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View Guild Conquest, Guild War, Guild Boss Battle and Guild Training Ground data.

GuideClient 1.15.0 data. Attack is the monster’s base stat. Actual damage received depends on its skill and your defensive stats.

51 tiersBoss stats by tier
50 secBase time limit
+5 sec for the first 10 killsMaximum time limit: 100 sec
Respawns at 100% HPRespawns with full Max HP

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.

Cumulative boss damage→ Tiered conversion →Personal battle score
Score inputCumulative boss damage
First conversion rangeUp to 1 million points · 1.10th root
Damage-to-score relationshipDouble damage ≠ double score

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 and converted score comparison
raw scoreConverted scoreAt double the raw score
100 millionApprox. 9.585 million pointsApprox. 13.67 million points
1 trillionApprox. 2.315 billion pointsApprox. 3.523 billion points
10 quadrillionApprox. 334.301 billion pointsApprox. 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.

19 conversion ranges, applied from top to bottom
OrderConverted score cap TExponent n
11 million points1.10
210 million points1.15
3100 million points1.20
41 billion points1.25
510 billion points1.30
6100 billion points1.35
71 trillion points1.40
810 trillion points1.45
9100 trillion points1.50
101 quadrillion points1.55
1110 quadrillion points1.60
12100 quadrillion points1.65
131 quintillion points1.70
1410 quintillion points1.75
15100 quintillion points1.80
161 sextillion points1.85
1710 sextillion points1.90
18100 sextillion points1.95
19No cap2.00
This describes personal battle scoring in client 1.15.0. The conversion formula does not discard fractional values; the game’s final number display is separate. Season and guild rankings and reward rules are outside this table.
Filters
Results
TierCurrent HPChange from previousCumulative HPAttackDefenseEvasionCurrent time limit
GuideEach new boss respawns at full Max HP, which increases with tier. No values are extrapolated beyond the 51 confirmed tiers.
81 wavesBoss stats by wave
35 secBase time limit
6 minionsDefeat them to target the boss
Up to +20 secTime adjustment after boss defeat

ScoringHow Guild War scoring works

Add boss damage and the points awarded for defeated minions, then convert the combined total once.

Cumulative boss damage + minion kill points→ Tiered conversion →Personal battle score
Score inputCumulative boss damage + minion kill points
First conversion rangeUp to 100 points · 1.10th root
Damage-to-score relationshipDouble damage ≠ double score

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 and converted score comparison
raw scoreConverted scoreAt double the raw score
100 millionApprox. 1.2917 million pointsApprox. 1.8734 million points
1 trillionApprox. 242 million pointsApprox. 359 million points
10 quadrillionApprox. 26.889 billion pointsApprox. 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.

19 conversion ranges, applied from top to bottom
OrderConverted score cap TExponent n
1100 points1.10
21,000 points1.15
310,000 points1.20
4100,000 points1.25
51 million points1.30
610 million points1.35
7100 million points1.40
81 billion points1.45
910 billion points1.50
10100 billion points1.55
111 trillion points1.60
1210 trillion points1.65
13100 trillion points1.70
141 quadrillion points1.75
1510 quadrillion points1.80
16100 quadrillion points1.85
171 quintillion points1.90
1810 quintillion points1.95
19No cap2.00
This describes personal battle scoring in client 1.15.0. The conversion formula does not discard fractional values; the game’s final number display is separate. Season and guild rankings and reward rules are outside this table.
Filters
Results
WaveHP per minionMinion shield 30%Total per minionTotal for 6 minionsBoss HPBoss shield 60%Boss totalTotal wave requirement*Boss AttackMinion AttackBoss DefenseMinion DefenseBoss EvasionMinion Evasion
GuideMinions are shown with effective Defense of 1,000. Their Evasion starts 20 above the base value and drops to it over about 8 seconds. The time adjustment after defeating the boss is to add the elapsed battle time, up to 20 seconds. * The total wave requirement is the simple sum of HP and shields for 6 minions and the boss.
Unlimited HPCumulative damage during the time limit
10,000Base Defense
100Evasion
100 secConfigured time limit: 100.1 sec
Damage Taken Decrease+30% per stack Maximum 2 stacks Vulnerable while down Final Damage Taken Decrease −30% · 11.7 sec
Results
StateBase AttackBase DefenseDamage Taken DecreaseFinal Damage Taken DecreaseDurationExplanation
GuideThe shield icon’s 1–2 stacks indicate the boss’s Damage Taken Decrease buff. 1 stack: 30% · 2 stacks: 60% Damage Taken Decrease. Base Defense 10,000 remains unchanged.
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.
90 secBase time limit
84Active normal-monster spawn points
3Large special-monster spawn points
+2 sec per 30 killsTime extension from normal-monster kills
Normal monster respawn 8 sec Special monster respawn 20 sec Damage to special monsters 1 per hit Progression table Spawn sequence 1–50 per camp
Filters
Results
Spawn sequence per campHPHP increaseChange from previousKill pointsPoint increaseAttackDefenseEvasion
Filters
Results
Spawn sequence per campHits requiredHit increaseKill pointsPoint increaseAttackDefenseEvasion
GuideSpawn sequence means how many times that monster has spawned at the same location. The table tracks the respawn sequence at each individual spawn point.
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.
Update history
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