Welcome to our comprehensive progression and battle guide for Cookie Run: Kingdom. This guide assumes you’ve read our beginner’s guide and played a bit of the game, so get to it if you haven’t started! Our Cookie Run: Kingdom progression and battle guide is more about certain specific problems you may run into while playing the game, and how to make sure your economy and team don’t end up soggy and sad.
Similarly to many other kingdom management games such as Lords Mobile and Rise of Kingdoms, you are charged with constructing and taking care of what is essentially a resource gathering town. Cookie Run: Kingdom is rather weird and has a few counter-intuitive problems that you need to watch out for though. Still a very fun game that’s worth playing of course!
So your kingdom is riding high! Profits are up. Your glorious nation is expanding. Your hated foe Licorice Cookie made the mistake of appearing in the gacha. You set him to work mining sugar cubes in a prison camp, but you are a benevolent king. You give the enemy Cookie what he asks for in the Wishing Tree. Licorice smiles even in the sugar mines, simply happy to finally be recognized for his efforts.
Then you decide build a Latte Cafe. Looks like it takes an hour to build a Latte, but hey, now you can upgrade your Castle for more houses!
Suddenly your economy spirals to heck, starvation ravages your kingdom, the trains are late, wishes go unfulfilled. You find your head on a roll cake tree stump with your Cookies and Sugar Gnomes ready to lop it off with a giant kitchen knife!
Thankfully, starvation and royal head removal will never happen. There is no mechanic for your adorable cookie citizens rebelling against you. Don’t panic, the economic recession period that usually comes after a castle upgrade or a new building is normally temporary.
Furthermore, we are here to provide you some tips to avoid a progression-fueled economic meltdown. We also have some more tips for dealing with the rather painful later levels of the game, among other combat oriented things.
1. Progression – Slow And Steady Wins The Race
Progression in Cookie Run: Kingdoms’s Kingdom management mode should not be rushed too harshly. Take some time to stockpile coins and materials even after you’re able to upgrade your castle. If you go too fast, it’ll be that much harder to get out of the economic slowdown that normally comes from a recently upgraded castle or the arrival of a new material to your train queues. Take it slow and steady.
Wishing Tree, Trains And Rarities: The Primary Economy
The way the Wishing Tree and Trains work, they only ask for things you are capable of building. This gets really nasty once you have structures that take an hour or three to build stuff, and that isn’t counting the materials you need to make before that three-hour nightmare. As such, there are certain items you need to avoid upgrading into. If the game asks you for these in your construction or building upgrades, buy them with Crystals instead!
Pillars – Cream, Hearty Rye, Cream Root Beer, Acorn Lamp, Candy Flower, Enchanted Tongs, Sugar Cubes, Cotton Candy, Hot Jelly Stew, Candy Saw, Robust Axe
Bricks – Jelly Burger, Jellyberries, Milk, Blue Jam, Jellybean Latte, Pasta, Roll Cake Wood, Pine Cone Bird, Biscuit Flour, Happy Planter, Biscuit Planter
Compasses – Cupcakes, Toy Clouds, Ginkgo Focaccia, Jellybean, Tempered Pickaxe, Cuckoo Clock, Shiny Glass, Enchanted Stake, Red Jam, Shovels, Tart Jampie, Marbles
Thankfully, with the Seaside Market, you can trade Rarities for other Rarities you lack at a 2-2 basis, albeit slowly since the store restocks at a certain time of day. This means if you have too many of two Rarities but not enough of another (Perhaps you spent all your Compasses upgrading Cookie Houses, or the Trainmaster just loves that look on your face when he brings home stuff you don’t want), then you can eventually even out that number for your other construction projects.
Building Level 2 Is Safe, Level 3 Is Pushing It, Level 4 And You’ve Gone Too Far
Leveling buildings up often comes with a bit of temporary trouble. If the train asks for new materials, you’re often stuck waiting for the build queue to finish. That being said, it helps to upgrade most of the structures you get from Castle Lv6 below to Lv3. Any lower and you might find an imbalance in the rarities your Trains bring home. Any higher and the materials the train will ask for become excessively difficult.
This doesn’t apply to all buildings though, and some aren’t worth upgrading at all. A good way to check if a building is worth upgrading is how much time it takes to make their next unlockable material. If it takes roughly two hours AND requires some materials that are already hard to make to begin with, say “Nope!” and back away from the upgrade button. On the other hand, even if it takes long but only requires simple materials to make, then you can stockpile them given a few days.
International Trade Routes
With the addition of Touc’s Trade Harbor and the recent nerfs to material construction difficulty (Many 2 hour non-bulk materials had their build times shaved to 1 hour 30 minutes and their crafting costs lessened and switched around), there is now a much bigger incentive to upgrading your Castle and leveling up your buildings.
With Touc’s Trade Harbor, you’ll need to get higher tier materials eventually to fill his trade ship more effectively. In particular, anything marked Special Cargo for the day fills out twice as much ship space, but the game can pick any material to be this, even those you have no access to at the moment.
More space filled gets you more Rainbow Shells, which can be traded for Soulstones, Toppings, Cookie Cutters, and most importantly, Sea Fairy Cookie’s Soulstones. One would usually want Sea Fairy on a team since they are an absolute powerhouse in PVP, and very deadly in lategame PVE. That or because the player thinks they’re cute or wants them for bragging rights.
Of course, every building upgrade makes it tougher to get the trains running, so be ready to lose some Crystals adding build slots to particularly difficult buildings. You’re generally better off bulking up on one hour materials (or 2 hour materials that require simpler ingredients, like Butter which only takes Milk and Sugar Cubes) than upgrading to a six-hour material if you want to fill the boat, so your economy won’t melt down trying to fill the trains!
Bean Production Overdrive
Buildings that only ask for coins to make materials are always worth leveling up. Often, the build times for bulk construction options do not stack up to their lv1 counterparts.
As an example, let’s take the Jellybean Farm. It takes one minute to make 3 Jellybeans with the lv1 construction option. It takes 11 minutes and 53 seconds (given a few Tick Tock Clock Tower upgrades) to make 9 jellybeans with the lv2 construction option.
Evidently, this math is terrible! It should take only 3 minutes to make 9 Jellybeans right? Well, the lv2 construction option only takes up one queue space for 9 beans, which makes it and the lv3 upgrade very useful for one thing: Stockpiling while you’re away.
You aren’t likely to restart the factory exactly 4 minutes after starting a Jellybean Farm. You might be distracted, or go into a set of battles that take longer than 4 minutes. In that case, you might as well go for the lv2 and lv3 bulk options. Coming home to a ton of beans is always a happy moment.
2. Some Additional Notes
Here are some more general tips less tied to progressing the game and more towards managing your kingdom in general. Sometimes, a king must be tough on his subjects and deny their wishes. After all, the trains need to go first, since the trainmaster is an unreasonable fellow.
Meanwhile, your cookies really shouldn’t be eating flowers and glass anyway. Instead, they should be eating those XP Star Jellies coming out of those fancy new houses you just built!
The cookies in the Wishing Tree can thankfully be told to go away if you notice them asking for annoyingly difficult materials. If all your cookies start asking you for the same time consuming material in the Wishing Tree, don’t be afraid to deny them until only one is asking for the material in question.
If the materials they ask for are the kind that takes an hour or so each to make, and you don’t have the stuff you need to make those materials, then deny them. If these cookies start asking for high tier stuff that the trains are also asking for at the moment, deny them even if you can give it to them. 10 minutes for an easier order is less painful than 3 hours to fill a difficult order.
Trains Take First Priority
Unlike Wishes, you cannot simply deny a Train that asks for something painful like Lattes, Biscuit Planters or Candy Flowers. If such is the case, the trains always get first priority for difficult to obtain materials.
The trains must be kept running at all times. If you spend the time making pots then flowers for your Cookies when your train is asking for them, that train will sit for that long doing nothing. Meanwhile, it only takes 10 minutes for a denied wish to be replaced, usually with something more reasonable. Of course, the addition of [ANCIENT STARS] to the Wishing Tree Daily Rewards has made the tree far more lucrative, but it’s still tied to your number of wishes rather than quality of wishes so this still holds up.
The Great Crystal Economic Bailout Plan
So you built that Toy Store, constructed the Cotton Candy Farm. You’re in that part of the game where things get a bit time consuming. The cookies are standing outside the castle with dinner forks, birthday candles and angry slogans waiting for their lattes, root beers, and toy clouds.
Fear not, the game gives you crystals that you really shouldn’t just toss endlessly into the gacha anyway. Proper use of them can mitigate your supply problem. You likely have structures that take roughly an hour to make a single unit of material.
Upgrade their queue slots once or twice with crystals. That way, you can start stockpiling such materials in your sleep and offline times. In a day or two you should have a surplus of materials and get the trains running again.
Keep Stock Of Your Stockpile
You only have limited inventory space. After a certain level, the game starts asking for an utterly exorbitant amount of gems to upgrade your storage warehouse. This is NOT worth the gems spent, at least early on when you’re strapped for cookies. If you notice certain materials taking up too much space, don’t be afraid to sell them, or better yet use them to make higher tier materials. Or give them to Touc in the harbor!
Stuff like Wood, Jellybeans and Sugar Cubes are best kept at around 300 units. Red and Blue Jams (Jellybean Jam and Sweet Jelly Jam are their actual names, but Red and Blue are easier to remember) at around 20-30. Tools should be kept at around 30 each when possible, but this is difficult. Toy Birds at around 40 or so. Materials with long construction times should be stockpiled as hard as you can, especially at night.
Prettiness Over Efficiency? Use The Arrows
So you don’t want to follow our advice in the previous article to build all the factories next to each other. It looks ugly! I want my Jampie Diner in this spot, and surround it in chairs! I need that space for a massive pile of Sugar Gnomes! That’s no problem. There are a pair of rather hard to notice arrows on the side when you select a building. Just use those to switch from building to building not just to manufacture, but also collect materials.
Once you’ve researched Easy Goods Collection in the Sugar Gnome Laboratory though, you’ll never have to deal with this problem again and just use the arrows to manufacture. That upgrade allows one-tap collection of all materials. You’re gonna have an axe shortage for a day or so getting it though!
Between upgrading Cookie Houses, your Castle LV, upgrading Landmarks and expanding your territory, upgrading your Houses is the most useful way to spend Rarities. Each upgrade doubles the current maximum amount of Star Jellies they can produce, so even upgrading one is a big boost worthy of their rarity cost. After that, upgrading your Castle is second priority, for one simple reason. A higher level castle means more houses, and allows you to upgrade them further.
As for expanding territory, you only really need to do that if you’re running low on space to build structures, which honestly rarely happens. Or maybe you just want a more spacious, pretty kingdom, which is fair. Everyone wants a pretty kingdom. Upgrading your Landmarks is definitely dead last. The boost is pretty tiny for its cost, and only the stat building Landmarks have any appreciable power ups when upgraded.
A Rapid Climb Through Horror And Loot
This has less to do with your kingdom than the other tips, but it doesn’t quite fit the next section since those have to do more with combat tactics than planning a trip. Specifically, a trip through the Tower of Sweet Chaos. The keys for the Tower of Sweet Chaos recharge very slowly, so it’s usually best to climb several floors at once, once a week.
Certain tower floors split into two battles. It’s tempting to finish them both now, but you’re better off rushing past them to get to the chest floors with the fancy loot and high key prices. That way, you can open the chests immediately rather than run into them and have no keys to open them with, and get stuck waiting. You can come back to the floor splits you missed if you run into a level your cookies aren’t strong enough to get through yet.
3. When At War, Time Your Attacks And Stop Using Auto!
After fixing your Kingdom’s woes, you’ll find yourself back in the battlefield. Continued from our previous article, here are some additional tips for Cookie Run: Kingdom’s combat. Most of these essentially boil down to “Time your attacks properly!”, but this is a more detailed explanation telling you how to time your attacks. Maybe a few victories can distract your cookies while you stockpile to end the Cotton Candy crisis!
Know Your Cookie’s Skill Target Priorities
Certain cookies aim for certain targets based on how much HP they have, or whether or not they’re in front or the back. Always wait for your target to get in the right spot before attacking them with cookies like Vampire. There are few worse feelings than seeing Vampire or Adventurer cookie aiming their high power attacks at a weak, unimportant target.
Delay Your Attacks When Expecting A Stun Or Interrupt
If you see a charger type enemy come rushing in, hold your fire! A stun wasting your Cookie’s skill and sending them into cooldown is a wonderful way to suffer a total party kill. Either let them take the hit, or get your front Cookies to knock them out of the way with their knockback skill. Afterwards, you can nuke them while they wind up for their next stun, which normally takes a while.
Delay Your Barrage Against Enemies That Get Stronger As Their HP Gets Lower
I’m looking at you, Level 7-25. Certain enemies like the red background Nightmare-ridden Librarian (a miniboss not to be confused with the much easier to kill Nightmare Archivist boss) get more powerful as their HP decreases. You do not want to antagonize them by unleashing your damage dealer cookies’ skills too early. It might knock them to ¼ HP. They’ll wipe the floor with your party in a measly two seconds if that happens.
If you come across such dangerous enemies, use only your Front Cookies, Healers or Supports to wipe that enemy’s buddies while keeping your damage dealers alive. Then wait for a bit as your cookies soften the main target with their normal attacks.
Once the enemy is at about 2/3 HP or generally low enough that you can immediately kill them with a single skill barrage, throw everything you’ve got at them! That way, they don’t have time to take advantage of their extreme low HP power up.
Cookies Are Nearsighted
Usually, when an enemy with a particularly large sprite or a huge enemy formation appears, the screen zooms out. Cookies other than Onion Cookie and Frost Queen Cookie (Onion’s crying hits the entire screen!) can’t “see” all the way to the edge of a zoomed out screen. This causes shenanigans like Vampire Cookie hitting the middle of the enemy formation simply because the rear is out of his sight range.
When this happens, wait for the enemy to get in their positions so you can be absolutely sure your cookies hit their targets. Or if you want to be extra spicy, you can use this to your advantage by hitting a target before their rear support arrives into position to protect them!
Economy Of Force
You might be tempted to dump all your skills on that small wave of three weak mooks in front of you. Don’t do that. Overkill, while immensely fun and cathartic, is a great way to get your cookies killed in the next wave.
If you think it only takes one or two skills, or even just one skill from your Front cookie to cripple an enemy wave, use just that. You don’t want Espresso or Vampire Cookie to get caught in cooldown while a huge wave of mooks or an enemy summoner appears in the next wave.
Dual Front Is The Meta, Not A Hard Rule
In some missions (Again, looking at you, 7-25!), you need more hurt than a two front team can dish out. Especially in missions where the final wave is extremely dangerous but the rest of the mission is relatively easy, it may be more effective to bring a single front team and take up the empty slot with an additional damage dealer.
This is especially viable with Licorice on your team since he is an all rounder, but it can also work with cookies like Vampire and Rye. After all, the point of bringing a second tank or a support is to survive the main bulk of the level. If the deadly part is only towards the end, then bring more firepower to end that part quickly!
When Faced With Kamikazes, Bring Dual Healers
In Chapters 5, 6 and 8, enemies that explode themselves in your face are a common threat. Rarely is a single wave able to kill your tank, but it often leaves them vulnerable to the next. Since these guys already explode themselves, it may do you well to replace one of your damage dealers with another healer, or one of the more powerful supports like Pomegrenate, Parfait or, for this specific situation, Cotton Cookie.
That way, they can heal your front and mid fast enough to recover most damage from kamikaze waves. It also helps to bring instant knockback cookies like Princess, Dark Choco and especially Licorice with his AOE lightning bolt and mook squad to smack the kamikazes away right as they’re about to explode.
If your AOE guy is so strong he can just kill them outright though, great! Kamikazes like Somnapules and Poison Mushrooms don’t explode when your cookies kill them.
Hidden Hostile Cookies? Assume A Nuker
After a player reaches a certain PVP rank, they can opt to hide several cookies in their defense team. If the enemy’s defense lineup shows hidden cookies and you don’t see Espresso Cookie, it would be safe to assume he or a similar cookie (AOE damage dealers like Latte or Black Raisin, or worse, Sea Fairy, who is pretty much everywhere now since she’s rather old) is there. Espresso, Latte and Black Raisin are all available via Gacha Mileage, so most players have at least one of them. They are also incredibly deadly, so most players want to use them. If you go into the Arena, always expect an AOE nuker, unless the hidden cookies suspiciously line up with a modern 4-tank team. If it’s not Sea Fairy, great! You can steamroll them provided they aren’t grossly overleveled compared to you.
This goes both ways. If you have AOE units in your defense team, don’t bother hiding them. They’re the most obvious cookie pick so there is no point. Instead, hide cookies that reveal your specific strategy.
If you’re using Vampire Cookie, hide him so the enemy doesn’t know you’re carrying a healer-seeking missile. Licorice is a good pick to hide as he is also a very powerful cookie, but less common than Espresso. Pomegrenate and Eclair Cookie are also good ones to hide in case your Espresso isn’t as strong as others. That 30% ATK Buff can make the difference in a fight, but also in an enemy’s choice on whether to attack or not.
The Gingerscam (Gingerbrave, Tiger Lily, a nuker who usually doubles as a stunner, a third stunner like Cotton or Kumiho, and Almond Cookie) team has been around long enough that most people see it coming, and its cookies are so specific that seeing even just one of them, like Almond, Tiger Lily or Gingerbrave is an immediate red flag. It doesn’t make such a team any less murderous though, and people still try to fight it if they think their team is strong enough. Only to find that their Tea Knight is just underleveled enough to lose anyway!
The only time you should hide Espresso is if he’s at 4 stars above. People will still expect Espresso, but seeing a high star level Espresso is usually enough to deter enemies from attacking you. You want them to attack you so your defense team can kill them and take some Medals. Hiding a 4 or 5 star Espresso means they just expect a normal vortex as opposed to a global thermonuclear party-wiping vortex!
4. Super Mayhem: The Great War
Super Mayhem is an auto-only PVP mode where you take 15 of your strongest cookies and organize them into 3 teams of 5 each. The old rules were for 15 of your cookies to fight the enemy team until all 15 of one teams’ cookies are dead. But now it’s a slightly less murdertastic affair, with victorious teams leaving to watch on the bleachers rather than continuing until they die then calling in the next team for the flour mill. Any tips having to do with PVP work here too (Don’t even try to hide Sea Fairy, everyone knows they’re that hidden slot in Mid if they’re there at all). Here are some notes specific to Super Mayhem.
Sacrifice The Plum For The Peach
When loss is likely or inevitable, better to take the loss in a way that the rest of your forces can win. The new rules for Super Mayhem Season 3 turned it from an all-or-nothing homicide party, to a best 2 out of 3 match, with winning teams leaving after victory and becoming completely useless for the rest of the fight. This makes ordering your teams more important, especially against uneven teams.
One way to get through Super Mayhem matches, specifically against unevenly balanced teams (whether unbalanced via power level or unbalanced because they have one good comp and the other two are less good, even with roughly equal power levels), is to use this one trick from the 36 Stratagems: Take your weakest team and use them to waste the enemy’s strongest team, then use your strongest team to bully the enemy’s middle strength team, and your middle strength team to wreck the enemy’s weakest team.
In an actual war, the goal would have been to kill the weaker enemy units first so your stronger units can charge in to help your weak units kill the powerful enemy force. But here your goal is to get 2 out of three wins. By sacrificing your weak team to put the enemy’s strong team out of the fight immediately, you guarantee 2 out of 3 victories by having your stronger forces pick off what’s left.
Of course, if the enemy teams are so much more overleveled than you that none of it matters (Or their teams are evenly spread out in terms of strength), then the only thing to do is cry while feeding your Cookies more EXP Star Jellies.
Of course, your final goal for Super Mayhem is to have 3 equally dangerous teams, so the above never happens to you. After all, if all your teams are strong, then there’s no reason to worry about who goes first, barring any specific strategy you’re planning. This is typically a near endgame goal, since you’re freed to experiment with other teams more readily if you already have a maxxed out squad for the rest of the game.
Planning Around The Rules
Super Mayhem Season 2 added special rules to battles, and it is safe to assume that they’ll make different rules in future seasons. Take note of said rules when making your team comps (At least, if you have any choice power-wise). For one thing, Vampire Cookie and other rear-targeting cookies suffered back in Season 2 because the NPC enemies are placed in the rear, protecting the backline cookies from their skills (though Vampire can be useful against the third enemy team since the NPC mook protecting the third team is a notable threat rather than mere damage-wasting cannon fodder).
On the other hand, the existence of these mooks means summon-buffers like Cotton Cookie and Pumpkin Pie Cookie do better than they normally would, which says a lot considering both of them are powerful already. Once a new season pops out, read its rules, see how they affect things in battle, and plan your teams accordingly.
5. Cookie Alliance: Not Quite A Company Of Cookies
Cookie Alliance is a long, deadly mode, meant mostly for those who have multiple endgame max-level teams, though it does have something that helps newer players keep up since it’s one of the ways you can help your guildies out.
You set up 5 teams of cookies, and they run a gauntlet that extends to 60 waves, though beating wave 4 is the minimum required to get Guild Relics, of which you only get 1 (2 if you’re willing to fork over another Alliance ticket) per run, though other rewards like Time Jumpers and EXP Star Jellies increase the more waves you roll through.
Here are some notes concerning it, though honestly by the time you’re ready to beat this mode into the ground, you’re way past needing any sort of guide and likely already know the ins and outs of the game like the back of your hand.
Pay The Beacon
The Beacon of Valor is important in any attempt at Cookie Alliance runs, for two simple reasons:
First, it pushes ALL of your cookies to level 60 stat-wise if they’re below that, at least for this mode. This is the bare minimum for your cookies to do even moderately decently, and allows you to use this mode to experiment with any future PVE compositions you may have planned, though their skills will still be low level since only their stats get beefed up. Even then though, you’d do well to have your army cookies be at least level 30, so they have all their Topping slots open.
Second, even if you’re rocking 5 whole teams worth of level 70 cookies, it’s still useful since every 5 level 60 and above cookie in your army adds several seconds of Super Blast (As in, the cookies run at such speed that they instantly kill enemies they slam into, even bosses!), allowing you to violently skip multiple waves early on. Getting a high level army and turning on the beacon makes for a hilarious start to the run.
Toss your cookies’ coins into it, and let the smell of burning tax money anger your cookies such that they power through the enemy!
Combined Arms Warfare, Or A Squad Of Heroes?
You have two options for this mode if you haven’t got 5 whole teams worth of maxxed out monstrosities for your army:
You can make several evenly strong teams with each having a specific role, and swap them out every time their job comes up. Perhaps you use team 1 for rolling over mooks, teams 2 and 3 in conjunction with each other to kill bosses, and teams 4 and 5 as backup in case team 1 gets killed. You can also use those extra teams for very specific and odd scenarios like pulling out a summon spam comp against a wave made of nothing but a huge swarm of melee only enemies like bees or cake hounds, which tend to do badly against swarms themselves.
You can even have a team full of debuffers swap in with a more typical combat squad during certain fights, since debuffs stay for their duration even after the cookie that inflicted them leaves. This requires taking several runs and determining which waves or situations to swap teams in.
Another option is to make a single extremely strong team, composed of your greatest, most heroic cookies in a well-thought out squad, and have other teams mostly there to give the heroic squad time to escape from trouble, hopefully thinning out whatever gave them problems. Or even just to watch as the 5 tough guys do all the work!
One way for this is to go with double healers and use the more modern frontliners like Caramel Arrow, Wildberry and Dark Cacao for a mixture of longevity and killing power, though this is up to you since you might have your own favorite composition. The writer just suggests protein and healing since it’s a long march.
In the end though, the ideal is always going to be 5 teams of level 70 (or higher if future updates raise the level cap!) cookies , which is a long goal to gun for.
And this is the end of our progression and battle guide for Cookie Run: Kingdom. We hope this helps to keep your cookies happy and your economy intact. If you have more tips or strategies for the game, feel free to share them with us in the comment section!