Guild Raid

Guild Raid

Guild raids are used to gain xp for your deck and guild and also to earn elixir. Participate in raids with your guild and dominate.

  • To start a raid you first need to setup a suitable card deck.
  • Member can attack a monster at anytime during the raid.
  • A Raid will stay active for 2 hours. A new one will start after it ends.
  • Every member in a guild can participate in raids. Members have to use the command sguildraid to participate in the active raid.
  • A raider will have 60 seconds in each round to select move and attack the monster. If you're unable to do it you'll miss your chance and the monster will attack you.
  • If one of your card in deck has more speed than the current master you're raiding, you'll be considered faster and have the chance to attack the monster first.

Usage

  • Command - sguildraid
  • Alias - sgr
  • Usage - sguildraid
⚠️

Using this command will take the current state of the deck. To take effect of any changes made to the deck will require a new Guild Raid menu i.e. use this command again.

Guild Raid
After using the command, you need to press the Start Raid button to start the raid.
Guild Raid 2

Dummy Raid

The Dummy Raid is useful to test out your cards against a boss without taking a risk to test it during an actual raid You can start a dummy raid at anytime.

Dummy Raids give no rewards whatsoever.

Usage

  • Command - sdummyraid
  • Alias - sdr
  • Usage - sdummyraid

AP

AP (Action Points) Are a type of measure, which is responsible to receive an extra turn

The card with the highest speed in your deck will decide who gets the first turn if its speed is higher than the Boss The subsequent two cards with lower speed, will be determining the Rate of AP gain for your deck. Every time your deck exceeds 20 AP, your deck gets an extra turn, consuming 20 AP.

Raid Rewards

On completion of a raid you can randomly get a reward, although the rewards stay the same over all difficulties, the chances do increase based on it. After getting a reward there is a chance for a second reward, this chance is different from the normal reward chance.

Conditions

Conditions are xp modifiers that take affect if a condition is met, that modifier can be positive or negative.

Positive

  • Tortoise: +200 Have at least 3 Defensive Abilities in your deck.

  • Fearless: +300 Use no Defensive Abilities in the raid.

  • Versatile: +300 Have a varied deck with 2 Defensive, 2 Attack, 2 Healing, 1 Debuff, 2 Miscellaneous Abilities.

  • Strong: +250 Have more than 60% Health remaining on all individual cards.

  • Beast: +500 Have more than 80% Health remaining on all individual cards.

  • God: +800 Have 100% Health remaining on all individual cards.

  • Brink of Death: +350 Have less than 30% Health remaining on 3 individual cards.

  • Resonance I: +150 Have two of the same elements in deck.

  • Resonance II: +250 Have three of the same element in deck.

  • Lucky 7: +300 Finishing the raid in exactly 7 turns.

Negative

  • Unlucky 9: -250 Finishing the raid in exactly 9 turns.

  • Beginner: Easy: -750 | Medium: -1100 | Hard: -1500 Uses Atomic Blast.

Rating

After every Raid the Guilds get given Rating Points, the following rating points are used to progress in the Guild Season for rewards:

  • #1 : Gets 100 Rating
  • #2 : Gets 85 Rating
  • #3 : Gets 80 Rating
  • #4 - #5 : Gets 75 Rating
  • #6 - #7 : Gets 70 Rating
  • #8 - #9 : Gets 65 Rating
  • #10 - #11 : Gets 60 Rating
  • #12 - #13 : Gets 55 Rating
  • #14 - #15 : Gets 50 Rating
  • #16 - #17 : Gets 45 Rating
  • #18 - #20 : Gets 40 Rating
  • #21 - #25 : Gets 30 Rating
  • #26 - #30 : Gets 20 Rating
  • #31 - #40 : Gets 15 Rating
  • #41 - #50 : Gets 10 Rating
  • Rest : Gets 5 Rating

Raid Scoring

Individual Raid Scoring depends on:

  • Monster difficulty
  • Number of turns taken
  • Remaining HP in your deck
  • Damage to the monster
  • Number of surviving cards.

Guild Score = Combined score of all the raiders/total raiders.

  • 1 Raider : Guild Score x 0.22
  • 2 Raiders: Guild Score x 0.29
  • 3 Raiders : Guild Score x 0.38
  • 4 Raiders : Guild Score x 0.49
  • 5 Raiders : Guild Score x 0.65
  • 6 Raiders : Guild Score x 0.7
  • 7 Raiders : Guild Score x 0.75
  • 8 Raiders : Guild Score x 0.8
  • 9 Raiders : Guild Score x 0.9
  • 10 Raiders : Guild Score x 1
  • 11+ Raiders : Guild Score x 1.2

Raid Prize Distribution

  • #1 = 10,000 XP | 1,000 Elixir
  • #2 = 8,000 XP | 800 Elixir
  • #3 = 7,000 XP | 700 Elixir
  • #4 = 6,000 XP | 600 Elixir
  • #5 = 5,000 XP | 600 Elixir
  • #6 = 5,000 XP | 600 Elixir
  • #7 = 5,000 XP | 600 Elixir
  • #8 = 5,000 XP | 600 Elixir
  • #9 = 5,000 XP | 600 Elixir
  • #10 = 5,000 XP | 600 Elixir
  • #11 = 3,000 XP | 600 Elixir
  • #12 = 3,000 XP | 600 Elixir
  • #13 = 3,000 XP | 600 Elixir
  • #14 = 3,000 XP | 600 Elixir
  • #15 = 3,000 XP | 600 Elixir
Every attack gives 20 Elixir.
Every defeat gives you 60 Elixir - Easy, 90 Elixir - Medium & 150 Elixir - Hard.

Top 3 defeaters get 100 Elixir - Easy, 200 Elixir - Medium & 300 Elixir - Hard in user inventory.