When do legendary rifts appear?
| Condition | Value or behavior |
|---|---|
| First eligible period | After 75 seconds of run time |
| Eligible check interval | 30 seconds |
| Opening chance | 20%, increasing to 40%, 60%, 80% and 100% after missed eligible rolls |
| Live ordinary boss | Blocks the opening attempt; it is not a missed roll |
| Open portal lifetime | 45 seconds |
| Legendary arena fight limit | 120 seconds |
| New rift cutoff | No new rifts from minute 28, before Judgment at minute 30 |
These are conditional checks, not exact-clock appointments. A live boss, an active arena and failure to find free map space can postpone a portal. The increasing chance makes repeated eligible misses less likely, but it does not promise a portal at a particular second.
Enter the portal and win the encounter
- Watch for the rift announcement and the portal direction indicator.
- Move to the portal before its lifetime expires. Entering takes the party into a closed legendary arena.
- Check the arena terrain and attack warnings. The arena is themed to the legendary’s type and can bring its own weather.
- Defeat the legendary within 120 seconds. Keep a route around obstacles so attacks can reach the target.
- Collect the drops, return to the main map and choose a Bond fusion when offered.
In co-op the host coordinates rift entry and the encounter. The world’s ordinary enemies are held while the arena is active, then restored on return.
Victory rewards and what happens if you lose
A victory grants a Bond and legendary encounter rewards, including coin and ticket pickups. Not every reward is guaranteed in every slot; for example, an additional ×10 ticket is a chance-based boss drop.
If the arena times out or the party is defeated, the rift ejects you without the victory reward. You return to the main map and the run continues; a fallen local player is revived on return with part of their health. A failed rift is not an automatic deletion of your whole account or collection.
Winning also records the legendary and arena in permanent progress. The full Wiki provides arena themes and a rift planner for preparing a build.
Use a Bond to combine attacks
A Bond fuses two ordinary moves into one active group. Later Bonds can add another loose move to an unfinished group, up to four moves in that group. This frees ordinary slots so you can learn another move.
The moves inside the active Bonded group can act together. Other ordinary slots still do not attack while inactive. Plan the group around damage, coverage and useful support rather than adding the damage of every move you own.
You need compatible loose moves to make a pair, or a loose move and an unfinished group to expand it. If no valid choice exists yet, learn another move instead of treating the earned Bond as lost.
No rift appeared: what to check
- Have you passed the initial 75-second period?
- Is an ordinary boss still alive, or is a rift/arena already active?
- Are you already at minute 28 or later?
- Did the portal expire while you were away from it?
- In co-op, is the host still connected and running the shared game?
Survive, clear the boss and wait for the next eligible check. Opening a guide page or refreshing the browser does not create a rift, and refreshing ends the current battle.