A red dragon breathes fire on a wooden watchtower while a stone giant and a red-caped hero charge a castle.

Battle

Raids and loot

How PvP raids work: targets, energy and ante, the instant battle, where troops land, stars, retreat, loot, trophies, shields and replays.

Updated 9 min read

On this page
  1. Quick facts
  2. Finding a target
  3. RAIDED ×N, the raid log and revenge
  4. What a raid costs
  5. Deploying and fighting
  6. Retreating
  7. If you close the game
  8. Stars and victory
  9. Loot
  10. Trophies and leagues
  11. Shields and cooldowns
  12. Replays and the raid log
  13. What the defender experiences
  14. See also

A raid is an instant, 90-second attack on another player's base: you pick a target, drop your army onto their battlefield, and the server resolves every hit. Any star is a win, and wins take a share of the defender's SHARDS — never their KEEP.

Everything on this page is the devnet playtest. SOL and KEEP here are test-net tokens with no real value, and SHARDS are an in-game currency.

Choosing a raid target: a defender's base with its Keep level, shield state and loot range
Fig. 1Picking a target.

Quick facts

  • Raids are instant — no march, no waiting. The only clocks are a 30-second deploy countdown and the 90-second battle.
  • Each PvP raid costs 1 raid energy (6 free per UTC day) plus a SHARDS ante of 100 × your Keep level.
  • Who you can attack depends on Keep level, not trophies: any landowner whose Keep is at least 50% of yours, rounded up. The weaker side can always attack up.
  • Where you can land troops: any tile that is part of a fully empty 2×2 square, anywhere on the battlefield.
  • Stars: one for 50% destruction, one for the Keep, one for 100%. Walls and traps never count.
  • Loot: up to 50% of the defender's liquid SHARDS plus open Gold Forge SHARDS is at stake. Stars pay 25% / 50% / 100% of that pool. Destroyed Mines also hand over their uncollected SHARDS.
  • KEEP is never lootable.
  • Losing a raid (giving up at least one star) shields you for 2d. Attacking anyone drops your own shield.
  • Every battle on a base is kept forever with a playable replay.

Finding a target

Open the world map and tap a kingdom to see its base, or let the game match you.

A rival kingdom selected on a realm map: its card reads YOU CAN ATTACK, with its Keep level, trophies, a picture of the base and the SCOUT and RAID buttons
Fig. 2A rival on the world map. YOU CAN ATTACK and an active RAID button appear only when the server allows the raid.

Who you can see and hit

  • Landowners only meet landowners. Kingdoms without land are matched only against each other; the two pools never mix.
  • The Keep rule: you can attack any landowner whose Keep is at least 50% of yours, rounded up — Keep 3 may hit Keep 2 and up, Keep 10 → 5+, Keep 11 → 6+, Keep 20 → 10+. A Keep 1 may attack a Keep 10, never the reverse. The map and the target's panel say why an attack is unavailable (THEIR KEEP IS TOO FAR BELOW YOURS, SHIELDED — CANNOT BE RAIDED).
  • FIND ME A TARGET: trophies never filter, they only sort. The game reads the 50 nearest-rated bases, keeps those that pass the Keep rule, the shield and the once-a-day rule, and picks at random among the nearest 10, so the same neighbour is not farmed over and over.
  • A target must have a finished Keep, must not be shielded, and must not have been raided by you already today (UTC). You cannot raid a player who is mid-attack themselves, and you cannot raid yourself.

Scouting. Before you commit, you can scout a base for 30 seconds. Only finished buildings appear; traps that were sprung and not yet repaired are absent. A scout is refused only for your own base or a base on the other side of the land line — never for a shield or a Keep level.

RAIDED ×N, the raid log and revenge

When someone raids you, the shield chip in the top bar becomes RAIDED ×N and the next time you load your base a message says YOUR BASE WAS RAIDED ×N — OPEN RAID LOG. Every PvP defence in the raid log has a REVENGE button; after 4 hours it reads ATTACK BACK. Either way the normal raid rules still apply.

What a raid costs

CostAmountNotes
Raid energy1 per PvP raid6 free per UTC day; free energy is used first
Extra energy0.03 SOL each, or 6 for 0.09 SOLdevnet SOL; never KEEP
SHARDS ante100 × your Keep level100 at Keep 1 … 2,000 at Keep 20; burned; refunded if the raid expires unplayed

There is no daily cap on raids while you have energy. Campaign stages cost no energy and no ante.

Deploying and fighting

Placing troops during the deploy window
Fig. 3The deploy window.

When you confirm, the server freezes a snapshot of the defender's base and you are on the field at once.

  • Deploy window: you have 30 seconds to start. The battle clock begins at your first accepted drop; if the countdown runs out, your placed troops go in automatically. Everything placed before the fight starts moves off together; troops dropped during the fight land the moment you tap.
  • Battle length: 90 seconds. You can keep deploying reserves the whole time.
  • Where troops can land: the battlefield is the whole 98×98-tile field around the defender's base. A troop can land on any tile that is part of a fully empty 2×2 square — four free tiles, the chosen tile one of them — outside the walls or on open ground inside the base. Single empty holes and one-tile corridors do not count.
  • Hold a troop button to drop repeatedly.

During the battle

  • RALLY (Keep 3+): once per raid, free. Troops within 2.5 tiles get +25% speed and damage for 5 seconds.
  • Buffs (devnet KEEP, one of each per raid): War Horn 40 KEEP, +15% troop damage; Swift Boots 30 KEEP, +20% troop speed; Powder Charge 35 KEEP, +60% Keg Runner wall damage.
  • Heroes: a recruited hero who is not recovering deploys like a troop. See Troops and heroes.
A raid in progress
Fig. 4A raid in full swing.

The battle finishes itself the moment the base is 100% destroyed or the clock runs out, and ends early if you have no troops left alive and nothing left to deploy. The only randomness is a ±6% jitter on defense shots, seeded per raid, so a replay always matches what happened.

Walls. A ground unit blocked by a wall decides once — break through or walk around, whichever is quicker for it — and commits until its target or the wall falls.

Retreating

Retreat whenever you like. A retreat after the fight has started is scored on the fight so far: destruction, stars, loot and trophies are exactly what you had achieved at that moment. Retreating before any troop lands settles as a zero.

If you close the game

The outcome is decided by the server's clock, not your device. A raid finishes whether or not your game stays open, with the troops the server received. Switch away mid-fight and you return to CATCHING UP… while playback fast-forwards; return after the end and you go straight to the result.

Stars and victory

StarEarned when
★At least 50% of the base is destroyed
★The Keep is destroyed
★100% of the base is destroyed

Destruction counts every building except walls and traps. One star is a win; zero stars is a loss for you and a clean defense for them.

The raid result screen
Fig. 5The result.

Loot

Loot is worked out per defending base. It never touches wallet balances and never touches KEEP.

The pool. When the raid starts, 50% of the defender's liquid SHARDS plus their open Gold Forge SHARDS is set aside as the lootable pool. Every Mine's uncollected buffer is frozen separately.

Stars pay from the pool: 1★ takes 25%, 2★ 50%, 3★ 100%.

The Vault shrinks the pool. The highest Vault still standing at the end shields up to 30 of those 50 percentage points, by its level. A Vault you destroy protects nothing — breaking it is how raiders reach the rest.

Standing VaultPoints shieldedLootable share of the balance
none or destroyed050%
level 11.548.5%
level 101535%
level 203020%

Mines. On any victory, every destroyed Mine's frozen buffer goes to the attacker in full. Mines that survived keep theirs. Collecting often is the best protection — see Mining and the Daily Cache.

Settlement. The attacker's base receives exactly the total; whatever was not taken goes back to the defender. Open Gold Forge SHARDS are lootable, so the Forge is not a safe place to park SHARDS — see Gold Forge.

Trophies and leagues

ResultYour trophiesDefender's trophies
1★+8−8
2★+12−12
3★+16−16
0★−10+10

These are base values, damped by the rating gap: beating someone far below you pays less, beating someone above you pays more, and on a 0★ loss a favoured attacker loses more. Nobody drops below 0. Trophies belong to the base, so they move with its Land Deed. Campaign stages award no trophies.

Leagues: trophies are cumulative and never reset. Bronze from 0, Silver from 10, Gold from 50, Sol from 150 trophies. Each Monday at 00:00 UTC the week closes and at 00:15 UTC rewards settle — SHARDS and items only, never KEEP — to one base per wallet that made at least 3 resolved attacks on other landowners that week. The reward is a Keep-level SHARDS cache (150 at Keep 1 up to 17,000 at Keep 20) ×1 / ×2 / ×4 / ×6 for Bronze / Silver / Gold / Sol, plus Kegs of Haste and Finisher's Seals by tier. Tap the trophy chip to open RANKED LEAGUES: the REWARD LADDER, GLOBAL STANDINGS and LAST SETTLEMENT.

Shields and cooldowns

  • Loss shield: conceding at least one star shields a base for 2d. A 0★ raid grants nothing. A longer shield is never shortened.
  • Attacking breaks your shield at your first accepted drop in a live raid. Campaign stages never break it.
  • Extend: +12 hours for 0.05 devnet SOL, only when 1d 12h or less remain, and never past 2d in total.
  • Shielded bases cannot be attacked or offered by FIND ME A TARGET. The Android realm maps show a dome over them.
  • Same target: once per UTC day per attacker.
  • Warzones: the game can open a warzone window in which ordinary shields do not protect and a base can be attacked again every 4 hours. A WARZONE badge appears while one is live; only a warzone shield protects during it.

Replays and the raid log

The raid log with replay entries
Fig. 6The raid log.

Every battle a base takes part in — attacking or defending — is kept in its battle history, 20 to a page. Open any entry for a replay. Replays play back the server's own record rather than re-simulating, so what you watch is exactly what was settled. Exact loot is shown only to the wallet that owned the base at the time.

What the defender experiences

  • Your base is frozen as a snapshot the instant the raid starts: only finished buildings fight, and sprung traps you have not repaired are absent.
  • You cannot be raided while you are attacking someone.
  • You can watch a raid on your base live.
  • Your towers fire automatically, and a recruited hero stands guard for the opening seconds. See Defenses, traps and walls.
  • After the raid, sprung traps stay on the map but are inert until repaired.
  • Losing at least one star shields you for 2d.
  • The SHARDS you lose come only from the lootable pool and destroyed Mine buffers. KEEP is untouched.

See also