What F2P Players Usually Get Wrong in RAID's Early Game
What F2P Players Usually Get Wrong in RAID's Early Game
The biggest mistake new free-to-play accounts make is treating RAID like a collection game first and a progression game second. In the first few weeks, the right goal is not to build a broad roster — it is to create one champion capable of farming campaign stages efficiently, then use that momentum to unlock everything else.
For most accounts, that champion is Kael, one of the strongest Rare starters in the game. He brings poison damage, strong wave clear, and reliable boss value, which is why he remains a standard recommendation for F2P progression. Kael also has a useful 15% HP aura in all battles, giving early teams a little extra durability while the account is still starved for gear and masteries.
The second common error is overspending resources on mediocre upgrades. F2P accounts cannot afford to take every Epic to 60, chase every shiny pull, or fully book champions that will be replaced quickly. Early books and masteries should go to champions who accelerate account progress: campaign farmers, Clan Boss damage dealers, and key support pieces that can stay relevant into midgame. A legendary like Ultimate Deathknight is a better long-term investment than many early banners suggest, because his 30% DEF aura in all battles and defensive utility can stabilize multiple modes at once. By contrast, niche damage dealers often look exciting but do little to help account-wide progression.
Another bad habit is hoarding energy, gems, and shards for the “perfect event.” F2P players do not win by waiting forever; they win by converting resources into milestones. If energy can push Minotaur, Dragon, or campaign food farming forward, it is usually better spent now than saved for a future theoretical jackpot. The same applies to shards: pulling only during high-value windows matters, but account progress matters more than emotional attachment to a full summoning tab.
Recent community discussion has also reinforced a simple truth: early F2P Arena should be built around speed, buff stripping, and reliable nuking, not vanity speed-tuning. A champion like Sun Wukong remains highly valuable because he offers pressure, disruption, and an Arena SPD aura of 28%, making him a flexible carry for players who pull him. But even strong legendaries do not replace fundamentals like Speed boots, Accuracy, and a functional turn order.
The cleanest F2P path is still this: build one farmer, one Clan Boss core, one dungeon wave controller, and one Arena opener. Everything else is support. That discipline is what turns a slow start into a real account.