavalry / 80% Archer.
- Get close to the Pitfall, upgrade the trap beforehand, and keep your marches moving.
Here's the why behind each of those.
What Bear Hunt Is
Bear Hunt is Lordrush's recurring alliance PvE event. Once your alliance builds the Pitfall, a bear spawns there on a roughly 2-day cooldown and stays up for a 30-minute window. Alliance members launch rallies against it, and damage dealt determines personal rewards — Forgehammers, Hero Gear XP, resources, Alliance Tokens.
The key difference between Bear Hunt and most combat modes is simple: the bear doesn't hit back. You don't need to tank damage, preserve troops, or build around survivability. For this event, Attack and Lethality are what matter; Health, Defense, healing, and damage reduction don't help your score, even if they're great everywhere else in the game.
Bear Hunt rallies also cost no stamina. Since you can only launch one rally of your own at a time, the real constraint during the 30-minute event is how quickly your troops can get to a rally and return for the next one.
Rally Leaders vs. Joiners
Rally leaders and rally joiners contribute very differently to Bear Hunt, and confusing the two is one of the easiest ways to leave damage on the table.
Rally Leader (the person who starts the rally)
- All of the Leader's stats apply to the whole rally: research, gear, charms, and — critically — all three of their heroes' Expedition skills (up to 9 total skill effects if all three heroes are fully unlocked).
- The Leader also sets the Rally Capacity — how many total troops the march can hold.
Rally Joiner
- Your own gear, research, and combat stats don't transfer to the rally; your troops use the rally leader's stats.
- What you can contribute is one hero skill.
- Only the first Expedition skill of the hero in your first slot counts. Your second and third heroes don't contribute skills, and neither does that first hero's other Expedition skills.
A rally can have dozens of joiners, but the game only activates 4 joiner skills at once. It picks them like this:
- Highest skill level wins. A Level 5 skill always beats a Level 4 skill, regardless of what either skill actually does.
- Earliest to join breaks ties. If more than 4 skills are tied at the same level, the first 4 people to join get their skill locked in.
Once four Level 5 skills are locked in, another Level 5 joiner won't replace one of them. A slot only opens if one of those players leaves the rally.
That leads to an important rule: a bad joiner hero can be worse than no hero at all. If the first Expedition skill is defensive, economic, or otherwise useless against the bear, leaving the hero slot empty avoids taking one of the four skill slots away from a useful buff.
Reading Hero Skills Correctly
A hero can have two or three great offensive Expedition skills and still be a poor joiner pick, because joining only reads the first Expedition skill on the card — regardless of how good the others are.
That distinction matters a lot in Lordrush's Gen 1 roster, where several heroes have their offensive skill sitting in the second or third slot instead of the first:
| Hero | Troop Type | First Expedition Skill | Bear Hunt Joiner? |
|---|---|---|---|
| Sebastian | Infantry | Battle Ready — +25% Lethality (all squads) | ✅ Yes |
| Rita | Cavalry | Stand of Arms — +25% Lethality (all squads) | ✅ Yes |
| Hyeri | Archer | On Guard — +25% Lethality (all squads) | ✅ Yes |
| Miko | Archer | Tri-Phalanx — +25% Attack (all squads) | ✅ Yes |
| Valky | Infantry | Oath of Guardian — chance to reduce damage taken | ❌ No — her offense is in skills 2–3 |
| Isabelle | Cavalry | Rally Flag — chance to reduce damage taken | ❌ No — her offense is in skills 2–3 |
| Porter | Archer | Taskforce Training — Defense/Health boost | ❌ No — offense is skill 3, doesn't count for joiners |
| Cyprus | Archer | Sixth Sense — reduces damage taken | ❌ No — offense is skill 2 |
| Bane | Infantry | Defenders' Edge — reduces damage taken | ❌ No — both his skills are defensive |
| Flint | Cavalry | Super Nutrients — Health boost | ❌ No |
| Azad | Cavalry | Desert Eclipse — reduces enemy damage dealt | ❌ No |
| Sylvie | Archer | Green Thumb — Mill Output (economy, not combat) | ❌ No |
| Thora | Archer | Iron Constitution — reduces stamina cost | ❌ No |
For Gen 1, the cleanest joiner picks are Sebastian, Rita, Hyeri, and Miko. Each contributes an immediate Attack or Lethality buff from the skill slot the rally actually reads.
Heroes like Valky, Isabelle, Porter, and Cyprushave real offensive power on their kit — it's just stranded in the second or third Expedition slot, which only counts when you're leading, not joining. That makes them much better suited to leading rallies than joining them.
Bane, Flint, Azad, and Sylviedon't have an offensive Expedition skill anywhere on their kit. If one of them is genuinely your best option to join with, send troops with no hero attached instead.
Building Your Rally Leader Lineup
When you're leading, you get to use the hero's whole Expedition kit rather than just the first skill. A hero who's mediocre as a joiner can therefore be very good in your own rally.
For Gen 1, Sebastian + Rita + Hyeriis a strong offensive core if you've invested in all three. If you're missing Sebastian, heroes like Isabelle or Valky become more interesting as leaders, since their offensive Expedition skills still apply even when they sit in the second or third slot.
Troop Formation: Lean Hard Into Archers
Bear Hunt isn't PvP, so your normal balanced formation doesn't make much sense here. With no incoming damage to absorb, you can shift heavily toward the troop type that gives you the most damage.
A good Gen 1 baseline is 10% Infantry / 10% Cavalry / 80% Archer.
Archers get the largest share because of their higher offensive output, while their usual defensive weakness doesn't matter when the bear never attacks.
Why not 100% Archers? Because troop damage doesn't scale perfectly with troop count. Packing more and more troops into one type gives diminishing returns, so after a point a smaller Infantry and Cavalry contingent adds more damage than simply filling every remaining slot with Archers. For typical Gen 1 accounts, that balance lands around 10/10/80. If you don't yet have enough troops to fill a march at 10/10/80, use a more balanced split such as 20/30/50. Filling the march matters more than forcing the perfect ratio.
Upgrade the Trap Before the Hunt
Before the event starts, alliance members can spend Hunting Arrows to improve the Pitfall's Trap Enhancement. The Attack bonus applies to the entire alliance during the hunt, whether or not an individual player donated arrows.
In other words, this is alliance-wide damage you can prepare before the 30-minute timer even starts. An active alliance should make upgrading it part of the event routine.
Coordination Tips for the 30-Minute Window
- Preset your formation before the event opens — save your best joiner hero (Sebastian, Rita, Hyeri, or Miko) in the first slot with a 10/10/80 troop ratio so you can join instantly the moment a rally opens.
- Move your town near the Pitfall if your alliance allows it. Shorter march time means troops return faster, which can add another rally cycle or two over the course of the event.
- Don't skip rallies. If everyone consistently joins the next open rally rather than waiting for a "better" one, troops and joiner-hero skills cycle faster and the whole alliance's total damage goes up. Tying up your best joiner hero in a rally that's slow to fill hurts your own score as much as anyone else's.
- Use everything near the end. With only a few minutes left, send any usable marches instead of saving them for a rally that may never happen before the timer expires.
About Future Hero Generations
This guide is focused on Bear Hunt mechanics rather than a permanent hero tier list. The rules around rally leaders, joiner skills, troop formation, and Trap Enhancement should remain useful as the roster expands, but the best individual heroes will change with new generations.
We'll keep those recommendations in a separate hero tier list so this guide doesn't become outdated every time a new generation arrives.