Guildrun
Act 1 · Normal · Record #301007

Guildrun Training Ground Act 2 - Stage 301007 Formation

Read this encounter as a board, not only a list. The telemetry shows the stage target and economy, while the formation places ranged threats behind the melee line in the order presented to the player.

Floor
Floor 9
Difficulty
3
Hostiles
6
Encounter telemetry

Stage targets and rewards

Effective values are encounter targets used to compare stage pressure. Individual enemy health and attack remain visible on the formation roster below.

Pressure targets

Effective health76,436Combined durability target for the clear
Effective offense748Stage-level damage pressure

Shard payout

Victory gold25Paid after a successful clear
Defeat gold0Economy retained on a loss
Tactical projection

Training Ground Act 2 enemy formation

The upper lanes represent ranged pressure; the lower lanes are the frontline closest to your guild. Select an enemy portrait to inspect its abilities and level variants.

Enemy backlineFrontline faces your team ↓
Threat roster

2 enemy types

Scene profile

Environment and music

Environment
Default 3 Gates Evening
Music
forest_01 / main
Reading the board

What to inspect first

Start with the nearest melee unit, then identify the longest ranged threat. A low stage-level offense value does not erase dangerous ability text, crowd control, Crit, or delayed damage.

Formation plan

How to prepare for Training Ground Act 2

  1. Mark the longest range.Identify which enemy contributes immediately and which ally it can reach.
  2. Choose the first allied target.Place the intended anchor closer than fragile heroes whenever possible.
  3. Choose a priority enemy.Open the enemy record and decide which ability or level variant breaks the plan.
  4. Budget from the reward.Estimate the next shop total before spending current Shards on a marginal reroll.