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Raid and World Boss Guide: Prepare Teams, Phases, and Weekly Claims

Choose the exact encounter, difficulty, and phase before checking resistances, party order, reward pools, and the shared weekly claim limit.

Current Orbis version

Raid and World Boss Guide: Prepare Teams, Phases, and Weekly Claims

Choose the encounter before building anything

The current content includes two Raids, each with three difficulties (easy, hard, very hard), and six field bosses. Each Raid difficulty lists its recommended power, its party size range, its unlock quest, and its phases, so preparation starts with a specific choice: which Raid, which difficulty, and which boss. Building a team for "Raid" in general is guesswork; building for the Steelheart Fortress Defense on hard is a plan. The boss database /bosses shows every encounter with its requirements.

The unlock quest matters before the gear does. A difficulty that is still locked behind a story quest is not an option this week, so the plan starts by checking the unlock in the quest database /quests, then moves to the team.

Read the phases and the recommended power

Each difficulty is a sequence of phases, and every phase names the form you face. The phase list tells you how long the fight is and what changes mid-fight, which decides whether the team needs sustain, burst, or both. The recommended power is the tuning signal: showing up far below it means the fight is a survival check before it is a damage check. The boss database /bosses lists the phases per difficulty, and the build planner /build-planner compares the team's power against the requirement.

The party size range also matters. The current Raid data allows a small party, so a team can be built with fewer heroes than the cap, and the choice of a third slot changes the difficulty curve. When a second or third hero is a filler, the team builder /team-build can still confirm the rotation works before the fight.

Prepare the team for the statuses the fight demands

Raid preparation is a status question first. Which chain does the team run, and does that chain work against the encounter's phases? A Stun-focused team, an Air team, and a Bleed team each answer a different fight profile, and the phase list is the evidence. Build the rotation in the team builder /team-build, verify the apply-and-consume edges against the encounter, and only then consider the gear.

The reserve slot is part of the plan. If the primary chain fails on a specific phase, the reserve hero should repair the exact edge rather than being a stronger version of someone already in the team. The hero database /heroes shows the status sets, so the reserve can be chosen for a direction instead of a name.

Budget the weekly claims like a shared pool

The current Raid system shares a weekly reward limit across the Raids: a limited number of eligible claims per week, shared between encounters. That makes the weekly choice a portfolio decision—which Raid and difficulty earn the claims this week, and which rewards feed the current goal. The boss database /bosses shows the reward pools per difficulty, and the material planner /material-planner shows which rewards the build actually needs. When two difficulties offer the same pool, the cheaper clear wins the claim.

Field bosses run on their own cadence as part of the weekly activities, and the six named encounters each have their own profile. The weekly loop should schedule them where they fit, using the progress database /progress for the activity list and the boss database /bosses for the encounter details.

Run a dry check before the real attempt

Before spending a weekly claim, run a practice pass at the lowest unlocked difficulty to confirm the rotation, the phases, and the survival line. The practice run costs nothing and reveals whether the team is ready or whether a slot swap or an enhancement level is the missing piece. The build planner /build-planner compares the upgrade cost, and the material planner /material-planner shows whether the budget exists. When the dry check passes, the real attempt uses the claim with evidence instead of hope.

Keep the claim ledger next to the team notes, because the shared weekly limit makes the claims the scarcest resource in the endgame. Write down which Raid and difficulty each claim went to, what the pool rewarded, and which claim the next week should target. The boss database /bosses shows the pools per difficulty, and the material planner /material-planner shows which rewards the build still needs, so the ledger converts a weekly habit into a measurable route to the gear goal.