What FORGE Does

And why it works differently than what you're used to.

You have a champion. You have an encounter. You want to know which stats matter most — and you want to trust the answer.

Most build guides are written by experienced players who've invested real time learning the game. Those guides are how most of us got better. FORGE takes a different approach — instead of starting from experience, it starts from the data.

It Reads the Skills

When you type a champion name, FORGE doesn't look up someone's opinion about that champion. It looks at what their skills actually do — and it pays attention to the details that change how you build them.

Maneater

FORGE knows that Maneater's A1 places Decrease ATK — but only on a critical hit. That means Critical Rate isn't a luxury stat for him. It's mandatory. Without it, his most important debuff never lands. The engine treats it that way.

Alure

Alure hits three times and drains Turn Meter on each critical hit. FORGE understands that her value isn't damage — it's keeping the boss from ever taking a turn. So it deprioritizes Attack and focuses on the stats that make the lockdown work: Speed, Critical Rate, and Accuracy.

Coldheart

Coldheart's Heartseeker deals damage based on the enemy's max HP — not her own Attack stat. FORGE recognizes this and adjusts her priorities accordingly. Critical Damage becomes more important than it would be for a champion whose damage scales only with Attack.

These aren't special cases we programmed one at a time. FORGE understands the underlying mechanics and applies them consistently across every champion in the game.

It Knows the Encounters

A champion doesn't exist in a vacuum. What they need depends on where you're taking them.

Clan Boss

Turn Meter manipulation doesn't work against the Clan Boss. FORGE knows this. A champion whose primary value is Turn Meter control will get different priorities for Clan Boss than they would for Dragon or Fire Knight — because the thing that makes them special doesn't apply there.

Fire Knight

The Fire Knight's shield must be broken by hitting it multiple times per turn. FORGE factors this in. Champions who hit once per skill are at a disadvantage. Speed matters more here than in most other dungeons because you need to cycle turns fast enough to keep the shield down.

FORGE carries rules for 64 encounters — from Clan Boss Normal through Chimera Nightmare, every dungeon stage, Doom Tower bosses, Hydra, Arena, and more. Each one has specific stat thresholds that reflect what the fight actually demands.

It Gives the Same Answer Every Time

This is the part that matters most to us. FORGE is deterministic. Same champion, same encounter, same result. It doesn't have good days or bad days. It doesn't drift over time. It doesn't forget what it said yesterday.

If you run Kael through Dragon 20 today and again next month, you'll get the same priorities — unless the game's mechanics have changed. That's a promise we can make because the answer comes from the data, not from a person's judgment call.

What It Doesn't Do

FORGE doesn't rank champions against each other. It doesn't tell you who to bring to a fight. It doesn't replace team-building tools or speed-tune calculators.

What it does is answer one question well: once you've chosen a champion and an encounter, what should your stat priorities be?

That's a narrower question than "how do I build this champion." But it's the question that comes up every time you sit down to gear someone — and getting it right matters.

Why We Built It

RAID has over a thousand champions. The game adds new ones regularly. We wanted a tool that could keep up — one that reads a new champion's skills and generates sound recommendations without waiting for someone to write a guide.

We think the RAID community deserves tools that are as deep as the game itself. FORGE is our contribution to that.