What the effects react to
Mechanics
Almost every relic and item in Guildrun waits for one condition and pays out when it happens. There are eight of those conditions, and knowing which one a build runs on tells you more than any tier list: 91 relics and items are grouped around them by name alone. Each page below explains what fires the mechanic and lists everything that scales with it.
Aktualisiert für Patch 0.5.1.718
- AccelerationAcceleration entities trigger on Rush, the fast-attack state, and pay out in Attack Speed and Attack.14 relics and items
- DecelerationDeceleration entities trigger on Stall, the slow-attack state, and pay out in Attack Speed and Magic.15 relics and items
- ShardsShard entities react to shards being generated during the fight, turning generation into damage, healing or stats.13 relics and items
- SchildeShield entities check whether a hero is Shielded, and grant stats or effects while the shield holds.12 relics and items
- PoisonPoison entities inflict and scale the Poison status on enemies, usually stacking from the start of combat.9 relics and items
- FrostFrost entities inflict and scale the Frost status on enemies, slowing them and feeding cold-scaling effects.9 relics and items
- BurnBurn entities inflict and scale the Burn status on enemies, dealing damage over the length of the fight.8 relics and items
- PlaguePlague entities apply Poison, Frost and Burn together, trading depth in one status for breadth across all three.11 relics and items
So holst du mehr heraus
- A build is defined by the mechanic it waits on, not by its heroes. Two guilds with the same three heroes and different relics play nothing alike.
- Relics stack across the whole guild, so five pointing at one mechanic beat ten pointing in different directions.
- Rush and Stall are opposite states. An item that pays on one is dead weight in a build running the other.
- Plague trades depth for breadth: three statuses at once, none of them deep. It wants effects that count statuses, not effects that scale one.
- Check what generates the trigger before stacking payoffs. Shard effects do nothing without shard generation, however many you run.
Häufige Fragen
How many mechanics are there in Guildrun?
Eight that entities are named after: Acceleration, Deceleration, Shards, Shields, Poison, Frost, Burn and Plague. Acceleration reacts to Rush and Deceleration to Stall.
What is the difference between Rush and Stall?
They are opposite attack states. Rush is the fast one and Acceleration entities pay out on it; Stall is the slow one and Deceleration entities pay out on it.
Can I mix mechanics in one build?
You can, but relics stack across the guild, so concentrating on one mechanic compounds while spreading dilutes. The strongest builds commit.
Which mechanic has the most support?
Deceleration and Acceleration have the widest pools, followed by Shards and Shields. The three statuses are narrower, and Plague sits across all three.
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