Aion 2 Raids: Full List, Entry Requirements

One framing note before the list: Aion 2’s global release ships a Season 1-style content package, not the full KR/TW catalog. The raid roster below is therefore split into what you should expect on day one and what arrived later on Korean and Taiwanese servers — because planning your first month around a raid that isn’t in the build yet is the kind of mistake this page exists to prevent.

How Raids Work in Aion 2

Raids are limited-entry weekly content: the flagship raid allows two challenges per week with a Wednesday reset, separate from the roughly fourteen weekly account-limited dungeon runs and the seven-per-week short-form raid entries. That math matters more than any mechanics guide — limited entries are the highest-value time you spend in the game, and wasting one on an undergeared wipe-fest costs you a week, not an evening.

Entry is gated by level 45 plus a gear score threshold that scales with difficulty. Inside, the format follows the structure Aion 2 uses everywhere: mini-boss phases building to a final encounter, with raid-specific twists — Ladra opens on a split-duty reactor phase before anyone sees a boss. Rewards concentrate the game’s best progression materials: enhancement and amplify stones, sync stones that upgrade across your whole kit, accessory boxes, and pity-system tokens that guarantee progress even on unlucky weeks.

Aion 2 Raid List at Global Launch

Ladra — the flagship. The launch raid and the hardest PvE content in the initial global package: three bosses behind a coordination-check opening phase where the raid splits into two teams to bring down a fusion reactor before the real fight begins. KR/TW guides describe wind-climb mechanics, tower and gaze callouts, and an enrage timer that turns slow DPS into a wipe. Entry on KR/TW settled at a high gear score after a year of progression — global launch requirements will be substantially lower, and we’ll publish exact values the day the global client confirms them. Loot: unique and heroic sync stones from the final boss, accessory boxes from the mini-bosses, and gear-swap pity tokens. Reset: two challenges per week, Wednesdays.

One naming note for anyone cross-reading KR sources: Ladra, Ludra, and Rudra are the same raid — romanization drift, not different content.

Dredgion Depot — the short-form raid. Classified as a Raid in the game’s UI but built differently: a compact run of mini-bosses into a final boss, roughly ten minutes per clear, seven entries per week. Three difficulties gate by gear score — on KR/TW: Easy at 1,000, Normal at 1,500, Difficult at 2,000 — and reward scaling follows difficulty: enhance stones, amplify stone fragments, and Ariel’s Trace fragments. Treat it as your weekly raid-adjacent farm, not your coordination test: this is where enhancement material income lives.

Instanced World Bosses — raid-scale, different rules. Aion 2 breaks from K-MMO tradition by making world bosses instanced 32-player fights instead of open-field zergs: no thousand-player pile-ons, no single guild monopolizing every kill, no server meltdown. They’re not raids in the entry-limit sense, but they’re the only place you’ll fight anything at 32-player scale at launch, and organized groups should treat them as part of the weekly raid calendar.

Coming After Launch

Corroded Facility and Chalice of the Muspel arrived on KR/TW as the raid tier above Ladra and should follow the same staggered schedule globally — realistic expectation is months after launch, not weeks. Alongside them, NCSoft’s pre-launch content roadmap has referenced 16- and 32-player raid formats as the long-term ceiling for organized PvE. None of this is day-one content: build your launch-month plan around Ladra, Dredgion Depot, and world bosses, and let this section grow as the global schedule firms up. Every addition lands in the changelog below.

Best Classes for Raids

The full reasoning lives on the tier list — this is its Group PvE column applied to raid comp-building, and the two pages always match.

Locked-in core: Cleric and Templar (S). Cleric brings the game’s only resurrection plus the healing kit every raid builds around — in content where wipes cost weekly entries, strategic battle-rezzes are worth more than any DPS parse. Templar is the frontline that makes Ladra’s boss-facing and choke mechanics executable at all. Every serious raid group starts with these two slots filled.

High-value flex: Gladiator, Sorcerer, Chanter (A). Gladiator is the DPS slot that survives its own mistakes; Sorcerer brings the AoE and control that trivialize add phases; Chanter’s buffs compound across the whole group — and in a fixed ten-player roster, compounding buffs argue for more than its ladder grade suggests.

Bring the player, not the class: Assassin, Ranger, Spiritmaster (B). All three deliver real damage — Assassin tops the single-target charts when played precisely — but they’re interchangeable in a way the core roles aren’t. Raid leaders fill these slots with the best hands available, not with a class name.

How to Prepare for Your First Raid

Gear score gets you through the door; everything else gets you the clear. The KR/TW consensus checklist, in priority order: weapon enhanced first (the single biggest PvE return per material spent), consumables stocked — buff food and potions are treated as mandatory, not optional — Arcana and pet bonuses current, Stigma skills leveled, and boss patterns learned before the run, not during it. Watching a single KR clear video is worth more than two hundred gear score: these fights are stat-checks only until someone misses a mechanic, and then they’re knowledge-checks.

Two habits separate groups that farm raids from groups that argue in them. First, spend your weekly entries deliberately — walk in only when the group is actually ready, because a wasted entry doesn’t come back until Wednesday. Second, treat deaths as information: if the raid wipes on the same mechanic twice, the fix is a role assignment, not more gear.

If you’re behind the gear curve or your group is short a core role, [raid_cta_block] — full runs, specific boss kills, and gear score preparation, with your loot and weekly rewards intact.

Weekly Raid Routine

The efficient week looks like this: clear both Ladra entries with your organized group as early in the week as readiness allows — banking them for “later” is how entries expire unspent. Spread Dredgion Depot’s seven entries across the week at the highest difficulty you clear comfortably; a guaranteed Normal clear beats a coin-flip Difficult wipe for material income. Slot the instanced world boss into whichever evening your group already assembles. Then spend your fourteen weekly dungeon runs on whatever material is currently bottlenecking your upgrades — for most rosters that’s pet fragments early, enhancement stones later. The through-line: limited-entry content first, unlimited farm second, always.