VeroworksBattle collection RPG reference

Reference · Australia

Battle collection RPGs, one term at a time

This site takes the vocabulary of a single genre — affinity, ascension, shards, mastery, energy refresh, clan boss — and gives each term a short definition, a worked example, and a link to the longer entry that explains it. Nothing here is a recommendation to spend money. It is a reference for readers who want to understand what a game is asking of them before they decide anything.

How this reference is funded

Veroworks carries no advertising and sells nothing. It is funded by affiliate commission from one game: Raid: Shadow Legends. The links on this site that point to that game are paid links. If you follow one, register on the game's own landing page, install the game and start the opening tutorial, the game's affiliate program pays Veroworks a fee. The publisher of the game pays that fee, not you, and following the link does not change anything about what the game costs you or what it offers you.

That commercial arrangement is the reason this site exists, and it is why one title is described here in more detail than others. It does not buy favourable wording: the entries below describe randomised rewards, energy limits and spending pressure in the same terms whether or not a commission is attached. The affiliate disclosure page sets out the arrangement in full, including what does and does not decide the content.

What the genre actually is

A battle collection RPG is built from two loops that feed each other. The first is collection: you acquire characters — usually called champions or heroes — through a randomised draw rather than by choosing them. The second is progression: you level, equip and rank up those characters so they can clear content that then yields the currency and materials used for the next draw and the next upgrade. Combat is typically turn-based and team-based, with four to six characters on a side, and the interesting decisions sit in team composition rather than in reflexes.

The genre's shape follows from that structure. Because characters arrive at random, a large part of the design is about what happens when you do not get the one you wanted: duplicate conversion systems, gradual ranking mechanisms, and ways to make a common character viable in a specific role. Because progression consumes a rate-limited resource — energy or stamina that refills on a clock — the games are designed around short sessions repeated over weeks, not long sessions in a weekend. Understanding those two constraints explains most of what a new player finds confusing.

Three things follow that are worth stating before any of the detail. Randomised draws mean the number of attempts needed to obtain a specific character is not fixed and cannot be predicted from an average. Rate-limited energy means time and money are partly interchangeable, which is the commercial model of the genre. And account progress is tied to the publisher's servers, so it is not a possession in the ordinary sense — it is access under the terms of a service agreement that is worth reading once.

Ten terms that unlock the rest

The vocabulary is the barrier. Most guides assume it; this reference defines it first. These ten cover the majority of what appears in a game's own interface.

Champion
A single collectible character with its own rarity, faction, element, skill set and stat profile. The unit you collect, level and place in a team.
Affinity or element
A rock-paper-scissors layer over combat. A champion of an advantaged affinity lands hits more reliably against a disadvantaged one and suffers the reverse. It is the reason a roster needs breadth and not only power.
Shard, scroll or summon token
The item consumed to make one randomised draw from a pool of champions. Tiers of shard draw from different pools with different odds.
Drop rate
The stated probability that a single draw yields a given rarity or a given character. A published rate describes the draw, not your session: it does not improve because previous draws disappointed.
Ascension or rank-up
Raising a champion's star rank by consuming other champions or dedicated materials. Distinct from levelling, and usually the larger constraint on progress.
Mastery or talent tree
A per-champion tree of passive bonuses unlocked with a currency earned by playing that champion. Slow, permanent, and generally the last thing a new player should worry about.
Gear set
Equipment pieces that grant a bonus when several of a matching type are worn together — speed, defence, lifesteal and so on. Set bonuses usually matter more than an individual piece's numbers.
Energy
The consumable that permits a battle attempt in most modes. It refills on a fixed clock and can generally be topped up with premium currency, which is where the time-versus-money trade sits.
Clan boss or guild raid
A cooperative encounter where a group of players each attack the same target on a daily cycle, and rewards scale with the group's combined damage.
PvE and PvP
Player-versus-environment content, which is scripted and repeatable, against player-versus-player content such as an arena, where you fight defensive teams built by other accounts.

The full glossary extends this to around forty entries, each cross-linked to the page that works through it in practice.

A worked example: reading a champion's page

Suppose the game shows you a newly drawn champion: Rare, Force affinity, a support role, with skills listed as an area attack, a two-turn defence buff, and a passive that reduces the cooldown of ally skills when they are hit. Read it in this order. First the role — this is a support unit, so its own damage numbers matter less than whether its buff duration exceeds its cooldown. Second the cooldowns: a two-turn buff on a four-turn cooldown leaves a gap that only high speed can close, which tells you the gear set to aim for. Third the affinity, which decides which content it is safe to bring to. Only then the star rank, because rank determines the ceiling, not the current usefulness.

That sequence — role, cooldowns, affinity, rank — resolves most "is this champion any good" questions without needing a tier list, and it is the same sequence used throughout the champions entry.

Sections of this reference

The title this reference links to

Raid: Shadow Legends is the game whose affiliate program funds this site. Described in the genre's own terms, it is a battle collection RPG: you assemble an alliance of champions and lead them through a world of dungeons and clan boss fights, with a campaign across twelve locations that is fully voiced, and tactical player-versus-environment combat in which team composition carries the decisions. That description comes from the publisher's own material, and this site does not extend it — where the publisher states nothing about a topic, neither does this page.

The affiliate program's link is for desktop players. It is described as desktop traffic only, covering Mac, Windows and Linux, and the action it pays on is registering on the game's landing page, installing the game and starting the opening tutorial. If you are reading this on a phone, the link is not aimed at you, and there is no reason to follow it. The detailed entry sets out what is stated, what is not stated, and the questions worth answering on the publisher's own site rather than here.

Visit the Raid: Shadow Legends website

Checking things for yourself, in Australia

Very little on this site needs to be taken on trust, and the parts that involve your rights should not be. These are the Australian bodies whose published material is worth reading directly rather than through a summary:

What this reference does not do

It does not rank games, score them out of ten, or tell you that one is better than another. It does not publish tier lists, because a tier list is an opinion presented as a measurement. It carries no user reviews, no ratings and no quotes, because it has no way to verify who wrote them. It states no prices, no discounts and no availability, because those change and the publisher's own store is the only accurate source. And it asks you for nothing: there is no form, no sign-up, no newsletter and no account anywhere on this site.

What it does do is define terms, show how the systems interact, and be explicit about the one commercial relationship behind it.