Guildrun
Game modes and difficulty

Guildrun Fight Modes - Rules, Difficulty and Endless

Campaign fights test route stability; challenge fights change the win condition; Endless tests compounding growth. Challenge records below are grouped by threshold set so reward ladders stay readable.

9challenge records
Primary route mode

Campaign fights

The main run advances through two acts, normal encounters, event fights, challenges, bosses, and Auction House stops. Normal wins award Shards and open the regular shop; boss wins create a larger purchase window.

NormalDefeat the complete formationStability check before the next shop
Event fightClear a special formation for the event outcomeRisk priced against a known reward
BossClear the act pressure pointOpens the larger Auction House
Emergency Rewind stores Shards while it protects the run.

While available, it gathers 5 Shards after each combat victory. The first combat defeat activates Rewind, releases every stored Shard, and lets the run continue. A later defeat while Rewind is unavailable ends the run. Rewind is automatically deactivated at the final boss and releases its stored Shards there.

Alternative objectives

Damage, survival, and duel challenges

Challenge encounters grade a specialized objective rather than only a normal formation clear. Each band is one threshold set; cards keep the exact tier ladders and Gold values.

Threshold Set 1

3 challenge cards

First recorded damage, survival, and duel reward group

Damage Challenge

vs Crab
Damage dealt
TierThresholdGold
Tier 1Deal 250010
Tier 2Deal 375020
Tier 3Deal 500030

Survival Challenge

vs SwampGiant
Survival
TierThresholdGold
Tier 1Survive 20s10
Tier 2Survive 40s20
Tier 3Survive 60s30
Threshold Set 2

3 challenge cards

Second recorded damage, survival, and duel reward group

Damage Challenge

vs Crab
Damage dealt
TierThresholdGold
Tier 1Deal 400010
Tier 2Deal 600030
Tier 3Deal 800050

Survival Challenge

vs SwampGiant
Survival
TierThresholdGold
Tier 1Survive 20s10
Tier 2Survive 40s30
Tier 3Survive 60s50
Threshold Set 3

3 challenge cards

Third recorded damage, survival, and duel reward group

Damage Challenge

vs Crab
Damage dealt
TierThresholdGold
Tier 1Deal 1250020
Tier 2Deal 2500030
Tier 3Deal 5000040

Survival Challenge

vs SwampGiant
Survival
TierThresholdGold
Tier 1Survive 20s20
Tier 2Survive 40s30
Tier 3Survive 60s40
Build for the objective

Damage challenges reward early output and uptime. Survival challenges reward mitigation, shields, healing, control, and correct first targeting. A 1v1 duel asks which single hero can function without the formation's usual support.

Run-level pressure

Difficulty progression

Each contract adds one explicit source of pressure. Beat the previous difficulty to unlock the next, and compare stage records at the same difficulty index before judging a formation or build.

01Base

Open contract

Play without difficulty modifiers.

02C

Opening wounds

Heroes take 10% Max HP damage at the start of each combat.

03B

Durable enemies

Enemies are more durable.

04A

Reduced income

Earn 1 fewer Shard per surviving Hero at the end of each combat.

05S

Restricted equipment

Heroes can only equip 1 item per rank.

06SS

Deadlier enemies

Enemies are deadlier.

07SSS

Boss influence

Act Bosses influence combats in their act, making them more difficult.

08Red Rift

Six-challenge contract

Complete all 6 challenges and defeat the final boss. A failed challenge ends the run and resets the win streak; enemies have increased stats and the run cannot continue into Endless Mode.

High-danger contract

Red Rift ends at the final boss

6challenges to complete
  • Complete every challenge and defeat the final boss to seal the Red Rift.
  • Failing a challenge ends the run and resets the current win streak.
  • Enemies receive increased stats throughout the contract.
  • A Red Rift victory does not continue into Endless Mode.
Build for immediate stability, not an Endless-only ceiling.

A delayed engine that eventually scales can still lose the contract at one failed challenge. Favor protection, target access, and repeatable damage that already function at the next checkpoint.

Post-campaign scaling

Endless mode

After the final campaign boss, Endless rotates through Mushroom, Snake, and Slime maps. Enemy stat multipliers make permanent growth, true damage, target access, and repeatable engines more important than a one-time power spike.

Storm begins at 50 seconds and becomes more punishing as combat continues; Riftbreaker appears at 90 seconds. A defensive engine therefore needs a conversion into damage or permanent growth rather than indefinite survival alone.