Raids
Raids are the only PVE guild events. It is played in "battle" mode and also starts at 16:00UT (12:00EST). Each guild faces a “raid boss” across an unlimited number of “raid levels”. Raid boss health starts out with 15,000 health and this health increased by 1,000 for each raid level. Each level is also progressively harder than the previous.
raid scoring
To damage the raid boss, each guild member may fight it and each win is awarded 100 raid points, while each loss is awarded between 5 and 25 raid points(depending on number of units killed on the side of the raid boss, and commander health.
energy
Each player is given 13 "raid energy" at the start and regenerates at a rate of 1 energy every 30 minutes but does not regenerate when a player has 25 energy, which is the cap. This energy is unrelated to Mission Energy or PVP Stamina. Energy recharge ends exactly when players can no longer start a raid level, which is 78 hours from the time of raid start.
Raid happen over a seventy-eight hour period, so each player has 169 raid energy.
There were raids in the past where energy recharged all the way until the very end of the final raid level, even after the window for raid level starts have ended.
objective
unlike PVP events, PVE events do not pit guilds against each other. this means top tier rewards can be obtained by multiple guilds. the basic objective is to defeat as many raid levels as possible, as higher raid levels award higher quality rewards. This is the only event where an unlimited amount of people may acquire quad vindicator rewards, making it the most sought after event in terms of strengthening member decks.
Members have a maximum target of 12,500 personal raid points for level 26 rewards. If a player cannot reach 12,500 points from the 169 free energy, a player may resort to “raid refills”.
raid refills
Each raid energy can be bought for 5 warbonds. However, one can only buy a refill to max energy, and never one at a time. This means a player with 24 raid energy can buy a full refill (to 25 energy) for 5 warbonds. Player must have at least 5 warbonds to complete the request to refill.
A player with 5 energy can buy a full refill (to 25 energy) for 100 warbonds and the player must have at least 100 warbonds to complete the transaction.
Refilling always deletes at least one free energy earnable in the game, so the first refill is always essentially priced at 10 warbonds. The best time to refill is when your refill timer is closer to 29:59 instead of 00:01.
loop levels
Loop levels are levels which your guild deliberately loses in order to manage your guild’s raid energy or member points.
Sometimes, a guild without enough energy to kill a raid level will issue an order to all members to stop hitting the raid level to conserve energy and hit it after the current timer expires.
Other times, a guild will deliberately make members hit a level which they intend to lose in order to make their members score personal points as succeeding levels may be too hard to acquire personal points from.
Going rogue (not following orders) in raids is also a basis for kicks from leaders.
heroing
Raid heroing is a concept related to raid refills, but is used by guilds to capitalize on one strong deck to kill the most difficult raid levels.
If a member with a 25% winrate on level 25 refills, he would be spending twice as much warbonds as a member with a 50% winrate on level 25. So guilds begun to funnel funds from members into the account of their strongest member, for economical efficiency.
There are gray areas to heroing, as developers released daily deals which are different from regular priced warbonds.
In daily deals, some warbonds cost 20 warbonds per dollar while regular priced warbonds retail for 14 warbonds per dollar. This means that as long as a member is less than 30% less efficient than a hero, it is more economical for a player to refill thru daily deals than to pay for a hero.