Guildrun
Player handbook · Demo 0.5.1

Guildrun Gameplay Guide - How to Play and Build a Team

A practical route from the opening draft to a stable five-hero formation. Read it in order once, then return to the section that matches the problem in your current run.

6connected decisions

Guildrun is a single-player PvE roguelike autobattler. You choose heroes, items, relics, specializations, and board positions; combat then resolves automatically. The important skill is not fast clicking. It is reading what happened and spending the next reward on a specific weakness.

01 · The complete run loop

Choose, place, fight, diagnose, improve

A run begins with one of three hero-and-relic bundles and 15 spendable Shards. Your opening only needs to survive the first fights; it does not have to lock the final build. After combat, rewards and shops let you recruit, buy equipment, rank heroes, and refine the formation before the next node.

  1. Inspect the encounter.Check enemy range, abilities, formation, and any fight modifier before moving a hero.
  2. Choose the active board.Field three heroes at first, then expand toward five; reserve heroes can still matter through Backup effects.
  3. Predict first contact.Name the hero who should take the first attacks and the enemy your main damage dealer should reach.
  4. Watch the first failure.Record the first important death, interrupted cast, wasted walk, or target that survived too long.
  5. Spend for that failure.Buy durability, damage, mana, range, a duplicate, or a new role only when it changes the next fight.
Run phaseYour decisionPlayer check
Opening draftChoose one of three hero-and-relic bundles.Prefer a clear first job and a usable relic trigger over a bundle that only looks rare.
Regular fightsPlace the active formation, then let combat resolve.Watch first contact, the first important cast, and the first hero to fall.
Rewards and shopsRecruit, rank, equip, reroll, sell, or freeze offers.Spend against one observed failure and preserve Shards once that failure is fixed.
Campfires and eventsTake route-dependent upgrades, trades, fights, or recovery.Compare the permanent run value with the health and flexibility needed for the next floor.
Boss and Auction HouseClear the act boss, then choose from a larger premium shop.Treat board size, a key rank, and an engine relic as competing power spikes.
Endless or next runContinue with a scaling engine or bank what the run unlocked.Separate repeatable growth from flat bonuses that are already being outscaled.
Beginner checkpoint

Before leaving a shop, you should be able to explain what the purchase fixes. “More power” is not enough; “Fiona now casts before Pimenta drops below half health” is a useful answer.

02 · Team building

Build a functioning team before a perfect synergy

Start with three jobs: an anchor that accepts opening pressure, a reliable damage dealer, and a support or control piece that buys time. These are jobs, not mandatory class labels. A shielded Warrior can anchor, while Frost or Stun can provide survival without a traditional healer.

JobQuestion it answersGood early evidenceExamples
AnchorWho receives the first attacks?Survives until the first allied ability resolves.Pimenta, Skorn
Primary damageHow does the formation finish priority targets?Reaches a useful target and keeps attacking or casting.Dragomir, Hoyoung
Support / controlWhat gives the team enough time to work?Shields, healing, Frost, or mana arrives before collapse.Fiona, Grace
Secondary planWhat happens if the carry is blocked?A second hero still damages the right lane or scales late.Area damage, status damage, or a different target rule

When to add another hero

Add a recruit when it fills a missing job, protects a proven carry, reaches a problem enemy, or provides a useful Backup effect. Delay expansion when the current core still needs a duplicate, rank, or key item. Five underdeveloped heroes can be weaker than three pieces with clear jobs.

03 · Enemy reading

Read the threat before changing the build

Enemy families change by tier, encounter, and Endless scaling. Start with three facts: attack range, special ability, and which allied hero is closest. Then check the exact variant stats. A Mushroom Archer pressures differently from a Turtle even when both appear on the same floor.

A reliable pre-fight scan

  1. Find the longest range.It often decides which enemy deals uninterrupted damage first.
  2. Find the disruptive ability.Stun, status application, summons, and area damage may matter more than base Attack.
  3. Open the exact variant.Tier and event versions can have different health, offense, and special rules.
  4. Choose one priority.Move or target around the enemy that breaks your current formation, not simply the highest-health body.
04 · Positioning and targeting

Distance decides most opening targets

Most units choose the closest valid target. If two targets are the same distance away, the game uses class priority, then targeting health, then an internal tie-break. Put the intended anchor strictly closer whenever possible; do not rely on a class name to pull attacks through bad geometry.

OrderTargeting checkWhat to do with it
1Closest valid heroMake the intended anchor strictly closer whenever possible.
2Class priority on a distance tieTank → Vanguard → Warrior → Duelist → Assassin → Mage → Mystic.
3Lower log2(current HP) + Defense / 100Lower log2(current HP) + Defense / 100 wins the tie.
4Hidden identityAvoid exact ties when the opening target must be predictable.

Place in this order

  1. Anchor first.Choose the hex that collects the intended opening attacks.
  2. Carry second.Confirm range and walking path to the priority target.
  3. Support third.Keep the support close enough to affect allies without becoming the next target.
  4. Predict the handoff.Know who becomes closest if the anchor dies, moves, Taunts, or gains Stealth.
Watch one full opening

If the intended carry spends several seconds walking, the problem is often access, not damage. A one-hex adjustment can outperform an expensive offensive purchase.

What can change the expected target

  • A unit ranks targets before checking its route. If the best target cannot be reached, pathfinding can force a fallback.
  • Once an attack begins, the victim is locked. A launched projectile can still connect after the target gains Stealth.
  • A pull or teleport does not automatically cause every enemy with a valid target to choose again.
  • Taunt, Stealth, range, and special ability text can override the normal expectation; read the exact mechanic before moving the board.

Read combat results in the right order

RuleCurrent behaviorHow to use it
Damage orderImmunity → Crit → Defense → Shields → HPIf damage looks unexpectedly low, check the earliest layer that changed instead of buying raw Attack immediately.
Mana gain+5 Mana per auto attack; passive regeneration ticks every 2 secondsRange and Attack Speed can change cast timing because both affect how soon attacks begin and repeat.
Ability castingA hero casts automatically at the required Mana thresholdProtect the cast window and watch for movement, control, or mana-lock rules that delay it.
Front and back rowsFront row is y=3; back row is y=0Row-sensitive effects care about board coordinates, not whether a hero merely appears visually near the front.
AdjacencyAdjacent means a hex distance of 1Check every linked hero after moving one unit; a single hex can break several adjacency effects.
StormBegins at 50 seconds and escalates; Riftbreaker appears at 90 secondsA formation that only survives without finishing eventually loses to the anti-stall clock.
05 · Choosing heroes

Recruit for a job, then grow into a build

Each hero has 15 base statistics, a Rank C ability, rank gains, and three specialization routes. Read the starting ability first, then ask whether the hero's range and targeting can deliver it. Specializations should deepen a working plan or repair a known weakness rather than force a theme too early.

Use the detail pages while a shop is open

Compare the exact base stats, rank growth, ability text, and all three specializations before buying. The next guide explains how team size, items, relics, ranks, difficulty, and route rewards fit into a complete progression plan.

06 · Shop, economy and recovery

Spend Shards only after naming the result you need

A regular shop is a short decision window, not an invitation to empty the wallet. Read all six offers, decide whether the board needs a recruit, rank, item, or relic, then set a stop condition before the first reroll. The Auction House is a separate premium breakpoint after a boss, so Shards saved for it must still survive the fights required to reach it.

Regular shop ruleValuePlayer decision
Starting Shards15Enough to make an opening decision without forcing a full build.
Offers3 heroes · 2 items · 1 relicRead the whole shop before buying the first attractive piece.
SaleOne random offer at 25% offA discount improves value; it does not create a missing trigger.
RerollStarts at 1 Shard, then rises by 1Name the exact result you are rolling for.
FreezeCarries offers to the next regular shopFreeze a real breakpoint, not a vague future possibility.
SellHeroes and items return 66%Selling can fund a pivot, but repeated reversals drain the run.
Relic saleRelics cannot be soldNarrow relics carry a larger opportunity cost.

Auction House checkpoint

RuleCurrent value
Offers3 heroes · 4 items · 3 relics
Guaranteed slotsLegendary offer · legendary quest relic · epic item · Harmony Crystal
RerollStarts at 7 Shards
FreezeUnavailable
Board-size choiceTeam Size competes with immediate ranks, equipment, and relic engines

Shop interface systems

01

Freeze

Keep a regular Shop's offers until the next visit.

02

Auction House

After a Boss, browse more and higher-rarity offers. It cannot be frozen.

03

Rift Key

Assemble the Rift Key from Shop fragments; the fragment cost increases at each Shop.

04

Scaling Indicator

Shows which abilities scale with the stats on an item before you commit the purchase.

Price reference

Offer typeShard cost
HeroC 15 · B 25 · A 35 · S 45
ItemCommon 5 · Rare 15 · Epic 25
RelicCommon 10 · Rare 20 · Epic 30 · Legendary 40
Team Size45

Recover from a loss without repeating it

  1. Emergency RewindStarts at 10 and increases by 5 after each win. It can absorb a normal-fight loss and let you retry. Use the retry to test a precise positioning or purchase change, not to repeat the same board unchanged.
  2. Shard MaximizerInterest follows min(Shards // 5, 20). Saving is useful only while the board remains stable; missing a clear power spike to protect interest can cost the run.
  3. Permanent versus battle-only growthSome gains last for the run while others reset after combat. The effect text decides which layer is being changed. Deep-run plans need repeatable or run-long growth, while a temporary effect can still be correct for the next boss.