Xalor Wiki · Raid Guides

HOLY RAID

Trial of the Divine

Four bosses. One gauntlet. Only the worthy walk away.

Bosses
4
Boss HP (Easy)
43B
Deadliest Hit
150
Difficulties
3
Reward
Raid Keys
Endgame Raid Content
💥
Boss 3's feast explosion hits for 150 and can one-shot you. The entire raid is built around surviving this single mechanic — learn to dodge the blast on the earlier bosses and the finale becomes survivable. Positioning beats defence.
01

Overview

The Holy Raid is a four-boss endgame gauntlet run across three difficulty tiers. Each of the first three bosses teaches you one mechanic — a chasing orb, a wall of fire, and a 4x4 bomb explosion — then the final boss combines all three at once. Clearing it cleanly is less about raw DPS and more about movement and positioning.

The defining threat is Boss 3's bomb: a 4x4 blast that hits for up to 150 and can one-shot you. Everything else is survivable if you keep moving and keep your HP up — but that explosion will end your run instantly if you're standing in it.

Key insight: Treat Bosses 1 through 3 as practice. Every mechanic you learn there reappears in the Boss 4 finale. Master the orb, the fire gap, and the blast dodge early, and the final fight holds no surprises.
The reward: Holy Raids pay out in Holy Raid Keys, with your total scaling off perks, donator rank, founder bundles, talents and more. See the full breakdown at the bottom of this guide.
02

Minimum Requirements

Minimum requirements for Holy Raids

Minimum entry requirements

Meet the requirements shown before you queue. The Holy Raid is endgame content — undergeared players will be melted by the Boss 3 explosion and overwhelmed once Boss 4 starts layering mechanics together.

Don't rush it: If you can't reliably survive the earlier bosses' mechanics, the finale will punish every mistake at once. Come in prepared.
03

Talents

Spec into the talents shown before running the raid. The Keymaster talents directly multiply your key rewards — Keymaster I grants +1 key per level (max +3), and Keymaster II grants +2 keys and triggers the ×3 base multiplier on your roll. See the reward table at the end of this guide for the full breakdown.

Recommended Talents
Recommended talents for Holy Raids
04

Pre-Raid Prep

Before you queue, pop your consumables — with 43B+ boss HP, every bit of extra DPS shortens the run and means fewer mechanic cycles to survive.

📜
Vote Scroll — +20% Attack Speed
Use your vote scroll for a 20% attack-speed boost. Don't forget it.
🔥
Damage Scroll — +50% Damage (30 min)
Pop a 50% damage scroll for 30 minutes to push your DPS through the fight.
x2 Damage WOG Perk (Optional)
Waiting for the x2 damage ::wog perk to be active is optional, but advised — it roughly halves your clear time.
Stack it all: vote scroll + damage scroll + x2 WOG perk together give the fastest possible clear. The less time in the fight, the fewer bomb and fire-wall cycles you have to dodge.
05

Boss Mechanics

Four bosses, each with its own mechanic — and a finale that combines them all. Every fight tests movement and positioning over raw DPS. Learn each one in isolation and the Boss 4 gauntlet becomes readable.

Boss 1 orb mechanic
🔮 Boss 1 — The Chasing Orb Keep Moving

An orb follows the player around the arena. As long as you keep moving it can't catch you — but the moment you stop, it deals damage. Never stand still.

Kite the orb in a wide loop while you DPS. This same "always keep moving" pressure returns in the Boss 4 finale.

Stop moving = take damage
Boss 2 wall of fire mechanic
🔥 Boss 2 — Wall of Fire Find the Gap

Boss 2 summons a wall of fire that sweeps the arena. There is always a gap in the wall — spot it and move through it. Getting caught by the flames deals up to 100 damage.

Read the wall early, line yourself up with the gap, and pass through cleanly. Don't panic-move at the last second.

Up to 100 damage · find the gap

💥 Boss 3 — The Explosion

Boss 3 drops a 4x4 bomb that detonates after a short wind-up. This is the single most dangerous mechanic in the raid — it hits for up to 150 and can one-shot you. It only covers a 4x4 area, so a couple of steps clear is enough — but you have to move.

Boss 3 wind-up
Step 1 · The Wind-Up
Boss 3 explosion
Step 2 · The Explosion (150 · dodge!)
Boss 3 mechanic overview
💥 4x4 Bomb One-Shot

The bomb hits for up to 150 — enough to one-shot you — across a 4x4 tile area. The moment you see the wind-up telegraph, step out of the 4x4 blast zone before it goes off.

Dodge first, DPS second. No amount of gear reliably tanks this — your positioning is the only defence that matters.

Up to 150 · One-Shot Step out of the 4x4 zone
This is the fight-ender. More Holy Raid runs die to the Boss 3 explosion than anything else. If you learn one thing before queuing, learn to read the wind-up and step out of the blast every single time.

✦ Boss 4 — The Finale

All Mechanics Combined Everything At Once

The final boss uses the mechanics of all three previous bosses — the chasing orb, the fire wall, and the explosion, all layered together. Never stop moving, watch for the gap, and dodge the 150 blast throughout the entire fight.

There's no new mechanic to learn here. If you handled Bosses 1–3 cleanly, you already know every move Boss 4 will throw. The challenge is executing them all at once under sustained pressure.

Orb + Fire Wall + Explosion, together
06

Difficulty & Loot

The raid runs across three difficulty tiers. Boss HP, mechanic intensity and loot all climb as you step up — start on Easy to learn the fights, then push into Medium and Hard for richer rewards once every telegraph is second nature.

Easy
43B
Boss HP · learn the fights
Medium
Scaled HP & tougher mechanics
Hard
↑↑
Max HP & full mechanic set

Each tier rolls from its own reward table — the harder the raid, the richer the spoils. The tables below show what drops at each difficulty.

Easy · Loot Table
Easy raid loot table
Medium · Loot Table
Medium raid loot table
Hard · Loot Table
Hard raid loot table
07

Holy Raid Keys — Reward Breakdown

Your final key payout is a base amount plus every perk you qualify for. Bonuses stack unless noted. The Raider's Curse gamble is applied last, to the final total.

Key Amount Distribution
SourceKeys
Base Amount
Base key amount2
Base with ::wog raids perk active4
Base ×3 when triggered by Keymaster II Multiplier6 or 12
Donator Ranks — only the highest applies
$500k+ donator rank+5
$250k+ donator rank+4
$125k+ donator rank+3
$80k+ donator rank+2
$60k+ donator rank+1
Founder Bundles — stack with each other
Gold Founder's Bundle perk+4
Silver Founder's Bundle perk+1
Unlocks & Talents
Fatebound Journal T2 perk+1
Keymaster I talent (+1 per level, max +3)+1–3
Keymaster II talent+2
Exodia Sword (Keepsaked)+2
🎲 Raider's Curse prayer: applied to your final key total — a 10% chance to double your keys, or a 5% chance to halve them. High upside, small downside.