Dungeon Keeper Wiki

Survival raids are weekly events that allow the player to defend against 10 waves of enemies for a reward.


Premium Gems Dreadstone Gold Stone Mana
NO DK Premium 10 10 250k 250k 500
DK Premium 14 14 350k 350k 500

Tips & Tricks[]

  • Survival raids difficulty is not scaled well, at low level dungeons they are extremely difficult and near impossible but at high level level dungeons they are almost laughable
  • Don't lose your dungeon heart or you will fail
  • Once a building of yours is destroyed, they will all spawn from that location until another building is destroyed. They will always spawn from the most recently destroyed building
  • Consider setting a building at the bottom of the dungeon that they can easily destroy, creating a controlled entry point
  • Dragons breath is useful during these raids
  • Generally, enemies will always spawn at the bottom center entry point for the first 3 to 4 waves. If the attackers are humans (not real players), they will spawn randomly
  • Consider waiting until you are raiding to do the survival raid, you can use it to top up your mana
  • If you lose on wave 10, you will gain 4 gems, though it costs 5 to retry
  • If your gold traps are high levels, you’ll most likely lose gold from doing survival raids
  • Necromancers can make good defense minions as they’ll have plenty of graves from the enemies
  • Careful of enemy Magmaws, there is a potential of Magmaw getting stuck on a dungeon heart attacking it while your Bug Zappers keep stunning him. If you have no mana or minions, there's a good chance he will keep healing and won’t be able to be killed
  • Careful of enemy Dragon Whelps, their first strike does double damage
  • If there is a promotion for minions for immortals, keep in mind that the enemy gets the benefits too
  • Enemy immortals shouldn’t be over over level 35. So there shouldn’t be a risk of a Sir Cophogus raising skeletons for example
  • The rewards for survival raids aren’t that great, don’t worry too much if you struggle to complete them, eventually that become super easy
  • Rooms and traps that are upgrading won’t attack, though rooms with minions will still have their minions
  • Your necromancers can raise skeletons, the enemies necromancers cannot raise skeletons
  • Enemy Mistresses will boost other enemy minions which will make them ignore most stun and slow effects
  • Enemy Dugg & Duggar’s can dig through your walls, though it mainly happens if there is too many obstructions in their way if they were to walk the distance.
  • Anti Air is quite important for survival raids, though they are slow to upgrade
  • Remember minion and immortal weaknesses
  • After you place a minion, a skeleton is raised, or a minion is converted by a Vampire, they will eventually travel to their designated guard room if their are no enemies nearby. For example, Skeletons will go to the Dungeon Heart and Dragon Whelps will go to a Treasury
  • Trolls and Bile Demons are probably the least useful minions to have defending, as their primary uses are destroying buildings
  • Warlocks and Necromancer are probably the most useful minions to have defending, as the warlock can attack air and the necromancer and raise skeletons of the enemy