Boss Raid
The 4-player co-op raid on World 2's Midway — 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 plinko 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 Midway and tap the BOSS RAID tile (World 2 · Aurora). The tile is locked until you have broken into World 2 — a locked tile shows a W2 pill and tapping it says “BOSS RAID unlocks when you break into World 2.”
- The hub — swipe between the two crypt cards and press ENTER on one. Below them sit the ASCENSION 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 WARDEN | CORRUPTED CORRUPTED CRYPT | |
|---|---|---|
| Unlock | Open as soon as World 2 is unlocked | Clear the CRYPT 1× first — the button reads “CLEAR THE CRYPT FIRST (0/1)” |
| Warden HP | 100,000 | 200,000 (×2) |
| Attack cadence | Base | 43% more often (intervals ×0.7) |
| Breach wall | 1 course of 8, 1,000 HP each | 2 brick-offset courses at ×1.6 HP; the back course rebuilds ×2 slower |
| Bomb on your launcher | Stuns you | Kills you — and bombs take ×3 the hits to shoot down |
| Grab & Crush | 1 arm, 1,000 HP | 2 arms at ×3 HP each; a crushed cluster heals the Warden ×2 |
| Shield pegs | 3 pegs, any ball; retry windows grow 20s → 30s → 40s | 4 pegs, each demanding a specific ball type; every attempt is the same 20s |
| Corruption | One shared rot anyone can slam clean | The 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 chest | 4 | 5 (+1) |
| Currency per roll | Base amounts | Double — 50 Gems where the CRYPT pays 25 Gems |
| Time Candy | 30 Min and 1 Hour | One tier up — 1 Hour and 2 Hour, at the same rates |
| Orbs | ||
| Team item drop | 10% (1 in 10) | 14.3% (1 in 7) — and a different item table |
| Class XP | ×1 | ×2 |
| Full-marks clear time | 2m (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.
| Ball | Cost | HP | Wall dmg | Warden dmg | What it does | |
|---|---|---|---|---|---|---|
| Lucky Ball LUCKY | 3 (2 for the SCAVENGER) | 80 | 15 | 30 | Bin landings pay ×2 (4 normal / 12 gold); when it dies it drops a token worth 2 balls. | |
| Resonance Ball RESO | 4 (3 for the BARD) | 90 | 10 | 20 | Hovers over the arena for 4s projecting a ring (84px): teammates' hits inside it deal ×1.25 damage. | |
| Siege Ball SIEGE | 4 (3 for the SIEGE BREAKER) | 160 | 150 | — | 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 Ball SPIKED | 8 (7 for the BERSERKER) | 90 | — | 130 | The 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
| Phase | Warden HP | What changes |
|---|---|---|
| Phase 1 | 100% → 70% | Red Zone Slams and Volley Returns; the corruption starts creeping along the bin tray from the pull. |
| Phase 2 | 70% → 35% | Adds Grab & Crush and Wall Slams; rebuilt wall segments can come back armored; everything speeds up. |
| Phase 3 | 35% → 10% | Fastest cadence; the weak point opens 3s / closed 6s instead of 4s / 8s. |
| ENRAGE | at 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). A pure burn race. |
The attack roster
| Attack | How it works |
|---|---|
| Red Zone Slam | A 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, so Siege Balls bring their full 150. First grab 20s into phase 2, then every 30s / 20s. The CORRUPTED sends 2 arms at once (3,000 HP each) and only staggers when both fall. |
| Volley Return | A 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) 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 corruption | From 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 and the speed trophies.
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
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 — 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
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 — 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
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 — 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
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 — 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) gets every player's specialty boosted: the margin of each class bonus is multiplied by 1.25 — a Berserker's ×1.3 becomes ×1.375. 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
Each class levels from 1 to 25, separately, from raiding it. Every level adds +4% to that class's own bonus (the margin above ×1) — at Lv 25 the bonus is doubled, so a max Berserker with full diversity deals ×1.75 Warden damage. Class levels show in the lobby and the Party Finder, so a levelled party is a visibly stronger party.
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.
| Crypt | Sample 1 | Sample 2 | Sample 3 | Sample 4 | Sample 5 |
|---|---|---|---|---|---|
| CRYPT | 1m 50s → 100 | 2m 30s → 78 | 3m → 55 | 3m 30s → 33 | 4m → 10 |
| CORRUPTED | 3m 50s → 100 | 4m 30s → 78 | 5m → 55 | 5m 30s → 33 | 6m → 10 |
| Class | Scored on | Full marks at | What counts |
|---|---|---|---|
| BERSERKER | BOSS DMG | 35,000 | Boss damage; every weak-point hit counts an extra 150 |
| SIEGE BREAKER | WALL DMG | 18,000 | Damage dealt to the breach wall |
| BARD | AURA DMG | 15,000 | Damage your resonance rings amplified for teammates |
| SCAVENGER | BALLS | 3,000 | Balls 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.
| Level | Total XP | Class bonus | |
|---|---|---|---|
| Lv 2 | 842 | +8% | |
| Lv 5 | 6,736 | +20% | |
| Lv 10 | 22,734 | +40% | |
| Lv 15 | 44,107 | +60% | |
| Lv 20 | 69,735 | +80% | |
| Lv 25 | 99,000 | +100% | ×1.6 Warden damage for a Berserker |
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:
- Your regular rolls — 4 independent rolls from the table below (5 in the CORRUPTED CRYPT), for every player.
- 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.
| CRYPT roll | Chance per roll | CORRUPTED roll | Chance per roll | ||
|---|---|---|---|---|---|
| 100,000 Coins | 30.5% (1 in 3.28) | 200,000 Coins | 29.2% (1 in 3.42) | ||
| 25 Gems | 30.5% (1 in 3.28) | 50 Gems | 29.2% (1 in 3.42) | ||
| 50 Pet Essence | 30.5% (1 in 3.28) | 100 Pet Essence | 29.2% (1 in 3.42) | ||
| 30 Min Candy | 2.21% (1 in 45.3) | 1 Hour Candy | 2.12% (1 in 47.2) | ||
| 1 Hour Candy | 1.1% (1 in 91) | 2 Hour Candy | 1.05% (1 in 94.9) | ||
| Elusive Orb | 4.46% (1 in 22.4) | Corrupted Orb | 7.79% (1 in 12.8) | ||
| Elusive Orb x3 | 0.844% (1 in 118) | Corrupted Orb x3 | 1.37% (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
| Item | Rarity | Effect | Share of a hit | Chance per raid (team) | Expected | id | |
|---|---|---|---|---|---|---|---|
| Scholar's Mark | UNCOMMON | +5% Raid Class XP | 28.7% | 2.87% (1 in 34.8) | ~35 raids | scholars_mark | |
| Warbrand | UNCOMMON | +5% Raid Damage (boss + wall) | 28.7% | 2.87% (1 in 34.8) | ~35 raids | warbrand | |
| Warden's Sigil | RARE | +5% Gem Find | 16% | 1.6% (1 in 62.7) | ~63 raids | wardens_sigil | |
| Siege Ember | RARE | +2% World-Lock Damage | 16% | 1.6% (1 in 62.7) | ~63 raids | siege_ember | |
| Raider's Knot | EPIC | +1% Ball Save | 6.67% | 0.667% (1 in 150) | ~150 raids | raiders_knot | |
| Evolution Stone | MYTHIC | Evolves a pet | 4% | 0.4% (1 in 250) | ~250 raids | evolution_stone |
CORRUPTED CRYPT uniques
| Item | Rarity | Effect | Share of a hit | Chance per raid (team) | Expected | id | |
|---|---|---|---|---|---|---|---|
| Warden's Sigil | RARE | +5% Gem Find | 31% | 4.43% (1 in 22.6) | ~23 raids | wardens_sigil | |
| Siege Ember | RARE | +2% World-Lock Damage | 31% | 4.43% (1 in 22.6) | ~23 raids | siege_ember | |
| Raider's Knot | EPIC | +1% Ball Save | 17.2% | 2.46% (1 in 40.7) | ~41 raids | raiders_knot | |
| Evolution Stone | MYTHIC | Evolves a pet | 14% | 2% (1 in 50) | ~50 raids | evolution_stone | |
| Dungeon Heart | LEGENDARY | +2% Extra Bin Roll | 5.47% | 0.781% (1 in 128) | ~128 raids | dungeon_heart | |
| Mythic Evolution Stone | MYTHIC | Evolves a pet | 1.37% | 0.195% (1 in 512) | ~512 raids | mythic_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 stack.
Elusive Orbs

Elusive Orbs are the raid's signature drop — the only regular source of the Ascension 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.
| Crypt | Orb | Per roll (single) | Per roll (×3) | Any orb per chest | Expected orbs per chest |
|---|---|---|---|---|---|
| CRYPT | 4.46% (1 in 22.4) | 0.844% (1 in 118) | 19.6% (1 in 5.11) | 0.28 | |
| CORRUPTED | 7.79% (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 Ascension 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.
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: 21 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.
| Pet | Rarity | In the raid (Lv 100, 3★) | Usable from | |
|---|---|---|---|---|
| Aurora Narwhal | RARE | +12% ball regen speed | 4★ | |
| Baby Shark | MYTHIC | Breaching Bite — +20% damage to the Warden AND the WALL Double Chomp — 10% chance a boss or WALL hit bites a SECOND time for half damage | 4★ | |
| Charm Octopus | LEGENDARY | Amplifies other pets' raid loot effects by 12% — one pet per star, so a 2★ reaches both your other picks | 4★ | |
| Coin Corgi | RARE | +12% coins from the chest | 4★ | |
| Coin Gremlin | EPIC | 10% chance a launch costs NO ball | Any | |
| Crystal Cat | EPIC | +20% gems from the chest (taken from the coin row) +20% to the gem AMOUNT on a gem roll | 4★ | |
| Dawn Zombie | COMMON | +6% chance of an ADDITIONAL chest roll (coins · gems · essence only — never the rare pet-item drop) | Any | |
| Dice Imp | EPIC | +8% chance of an ADDITIONAL chest roll (coins · gems · essence) — and it can echo the rare pet-item drop too | Any | |
| Doppelgeist | MYTHIC | +8% chance of an ADDITIONAL chest roll (coins · gems · essence) — and it can echo the rare pet-item drop too | Any | |
| Dragon Hatchling | MYTHIC | +5% chest coins PER DIGIT of your coin balance (10,000,000 coins = 8 digits = +40%) | 4★ | |
| Essence Wisp | COMMON | +12% to REGULAR chest loot amounts (coins · gems · essence) | Any | |
| Glacier Golem | RARE | 20% chance a WALL hit CRITS for double damage | 4★ | |
| Gold Slime | UNCOMMON | +15% coins from the chest | Any | |
| Hoard Mimic | EPIC | +15% to REGULAR chest loot amounts (coins · gems · essence) | 4★ | |
| Packyack | LEGENDARY | Your equipped raid PET ITEMS are 100% stronger (does nothing without raid pet items on) | Any | |
| Piggy Banker | COMMON | +15% coins from the chest | 4★ | |
| Quest Goblin | COMMON | +5% damage to the Warden | Any | |
| Siege Minotaur | RARE | +10% damage to the WALL | Any | |
| Snow Hare | COMMON | SIEGE balls deal +2 FLAT damage to the wall 50% chance per launch to chip EVERY wall segment for 1 | 4★ | |
| Sticker Cube | RARE | +15% ult charge rate | Any | |
| Trinket Kobold | UNCOMMON | +10% chance of an ELUSIVE ORB from the chest | Any |
- Loot effects are personal: your pets pay your chest, nobody else's. The one exception is the Doppelgeist's 3★ Raid Aura, which doubles regular rolls for the whole party — and every member's aura stacks.
- The Charm Octopus amplifies your other picks (one pet per star); the Packyack amplifies your equipped raid pet items and nothing else.
- Equipped pet items ride along: coin charms fatten chest coin rolls, the Echo Relic amplifies your pets' raid contributions, 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.
Trophies
The Trophy Case has a BOSS RAID tab with 21 trophies — the full table lives on the Trophies page. The shape of it:
- The kill-count ladder (7): First Blood → Raider → Warden Hunter → Wall Breaker → Deep Delver → Warden's Bane → Raid Legend at 1 / 10 / 50 / 100 / 250 / 500 / 1000 clears. Only CRYPT OF THE WARDEN clears count — corrupted kills have their own leaderboard instead.
- Class trophies: reaching level 10 and level 25 with each of the four classes (eight trophies), and Grand Master for maxing all four.
- Feats: Speed Delve (clear under 2m), Blitz Warden (under 1m 30s), Perfect Party (four human players, every class represented), The Carry (a perfect 100/100 contribution score in a clear) and Purple Drop (open the purple chest).
Tips
- Cover all four roles. Full diversity multiplies every specialty margin by 1.25 — 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
- Midway — The Midway hub — every machine and minigame in Ballin Tycoon, what each one is and where it opens.
- World 2 · Aurora — World 2 · Aurora: its bins, launch odds, portals, Aurora's own mechanics, the lock to the next world and the pets in its claw machine.
- Ascension 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, the never-travels-with-trades law and the Ball Rush drop odds at every stake.
- Pet Evolution — Evolve a 3★ level-100 pet through its trial — stones, essence, the 9 trials, and the level-200 forms.
- Trophies — Every trophy in the game — 168 across CHAMPIONS, TITLES, MILESTONES, BOSS RAID, BALL GROVE, EVENTS — with its art, exactly how to earn it, the stat it tracks and its tier colour.
- Leaderboards — The in-game and website hiscores: the six player categories, the world badge, the guild board, Ball Grove boards 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.