This Week’s Raid Challenge
THE FIRST RAID TOURNAMENT IS NOW LIVE!
Elements Allowed: All — no restrictions
Hero Rarities Allowed: 4* or below
Troop Rarities Allowed: 3* or below
Special Rule: Rush Attack — All Special Skills are set to Very Fast!
Share & Discuss Your Teams, Thoughts, and Questions!
Some topics to start off with:
Do this week’s restrictions on hero/troop rarity and elements make your bench depth better or worse suited to this Raid Tournament than Regular Raids?
Are there heroes you’re likely to use for this Tournament that you normally don’t make use of anymore?
Are there heroes you plan to power level for this Tournament, or level before the next time a Tournament like this one rolls around?
What are you thinking about using for your Defense Team?
Are there heroes you expect to see on Enemy Defenses that you think you’ll have a harder time dealing with than usual because of the restrictions or special rule in this Tournament?
Which of your heroes will you be likely to use on your Attack Teams?
Will the restrictions or special rule of this Tournament change your usual approach to color stacking or team building?
Are there elements of this week’s Tournament that are unclear to you?
Overview of Weekly Raid Tournaments
Note: I formulated this guide with a mix of information from beta, release notes, and observations from the first live Raid Tournament.
Now that the first of the Weekly Raid Tournaments has been released, I will be finalizing these notes to update anything that has changed, and create a separate thread in #player-guides for future reference after this first Tournament ends.
Here’s the overall process for the Tournament:
Other than restrictions on heroes/troops and Special Rules, the Raids themselves in Weekly Raid Tournaments work the same way as regular Raids.
Each day, you’ll be able to attack up to 5 teams.
The flags used for Raid Tournaments are separate from regular Raid flags.
(Side note: kills in Raid Tournaments count toward your Wanted: Heroes Raid Chest, so Raid Tournaments also effectively give you extra flags to potentially help fill your chest.)
One notable difference to Regular Raids — you can’t reroll.
The matches you get are whatever they are. But that’s different than Regular Raids, because everyone is playing under the same restrictions — if the week’s Tournament only allows 3* heroes, it’s not like you’re taking your 3* team up against someone’s 4* team. Players with deeper benches meeting the requirements will obviously benefit, but just having a pile of maxed 5* or the best HOTM won’t do anything for you in a tournament that doesn’t allow 5* heroes.
For the whole of the Tournament, you have 4 “Lives.” Each time you lose a Raid, you lose one life.
The lives do not reset across days of the Tournament.
Once you’d lost 4 times at any point during the Tournament, you are out.
If you choose, you can pay some gems to reset your lives after 4 losses — but your score and ranking would still be lowered because of the losses. Paying to reset your lives does NOT give you an advantage from the Raids you’ve already fought. It simply allows you to continue using your normal 5 flags per day and not be “out” of the Tournament.
There is no way to buy additional flags. So everyone ultimately had the same number of maximum flags to use for attacks during the Tournament. The only thing gems allow you to do is continue playing if you’ve used up all of your lives.
@NPNKY explained this well:
CAVEAT: How this worked in beta changed SEVERAL times during testing. It’s very possible we’ll see how all of this works evolve over time, much like Alliance Wars have changed many times since initial release.
To add some of my own thoughts to that:
The Difficulty Bonus seemed to me to be a little esoteric in beta.
The general concept of comparing the defense’s average performance against your average performance as an attacker makes sense — but how that’s turned into a particular number of points was not clear to me.
I imagine many people will be interested in trying to deduce more insight into this element.
Defense Team Grade
I found this was actually very clear and useful — and I think provides some insights into regular Raid Defense Teams too.
The grades are assigned based on a percentage of wins by your Defense Team:
The Defense Grade is determined based on the win percentage of your Defense Team. At the end of each Battle Day, you receive points based on your grade.
My Personal Take on This:
The top grade in this approach was awarded to a Defense Team that won 60% of the time. To me, that’s a good confirmation of what many of us have long accepted: Raids are unfair, but not for the reasons you think — that is, they heavily favor the attacker, and even a top-notch Defense Team will lose much of the time.
Each Week can have restrictions on:
Hero and troop rarity — e.g. only allowing 3* heroes and 2* troops or below
Elements — e.g. no red/fire heroes allowed
Each week has ONE Special Rule in effect. (At least in beta; it’s possible live Tournaments may sometimes have multiple Special Rules at once.)
The possible Special Rules are:
Whichever Special Rule is in effect for a given Tournament remains in effect for the entirety of that Tournament.
The Special Rule affects both Defense and Offense teams.
Rush Attack makes all hero specials of any speed Very Fast — it doesn’t require Very Fast heroes, it turns all heroes into Very Fast heroes. Heroes that are normally Slow or Average can become quite powerful in this setting.
Bloody Battle makes any healing effects do nothing. It doesn’t prohibit healers, it just prevents the healing portion of their special skill from having any effect.
Buff Booster adds an attack buff to each hero for each active buff on that hero. Using heroes with special skills that grant buffs or multiple buffs can lead to very high attack boosts. These buffs stack with normal attack buffs.
Acronyms in this table:
- AM: Ascension Materials
- EHT: Epic Hero Token
- ETT: Epic Troop Token
Any of the tiers starting at top 75% have a chance for ascension mats.
Here’s the current breakdown for ascension mats, tokens, and Emblems (for simplicity, I didn’t include the Flasks, Atlantis Coins, Battle Items, and Crafting Materials that are in loot in addition to these):
|Tier||AM Chance||EHT/ETT Chance||Emblems Chance|
|75-100%||0||0||1 Draw: 100% x1|
|50-75%||1 Draw: 5% 3*||1 Draw: 5% EHT, 15% ETT||1 Draw: 20% x3, 30% x2, 50% x1|
|25-50%||1 Draw: 18% 3*, 2% 4*||1 Draw: 15% EHT, 25% ETT||1 Draw: 40% x5, 60% x3|
|10-25%||1 Draw: 22% 3*, 3% 4*||2 Draws: 20% EHT, 40% ETT||1 Draw: 40% x5, 35% x10, 25% x20|
|5-10%||2 Draws: 45% 3*, 5% 4*||2 Draws: 25% EHT, 45% ETT||1 Draw: 10% x50, 20% x30, 30% x20, 40% x10|
|1-5%||2 Draws: 95% 3*, 5% 4*||2 Draws: 40% EHT, 60% ETT||1 Draw: 5% x100, 30% x50, 30% x30, 35% x20|
|Top 1%||2 Draws: 90% 3*, 10% 4*||3 Draws: 50% EHT, 50% ETT||1 Draw: 25% x100, 50% x35, 30% x40|
Feedback on Raid Tournaments
Please visit this thread for general feedback and discussion: 🏅 Weekly Raid Tournaments – Post-Launch Feedback – Unfair Matches [dev response on post 476] and Scoring? Appropriate Difficulty? Loot Tiers? See thread for more topics
Other Related Threads
- [KNOWN ISSUE] Raid Tournament Defense Grade Low Due to Not Being Attacked
- Has it been confirmed whether or not some of the Raid tournaments will only feature 1* and 2* heroes?
- New Raid Tournament any correlation between team power and the difficulty bonus?
- Official Release Notes: Version 20 Release Notes
- Discussion of Release Notes: 🗯 Version 20 Released - What's your opinion about the upcoming changes?
- Answers to some questions before this thread existed: Raid Tournament - Understanding the Rules and Requirements
- Recommendations and discussions about leveling priorities for Raid Tournaments: Raid Tournament Preview – Planning Leveling Priorities & Strategy in Anticipation of Release
- (Old) Discussion about possible ideas before Raid Tournaments started beta development: Weekly Challenge Raids - Ideas for Devs (Pre-Release)
- SGG Official Documentation: What Are Raid Tournaments?