Ballin Idle Pet TycoonWIKI
Wiki › Machines & Minigames › Boss Raid

Boss Raid

The 4-player co-op raid on the MENU, opened at gate 8 — the Crypt of the Warden and the Corrupted Crypt: classes, balls, the breach wall, every boss attack, class levels, and the full loot tables down to the Mythic Evolution Stone.

Overview

BOSS RAID is Ballin Tycoon's co-op raid: “Raid with up to 3 friends — bring pets, break the wall, take the boss down.” Up to four players stand at the top of a shared peg board, each with a launcher sliding along the top rail. Balls drop through a peg field into a horizontal breach wall; behind the wall the Totem Warden drifts around an open arena, and along the bottom runs a bin tray that pays the balls you fight with. Aim is the whole skill — where your launcher sits decides where your balls fall.

Each player picks one of four classes — BERSERKER SIEGE BREAKER BARD SCAVENGER — with its own ball, its own ultimate and its own levelling ladder. Break the wall, feed damage into the Warden's roaming weak point, survive its attacks, and when it falls every raider opens a chest: coins, gems, Pet Essence, Time Candy, Elusive Orbs — and sometimes the purple-trimmed chest holding one of the raid's unique items.

The raid has two difficulties: the CRYPT OF THE WARDEN (“The Totem Warden stirs behind the breach wall.”) and, once you have cleared it once, the CORRUPTED CRYPT (“The rot took the Warden. It never stops spreading down here.”) — double the boss, double the loot.

Getting there

Open the MENU and tap the BOSS RAID tile under PERMANENT UNLOCKS. It opens when you break gate 8 in THE HOARD; until then the tile is a padlock over its faded picture, with the gate icon and 8 under it.

  • The hub — swipe between the two crypt cards and press ENTER on one. Below them sit the SUMMONING ALTAR (spend your orbs) and the COLLECTION LOG (“Every drop the raid can pay — silhouettes until you get one, then filled in with your count.”).
  • The lobby — a 4-seat party screen named after the crypt you are entering. Pick your class, pick up to 3 pets, and ready up. The lobby shows every member's class level and lifetime raid clears, and has its own chat.
  • Filling seats — share your 6-letter party code, invite friends directly, or open the PARTY FINDER (“OPEN PARTIES LOOKING FOR PLAYERS”) and ask a listed party's leader for a seat — the leader sees your class, class level and raid count before accepting. The leader can also press ADD BOTS to fill empty seats, or hide the party from the finder.
  • Solo? Allowed — a party of one can start (with or without bots), and every rule below still applies.
  • Start — when everyone has a class and is ready, the leader starts a 3s countdown. The boss then rises for 2.6s while the launch bar is sealed — nobody, bots included, can fire early.
  • Disconnected mid-raid? You have 1m to reconnect and drop back into the same run. An idle lobby closes itself after 10m; invites expire after 10m.

The two crypts

Both crypts are the same arena, the same classes and the same Warden — the CORRUPTED CRYPT turns everything up and pays for it. Its hub card is blunt about the two changes that matter: 2× BOSS HP and ROT FROM THE PULL.

CRYPT CRYPT OF THE WARDENCORRUPTED CORRUPTED CRYPT
UnlockOpens with the BOSS RAID tile (gate 8)Clear the CRYPT 1× first — the button reads “CLEAR THE CRYPT FIRST (0/1)”
Warden HP100,000200,000 (×2)
Attack cadenceBase43% more often (intervals ×0.7); the arms keep the base clock
Breach wall1 course of 8, 1,000 HP each2 brick-offset courses at ×1.6 HP; the back course rebuilds ×2 slower
Bomb on your launcherStuns youKills you — and bombs take ×3 the hits to shoot down
Grab & Crush1 arm, 1,000 HP2 arms at ×2 HP each; a crushed cluster heals the Warden ×2
Shield pegs3 pegs, any ball; retry windows grow 20s → 30s → 40s4 pegs, each demanding a specific ball type; every attempt is the same 20s
CorruptionOne shared rot anyone can slam cleanThe shared rot plus one owned bin per player only its owner can cleanse; rot heals ×2 and re-rots ×0.5 sooner after a cleanse
Loot rolls per chest45 (+1)
Currency per rollBase amountsDouble — 50 Gems where the CRYPT pays 25 Gems
Time Candy30 Min and 1 HourOne tier up — 1 Hour and 2 Hour, at the same rates
Orbs Elusive Orbs, 19.6% (1 in 5.11) per chest Corrupted Orbs, 38.1% (1 in 2.62) per chest (≈×1.9)
Team item drop10% (1 in 10)14.3% (1 in 7) — and a different item table
Class XP×1×2
Full-marks clear time2m (score bottoms out at 4m)4m (bottoms out at 6m)

The board

The rail
Your launcher slides freely along the top; balls drop from wherever it sits. Position is the aim — there is no power meter.
Peg field
5 full-width rows of World 1's peg lattice. Each peg is a fair coin flip, so aim decides the lane and the walk adds spread.
Breach wall
A horizontal wall of 8 segments between the pegs and the arena — see below.
The arena
Open ground where the Warden drifts (and hops) between waypoints, faster in later phases.
Bin tray
18 slots along the bottom. Any landing pays 2 balls; a roving gold bin 2 slots wide pays 6, parks for 20s, then jumps somewhere new — chase it.

Ball economy

Balls are the raid's fuel and ammunition at once. They never touch your main-game wallet — the raid runs its own pouch:

  • You enter with 50 balls and can hold at most 100.
  • Regen is 1 ball every 0.67s (1.5/s) in both crypts. The Scavenger regens 50% faster.
  • Launching costs the ball's price (table below) and is capped at one launch per 0.2s per player.
  • Bin landings pay balls back; a dying Lucky Ball drops a token worth 2 balls that any ball can collect for its owner (it expires after 6s).
  • At most 50 of your balls can be live on the board at once.

Tap-to-slam

Tap one of your own live balls and it slams straight down at 1,400px/s dealing ×2 damage on the way — to the wall and the Warden. You hold 3 slam charges (the HUD pips) and one recharges every 6s. Slams are also the only way to cleanse a corrupted bin, so never spend the last charge idly.

The four balls

Four ball types share one swapper; every player can fire all four, but each class pays 1 less for its own favoured ball (and deals 25% more damage with it). Costs are balls from your pouch.

BallCostHPWall dmgWarden dmgWhat it does
Lucky BallLucky Ball LUCKY3 (2 for the SCAVENGER)801530Bin landings pay ×2 (4 normal / 12 gold); when it dies it drops a token worth 2 balls.
Resonance BallResonance Ball RESO4 (3 for the BARD)901020Hovers over the arena for 4s projecting a ring (84px): teammates' hits inside it deal ×1.25 damage.
Siege BallSiege Ball SIEGE4 (3 for the SIEGE BREAKER)160150—The wall-breaker: the only ball that damages armored segments, and it survives a Red Zone Slam (taking 150 damage instead of dying). Deals no Warden damage at all.
Spiked BallSpiked Ball SPIKED8 (7 for the BERSERKER)90—130The boss-killer: weak-point hits deal an extra ×1.25. Useless against the wall.

Warden damage is the body figure before multipliers — the weak point pays 10× a body hit (see The Totem Warden). Balls have HP because the arena fights back: red zones, bombs and the wall itself all kill balls.

The Breach Wall

The wall is the raid's front line: 8 segments of 1,000 HP each, spanning the board between the peg field and the arena. An intact segment is a hard stop — any non-Siege ball shatters against it (dealing its wall damage as it dies); a Siege Ball only passes through if its own hit breaks the segment.

  • It rebuilds. A broken segment regrows in 15s during phase 1, 12s in phase 2 and 9s in phase 3. Breaches opened by a Siege Breaker stay open 50% longer.
  • Armored segments. From phase 2, 30% of rebuilt segments come back armored — only Siege Balls can damage them.
  • Wall Slam. From phase 2 the Warden pounds the wall (1s telegraph): the 2 broken segments nearest it are instantly rebuilt and balls sitting on the wall top are knocked off.
  • A Siege Ball deals 150 per hit, so a segment is 7 plain Siege hits — or 5 from a Siege Breaker before class levels.
  • In the CORRUPTED CRYPT there are two courses offset like brickwork at ×1.6 HP — a lane only opens when the front segment and the back one behind it are both down, and the back course rebuilds at ×0.5 speed.

The Totem Warden

The Totem Warden has 100,000 HP (200,000 in the CORRUPTED CRYPT) and never stands still — it drifts between waypoints at 40 / 70 / 100px/s by phase, sometimes crouching into a telegraphed hop. At most one attack starts every 3s, so its pressure is a rhythm you can learn.

The weak point

Body hits are chip damage — every ball's Warden damage is multiplied by 0.2 on the body but 2 on the roaming golden weak point, so a weak-point hit is worth 10× a body hit (×2.5 with a Spiked Ball's bonus). It opens for 4s, closes for 8s, and shifts to a new side each time it opens. Killing a grab arm or clearing a shield-peg phase staggers the Warden for 5s — stopped, silenced, weak point forced open: the fight's burn windows.

Phases

PhaseWarden HPWhat changes
Phase 1100% → 70%Red Zone Slams and Volley Returns; the corruption starts creeping along the bin tray from the pull.
Phase 270% → 35%Adds Grab & Crush and Wall Slams; rebuilt wall segments can come back armored; everything speeds up.
Phase 335% → 10%Fastest cadence; the weak point opens 3s / closed 6s instead of 4s / 8s.
ENRAGEat 10% — heals to 25%The wall shatters for good, the Warden stops moving, the weak point locks open — and the bombardment never stops (a fresh Volley Return every 11.64s, every 9s in the CORRUPTED). A pure burn race.

The attack roster

AttackHow it works
Red Zone SlamA 2.4s telegraphed circle (110px); when it fires, every ball inside dies — except Siege Balls, which survive and take 150 damage. Fired every 5.2s / 4.2s / 3.4s by phase (2.6s enraged).
Grab & Crush phase 2+An arm (1,000 HP) grabs your biggest ball cluster — up to 8 balls — and starts crushing. Kill the arm within 8s and the Warden staggers for 5s; fail and the balls die and it heals 2,500 HP. The arm takes each ball's best damage number with the shooter's class bonus on it (Siege Breaker walls, Berserker boss damage and its Rampage, a Bard's Resonance), plus slams, Resonance rings, Anthem, the Warbrand and your raid pets' damage (Quest Goblin, Siege Minotaur), so Siege Balls bring their full 150 and more from a Siege Breaker. First grab 20s into phase 2, then every 30s / 20s. The CORRUPTED sends 2 arms at once (2,000 HP each) and only staggers when both fall.
Volley ReturnA triple teleport assault: 3 bombs arc toward the rail, the Warden blinks, 3 more, blinks again, 3 more (4.2s between waves). Shoot a bomb down (2 ball hits, 6 in the CORRUPTED; a Spiked ball counts double, and the shooter's class bonus, Rampage, slams, Resonance rings, Anthem, the Warbrand and raid pet damage all count, so a strong hit takes fewer) or it reaches the rail: the segment locks for 6s, balls near the top die — and a launcher underneath is stunned (CRYPT) or killed (CORRUPTED).
Creeping corruptionFrom the pull, one bin rots and the rot walks to an adjacent bin every 6s — there is no cap, and every landing in a rotten bin heals the Warden 250 HP (500 in the CORRUPTED). Only a slam cleanses a bin; a cleansed bin is safe for 10s (5s corrupted). The CORRUPTED additionally rots one bin per player, colour-coded — only its owner's slam can clean it.
Wall Slam phase 2+Rebuilds the 2 broken segments nearest the Warden after a 1s telegraph. Every 14s / 11s in phases 2 / 3.

Shield pegs (phase transitions)

Crossing into phase 2 and phase 3 raises a shield: 3 resonance pegs appear and each needs 10 hits inside the window. The first attempt gets 20s; a miss resets every peg, drops a heavy red zone, and the retry window grows to 30s then 40s (each transition starts the ladder fresh). Clear the pegs and the Warden staggers. The CORRUPTED CRYPT runs 4 pegs, one per ball type — each only counts hits from its demanded ball — and every attempt is the same 20s.

Death, AFK and defeat

  • Bombs are the killer. In the CRYPT OF THE WARDEN a bomb landing on your launcher stuns you (a 6s root, and the balls near the top of your column are lost). In the CORRUPTED CRYPT it kills you: your HUD panel greys out, reads DEAD, and you are out for the rest of the run.
  • Death is not a loot penalty. A dead player still opens their chest when the team wins — you died to the raid; you were there for it.
  • A total wipe ends the run as RUN FAILED: no chests, no team item roll, and class XP pays only your contribution at ×0.25.
  • AFK: go 30s without launching (while you could) and you are marked AFK for the rest of the run — no chest, in every kind of party. The clock pauses while you are dead, stunned or out of balls, so only actual parking can mark you.
  • No timer. The raid has no time limit — take twenty minutes if you need them. The clock on screen is a readout; it only matters for the time score.

The four classes

Every raider picks a class in the lobby. A class is a favoured ball, a passive, an ultimate and its own 25-level ladder (below). You can switch class between runs freely — each keeps its own level.

BERSERKER

BERSERKER
BERSERKER

Kills the boss. Aim at the Warden — and when its golden weak point opens, put everything into it. Weak-point hits do far more than body hits.

Ball
Spiked Ball SPIKED — huge boss damage, extra on the weak point. It does nothing to the wall.
Passive
×1.3 Warden damage · ×1.25 damage with its own ball, which also costs 1 less
Ult — RAMPAGE
For 8 seconds every ball YOU launch does DOUBLE boss damage. It does nothing to the wall, so press it when the lane is already open — ideally the moment the weak point opens, or right after a Bard drops an Anthem. Cooldown 30s · lasts 8s
Scored on
BOSS DMG — full contribution marks at 35,000

SIEGE BREAKER

SIEGE BREAKER
SIEGE BREAKER

Opens the wall. The wall sits between the board and the boss. Smash segments to open a lane so the party can reach the Warden — and keep them open, because it rebuilds.

Ball
Siege Ball SIEGE — the only ball that breaks armoured segments. It does no boss damage.
Passive
×1.3 wall damage · ×1.25 damage with its own ball, which also costs 1 less
Ult — DEMOLITION STRIKE
Instantly destroys the 3 wall segments closest to the Warden, then blocks EVERY rebuild for 8 seconds. That is the party's window to hit the boss freely — call it out, and save it for when the wall has closed up rather than opening an already-open lane. Cooldown 30s · lasts 8s
Scored on
WALL DMG — full contribution marks at 18,000

BARD

BARD
BARD

Makes everyone else hit harder. Your balls leave a ring where they land. Anything a team-mate hits inside that ring does more damage, so park rings where the party is already shooting.

Ball
Resonance Ball RESONANCE — leaves the damage ring behind. Low damage on its own.
Passive
×1.3 stronger resonance rings · ×1.25 damage with its own ball, which also costs 1 less
Ult — ANTHEM
Instantly refills EVERY player's slam charges, then for 8 seconds the whole party does +25% damage and can launch much faster. The single biggest party buff in the fight — press it when everyone is shooting, not when the party is regrouping. Cooldown 30s · lasts 8s · fires for the whole party
Scored on
AURA DMG — full contribution marks at 15,000

SCAVENGER

SCAVENGER
SCAVENGER

Keeps the party in balls. Balls are the run's fuel and everyone runs dry. Land shots in the bin tray to pay balls back, and watch for the roving gold bin — it pays far more.

Ball
Lucky Ball LUCKY — pays double from the bins. Modest damage.
Passive
×1.5 own ball regen · 25% chance a teammate's bin landing pays +1 extra ball · ×1.25 damage with its own ball, which also costs 1 less
Ult — JACKPOT
Fills EVERY player's balls to the cap, then for 10 seconds every bin pays TRIPLE and the whole party's regen is doubled. The rescue button — press it when the party is running dry, not the second it lights up. (Your bin LINK is separate: tap a player's box in the HUD to mirror your bin payouts onto them.) Cooldown 30s · lasts 10s · fires for the whole party
Scored on
BALLS — full contribution marks at 3,000

How ults work

  • IT CHARGES ON A TIMER — Not on damage — the dial around the ULT button fills by itself, so a quiet run charges as fast as a busy one. You start a raid with it already charging.
  • ONE EVERY 30 SECONDS — The cooldown is 30s for every class. Pets that shorten it make the dial fill faster.
  • TAP THE DIAL TO FIRE — The button reads ULT while charging, ULT! when it is ready, and CD while spent. HOLD it instead of tapping to read what yours does without spending it.
  • TWO OF THEM HELP THE WHOLE PARTY — BARD and SCAVENGER ults fire for everyone at once — the Anthem refills every player's slam charges, and the Jackpot refills every player's balls. Save them for when the party is actually struggling, not the moment they light up.
  • THEY STACK — Nothing stops two ults running together. A Bard Anthem under a Berserker Rampage is the biggest damage window in the fight.

The exact effect numbers: RAMPAGE ×2 Warden damage · ANTHEM ×1.25 party damage and a launch every 0.12s · JACKPOT ×3 bin payouts and ×2 team regen.

Role diversity

A party with no duplicate roles (solo included) makes every player's class bonuses ×1.25 bigger: a Berserker's +30% Warden damage becomes +37.5%. Players who picked the same role as someone else get no diversity bonus at all (their teammates with unique roles keep theirs). Run one of each and everyone is stronger.

Class levels and run scoring

Every class has its own level, from 1 to 25. It only goes up when you raid as that class.

Each level makes that class's bonuses 4% bigger. Lv 10 makes them 40% bigger, and Lv 25 makes them twice as big: a Berserker's +30% Warden damage becomes +60%. The Scavenger's teammate chance works differently: it gains 4 points a level (see the table).

ClassIts bonuses: base → at Lv 25
BERSERKERWarden damage +30% → +60%
Damage with its own ball +25% → +50%
SIEGE BREAKERWall damage +30% → +60%
Damage with its own ball +25% → +50%
BARDResonance ring strength +30% → +60%
Damage with its own ball +25% → +50%
SCAVENGEROwn ball regen +50% → +100%
Chance a teammate's bin landing gives +1 extra ball 25% → 125% (always 1 ball, and 25% for a second)
Damage with its own ball +25% → +50%

In a party where nobody shares a class, every bonus is also ×1.25 bigger (Role diversity, above), so a Lv 25 Berserker there deals ×1.75 Warden damage. Class levels show in the lobby and the Party Finder.

Run XP

A run pays XP = time score + contribution score — each half out of 100, hard cap 200 per run — then ×2 in the CORRUPTED CRYPT. A wipe scores 0 on time and pays the contribution half at ×0.25. A Scholar's Mark adds +5% per copy on top.

Time score — 100 inside the full-marks window, sliding to a floor of 10
CryptSample 1Sample 2Sample 3Sample 4Sample 5
CRYPT1m 50s → 1002m 30s → 783m → 553m 30s → 334m → 10
CORRUPTED3m 50s → 1004m 30s → 785m → 555m 30s → 336m → 10
Contribution — full marks is a carry, not par; short-handed parties naturally score higher
ClassScored onFull marks atWhat counts
BERSERKERBOSS DMG35,000Boss damage; every weak-point hit counts an extra 150
SIEGE BREAKERWALL DMG18,000Damage dealt to the breach wall
BARDAURA DMG15,000Damage your resonance rings amplified for teammates
SCAVENGERBALLS3,000Balls your bin landings paid into the party

The ladder

The whole ladder is 99,000 XP — about 600 decent runs (an inside-par clear at a solid contribution scores ≈165). Early levels come fast; the tail is the grind.

LevelTotal XPBonuses bigger byBerserker Warden damage
Lv 2842+8%+32%
Lv 56,736+20%+36%
Lv 1022,734+40%+42%
Lv 1544,107+60%+48%
Lv 2069,735+80%+54%
Lv 2599,000+100%+60%

Loot — your chest

Victory pays one chest per raider, opened in the loot room after the raid summary. Two independent layers decide what is inside:

  1. Your regular rolls — 4 independent rolls from the table below (5 in the CORRUPTED CRYPT), for every player.
  2. The team item roll — one roll for the whole party at 10% (1 in 10) (14.3% (1 in 7) corrupted). On a hit, one raider is drawn — evenly among everyone who earned a chest, bots included — and their chest gets a purple trim and one of the raid's unique items on top of their regular rolls. Solo, a hit is always yours.
The regular table — 4 rolls per chest (CRYPT) / 5 (CORRUPTED)
CRYPT rollChance per rollCORRUPTED rollChance per roll
100,000 Coins30.5% (1 in 3.28)200,000 Coins29.2% (1 in 3.42)
25 Gems30.5% (1 in 3.28)50 Gems29.2% (1 in 3.42)
50 Pet Essence30.5% (1 in 3.28)100 Pet Essence29.2% (1 in 3.42)
30 Min Candy2.21% (1 in 45.3)1 Hour Candy2.12% (1 in 47.2)
1 Hour Candy1.1% (1 in 91)2 Hour Candy1.05% (1 in 94.9)
Elusive Orb4.46% (1 in 22.4)Corrupted Orb7.79% (1 in 12.8)
Elusive Orb x30.844% (1 in 118)Corrupted Orb x31.37% (1 in 73)

Expected from one chest: about 121,846 coins, 30.5 gems and 60.9 Pet Essence in the CRYPT — roughly 292,200 coins, 73.1 gems and 146.1 essence in the CORRUPTED.

Earning your chest

  • A player marked AFK (30s without launching) gets a locked, empty chest naming the reason — in every party.
  • In a party that includes bots, a small action minimum also applies (humans police each other; bots don't): BERSERKER deal 10,000 Warden damage · SIEGE BREAKER hit the wall 20× · BARD buff 10 teammate hits with rings · SCAVENGER land 25 balls in bins — or, for every class but the Berserker, simply deal 1,000 total damage.
  • Anyone who actually plays clears these inside the first minute; they exist so nobody rides four bots to a chest.

The unique items

The purple chest holds one item from the crypt's own table. The two crypts drop different sets — only the Evolution Stone, Warden's Sigil and Siege Ember appear in both — so which crypt you run is a choice about what you are farming. Scholar's Mark and Warbrand only work inside the raid; the rest are pet items you equip like any other.

CRYPT OF THE WARDEN uniques

Rolled when the 10% (1 in 10) team roll hits
ItemRarityEffectShare of a hitChance per raid (team)Expectedid
Scholar's MarkUNCOMMON+5% Raid Class XP28.7%2.87% (1 in 34.8)~35 raidsscholars_mark
WarbrandUNCOMMON+5% Raid Damage (boss + wall)28.7%2.87% (1 in 34.8)~35 raidswarbrand
Warden's SigilRARE+5% Gem Find16%1.6% (1 in 62.7)~63 raidswardens_sigil
Siege EmberRARE+2% World-Lock Damage16%1.6% (1 in 62.7)~63 raidssiege_ember
Raider's KnotEPIC+1% Ball Save6.67%0.667% (1 in 150)~150 raidsraiders_knot
Evolution StoneMYTHICEvolves a pet4%0.4% (1 in 250)~250 raidsevolution_stone

CORRUPTED CRYPT uniques

Rolled when the 14.3% (1 in 7) team roll hits
ItemRarityEffectShare of a hitChance per raid (team)Expectedid
Warden's SigilRARE+5% Gem Find31%4.43% (1 in 22.6)~23 raidswardens_sigil
Siege EmberRARE+2% World-Lock Damage31%4.43% (1 in 22.6)~23 raidssiege_ember
Raider's KnotEPIC+1% Ball Save17.2%2.46% (1 in 40.7)~41 raidsraiders_knot
Evolution StoneMYTHICEvolves a pet14%2% (1 in 50)~50 raidsevolution_stone
Dungeon HeartLEGENDARY+2% Extra Bin Roll5.47%0.781% (1 in 128)~128 raidsdungeon_heart
Mythic Evolution StoneMYTHICEvolves a pet1.37%0.195% (1 in 512)~512 raidsmythic_evolution_stone
  • The rarest rows are pinned to team-raid targets, so they never drift: an Evolution Stone every ~250 raids (CRYPT) or ~50 (CORRUPTED), a Raider's Knot every ~150 normal raids, a Dungeon Heart every ~128 corrupted raids, and the Mythic Evolution Stone — the only one in the game — every ~512 corrupted raids.
  • Evolution Stones start an evolution trial — see Pet Evolution. The other uniques are equipment: the Sigil, Knot, Heart and coin charms all work inside the raid too (the Knot's ball save refunds launches; the Heart adds chest rolls; the Sigil shifts chest coins into gems), while the Siege Ember pays off outside it, chipping world locks.
  • Scholar's Mark (+5% class XP) and Warbrand (+5% raid damage) are per-player — a teammate's copy does nothing for you. Copies add up: five Warbrands on a Packyack are +25% damage, +50% once its Overloaded doubles them.

Elusive Orbs

Elusive Orbs are the raid's signature drop — the only regular source of the Summoning Altar's 11 companions. The orb rows in the loot table are solved so your own chest holds an orb about 1 raid in 6 (a triple 1 in 30) in the CRYPT, and 1 in 3 (triple 1 in 15) in the CORRUPTED.

CryptOrbPer roll (single)Per roll (×3)Any orb per chestExpected orbs per chest
CRYPT Elusive Orb4.46% (1 in 22.4)0.844% (1 in 118)19.6% (1 in 5.11)0.28
CORRUPTED Corrupted Orb7.79% (1 in 12.8)1.37% (1 in 73)38.1% (1 in 2.62)0.6
  • A Corrupted Orb is its own item: at the altar its ladder skips the 3 common companions entirely, redistributing their odds across the rest in proportion — the full ladder and both weight tables are on the Summoning Altar page.
  • Per chest, the CORRUPTED pays orbs about ×1.9 as often as the CRYPT.
  • You can hold at most 999 of each orb.
  • Every companion rolls a quality of 50–100% when it is pulled (the Doppelgeist is exempt), shown on its card. Every ability it has — on the board and in the raid — runs at that share of its level value: a 60% Siege Minotaur at Lv 100 gives 6% gate damage instead of 10%. Qualities spread across the whole band — any number from 50 to 100 can come up and the commons average about 70% — and 90% or better comes up 1 in 11.9 pulls for the commons, up to 1 in 6.68 for the Packyack. Every rung's odds are on the Summoning Altar page.

Bring your pets

Tick up to 3 pets in the lobby and only those apply during the raid. The picker only offers pets whose real ability maps onto something the raid actually has — damage, ball economy, or the chest — so the roster is short and honest: 11 species. Values below are the Lv 100, 3★ numbers; a lower-level pet contributes the same fraction of its raid buff that it has of its normal buff, and star-gated abilities (the same stars they need on the board) are greyed in the picker until you fuse them.

Every raid-eligible pet — the picker's own "i" sheet shows your copy's live numbers
PetRarityIn the raid (Lv 100, 3★)Usable from
Coin GremlinCoin GremlinEPIC10% chance a launch costs NO ballAny
Dawn ZombieDawn ZombieCOMMON+6% chance of an ADDITIONAL chest roll (coins · gems · essence only — never the rare pet-item drop)Any
Dice ImpDice ImpEPIC+8% chance of an ADDITIONAL chest roll (coins · gems · essence) in YOUR chestAny
DoppelgeistDoppelgeistMYTHICRaid Aura — +20% chance of an ADDITIONAL chest roll (coins · gems · essence) for EVERY player in the party3★
Essence WispEssence WispCOMMON+12% to REGULAR chest loot amounts (coins · gems · essence)Any
Gold SlimeGold SlimeUNCOMMON+15% coins from the chestAny
PackyackPackyackLEGENDARYYour equipped raid PET ITEMS are 100% stronger (does nothing without raid pet items on)Any
Quest GoblinQuest GoblinCOMMON+5% damage to the WardenAny
Siege MinotaurSiege MinotaurRARE+10% damage to the WALLAny
Sticker CubeSticker CubeRARE+15% ult charge rateAny
Trinket KoboldTrinket KoboldUNCOMMON+10% chance of an ELUSIVE ORB from the chestAny
  • Loot effects are personal: your pets pay your chest, nobody else's. The one exception is the Doppelgeist's 3★ Raid Aura, which gives every player's chest a chance of an ADDITIONAL regular roll — and every member's aura stacks. The Dice Imp's Reroll The Spoils is the personal version: an extra roll in your chest only.
  • The Charm Octopus amplifies your other picks (one pet per star); the Packyack makes your equipped pet items up to twice as strong in the raid (+100% at Lv 100) and nothing else.
  • Equipped pet items ride along: coin charms fatten chest coin rolls, the Echo Relic amplifies the raid ability of the pet wearing it (the Doppelgeist's Crown of Elusives lifts all your other raid pets), and the raid's own uniques all work here (see above).

The Collection Log

The hub's COLLECTION LOG tracks everything the raid can drop, one tab per crypt: each entry is a silhouette until your first one, then fills in with art, your count, and its exact designed odds — the same numbers as the tables on this page, because both read the live loot tables. The uniques are the hunt; the log is where you keep score.

Leaderboards

SOCIAL → LEADERBOARD → BOSS RAID carries CRYPT and CORRUPTED kill-count boards, plus one board per class — BERSERKER SIEGE BREAKER BARD SCAVENGER — ranked by class level. The same boards are public on the website hiscores at ballintycoon.com/leaderboard. See Leaderboards.

Titles

The raid's trophies went with the retired trophy system. Its long-term goals are 3 titles now, and every one of them needs kills in both crypts:

  • Raid Veteran — 1,000 boss kills in the normal raid AND 1,000 in the CORRUPTED raid.
  • Bossbane — 2,500 boss kills in the normal raid AND 2,500 in the CORRUPTED raid.
  • Crypt Legend — 10,000 boss kills in the normal raid AND 10,000 in the CORRUPTED raid.

A title is awarded by itself the moment you qualify and is kept forever. Your kill counts and class levels also rank you on the raid leaderboards above.

Tips

  • Cover all four roles. Full diversity makes every class bonus ×1.25 bigger — a free party-wide buff that costs only a conversation in the lobby.
  • The weak point is the fight. A Spiked Ball on the weak point deals 325 before any bonus — 13× a body hit. Hold your volley for the open window, or for a stagger.
  • Slams answer mechanics, not damage: cleanse rotten bins the moment they appear (every landing in one heals the Warden 250), and remember only a slam cleans them.
  • Kill the grab arm every time — 2,500 HP given back is worth more than anything you were doing instead, and killing it buys a 5s stagger with the weak point forced open.
  • Stack ults: a Bard ANTHEM under a Berserker RAMPAGE inside a stagger is the biggest damage window the fight has.
  • Shoot bombs early — in the CORRUPTED CRYPT a bomb that reaches your launcher is a death, and a dead raider regens nothing for the team.
  • Farm the CORRUPTED CRYPT the moment you can clear it: 5 rolls, doubled currency, ~×1.9 the orbs, ×2 class XP — and the only Mythic Evolution Stone in the game.
  • Nobody good is left behind: bring your best 3 eligible pets even solo — the Scavenger's economy and a Aurora Narwhal's regen keep a lone raider firing.

See also

  • Menu (formerly Midway) — The MENU grid that replaced the Midway — every tile and what unlocks it, plus every machine and minigame and where it opens.
  • Gates — The 50-gate ladder: how attacks work, health and armor for every gate, and everything each gate unlocks.
  • Summoning Altar — The Elusive Orb pet machine — an 11-rung ladder of raid companions and the odds of each rung.
  • Pet Items — Every wearable pet item — effect, rarity, stacking maths, salvage value — plus the slot rules, what happens to items in a trade, and the drop odds from the MEGA BALL, Hoard chests and expeditions.
  • Pet Evolution — Evolve a 3★ level-100 pet through its trial — stones, essence, the 9 trials, and the level-200 forms.
  • Titles — Every title in the game and what it takes: 26 achievement titles, the 3 collector titles, the Marquee titles, banner art, and how to pick one on your profile.
  • Leaderboards — The hiscores: the 6 player boards led by GATES, the top-three podium, the guild, Boss Raid and Ball Grove tabs, and your profile rankings.
  • Items — Every item in the bag — Time Candy, the Ballin Potion, every pet item and evolution stone — with its effect, rarity, source odds and who can hold it.
Generated from game data · version 3.1.1 (build 137). Spot a mistake? Tell us on Discord.