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.

Start Raid
button to start the raid.
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.
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 0.222 Raiders
: Guild Score x 0.293 Raiders
: Guild Score x 0.384 Raiders
: Guild Score x 0.495 Raiders
: Guild Score x 0.656 Raiders
: Guild Score x 0.77 Raiders
: Guild Score x 0.758 Raiders
: Guild Score x 0.89 Raiders
: Guild Score x 0.910 Raiders
: Guild Score x 111+ 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
Top 3 defeaters get 100 Elixir - Easy, 200 Elixir - Medium & 300 Elixir - Hard in user inventory.