Base Raid

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It is provided for historical purposes.


A Base Raid was a form of Supergroup PvP that allowed a supergroup to attack another supergroup's base often in hopes stealing an Item of Power from them. This feature was added with the release of City of Villains. Supergroups that owned a base that contained Item of Power could be subject to raids that, if successful, would relinquish it from their possession and give it to the raiding supergroup. This was the only way to obtain the unique Items of Power in which only one copy existed per server, but also was a way to obtain the others.

Since Items of Power required a supergroup to run the Cathedral of Pain Trial in order to first obtain the IoP, when the trial was brought down it prevented anymore IoPs from being obtained. Eventually since IoPs also had a finite lifespan of a couple months, the IoPs that were currently in circulation eventually vanished until the devs introduced a small patch to remove all IoPs from the game, thus ending the ability for bases to be raided for Items of Power.

Bases could still be raided up until Issue 13 as 'practice' raids. With the launch of Issue 13, the base raiding feature was disabled entirely along with the disabling of the "Raid Rules" code, which prevented base builders from walling off access to raid-critical items and clip items.


In order for a supergroup to gain an Item of Power or be raidable, they must be raid eligible. In order to be eligible for raids, a base required as a minimum the following items:

  • 6 Dimensional Anchors
  • Item of Power Base
  • Mission Computer
  • Raid Teleporter

A supergroup was unable to raid, or be raided until those items were in place somewhere in the base.



During a raid, the attacking Supergroup were classed as Attackers and the base owning Supergroup was classed as the defenders. There were two types of raids, an actual raid and a practice raid. The strategies for both are very similar, the only differences being that proper raids had to be 'scheduled' within the defenders' specified raid window and the defenders could not decline, where as practice raids could be scheduled immediately and required both Supergroups to agree to it. Also during proper raids, any items such as Telepads, Defensive turrets, Medical Reclaimers, Generators, Auxilary items etc. that were destroyed remained destroyed after the raid. A proper raid also required the defending Supergroup to have an Item of Power in their base.

when a raid was in progress the following rules were applied:

  • All raid participants were sidekicked to level 50
  • Any member of the Supergroup that was not part of the raid could not enter the base.
  • Any member of the Supergroup's coalition could not enter the base.


For both raid types, the objective was the same.

The raid had a 60 minute timer in which the attackers had to achieve one of the following objectives:

The defenders simply had to prevent the attackers from completing any of these objectives for the 60 minute duration. Additionally, if the entire attacking team is driven from the base for more than 5 minutes (most likely due to surrendering) then the defenders would win.

Prior to starting, both supergroups are given 5 minutes to join the raid and to prepare themselves before the 60 minute timer began and the Attackers were able to begin their assault.


The Attackers used their own raid teleporter to get into the enemy base. A random hallway in the Defenders' base was be selected as the spawning room and would remain that for the duration of the raid. This did however allow the defenders to simply 'camp' the doorway and take out the attackers before they had fully zoned into the base.

The Attackers' primary targets were usually the Anchors or the IoP itself since destroying them meant victory. However other strategies to help achieve this also included going after other key items such as the base generators and control items. Taking these out meant putting most or all of the base systems offline. Attackers also went after the reclaimers since destroying them meant that the defenders would have to use the hospital to get back as opposed to simply respawning at their reclaimers.

The Attackers could also use Disruptor Pylons to win the raid. However these items were vastly easier to destroy if found so placing them in remote or hidden areas of the base was key to keeping them alive.


Defenders had the advantage of knowing the layout of their own base and having the opportunity to use the layout to their advantage. Defenders could also incorporate a variety of defensive items to help aid them in fending off the attackers.

The items in the base were also quite durable and usually required an assault from most of the attacking team to bring it down with any kind of speed. However once an item was destroyed, they remained destroyed and dysfunctional. The only exception to this were the defensive turrets, which would eventually re spawn when destroyed.


  • Apart from the acquisition of the Item of Power if the attacking team won a proper raid, base raids did not grant any rewards.
  • The reward for defeating another player was the same as what is in PvP Zones.
  • The Cathedral of Pain Trial was added back into the game; however it no longer grants Items of Power.