Survival raids are weekly events that allow the player to defend against 10 waves of enemies for a reward.
Rewards[]
Premium | |||||
---|---|---|---|---|---|
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