Updated Guide to King’s Raid
Effective Methods to Acquiring Gear 17
Successful Solo T8 Dragon Raids 19
Royal Underground Labyrinth 25
Miscellaneous Topics of Relevance 26
Unique Weapons and Treasures 28
Calculating What is Optimal Gear 41
Contents
- 1 Starting out
- 2 Team Composition
- 3 Making your team
- 4 Progression
- 5 Daily Schedule
- 6 Miscellaneous Topics of Relevance
Changelog
2019/06/07
- Inception of the new guide
2019/07/14
- 3 star ticket is now found in Missions rather than login rewards
- Fixed text in Conquest section due to removal of hell mode
- Minor text fixes
2019/08/31
- Mention of dispatch in dragon raids
- Addition of Dekaris as a potential option for support
- Included Kirze as a free magic dealer
- Changed text for royal underground labyrinth
- Added a section for guild war
About Me
Hello, this is /u/SuzakuRupturePrince. Not going to go on too much about who I am but I am including my Reddit username here just so you know who to contact for questions, complaints and criticisms. To put it simply as to why this document exists, the old guide was outdated so I got permission to edit it but instead I just wrote a whole new guide because there was too much not covered in the first guide. Some parts have been taken from the old guide however because I was initially trying to just edit it.
Special thanks to all those who worked on or contributed to the first beginner’s guide even if their work is not in this guide:
/u/Suzukinobuko
/u/MEiiYo
/u/Pearlite
/u/redria7
/u/DeerFurMe
/u/Shirayukii039
/u/Kwissss
/u/Siigari
/u/danksmeme
Karapian#2001
/u/Siigari
/u/TraceBuffalo
/u/ChouChouXD
/u/cpp_is_king
/u/WaifuMasterRace
Starting out
What is King’s Raid?
Waifu simulator. Husbando collector. Epis/Maria/Reina bewb physics simulator. Okay I’ll stop LOL. At its core, King’s Raid is a Korean RPG game developed by Vespa released in February of 2017. You develop a core team of usually 4 heroes through farming for gear, level and awakening (evolving). All heroes are recruitable for free however this is a gacha game where you can use currency to roll for special gear. Although there are play-to-win (P2W) elements in this game, this game is considered to be very free-to-play (F2P) as the developers are very generous with rewards.
Unlike most other gacha games, there is no need to reroll accounts since you have the ability to recruit all heroes in the game. You also have the ability to destroy special gear that you do not need to create the gear of your choice. In general, you will find that rerolling accounts to take advantage of early summons is not worth the effort since progression in the game is more dependent on the choices you make rather than being lucky with pulls. Reaching endgame in this game is very doable without spending any money while spending money is largely only a means to speed up progression.
As for gameplay, it revolves around a “Semi-manual” battle system, where your characters auto-attack enemies automatically while you input specific skills to use at certain times in the battle. You will also have the option to leave the game on full auto in which heroes will use automatically use skills whenever available.
King’s Raid Slang and Terms
Here are some slang or terms that are constantly being used within the community that you may want to get familiar with:
- PvE (Player versus Enemy): battling the computer controlled monsters (mainly adventure mode and the like).
- PvP (Player versus Player): battling another player, either with offline computer controlling the team (although it is computer controlled, it is still another player’s team) or with another player in real time.
- AoE (Area of Effect): skills that does damage in a large area and have the potential to hit multiple enemies
- UW (Unique Weapon): Powerful weapons only equippable by the designated hero.
- UT (Unique Treasure): Items only equippable by the designated hero that provide health and enhances a skill for the hero in question. They are commonly denoted by UT following with the skill number it enhances (UT1, UT2, UT3 and UT4)
- S[#]: Skill [number] – Each hero possess three active skills. From left to right, they are numbered Skill 1, Skill 2, Skill 3, and Skill 4 (also known as the passive skill)
- DPS (Damage Per Second): How fast your hero is at doing damage. The higher the better.
- Amp(lification): Generally speaking, it refers to one hero’s ability to improve another’s DPS. It can also specifically refer to the total amount of “% increased damage taken” debuff the hero can apply. If used in this sense, there are other forms of buffing/debuffing that will lead to improving your team’s damage output.
- Shred: The ability to reduce the enemy’s defence.
Tutorial
REMINDER. Make sure that the setting “skill camera” is turned off. What it does is it zooms in on each hero every time they use a skill and it is obnoxiously annoying to watch. You find the option in the top right corner menu -> game settings -> battle option.
Starting in adventure mode chapter 1, you are to go through the game tutorial which teaches the basics on how to play the game including skill usage, gearing and enhancing. If you are new, it is recommended to not skip the tutorial. The story is one of the great aspects to the game so feel free to follow through it if you are interested. For now, your goal is to just get through chapter 1 in order to gain access to all “modes” in the game.
While clearing chapter 1, you will receive a few that will help you along the way to make clearing easier. You are given 4 heroes to start out with: Kasel, Frey, Cleo and Roi. Unlike most other gacha games, the starting heroes you get are very competitive to use in the endgame meaning it is not a bad idea to continue using them throughout the whole game. However there is a huge selection of heroes available so feel free to use whoever you want. There will be more on team building later. Upon clearing ch 1-5, you will unlock the beginner login gifts. By logging in for 15 days, you will receive a set of items that will help you with progression. On the first day, you will receive Mirianne, a 3 star assassin. Since at this point all your heroes are 1 star, swapping out Roi to use Mirianne is recommended due to having superior base stats. This will help you clear chapter 1 just a little bit faster. Do not forget to turn on “AUTO” mode and 1.5x speed.
If you haven’t done so already, you are given a free name change which can be used in the upper left corner where your avatar icon is found.
Once you have finished all of chapter 1 and moved onto chapter 2, you will be granted access to use the portal. This allows you to quickly travel to different areas of the game. First thing to do is immediately go to the Orvel castle to get another free hero, Clause. Including Selene, who you will receive on the 8th day of login, these are the 7 free heroes that the game gives out. Since you are only allowed to use 4 heroes at once, now would be a good time to go through team composition.
Upon unlocking Tower of Ordeals, which can be done by awakening a hero to 5 stars, you will be required to complete a series of trials at the tower using a cat girl named Kirze. Once completed, you will recruit her for free. She is another option for a magic dealer if you so choose. She excels in other aspects but she is comparable to Mirianne.
Team Composition
This is probably the most important part of the guide. Most questions that I see on forums are “Is my team good?” “Help me with my team build!” “Who should I build next” “Help me I’m a dumb whale who has money but no brains!” Well, this is the section you are looking for. I want to emphasize that this guide is focused more on the PvE aspects of the game, considering the meta for PvP shifts more drastically than that of PvE.
If after reading this section and you still have questions about team composition (“I run W, X, Y, and Z, is this good for PvE,” or, “I want to get A, who should I replace among B, C, D, and E?”). Please ask it on the Daily Question Thread on the r/Kings_Raid subreddit. That is not only the proper place, but the better place to ask those questions since there are so many details regarding this topic.
Damage type synergies
A standard team composition will usually consist of heroes that contain the same type of damage, either physical damage or magic damage. The reason for this is to take advantage of the “synergy” that can be created in team compositions. As a result, full magic teams or full physical teams are favored over “mixed” teams, which contain both magic and physical. To elaborate, synergy refers to specific damage-type amplifications (commonly referred to as amp). Magic damage heroes will usually amplify magic damage dealt onto enemies while physical will only amplify physical damage. If you were to use a mixed team, then you will be missing out on this potential damage amplification.
The exceptions to this rule are heroes under the “priest” class. Most priests are magic damage heroes however they usually provide offensive and/or defensive buffs that are beneficial to both damage type teams. Although there are physical damage priests, you are not limited to only picking physical damage priests for physical teams. This is also true for magic teams using only magic damage priests. Specific damage-type amplification is not the be all and end all when it comes to team composition. When picking a support, you should be more concerned about their utility (shield, cleanse, buffs, etc…) as a whole.
Physical vs Magic
If you are wondering whether you should use a physical or magic team, the best way to go about this is to pick your main dealer (see below) and then just build accordingly to the damage type that they are. While there are different advantages to using one type over the other, the game is designed so that everything you do want to do can be done with either damage type. The meta is also very susceptible to change with the release of new heroes.
Team Framework
Although there are content in the game that allows up to 8 heroes to be used at once, the majority of the game is played using a team of 4. As such, the recommended assigned roles when picking a starting team is modeled as follows:
Main dealer (Main DPS): the unit who will do most of the damage in your team
Support: often occupied by a hero in the priest class; focuses on healing and keeping your tank alive
Tank: often occupied by a hero in the knight class; your teams frontline whose main purpose is to soak up all aggro in order to protect the rest of your team. Usually when a tank dies, your whole team will die within seconds.
Sub-dealer (Sub DPS): widely used as an umbrella term for whoever is filling your 4th spot in your team. Despite its name, you are often not concerned about the amount of damage they do themselves but what utilities they offer. The main purpose of this role is to fill the gaps and weaknesses found in your other three heroes. This means that it could very well be another support or another tank. It is highly advised for a beginner team to bring someone with heavy Crowd Control (CC).
Classes
As you may have noticed, all Heroes fall under a certain category or class. There are currently seven different classes in King’s Raid (the roles that they usually fill are listed to the right): Knights, Warriors, Assassins, Archers, Mechanics, Wizards and Priests. The only thing to note about these classes is the support role is exclusive to priests and one exception (Annette). Also, tanks are primarily knights but can be warriors, however they are not as efficient.
Making your team
Your main dealer
Before continuing with the game, it is best to plan which heroes you want to use, especially who your main dealer will be. This is because you will pool most of your resources (your “love”) into your main dealer in order to maximize their damage potential. The main dealer spot is usually chosen first in order to determine what damage type the rest of your team will be for the sake of synergy. Although there are different strengths and weaknesses to each dealer, I encourage you to pick whoever appeals to you most. If you are concerned about meta picks, then go ask the subreddit’s daily question thread for updated advice.
Just to list a few, the following are dealers that are easy to use for beginners:
Magic – Epis, Mirianne, Ezekiel, Theo, Artemia
Physical – Selene, Lakrak, Reina, Nyx, Requina
As a final warning, if you are concerned about meta picks, go and ask around about who to use. It is not common for players to regret not picking X hero since they feel entitled to being able to do everything in the game. Every hero in this game is usable and you can do 90% of content with them; just don’t expect to do the most challenging content or topping rankings. If you aren’t so concerned about meta picks and want to play casually, then simply choose whoever you like but be aware of what their flaws are.
Team Templates
When starting out, you can simply use Clause, Mirianne, Cleo and Frey to go through all of chapters 1 to 6. As you complete each chapter, you will receive hero selector tickets which allow you to receive additional heroes and create your “endgame” team of 4. Replace heroes that coincide with their roles as you see fit. For reference, Clause is your tank, Cleo is your sub-dealer (not really one), Mirianne is your main dealer and Frey is your support.
For planning ahead, the heroes that are available with each ticket are:
2 star hero ticket (obtained by clearing chapter 2) – Gau, Lakrak, Kaulah, Epis, Selene, Miruru, Lorraine, Dimael, Demia, Reina
3 star hero ticket (obtained in Missions -> Side Missions -> Clear Chapter 3 Boss) – Phillop, Maria, Rephy, Naila, Rodina, Morrah, Baudoin, Pavel, Jane, Leo, Fluss, Luna, Aisha, Laias, Arch, Nyx, Annette, Tanya, Mitra
5 star hero ticket – Gau, Lakrak, Kaulah, Epis, Selene, Miruru, Lorraine, Dimael, Demia, Reina, Phillop, Maria, Rephy, Naila, Rodina, Morrah, Baudoin, Pavel, Jane, Leo, Fluss, Luna, Aisha, Laias, Arch, Nyx, Annette
Aside from the free heroes and the 3 hero tickets you get through progression, the ways to get more heroes are by purchasing them with rubies or by recruiting them in the Heroes Inn. These methods are especially vital since the selections from the hero tickets are limited to old heroes only. The drawback to relying on these methods is that they are limited. I would only recommend doing them one each in regards to your starting lineup. Make sure to plan your team ahead of time so you know what to expect. I cannot stress this enough.
The following are two example templates for making teams. Since the game provides you both a solid physical dealer and a solid magic dealer with their unique weapons for free, these examples will work around taking advantage of them. Popular alternatives to roles other than main dealer will also be discussed here.
Magic team
If you are using tickets and free heroes only, you can achieve a solid main team consisting of
Tank: Jane (3 star selector ticket)
Main dealer: Mirianne (day 1 login gift) or the dealer of your choice
Sub-dealer (focused on heavy CC): Lorraine (2 star selector ticket)
Support: Frey
If you don’t want to think too much about team composition, this template lineup is good enough to start and take you to mid game, where you begin to fully invest into units, or even end game. You are also free to change who you want to use as a main dealer with little consequence.
The 5 star selector ticket can also be used to get a support such as Rephy, Annette*, Laias or Kaulah in place of Frey depending on your preference
Annette is one of two heroes that are not a priest but is classified as a support. She has a heal, she has magic amp and most important of all, she grants your whole team CC immunity (very very valuable buff). Because she is the one-in-all package, she is currently the best choice for a support in a magic team. That said, she does require a minimum level of gear (her UW and her UT3) to be useful meaning she is lackluster in the early game compared to other supports. While you could hold out on getting her immediately, do note that you will eventually want to get her.
Dakaris is also classified as a support because he has the ability to heal your party despite being a wizard. While not as useful as Annette in PvE, he is an option you can consider if you prefer him but do note that he is not available through the tickets.
For tanks, all magic damage knights are all viable options but due to being very beginner friendly, the two most recommended knights are Jane and Neraxis. Jane is considered the offensive tank who focuses on amplifying your teams damage with little investment, while Neraxis is the defensive tank who focuses on keeping the team alive. Just note that Neraxis is not available through the tickets.
As for the sub-dealer, Lorraine is the most popular option but other options are Viska, Maria and Pavel. Remember that this slot is very flexible so you can do something like 2 supports (Rephy + Annette) or 2 tanks (Jane + Neraxis).
Physical Team
If you are using tickets and free heroes only, you can achieve a solid main team consisting of
Tank: Clause (given upon clearing chapter 1)
Main dealer: Selene (8th day login gift) or the dealer of your choice
Sub-dealer (focused on heavy CC): Miruru (2 star selector ticket)
Support: Frey
If you don’t want to think too much about team composition, this template lineup is good enough to start and take you to mid game, where you begin to fully invest into units, or even end game. You are also free to change who you want to use as a main dealer with little consequence.
The 5 star selector ticket can also be used to get a support such as Rephy, Laias or Kaulah in place of Frey depending on your preference. Another popular support to use is Medianna since she is a physical damage priest but not absolutely vital. Just note that Medianna is not available through tickets hence why I personally would not prioritize her. There are other physical priests available in the game but they are not beginner friendly.
For tanks, your options are Clause, who focuses on defense, Phillop, who focuses more on offense, and Glenwys, who is a mix of offense and defense. Other physical damage knights such as Ricardo and Demia are also usable but keep in mind they are more focused on PvP. Just note that Glenwys is not available through the tickets.
As for the sub-dealer, Miruru and Naila are the most popular options but other options are Gau and Priscilla. Two tanks is also a very popular team for physical teams so Clause + Phillop is not a bad idea.
Hybrid team?
The simple answer to this is anything goes, especially for a waifu/husbando simulator such as this game. The only content in the game where synergy is especially important is boss content, since your goal is to do as much damage as possible. For the most part, general PvE is easy enough to do where you do not need the damage amplification to clear them. Just make sure you are aware of the disadvantages if you plan to go hybrid.
Progression
There are huge difficulty walls upon reaching chapter 7 and then again on chapter 8. While you are advancing through the early chapters, try to keep the level of your team at the same level as the enemies you are facing. Also make sure to awaken your heroes accordingly since the level cap of your hero raises with each awakening. If you are using heroes that are not part of the main team you planned out, do not hesitate to get them to 5 star awakened, which brings the level cap to 70. The amount of resources used to do so is relatively small compared to fully transcending a hero.
If you are playing at a face pace, then you can beat chapter 6 in 2-3 days but there is no shame to playing casually and takings weeks. Upon reaching chapter 7, you will have to grind a lot for gear to reach the point where your team can fight safely and efficiently. Although you could try to attempt continuing at your current level, you will eventually have to grind anyways.
The following are things you will be doing to raise your team’s strength:
- Awakening and transcending your team
- Upgrading skills with skill books
- Levelling your team to 90
- Grinding dragon raids for gear
Awakening and Transcending
Heroes can be upgraded to be stronger through awakening and transcending. After awakening a hero to 5 star, you can continue upgrading through transcending. Awakening heroes will increase the base stats your hero while transcending will allow the hero to apply perks onto themselves. The level cap of the hero also increases by 10 every time you awaken/transcend, capping out at level 90 upon reaching transcendence level 2 (denoted as T2). The most you can transcend is 5 times (denoted as T5).
Upon reaching T5, the last transcendence, you will have a total of 80 TP to use. These perks can be used to further improve your heroes. You can further increase this limit to 95 through the use of “Transcendence Attribute Point”. This item is given through participation in events and login gifts. You can also buy a limited amount in the special shop (not recommended). Since these items are very rare and seldom come, do not worry about getting them for your whole team. Just know that they exist and it is usually best to prioritize giving them only to your main dealer.
To awaken and transcend a hero, you will need fragments, essences and stones of infinity. Fragments can be farmed daily by doing Upper Dungeons up to 3 times per chapter everyday. Upon clearing a new chapter, you will gain access to a new upper dungeon. Clearing each upper dungeon in their respective chapter will give the following number of fragments:
Ch 1 | Ch 2 | Ch 3 | Ch 4 | Ch 5 | Ch 6 | Ch 7 | Ch 8 | Ch 9 |
17 | 19 | 20 | 22 | 24 | 25 | 27 | 34 | 42 |
Essences are crafted with 10 fragments of the respective color. Stones of infinity are crafted using 1000 “fragments of infinity” which are crafted from 10 normal fragments of each colour.
Although farming for fragments is time-gated, there are seasonal events called “Central Orvel” where you can indefinitely farm for fragments so long as you have the stamina for it. It is highly recommended to take advantage of this event whenever it comes.
Since awakening materials come in limited supplies, you will want to transcend your team in an efficient manner. The general idea is to transcend all members to a baseline of T2 to be able to reach level 90 and then prioritize your main dealer to T5 before anyone else. You should also consider if a hero needs a particular milestone to optimally function. For example, Miruru wants to be T3 to become a CC machine.
Stockade
By clearing the stockade up to 3 times a day, you can obtain skill books used to upgrade your heroes skills. After recent updates, you can now pick whatever class dungeon you want to attempt instead of it being on a cycle which helps greatly in speeding up this process.
Conquest
After you reach around the middle of Ch. 2, you’ll run into your first Conquest dungeon. These dungeons give out a lot of EXP, along with EXP potions as loot. Increasing difficulties increase the amount of EXP gained. Like upper dungeons, clearing new chapters will grant access to higher level Conquests which gives more EXP per run. If you still want to grind for levels, there are specific stages in each chapter (6-11 for example) that grant a boosted amount of experience. Whenever you are doing Conquest or grinding for levels, make sure to use the EXP Hot time (found in Mission -> Event Mission) and any Exp scrolls you have. All sources of EXP boost stack except 1 day EXP scrolls and 7 day EXP scrolls. Instead using those two will extend the duration of each other. If you have a 1 day scroll, a 1 hour scroll and EXP Hot Time, you can reach 300% increased EXP which greatly speeds up this process.
Although the goal is to eventually reach level 90, you do not need to completely commit to grinding for levels. Grinding for gear is the most time consuming and part of the mid-game so it is best to start working on that as soon as possible.
Gear
This is the second most important section of this guide so as a warning, it will be quite long. Gear is what makes up like 90% of a hero’s potential. By acquiring a solid gear set for your main dealer, their DPS can jump upwards of 10 times of what they are doing without gear.
Gear Options
Upon acquiring a piece of gear, the gear will come with up to 4 lines of gear options. Similar to most other RPGs, these gear options are randomly determined from a pool of available stats. Green gear comes with 1 line, blue with 2, purple with 3, and red and yellow with 4. In the beginning of the game, you don’t care that much about lines. Use whatever you find as you progress. Upon reaching chapter 7, anything that is not a yellow (legendary) gear has no value. Despite the name, legendary gear is very easy to obtain and you will be constantly farming for it.
Gear also comes in different tiers that goes up to 8 (denoted T8). They are dropped by the respective tier of dragon which increases in difficulty per tier. The stats provided by the gear increases with each tier so naturally the goal for mid game players is to work towards acquiring T8 gear by beating T8 dragons. There is a big difference going from T6 to T7. Gear that are T7 and up essentially follow a completely different system in what kind of gear options can be rolled. To summarize:
- T6 and below follow the “old” gear system where you cannot roll duplicate gear options on the same piece of gear. For example, you cannot have one piece of gear with 2 lines of attack
- Starting from T7 gear, the “new” system removes this limit meaning it is now possible to have a piece of gear with 4 lines of attack
- Along with the limit being removed, the pool for gear options has been increased meaning that new stats are available to be acquired
Due to this new system, the potential for increasing your DPS has improved since you can efficiently gear accordingly to each hero’s needs. It is however much harder for good gear to be dropped because there are more combinations for gear.
“Perfect” Gear
For main dealers and sub dealers, you are most concerned about maximizing your DPS. This will usually involve fitting as many attack or crit damage lines as possible however the exact number of lines to go for varies with the hero because some of them apply stat buffs to themselves. Please refer to here for an in depth analysis.
Although the general idea for optimizing DPS gear is to stack as many attack or crit damage lines, the old system does not allow for such optimization because you cannot get duplicate lines on the same piece of gear. As such, a “perfect” DPS gear following the old system would be: Attack, Crit, Crit Damage, Attack Speed since they are the only offensive stats available. It is important to note this combination because you might want to use your T6 tickets found from the repositorium to get this set.
Due to the fact that heals can crit (there are exceptions but do not worry about it), supports can also use the “perfect” DPS gear set under the old system. That said, gearing supports is very lenient because it does not take much attack/crit damage lines to fully heal your party. Their damage is almost non-existent so there is no need to optimize. The only must have stat for supports to have is crit chance. You can replace lines for more survivability like HP but it is really up to you. The most common build for supports is Attack, Crit, Crit Damage, HP.
For tanks, there are three types of builds you can go: General (focuses on handling both damage types), physically defence focused or magically defence focused. Specific defence focused gear is more useful in the late game so when starting out, it is best to get a general tank set. Although the exact number of lines is lenient, the main idea for this set is to get as much block* as possible with some lines of HP. A good baseline to aim for is at least 1000 block with 4 lines of HP. After that, it is up to you what else to get. Recommendations for extra stats are dodge, defence, mana/atk, more block or more hp.
*When referring to block, there are three types of block stats that can drop on gear: block, p(hysical) block, m(agic) block. P block will only work on physical attacks while m block will only work on magic attacks. Block lines provides both p block and m block but at half the value. This notation also applies to Def and Dodge.
Accessories
It should also be noted that you have a choice of 4 accessories: earrings (gives flat attack), rings (gives HP), necklace (gives flat m def), bracelet (gives flat p def). It should be quite obvious that all dealers will use earrings to maximize their attack power but as for supports and tanks, there are more choices.
For tanks, you want to use a ring in most cases since it covers both damage types however if you plan on making a specific defence set (more useful in the late game), then it is more effective to use respectively the necklace or the bracelet.
For supports, it is usually very easy to full heal your whole party so long as they crit. Since you usually don’t need the additional attack from an earring accessory, it is common to use rings.
Effective Methods to Acquiring Gear
The first thing to note is that one out of four gear options in a piece of gear can be continually reforged using rubies or reforge tickets. Although it is not wise to constantly be reforging the same piece of gear since it is pricey, this gives leeway when grinding for gear. If you find a piece of gear with 3 good lines, you can try to reforge the last line to be good.
The game also provides gear tickets which allows you to fix certain amount of lines to the stat you want thus making it more likely to receive the piece of gear you want. There are 3 notable places where you can acquire such tickets:
- Upon clearing chapter 6, you will gain access to an area known as the repositorium. Although this area is a decent place to farm gear, you are more concerned about the achievement award upon clearing the dungeon. For each clear (up to 10), you will receive a T6 gear ticket which allows you to pick all 4 lines. This allows you to instantly gear 2 members of your team.
- On day 13 of the beginner login rewards, you will receive a set of T7 gear tickets that also allows you to select 4 lines. These are incredibly valuable because T7 follows the new system thus it is possible to make “perfect” gear with them.
- By clearing dragon raids, you will receive dragon coins which can be traded in at the forge shop for 2 option T8 gear tickets. These tickets are purchasable 4 times a week thus being your main source of gear grinding.
Starting Dragon Raids
The following will explain what you should be doing to acquiring gear. Although there are many different ways to approaching this, here is the most guaranteed way of approaching this. As a reminder, grinding for gear takes a very long time but given that the game now gives away a lot of free stuff, it is much easier than it was since the first year of the game’s launch believe it or not.
Gear is mainly farmed in dragon raids. There are 4 dragons that drop their own unique set of gear: Fire dragon (FD), Frost dragon (ID, I is for ice), Poison dragon (PD) and Black dragon (BD). Each legendary set gives a “set bonus” for wearing 2 and 4 pieces of the same set.
Opportune Fire (farmed from FD): crit chance
Gritty Frost (farmed from ID): HP
Unrelenting Poison (farmed from PD): crit resistance
Swift Darkness (farmed from BD): mana/atk
Although you are free to farm whatever set you would like, it is recommended to farm BD when starting out. There are 2 reasons why:
- The set effect for BD gear, mana/atk, is a useful stat to have for all types of heroes while the others are not. Although FD (which provides crit) is in theory the best set to use for DPS units, the stat isn’t too useful for tanks. By farming BD, you can potentially find pieces for all your heroes, instead of just your dealers.
- BD is the fastest to clear while also giving the most dragon coins, making it the most efficient use of your stamina and time.
The most important way to kickstart the grind is to use your gear tickets. Use your 4 option T7 gear tickets to get the most optimal set (probably in FD set) for your main dealer. Please refer to here on what to get. Next you will use your T6 tickets to get a set of gear (probably in BD) for both your sub dealer and your support.
Start doing T6 dragons to 5 star awaken the sets you made with the T6 tickets. The raid should be very easy but if you are having difficulties, then it may be an indicator that you need to grind for levels.
Advance to T7 dragons. Try to look for gear to make a general tank set. Once again, you are looking for a lot of block and HP. You could not previously do this in T6 dragons because the old gear system could only roll p block lines. Block and m block are unlocked with the new gear system. You can also look for more DPS sets (anything with 3 lines of crit, attack or crit damage) and T7 dragon scales which are used to “tier up” your T6 sets to T7. You will also want to 5 star awaken the DPS set you obtained using the T7 gear tickets.
Keep in mind that doing T6 and T7 raids was only for the purpose of preparing all the gear sets obtained from the tickets to be ready to “tier up” into T8. Tiering up every single piece of gear (especially the T6 sets since they need to tier up twice) will take months and is very costly so it is up to your discretion on how many pieces you want to tier up before moving on. At the very least, you will want to eventually tier up the DPS set you obtained using the T7 gear tickets. Tiering up is considered a tedious process because scales are rare to find but it is also alleviated by the fact that you can purchase them weekly in the guild shop. For this reason, it is recommended to try and join a guild that is established enough to have scales in their shop as soon as possible.
The counter argument for tiering up gear is that gear drops from dragon raids is very random, especially considering the new gear system. You could go weeks without finding a good piece of gear so instead of looking for new pieces, you could work towards guaranteed sets slowly through tier up. Again, it is up to your discretion on how much you want to approach this but the ultimate goal is to be strong enough to tackle T8 dragons. Upon being able to do T8 dragons, you simply continue doing them everytime you want gear and purchase the 2 option T8 gear tickets every week. Those tickets are the easiest ways to get good gear fast so do try to buy them.
Successful Solo T8 Dragon Raids
While progressing through each tier of dragons, you will want to work towards raising heroes for the sole purpose of tackling T8 dragons. Although T6 and T7 are very doable with only 4 heroes, there is a significant power difference when doing T8 dragons. While it is possible to do T8 dragons with 4 heroes, it requires a very specific lineup with high investment. You will probably need at least 6 heroes to successfully do T8 raids and eventually get 8 to optimize your runs. The end goal for creating an 8 hero roster for dragons is to be able to send that team on dispatch and clear raids at a 100% success rate.
In addition to the starting 4 heroes you initially picked, you will have to choose 4 more heroes to completely fill an 8 hero raid. Generally, the lineup will be 1 or 2 main dealers, 1 tank, at least 2 supports and the rest are “sub dealers”. Again, sub dealers is an umbrella term so realistically, a full lineup could be 1 main dealer, 4 tanks and 3 supports. The rest of this section will cover heroes that you should consider using to help to raids.
Before continuing, due note that this section was written with the assumption that you
are doing BD and not any other dragon. Although most of this still applies to the other dragons, there are better heroes to pick in some cases.
Clause and Neraxis: Simply put, attack speed slows is of the most broken mechanics in the game and Clause is the best user of it with Neraxis at 2nd place. Upon reaching T8 dragons, you will notice that their damage is much higher and can very easily one shot your back line. By slowing down the dragon, you will have more time to CC it down and interrupt its attacks. In practice, your raids will be a lot more consistent in success rate. Especially since Clause is a free hero, it is almost a crime not to use him, even if you are using a magic team. If you already have Neraxis, then you could choose to not raise him but there really is no one better than Clause in dragon raids.
Aside from slows, you will need a lot of CC. Unlike normal monsters, dragons (and some other bosses) have a meter known as the CC bar. The dragon will only fall down when the accumulated time of all CC’s applied to it reaches the threshold. For example, the black dragon has a CC bar of 15 seconds so you will need five 3 second stuns (5 time 3 = 15) to down it. Downing dragons and bosses is important because it interrupts the monster’s attack as well as provide a window to deal more damage to the enemy. It is common to bring 3 to 5 (tanks are included) units that have some form of CC to compensate for the fact that main dealers and supports usually do not have any CC. Some examples for such heroes are:
- Magic: Neraxis, Lorraine, Viska, Theo, Sonia, Morrah
- Physical: Gau, Miruru, Naila, Lakrak, Phillop, Loman, Ricardo
Gau: The only hero in the game that can completely wipe the black dragon’s CC bar with one skill. He is also requires very little investment to do what he does. Since he has is not a knight, meaning he will not be the frontline, and he has low damage potential, you could honestly stick any gear on him and he will do his job.
Frey: Another free hero that is solid in raids. Although Frey lacks a solid AoE heal, you can now compensate for this by bringing another healer. While the other support is keeping all heroes topped up, Frey can apply powerful shields to keep your party alive. Frey also has CC to boot.
Laias: Solid addition due to her ability to do her job passively. She provides mana to the whole party and buffs m def to protect allies from dying from. Note that all dragons (on normal difficulty) deal some form of magic damage so buffs like this are valuable.
Yanne: This hero is specifically designed to kill dragons. She is pretty useless everywhere else but because of how low investment she is to match your main dealer, she is a good option to consider even if you are running a magic team. To put things in perspective, a 0 star UW Yanne usually has the equivalent DPS of a 3 star UW dealer. If your main dealer is particularly bad at dragon raids, then Yanne could be someone to look into. To use as a reference, If your main dealer is only doing like 10 mill DPS by the end of a T8 BD (especially since you should already have “perfect” gear for them using tickets), then you should look to get Yanne as she can easily reach 20 mill DPS. Although not absolutely necessary to have, having 2 main dealers (your initial one + Yanne) instead of one acts as a fail safe in case one of your dealers die.
Following the example templates from before, a sufficient dragon raid team could look something like this:
- Magic: Mirianne, Jane, Frey, Lorraine, Clause, Yanne (inn), Neraxis (purchase with rubies), Annette (5 star selector ticket)
- Physical: Clause, Roi (or whoever your actual main dealer is), Selene (use her since she is also free), Miruru, Frey, Phillop (3 star selector ticket), Rephy (5 star selector ticket), Gau (inn)
Disclaimer: These recommendation and template focus more on creating a successful T8 dragon raid team prioritizing the low investment possible. There are better heroes to use if you want to maximize your clear time however as far as a beginner is concerned, these heroes are sufficient. Running a mixed team is far from efficient but you should not need to worry about optimizing clear times when doing dragons for the sake of farming them.
Other Locations
While farming dragon raids will consume most of your time playing this game, there are other things you can do in this game that is helpful towards end game progression.
Orvel Castle
One of your main sources for obtaining gold and can only be clear 3 times a day. Upon clearing a floor in the orvel castle, a new floor will be unlocked and the floor you just cleared will be available forever to redo. Each floor gives more gold so it is in your best interest to get as far as possible so that you get as much reward as possible whenever you are grinding. Always make sure to use your x2 gold Hot Time whenever clearing this dungeon.
Hero’s Inn
In the Hero’s Inn, random heroes show up everyday and you can decide to start a relationship with one of these heroes. Upon forming a relationship, you can send them gifts, gold, and amity to increase their level of friendship. Upon completing a hero’s friendship meter (which takes around 2 weeks) you get to recruit the hero for free. If you do not want any of the heroes available, you can simply wait till next day to refresh the pool. This system is largely why King’s Raid is considered a free to play friendly game. You can have anyone you want! Just note that new heroes are not available to be recruited until about 6 weeks after their release.
At the inn, you may also find heroes that you already own. By completing their friendship level, you unlock special conversations with them but more importantly, they will give you free items next time they show up at the inn with a completed meter.
Also make sure to do the roulette mini game everyday for more free stuff. As a warning, do not expect to get anything good. The roulette is only for appearance and the odds for the random UW/UT tickets are very slim. Just consider it like doing a special summon. In case you were not aware, you can close the roulette (click the X in the corner) as soon as you start it to instantly get your reward if you do not want to wait for the thing to spin.
NPC Hero Recruitment
NPC heroes are playable characters (they are commonly called that despite the contradicting name) that are not recruitable through regular means such as hero’s inn and special shop. These heroes are only acquirable by giving them gifts and filling their friendship meter. Upon the first time completing an NPC’s meter, you will recruit the NPC and upon subsequent completions, you will receive a copy of their UW. Although you can buy gear selector tickets with dragons coins, NPC gift boxes should take a priority because this is the only viable free method to acquiring NPC heroes. The other free option which is to craft gifts is almost not worth the time and effort for how little friendship points it gives. With NPC gifts bought in the forge shop, you can complete one NPC in around 6 weeks.
Although NPC heroes were not mentioned in the team building guide due to not being instantly obtainable, it is in your best interest to recruit them. Not only are they usually powerful heroes, they also give bonuses to their respective location.
- May: The first NPC hero. She is a versatile support who provides high CC damage, attack speed buff, penetration buff, attack buff and a solid heal to boot. Though not necessarily a must have hero, she is the baseline of what you want in an offensive buffer and there are very few that are better than her. Due to being one of the few priests with a CC, she is a good option to get for dragon raids while also building towards a WB team. Most other supports for dragon raids are not that great for WB since they prefer defensive buffs. Her bonus is a discount at her shop which is not very essential but nice to have.
- Gladi: A decent dealer given how strong he is at low investment (with a 0 star UW) but he falls off in later levels of investment which is even worse since his UW is hard to get. For high level dragon raids (tier 8 stage 4+), he is one of the best dealers to use due to his innate tankiness. The main reason you want to recruit him eventually is for his NPC bonus. His bonus is a discount at the league of honor shop which sells UW. This is arguably the best bonus in the game.
- Veronica: She is one of few non-priest heroes that are used solely for their ability to amp. Though once a top tier choice in amping, she has lost her place due to having low amp uptime compared to others. Still though, she is the best amper in some cases if you can to manually use her. Her bonus is a discount at the guild shop which is not very essential but nice to have.
- Loman: In contention for being top 10 heroes in the game. He has the one of the highest physical amp, a party cleanse/shield, high CC and magic defensive buff. He is also a top tier tank for PvP. He is simply good in everything. His bonus, which is a discount at the orvel castle shop, is also one of the best bonuses to have.
- Juno: One of the most versatile priests in the game due to having not only a party cleanse but also an AoE dispel. It may not be obvious why those two are so important to beginners but in end game PvE and PvP, dispels and cleanses are almost a requirement. She is also a decent amper though not top tier. If you are a physical team and you get Juno, you will find very little reason in wanting any other support. Her bonus is a discount at the hero’s inn shop which is the worst NPC bonus.
- Nicky: [subject to change] To put this briefly, the only reason you would want her is for the bonus at the stockade.
- Dosarta: Probably the best tank for a magic PvP team. She has very little use outside of PvP otherwise. Her bonus is 2 extra artifact pieces upon clearing Tower of Challenge which is not very essential but nice to have.
League of Victory
Arena is the PvP aspect of King’s Raid. In League of Victory, which is the one of the PvP modes, you climb and gain ranks determined based on an elo system. Each League (Bronze, Silver, Gold, and so on) has five divisions. Rewards are given daily depending on which league and division you place in at the end of each day and week. Arena rankings also reset every week. If you’re higher than Plat I, you reset down to Plat I every week so your first goal when starting out is to reach Plat rank.
Victory Medals are acquired daily from the rewards given out depending on your Arena ranking. These medals can be used to purchase UWs from the Arena shop. All UWs except NPC UWs can be purchased here making this one of the few ways to farm for UWs.
Team building for PvP will not be covered in this guide but to sum things up in a very general scope of how PvP works:
- You want to go fast. Attack speed and mana/atk should be decently invested into so that your skills come out as fast as possible.
- Tanks and supports are usually delegated to either taking the initiate through CC the enemy or by countering enemy CC with cleanses.
- AoE dispels are almost an absolute necessity because you need to dispel buffs off the enemies to prevent them from having the initiative. Search up Baudouin’s S3 and you will know why you need a dispel.
- If you want to kickstart a PvP team but do not know who to use, just look up what other players are using in the master/challenger ranks and copy what they use.
League of Honor
Another PvP mode but this requires you to have 12 heroes since it works in a captain’s draft mode. The fights are exactly like in League of Victory but this takes much longer to do since you have to pick your team every time. Other than climbing the ranks and getting rewards, the most important reason you want to do league of honor is to get 1000 medals of honor and purchase 200 unique treasure fragments every week. Conveniently, 1000 medal of honors is given as a weekly reward for participating in LoH three times making this a very easy way to farm unique treasures.
Tower of Challenge
During chapter 2, you will unlock the Tower of Challenge. Each floor provides varying different gifts so it is in your best interest to progress as far as possible. You can also redo levels that you have already cleared to farm artifact pieces. 1000 pieces can be exchanged for a random artifact. Artifacts are valuable gear with effects that becomes somewhat essential for optimizing your team’s performance. It is in your best interest to climb as high as possible in the tower and then use your remaining attempts to farm pieces at the highest floor that you can easily clear. The tower resets every month, allowing you to obtain the first clear rewards again.
Tower of Ordeals
Once you awaken one of your Heroes to 5-Star, you will unlock the Tower of Ordeals in the Hall of Heroes located in chapter 1. The tower also has a similar “floor-by-floor” progression of ToC, but you are not allowed to play the same floor multiple times. Completing each floor gives fragments which help towards transcending your heroes. The tower resets every week, allowing you to farm the rewards again.
Royal Underground Labyrinth
This content was designed to provide hard content for end game players but it is good to know that it exists. The area is found in the Orvel Castle and is unlocked by completing chapter 7. The labyrinth includes 7 dungeons (one for each class) and comes with the requirement to bring 1 (or 2 at later floors) heroes in the same class for each respective dungeon. A random set of buffs/debuffs will also be applied adding an “interesting” twist to gameplay. Each dungeon comes in 5 difficulties and upon clearing each difficulty for the first time, you are rewarded memory fragments. A random UT ticket can be crafted from 1000 memory fragments. The dungeons reset on the 16th of every month.
While the reward is decent at best, it is something you can really consider doing once you have raised a large number of heroes. You need something like 15 or more heroes all fully raised with gear and maybe even their UW to do everything. If you do clear everything, you will have around enough fragments to make one random UT ticket per month.
Daily Schedule
There is a lot to do in this game so it can be confusing to judge what exactly needs to be done just by reading this guide. Here is an itinerary of things you should be doing on a minimum daily basis:
- Finishing your daily quests and weekly quests for free rubies (Self-explanatory from quest descriptions)
- Send amity to your friends
- Checking on Hero’s Inn to either check for new Hero or develop relationship
- Play the roulette at the hero’s inn
- Orvel Castle (for Gold) while using Hot Time Boosts
- Conquest (for EXP) while using Hot Time Boosts
- Upper Dungeon
- Stockade
- Tower of Challenge on repeat
- World Boss (at least once at the beginning of the week to be eligible for passive crystalized power)
- Arena (at least once at the beginning of the week to be eligible for passive medals)
If you choose not to do all these things on a daily basis, then here are suggestions on what you can cut back on. Sending amity and visiting the hero’s inn should always be done daily because they take almost no time to do. It is your best interest as a beginner to do upper dungeon, orvel castle at a minimum in terms of dungeons. This means that you can do conquest or stockade when in demand and tower of challenge whenever you have the time. If you are a veteran player, you might even just skip out on upper dungeon and orvel castle as well if you do not need the resources. In this case, doing tower of challenge is the quickest way to clear the daily ruby mission since it clears two requirements.
Miscellaneous Topics of Relevance
At a minimum, the two sections cover most of what a beginner should know but there are other things that need to be addressed if you want a complete understanding of this game. These topics are optional to read but are useful to know if you want to spend the time to read them. They will all be put in here to simplify organizing and allow for more to be added on later down the road.
Guilds
Guilds are also part of the game that you should take advantage of. Guilds provide various passive buffs, access to the guild shop and free rewards for clearing Guild Raid depending on the guild level. In exchange for giving you various buffs and perks, the guilds may have activity requirements such as 10000 activity points a day and daily participation in guild raids.
Activity points are the main form of currency that guilds use to upgrade their guild skills. Activity points is acquired simply by having members spend their energy. Guild coins are also gained through participation in guilds. A maximum of 1000 guild coins can be accumulated a day through stamina and participation in guild raid and guild conquest also provide some coins. These coins can be used to purchase items from the guild shop which has an assortment of items from runes, enchant scrolls, reforge tickets and fragments depending on the level of your guild’s guild shop.
One important thing about the guild shop to purchase dragon scales if their guild shop level is high enough. This bypasses the need for grinding for scales which takes way to long if done the conventional way.
Leaving a guild will impose a penalty on your account. It will restrict you from contributing to the guild for an increasing amount of time, adding every time you do it. The first leave has no penalty however, and the penalties reset every month. As a beginner, make sure to join a guild that is not only beginner friendly but also active so you will not have to leave it and attain the penalty.
Guild Raid
By completing Guild Raids, guild members can purchase Raid loot. Raid loot include various fragments, rune codex, skill books, magic powder, and manticore equipment. For beginners, you probably want to buy as much of the fragments and powder as possible to speed up early progression but do note that if your guild clears guild raids on Hell difficulty, you will have access to Weapon Rune Box which gives you one of each type of ancient rune for the weapon slot. This is very valuable since weapons have 3 rune slots so they are the most in demand.
Guild Conquest
There is also a new mode called Guild Conquest which is essentially and end game content that pits guilds against one another to see who does the most damage. Not much will be said about this in this guide other than you get boxes every week for participating in guild conquest. These boxes drops various things but the most noted of them all are Velkazar runes and Velkazar artifacts. This is the only way to get these items since they are tied to the boss of guild conquest, Velkazar.
Guild War
The latest content in guild activity, guild war is essentially PvP but with a team of 3 heroes instead of 4. You set up defence teams and twice a week, you will be pitted against another guild which you will be attacking. For every team you fight (up to 4), you will receive points for your guild. Defeating a team will provide extra points and once the war is finished, the winner is decided by which guild has more points. You will receive medals which can be used to purchase various items (UW/UT tickets in particular) at the guild shop.
Unique Weapons and Treasures
Unique weapons (UW) and treasures (UT) are rare items that are equippable only to the respective hero the items are associated to. For example, Aea is Kasel’s unique weapon and is only usable by him. There are two benefits to using UW and UT over standard weapons and treasures. One is that they provide special effects that are not normally found on other weapons. Some are very powerful and change how a hero plays while some are simple stat boosts. The other benefit is by awakening UW and UT to higher star levels, their effects and base stats increase. While a 0 star UW has the same attack as a 5 star T8 legendary weapon, higher star levels will exceed the attack of any other weapon. This means your only way to improve your main dealer’s damage potential is to awaken their UW which requires multiple copies of the same UW.
Since UW and UW selector tickets (note that for now we are only talking about UW and not UT) are so hard to come by, you will have to decide on how to distribute your tickets to be optimize your team’s performance. Firstly, you must consider who in your team needs a UW. The potential targets are:
- Your main dealer. Simply put, more attack and stronger effect equates to higher damage.
- Your support/tank. These heroes will usually do almost no damage if you give them their UW. The only reason you want to intentionally give them their UW is for their special effect. As a guideline, effects that improve your main dealer’s damage output are the only ones worth considering. These are easy to spot out since they will often talk about enemies taking more damage or providing your team more attack or crit damage. This in itself is a dilemma because you could just use that ticket to improve your main dealer’s UW instead. You can consider giving UW to your supports/tanks as either a necessity or a luxury in this case.
- Your sub dealer. This almost has the same ruling as supports since most of the time you are getting their UW for their ability to amp. The difference is you are more inclined to give them their weapon since they have the potential to do damage.
It is ultimately up to you how you want to distribute your UW tickets however here are some recommended guidelines. If the support/tank/sub dealer does not have an amping effect on their UW, then they do not need their weapon. If they do have an amping effect, then you can choose to give them all a 0 star UW. Spend the rest of your ticket on awakening your main dealer’s UW to at least a 3 star. A 3 star UW is considered the minimum standard at which your dealer is strong enough to do all mid game content. Achieving higher UW star levels after this point requires significantly more UW meaning it will take much longer (multiple months) to acquire enough resources. It is usually at this point where you can choose to further improve your main dealer’s weapon, raise a new dealer to handle other content or improve your support’s weapon to optimize for damage.
Unique treasures work somewhat differently from UW. In terms of game mechanics, treasures provide additional effects to a hero’s skill. In turn, each hero has 4 different unique treasures (one for each skill) and you will only gain the flat health increase and the effect of the UT equipped in your main slot. The UTs equipped in the remaining slots only provide the gear option stats so it is somewhat of a luxury to have multiple on one hero unless you want to use different UTs for different scenarios. Since UT does not provide attack and improving the effects through awakening is usually minimal in terms of the amount of investment, it is recommended to just give one 0 star UT to all the heroes in your team. If their effects are not particularly useful, you can also just give them generic treasures, which are purchasable in the forge shop, for the flat health.
Forge
There are 5 ways of upgrading your gear at the forge: awakening, reforging, option enhancing, enchanting and tier upgrade.
Awaken
By spending copies of the same item to have a chance to successfully awaken, the base stats and effects of gear can be improved. The only instance where gear options improve upon awakening is with UTs. For standard gear, it improves by 10% of the base stats from a 0 star version of the gear. For unique gear, the stats improve by 10% times the star of the gear. For example, awakening a 2 star UW to a 3 star UW increases the attack by 30% while awakening to 5 star will increase it by 50%. By awakening a unique item to 5 star, the total increase will amount to 2.5 times the stats of a 0 star.
Keep in mind that awakening large amounts of gear can get quite expensive in gold. You might want to wait for awakening discount events which come on rotation every month or two.
Here is the Optimal Gear Awakening Strategy written by /u/cpp_is_king who calculated the most efficient way in awakening your gear. A large majority of players follow this strategy but there are downsides to using it since it is a gamble. If you want a more guaranteed (easier for the heart) method, there is always the option to only do 100% chance awakens or even 50% chance awakens.
Reforge
You have the ability to repeatedly reroll one of the 4 gear options on an item to potentially change it into a stat you would want. This makes finding gear easier since you only need 3 of the 4 lines to be useful lines. Uniquely to treasures, you are allowed to reforge both stats thus fully customizing it to your preference. Reforging can be done using rubies or with reforge tickets which are somewhat rare. Do note that every subsequent reforge using rubies will cost twice as much as before so try not to reforge too much with rubies. Also look out for reforge discount events which come on rotation every month or two.
Option Enhancement
Not only are the stats on gear randomly rolled per instance, the amount of stats the gear option provides is also provide random amounts. All you need to do is simply option enhance gear so that they provide the max amount of stats per line. This function is probably the most expensive thing you can do in the game in terms of gold and dust so try to wait for option enhance discount events which come on rotation every month or two.
While we are in the subject of dust, there are several ways to accumulate it:
- Central Orvel event. This is the best way to obtain dust. You can infinitely farm this event so long as you have to stamina for it.
- Grind chapter 7-4 for dust boxes. While not as good as Central Orvel, you can do this whenever you want. You will accumulate gear however so you will stop grinding as soon as your inventory is full.
- Guild shop. By clearing stages in guild raid, you will be able to purchase dust boxes. This is a very easy way to get dust so long as you have the guild coins for it.
- Grind gear. The orthodox way to getting dust. Not very rewarding but one particular thing you can do is whenever a 2x grind event comes up, you can spend all your normal summons (the blue ones) which normally you should never be using to accumulate large amounts of gear to grind.
Enchant
After you have acquired the gear lines you want on gear, the next step to improve them is to put enchants on them. For each attempt, you expend an enchant scroll to get an additional random stat of random value on your gear. Enchant scrolls come in different rarities (up to legendary) and give higher stat values, the better the rarity. There are also different types of scrolls (one for each type of dragon) each having a different set of stat lines that they can give. You can see what stats are available by selecting them at the forge.
As jarring as it may sound, getting the desired enchants is not as hard as everything leading up to this. Firstly, the list of available enchants is much smaller than the stat list for gear options. Also, you should not expect to get max value enchants but neither is it often to get values lower than the max value roll of the scroll in its preceding rarity. For example, a crit damage roll from an ancient (red) scroll can provide up to 14% crit damage while a legendary (yellow) scroll can provide up to 22% crit damage but can go as low as 12%. This means it is satisfactory to get at least 15% crit damage from the legendary scroll since it exceeds the max value for ancient scrolls. In relative sense, the chance for getting a satisfactory roll is much larger than finding a piece of gear with 4 good lines.
There are many ways to obtain enchant scrolls but the best way to obtain legendary enchant scrolls, which are the ones we are most concerned with is to do hard mode dragon raids. By completing any hard mode dragon raid 12 times a week, you can acquire 4 legendary enchant scroll tickets in “raid missions”. Your focus for when you want to start farming for enchant scrolls is to build a team that will allow you do one of the four dragons in hard mode. Here are some tips about each one of them:
- Fire dragon. This fight is exactly like normal fire dragon except physical teams do almost no damage here. If you use a magic team, you may consider doing this raid since there are no particular requirements outside of a normal raid team.
- Frost dragon. This fight is exactly like normal frost dragon except magic teams do almost no damage here. Unlike the fire dragon, frost dragon is actually hard to do since the icicles are essentially DPS checks. If your main dealer is either too weak or unsuited for this content, then it is not recommended to do this dragon.
- Poison dragon. This dragon doable for both damage types. All you need to do is bring AoE heroes like Artemia, Nyx or Miruru to clear slimes. Other than that, the fight itself is pretty much the same as normal poison dragon though he is much tankier because of his crit resistance. You may want to use heroes such as Lavril to lower its crit resist but honestly it does not matter since it just means it takes longer to kill it.
- Black dragon. This is the worst dragon to do since there are two gimmicks to it. One is that it takes almost no damage from ranged units and the other is that you want to be dispelling the dragon to prevent his Armata’s Storm skill from activating. As a minimum requirement, only do this dragon if your main dealer is a melee hero. Afterwards, you want to raise someone who can dispel. Some heroes who have the capacity to do so are Ophelia (probably the best), Juno, Viska and Shea. This fight is quite annoying because you want to be constantly dispelling the dragon which usually involves manually controlling your heroes.
Once you are able to farm for scroll tickets, it is essential to know which scrolls to attain. Since legendary scrolls are limited in quantity, you should only use them for DPS gear to attain as much attack/crit damage/penetration as possible. Frost scrolls are very good because they can give both crit damage and penetration. If you want attack, then get poison scrolls. Fire scrolls provide crit chance and lifesteal which is important in case you lack one of the two. It is recommended to have lifesteal ideally on either an enchant or treasure gear option since you do not need a full line’s worth of lifesteal. Lifesteal as low as 40 is enough to fully sustain your dealer’s health. Black scrolls give attack speed which is not that useful for your main dealer. This will later be explained when discussing optimal gear.
Tier Upgrade
You can upgrade 5 star equipment to the next tier (maximum T8) by spending the appropriate amount of scales, gold and dust. All runes, enchants, reforges and option enhancements will be kept upon upgrading so do not worry about it. The main purpose for tier upgrading is to improve the amount of stats each gear option provides. This is necessary for optimizing performance.
Efficient Ruby Spending
Rubies are the premium currency in this game. This game is quite generous with the amount they give to players but it is still important to use them efficiently. The following are a few Beginner Ruby Spending Traps that you should definitely be wary of:
- Heroes: While it is tempting to get new heroes, there are much better ways of getting heroes such as Hero’s Inn. When starting out, it is probably wise to use rubies to buy a hero to quickly complete your main team but buying anymore than one hero is not advised. Not only is it costly, but you are also limited in transcending materials to immediately take advantage of the new hero. By the time you do save up enough materials, you could probably have gotten them for free at the inn.
- Costumes: These are purely cosmetic. They do give a small boost in Gold or Experience, but they are not that significant compared to the Gold and Exp boosts provided through Hot Time and Gold/Exp Scrolls. Costume tickets are also attainable through seasonal events so usually there is no need to immediately buy them. Purchasing these are entirely up to your own discretion but do try to wait until it goes on sale.
- Gold. Although the price for gold has been improved since the start of the game, it is still usually best to never buy them with rubies. You can get 5 million gold a day just by doing dailies alone with hot time. This option is only viable if you are really desperate for gold but it is definitely not worth it in terms of value per rubies spent.
- Stamina potions. It is very hard to run out of stamina in this game. Just by logging and doing dailies, you get so much stamina that you probably will not even have the time to use them all. Most players will often save up all their potions for Central Orvel events to mass farm resources such as fragments or powder but even after then, it is almost impossible to be in desperate need of stamina.
- Loot boosters. Firstly, this is not in regards to loot booster scrolls but the loot booster function available in the team selection screen. This is mainly used in upper dungeon to quickly acquire fragments or in conquest for more EXP potions. This was highly recommended back in the early day when resources were scarce but considering how generous the game is now with login rewards, daily rewards and the invention of the Central Orvel event, there is no need for loot boosting. If you do decide to use boosters to save a day of waiting, do try to be diligent in not spending too many rubies on this. For example, loot boost only the highest level of upper dungeon you can do rather than boosting all of them.
- Reforges. While it is inevitable that you will want to spend rubies on reforges to acquire perfect gear, do be mindful that subsequent reforge attempts have an exponentially increasing cost. Try to only do 1 or 2 reforges per gear and wait until the reforge discount event is in effect.
- Special summons. Like other gacha games, this is your main funnel for extra rubies however the rates in this game are low enough to not recommend this as a wise use of your rubies. There is a total 1% chance drop for a UW, a 1% chance drop for a UT, and a 1% chance drop for an artifact. This chance is also split amongst the heroes in their respective class pools so your chances of getting something for the hero you want is even lower. The artifact pool is even more massive but with only a handful of them are remotely useful. Overall, you have to be aware that special summons is a gamble and not a reliable means of progression. There are however double rate summon events so if you ever plan to do summons or even spend your free x10 summons, this is when you should be doing them.
While the things listed above are traps for beginner players, few of them are good uses of your rubies so long as you make the conscious decision to buy them. There are however very essential things to use your rubies on:
- Inventory space. This is the ultimate quality of life purchase you buy and it is highly recommended to buy these in preparation of gear farming. The more space you have, the longer you can farm. It is recommended for any to at least get 400 slots of inventory but beginners can start at 200.
- Mileage. By spending rubies, you acquire mileage and through mileage, you can purchase UW tickets, UT tickets or extra TP points. This is very important because by working towards this, you are guaranteed a return in investment. Mileage is only acquired if you spend rubies in the special shop hence why things such as reforges and loot boosting are not as good. In contrast, you probably don’t want to buy a dozen heroes just so they will never be used so there are really only two ways to spend tens of thousands of rubies: special summons and NPC gift boxes.
- NPC gift boxes. By buying gift boxes, you can give them to NPC heroes to either recruit or obtain their UW. On average, it takes 20k to 25k rubies to complete an NPC’s meter so if you work out the math, it has about as much worth as doing special summons. The benefit to this you are guaranteed something with this purchase in comparison to special summons hence why this is one of the only things you can buy with rubies that is actually recommendable. The downside to this in contrast is you are only limited to NPC heroes which you may not want.
Stats
Before continuing, here is an explanation on what soft and hard caps are. Stats with a soft cap means that they are limited in effectiveness upon reaching a certain amount. For example, attack speed has a soft cap of 1600. If you give a hero enough lines such that their attack speed found on the tooltip is 2000, the hero will only have an effective attack speed of 1.8 ([[2000-1600]/2+1600]/1000=1.8) instead of 2. Stats that go over the soft cap will only apply at half or a quarter of its initial value depending on the stat. Reaching a hard cap on a stat means that the effective stat cannot be any higher and further investment in such stat will be pointless.
The following is a compilation of explanations for what each stat does:
Attack: Increases your attack value. Lines found on gear will increase by a percentage amount of your hero’s base (own atk + weapon’s atk + accessories atk).
Crit Damage: Increases the damage/heal you would do through a critical hit. All sources of crit damage are additive.
Crit: Increases your chance of landing a critical hit.
Attack Speed: Increases your hero’s overall speed. This includes auto attack and cast animations.
Penetration: Increases damage dealt by ignoring a portion of the enemy’s defence. Because there is little known about defence mitigation, it is difficult to determine if this stat is worth having at the expense of attack or crit damage lines. Instead, this stat is usually given as buffs from supports.
Lifesteal: Heals for a percentage of damage dealt by the hero. It is best to try and fit this stat into your dealer but not at the expense of the gear or runes. In other words, try and reforge this stat on a treasure or enchant it.
Mana/atk: Increases amount of mana gained through auto attacking. Lines found on gear will increase by a percentage amount of your hero’s implicit amount which varies with hero. For example, Kasel gains 275 mana every attack. One line of mana/atk valued at 240 will give him 66 (275*240/1000=66) additional mana on every auto attack. In total, he will gain 341 mana on every auto attack. This is usually the most efficient way to gain mana since it also scales with attack speed.
Mana/sec: Increases the amount of passive mana a hero regenerates. Lines found on gear will increase by a percentage amount of your hero’s implicit amount which is 100 for all heroes. One line of mana/sec valued at 36% will give 36 additional mana every second. The “effective” mana gained per second using this line is not as good as mana/atk lines so it is rarely taken.
Mana/dmg: Increases the amount of mana gained from taking damage. Although not exactly known, losing 100% of your health should give around 3000 mana. This stat is only found in runes and treasures. Overall, this line is arguably bad because it is counter intuitive. Since only the tank takes damage most of the time, backline such as dealers and supports will rarely benefit from this stat. They want to prioritize having the crit rune as well. As for tanks, there is some use for this stat since they will actually be taking damage but generally if you geared your tank properly, they should be taking little to no damage. This means the better your gear is, the less useful this stat becomes.
HP: Increases your total health points. Lines found on gear will increase by a percentage amount of your hero’s base (own HP + HP from orb + HP from accessory + HP from treasure). Very efficient stat for backline survivability since it works against both damage types.
Def, P def, M def: Increases your defence value. Lines found on gear will increase by a percentage amount of your hero’s base (own defence + defence from gear + defence from accessory). Although the exact amount of mitigation from defence is not known, this line is generally not worth investing in because it works non linearly. For example, 20% health equates to being 20% tankier but 20% p def does not necessarily mean 20% tankier. This stat also heavily relies on the base defence of the hero which varies with class. For example, priests have very low base p def so each line of p def will not give as much compared to knights who have very high base p def. Usually it is better to just stack HP for priests in this case but you do have the option of giving them a bracelet/necklace to increase their base. Even for knights, it is still not worth using this line unless you use a bracelet/necklace instead of a ring to further increase your base. Only use this stat for specific damage tank sets wearing the appropriate defence accessory. The line name “def” provides both p def and m def but at half the value of a p/m def line found on gear.
Block, P block, M block: Increases the chance of blocking. Upon blocking, mitigate incoming damage by 50%. This is the best form of defence since the effective stats per line is very high. By stacking this as high as possible, it is possible to reach 90% block which essentially means you’re always blocking. Block is very powerful because it scales with all other mitigation mechanics such as health, defence and tough. The line name “block” provides both p block and m block but at half the value of a p/m block line found on gear.
Block def, P block def, M block def: Increases the amount of mitigation upon blocking. This is half the reason why block is so good. It is very easy to reach the softcap of this stat yet the effects of doing so is astronomical. For example, 7 lines of T8 p block is 89% block and one high rolled enchant of p block def (220) will enhance the block to 72% mitigation. This means that by using 8 out of 20 gear lines you will “essentially” be taking 72% less physical damage, more than tripling your effective tankiness. This stat is only available via weapon runes and enchanting. The line name “block def” provides both p block def and m block def but at half the value of a p/m block def line found on gear.
Dodge, P dodge, M dodge: Increases the chance of dodging. Upon dodging, you do not take any damage from the incoming hit. Although this mechanic is better than block at lower numbers of line investment (4 lines of dodge vs 8 lines of block), it is very volatile and does not scale with other mitigation mechanics making it not as reliable as block when it comes to general tanking. It is possible to tank solely relying on dodge however. The line name “dodge” provides both p dodge and m dodge but at half the value of a p/m dodge line found on gear.
Tough, P tough, M tough: Also known as resistance, this stat decreases the amount of damage a hero takes. Very easy and efficient way of damage mitigation. There is almost no reason to not have this on your tank since there is nothing better to put in the rune slots. This stat is only available via weapon runes and enchanting. The line name “tough” provides both p tough and m tough but at half the value of a p/m tough line found on gear.
Crit resistance, P crit resistance, M crit resistance: Decreases the chance of receiving a critical hit. This stat is mostly used in PvP since monsters rarely crit. The line name “crit resistance” provides both p crit resistance and m crit resistance but at half the value of a p/m crit resistance line found on gear.
Acc: Decreases the chance of an attack being dodged. This stat is mostly used in PvP to counter dodge tanks.
CC resist: Increases the chance of not being afflicted by a CC. It is possible to reach 100% crit resist meaning the hero is immune to CC. Useful to have but usually not worth the investment since it requires a lot of gear lines to reach 100%.
Debuff acc: Also known as CC acc, this stat is a direct counter to CC resist. This stat is mostly used in PvP to counter 100% CC resist units.
Recovery: Increases the amount of health healed by a given skill.
Runes
Runes are very important once you reach around chapter 7. They are very similar to gear options in the sense that they enhance your stats. However, in terms of the variations of runes, it is not as flexible as gear options.
Runes can only go on weapons, armor, and secondary armor, and they can only be placed on gear that are heroic (purple) rarity and above. Additionally, weapons, armor, and secondary armor have different runes that can be slotted into them, and they can only have one rune slotted into them at a time. Unique Weapons are the only forms of gear that can have three runes slotted in.
Similar to gear, there are different rarities of runes. The higher tier the rune, the greater the stat boosts. For example, a heroic (purple) attack rune gives 15% attack, whereas the ancient (red) counterpart gives 20% attack. Due to how common they are, it is very easy to provide your whole team with at least heroic runes. Anything worse than heroic are not worth using. If one plays long enough, ancient runes also become common stock.
Also note that when removing from a socket, you need to pay 250 rubies to keep the rune, otherwise the rune is destroyed. Sometimes there are events that allow you to remove them at a discount price of 100 rubies so keep an eye out for them.
When equipping runes to gear, you are only allowed to equip specific types of rune to each gear type. Triangle shaped runes can only go on weapons, square shaped runes can only go on main armor and circular runes can only go on secondary armor. The runes that we are concerned with for each rune slot are:
- Weapon: Attack, Mana/Atk, P tough, M tough, P block def, M block def
- Main armor: Crit damage, HP, P block, M block
- Secondary armor: Crit, P dodge, M dodge
In general, main/sub dealers want the following runes:
- Weapon: 3x Attack
- Main Armor: Crit damage
- Secondary Armor: Crit
You can also use Mana/Atk runes instead of Attack runes if you feel your hero is very mana hungry. This is option is best used for PvP builds since fast mana gain is a priority in there. For PvE, it is generally best to supplement mana problems using supports thus 3x Attack is usually the way to go.
For tanks, there are many variations of runes you can go:
- Weapon: 1x P tough, 1x M tough, X (up to you)
- Main Armor: HP (usually best), P/M block (not as good because inefficient)
- Secondary Armor: P/M dodge
For supports, you want to focus on a mixture of maximizing DPS (heals) and survivability:
- Weapon: Mixture of Attack, P tough or M tough
- Main Armor: Crit damage or HP
- Secondary Armor: Crit
Ever since the creation of Guild Conquest, it is now possible to obtain Velkazar runes.
Like normal runes, these runes provide generic stats but they also come with three differences from normal runes. Firstly, these runes provide two random different stats instead of one. Instead of crit damage only, these runes can roll something like crit/crit damage or def/HP. Second, they provide overall more stats than ancient runes. Velkazar runes provides the equivalent of two T7 stat lines while ancient runes only provides the equivalent of two T5 lines. Lastly, they are equipable in any slot regardless of the stats provided. This allows you to customize your gear and tailor them towards your main dealer even further. The most common example of this would be to replace the crit rune with an attack/crit damage rune if your crit chance is already too high. These runes are extremely hard to come by so they should not really be built around with the anticipation of eventually getting them but this is just to inform that they exist.
Creating Optimal DPS Gear
This section will instruct you on how best to use your T7 gear tickets. If you want a full explanation, please read the section following this.
If you are using gear tickets to make gear and do not want any explanation as to why:
- You will be creating a FD (Opportune Fire) set for the appropriate hero class with an earring as the accessory.
- You want to have a total of 90% crit. Always assume a support will provide 15% crit so immediately subtract that from your goal. Also subtract 43% because of the gear set bonus and rune. Then subtract any sources of crit chance the hero provides for themself (base crit chance is included). Take the remainder and divide by 12% and round down. This is the number of crit chance lines you need.
- If your hero does not provide any crit chance to themself, then you need 2 lines
- Do not worry about not reaching 90% when you recalculate, you can actually achieve more crit chance from multiple supports
- If you reach a negative number, then do not put any crit lines
- Consider Reina and Seria as not giving themselves any crit chance
- Distribute your crit lines evenly among pieces (usually 1 each). If you need less than 4 lines of crit, then prioritize secondary armor > main armor > earring > orb. This allows for flexibility when giving other heroes the same earring and orb.
- You want to reach a minimum of 250% crit damage on your tooltip. If your hero provides over 250% crit damage to themself then try and aim for 200. Subtract the hero’s base crit damage from the goal. Take the remainder and divide by 24% rounded up. This is the number of crit damage lines you need.
- If your hero does not provide crit damage, then they will need 11 lines.
- Distribute your crit dmg lines with priority going to orb > earring > main armor = secondary armor.
- Subtract the number of crit lines and the number of crit damage lines you found from 16. The remainder is the number of attack lines.
- Do not ever put attack speed lines on the gear.
As an example, if you were gearing Kasel who has 15% base crit chance, then you are looking at:
- Main armor: 2x Attack, 2x Crit damage
- Secondary: 2x Attack, Crit, Crit damage
- Earring: 4x Crit damage
- Orb: 4x Crit damage
If your dealer is any of the following, then please consult other sources for the correct build: Chase, Lilia, Nia, Theo
If your dealer is more PvP focused, you should still follow this guideline but do note that you will need to find new gear to replace pieces such that you have sufficient stats such as attack speed and mana/atk. Overall, it is best to use your 4 option T7 gear tickets to make a set that is more suited for PvE since it is possible to get PvP gear using the 4 option T6 gear tickets.
Calculating What is Optimal Gear
DPS Gear
Due to the new gear system, it is possible to push your hero’s DPS to the limit. But before that, you should know how each stat contributes to your overall damage. There are 6 stats of relevance: attack, crit damage, crit, attack speed, penetration and mana/atk. Despite the variety of stats, you will find out that usually the best way to maximize your damage is by stacking attack and crit damage exclusively while ensuring you have enough crit chance to consistently land critical hits. This is because most heros rely on using their skills rather than auto attacking to deal most of their damage. Skills are locked by their own cooldowns and attack speed does nothing for them damage-wise.
When recommending how to use your gear tickets, it is best to exclude attack speed regardless of if your hero needs it or not because it is very easy to compensate for the lack of. Many supports have the ability to provide attack speed to your main dealer. May is the most popular form of attack speed because her alone is enough to reach the soft cap of 1600 attack speed. By relying on supports for buffs to supplement your main hero’s lack of, you can focus on other stats to improve your main dealer’s damage. If you choose to not bring May or a support with an attack speed buff, then you simply can just use T6 tickets to create gear with attack, attack speed, crit and crit damage. It is much much harder to get a piece of gear with 4 lines of crit damage so it is best to save your 4 option T7 tickets for those instead. Some heroes also provide attack speed to themselves thus making it redundant to have it on gear or supports.
Most heros cannot generate enough mana by themselves to use all their skills whenever off cooldown. The need for sufficient mana is prevalent so similar to attack speed, you could have mana/atk lines on your main dealer’s gear but there are supports in the game to compensate. Laias and Shea are the best two supports for providing mana. You can also choose to put mana/atk runes on your dealer’s weapon instead. Runes are swappable and somewhat expendable so there is really no reason to have it on your actual gear.
Finally for penetration, this stat is just as important as attack and crit damage but there is very little known about exactly how defence penetration works that right now it is common to just ignore this stat. Defence mitigation does not work linearly so 50% penetration will not exactly equal to twice as much damage done. That said, you probably want upwards of 1000 penetration on your hero but this guide will not push for this figure for several reasons. Firstly, it is really situational and some heroes ignore defence altogether thus do not rely on penetration. It is also common to rely on defence shredding (reducing the enemies defence) to compensate for the lack of penetration or just find supports to give them penetration.
From these conclusions and in order to generalize gearing as much as possible, we ignore the reliance on attack speed, mana and penetration and strictly build towards crit, attack and crit damage. Again, if you choose to include these in your gear, then it is better to just use 4 option T6 tickets since those are a lot more common than 4 option T7 tickets (hint: if you already haven’t noticed, you only get one set). This in itself is a problem because the number of attack vs crit damage lines vary with hero since some of them provide buffs (most importantly crit damage buffs) of their own.
Although attack and crit damage seem to be the same thing, there are reasons why there is so much emphasis on crit damage in regards to optimizing. In a vacuum, they may seem the same since an attack line (12%) with a crit (x2) equates to 24% increased damage which equates to a crit damage line but in reality, you end up wanting more crit damage lines than attack on gear. There are three reasons why this is so:
- Attack skills have a scaling portion and a flat base portion to them (attack scaling value*attack+base value). Getting more crit damage will also scale the damage from the base portion while attack will not. This means that overall you will do slightly more damage in total with crit damage.
- The most common form of offensive buff from supports is providing flat attack boosts. Crit damage lines will scale these incoming attack boosts while attack lines are independent of them so they are less synergetic.
- Your weapon has 3 rune slots while your main armor only has 1. This means that you are allowed to put 3 attack runes but only 1 crit damage rune since the type of rune you can place in each slot is restricted. You can calculate that 3 attack runes is almost equivalent to 6 lines of attack on gear while 1 crit damage rune is equivalent to 2 lines on gear. By default, your hero is already heavily invested in attack lines in comparison to crit damage so it is best to compensate that with an excessive number of crit damage lines as gear options.
On the other hand, there is an abundance of % attack increase which increases the effectiveness of attack lines. In fully optimized teams, it is not hard to achieve 300% additional attack. In this example, the effectiveness of attack lines is quadrupled. With recent hero releases, crit damage boosting has also been more common. With the complexity of all these different types of buffs, it becomes difficult to figure out exactly how much of each stat your main dealer needs.
A simplified method for figuring out gear is to find how much crit damage your hero provides by themself and then calculate the highest product of different combinations of attack and crit damage lines. For example, X hero has 1000 base attack and gives 100% crit and 200% crit damage to himself. If 16 lines of gear options were to be distributed to attack and crit damage, then we can come up with 2 cases:
- 10 lines of attack, 6 lines of crit damage
Final attack = 1000*(1+10*0.12) = 2200
Final crit damage = 2 (base crit damage value) + 200% + 6*24% = 5.44
Final product = 2200*5.44 = 11968
- 6 lines of attack, 10 lines of crit damage
Final attack = 1000*(1+6*0.12) = 1720
Final crit damage = 2 + 200% + 10*24% = 6.4
Final product = 1720*6.4 = 11008
From the two cases, we can see that case 1 has a higher product. Essentially what this means is that the hero will do more damage per hit in case 1 meaning it is the better build. This is a simplified process to how to determine what is optimal however if you want to be precise, then other factors such as skill damage, support buffs, artifacts and perks must be taken into account as well.
If that is too much work, another method just set a goal for how much crit damage you plan to have at the end. Generally speaking, a good baseline for most dealers is 300% tooltip crit damage. If your hero provides over 300% crit damage to themself, then try and aim for 200% on gear and then give either attack or crit damage from enchants to balance things out.
As a final note, you will probably want some sort of lifesteal on your gear. Try to get it from either enchanting or treasure gear option since you do not need a full line’s worth of it.
Tank Gear
As a disclaimer, this section does not cover what is the most optimal way to build a tank. Although having the right lines is important, you do not need all 16 gear options (20 if you include enchants) to build a tank set that is strong enough to survive the hardest of content. This section will also only cover PvE tank gear as this is not a PvP guide.
There are three types of builds for tanks: general, full p defensive, full m defensive. General is mainly used because it becomes a pain to check what damage the enemy has and then swap gear sets constantly. Of course, this is not as strong as building defensively towards one damage type but it is good enough to use for all of chapter 9. On the other hand, most bosses do one type of damage and it is possible for them to kill your tank if using a general tank set. It is recommended to work towards a damage type focused tank set while farming T8 dragons but they are not absolutely necessary. If you do plan to do multiplayer boss content like guild conquest or challenge raid however, please do use a damage type focused set so your tank won’t suddenly die and ruin the run for your whole party.
Here is a simple flow chart to creating tank gear:
- Decide on what accessory to use:
- General: Ring
- Physical focused: Bracelet
- Magic focused: Necklace
- Out of 16 lines on gear, you want to have about 4 lines of HP.
- Delegate most of the rest of your lines to block. Aim for 1000+. If your build is damage type focused, you can get some def and dodge as well.
- General: 4 lines of HP, 6 lines of “P block”, 6 lines of “M block” or the equivalent mix of “Block” lines.
- Physical focused: 4 lines of HP, 4 lines of “P block”, 4 lines of “P dodge”, 4 lines of “P def”.
- Magic focused: 4 lines of HP, 4 lines of “M block”, 4 lines of “M dodge”, 4 lines of “M def”.
- Enchant block def onto your gear. Using heroic (purple) or ancient (red) tier enchant scrolls, it is possible to reach 200 block def. Note that as enchants, they are called something like “X reduced damage upon block”. If your build is damage type focused, you have two spare enchants to use for anything you want.
- Put one tough rune for each damage type you plan to defend against.
Although the numbers of lines of each stat is specifically recorded, you do not need to follow the build exactly. For example, you can get away with 3 lines of HP or no lines of dodge. All that matters is you have 1000+ block for 85 to 90% block chance and a little bit of HP (reach over 5 million at level 90). Dodge and defence are beneficial things to take for damage specific tank builds since anymore block chance would be overkill. Some heroes heroes can give a portion of their defence to allies in which case you want to focus on getting more defence instead of dodge.
The reason it is preferred to enchant block def onto gear rather than rely on runes to compensate is because it allows for anyone to wear the gear regardless of what weapon they have. If you want to be lazy about it, you can slot a rune in your tank’s weapon. In case you only have one rune slot, a block def rune is better than a tough rune when you have over 1000 block.
As a final suggestion, you may notice that physical focused tank sets can easily be created using T6 gear selector tickets so you can consider using a set of tickets for it. Sadly, magic focused tank lines such as m block and m dodge are not available in the T6 stat pool so the only way to acquire a set is through conventional means.
Tip: Effective Scroll Use
Since scrolls come in limited supply in the early game, there is a method to take full advantage of them. By using a scroll such that part of the effect transfers to the next day, you can do 2 days of Conquest using only one scroll. For example, if you use a 1 hour scroll at 23:30 or 11:30 PM, which is 30 minutes before the game considers a new day has started, the scroll will last until 00:30 or 12:30 AM. This gives you 30 minutes to do Conquest and then another 30 minutes to do the following day’s Conquest as soon as the day resets at 00:00 or 12:00 AM. Just remember to check the time your server resets the day since it can vary due to time zones or playing in foreign servers.
Class Buff
By acquiring, transcending and levelling up heroes, you acquire points for that can be used to apply permanent passive buffs to all heroes of the same class. Currently, the buffs are either an attack boost or an HP boost. This system promotes getting multiple heroes of the same class however the boost is insignificant enough to be ignored for beginner players. These buffs should only be taken advantage of when you have already fully established a team and want to min-max for performance.
Memory Archives
This is where you can re-experience the story of King’s Raid as well as access substories and monthly heroes. These two are particularly useful to go through since they provide memory fragments which can be used to craft random UT tickets. Just note that substories are only accessible if you own and have awakened the respective hero. As for monthly heroes, it gives free fragments for every birthday of a hero. These gifts will reset after every year so make sure to collect them.
Links
There used to be a lot more links in the old guide however most of them are outdated so here are the only relevant ones:
- King’s Raid PLUG. Basically Vespa’s Twitter. Here, Vespa posts their patch notes, maintenance schedules and upcoming events. Be aware that a majority of the posts by community members are toxic but there really is no alternative for being up to date with official news.
- Optimal Gear Awakening Strategy. /u/cpp_is_king does an amazing job in calculating the most efficient way in awakening your gear. If you have questions on gear awakening, definitely check this guide out.