Infinite Magicraid is a fantasy turn-based RPG where players collect heroes from different factions, build powerful team combinations, and fight through story campaigns, dungeons, bosses, and PvP arenas. The game mixes classic gacha progression with strategic combat, allowing players to experiment with hundreds of heroes, exclusive weapons, and different team synergies.
All Working Infinite Magicraid Codes
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Our prediction based on past updatesGuide & Tips for Infinite Magicraid
Helpful tips to progress faster, spend resources wisely, and avoid common mistakes.A lot of players blindly max Wim immediately, but experienced players sometimes delay upgrading certain cooldown reductions. Why? Because shield timing between waves becomes awkward, and your protection may disappear before dangerous enemies attack.
In Hell Campaign, proper shield rotation matters more than raw shield size.
Liz is not just “a good healer.” Her value becomes absurd when paired with HP Burn carries like Melia because she massively increases survivability while Burn damage keeps scaling automatically.
That’s why veteran players still use Liz deep into late-game PvE despite her being only an Epic hero.
Some dungeon bosses barely move if you chain enough Turn Meter reduction and Speed manipulation.
Instead of trying to survive huge boss damage, advanced players sometimes build “control lock” teams where the boss almost never gets a real turn. Heroes with Speed Down + Turn Meter reduction become insanely valuable here.
In Advanced Arena, strong players often place one intentionally weak-looking team first.
The goal is baiting opponents into using their best lineup too early, so your actual strongest PvP team gets an easier matchup later. It’s more about matchup strategy than pure power.
New players build every damage dealer with Crit and ATK. That’s wrong for many HP-scaling heroes.
Heroes like Guan Yu or tank bruisers gain huge damage directly from HP or DEF, so defensive stats increase both survivability and DPS at the same time.
Certain event heroes are not just “strong” — they fundamentally unlock content progression.
Kaine, Brigid, Noel, and other limited units can carry entire accounts through PvE walls because they combine survivability, utility, and scaling damage in one kit. That’s why many veterans hoard resources for limited banners only.
Not every Arena team wants maximum Speed.
Some defensive teams are built specifically to survive the enemy opener, then instantly counterattack with revive, cleanse, or retaliation mechanics. Against fragile speed teams, this can completely flip the fight.
A lot of players think Hell Campaign requires crazy DPS. In reality, most walls happen because the team lacks protection.
Double support setups like Wim + Liz + one carry are often more reliable than full damage teams. Veteran F2P players abuse this constantly.
Auto-battle wastes ultimates constantly. Strong players manually finish weak enemies with basic attacks so key ultimates stay available for the next wave.
This becomes critical in high Ruins, Tower, and Hell stages where Wave 2 or Wave 3 is the real danger.
A lot of players underestimate Internal Injury because it looks weaker early-game.
But once you get proper synergy heroes and exclusive upgrades, Internal Injury comps become extremely dangerous in PvP thanks to turn control, stealth, and anti-burst pressure.
Top Arena players rarely leave the same defense for long.
If your defense becomes predictable, experienced opponents know exactly which team to counter it with. Changing positioning and speed order alone can improve defense success dramatically.