Guildrun
Formation layout · rank-up decisions · Demo 0.5.1

Guildrun Growth Route - Formation, Ranks and Upgrades

Build the board in the right order: stabilize a three-hero formation, promote the hero that creates the next power spike, then expand toward five without weakening the active core.

3→5active board growth
The rule for every upgrade

Position first. Upgrade the bottleneck second.

Growth is not “buy every strong offer.” Before spending Shards, replay the last fight in your head: who received the opening attacks, who failed to reach a target, and which ability arrived too late? Repositioning is free. Spend only after the board shows what it still lacks.

The complete route

Five formation breakpoints

These are decision stages, not fixed floor numbers. Random shops, events, and Team Size relics change the timing, but the jobs on the board should develop in this order.

  1. 01
    3 activeMostly C

    Opening

    Give every slot one job: absorb pressure, deal damage, or enable the plan.

  2. 02
    3 activeFirst B

    First spike

    Rank the hero whose specialization immediately changes the next fight.

  3. 03
    4 activeB core

    Expansion

    Add a second lane, control, or sustain—not a fourth copy of an existing job.

  4. 04
    4–5 activeFirst A

    Engine

    Choose a class modifier that strengthens the formation’s repeatable trigger.

  5. 05
    5 activeA core / first S

    Final shape

    Finish the carry or anchor, then use the last slot for the matchup.

01 · Three-hero opening

Start with an anchor, a carry, and an enabler

Guildrun starts with three active heroes. The safest learning layout gives each one a distinct responsibility. The anchor takes first contact, the carry receives time and a clear target lane, and the enabler supplies shielding, healing, control, mana, or a status the other two can exploit.

Your sideExample three-hero shellEnemy side ↑
01Anchortakes first contact
03Enableroffset, not exposed
02Carryprotected target lane
01 · Front contact

Anchor

Put the intended durable hero closer to the enemies than fragile allies. One hex can decide who receives the opening attacks.

Example: Pimenta
02 · Win condition

Carry

Keep the damage or scaling hero away from immediate pressure, but still inside useful attack or ability range.

Example: Aria
03 · Timing support

Enabler

Place support where it survives long enough to cast and can reach the allies or enemies its ability needs.

Example: Grace
Do not copy the diagram hex for hex.

It shows role spacing, not a universal winning formation. Inspect enemy range, targeting, area effects, front/back-row rules, and adjacency effects before every battle.

02 · Four- and five-hero boards

Add coverage before adding more damage

3
Foundation

One complete combat plan

Anchor + carry + enabler. Rank this core if the next recruit only repeats a job already covered.

4
Coverage

Repair the weak lane

Add a second frontline, control hero, finisher, or specialist that changes a known matchup.

5
Final shape

Complete the interaction

Use the last active slot for a team-wide trigger, counter, or second threat—not simply the next highest stat line.

R
Reserve

The sixth hero still has a job

Keep a matchup swap or a hero with a Backup effect. The roster holds six while the active board stops at five.

Board expansion comes from Team Size effects. Harmony Crystal increases team size directly, while Mandate quest relics award the same increase after their condition is completed. Compare the quest with what the current build already does; a Team Size relic is slow if its requirement pulls the formation away from its real plan.

03 · Hero upgrade route

Rank C → B → A → S

Drafting a duplicate auto-merges the hero into the next rank. Eligible Campfire choices can also rank up a hero. Every rank recalculates the stat line; the important part is that B, A, and S also introduce different build decisions.

Growth layerCurrent limit or rule
Active boardStarts at 3 heroes and can grow to 5
RosterUp to 6 heroes including reserve
Items3 base slots per hero, with a hard cap of 6
RanksC → B → A → S
Rank BChoose one of three fixed specializations
Ranks A and SChoose modifiers from the hero's active class pool
Rank SDemo maximum and one additional item slot
ReserveCan still contribute when an effect explicitly uses Backup
  1. RankC
    Step 1

    Place the base hero

    Read attack range, starting ability, class, and field role. A Rank C hero must already have a useful job before receiving upgrades.

    Pick testCan this hero perform its job with the current formation?
  2. RankB
    Step 2

    Choose a specialization

    Acquire a duplicate or use an eligible rank-up event. Pick one of the hero’s three fixed specializations; some paths add a second class.

    Pick testDoes the specialization solve today’s fight or unlock a team interaction you already own?
  3. RankA
    Step 3

    Choose the first rank modifier

    The offer is rolled from the hero’s active class set. A dual-class hero receives a split offer across both classes.

    Pick testWill this modifier trigger often enough in the current layout to matter?
  4. RankS
    Step 4

    Complete the build

    Choose another modifier from the same class draw set. Reaching the Demo maximum also grants one additional item slot.

    Pick testIs finishing this hero stronger than taking the next board-size or support breakpoint?
Do not spread ranks evenly by default.

A first Rank B specialization on the main carry or anchor often changes more than giving a weak fourth hero a small stat bump. Concentrate upgrades until another unit can name the exact job its next rank unlocks.

04 · What to upgrade next

Use the last fight as the purchase screen

What you observedFree correction firstThen spend on
Carry dies before its first important castMove the anchor one hex closer to the threatFrontline durability or protection
Frontline survives but enemies do not fallOpen a clean target lane for the carryCarry duplicate, damage scaling, or range
Abilities arrive too lateProtect the caster and reduce wasted movementStarting Mana, Mana Regen, or Attack Speed
Fourth hero adds no visible valueReturn the specialist to reserveRank the three-hero core instead
One enemy formation keeps breaking the boardChange the exposed lane or adjacency patternCounter hero, control, or a matchup item
  1. Free
    Reposition the formation

    Change first contact, target access, adjacency, or ability coverage before deciding that the stats are insufficient.

  2. 1st
    Take a guaranteed power spike

    A duplicate for the active core or a known defensive/offensive breakpoint is more reliable than speculative synergy.

  3. 2nd
    Complete the next board job

    Buy Team Size or a new hero only when the new active slot already has a role and usable placement.

  4. Last
    Reroll with at least two acceptable outcomes

    If only one exact hero, item, or relic saves the plan, the route is already too narrow.

Compare the real Shard breakpoints

A rank is not free just because the matching hero appears. Compare its price with the item, relic, or Team Size purchase that could solve the same fight. Regular-shop rerolls also become more expensive during the visit, so stop once the expected result no longer justifies losing the next guaranteed breakpoint.

PurchaseShard costGrowth question
HeroC 15 · B 25 · A 35 · S 45Does this hero create a visible breakpoint before the next boss?
ItemCommon 5 · Rare 15 · Epic 25Does this item create a visible breakpoint before the next boss?
RelicCommon 10 · Rare 20 · Epic 30 · Legendary 40Does this relic create a visible breakpoint before the next boss?
Team Size45Is the next active slot already filled by a hero with a distinct job?
Respec only when the replacement route is already better.

A respec can repair a specialization that no longer fits the shop, relics, or enemy route. Do not erase a functioning Rank B path merely because one isolated modifier looks exciting. Compare the complete trigger chain and the cost of rebuilding the hero's equipment and formation role.

05 · Example decision sequence

How one board grows without losing its identity

This is an illustration of the decisions, not a prescribed best composition. Replace the named heroes with any units that perform the same jobs.

Start · 3 heroes

Protect one clear win condition

Field Pimenta as the first-contact anchor, Aria as the protected carry, and Grace as the enabler.

First B rank

Upgrade the part that fails first

If the front collapses, rank the anchor. If the formation stabilizes but cannot finish, rank the carry and choose the specialization that supports the current status or cast plan.

Fourth slot

Add a missing lane or damage type

Use the new slot for control, a second frontline, or a finisher. Do not move the carry into danger merely to fit the new hero.

First A rank

Commit to the repeated trigger

Choose a class modifier that activates in most fights. A powerful modifier that needs the wrong layout is not a power spike for this board.

Five heroes / first S

Finish one engine, keep one flexible slot

Complete the hero that converts time into wins, then use the fifth active slot and reserve to answer bosses and unusual enemy formations.

Before the next fight

Growth route checklist

  • Who is supposed to receive the first enemy attacks?
  • Which hero is the formation protecting long enough to win?
  • Does every active hero have a different, useful job?
  • Will the next rank unlock a specialization, modifier, or item slot the board can use?
  • Would a free one-hex change solve the problem before spending Shards?