Learn the game
Short guides, in order. New to RAID? Read New to RAID from the top - each guide ends with a link to the next one. Already playing? Jump to the part you need.
New to RAID
The first weeks, every currency, summoning and how a champion grows.1Your first weeks in RAIDA calm, step-by-step plan for new players - what to focus on early, in the middle and late, and which mistakes to skip.2Your daily and weekly checklistA short, ordered routine for each day, week and month so that no free reward goes to waste.3Currencies and resources explainedWhat silver, gems, energy, shards, keys, potions, tomes, scrolls and the rest are for, and where each one comes from.4Shards, summon chances and the mercy systemEvery shard type, its published chances, how the mercy system protects against bad luck, and what summon events actually change.5Making a champion strongerEvery way a champion grows - level, rank, ascension, awakening, empowerment, skill books, masteries, gear - and a sensible order to do them in.6Building your first teamHow to think about roles, speed, buffs, debuffs and leader auras - and how to use this site's filters to find the champions a team is missing.
How combat works
Stats, speed, damage, accuracy and debuffs - the rules behind every fight.1Every stat explainedWhat HP, ATK, DEF, SPD, C.RATE, C.DMG, RES and ACC really do in a fight, how bonuses add up, and what to aim for.2Turn meter and speedHow SPD fills the turn meter, who acts when several are ready, what extra turns and meter boosts do, and how speed tuning works.3How damage worksThe chain every hit goes through, from the skill multiplier to DEF, crits and debuffs, plus poison, percent-HP damage, boss caps and reflects, with a worked example.4Landing debuffs: Accuracy vs ResistanceThe checks a debuff passes before it sticks - the skill's own chance, immunities and blocks, then ACC against RES - with the exact curve, a table of landing chances and what "Blocked" really means.5Affinities: strong, weak and glancing hitsWhich affinity beats which, what a good or bad matchup really changes (crit chance, crushing and glancing hits, lost debuffs), with the exact odds and a table of average damage.6Skills, cooldowns and auto-battleWhat A1, A2, A3, passives and auras are, exactly how cooldowns count down (including stunned turns and extra turns), what skill books change, and how Auto really picks a skill.7How buffs and debuffs workWhen buffs and debuffs lose their turns, how same-kind effects stack or replace each other, the limit of 10, what removing, stealing and spreading do, protected effects, and Block Damage vs Unkillable vs Shield.
Gear
Slots, stats and sets - how to gear a champion.1Gear basicsThe nine gear slots, which main stats each can have, how rarity and star rank shape a piece, how upgrading and substats work, flat versus percent, and where gear comes from.2What stats each champion needsHow to decide which stats and sets to chase on a champion - speed first, then accuracy, crit, the scaling stat and resistance - and how six pieces are split into set combinations.3Accessories, glyphs and gear ascensionWhat the ring, amulet and banner add, how glyphs polish a substat, how ascending gear with oil and extracts gives a permanent bonus stat, and what the Forge does and does not do.
Grow your account
Masteries, the Great Hall, blessings, relics and every other boost.1MasteriesWhat masteries are, how to unlock them, all 66 of them by tree and tier, and which ones usually suit which kind of champion.2Great HallThe Great Hall gives every champion of an affinity permanent stat bonuses; this page lists the game's table for each of its ten levels and how to spend your medals.3Where your champion's stats come fromEvery source that feeds a champion's stats - base, gear, sets, masteries, Great Hall, arena rank, guardians, empowerment, blessing, relic, leader aura - how they add up, and a worked example.4Faction GuardiansPark spare copies of a champion as guardians and every champion of the same faction and rarity gets permanent stat bonuses; here are the five slots and what each gives.5BlessingsHow a champion gets a blessing, the stats each awakening level adds by rarity, and all 30 blessings grouped by divinity.6Relics and gemstonesWhat a relic is, where relics come from, how rank and level make one stronger, how gemstones fit into sockets, and how to choose one for a champion.
Game modes
What each mode asks of your team, and what it gives back.1Campaign and farmingHow the Campaign is laid out, what each difficulty costs and pays, how stars work, why Brutal 12-3 is the classic farming stage, and where to spend energy once the Campaign is done.2Dungeons: what each one drops and how to beat itA quick table of what every dungeon gives, then one short section per dungeon - drops, what its boss does and what your team needs.3Faction WarsHow the faction crypts work - one team from one faction, 21 stages, stars, the glyphs and Forge materials they pay, and what Hard mode adds.4Doom TowerHow the Doom Tower is laid out - floors, monthly rotation, bosses, secret rooms, keys and what each part pays - and what Hard mode changes.5Clan Boss (Demon Lord)How the daily Clan Boss fight works - difficulties, keys and chests, what the boss does, and the team types, buffs, debuffs and masteries that matter.6HydraHow the weekly Hydra clan boss works - six champions, four heads at once, three keys a week, chests by damage - and what a team needs to survive its heads.7ChimeraWhat the Chimera is today - the clan boss with four forms, a 65-turn limit and a weekly key pair - how its trials and chests work, and what a team needs for each form.8Arena: Classic, Tag Team and LiveThe three arena modes explained - how each fight works, what tokens and keys they use, how tiers give a permanent stat bonus, what they pay, and what a good arena team needs.9Clans, Siege and clan activitiesWhat joining a clan gives you - the three clan bosses, the Clan Shop and the Siege - and how Siege works: the fortress, the buildings, Florins and Mana Orbs, and what each member does.10Events, tournaments, fusions and other modesThe modes that sit outside the daily routine - Cursed City, Grim Forest, event dungeons, tournaments and champion fusions - what each is for, how they are scheduled, and how to prepare.