UTDX raids quick answer

Raid readiness checker: which raids can your team clear?

Select your roster strength below. The checker maps your current DPS band to each raid's minimum requirement and tells you which raids you can attempt, which ones you're close to, and what units to get next.

All UTDX raid modes overview table

This table covers the four current raid types in Universal Tower Defense X, ordered by minimum team DPS requirement. Use it to find which raids fit your current progress stage before committing to a grind session.

Raid nameActsDifficultyMin team DPSBoss HPKey drop
Emperor's Kingdom World Raid 3 Hard 5,000 1.8M Dragon Warlord (Rage) ~8%
Warlord's Ship Raid 4 Hard 4,200 1.4M Gluttonous Warlord (Despair) ~5%
Freakybuu Incident Raid 5 Endgame 7,500 3.2M Super Roku (Third Ascension) ~5-6%
Divine Wrath Ultra Boss 2 Endgame 9,000 5.5M Fused Warrior ~4-9%

All DPS values are planning baselines from community testing and modelled data. Boss HP figures are community-estimated from raid footage and Discord session reports.

Emperor's Kingdom World Raid

Hard Acts: 3 Min DPS: 5,000 Boss HP: 1.8M

Final phase doubles boss DPS output. Bring Water God slow before the 30% HP threshold.

Wave phase breakdown

PhaseTeam DPS neededKey tactic
Opening (Acts 1-2)3,200Long-lane standard enemies. Ice Empress slow on the merge zone.
Elite Surge (Mid-Act 2)4,500Fast sub-bosses spawn in pairs. AoE or anti-speed mandatory.
Emperor Phase (Act 3)5,000Boss HP 1.8M with Rage at 30%. Time the slow before the threshold.

Recommended unit composition

Drops: Dragon Warlord (Rage) ~8%, Relic rerolls, Universal fragments

Warlord's Ship Raid

Hard Acts: 4 Min DPS: 4,200 Boss HP: 1.4M

Split-lane encounter. One carry per lane is mandatory. Despair aura stacks best at the merge zone.

Wave phase breakdown

PhaseTeam DPS neededKey tactic
Boarding (Acts 1-2)2,800Two parallel lanes. Each needs its own damage anchor.
Deck Rush (Act 3)3,800High-speed enemies funnel through the merge. Control or splash before it.
Warlord Final (Act 4)4,200Boss patrols both lanes. Boss-killer with long range preferred.

Recommended unit composition

Drops: Gluttonous Warlord (Despair) ~5%, Devil orbs, Sky fragments

Freakybuu Incident Raid

Endgame Acts: 5 Min DPS: 7,500 Boss HP: 3.2M

Act 5 unlocks after Acts 1-4. Planet Destroyer sub-boss requires 15,000+ sustained team DPS. Fused Warrior combo possible if both units are equipped.

Wave phase breakdown

PhaseTeam DPS neededKey tactic
Intro Acts (1-3)5,000Escalating HP walls. Burst units help but control prevents leaks.
Corrupted Gate (Act 4)6,500Planet Destroyer sub-boss. Split focus between adds and boss.
Absorption Core (Act 5)7,500Marked Prince + Absorption Alien dual bosses. Synchro Drive combo triggers here.

Recommended unit composition

Drops: Super Roku (Third Ascension) ~5-6%, Limit Breaker Prince (Marked) ~5-7% Act 5, Corrupted materials

Divine Wrath Ultra Boss

Endgame Acts: 2 Min DPS: 9,000 Boss HP: 5.5M

Prerequisite: multiple cleared World Raids. Stun immunity trait recommended. Two Secret-tier units minimum before attempting.

Wave phase breakdown

PhaseTeam DPS neededKey tactic
Surge (Act 1)7,000Non-stop enemy stacks. AoE or multi-target units reduce pressure.
Wrath Core (Act 2)9,000Ultra Boss activates Timestop and Stun. Immune trait critical. Control uptime decides the clear.

Recommended unit composition

Drops: Fused Warrior ~4-9%, Ultra Boss exclusive materials, Evolved materials

Proven UTDX raid team compositions

These four team setups cover the range from early raid access through endgame clears. Each was tested across multiple sessions tracking clear rate, wave-phase survival, and total resource cost to build the lineup. Not ideal for every map or team size, but each hits its target raid consistently.

Why control units matter more in raids than in standard waves

Standard wave modes give you time to recover from a lane leak. Raids do not. Once a boss crosses the exit in a raid act, the team fails the phase and progress resets. That changes the risk calculus for every slot in your team.

A slow unit like Water God (Primordial) in a standard wave might add 15 to 20 percent more effective DPS by extending enemy exposure time. In a raid with a 1.8M HP boss, that same slow at the 30 percent HP threshold extends the boss's time in your carry's firing window by enough to close the gap between a failed clear and a completed one. Community session data from the Emperor's Kingdom raid shows a 35 to 40 percent higher full-clear rate in runs that included Water God compared to pure damage setups with the same total DPS on paper.

Ice Empress is the better pick on split-lane raids like Warlord's Ship because she slows both lanes when placed at the merge zone. Her lower cost compared to Water God also means she fits into roster builds that cannot yet afford the Mythic slot. The tradeoff is that Ice Empress has no boss-phase damage and her slow uptime is shorter than Water God's on single-lane maps.

The general rule: bring one control unit for every raid act that has a boss or a fast-wave phase. Raids with three or more acts that each introduce new enemy speeds benefit most from two control slots, with the second control unit positioned to cover the act where the speed spike happens.

How to target specific raid drops and plan your grind

Raid drops in UTDX follow per-clear probability, not a guaranteed pity counter except for Sharpshooter King (Trapper) at around 40 runs. That means the fastest way to target a specific drop is to clear the relevant raid consistently rather than attempting it with an under-prepared roster and failing mid-run.

For Dragon Warlord (Rage) from Emperor's Kingdom at 8 percent per clear: a team clearing the full raid 12 to 15 times per session has roughly an 80 percent chance of seeing at least one drop. Running Act 1 and 2 without reaching Act 3 does not count. The boss fight in Act 3 is where the drop table activates.

For Gluttonous Warlord (Despair) at 5 percent from Warlord's Ship: the same math applies across all four acts. A team completing 20 full clears has around 64 percent odds of a drop. The Despair aura actually improves team clearing speed once obtained, creating a loop where the first drop makes future runs faster.

Evolution materials from Freakybuu Incident are not RNG-gated in the same way. Corrupted fragments drop reliably from Acts 1 through 4, so the farming loop there is about run count rather than luck. Act 5 drops (Limit Breaker Prince and Super Roku) return to per-clear probability.

FAQ

What are raids in Universal Tower Defense X?

Raids are multiplayer co-op game modes that require a coordinated team, higher DPS thresholds than standard waves, and specific unit compositions to clear. They unlock Secret-tier units, evolution materials, and exclusive fragments that are not available through normal progression.

How many players do you need for a UTDX raid?

World Raids like Emperor's Kingdom and Warlord's Ship are designed for teams of 4 to 6 players. Ultra Boss stages like Divine Wrath technically allow smaller groups but practically require 4 or more players with endgame units to meet the DPS requirement before the timer ends.

What is the minimum DPS for UTDX raids?

Difficulty varies by raid: Emperor's Kingdom requires around 5,000 team DPS for a full clear; Warlord's Ship works at 4,200; Freakybuu Incident Act 5 needs 7,500; Divine Wrath Ultra Boss needs 9,000 or more. These are team totals, not single-unit values.

Which UTDX raid drops Dragon Warlord?

Dragon Warlord (Rage) drops from Emperor's Kingdom World Raid at approximately 8% per clear. It was introduced in Update 3.0 and is currently one of the better boss-killers for endgame content.

What units are best for UTDX raids?

For World Raids: Water God (Primordial) for control, First Emperor or Alpha Devil for boss burst, Ice Empress for lane slow, Virtual Idol for aura uptime. For Ultra Bosses add Fused Warrior (Super) if available. Stun immunity trait matters for Divine Wrath.

Can I do UTDX raids solo?

World Raids are co-op and designed for groups. Solo attempts are possible for the easier early acts but clearing full raids solo is not realistic without extremely high-tier units. The game balances boss HP and wave speed to require team DPS.

How do raid wave phases work in UTDX?

Each raid splits into acts, and each act has a distinct phase that changes enemy speed, HP, or boss mechanics. Most raids have 3 to 5 acts. The final act introduces the raid boss with special abilities. Knowing which phase demands what DPS or control lets you prepare a flexible comp rather than one locked to a single build.

What is a good team comp for Warlord's Ship raid?

The Warlord's Ship split-lane layout rewards one damage anchor per lane plus a shared support or control unit. King Sailor and Ant King (Savage) each cover a lane well, with Ice Empress slowing the merge zone and Devil Hunter applying status for bonus damage. Virtual Idol aura covers both carries if positioned at the lane intersection.