In-game screenshot of Crystal Raid: troops from four players attack the giant purple Crystal
GAME MODE

Crystal Raid: win the race, survive the Shard Hunt

Four players, one giant Crystal and 1,000 shards. Here is how the race works and how to hold your lead.

By UNCStudio · UNCRoyale field guide · 2 min read

Four players, one Crystal

Four players sit around a giant Crystal in the middle of the island. For most of the battle nobody can hurt anybody else: your troops and spells only hit the Crystal and the Shard Golems it sends out. Every troop you deploy marches to the Crystal on its own. A match lasts up to 3:00 with no overtime.

Shards are the score

The Crystal holds 1,000 shards. The share of its health you knock off is the share of shards you earn, so steady damage is steady score. The last hit is worth +50, finishing a Shard Golem +5, and if the Crystal breaks, everyone still standing gets +100. Everyone wants it to fall. The player with the most shards at the end wins.

The Crystal fights back

A Prism Beam locks onto the troops hitting the Crystal and burns hotter the longer it holds one target. A Pulse regularly sweeps the island, and Shard Golems march out toward the players. Rotate your attackers so the beam has to start over, and keep something at home for the golems.

The Shard Hunt

With 60 seconds left the Shard Hunt begins: elixir doubles and your neighbours become fair game. Where you deploy decides who you attack. Knocking down a rival's tower or King takes a share of their shards. The leader wants the Crystal broken fast, everyone else wants to slow them down and steal.

How to hold the lead

Chip the Crystal early with cheap, steady damage. Save a defensive card and a spell for the hunt, because a fat lead is the first thing your neighbours will come for. And do not park one big tank in the beam for too long.

Cards mentioned in this guide

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