Guide Page
Strategy Guide
The demo rewards smart balance, not tunnel vision. This page is about recognizing which lever solves the problem in front of you instead of just buying the most tempting button.
Early-season priorities
- Get to 10 fast. A pretty plan that cannot legally queue a raid is not a plan.
- Accept short-term bodies, then raise standards. Early on, legal comp beats perfection. Later, Recruitment Office and scouting matter more.
- Prepare, then start pulling. A fresh draft is allowed a lucky win, but a week of Dungeon Runs, Training, or Raid Prep makes the opener much more reliable.
- Do not spend yourself broke on vanity. If a hall upgrade means no training and no repairs, the hall can wait.
What gold is really for
| Spend | Typical role | Common mistake |
|---|---|---|
| Repairs | Mandatory tax on deaths | Pretending gold income is larger than it is by ignoring repair pressure. |
| Training | Converts gold into long-term base stats and better MEC | Spreading sessions thinly across everyone with no clear target. |
| Facilities | Solves ongoing bottlenecks | Buying the wrong facility for the actual problem. |
| Scouting | Reveals hidden applicant Potential for 30g after you build a Recruitment Office | Scouting everyone when the roster still has obvious empty holes. |
| Bump recruitment post | Refills open applicant slots for 50g | Using it before you know what kind of recruit you need. |
Gold strategy is mostly about timing. The same 300 gold means something different before your first legal raid, during a repair-heavy wipe week, and after you are stable enough to buy comp quality.
Training versus farming
Farming is the passive engine. Training is the targeted scalpel. Farming keeps gear moving and gold flowing. Training fixes a specific weakness, especially MEC or a future keeper's base stat ceiling. If everyone trains all the time, you starve your economy. If nobody trains, late Tier 1 mechanics keep collecting bodies no matter how shiny the helmets get.
This is the cleanest expression of the skill-times-gear design contract.
Raid-night decisions that matter
Use both night limits
Each raid night gives 5 scheduled pulls and a separate 5-wipe budget, twice a week. Kills spend a scheduled pull but not a wipe. Every attempt costs 5g in supplies.
Lead the fight live
Stance switches are free any time: aggressive gains damage but raises mistakes, careful trades damage for cleaner execution. The once-per-pull calls are the clutch buttons - Bloodlust (living shaman), Rally (living warrior), Barrier (living death knight), Battle Rez (living druid, death knight, or warlock), and Focus Adds on add bosses.
Assign raid loot quickly
The first weekly kill of a boss drops exactly 3 distinct-slot items at its loot band +4 ilvl. Assignment also gives loyalty.
Extend with a plan
Out of pulls with wipes left? EXTEND buys one more attempt for 3 morale from every rostered raider, and it ignores the wipe floor. One clutch extend wins nights; chained extends grind your guild down.
How to read a wipe
| What you see | Likely issue | Usual response |
|---|---|---|
| Many deaths to avoidable raid damage | Weak MEC, low Knowledge, or overly aggressive stance | Train, learn, or slow down. A mid-fight switch to careful is free. |
| Raid survives but boss health barely moves | Damage shortage, wrong DPS shape, or weak loot flow | Re-check comp, assign raid loot, and confirm your best DPS are actually geared. |
| Morale spirals after several wipes | Roster stress problem | Community Hall, easier farm week, or a confidence-kill re-clear can help. |
| Gold keeps disappearing | Too many deaths, too much training, or weak farm economy | Reduce slop first, then buy economy tools. |
The best question after a wipe is not "what button is strongest?" It is "what actually killed this pull?" The answer is usually in the logs, deaths, meters, or the repair bill.