Groups
Guide to Nova Raider groups, invitations, group size, duo checks and team coordination.
NovaRaiderTeam
· Groups
Overview
Groups are temporary teams used mainly to share rewards from killed Monsters and to make restrictions between allied players more flexible. They also help coordinate Quests, Dungeons, support actions and selected events. A group is temporary, unlike Friends or Guilds.
Group Basics
A standard group can hold five players. The leader's Skill Tree bonuses can increase that capacity. Invitations last 30 seconds, and repeated invitations to the same player are briefly rate-limited.
| Rule | Value | Why it matters |
|---|---|---|
| Base size | 5 players | Covers most small-team activities. |
| Capacity bonuses | Leader's Skill Tree bonuses | A specialized leader can invite more players. |
| Invitation duration | 30 seconds | Invitations must be accepted quickly. |
| Repeat invite delay | 8 seconds | Prevents invitation spam. |
| Leader transfer | Another member becomes leader when possible. | Keeps a valid group active after the leader leaves. |
Gameplay Uses
| Use | How groups help |
|---|---|
| Monster rewards | Eligible nearby members can share rewards from Monsters killed by the group. |
| Player restrictions | Group members are treated as allies by several targeting and interaction checks. |
| Quests | Players can coordinate cooperative challenges and Boss phases. |
| Dungeons | Groups make wave clearing and support timing easier. |
| Daily Events | Team roles and communication improve event performance. |
| Weekend Events | Some bonuses depend on group or duo positioning. |
| Support play | Healing and protective tools are easier to coordinate. |
Duo Rules
Some events require a group of exactly two players and keep checking that the partner remains nearby. A larger group is not treated as a duo, even when only two members are standing together.
Invites, Leadership and Capacity
The leader can invite or remove players. When the leader leaves, leadership passes to another member if the group can continue. A group with too few members is dissolved instead of remaining as an empty team. Players can disable group invitation notifications in their settings.
Movement and Cooperative Effects
When group travel assistance applies and the leader is already on the destination map, another member may appear near the leader. Group membership never bypasses map access, level requirements, travel cooldowns or event restrictions.
Healing and support equipment still check the target, map, range and item rules. Being in a group makes the target an ally where required; it does not make support effects global.
FAQ
Does a group replace a Guild?
No. Groups are temporary. Guilds provide persistent membership, buildings, wars, Dungeons and shared progression.
Why did the group disappear after someone left?
It no longer had enough members to remain a group.
Related Articles
| Article | Why it matters |
|---|---|
| Friends and Communication | Finding and coordinating with players. |
| Guilds | Persistent team progression. |
| Dungeons | A major cooperative activity. |
| Quests | Cooperative lobbies and objectives. |
| Weekend Events | Some bonuses use duo or group rules. |