Raid Tips and Tricks[]
Raids in War of the Visions have evolved a bit since the game launched. There have been several quality of life updates layered upon raids.
Gaining Raid Charges[]
You'll gain one raid charge for each 20 NRG you consume on standard story or farplane levels. Consuming 40 NRG in one action will not gain you 2 charges, however, but using 6 NRG four times will gain you one charge. This primarily means that skip tickets need to be used in 20 NRG bursts to be effective at gaining charges (i.e. skip 4 story quests at a time or 1 Turtle run)
Story and Farplane levels[]
The simplest method to gain charges in the most NRG efficient way is to use auto-repeat on a level that costs about 20 NRG and have the repeat option to stop at 10 raids turned on. In this way, your session will automatically queue up 10 raids hands-free no matter how the rounding works out.
Bonus Raids[]
Bonus raids will appear at random or at every 20th raid via the pity gauge.
These are important to give more resources, and often include a bonus Vision Card for clearing the 5th Bonus Boss in your personal queue. When this fifth encounter includes a vision card, you will additionally open up vision card quests that can be a useful NRG sink for queuing up additional raids throughout the event.
Note: When you do encounter a bonus raid, it will always move to the second raid in your stack unless it is summoned as the first raid in an empty stack. This can be useful if you'd like to share your bonus raid with others, as you need to only clear one standard boss to get the bonus available.
Hard Quests and Skip Tickets[]
One recent Quality of Life (QoL) update allows you to get a raid charge for each different level that you encounter with skip tickets.
This applies very nicely to the Vision Card hard quests, where skipping all six daily levels will add six raid encounters very cleanly.
On the Unit skip screen, however, this will default to five encounters for ten skips. A work-around to this is to skip with the skip bar at "1" once, then skip in pairs of "2" after, spanning two different levels in the back-end will net two raid encounters, and a final single skip will end in 10 raid encounters for 200 NRG.
Make the splash screens go away[]
In the Menu > Options screen, there is now an option to make the (pretty annoying) splash screens announcing the raid go away and replace it with a quick banner. Shut the "Encounter Animation" option off under the Raid heading.
Building a Raid Team[]
Raid Bonus Units and Vision Cards[]
When building your initial raid team, only the one unit with the highest bonus will apply to your team. Bonus units for other participants will not factor into your bonus.
Vision card bonuses apply based on the best card that you own, but this does not require you to actually use the card in the raid, so just use the best vision cards you can to ensure your team can clear the boss.
The bonus applied is the sum of the highest bonus for units you use plus the highest bonus for vision cards that you own.
Unit | Vision Card | |
---|---|---|
Large | 50% | 50% |
Medium | 30% | 30% |
Small | 20% |
Team Size[]
Aim for a team to clear in one run with as few team members as possible, as there are also greater rewards for adding "more guests" to your raid, so "Quartet" raids gain more Raid Coins than "Pair" raids and more than "Solo" raids where you provide all four units yourself. At level 100, this amounts to 700 coins per run for "Quartet", 525 for "Pair" and 350 for "Solo".
In reality, most people are running raids with their own teams, but trimming down the team size to maximize rewards.
In this way, if you can have a single unit clear the raid in "Quartet" mode, you'll gain more coins than if you need a team of two. A team of two gets more rewards than a team of four.
The top goal should be to build a team that you can clear the boss on "Quartet" with no additional help. For early raid levels (1-20), this is pretty easy and can usually consist of a top bonus unit with midrange gear. Once you get to a point that your solo unit no longer can clear in one auto run, move to a two unit team with a bonus unit plus a unit that can deal a lot of damage. Use https://wotv-calc.com/raids as a guide on what a particular raid boss's weaknesses are when building the "just clear" unit.
The rule of thumb for maximizing raid coins at L100 is: Duo (any bonus) > Solo (L bonus) > Duo (no bonus) > Solo (non-L bonus)
Team Composition[]
When using more than one unit, chaining is very key to clearing higher levels. In this way, using two units that have the same attack types and elements is very key. Also important is to watch for multi-hit moves because you will often cap damage and the mutli-hit moves can have each hit subject to a separate cap. Optimize the moves units use to encourage the multi-hit moves and put your AP gain accessories such as Illusory Bell on your hardest hitting multi-hit unit.
Looking for units that also either give each other complementary buffs or enemy debuffs is a key consideration.
Examples:
- Duane can reduce dark resist in your enemy while KoR Sterne can reduce DEF or (original) Sterne can reduce Slash Resist. Damage becomes maximized when both debuffs are applied, making this duo work very well together.
- Use DEF down skills when using physical based damage teams and SPR down skills when using magic based damage teams. The raid boss' DEF and SPR stats increase as levels increase.
Note that the boss' stats including AGI, DEF, SPR, and HP will all increase as you increase levels, so you'll see different AI behavior as you progress levels. This intensifies quite a bit at around L90 until L100.
After you clear L100, every additional fight will be a repeat of the L100 fight, so tweaking your team's starting position, sturdiness, and attack strength will be a constant experiment until you get a team that clears at L100, then you can glide through with the same comp from that point forward.
Raid Orbs[]
You start each raid with 5 raid orbs. These will replenish at a rate of 1 orb/hour and you can recharge the whole meter three times per day with Multi Raid Restore potions. These are typically found in the seasonal stores as "free" items.
Daily free "helper" charges[]
Each day, you will get 20 attempts to help others for free. The number you've consumed is not visible anywhere until you've used the 20 charges and then on the 21st attempt, the join screen will show that a Raid orb is now required.
Tiers of Excellence[]
In terms of "ultimate goals" for players in raids, the progress looks something like:
- Good: I've cleared my first L100 raid with help from others joining my raids in multi
- Better: I can now clear L100 myself while consuming one raid orb per run, giving me the freedom to clear 20-25 runs/day with 3 raid refill potions
- Great: I can now clear L100 myself and usually (80%+) clear without using a raid orb, giving me the freedom to run 50+ runs/day with raid refill potions
- Mastery: I can now clear L100 myself most of the time (90%+) by myself with a team of 2 units (or with this raid's L bonus unit), raid refill potions are barely used
- Ultimate: I can clear L100 myself most of the time with a single bonus unit