What Does a Proxy Cover in RAID: Shadow Legends, and What Does It Not?
Because the game is turn-based, on the network side you see independent request-response groups rather than a single continuously flowing session. This page explains which group falls within the proxy's scope, where a rule written on the router diverges from a device setting, and why the store and account pages behave differently.
Traffic groupsThe distinct behaviour of login, game session, asset download, store and telemetry requests.
02
Transport layerWhich connection passes through the TCP tunnel, and which goes out without ever seeing the rule.
03
Router setupThe scope, authentication limits and cost of writing a rule at the network level.
04
Store and accountThe relationship between payment, campaign and account-linking traffic and your IP.
Most people who want to put the game behind a proxy are looking for a single setting: one server address, one port, done. The application, however, is not a single piece. From launch it talks to at least five separate endpoints, and they do not all use the same transport method, the same domain or even the same protocol. If your rule's scope reaches only part of those five groups, the result is "working, but incomplete".
The second issue comes from the game's genre. In a turn-based battle, dozens of packets per second are not sent to the server; a turn is started, a result is requested, a response arrives. Compared with real-time shooters, this structure is far more tolerant of an extra stop. On the other hand, because the interface generates a network request on every tap, latency is felt in the menus rather than in combat.
The third point should be clear from the start: a proxy is a routing decision. Your exit address changes; the server region your account was created in, the country of your store account and your device's language setting do not. Every section on this page was written to show you where you stand relative to that boundary.
Which endpoints come into play when the app opens?
The first request goes to the account and session layer. Identity is authenticated here and the client is issued a session token; your exit IP address becomes visible on the server side for the first time at this step. Once the token is issued, your identity travels with the token rather than the address, so even if your connection address changes later, the session remains the same session. The most common misconception during setup begins here: the login screen opening does not mean all traffic is being routed.
The second group is the requests that carry game state. The hero list, campaign progress, siege results and inventory changes go out as separate calls; each is a short-lived, small, encrypted HTTPS request. This group is the most proxy-friendly, because its behaviour is no different from an ordinary web request.
The third group is asset downloads, and in volume it comfortably exceeds the sum of the others. Hero models, interface packages, audio files and seasonal content are pulled from a content delivery network, and that network's domain may differ from the game's main domain. If your rule covers only the main domain, the game opens and you log in, but the download bar either crawls or completes over your normal line. The fourth and fifth groups are the store and telemetry; both use separate domains and are covered separately in the sections below.
Note
A proxy cannot read the contents of HTTPS traffic; it merely opens a tunnel with CONNECT and carries the encrypted bytes. What is visible on the proxy side, however, is which hostname you connect to. That is why choosing a provider is not a technical decision but a trust decision.
DIAGRAMThe five endpoint groups the client talks to
You can scroll the diagram horizontally to inspect it
The five groups do not use the same domain or the same transport method; your rule's scope determines which of them it reaches.
Which connection can pass through the tunnel, and which cannot?
A classic HTTP proxy works at the application layer and carries TCP. For HTTPS it opens a tunnel with the CONNECT method; everything passing through that tunnel is TCP. UDP never enters that tunnel. That single sentence removes most of the mistaken expectations around game traffic.
SOCKS5 sits at the transport layer and can carry UDP through a separate method called UDP ASSOCIATE . For that to work, however, both sides must support it: the proxy server must have enabled the method and the game client must be able to speak SOCKS5. The vast majority of mobile game clients offer no SOCKS5 configuration; they read the system-level HTTP proxy setting, or none at all. The method is explained in detail in the SOCKS5 UDP support article; you can review the protocol's general capabilities on the SOCKS5 proxy page.
A third detail is QUIC. A client using HTTP/3 talks over UDP 443 and does not enter the TCP tunnel. In practice the behaviour splits in two: either the connection goes out directly and never sees your proxy rule, or, if the UDP path is closed, the client falls back to TCP and this time the rule applies. In the second case your setup looks like it is "working"; in the first you fall outside the scope without any error at all.
Request group
Typical transport
HTTP proxy scope
What to do
Login and account verification
TCP / TLS
Covered
Make sure the rule includes the main domain
Game state requests
TCP / TLS
Covered
Use a static exit
Asset and patch download
TCP, sometimes HTTP/3
Partially
Cover the subdomains
Store and payment flow
TCP / TLS
Covered
Run it from a browser profile
Telemetry and crash reports
TCP, sometimes UDP
Variable
Falling outside the scope is not a problem
Should the rule be written on the device or at the network egress?
At the device level there are two routes. On mobile you define an HTTP proxy in the wireless network settings; that rule applies only on that network and silently stops applying the moment the device falls back to cellular data. On desktop, a system-wide setting affects all applications, while application-level routing puts only the process you choose into the tunnel. For a step-by-step walkthrough, see Android proxy settings article, are useful.
A rule written at the network egress is a different category. Here you do not configure individual devices; you place a rule at the point where traffic leaves the network, and every device on that network follows it. Most home routers have no direct "proxy server" field for outbound traffic; that capability is provided either by alternative firmware or by a small router machine placed at the network's egress. The general framework of the approach is using a proxy via the router article.
The choice is as much about what happens when something breaks as about how many devices are covered. If a device setting breaks, only that device is affected and removing the setting takes ten seconds. If the rule at the network egress breaks, everything in the house is affected at once: the television, the smart plug, the work computer. That is why the rollback path for a network-level setup must be written down before the setup.
Take a screenshot of the current setting before you write the rule.
Leave a wired fallback path for the rule at the network egress.
Remember that on a mobile device the setting covers only that wireless network.
When testing scope, try the browser first rather than the game.
The scope of a setup at the network egress and the price it pays
The biggest advantage of a network-level setup is that whether the client reads the system proxy setting no longer matters. Because traffic is already routed as it leaves the network, no cooperation from the application is required. On mobile game clients, this removes the point at which the device setting most often fails.
The price falls under three headings. The first is authentication: many configurations at the network egress do not support sending a username and password, so you switch to IP authorisation on the provider side. If your home line gets a dynamic address, your authorisation list goes stale every time the line renews and the entire network is unable to get out at once. A comparison of the methods is proxy authentication methods article.
The second is the difficulty of separation. When the whole network goes through a single exit, your game traffic, your work meetings, your streaming services and your update downloads all consume the same quota. On a plan billed by data transferred, this grows the bill far faster than the game's own share. The third is the cost of diagnosis: when a problem arises, you have to remove the rule first to determine whether the fault lies in the game, the rule or the provider — and the whole network changes while you do it.
Warning
A rule written at the network egress affects the traffic of everyone using that network. Inform the people you share a home or office with before routing their connection; on a corporate network, only the authorised team should make this change.
DIAGRAMScope breadth by rule location
You can scroll the diagram horizontally to inspect it
The values are relative weights showing breadth of scope; they are not a ratio measured in the real world.
Choose an exit for game and store traffic
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Store, campaign page and account management traffic
This group differs from the others because most of it runs from a browser rather than from inside the game. The publisher's campaign pages, account-linking screens and support portal are ordinary HTTPS pages; a proxy works most predictably on these. So if you are only interested in the store side, you do not need to route the whole device: a separate browser profile is enough, and you never touch the game's own connection.
In-app purchases work differently. The payment flow is completed not on the game's own server but in the device's app store, and that store identifies you not by your IP address but by your store account's country and registered payment method. The direct consequence is this: a proxy does not change the currency or region of an in-app purchase. Claims to the contrary are technically wrong.
What remains is a legitimate research scenario: verifying how a campaign or bundle page looks from a different country. Marketing teams, localisation managers and content creators do this routinely, and here a proxy is exactly the right tool. The method and its limits are regional price research on game stores article.
On the account management side, the consistency rule applies. Logging in from a distant exit when your account normally connects from the same country every time can trigger additional verification in the publisher's security flows. This is not a penalty but ordinary protective behaviour, and the fix is simple: use an exit that matches the account's usual country and is as static as possible.
Choosing an exit country and the length of the route
A proxy adds a stop to your connection: the request goes to the proxy server first, reaches the target from there, and the response returns the same way. Total time therefore lengthens in most setups; a proxy does not lower your ping. The rare case where this reverses is when your operator's default route to the target detours through a distant transit point while the proxy exit shares a shorter peering with that same target. This is not a rule but an exception that can be demonstrated by measurement; the detailed discussion is does a proxy lower game ping the article.
The practical conclusion is this: keeping the exit close to both you and the target avoids a needless intercontinental round trip. For a user playing from Türkiye, a local or nearby European exit produces a shorter path than an exit on a distant continent. A distant exit should be chosen only when a specific verification task requires it, and should not be made the default.
The second point is often confused: the game server your account is bound to does not change according to the IP address you connect from. Server assignment is held on the account side and a proxy does not carry it. Choosing an exit country is therefore not a "server switching" tool but simply a preference that determines the path your packets follow and the address the other side sees.
DIAGRAMExit regions for a user playing from Türkiye
You can scroll the diagram horizontally to inspect it
The bars are relative weights representing how short the route is; they are not millisecond measurements and vary on every line.
Symptom, likely cause and check step
Symptom
Possible cause
Check
The login screen opens, game content does not load
The asset domain is outside the scope
Write the rule so that it includes subdomains
The download bar crawls
The exit's bandwidth is not enough for package downloads
Try a different exit, and download on a wired network
407 response
Credentials are not being sent, or the IP authorisation is stale
Go back to a static exit consistent with your usual country
Most rows in this table are resolved faster with a single diagnostic habit: check scope first, then reachability, and the game last. If you open an IP lookup page in the browser and see the address you expect, the rule is at least working for that application. If the game still goes out over your normal line, the problem is not the proxy but the rule's scope.
The second habit is changing variables one at a time. If you change the exit country, the protocol and the rule location all at once, you will not know which one produced the result. When a setup has a problem, the fastest route is to narrow the rule to the smallest possible scope and widen it from there.
Data volume, compliance and when a proxy is not needed
On plans billed by data transferred, the real cost is not the gaming session but the asset downloads. The initial install and every major seasonal update carry a large volume in one go, whereas daily play consists of short, small requests. If you are planning a quota, base the measure on "how many times have I downloaded a large package" rather than "how many hours have I played".
The compliance side is short but binding. A proxy is not a tool for multiplying accounts, automating gameplay or defeating the publisher's security measures, and this page does not describe such use. Complying with the game's terms of service is entirely the user's responsibility; not everything technically possible is contractually permitted.
There are also cases where a proxy genuinely is not needed, and knowing them spares you an unnecessary layer. If you play from your own country, with a single account, over an ordinary connection, a proxy gains you nothing; it only adds a stop, a cost and a point of failure. The scenarios where a proxy makes sense are narrow: exiting a corporate network with a static address, verifying how a campaign looks in another country, and testing network behaviour in a controlled way.
Tip
Before putting an exit to work permanently, time it to a day when the game downloads a major update. A bandwidth limit that goes unnoticed on small requests shows up immediately on the first large package.
Frequently asked questions
01Does all of the game's traffic go through the proxy?
No. An HTTP proxy setting defined at the device level covers only the applications that read that setting and the requests carried over TCP. Asset downloads may go to a different domain, and telemetry may fall outside entirely. The only reliable way to widen the scope is to move the rule to the network's egress.
02Does a proxy change my in-app purchase region?
It does not. The payment flow is completed in the device's app store, and the store identifies you not by your IP address but by your account's country and your registered payment method. A proxy only affects how campaign pages opened in a browser appear.
03Is defining the proxy on the router better than a single-device setting?
Broader, but more expensive. A rule at the network egress does not need the client's cooperation; in exchange it puts every device on the network onto the same quota and usually requires IP authorisation for authentication. For a single application, that much scope is unnecessary.
04Is the extra latency noticeable in turn-based gameplay?
It is generally not noticeable during combat, because turn results are calculated on the server and there is no real-time packet flow. The difference shows up in the menus: on screens where every tap generates a request, the extra stop slows the interface's overall responsiveness.
05Why was I asked for extra verification after setting up a proxy?
When an account that normally connects from your usual country suddenly logs in from a distant exit, security flows may trigger an additional step. This is not a sanction but ordinary protective behaviour. Using a static exit that is consistent in terms of country reduces this friction.
06Can free proxy lists be used for this game?
They can be used for learning and scope testing, but they are not recommended for regular play. There is no telling who operates the server, stability is low, and the bandwidth needed for asset downloads is rarely available on these servers. Entrusting a session with an account login to an unknown exit is also a privacy decision.
07What does choosing SOCKS5 gain you in this game?
It gains you protocol flexibility on the browser and desktop side; if the game client itself offers no SOCKS5 configuration, it provides no direct benefit. UDP transport capability only comes into play if both the server and the client side support it, and that is not common on mobile clients.