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Raids and Loot

How PvP raids work in Pixel Reign: finding a target, energy and ante, the 90-second battle, stars, the loot formula, trophies, shields, and replays.

A raid is a 90-second attack on another player's base. You pick a target, drop your army around their plot, and the server resolves every hit. Any star you earn is a win, and wins take a share of the defender's SHARDS. There is no travel time: the moment you confirm a target, you are on their field.

Everything on this page is the devnet playtest. ETH and KEEP here are test-net tokens with no real value, and SHARDS are an in-game currency.

Quick facts

Finding a target

Open the globe and tap a parcel to see its owner's base. You can attack a base you picked yourself, or let the game auto-match you.

The world globe with owned parcels

Who you can see and hit

Scouting. Before you commit, the parcel view gives you a 30-second scout preview of the base. Only completed buildings appear; traps that were sprung in an earlier raid and not yet repaired are simply absent. A scout is refused only for your own base or a base on the other side of the land line — never because of a shield, and never because of Keep level: everyone can scout everyone, only attacks are gated.

Tip: the globe also shows a loot preview as a 1★ / 2★ / 3★ range. The numbers are rounded into buckets (never finer than 100 SHARDS) so a preview cannot reveal a player's exact balance. The low end assumes their defenses hold; the high end assumes everything falls, Mines included.

RAIDED ×N, the raid log and revenge

When someone raids you, the shield chip in the top bar turns into RAIDED ×N — the number of defences you have not looked at yet — and the next time you load the base a toast says YOUR BASE WAS RAIDED ×N — OPEN RAID LOG. Tapping the chip opens the raid log, and every PvP defence row there carries a REVENGE button; after 4 hours it reads ATTACK BACK instead, because the server no longer counts the counter-attack as revenge. Either way the attack takes the normal raid path: the Keep rule, shield, land tier and once-per-day rules still apply, and a revenge target too far below you says so. Within those 4 hours the map also flags the attacker with a REVENGE badge.

What a raid costs

CostAmountNotes
Raid energy1 per PvP raid6 free per UTC day; free energy is used first
Extra energy0.03 ETH each, or 6 for 0.09 ETHdevnet ETH; never KEEP
Shard ante100 × your Keep levelL1 Keep 100 … L20 Keep 2,000; burned, refunded if the raid expires unsubmitted

There is no daily cap on raids as long as you have energy. Campaign stages cost no energy and no ante — see Campaign and PvE.

Why the ante: there is no daily raid cap, so the ante is the only throttle on how often you attack, and it scales with your Keep level. The exact numbers are marked as playtest placeholders in the code and may be tuned.

Deploying and fighting

Choosing where to drop troops during the deploy window

When you confirm, the server freezes a snapshot of the defender's base and drops you straight onto the field.

Commands available during the battle

A raid in progress

The battle ends early when the base is 100% destroyed, or when you have no living troop left and nothing left to deploy. The only randomness in combat is a ±6% damage 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 the wall-free detour, whichever costs less time for that unit — and commits until its target or the blocking wall falls. A wall hugging the target is never mistaken for a gap, and a unit that joins a breach joins the nearest live one. Troops no longer patrol the perimeter looking for an opening that never comes.

If you close the tab

The outcome is decided on the wall clock, not by your browser. A PvP raid is resolved by the server whether or not your tab stays open. Campaign and other batch raids journal every troop as you place it, so if you disconnect, crash or close the game the server finishes the raid at the deadline with the troops it received — energy spent, result, replay and campaign progress all recorded as if you had stayed. A raid in which you never placed a troop still expires and refunds as before. Switch tabs mid-fight and you come back to a CATCHING UP… pill while playback fast-forwards at 8× to where the wall-clock battle really is; come back after the end and you jump straight to the verdict.

Stars and victory

StarEarned 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.

The raid result screen

Loot

Loot is worked out per defending deed. It never touches wallet-wide balances and it never touches KEEP.

The pool. When the raid is created, 50% of the defender's liquid SHARDS plus their open (uncollected) 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% of the pool, 2★ takes 50%, 3★ takes 100%.

The Vault decides how much of the pool is exposed (formula v2). The highest Vault still standing at the end of the battle shields up to 30 of the 50 points, scaled by its level. A level-1 Vault shields 1.5 points (48.5% of the balance lootable); a level-20 Vault shields all 30 (20% lootable). A Vault you destroy protects nothing — breaking it is how raiders reach the rest. A deed with no Vault exposes the whole pool. Raids created before this rule shipped settle under the older rule they were created with (75% of the pool always reachable, the last 25% opening as Vaults fell).

A few examples:

Standing Vault levelPoints shieldedLootable share of balance
none / destroyed050%
11.548.5%
101535%
203020%

Why: the owner's rule is "during a raid 50% of your shards can be taken, so the Vault should reduce that by up to 30% based on its level." The Vault's storage capacity plays no part in raid loot — only its level and whether it survived.

Mines. On any victory, each destroyed Mine's frozen buffer is paid to you in full. Buffers of Mines that survived go back to the defender. Collecting often is the defender's best protection here — see Mining and Daily Cache.

Settlement. The attacker's deed receives exactly the total; whatever the attacker did not take is returned to the defender. No league tithe and no clan cut are taken on this path. Gold Forge stakes are lootable in proportion to their share of the balance, so an open Forge is not a safe place to park SHARDS — see Gold Forge.

Trophies and leagues

ResultYour trophiesDefender's trophies
1★+8−8
2★+12−12
3★+16−16
0★−10+10

Those are the base values; both are damped by the rating gap. The factor is 100% minus 0.1% per trophy of gap (your trophies minus theirs), clamped between 50% and 150%. Beating someone far below you pays less; beating someone above you pays more. On a 0★ loss the damping inverts, so a favored attacker who whiffs loses more. Nobody drops below 0. These curves are marked as playtest placeholders in the code and will be tuned.

Trophies belong to the base (deed), not the wallet, so they transfer with the land. Campaign stages award no trophies.

Leagues: trophies are cumulative and never reset or decay. Bronze is 0–9 trophies, Silver 10–49, Gold 50–149, ETH 150+. Each Monday at 00:00 UTC the week closes and at 00:15 UTC rewards settle — in SHARDS and items only, never KEEP. A base earns if it is an active, deeded base that resolved at least 3 attacks on other deeded bases inside that Monday-to-Monday window; one base per wallet earns (highest tier, then trophies). The cache is a Keep-level SHARDS ladder (150 SHARDS at Keep 1, 1,000 at Keep 4, 7,000 at Keep 10, 17,000 at Keep 20) ×1 / ×2 / ×4 / ×6 for Bronze / Silver / Gold / ETH, plus 1 KEG OF HASTE in Bronze, 2 in Silver, 1 FINISHER'S SEAL in Gold, and 1 Seal + 2 Kegs in ETH. The first complete earning week starts Monday 2026-09-07 00:00 UTC. Tap the trophy chip in the HUD to open RANKED LEAGUES: REWARD LADDER shows each tier's payout for your Keep, GLOBAL STANDINGS ranks every base by trophies, and LAST SETTLEMENT shows your latest receipt.

The leaderboard page

Shields and cooldowns

Replays and raid log

The raid log with replay entries

Every battle a deed takes part in — attacking or defending — is written to its permanent battle history, 20 entries per page. Open any entry for a replay. Replays play back the server's own event timeline rather than re-simulating, so what you watch is exactly what was settled. Exact loot figures are shown only to the wallet that owned the deed when the battle settled; other viewers see the outcome, not the money.

What the defender experiences

Tip: keep your Vault standing and inside your walls, collect Mines before logging off, and do not leave SHARDS sitting open in the Gold Forge. Each of those shrinks what an attacker can take.

See also