Updated Guide To King's Raid
Updated Guide To King's Raid
Updated Guide To King's Raid
Changelog 3
About Me 4
Starting out 5
What is King's Raid? 5
King's Raid Slang and Terms 5
Tutorial 6
Team Composition 7
Damage type synergies 7
Physical vs Magic 8
Team Framework 8
Classes 9
Progression 12
Awakening and Transcending 13
Stockade 14
Conquest 14
Gear 15
Gear Options 15
“Perfect” Gear 16
Accessories 17
Effective Methods to Acquiring Gear 17
Starting Dragon Raids 18
Successful Solo T8 Dragon Raids 19
Other Locations 21
Orvel Castle 21
Hero’s Inn 22
NPC Hero Recruitment 22
League of Victory 24
League of Honor 24
Tower of Challenge 24
Tower of Ordeals 25
Royal Underground Labyrinth 25
Daily Schedule 25
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. O kay 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.
● 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.
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 f ill 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.
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
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.
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.
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:
1. 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.
2. 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.
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)
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.
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.
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.
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.
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:
1. Your main dealer. Simply put, more attack and stronger effect equates to higher
damage.
2. 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.
3. 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.
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.
Attack Speed: Increases your hero’s overall speed. This includes auto attack and cast
animations.
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.
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.
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
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.
If you are using gear tickets to make gear and do not want any explanation as to why:
1. You will be creating a FD (Opportune Fire) set for the appropriate hero class with
an earring as the accessory.
2. 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
3. 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.
4. 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.
5. Distribute your crit dmg lines with priority going to orb > earring > main armor =
secondary armor.
6. 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.
7. 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.
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:
1. 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
2. 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.
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.
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.