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.
| Floor | Type | Encounters | Effective health |
|---|---|---|---|
| Floor 0 | Regular | 1 | 200 |
| Floor 1 | Regular | 2 | 1,987 – 1,996 |
| Floor 2 | Regular | 2 | 3,664 – 3,671 |
| Floor 3 | Regular | 6 | 5,960 – 6,156 |
| Floor 4 | Regular | 6 | 8,731 – 10,197 |
| Floor 5 | Boss floor | 2 | 12,910 – 16,620 |
| Floor 6 | Regular | 9 | 20,886 – 25,632 |
| Floor 7 | Regular | 11 | 28,621 – 33,398 |
| Floor 8 | Regular | 11 | 36,966 – 45,212 |
| Floor 9 | Regular | 11 | 51,987 – 57,208 |
| Floor 10 | Regular | 8 | 71,309 – 71,339 |
| Floor 11 | Boss floor | 3 | 93,330 – 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.