Reach a rift entrance before its 45-second lifetime ends. Prepare HP, an active damage move and a matchup suited to the arena; beat the legend within 120 s for three ordinary tickets, a 50% ×10-ticket roll, 130 base coins across 20 pickups (50 Boss + 80 additional legendary), one held item, healing, magnet and one Bond. Failure returns the run to the map. No new entrances appear from 28:00.

Entry → fight → return

  • After the announcement, follow the marked entrance and enter by approaching it. In co-op the host controls the group transition; do not expect a guest’s separate solo arena.
  • Read the arena type and weather, then keep the damage group active. Clear pillar obstructions from your movement route, not by assuming the walls are destructible.
  • Leave telegraphed attacks first, then deal damage from an unobstructed line. Win before 120 s; a timeout or party defeat returns you rather than guaranteeing the legendary reward.
  • After victory, inspect rewards and spend the Bond. A normal legend defeat is not normal ownership; check owned/shiny records separately.

Ticket sources: reward versus condition

Scroll sideways to read every column.

SourceTickets per successful outcomeCondition and other rewards
Rift legendary3 ordinary + 50% chance of one ×10Win within 120 s; 130 base coins across 20 pickups (50 Boss coins + 80 additional legendary coins), one held item, healing, magnet and a Bond. New entrances stop at 28:00.
Scheduled boss1/3 chance of one ×10At 3/6/9/12/15 min; 50 coins in ten pickups of 5, healing, magnet and an item.
Rescue1 ordinaryEscort within 120 s; 60 coins, 50% max-HP heal, 1/5 collection chance.
Locked chest1–3 ordinary + 15% chance of one ×10Stand nearby 3.5 s; 36 coins, level-sized XP, 50% held-item chance.
GholdengoOne ×10 on defeat25% of treasure-thief spawns; escapes after 15 s; also 30 coins.
Ordinary wild enemy1/400Ordinary-ticket roll per normal XP drop; no fixed tickets/minute.
Daily boss mission example3 ordinary + 250 coinsIf assigned, defeat its target of 1 or 2 bosses and press Claim.

Arena example: Fire weather is not the same as weakness

A Fire arena forces Sun and has lava pools. At full Sun a Water attack is ×0.5; against a single Fire-type target its type factor is ×1.6, combining to ×0.8 before other modifiers. A Fire attack against that same type is ×0.6×1.5=×0.9. Compare the real target’s second type and your legal attacks, and do not infer that an arena theme grants immunity to every hazard. Unbeaten rift legends receive four times the selection weight of beaten ones, not a guaranteed chosen target.

Try the explained example

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