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

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.

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
| Cost | Amount | Notes |
|---|---|---|
| Raid energy | 1 per PvP raid | 6 free per UTC day; free energy is used first |
| Extra energy | 0.03 SOL each, or 6 for 0.09 SOL | devnet SOL; never KEEP |
| SHARDS ante | 100 × your Keep level | 100 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

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.

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
| Star | Earned 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.

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 Vault | Points shielded | Lootable share of the balance |
|---|---|---|
| none or destroyed | 0 | 50% |
| level 1 | 1.5 | 48.5% |
| level 10 | 15 | 35% |
| level 20 | 30 | 20% |
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
| Result | Your trophies | Defender'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

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.
