Ascension is one of the cheapest power boosts in RAID: no shards, no books, just potions — and those only drop in the Keeps. Most players either ignore them until a tournament forces the issue or burn energy on stages their team clears one run in three. Here is a practical farming routine for the Keeps.
Why Ascension matters and which potions exist
Every champion has an affinity — Magic, Spirit, Force or Void — and can only be ascended with potions of that same affinity. There is no universal farm: each group of champions needs its own Keep.
Potions come in three tiers: Lesser, Greater and Superior. The early ascension levels are covered by Lesser and Greater potions, while the final levels eat Superior ones, and that is where the real volume sits. Ascension itself adds a percentage to a champion's stats and unlocks accessory slots (amulet and banner), which makes it a pure upgrade that costs no shards.
There are five Keeps: Magic, Spirit, Force, Void and Arcane. The first four feed champions of the matching affinity, while the Arcane Keep rounds out the set.
How a Keep run works
Each Keep is a ladder of stages with waves of mobs and a boss. Higher stages cost more energy per run — roughly 12–16 near the top — and pay out better: more potions per run and a noticeably higher chance of Superior drops.
The key detail is affinity. Enemies inside a Keep carry that Keep's own affinity, so the Magic Keep is full of Magic enemies and the Force Keep is full of Force enemies. You want to attack with the counter-affinity: Force beats Magic, Magic beats Spirit, Spirit beats Force, and Void is neutral everywhere. Attacking at a disadvantage brings weak hits — less damage and unreliable debuff placement.
The boss is not a puzzle fight with phases to learn, but it has enough HP that a team without real damage will crawl and start losing runs on auto.
Which stage to farm
- Early account: the highest stage your team clears reliably on auto, usually 10–13. Jumping higher makes no sense — a failed run costs more than any drop is worth.
- Mid game: 15+ is where Greater and Superior potions show up regularly.
- Late game: the top stage you can reach gives the best Superior odds; go there once your team holds auto without you watching.
- Rule of thumb: stability first, stage second. One guaranteed clear beats two runs on the edge.
Who to bring
The formula is simple: one or two damage dealers, a support with healing or shields, a leader with a Speed or Defence aura, and ideally a champion that hits on enemy MAX HP.
- Cardiel — universal support: healing, debuff removal, team survivability.
- Coldheart — enemy MAX HP damage plus turn meter reduction, a classic single-target answer.
- Geomancer — steady boss damage and damage reflection.
- Ninja, Gnut, Seer — raw damage so runs do not drag.
- Deacon Armstrong, Godseeker Aniri, Uugo — turn meter control, healing and revive for calm auto runs.
- Kael, Athel, Elhain, Galek — a perfectly workable core early on.
Do not ignore affinity: in the Force Keep the enemies are Force, so bring Magic; in the Spirit Keep, bring Force. Void champions are neutral and fit anywhere.
How many potions you actually need
Ascension runs from level 1 to 6 and the cost climbs steeply: the first levels barely dent your stock, while the last ones are the expensive part. Rarity matters too — a Legendary needs far more Superior potions than a Rare to reach maximum ascension, and the count runs into the dozens.
So do not ascend everything you own. Pick a core of five or six champions — campaign farmer, Arena core, Clan Boss core — max their ascension, and treat the rest as a later project. And do not farm potions for a champion you do not have yet: the meta moves, but the energy is already gone.
When farming pays off most
Keeps regularly appear in tournament and event scoring, so a run then gives you both potions and points towards rewards. If such an event is running and you need potions, that is the best window you will get.
If you only need one potion type, do not spread out. Energy is limited and a Keep gives nothing but potions and basic experience. Some potions arrive through mission and event rewards, and the shop sometimes sells them, but buying is almost always worse value than farming the stage you need.
Common mistakes
- Farming Keeps before your campaign farmer is built.
- Running auto on a stage your team sometimes loses.
- Ascending everyone instead of five or six key champions.
- Ignoring affinity, so your team eats weak hits and lands fewer debuffs.
Summary
The Keeps are not a later-project dungeon, they are a quiet source of power: ascension gives stats and accessory slots and costs only energy. Keep the rhythm — farm the stage you clear reliably on auto, build a team with the affinity advantage, ascend five or six key champions rather than the whole roster, and use tournaments and events that score Keep runs. Do that and potions stop being a bottleneck while your energy stops disappearing into failed runs.
08/10/2026
