Raid Update 11.90 Feature
Published On: October 29, 2026
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Raid Shadow Legends Update 11.90

Update 11.90 is on the way for Raid Shadow Legends, and it’s a decent mix of changes. There’s a rework of the Faction Wars Hard Mode challenges, a Mercy System for Relic Crafting that a lot of players have asked for, plus some quality of life changes to the Arena, the Index and Clan Siege. This is the first set of details for the update. A second part with more QoL changes is coming soon, so treat this as a first look rather than the full patch notes.

Faction Wars Hard Mode Challenges Rebalanced

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Update 11.80 lowered the HP, ATK and DEF of enemies in some Factions. Now Plarium is changing the challenges themselves.

Four of the challenges were all or nothing. One weak hit or one enemy heal and the run failed. They’re being reworked so you get some forgiveness:

  • Weak Hits: “Don’t land any Weak Hits” becomes “Do not land more than 10 Weak Hits”
  • Buffs: “Defeat all enemies when they have no buffs on them” becomes “Defeat 10 enemies with no buffs on them”
  • Healing: “Don’t let your enemies heal” becomes “Do not let your enemies heal more than 10 times”
  • Active Skills: “Don’t let your enemies use any active skills” becomes “Do not let your enemies use more than 10 Active Skills”

The Weak Hits change matters most here because it had the most RnG. Unless your whole team was the right affinity, one stray Weak Hit from an AoE could fail a stage you had otherwise won. Losing a full run like that was frustrating, not difficult.

A longer list of challenges will also have their numbers reviewed. These include clearing in X turns, keeping HP above X%, placing X+ debuffs (Burn, Freeze, Provoke, Sleep, Stun, Poison), kills under Fear, Bombs, Perfect Veil, ally attacks and counterattacks, and cooldown or buff/debuff duration manipulation. Changes will depend on the Faction. Some stages will get lower requirements and others will stay as they are. Plarium will publish a full breakdown for every Faction Crypt, so if a crypt has been blocking you, check that list before rebuilding your team for it.

Relic Crafting Gets a Mercy System

Relic Crafting is getting a Mercy System. There are two parts that run side by side, a Mythical Mercy and a Group Mercy.

The important thing to remember is Mercy only counts crafts made entirely with Mythical Crafting Materials. If you mix in materials of any other rarity, that craft won’t count toward either Mercy counter, and it won’t reset them. If you’re chasing Mercy, use Mythical materials only.

Mythical Mercy

After you spend 1700 Mythical Relic Crafting Materials without getting a Mythical Relic, Mythical Mercy triggers. That means your 17th craft is guaranteed to give a Mythical. Any Mythical Relic resets the counter, whether it came from Mercy or a normal lucky roll.

There’s one exception to know about. Some Relic Groups can’t produce Mythicals at all. If Mercy triggers on a craft from one of those Groups, you get a Legendary Relic and the counter does not reset. The guarantee carries over to your next craft that can produce a Mythical. So you won’t lose your Mercy by crafting from the wrong Group at the wrong time.

Group Mercy

Group Mercy tracks each Relic Group separately. Spend 700 materials from one Group without getting a Relic from that Group, and Mercy triggers for it. You can mix different Groups of Mythical materials in one craft, and each one counts toward its own Group counter. Getting a Mythical or Legendary Relic from that Group resets its counter.

So you have one counter guaranteeing rarity and one guaranteeing the Group you’re after. For anyone who has burned through materials hoping for a specific Relic, that’s a solid safety net. Being able to plan around a guaranteed outcome also makes it a lot easier to decide when to craft and when to keep saving.

Arena While Background Multi-Battles Run

This one is short. After 11.90 you can play any Arena mode while Background Multi-Battles are running. No more stopping your farm to get your Arena fights in, or waiting for a run to finish first. A small change, but most players will use it every day.

Champion Filters Come to the Index

Raid Champion Index

Champion Filters are being added to the Index and the Faction menus. You’ll be able to search by name, Rarity, Affinity, Type, Faction, Aura, buffs and debuffs, and other effects.

The Index is where most of us go to check which Champions do what, so this should save a lot of scrolling. With all the new games coming up with this feature as standard, we are glad that Raid has finally caught up here. Should save a lot of time.

Smaller QoL Changes

Two more small changes:

  • Siege Scroll reminders: Clan Leaders and Deputies can send an in-game reminder to Clanmates to spend their Siege Scrolls. Clan officers spend plenty of time chasing people on Discord about this, so a built-in reminder should help.
  • Empty Gear warnings: Champions with empty Gear slots will now be marked on the Team Selection screen before a battle. Everyone has taken a Champion into a fight after stripping their gear for someone else, and this should stop that from happening.

Closing Thoughts

This part of 11.90 doesn’t change the meta, but it fixes a lot of everyday friction. The Faction Wars changes should help players working toward Hard Mode crypts, and the Relic Mercy System gives some protection on an expensive resource. There’s more to come in Part 2, and the full Faction Crypt breakdown will matter for anyone working through Hard Mode.

Which of these changes are you most looking forward to? Let me know in the comments below!

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