Read the new Pink Bean Guild Raid information separately from existing boss stats and drops based on client 1.18.0.
GuideClient 1.18.0 data. Attack is the monster’s base stat. Actual damage received depends on its skill and your defensive stats.
ResultsWorld Boss
Stages 1–20
Stage
HP
Attack
Defense
Evasion
The stage 20 boss has unlimited HP.
GuideBoss Raid modes
Party · Solo
Party mode · Up to 4 players
The original Boss Raid format. The equipment and base drop rates below apply.
Solo mode · 1 player
HP is adjusted for each difficulty. Attack, Defense and Evasion match party mode. Dropped equipment is more likely to have additional bonus option lines.
The client lists the same equipment and base drop rates for solo and party modes. Solo mode improves the probability of more bonus option lines on dropped equipment, rather than the equipment drop rate. Exact weights are determined by the server and have not been confirmed.
ResultsZakum · Boss Raid
Main HP = body · Parts = 8 arms · Body and arms share Attack
Difficulty
Mode
Main HP
HP per part
Part count
Total HP
Attack
Defense
Evasion
ResultsZakum · Guild Raid
8 players · Main HP = body · Parts = 8 arms · Body and arms share Attack
Players
Main HP
HP per part
Part count
Total HP
Attack
Defense
Evasion
Death limit
ResultsEquipment drop rates
Difficulty
Grade
Item
Chance
Easy
Unique T2 · ~80
Zakum Helmet
9%Burning UP 18%
Easy
Unique T2 · ~80
Aquatic Letter
15%Burning UP 30%
Easy
Unique T1 · ~95
Zakum Helmet
1%Burning UP 2%
Hard
Unique T1 · ~95
Zakum Helmet
9%Burning UP 18%
Hard
Unique T1 · ~95
Aquatic Letter
15%Burning UP 30%
Hard
Legendary T4 · ~110
Zakum Helmet
1%Burning UP 2%
Very Hard
Legendary T4 · ~110
Zakum Helmet
9%Burning UP 18%
Very Hard
Legendary T4 · ~110
Aquatic Letter
15%Burning UP 30%
Very Hard
Legendary T1 · ~110
Chaos Zakum Helmet
1%Burning UP 2%
Chaos
Legendary T1 · ~110
Chaos Zakum Helmet
5%Burning UP 10%
Chaos
Legendary T3 · ~110
Aquatic Letter
20%Burning UP 40%
ResultsZakum equipment drop rates
Normal and Burning UP event drop rates, by difficulty.
EasyPossible rewards
Unique · T2Lv. ~80
Zakum Helmet
9%Burning UP 18%
Unique · T2Lv. ~80
Aquatic Letter
15%Burning UP 30%
Unique · T1Lv. ~95
Zakum Helmet
1%Burning UP 2%
HardPossible rewards
Unique · T1Lv. ~95
Zakum Helmet
9%Burning UP 18%
Unique · T1Lv. ~95
Aquatic Letter
15%Burning UP 30%
Legendary · T4Lv. ~110
Zakum Helmet
1%Burning UP 2%
Very HardPossible rewards
Legendary · T4Lv. ~110
Zakum Helmet
9%Burning UP 18%
Legendary · T4Lv. ~110
Aquatic Letter
15%Burning UP 30%
Legendary · T1Lv. ~110
Chaos Zakum Helmet
1%Burning UP 2%
ChaosPossible rewards
Legendary · T1Lv. ~110
Chaos Zakum Helmet
5%Burning UP 10%
Legendary · T3Lv. ~110
Aquatic Letter
20%Burning UP 40%
GuideBoss Raid modes
Party · Solo
Party mode · Up to 4 players
The original Boss Raid format. The equipment and base drop rates below apply.
Solo mode · 1 player
HP is adjusted for each difficulty. Attack, Defense and Evasion match party mode. Dropped equipment is more likely to have additional bonus option lines.
The client lists the same equipment and base drop rates for solo and party modes. Solo mode improves the probability of more bonus option lines on dropped equipment, rather than the equipment drop rate. Exact weights are determined by the server and have not been confirmed.
ResultsHorntail · Boss Raid
Main HP and 8 body parts shown separately · Main body and parts share Attack
Difficulty
Mode
Main HP
HP per part
Part count
Total HP
Attack
Defense
Evasion
Horntail has separate main-body and part HP. The table distinguishes main HP, HP per part and the combined HP of all parts.
ResultsHorntail · Guild Raid
8 players · Main HP and 8 parts shown separately · Main body and parts share Attack
Players
Main HP
HP per part
Part count
Total HP
Attack
Defense
Evasion
Death limit
ResultsEquipment drop rates
Difficulty
Grade
Item
Chance
Easy
Legendary T3 · ~105
Dea Sidus Earrings
23%Burning UP 46%
Easy
Legendary T2 · ~115
Dea Sidus Earrings
2%Burning UP 4%
Hard
Legendary T2 · ~115
Dea Sidus Earrings
23%Burning UP 46%
Hard
Legendary T1 · ~125
Dea Sidus Earrings
2%Burning UP 4%
Very Hard
Legendary+ T4 · ~125
Horntail Necklace
9%Burning UP 18%
Very Hard
Legendary T1 · ~125
Dea Sidus Earrings
15%Burning UP 30%
Very Hard
Legendary+ T3 · ~125
Chaos Horntail Necklace
1%Burning UP 2%
Chaos
Legendary+ T3 · ~125
Chaos Horntail Necklace
5%Burning UP 10%
Chaos
Legendary+ T4 · 125
Dea Sidus Earrings
20%Burning UP 40%
ResultsHorntail equipment drop rates
Normal and Burning UP event drop rates, by difficulty.
EasyPossible rewards
Legendary · T3Lv. ~105
Dea Sidus Earrings
23%Burning UP 46%
Legendary · T2Lv. ~115
Dea Sidus Earrings
2%Burning UP 4%
HardPossible rewards
Legendary · T2Lv. ~115
Dea Sidus Earrings
23%Burning UP 46%
Legendary · T1Lv. ~125
Dea Sidus Earrings
2%Burning UP 4%
Very HardPossible rewards
Legendary+ · T4Lv. ~125
Horntail Necklace
9%Burning UP 18%
Legendary · T1Lv. ~125
Dea Sidus Earrings
15%Burning UP 30%
Legendary+ · T3Lv. ~125
Chaos Horntail Necklace
1%Burning UP 2%
ChaosPossible rewards
Legendary+ · T3Lv. ~125
Chaos Horntail Necklace
5%Burning UP 10%
Legendary+ · T4Lv. 125
Dea Sidus Earrings
20%Burning UP 40%
GuideBoss Raid modes
Party · Solo
Party mode · Up to 4 players
The original Boss Raid format. The equipment and base drop rates below apply.
Solo mode · 1 player
HP is adjusted in Easy, Hard and Very Hard. Attack, Defense and Evasion match party mode. Dropped equipment is more likely to have additional bonus option lines.
The client lists the same equipment and base drop rates for solo and party modes. Solo mode improves the probability of more bonus option lines on dropped equipment, rather than the equipment drop rate. Exact weights are determined by the server and have not been confirmed.
ResultsRegular Pink Bean · Boss Raid
Client 1.18.0 base values · Party: up to 4 / Solo: 1 · 1 body and 5 statues · Companions unavailable · Body and statues share Attack
Difficulty
Mode
Body base HP
Base HP per statue
Statue count
Sum of base HP
Attack
Defense
Evasion
The base HP sum adds the listed values for the body and 5 statues, excluding summoned Mini Beans and dummies with hidden HP bars. It is not the total HP you must remove in combat. PC 1.18 regular raids also apply max HP -20% at the first statue awakening, followed by later HP changes and recovery. For example, a Very Hard party-mode statue has 1.2584T base HP; applying only the initial -20% gives 1.00672T max HP. Time limit: 480 seconds. Death limit: 15 shared by the team in party mode, or 8 for the player in solo mode. Keep these values separate from the Guild Raid HP and sealing rules below.
Sealing statues creates opportunities to attack the body, but each seal makes the remaining statues harder to bring down.
Max HP -60% applies only at the start. The first seal removes this reduction; later seals increase statue max HP according to the shared seal count.
Other statues recover a large amount of HP. Healing uses the recipient's max HP, so damage spread across several statues can be restored.
The body's max HP is 120T. Its damage reduction strengthens as its HP falls, making the 10-second groggy openings from later seals more valuable.
Body and statue base stats
Client 1.18 base values · 1 body and 5 statues · HP after the first awakening effect is shown before any further HP modifiers. Damage increases and damage reduction during combat apply separately.
Target
Base max HP
HP after first awakening effect
Attack
Defense
Accuracy
Evasion
Pink Bean body
120T
120T
45M
20,000
99,999
460
Ariel
7.2T
2.88T
45M
20,000
99,999
460
Solomon
7.2T
2.88T
45M
20,000
99,999
460
Rex
7.2T
2.88T
45M
20,000
99,999
460
Hugin
7.2T
2.88T
45M
20,000
99,999
460
Munin
7.2T
2.88T
45M
20,000
99,999
460
This table shows base max HP and max HP at the first awakening. See the cumulative HP table below for later seals. Max HP is the upper limit, not current remaining HP or the total damage needed to clear the raid.
Attack the body while managing statues that repeatedly become sealed and awaken.
Opens
Friday · KST
Entry requirement
Regular Pink BeanClear Hard or higher (Korean: 보통)
Party size
Up to 8 guild members
Time limit
480 seconds8 minutes
Revives 5 base + 3 per participant · 29 total with 8 players
1. From the first awakening to reawakening
The first seal summons the body. Once the body has appeared, the second seal of the encounter onward meets the condition for 10 seconds of groggy. You do not need to defeat the same type of statue twice.
Battle begins: The first-awakening effect gives each of the five statues 2.88T max HP. A hit that brings HP below the sealing threshold starts the sealing sequence.
First statue sealed: The shared seal count becomes 1, and the body's first appearance is requested 1.5 seconds later. Nearby statues lose their initial -60% max HP effect, and eligible other statues also receive healing.
Second and later seals: The shared count continues to rise. If the body already exists and the count is greater than 1, its current action is canceled and 10 seconds of groggy is requested. Statue max HP increases and healing of other statues also occur at this seal event.
The sealed statue awakens again: It returns after the 85-second sealed-state skill and a separate awakening animation. The initial max HP -60% is not reapplied, and the shared seal count does not reset.
The count increases before the groggy condition is checked. Sealing another statue during the first 1.5 seconds before the body appears, or while the body is already groggy, needs separate consideration. Do not add groggy duration as consecutive seals × 10 seconds.
The 85-second sealed state is the duration of a separate follow-up skill. The sealing animation takes 2.7 seconds and the awakening animation takes 5.5 seconds; the sealed state is set to end at 5.2 seconds into awakening. Adding these values alone does not establish the complete in-game cycle.
2. Statue max HP grows with the shared seal count
The count tracks seals shared within range, not how many times that particular statue has reawakened. Sealing one statue changes the max HP of other statues still fighting at that moment.
Shared seal count
Max HP per statue
Reason for the change
0 · First awakening
2.88T
7.2T base HP with -60%
1 · Just after the first seal
7.2T
Initial -60% effect removed
2
9T
Base HP × 1.25
3
11.25T
Base HP × 1.25²
4
≈14.0625T
Base HP × 1.25³
5
≈17.5781T
Base HP × 1.25⁴
These calculations assume the shared count is received normally and no other max-HP modifiers apply. After the first seal, max HP at count n is 7.2T × 1.25n−1. Displayed values are rounded; differences from intermediate integer processing have not been verified.
For example, if Ariel is sealed first and all four other statues are sealed before Ariel returns, the shared count is 5. Ariel's max HP is then also about 17.5781T. Its second awakening does not always mean 7.2T max HP.
A max-HP increase does not establish an equal immediate gain in current HP. This table alone cannot tell you whether a statue reawakens at full HP or how much damage it still needs. Healing of current HP and regeneration while sealed are separate.
3. How much do other statues heal after a seal?
The base healing input is 58–62% of the recipient statue's max HP, not its remaining or missing HP. The healing operation runs after the max-HP changes.
Targets: Other statues within 100m of the statue triggering the seal.
Excluded: The statue triggering the seal, statues executing the sealing animation or sealed-state skill, and the Pink Bean body.
Additional recovery: HP recovery +20% is configured at the first awakening. Multiplying by this modifier alone gives 69.6–74.4% of max HP.
Recipient statue max HP
Base input: 58–62%
With only recovery +20%
7.2T
≈4.18–4.46T
≈5.01–5.36T
9T
5.22–5.58T
≈6.26–6.70T
11.25T
≈6.53–6.98T
≈7.83–8.37T
These are conditional calculation examples. Actual HP gained after all other recovery modifiers and the max-HP cap has not been verified. A sealed statue's own regeneration is separate from this immediate healing.
Practical implication: If you partially damage two statues but seal only one, the other can recover much of that earlier damage. If both have entered their sealing animations, both are excluded from the healing targets above. However, hitting two statues with one area attack does not guarantee simultaneous sealing.
4. Party buffs from sealing statues
The 85-second seal and the party buff have different durations. PC 1.18 reward states use the durations below and are not classified as states affected by ordinary buff-duration increases. Do not multiply these reward durations by Rex's +50%.
Statue seal buffs and base durations
Statue
Buff effect
Base duration
Ariel
Final Damage +40%
45 seconds
Solomon
Attack Speed +60% MP regeneration +3%
45 seconds
Rex
Buff Duration +50%
80 seconds
Hugin
Cooldown Reduction +40% MP regeneration +3%
70 seconds
Munin
Blocks debuffs and incapacitation
30 seconds
The five effect types are separate, with a maximum of 1 stack per type. How the remaining duration refreshes when a buff is obtained again needs in-game verification. Munin's effect does not grant damage invulnerability and cannot prevent Guild Pink Bean's HP recovery reduction.
5. The body gains damage reduction rather than max HP
Statue max HP increases with the shared seal count. The body keeps 120T max HP and gains stronger damage reduction as its remaining HP falls. Do not apply the statue HP growth table to the body.
Player damage uses a square-root adjustment in both regular Pink Bean raids and the Guild Raid. An integer square root is applied to hit value D after ordinary damage calculation and the damage-taken modifiers below. Under otherwise identical conditions, 4 times the damage entering this step gives roughly 2 times the output. This does not mean that monster damage to players uses this square-root adjustment.
The numeric Defense of 20,000 is separate. For ordinary damage with 0 Defense Penetration and no defense-ignore effect, the defense step is 5,000 ÷ (20,000 + 6,000) ≈ 0.1923×, before the square root. Do not combine Defense and the damage reduction below into one value.
Scaling as the body loses HP
Based on the body's HP, damage dealt by the body and statues increases and the body receives additional damage reduction. These values are set to be reevaluated every 0.5 seconds. Damage reduction begins at 90% body HP or below and reaches a maximum of 95%.
Body HP remaining
Additional body/statue damage-dealt modifier
Additional body damage reduction
Multiplier at this reduction step Normal / Groggy
100%
+0%
0%
1.00 / 2.00
90%
+10%
10%
0.90 / 1.90
75%
+25%
25%
0.75 / 1.75
50%
+50%
50%
0.50 / 1.50
25%
+75%
75%
0.25 / 1.25
5%
+95%
95%
0.05 / 1.05
The final column shows one step accounting only for the body's HP-loss passive and groggy. It is not a final damage multiplier including Defense, Hugin's effect, attacker options, the square root or subsequent HP processing. The damage-dealt increase does not change the base Attack of 45M itself; it applies during damage calculation after combining the ordinary pattern's Attack-based + target max-HP-based inputs.
Groggy adds -100 percentage points to damage reduction
Groggy adds -100 percentage points to the body's damage-reduction modifier. If normal reduction is r, this step is 1−r normally and 2−r during groggy. Groggy does not always double final damage.
Assuming no extra damage against incapacitated targets and otherwise identical conditions, the groggy benefit including the square root is approximately √((2−r)/(1−r)): about 1.73× at 50% body HP and about 4.58× at 5% HP. These examples exclude integer truncation, subsequent HP processing and additional effects; they are not guaranteed multipliers for every character.
Hugin's 35% and recovery reduction are separate
Hugin grants the same monster faction damage reduction +35% for a base 15 seconds. This is a different damage term from the body's HP-based reduction; do not add the percentages and assume 100% invulnerability. With no other modifier of the same type, this step is ×0.65. Player damage then goes through the square root.
Being hit also applies HP recovery -3 percentage points, base 20 seconds, up to 30 stacks (-90 percentage points). Debuff removal and Munin's immunity cannot prevent it. Per-stack expiry, duration refresh on further hits and the character's final recovery amount are separate questions. The Pink Bean Slayer medal's owned effect is Final Damage +3%.
6. Statue attacks and debuffs
A = the attacking statue's current Attack; H = the hit player's max HP. Each formula below is the damage input for one hit, before Defense, damage modifiers, evasion and other processing determine final HP loss. Base Attack A is 45M.
Cooldowns are base skill settings, not exact repeat intervals. Cast animations, follow-up waits, sealing and other patterns can delay them. A missing initial-delay setting is labeled “Not separately set.” Pattern names describe their behavior.
Ariel Delayed hits · Persistent areas · Forced movement
Pattern
Cooldown / Initial delay
Damage input per hit
Attack and debuff details
Delayed hits at multiple positions
9 seconds Not separately set
40% A + 35% H
Places attacks at 7 positions, each striking 1.8 seconds later.
Persistent attack area
36 seconds 17–19 seconds
10% A + 10% H
Creates an attack area lasting 15 seconds. The number of overlapping areas and total hits on one player require separate verification.
Forced movement of a selected target
39 seconds 25–28 seconds
No direct damage
Configures forced-movement operations and movement restriction (base 0.8 seconds). Actual displacement and movement duration need separate verification.
Falling area attacks and stun
21 seconds 11–13 seconds
40% A + 25% H
Places falling attacks in 11 areas. A hit stuns for 2 seconds; this does not mean one player is hit 11 times.
Solomon Repeated platform attacks · Buff removal
Pattern
Cooldown / Initial delay
Damage input per hit
Attack and debuff details
Repeated attacks on the target's platform
3 seconds Not separately set
12% A + 12% H
Attempts 3 hits on the selected target's platform at 1.1, 1.4 and 1.7 seconds after casting.
Delayed platform hits on up to 4 targets
13 seconds 7–8.5 seconds
25% A + 18% H
Selects up to 4 targets and strikes their platforms 1.5 seconds later.
Hit followed by random buff removal
21 seconds 18–21 seconds
8% A + 8% H
Removes 1 random removable buff from the hit target.
Rex Platform attacks · Buff removal
Pattern
Cooldown / Initial delay
Damage input per hit
Attack and debuff details
Repeated attacks on the target's platform
8 seconds 5–8 seconds
12% A + 12% H
Attempts 3 hits on the selected target's platform at 1.1, 1.4 and 1.7 seconds after casting.
Delayed platform hits on up to 4 targets
3 seconds Not separately set
25% A + 18% H
Selects up to 4 targets and strikes their platforms 1.5 seconds later.
Hit followed by random buff removal
18 seconds 22–25 seconds
8% A + 8% H
Removes 1 random removable buff from the hit target.
Movement Speed -35% and jump restriction for a base 11 seconds. Targets in the doll state are excluded by the application condition.
Falling area attacks and stun
22 seconds 24–27 seconds
35% A + 20% H
Attacks 16 areas in three groups. Each hit stuns for 2 seconds. The order of falling areas differs from Hugin's.
Nearby rectangular attack
2 seconds Not separately set
15% A + 8% H
Attacks a nearby rectangular area, attempting a hit 1.5 seconds after casting.
For example, Ariel's delayed hit inputs 18M + 35% of the player's max HP at base Attack. Because damage includes a max-HP-based term, the statue's 45M Attack alone cannot determine survivability. Total damage from attacks across multiple areas and persistent areas requires actual hit-count verification.
Strategy considerations PC 1.18 settings with previously reviewed static logic
Party buffs do not last throughout the 85-second seal. Consider their duration alongside the body's groggy conditions.
As body HP falls, normal damage decreases, making groggy relatively more valuable. Also consider Hugin's defensive effect and damage against incapacitated targets.
Solomon and Rex remove buffs; Munin restricts movement; Ariel, Hugin and Munin use area attacks. A simple HP total or a single damage multiplier cannot determine the best statue order.
Verification scope · PC 1.18 source settings rechecked Seal, skill and state settings were rechecked against PC 1.18. Damage-processing paths retain the earlier static review; fresh PC 1.18 runtime parity has not been established. No actual in-game battle was run. Simultaneous seals, retriggering during groggy, remaining-duration refresh, the complete seal cycle, actual overlapping area hits and final recovery amounts still need verification. The regular Pink Bean total HP cannot be used as the damage requirement for the Guild Raid.
ResultsPink Bean equipment drop rates
Normal and Burning UP event drop rates, by difficulty.
EasyPossible rewards
Legendary · T2Lv. ~110
Pink Holy Cup
23%Burning UP 46%
Legendary+ · T4Lv. ~120
Pink Holy Cup
2%Burning UP 4%
HardPossible rewards
Legendary+ · T4Lv. ~120
Pink Holy Cup
23%Burning UP 46%
Legendary+ · T3Lv. ~130
Pink Holy Cup
2%Burning UP 4%
Very HardPossible rewards
Legendary+ · T3Lv. ~130
Pink Holy Cup
15%Burning UP 30%
Legendary+ · T2Lv. ~130
Black Bean Mark
9%Burning UP 18%
Legendary+ · T1Lv. ~130
Chaos Pink Bean Mark
1%Burning UP 2%
New Hero Growth Challenge
Balrog · Challenge boss
Eligible new heroes only. The client checks creation after Nov 5, 2026 08:00 (KST), level 30, and character eligibility. Up to 20 stages · 40–70 seconds per attempt, depending on the stage. Check the game for your participation period.
Stage
Main-body HP
Attack
Defense
Evasion
Time limit
PC 1.18 base stats of the main boss. The group shares boss HP; stage 20 cannot be defeated. Actual boss attacks deal fixed damage relative to character max HP, independently of the displayed base Attack. Summoned parts and total required damage are not included. Official update notes.
Update history
Found incorrect data or a bug?Send a private message about questions, bugs or data corrections.