CRK Champions League Guide: Victory Points and Cheering
Cookie Run: Kingdom's cross-server Champions League went live on November 11 (GMT+9). Here is how Victory Points are actually scored, why a big win can be worth almost as much as the win itself, what the locked-defense rules mean, and how Cheering and the two League currencies work.

Kingdom Arena ranks you against your own server. The Champions League puts the top Arena players from three servers into one bracket, and it scores battles differently enough that ladder habits will cost you points. Our v7.10 update guide announced the League and laid out who qualifies. This post answers what that one couldn't, because Devsisters published the rest in the November 4 Update Notice: how Victory Points are scored, what you can and can't change about your defense, and how Cheering and the League's two currencies work.
Every rule below comes from that notice unless it says otherwise. Totals we worked out ourselves are labelled as our arithmetic.
Where the League stands
The League started November 11, 2026 at 00:00 GMT+9, which is November 10 at 15:00 UTC. The notice says it runs for 7 days. It does not publish a start time for each round, so read the round timers in the game rather than guessing them.
It is in progress as this is written. Nothing here describes results, standings or how any round played out.
Who plays where

Entry is decided by your rank in your server's Kingdom Arena season:
| Arena rank on your server | Where you start |
|---|---|
| #1–2 | Seeded straight into Main Round 2 |
| #3–30 | Main Round 1, cross-server |
| #31–100 | Qualifier Round, against your own server |
| Below #100 | Not competing; see Cheering below for who can cheer |
Qualifier groups are drawn at random from players on the same server, and only the top player in each group advances. The Main Rounds pool three servers together, and the notice says groups are balanced by server and rank so top players, or players from one server, don't bunch in one group. Main Rounds 1 to 3 narrow the field to four finalists, who are ranked #1–4 by their final Victory Points.
The October 21 notice ties the top 30 to Grandmaster 1, the tier our Kingdom Arena guide lists as the top 30 players on a server.
How a round runs
Each round moves through four phases in a fixed order:
- Tallying and Group Setup
- Defense Setup Phase. Set your defenders. You can reset them as often as you like until the phase ends.
- Reveal.
- Attack Phase. You fight the defense team of each player in your group up to 3 times.
The line to remember from the Attack Phase: any attempt you don't use counts as a loss when the phase ends. In Kingdom Arena, skipping a fight costs you nothing. Here it does.
Battles use Kingdom Arena's rules: the same Cookie HP and Healing, starting skill Cooldowns, battle time and DMG buffs. The Featured Cookie buff from the previous Kingdom Arena season carries over. For Dreaming Miracles 1, cookierun.wiki lists that as ATK in Arena +8.0% for Lychee Dragon, Ananas Dragon and Pitaya Dragon Cookie. The overtime rule added on October 21 applies too. The patch notes and the October 21 notice's draw section call it overtime, and both notices' Champions League sections call it Sudden Death, but it is the same rule. After 1 minute 30 seconds, 15 seconds of overtime begin with no skills and no revives. Our v7.10 guide has the full rule.
Victory Points: the margin matters
Group rank is decided by Victory Points, and attacks and defenses pay the same:
| Result | Attack | Defense |
|---|---|---|
| Victory | 300 | 300 |
| Draw | 80 | 80 |
| Defeat | 60 | 60 |
A winning attack also earns a bonus:
- 30 Victory Points per surviving ally Cookie when the battle ends. Cookies waiting on a Revive count, and some Safeguarded Cookies don't.
- 1 Victory Point per 1% on the HP bar at the top of the battle screen. The notice's example is 25% HP remaining for 25 points.
The notice warns the values may change for balance. At the published numbers, our arithmetic:
| Attack outcome | Victory Points |
|---|---|
| Win with all five Cookies standing at 80% HP | 300 + 150 + 80 = 530 |
| Win with one Cookie left at 10% HP | 300 + 30 + 10 = 340 |
| Draw | 80 |
| Loss | 60 |
The gap between those two wins is 190 points. The gap between a scrappy win and a loss is 280. How you win is worth nearly as much as whether you win. A comp that wins most of the time but loses three Cookies on the way can finish below one that wins slightly less often and walks out with five.
Two smaller points follow from the table. A draw pays only 20 more than a loss, so playing for a stall gets you almost nothing. And because a loss still pays 60, a long-shot attack still pays something. The notice doesn't say whether an unused attempt also pays the 60 or pays nothing, but either way it can't beat a real attempt.
Ties are broken in this order: wins in the Attack Phase, then the opponent's win history, then your previous Kingdom Arena season ranking.
Defense is a snapshot, and nothing is hidden
Two Champions League rules break the habits a Kingdom Arena defense is built on.
Your defense is frozen when you set it. It saves your Cookies, Toppings, Beascuits, Topping Tarts, Power and battle effects as they are at that moment. Upgrades, Topping swaps, preset changes and Kingdom Landmark changes made afterwards don't apply for that round. Nicknames, profile images and levels are saved too, so other players see the old ones. The order matters: finish upgrading first, then set the defense.
If you set nothing, the game picks for you:
- The first round you enter uses the defenders saved when the Kingdom Arena season ended.
- Later rounds use your last saved defenders.
So the defense you left on the ladder at the end of Dreaming Miracles 1 is your fallback. It may not be the team you'd choose against a pool from three servers.
All Cookies and Treasures on a defense team are revealed in the Attack Phase. The notice says all other Arena blind rules still apply, but this one is gone. Kingdom Arena lets you hide one Cookie from Master 5 and two from Elite 5, and our arena defense teams guide builds part of its advice around them. None of that works here. Every attacker sees your full five and your Treasures before choosing a counter. A defense that relied on a hidden piece needs to hold up when it's visible.
Defense results land immediately. Victory Points apply right after each battle, and results from the other servers show up straight away.
How Cheering works

Only the top 100 on each server compete. Cheering is the League's side game for players not fighting in a round:
- Who can cheer: the notice says "only players eligible for the Champions League who are not competing in that round". It doesn't define eligible. That could mean every player who can open the mode, or only the top-100 entrants who are sitting a round out (eliminated, or seeded players waiting for Main Round 2). The October 21 notice says "everyone can follow" the battles, but following is not the same as cheering. Open the mode in your own game to see which applies to you.
- Where: each round you're randomly assigned one group to cheer for. You can view the other groups but can't cheer in them.
- When: cheering opens when a round's Attack Phase begins and closes 3 hours before that Attack Phase ends. It starts from the Qualifier Round.
- How: pick a player and choose how many Cheer Coins to stake. You can split coins across several players and change picks freely until cheering closes.
- Payout: a cheer succeeds if your pick advances to the next round or wins the Finals. A successful cheer returns your coins and may grant extra.
- Getting coins: you receive a set amount by visiting the Champions League during each cheering period. If you don't open it during that window, you get none for that round.
The Korean screenshot in the notice adds detail the English text leaves out. Its steps read: 1,500 Cheer Coins at the start of a league you're eligible for; leftover coins carry into the next league; coins staked on an eliminated pick are lost; and a Champion reward is paid whether the cheer succeeds or fails. The screenshot carries a "pre-season" label, so treat 1,500 as a guide, not a confirmed English-client number.
The strategy is simple. In a Qualifier group only one player advances, so a cheer is a bet on the group winner. Spreading coins across two or three plausible winners loses less when an upset happens. Above all, open the League once every round. The coins only arrive if you visit during the cheering window.
Champion Coins and the shop

Cheer Coins and Champion Coins are different currencies. Cheer Coins are what you stake. Champion Coins buy items in the Champions League Shop, and you earn them from participation rewards and Cheering Rewards. The notice says the Champion Coins from cheering depend on whether your pick succeeds.
The English notice doesn't list the shop's stock or prices, and cookierun.wiki has no Kingdom Champions League page yet (its "Champions League" pages cover OvenBreak). The screenshot shows a stocked shop with per-item prices and stock limits, but it's a Korean screen, and the notice's other Champions League screens carry a pre-season label, so we're not copying item prices from it.
One participant benefit is confirmed. Everyone who plays in the League, Qualifier players included, has their Trophies reset to 2,000 at the start of the next Kingdom Arena season. 2,000 Trophies is the Master V threshold on the ladder in our Kingdom Arena guide.
What the notice does not tell you
These gaps are worth knowing before you plan around the League:
- Round start and end times. Only the overall start (November 11, 00:00 GMT+9) and length (7 days) are published.
- Group size, so the total number of attacks you'll have in a round.
- Reward tables for participation, placement and Cheering, and the shop's English stock list.
- Whether the League repeats. The October 21 notice says Arena seasons end a week early "for the Champions League" and that Dreaming Miracles 2 returns to four weeks. Neither notice gives a date for a second League.
- Which season seeds it, in so many words. The notices say "each server's Kingdom Arena season". The default-defense rule points to the season that just ended, which for this first League is Dreaming Miracles 1.
Quick Action Checklist
- Qualified? Finish your upgrades, Topping swaps and Landmark changes before you set your defenders. Later changes don't count for that round.
- Build a defense that works fully visible. Cookies and Treasures are revealed, so Hidden Cookies won't help.
- Use all 3 attempts on every opponent. Unused attempts count as losses.
- Attack with the comp that wins cleanly, not only the one that wins most. Surviving Cookies (30 each) and remaining HP (1 per 1%) add up to 250 points per win.
- Don't play for draws. A draw pays 80 against 60 for a loss.
- Able to cheer? Open the Champions League once every cheering window, or you get no Cheer Coins for that round.
- Cheer before the cutoff. Cheering closes 3 hours before each Attack Phase ends.
- Spread your stakes in Qualifier groups, where only one player advances.
Frequently Asked Questions
How do Victory Points work in the Cookie Run: Kingdom Champions League?
How many times can you attack in the CRK Champions League?
Can you hide Cookies on defense in the Cookie Run: Kingdom Champions League?
How does Cheering work in the CRK Champions League?
When does the Cookie Run: Kingdom Champions League start and who qualifies?
What do you get for playing in the CRK Champions League?
Keep Reading
- CookieRun: Kingdom — November 4 Update Notice (official: Champions League schedule, round structure, Victory Points, defense rules, Cheering, Champion Coins, Trophy reset; also Ep. 14 and Golden Harvest)
- CookieRun: Kingdom — October 21 Update Notice (official: Champions League announcement, Grandmaster 1 top-30 entry, Kingdom Arena battle rules and Sudden Death carry over)
- Cookie Run Wiki — Patch Notes 7.10: Dreaming Miracles 1 dates and the Kingdom Arena overtime rule (applies to Champions League)
- Cookie Run Wiki — Kingdom Arena: Dreaming Miracles Season 1 Featured Cookies (Lychee, Ananas and Pitaya Dragon, ATK in Arena +8.0%) and the Master V 2,000-Trophy threshold
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