Undertale Adventures X Raid Act 1: Walkthrough & Team Tips - Raids

Undertale Adventures X Raid Act 1: Walkthrough & Team Tips

Learn how to clear Undertale Adventures X Raid Act 1: unlock requirements, wave strategy, recommended units, trait priorities, and boss counter tactics.

2026-10-14
Undertale Adventures X Wiki Team
Quick Guide
  • Undertale Adventures X Raid Act 1 is the entry-level raid tier, testing sustained defense against multi-wave pressure
  • Unlock first: progress through main story regions such as Ruins and Snowdin before attempting raids
  • Best team core: one dependable damage dealer, one support or control unit, one economy unit
  • Trait priority: damage-oriented traits on carriers, support traits on buffers
  • Retry smartly: adjust placement before rerolling traits when a run fails

Raid Act 1 Overview: What to Expect

Raid Act 1 in Undertale Adventures X is the first tier of the game's cooperative raid mode. Unlike story stages, raids push your team through longer, denser enemy sequences where a single leak can snowball into a failed run. The mode is designed for players who have already built a functional team through the main regions — Ruins, Snowdin, Waterfall, Hotland, and Core — and want higher-value rewards.

You can enter raids through the mode selection menu, with Act 1 serving as the baseline difficulty. Servers hold up to 15 players, so coordination matters: in group runs, assign roles instead of everyone stacking damage units on the same choke point.

Key differences from story stages:

FeatureStory StagesRaid Act 1
Wave lengthShort, fixed wavesLong multi-wave sequences
Enemy densityModerateHigh, clustered pushes
Best team styleAny balanced rosterRole-assigned roster
Failure costLow, quick retryHigher, longer run time
Reward typeProgression accessRaid-specific resources
Before You Queue

Do not enter Raid Act 1 with starter-only units. Complete early story progression first and establish at least one upgraded damage unit plus an economy plan. Failing late waves wastes significant run time.

Step-by-Step Raid Act 1 Run

Follow this sequence in every Act 1 attempt. The structure stays consistent across attempts, which makes it easy to identify exactly which wave your team is failing on.

1

Open With an Economy Unit

Place your economy or income unit at the start of the run. Early income compounds across a long raid and determines your upgrade timing in the mid waves.

2

Establish Core Damage Placement

Deploy your primary damage dealer where it covers the longest stretch of the enemy path. In raids, coverage duration matters more than raw placement at the spawn point.

3

Upgrade in Priority Order

Spend income on your main damage source first, then your support or control unit. Avoid upgrading more than one unit at the same time early in the run.

4

Reinforce Before the Final Wave

Reserve resources for a late reinforcement — either an upgraded second damage unit or a control option. Act 1's closing waves hit hardest with clustered pushes.

5

Review and Adjust

If the run fails, note the exact wave and leak location. Adjust placement before changing units, and only reroll traits after placement is confirmed correct.

Placement First, Rerolls Second

Most failed Act 1 runs are placement problems, not trait problems. Move a unit to a longer-coverage position and retry before spending reroll resources.

Recommended Team Roles for Act 1

Act 1 does not demand a rare roster — it demands the right roles. Build around these four functions and fill gaps with what you own.

Damage Carrier

  • Role: Main wave clear and boss damage
  • Consistent single-target or area output
  • Upgrade this unit first every run

Area-Coverage Unit

  • Role: Handles clustered enemy pushes
  • Splash or piercing attack patterns
  • Strongest in mid-to-late waves

Support / Control

  • Role: Debuffs, slows, or buffs the team
  • Extends damage windows on fast enemies
  • More valuable in group raids

Economy Unit

  • Role: Accelerates early income
  • Speeds up first major upgrade
  • Keep even in late-game teams for raids

Role investment priority:

PriorityRoleWhy It Matters in Act 1
1Damage carrierDetermines whether waves clear at all
2Economy unitSets upgrade tempo for the whole run
3Area coverageSolves clustered late waves
4Support / controlMarginal solo, strong in coordinated teams
Solo vs. Team Adjustments

Solo players should double down on self-sufficient damage and coverage. In group raids, communicate roles — one player running economy while others carry damage clears far faster than five overlapping damage units.

Trait Setup for Raid Units

Traits should match each unit's job, not just its rarity. Before spending reroll resources in an Act 1 raid context, check whether the trait actually supports the unit's role.

Unit RoleBest Trait DirectionKeep WhenReroll When
Damage carrierAttack speed, damage, range boostsUnit is your active raid carryTrait only boosts economy value
Area coverageMulti-target or splash enhancementDense waves are your fail pointSingle-target-only bonuses
Support / controlEffect uptime, range, reliabilityEffect covers more enemiesTrait only adds personal damage
Economy unitIncome accelerationUnit opens every raid runTrait adds little to clear speed
Do Not Reroll Temporary Units

Never spend rare reroll resources on units you only use in early raids. Save them for units that stay in your roster across story, raid, and gauntlet content.

Raid Act 1 Preparation Checklist

Run through this checklist before each Act 1 session to avoid wasted attempts.

Before Entering Raid Act 1:

  • Story progression unlocked past early regions
  • At least one upgraded damage carrier ready
  • Economy unit available for early deployment
  • Trait direction matches each unit's role
  • Coordinate roles with teammates in group runs
After Clearing Act 1

Once Act 1 becomes consistent, shift farming time between raids and resource runs. Raid rewards fund trait and unit development, which in turn unlocks higher raid acts and gauntlet content.

Raid Act 1 FAQ

Q: How do I unlock Raid Act 1 in Undertale Adventures X?

Raid access is tied to story progression. Advance through the main regions and build a functional team before the raid option becomes practical. Attempting Act 1 with starter units typically fails in the later waves.

Q: Can I solo Raid Act 1?

Yes, with a self-sufficient team built around dependable damage, solid coverage, and an economy unit. Solo runs reward consistency over maximum theoretical damage.

Q: Why do my units keep leaking enemies in late waves?

Late waves in Act 1 feature clustered pushes. Add or upgrade an area-coverage unit, and reposition your damage carrier to cover a longer stretch of the path before considering trait rerolls.

Q: Should I reroll traits before attempting Raid Act 1?

Only on units that will stay in your long-term roster. Fix placement and team composition first — most Act 1 failures are solved by repositioning and upgrade timing, not by spending reroll resources.

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