GuideClient 1.15.0 data. Attack is the monster’s base stat. Actual damage received depends on its skill and your defensive stats.
ScoringHow Guild Conquest scoring works
Cumulative damage dealt to the boss is converted into points. More damage earns more points, but the increase is not proportional.
The input is recorded cumulative boss damage. It includes damage absorbed by shields and overkill beyond remaining HP, so it may differ from actual HP lost.
Accumulated damage carries over after each boss defeat. Kill count and tier number are not added directly to the score. Higher tiers and extra time allow you to deal more damage.
Show conversion ranges and examples
The combined input is called the raw score. The examples below convert this raw score into a personal battle score. They are rounded for readability.
| raw score | Converted score | At double the raw score |
|---|---|---|
| 100 million | Approx. 9.585 million points | Approx. 13.67 million points |
| 1 trillion | Approx. 2.315 billion points | Approx. 3.523 billion points |
| 10 quadrillion | Approx. 334.301 billion points | Approx. 506.847 billion points |
First range: Take the 1.10th root of the raw score. If the result exceeds the first cap, convert the excess back to raw-score units and apply the next range. Keep the points up to the cap and repeat.
Candidate score = A + R1/n
If above cap T: R = (candidate score − T)n
Set A = T, then apply the next row
Start with R = raw score and A = 0. The table gives the exponent n. Stop when the candidate score does not exceed the cap. Every range has a coefficient of 1. Caps apply to converted scores, not raw scores.
| Order | Converted score cap T | Exponent n |
|---|---|---|
| 1 | 1 million points | 1.10 |
| 2 | 10 million points | 1.15 |
| 3 | 100 million points | 1.20 |
| 4 | 1 billion points | 1.25 |
| 5 | 10 billion points | 1.30 |
| 6 | 100 billion points | 1.35 |
| 7 | 1 trillion points | 1.40 |
| 8 | 10 trillion points | 1.45 |
| 9 | 100 trillion points | 1.50 |
| 10 | 1 quadrillion points | 1.55 |
| 11 | 10 quadrillion points | 1.60 |
| 12 | 100 quadrillion points | 1.65 |
| 13 | 1 quintillion points | 1.70 |
| 14 | 10 quintillion points | 1.75 |
| 15 | 100 quintillion points | 1.80 |
| 16 | 1 sextillion points | 1.85 |
| 17 | 10 sextillion points | 1.90 |
| 18 | 100 sextillion points | 1.95 |
| 19 | No cap | 2.00 |
| Tier | Current HP | Change from previous | Cumulative HP | Attack | Defense | Evasion | Current time limit |
|---|
ScoringHow Guild War scoring works
Add boss damage and the points awarded for defeated minions, then convert the combined total once.
Minion kill points = Max HP − remaining HP at death. Remaining HP is normally 0, so each defeated minion adds its Max HP. Shield damage and overkill are not added separately. Damage to living minions does not yet count as kill points.
Bosses contribute recorded cumulative damage, including shield absorption and overkill. Boss kills and wave numbers are not added directly. Total battle damage alone is therefore insufficient to calculate the score.
Example: 80 million boss damage + 20 million minion kill points → 100 million raw score → approximately 1.2917 million points
Show conversion ranges and examples
The combined input is called the raw score. The examples below convert this raw score into a personal battle score. They are rounded for readability.
| raw score | Converted score | At double the raw score |
|---|---|---|
| 100 million | Approx. 1.2917 million points | Approx. 1.8734 million points |
| 1 trillion | Approx. 242 million points | Approx. 359 million points |
| 10 quadrillion | Approx. 26.889 billion points | Approx. 38.811 billion points |
First range: Take the 1.10th root of the raw score. If the result exceeds the first cap, convert the excess back to raw-score units and apply the next range. Keep the points up to the cap and repeat.
Candidate score = A + R1/n
If above cap T: R = (candidate score − T)n
Set A = T, then apply the next row
Start with R = raw score and A = 0. The table gives the exponent n. Stop when the candidate score does not exceed the cap. Every range has a coefficient of 1. Caps apply to converted scores, not raw scores.
| Order | Converted score cap T | Exponent n |
|---|---|---|
| 1 | 100 points | 1.10 |
| 2 | 1,000 points | 1.15 |
| 3 | 10,000 points | 1.20 |
| 4 | 100,000 points | 1.25 |
| 5 | 1 million points | 1.30 |
| 6 | 10 million points | 1.35 |
| 7 | 100 million points | 1.40 |
| 8 | 1 billion points | 1.45 |
| 9 | 10 billion points | 1.50 |
| 10 | 100 billion points | 1.55 |
| 11 | 1 trillion points | 1.60 |
| 12 | 10 trillion points | 1.65 |
| 13 | 100 trillion points | 1.70 |
| 14 | 1 quadrillion points | 1.75 |
| 15 | 10 quadrillion points | 1.80 |
| 16 | 100 quadrillion points | 1.85 |
| 17 | 1 quintillion points | 1.90 |
| 18 | 10 quintillion points | 1.95 |
| 19 | No cap | 2.00 |
| Wave | HP per minion | Minion shield 30% | Total per minion | Total for 6 minions | Boss HP | Boss shield 60% | Boss total | Total wave requirement* | Boss Attack | Minion Attack | Boss Defense | Minion Defense | Boss Evasion | Minion Evasion |
|---|
| State | Base Attack | Base Defense | Damage Taken Decrease | Final Damage Taken Decrease | Duration | Explanation |
|---|
Separately, while the boss is down, Final Damage Taken Decrease is −30% for 11.7 seconds. Defense, Damage Taken Decrease and Final Damage Taken Decrease are separate stats, so base Defense has not been arbitrarily converted to 7,000 or 4,000.
| Spawn sequence per camp | HP | HP increase | Change from previous | Kill points | Point increase | Attack | Defense | Evasion |
|---|
| Spawn sequence per camp | Hits required | Hit increase | Kill points | Point increase | Attack | Defense | Evasion |
|---|
Normal-monster points follow 3 × [100 × spawn sequence + 3 × (spawn sequence − 1)³]. Large special monsters use a separate score progression.
There are 3 active spawn points for large special monsters, all using the same stat progression. Each hit deals exactly 1 damage, so their HP equals the number of hits required.

