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GuildrunBuild

Eleven floors

World

A Guildrun run is eleven floors long, and the game decides what stands on each of them from a fixed pool. Floors one and two open with two or three units, floors three and four widen to four or five, floor five puts an act boss in the way, floors six to ten are the long middle where health climbs from twenty thousand to ninety-six thousand, and floor eleven ends on one of three dragons. Between fights the map offers events, some of which are fights of their own. Everything below comes from the game files at patch 0.5.6: enemy line-ups, effective health and offence per difficulty tier, and the choices each event puts in front of you.

Updated for patch 0.5.6

How is a Guildrun run structured?

A run is eleven floors. Floors 1–4 are ordinary fights that grow from two to five units, floor 5 is an act boss — the Demon or the Hydra — floors 6–10 are the long middle stretch, and floor 11 is a dragon. Every fight exists at three difficulty tiers, and the tiers do not simply climb: on several encounters tier 2 carries more health than tier 3, which trades it for offence.

The run, floor by floor

How many distinct encounters each floor can send at you, and the health they field on difficulty 1.

Number of encounters and effective health per floor of a Guildrun run.
FloorTypeEncountersEffective health
Floor 0Regular1200
Floor 1Regular21,987 – 1,996
Floor 2Regular23,664 – 3,671
Floor 3Regular65,960 – 6,156
Floor 4Regular68,731 – 10,197
Floor 5Boss floor212,910 – 16,620
Floor 6Regular920,886 – 25,632
Floor 7Regular1128,621 – 33,398
Floor 8Regular1136,966 – 45,212
Floor 9Regular1151,987 – 57,208
Floor 10Regular871,309 – 71,339
Floor 11Boss floor393,330 – 187,420

Events worth reading before you meet them

How to read the world data

  • Effective health is the whole board, not one unit. A five-unit floor with 21,360 effective health is not five 21,360-health enemies — it is the sum, and killing the mages first cuts the offence number far faster than it cuts the health one.
  • Difficulty 2 is not halfway. On most encounters it fields the highest health of the three tiers, while difficulty 3 cuts health and raises damage. A stalling guild struggles more on tier 2 than on tier 3.
  • The middle floors repeat their line-ups. Mushroom Army fields the same five units from floor 6 to floor 10 — only the numbers change — so a team that clears it at floor 6 clears it at floor 10 with roughly three times the stats.
  • Floor 5 decides the run. Both act bosses turn dangerous as they lose health: the Demon speeds up below half, the Hydra gains an attack every time it loses a head.
  • Event fights sit outside the floor ladder. They are triggered by an event rather than by the map, and their targets can be practice dummies with one damage rather than real enemies.

Questions people ask

How many floors does a Guildrun run have?
Eleven, plus a floor 0 opening fight against a single Turtle. Floor 5 holds an act boss, floor 11 holds one of the three dragons, and the other floors hold regular encounters drawn from a pool.
What is effective health in Guildrun?
It is the total health of every unit an encounter fields, added together. The game computes it, and it is the fastest way to tell whether your damage is keeping pace with the floor you are on.
How many difficulty tiers does each fight have?
Three. Every encounter exists in three versions with different health and offence, and the numbers are not a straight climb — tier 2 often fields more health than tier 3, which hits harder instead.
Do the same enemies come back on later floors?
Yes. The same families appear from floor 1 to floor 10 with rising stats, and several encounters keep an identical line-up across five floors while only the numbers grow.
What is act 99 in the Guildrun files?
It is not an act. The game files park the 27 event-fight stages under act 99 because they belong to events rather than to the floor ladder — they are the fights an event starts, on the floor where you met it.
Which patch is this data from?
Patch 0.5.6, extracted from the game files. Enemy line-ups, health and offence values all reflect the current demo build rather than the launch numbers.

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