Spirit City raid guide
Anime Expeditions Raids Guide: Spirit City & Rewards
Prepare a reliable level 25 team, pick the highest act you can clear consistently, and farm tokens or featured drops without wasting runs.
Single current guide checked
How do you unlock Raids in Anime Expeditions?
Reach Player Level 25, open Areas, switch to the Gamemode tab, select Raids, and interact with the raid entry. The level belongs to your account, not to one unit. If the mode is greyed out, continue Story, quests, Expeditions, and other activities that award Player EXP rather than searching for a raid key that the current guide does not require.
After reaching level 25, rejoin a current server if the menu still looks locked. Updates can leave an older server on a different interface. Once inside, begin with Spirit City Act 1. Later acts pay more Raid and Spirit Tokens, but a reliable Act 1 clear teaches more and earns more than repeated Act 3 failures.
Raids are a roster check, an economy check, and a mechanic check at the same time. Story damage alone is not enough. Each act can combine fast enemies, crowd-control immunity, temporary damage immunity, stuns, or healing. Build for the act that is actually selected instead of copying one team into every queue.
What should you check before your first raid?
Start with the live act card. Read the boss, modifiers, fixed rewards, chance drops, and pity counters. Then compare those details with the goal for your session. A player farming Raid Tokens needs a stable clear. A player chasing one weapon needs the act that lists that weapon. A player learning mechanics should choose the lowest act that still presents the problem.
- Account level: confirm Player Level 25 or higher so the mode is actually available.
- Early placement: bring at least one affordable unit that can stop the first waves without consuming the whole economy.
- Boss damage: keep a carry or concentrated damage source for the named boss and high-health enemies.
- Coverage: include enough area damage to prevent ordinary enemies from leaking while the boss is being focused.
- Modifier answer: do not rely entirely on slows when Immunity is present, or on rapid hits when Retaliation can stun the team.
- Upgrade plan: decide which two or three units receive most of the in-run money before the wave starts.
If the roster is still changing every session, do not spend rare Trait Crystals or Stat Locks merely to enter Raids a little earlier. Use the beginner guide to stabilize a small team, then improve a unit that will remain useful in Story, Expedition, and event content.
What does each Spirit City act reward?
All three reported acts award the same base amounts of Gems, Gold, Unit EXP, Player EXP, and Bunny Candy. The token payout rises with each act, while the chance-drop pool and boss change. The table below is a planning reference, not a substitute for the current in-game reward panel.
| Act | Boss and chance drops | Reported fixed rewards | Best reason to run it |
|---|---|---|---|
| Act 1 | Glam Reaper; Hair Bells, Spirit of the Moonblade, and Shionigami Sword are listed as chance drops. | 125 Gems, 125 Gold, 1,000 Unit EXP, 145 Player EXP, 2 Bunny Candy, 10 Raid Tokens, and 10 Spirit Tokens. | Learn the raid loop, start the lower pity tracks, and earn repeatable tokens with the easiest clear. |
| Act 2 | Silver Serpent; Reaper and Shinigami Sword are listed as chance drops. | 125 Gems, 125 Gold, 1,000 Unit EXP, 145 Player EXP, 2 Bunny Candy, 15 Raid Tokens, and 15 Spirit Tokens. | Improve token income while chasing the Act 2 pool and learning the Retaliation counter. |
| Act 3 | Berserker; 8th Sword and Shinigami Sword are listed as chance drops. | 125 Gems, 125 Gold, 1,000 Unit EXP, 145 Player EXP, 2 Bunny Candy, 20 Raid Tokens, and 20 Spirit Tokens. | Earn the highest listed token payout and work on the rare Act 3 weapon track. |
Higher tokens do not automatically mean better farming. Compare successful clears per hour. If Act 3 takes twice as long as Act 2 or fails regularly, its larger payout may still produce fewer tokens during a session. Run the highest act your group clears predictably, then move up after the failure point is fixed.
How does raid pity work?
Pity is a progress counter for a listed chance drop. The current Spirit City guide reports a 5% drop with a 20-clear pity for Hair Bells and Spirit of the Moonblade in Act 1, a 5% drop with a 20-clear pity for Reaper in Act 2, and a 1% drop with a 35-clear pity for 8th Sword in Act 3. It separately lists Shionigami or Shinigami Sword at 2.5% in Act 1, 3% in Act 2, and 3.5% in Act 3.
Do not assume all items share one counter. Read the counter beside the exact reward and act in the live menu. A clear in another act may not advance the item you want. If the item drops before the displayed threshold, check whether that counter resets before committing to the next run.
A listed chance is still only a chance. Random drops can arrive early, while a pity rule can change after an update. Record the counter before and after one completed run if you are unsure whether the selected difficulty advances it. Do not infer progress from a failed attempt unless the live screen visibly updates.
How do you handle each raid modifier?
Modifiers change which units are useful. The current guide lists Sprinter, Tank, and Immunity across Spirit City, with Bulwark in Act 1, Retaliation Counter in Act 2, and Greed in Act 3. Read the exact live wording because timing and range values can be adjusted.
| Modifier | Reported effect | Practical answer |
|---|---|---|
| Sprinter | Moves 45% faster with 20% less health. | Place affordable damage earlier and cover the entrance; do not wait for a late carry to catch a fast leak. |
| Tank | Moves 20% slower with 20% more health. | Use the extra travel time to concentrate upgrades on sustained boss and elite damage. |
| Immunity | Ignores crowd-control effects. | Treat raw damage and positioning as the answer; a team built only around slow or stun needs another plan. |
| Bulwark | Becomes immune to damage for three seconds every ten seconds. | Avoid judging damage during the shield window and keep steady coverage ready for the vulnerable period. |
| Retaliation Counter | Stuns all units for two seconds after every twenty hits. | Do not stack only fast, low-impact attackers. Time burst and support so a stun does not land at the worst moment. |
| Greed | Steals 10% health from nearby enemies within five range every ten seconds. | Separate the priority target from a dense pack when possible and finish it before repeated healing extends the fight. |
One modifier rarely causes the loss by itself. The problem is the combination. Sprinter plus Immunity removes much of the time and control a normal team expects. Tank plus Bulwark lengthens a fight enough for later waves to stack. Change placement and upgrade order before replacing the entire roster.
What team structure works in Spirit City?
Use roles, not a list of famous units. A reliable raid team has one early defender, one main carry, one source of broad wave coverage, one boss or elite specialist, and utility that still works against the active modifiers. A farm unit is helpful only when the map allows its investment to pay back before the dangerous waves.
In solo play, favor units that cover two roles. An affordable unit with useful range can handle the opening and remain as cleanup later. In co-op, assign roles before the first placement. One player can fund the early lane, another can prepare boss damage, and another can add area coverage or support. Four players buying the same expensive carry at the same time creates four unfinished carries.
Check the tier comparison for current public opinions, then use the unit list to confirm the exact form you own. A high grade does not answer every modifier. The useful question is whether the unit solves the next act without creating an economy problem.
Should you farm solo or with other players?
Farm solo when you already clear the chosen act consistently and want predictable placement, spending, and timing. Use matchmaking or a premade group when a missing role prevents a clear, when you are learning a later act, or when the added damage reduces completion time enough to improve the reward rate.
Before a group run, agree on the act, the target drop, and the opening responsibility. A short message such as “I cover early and area; save for boss” prevents more failures than an extra uncoordinated unit. Do not expect strangers to know which pity track you are chasing. Select the right act yourself and check it before the queue begins.
If a group fails, identify the first leak or stalled enemy. Ask whether the cause was speed, immunity, missing damage, a stun window, Greed healing, or money spent too late. That answer gives the next team a specific correction instead of a vague request for stronger players.
What should you buy from the Raid Shop?
The current guide lists one Grey Sprite for 5 Raid Tokens, one Trait Crystal or lock for 10, and bundles of three Stat or Equipment Rerolls for 10. Each item has a purchase limit. Public pages disagree about whether limited stock is permanent or refreshes on a schedule, so check the live timer and remaining quantity before building a weekly plan.
Buy for a named next step. A Trait Crystal makes sense when a long-term unit is ready for a trait attempt. A Stat Reroll makes sense when the unit is worth keeping and its current potential is holding it back. A Stat Lock is useful after one roll is good enough to protect. Equipment items belong on gear you intend to use, not the first piece you found.
- Keep enough tokens for the reroll or lock tied to your current core unit.
- Buy a limited progression item only after confirming its live stock and reset text.
- Use Grey Sprites when they complete a current evolution or craft, not simply because they are cheaper.
- Do not convert every token immediately after a run; a later act or account goal may make another item more valuable.
The Stat Potential guide explains how locks affect rerolls, and the items guide explains the wider use of crystals, sprites, and equipment materials.
What is an efficient 30-minute raid plan?
- Choose one goal: tokens, Player EXP, a named chance drop, or practice on one modifier.
- Open the live reward panel and record the act, drop, and pity counter.
- Select the highest act you can clear repeatedly without relying on a lucky rescue.
- Run it once and note completion time, tokens, and the first wave that caused trouble.
- Change one placement, upgrade priority, or role if the clear was unstable.
- Repeat while the chosen act still advances the goal.
- Visit the shop only after deciding exactly which item the tokens will fund.
This approach prevents a common waste: pushing a harder act for a larger reward label while earning less over the whole session. Consistent runs also make pity progress easier to track because you know which completed attempt should move the counter.
Why might a raid reward or counter look wrong?
First confirm that the run finished, that the intended act was selected, and that you are reading the counter for the same item. Then rejoin a current server and inspect the reward panel again. A public guide may describe an earlier build, a label may have changed, or a chance reward may not be guaranteed until its own pity condition is reached.
If the shop differs from this page, trust the live stock and timer. If a modifier behaves differently, capture the full modifier card and act rather than only the result screen. You can send a public source or screenshot through Contact so the dated report can be corrected without presenting one player's result as a universal rule.
Where were these raid details checked?
The level 25 unlock, entry path, Spirit City bosses, rewards, reported drop chances, pity values, modifiers, and shop items come from the All Things How raid guide, updated 24 July 2026. Because this is one current independent source, every exact value on this page remains labeled as a community report. The live game should decide what you queue and buy.