Is RAID: Shadow Legends worth playing in 2026?
6.9RAID: Shadow Legends reviewed from a free account: 0.5% Legendary shards, the 200-shard mercy counter, a 130 energy cap, and where the paywall really starts.
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How we tested this game
Short answer
Only if you treat it as a years-long collection project and never look at the Arena. The underlying RPG is far better than its advertising reputation — gear sets, affinities and speed-tuning make team building genuinely deep. But a Legendary champion is a 0.5% pull on Ancient and Void shards with mercy only arriving at 200 summons, energy caps at 130, and the shop is in your face constantly. The game is good; the deal is not.
- Play it if build-crafting a turn-based team is the point for you and you are happy to progress over months.
- Skip it if you want competitive PvP for free, or if a 0.5% headline rate and a 200-pull mercy counter tells you everything you need to know.
First impressions
You have seen the ads. The relevant fact for this review is that RAID: Shadow Legends is a considerably better game than its marketing deserves, and that this does not make it a good deal for a free player. Both things are true and this review is about holding them at the same time.
The opening is practised and effective. A ten-minute tutorial, a dark-fantasy campaign, a starter champion you choose, and a first few days where rewards fall constantly. Levels come quickly, the first campaign chapters fall over, and the shop pop-ups — which arrive early — are easy to dismiss because you do not yet need anything.
What the first session hides is which resource actually matters. New players assume it is champions. It is not: it is gear, and the energy to farm it. You will have usable champions long before you have the gear to make them work, and energy is what stands between those two states.
The core loop: affinity, gear, speed
RAID’s combat is turn-based and fully automatable, which sounds like it removes the game until you understand where the game actually is. It is before the battle.
Affinity is a four-way elemental triangle — Magic, Force, Spirit and Void — where attacking into the wrong affinity produces weak hits and attacking into the right one produces crits. Dungeon and boss affinities are fixed, so your roster needs coverage, not just power.
Gear is six slots with set bonuses, randomised main stats and substats. This is the real grind and the real skill expression: a correctly geared Rare champion outperforms a badly geared Legendary in most of the game’s content, and that fact is the single most important reason the game remains playable free.
Speed tuning is the deep end. Turn order is driven by a Speed stat, and large parts of the endgame are solved by building teams whose turn orders interlock to an exact sequence. Getting a Clan Boss rotation to loop infinitely is a genuine optimisation puzzle, and it is the thing long-term players actually play.
Clan content
Clan Boss and the larger clan raid encounters are the best content in the game and the most free-friendly, because they reward tuning over rarity. They do require an active clan — this is a social game whether you wanted one or not.
Faction Wars, the quiet free-player wall
Faction Wars deserves its own note because it is the mode that most clearly exposes how the gacha and the content interact. It asks you to clear stages using champions from one faction at a time, across sixteen factions. Rarity matters less than coverage: you need a functional, geared team in every faction, including the ones your pulls have ignored.
For a spender this is a shopping problem. For a free account it is a years-long accumulation problem, and the rewards locked behind it — including the resources for high-tier gear upgrading — are exactly the ones a free account needs most. It is a neat illustration of the pattern this whole review keeps running into: nothing is locked away from you outright, and everything you need is placed just past the point where the free accumulation rate makes it comfortable. That is the designed experience, not an accident of tuning.
Arena
The Arena is where the honesty ends. Your defensive team faces other players’ teams and the top brackets are populated by deep Legendary rosters with top-tier gear. A free account can climb to the middle comfortably and will stop there.
Is it pay-to-win?
In PvP, unambiguously. Elsewhere it is pay-to-accelerate, and the acceleration on offer is large.
| Game mode | Free-friendly? | What slows you down |
|---|---|---|
| Campaign | Yes | Nothing in the early chapters |
| Dungeons | Partly | Energy: 130 cap at level 60, one per three minutes |
| Gear farming (the real grind) | Partly | Same energy budget, plus pure substat RNG |
| Clan Boss | Yes | Needs an active clan and speed-tuning knowledge |
| Hydra / clan raid tiers | Partly | Rewards roster breadth, so rewards pulling |
| Faction Wars | Partly | Requires wide faction coverage — a long free grind |
| Arena (top tiers) | No | Paying accounts’ Legendary teams |
| Live Arena (top tiers) | No | Same |
The published numbers, from Plarium’s own support documentation: Ancient and Void shards have a 0.5% Legendary rate; Sacred shards have 6%. Mercy then applies per shard type — on Ancient and Void shards, Epic mercy starts after 20 summons without an Epic and adds roughly 2% per shard, while Legendary mercy does not start until 200 summons and then adds roughly 5% per shard. Sacred shards start their Legendary mercy after 12. Primal shards track Legendary and Mythical counters separately, with Legendary mercy from 75 and Mythical from 200.
Credit where it is due: publishing those thresholds at all puts Plarium ahead of a lot of this genre’s mid-tier, and the mercy system is a real floor rather than a marketing word. But a 200-summon mercy counter on the shard type free players actually accumulate is the number that sets this review’s F2P subscore, and it sets it in the 4s.
Energy is the second wall and the less-discussed one. The natural cap is 130, reached at level 60, regenerating one per three minutes — about 6.5 hours to refill from empty. Gear farming needs an order of magnitude more runs than that supports, which is why energy refills and energy subscriptions are perennial items in the store.
The third wall is tonal rather than numeric: the offer cadence. Rotating limited-time bundles, pop-ups on login, pop-ups after a boss, pop-ups when you nearly complete something. It is the game’s defining texture and it is not incidental — it is the product.
What you get for free
A new account genuinely does well in its first month, and the game is not stingy about the opening.
- A starter champion you choose, plus a run of login and progress-mission rewards across the first weeks.
- Shards from campaign clears, dungeon runs, events and tournaments — a free account accumulates a real shard stream, it is simply weighted toward Ancient shards at 0.5%.
- Energy, silver and books from daily and weekly quests, which cover basic levelling but not serious gear farming.
- Usable Rares and Epics, which is the genuinely good news: Plarium has kept several Rare champions relevant for years, and a free account’s early teams are built from them, not from Legendaries.
What we are not printing: a shard count, a Legendary timeline or any of the specific long-term login rewards, because those campaigns change and we have not counted them on a live account. All in verify.
Graphics and performance
For a 2018 mobile title that has been continuously updated, it looks good: detailed champion models, heavy skill animations, and a dark-fantasy art direction that is consistent rather than generic. It is not competing visually with the 2024-generation games in this round-up, but it does not need to — the camera is static and the models are the whole show.
The practical advantage is reach: it runs on almost anything.
| PC | Minimum | Recommended |
|---|---|---|
| OS | Windows 10 (21H1) / Windows 11 (21H2) 64-bit | Windows 11 64-bit |
| CPU | x86 / x64 with SSE2, or Arm64 | Modern quad-core |
| RAM | 8 GB | 8 GB or more |
| GPU | DirectX 11 or Vulkan-capable | Any dedicated GPU |
| DirectX | Version 11 | Version 11 |
| Storage | 5 GB | 5 GB SSD |
Cross-progression between the PC client, Steam and mobile on a linked account is one of the game’s real conveniences, and the PC client is the correct way to play it, because this is a game of long auto-battle farming sessions.
Verdict
6.9 — Common. Split the score and it makes sense. As an RPG, RAID is an 8: affinity coverage, gear sets and speed tuning give it more legitimate build depth than most paid games in its genre, the roster is huge, Rares stay relevant, and eight years of updates mean there is a lot of game in there.
As a deal for someone who is not paying, it is a 4. A 0.5% Legendary rate with mercy arriving at 200 summons, an energy cap that rations the gear farming that actually determines your power, two PvP ladders whose top brackets are priced rather than earned, and a storefront that interrupts you constantly. The game is good and the terms are hostile, and on this site the terms count. Play it as a long, slow, free project with a good clan, keep the campaign and Clan Boss as your targets, and do not look at the Arena.
What we liked
- Team building has real depth: affinity triangle, gear sets, speed tuning and skill books make a mid-rarity champion viable
- Enormous roster across sixteen factions, with usable Rares and Epics rather than a Legendary-only meta
- A published mercy system, with Plarium documenting thresholds per shard type — more transparency than most of this genre's mid-tier
- Real PC client plus Steam release, with cross-progression to mobile on one linked account
What could be better
- Ancient and Void shards are a 0.5% Legendary rate, and the Legendary mercy counter does not begin until 200 summons on those shard types
- Energy caps at 130 at level 60 and regenerates one per three minutes — roughly 6.5 hours to refill from empty, and farming gear needs far more than that
- Offer pop-ups and rotating limited-time bundles are near-constant and are the game's defining texture
- The top of the Arena and the top of the Live Arena track spending, not skill
Final verdict
A deep RPG inside one of the most aggressive storefronts in the genre
Common · Mixed
Eight years in, RAID is a dense, well-maintained turn-based RPG with more legitimate build depth than most paid games in its genre, and the campaign and dungeons are genuinely clearable free. What it will not do is pretend. The 0.5% Legendary rate on Ancient and Void shards with mercy at 200 summons is among the harshest published in any game we cover, the energy cap of 130 rations the gear farming that actually determines your power, and the storefront never stops talking. If you can mute the shop and play it as a five-year project, there is a lot here. If you came to compete, the ladder is priced.
Play it if…
- You love speed-tuning and gear optimisation in turn-based combat
- You play in short daily sessions over months or years
- You will join an active clan for Clan Boss and Hydra
Skip it if…
- You want fair competitive PvP without spending
- Constant in-game offers wear you down
- You want a Legendary roster inside your first few months
Where to play RAID: Shadow Legends
Pick your platform — progress follows your account.
Frequently asked questions
Is RAID: Shadow Legends free to play?
Yes, on PC, Steam, iOS and Android. Every game mode is accessible without paying. Money buys shards, energy, resources, subscriptions and rotating bundles — it buys speed and roster quality, not access.
What are the summon rates in RAID: Shadow Legends?
Plarium publishes them. Ancient and Void shards carry a 0.5% chance of a Legendary champion; Sacred shards carry 6%. Mercy then raises your odds: on Ancient and Void shards the Legendary counter starts after 200 summons without one and adds about 5% per shard thereafter, while Sacred shards start their mercy after 12 and climb from 6%.
Is RAID: Shadow Legends pay-to-win?
In PvP, yes. The campaign, dungeons and Clan Boss are all clearable as a free player with a well-geared Rare and Epic team, but the top Arena and Live Arena brackets are populated by accounts with deep Legendary rosters, and those come from spending or from years of accumulation.
How long does it take to get a Legendary champion for free?
There is no honest fixed answer, which is itself the answer. At a 0.5% rate on Ancient and Void shards with mercy starting at 200 summons, a free account accumulating shards from dungeons, events and login rewards should expect months rather than weeks, with Sacred shards from events being the realistic shortcut.
Can I play RAID on PC and phone with the same account?
Yes. Link your account in the settings and progress syncs between the PC client, the Steam version and the mobile app. The PC client is the better experience for the long farming sessions the game requires.



