Double Clash is a co-op mode for one to three players. Each player brings up to three characters, and every character is consumed for the rest of the session once they enter a run — you can't field the same unit twice in the same Double Clash sitting. Once your account level is high enough you can solo it; until then it's the natural place to play with friends or guildmates.
Why it matters
Double Clash is the #1 source of Spirit Realm materials. The Spirit Realm grid is where most of a character's late-game power comes from, and the materials that feed it drop here at a higher rate than anywhere else in the game. The two systems unlock on the same account level for that reason — they're designed as a paired loop.
Each clear is scored. The score thresholds awarded as stars cap out at SSS, and that's what you're aiming for every day on the highest tier you can handle. A clean SSS clear pays out more Spirit Realm materials than scraping through with a lower grade, so it's worth lowering the difficulty until you can hit the top score reliably.
Difficulty unlocks
Difficulty tiers open as you raise your Account Level. The first tier opens with the mode itself; the rest follow over the next several levels.
| Tier | Unlocks at |
|---|---|
| Difficulty 1 | Account Lv.13 |
| Difficulty 2 | Account Lv.14 |
| Difficulty 3 | Account Lv.15 |
| Difficulty 4–5 | Account Lv.16 |
| Difficulty 6–7 | Account Lv.17 |
| Difficulty 8–9 | Account Lv.18 |
| Difficulty 10–12 | Account Lv.19 |
How to play it well
- Bring a deep bench. Three characters per run with no reuse means a single Double Clash sitting can chew through nine to twelve units. The mode rewards breadth, not just a single hyper-invested team.
- Aim for SSS on the highest tier you can clear. A reliable SSS on a slightly lower difficulty pays better than a shaky finish on the next tier up.
- Run it daily. Spirit Realm progression is paced around daily Double Clash clears. Skipping days is the single biggest drag on a character's grid build.