- 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:
| Feature | Story Stages | Raid Act 1 |
|---|---|---|
| Wave length | Short, fixed waves | Long multi-wave sequences |
| Enemy density | Moderate | High, clustered pushes |
| Best team style | Any balanced roster | Role-assigned roster |
| Failure cost | Low, quick retry | Higher, longer run time |
| Reward type | Progression access | Raid-specific resources |
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.
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.
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.
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.
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.
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.
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:
| Priority | Role | Why It Matters in Act 1 |
|---|---|---|
| 1 | Damage carrier | Determines whether waves clear at all |
| 2 | Economy unit | Sets upgrade tempo for the whole run |
| 3 | Area coverage | Solves clustered late waves |
| 4 | Support / control | Marginal solo, strong in coordinated teams |
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 Role | Best Trait Direction | Keep When | Reroll When |
|---|---|---|---|
| Damage carrier | Attack speed, damage, range boosts | Unit is your active raid carry | Trait only boosts economy value |
| Area coverage | Multi-target or splash enhancement | Dense waves are your fail point | Single-target-only bonuses |
| Support / control | Effect uptime, range, reliability | Effect covers more enemies | Trait only adds personal damage |
| Economy unit | Income acceleration | Unit opens every raid run | Trait adds little to clear speed |
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
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.