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RAID beginner guide — a focused route from Campaign to Arbiter

Build one dependable starter, follow Progress Missions and turn early resources into a team that can enter Dungeons and Clan Boss battles.

TierEpoch·Beginner·7 min·Published 2026-09-09·Applies to Current live build

RAID Champions progressing through the story Campaign

Let Progress Missions order the account

RAID opens many systems faster than a new roster can support them. Progress Missions provide the most useful sequence because they teach Campaign, Artifacts, Dungeons and Arena while advancing toward Arbiter. Read the next several missions before spending Silver or rare upgrade materials; completing a requirement early does not always count retroactively.

Use Challenges and daily objectives as supporting rewards, but do not let a temporary event pull resources away from the next permanent account milestone.

Build one level-60 Campaign farmer first

One Champion at six stars creates more progress than several unfinished five-stars. The first level-60 carries food Champions through Campaign, earns experience efficiently and becomes the core of early Dungeon and Demon Lord teams.

Kael is the broadest starter because area attacks help Campaign farming while Poison damages bosses according to their large health pools. A new-player promo Champion may change the exact lineup, but the rule remains: invest in the Champion who can work in several early modes.

Do not sacrifice Rare or higher-rarity Champions merely because they are not part of the first team. Fusions, Faction Wars and specialist encounters can make an apparently narrow kit valuable later.

Give the first team four clear jobs

Start with a Campaign farmer and add survival, Decrease DEF and reliable boss damage or control. The order matters: a Speed or Turn Meter support acts first, the debuffer prepares targets, and the attacker converts that setup into damage. Against bosses, replace fragile wave control with healing, protection, Poisons or Enemy MAX HP damage when the roster provides it.

Accuracy allows debuffs to land; Speed determines whether they arrive at the correct time. Those two stats often improve an early team more than chasing an attractive four-piece set.

Move into Dungeons for a reason

Campaign remains efficient for early levels and basic gear. Enter Dragon when the team can earn a useful improvement consistently, then use Spider when Accessories and faction coverage become the bottleneck. Fire Knight and Ice Golem require more specific answers and should not consume all early Energy simply because they are open.

Join an active Clan early and use Demon Lord keys every day. Even modest damage contributes recurring rewards and teaches the team-building concepts that later Speed tunes depend on.

Protect scarce resources

Upgrade Artifacts in stages and stop when substats miss the intended role. Save Epic and Legendary Skill Tomes for Champions who will remain central. Spend Gems against a clear bottleneck, such as the first Champion's Masteries or a lasting account upgrade, instead of scattered convenience.

The opening goal is simple: one level-60 farmer, a coherent four-Champion team, steady Demon Lord participation and Progress Missions moving toward Arbiter. Everything else becomes easier once that engine works.

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