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Getting started

Beginner guide: what to do in your first two weeks

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Nearly every mistake a new player makes comes from the same instinct: spreading resources across too many champions. This guide is mostly about resisting that.

The one rule that matters

Build a small number of champions properly rather than a large number badly. Upgrade materials, gear and silver are the real constraints, not champions — you will end up with more champions than you can equip within days. A team of four well-geared champions clears content that a roster of thirty half-finished ones cannot touch.

This is unintuitive, because the summoning system constantly hands you new champions and implies that the new one is the upgrade. Usually it is not, and switching to it means starting the gear investment again.

What to do first

  1. Follow the campaign until the game stops holding your hand. It unlocks the other modes and teaches the basics without much risk.
  2. Pick a core of four and commit. You want a mix: something that does damage, something that keeps the team alive, and something that applies debuffs to the enemy. A team of four damage dealers dies in the dungeons.
  3. Join an active clan immediately. This is the single highest-return action available to a new account. Clan Boss chests arrive whether or not your own teams are good yet, and an active clan will answer questions faster than any guide.
  4. Do the daily and weekly tasks. They are dull, they are also where a disproportionate share of your resources comes from.
  5. Read the summon chances in the client before you spend anything. They are displayed. Read them while you are calm, not mid-offer.

Understanding gear early saves you months

Diagram of the equipment system showing six armour slots
(Weapon, Helmet, Shield, Gauntlets, Chestplate, Boots), three accessory slots (Ring, Amulet,
Banner), and a panel explaining that each piece has one main stat plus up to four substats and
that matching pieces give a set bonus at two or four pieces.
Where a champion's power actually comes from. Original diagram drawn for this site.

Each champion has six armour slots and three accessory slots. Each piece carries a main stat fixed by the slot, and up to four substats that roll randomly and improve as the piece is upgraded. Matching pieces grant a set bonus at two or four pieces, depending on the set.

Two practical consequences:

Speed is the stat people underrate

Diagram showing three Turn Meter bars. The champion with
the highest Speed has a full meter and acts now; two slower champions have part-filled meters.
Turn Meter fill is proportional to Speed. Fill levels shown are illustrative, not measured. Original diagram drawn for this site.

Turn order is decided by Speed. A champion with enough of it acts more often, which means more damage, more healing and more debuffs than a slower champion with better raw numbers. When a fight is failing and you cannot see why, the answer is very often that something acted before you did.

Affinities

Champions and enemies belong to one of four affinities: Magic, Spirit, Force and Void. Three of them form a strong-against cycle; Void sits outside it. Attacking into an unfavourable affinity carries a real chance of a weak hit. This is why you eventually keep more than one team — not to collect, but because a specific boss demands a specific answer.

Ready to start?

The game is free to download, and the summon chances are shown in the client before you spend anything.

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Common early mistakes

MistakeWhat to do instead
Upgrading every piece of gear you findUpgrade only gear with useful substats, for champions you have decided to keep.
Levelling twenty champions at onceLevel four. Feed the rest into them.
Chasing every new champion you summonStick with a working team. Switching restarts the gear investment.
Ignoring SpeedTreat it as a primary stat, not a bonus.
Not joining a clanJoin one on day one. It is free progress.
Buying a pack to solve a problemWork out what the problem is first. It is usually gear, and packs rarely solve gear.

Before you spend anything

The game is rated PEGI 12 and carries the descriptor "In-Game Purchases (Includes Random Items)". That parenthetical is the formal warning that what you buy has randomised contents: you are buying draws, not outcomes. Our spending and safety page covers the practical checks — purchase authentication, family controls, and where a refund request actually goes.

Accuracy note. Game mechanics, prices, offers and ratings change without notice. Where anything here differs from the official information published by the game publisher or the platform, the official information prevails. Found something wrong? Tell us — we correct errors and say what we corrected.

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All diagrams on this site are original SVG files drawn by us. No product screenshots or stock photography are used.