In RAID: Shadow Legends, do not spend scarce forge materials chasing the Mythical Relic mercy counter. Instead, treat the mercy system strictly as a passive background safety net and shift your immediate focus to building reliable Faction Wars Hard farming teams following the stage nerfs.
How the Mythical Relic Mercy System Works
The Mythical Relic mercy mechanic adds bad-luck protection to high-end Forge crafting. When you forge relics at tiers capable of yielding Mythical items, each craft that results in a lower rarity (Rare, Epic, or Legendary) adds to a hidden failure counter.
- Trigger condition: Consecutive non-Mythical crafts increment the mercy counter. Once you cross the designated failure threshold, the drop rate for Mythical relics scales upward on subsequent attempts until one is produced.
- Reset rule: Successfully crafting a Mythical relic—whether through standard base odds or the increased pity rate—immediately resets the mercy counter to zero.
- Stat variance: Activating mercy guarantees only the Mythical rarity tier. It does not protect against unfavorable primary stats (such as flat HP, flat Defense, or flat Attack) or poor substat distributions.
Because accumulating forge materials requires consistent weekly farming in endgame modes, reaching the high craft threshold takes weeks or months of saved supplies. Chasing pity deliberately is inefficient because the eventual payout can still roll unusable stats.
| Relic Crafting Element | Mercy System Reality | Recommended Player Response |
|---|---|---|
| Activation Threshold | Requires an exceptionally high volume of failed crafts | Treat pity as an incidental bonus rather than a goal |
| Stat Generation | Standard RNG applies to all primary and secondary stats | Sell unusable flat-stat pieces immediately for silver |
| Material Demand | Consumes extensive Faction Wars Hard material pools | Stop crafting once immediate roster upgrades are secured |
| Progression Impact | Marginal for everyday account growth | Prioritize usable Epic and Legendary pieces with ideal stats |
Faction Wars Hard Stage Nerfs and Farming
While the mercy threshold is restrictive, planned balance adjustments to Faction Wars Hard directly improve material acquisition. Initial versions of Faction Wars Hard imposed extreme enemy health pools, high speed benchmarks, and punishing wave mechanics that required specific Legendary rosters and high blessing levels.
The tuning adjustments scale back enemy bulk and lethal mechanics across Faction Wars Hard stages. This reduction lowers roster requirements, allowing mid-to-late-game accounts to clear higher stages consistently without hyper-specific team compositions. Because material drops from Faction Wars Hard are the main bottleneck for crafting endgame relics, these nerfs allow players to generate a higher volume of weekly crafts across multiple crypts.
Recommended Crafting and Progression Actions
To manage forge resources effectively under these mechanics, adjust your crafting and farming routines:
- Target usable Epic and Legendary rolls: Evaluate crafting sessions based on securing Epic and Legendary relics with desirable primary stats and speed or percentage-based substats. Treat any Mythical craft as a secondary perk.
- Save materials for event milestones: Hold high-tier crafting attempts and charms for Clan vs Clan (CvC) tournaments or Gear Crafting events to earn milestone rewards from your material investment.
- Audit and sell junk items immediately: Sell flat-stat relics right after crafting to reclaim silver and maintain inventory space.
- Stabilize Faction Wars Hard auto-teams: Direct champion masteries, gear upgrades, and speed tuning toward securing consistent three-star clears in Faction Wars Hard crypts. Maximizing weekly material income yields far more account progression than monitoring the pity counter.
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Player Comments
154 players commented on this guide.
The explanation is clear, especially for beginners.
I wish I had read this before upgrading the wrong thing.
This helped me understand strategy much better.
This saved me time in the early game.