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Raid: Shadow Legends

A collection RPG with randomization stacked on randomization — and the widest gap on this site between what people claim it costs and what can actually be published.

The cost, in short

Pressure

092

To ending

— — —

No scripted ending — live service

How this rating was reached

Score of 92/100 sits between Genshin Impact (78) and Diablo Immortal (98): randomization is stacked across two independent systems (champion shards and gear/artifacts), an energy meter gates campaign progress, and limited-time offers run continuously. Held below 98 because Diablo Immortal's ceiling is anchored by published third-party cost calculations built on the game's own drop rates. No cost-to-progress figure is published. Plarium states none, and community estimates span roughly $40 for one targeted legendary champion to over $1,000,000 for a full collection (HellHades), growing $150,000-$170,000 per patch. That is a difference in the definition of 'progress', not a margin of error, so no single number is publishable. hasEnding is false because this is a live-service collection RPG with no final chapter — not a measurement gap.

What the monetization actually looks like

Champions come from Shards, which are opened for a randomized result across six rarity tiers. Plarium's own store page carries the disclosure "Contains In-game purchases (including random items)" and advertises over 900 champions to collect, which tells you the shape of the system before you install anything.

The randomization does not stop at the champion. Gear and artifacts come from their own separate randomized system, so a specific strong champion with the right gear requires favourable outcomes from two independent chance mechanics rather than one. On top of both sits an energy meter that gates how much campaign progress you can make in a session without paying.

Why we publish no cost figure, and what the estimates actually say

Plarium publishes no cost-to-progress figure. What circulates instead are community calculations, and they disagree by roughly four orders of magnitude depending on what "progress" is taken to mean.

At one end, players report acquiring a specific legendary champion for around $40 through a targeted champion pass. At the other, the community site HellHades calculated the cost of collecting one of every Legendary and Mythical champion at over $1 million, growing by $150,000-$170,000 with each content patch.

Both numbers are real answers to different questions. Neither is "what the game costs", and averaging them would produce a figure describing nothing at all. So the field stays empty and the mechanic gets explained instead — which is the more useful answer anyway.

No ending, by design

The campaign runs twelve levels of seven stages, but the game is an ongoing live-service collection RPG. There is no final chapter and no point at which the champion roster is complete, because more champions ship with every patch.

Sources

  1. 01RAID: Shadow Legends — official page with purchase disclosuresPlarium (official game page) ·

Full method behind these ratings: see our methodology.

Ratings are editorial judgments based on the sources cited above. They are not a guarantee of current pricing or mechanics, which can change after publication — check the source directly before making a purchase decision.