Guild raid 3 stages 90s per run 4 tiers

Guild Boss

A co-op raid the whole guild fights together. Each member gets a 90-second run per stage and your damage is pooled with everyone else's — the goal is to clear all 3 stages and squeeze the most damage out before the timer ends. Every stage steps up through 4 difficulty tiers, so a roster that beats Tier I will still be tested at Tier IV.

  1. Stage 1 Part I Will A. Zeppeli + Robert E· O· Speedwagon
  2. Stage 2 Part II Rudol von Stroheim
  3. Stage 3 Part III Jean Pierre Polnareff + Iggy

How the fight works

Stages 1 and 3 are tag-team fights — two foes share the arena, so AoE and fast cleave carries hard. Stage 2 is a one-on-one wall: Stroheim packs heavy damage reduction, so raw burst is blunted and sustained, armor-piercing damage wins. Like the daily World Bosses, these enemies deal damage from a fixed crit profile, and only Crit Boost and Crit DMG ramp between tiers.

Running it with your guild

Every member's damage is pooled, so the raid is won by coordination, not by one carry. The 3 stages are each locked to a JoJo Part — that fixes how a guild should split up.

  1. 1
    Assign by Part. Each stage is a Stage 1 = Phantom Blood · Stage 2 = Battle Tendency · Stage 3 = Stardust Crusaders fight. Members run the stage their best Part roster covers — that is also the squad that gets the in-game Part bonus there.
  2. 2
    Match roster strength to the stage. Stage 1 (Phantom Blood) opens softest — lowest starting Crit Boost (2,794) and no damage reduction — so lighter or newer accounts still bank real pooled damage there. Stage 3 (Stardust Crusaders) opens hardest (Crit Boost 8,491 , plus damage reduction) — send your most-invested members and armor-piercing kits there.
  3. 3
    Cover all 3 stages. Each stage pays out on its own track, so a Part left unmanned is a track the guild simply never collects. Spread members so no stage is empty before doubling up on the hardest one.
  4. 4
    Gear to clear Tier III, not Tier IV. Tier III and Tier IV are the same fight — identical Crit Boost and Crit DMG on every foe. Once a member can clear Tier III they already have everything Tier IV asks for, so set Tier III as the guild's shared gearing target and stop over-investing.
  5. 5
    Build for the 90s window. Every attempt is a 90-second burst. Favour fast energy generation, low cooldowns and a heavy Ultimate so the full skill rotation fires before time. Bring AoE / cleave to the tag-team stages (Stage 1 & Stage 3) and single-target, defence-piercing damage to the solo wall (Stage 2).

Stage 1 — Phantom Blood

A 2-foe tag team — both must fall before the timer runs out. Bring a Phantom Blood squad for the in-game Part bonus.

Will A. Zeppeli
Part I

Will A. Zeppeli

A playable character fought here as a boss — open the character page for the full kit and counter picks.

  • Skills in rotation6
  • Damage Reduction0
  • Secondary Defense20,000

Difficulty scaling (Crit Boost & Crit DMG per tier)

Tier Crit Boost Crit DMG
Tier I 2,794 1,556
Tier II 9,568 14,352
Tier III 22,760 34,140
Tier IV 22,760 34,140

Tier I → Tier IV: Crit Boost ×8.1, Crit DMG ×21.9.

Robert E· O· Speedwagon
Part I

Robert E· O· Speedwagon

A playable character fought here as a boss — open the character page for the full kit and counter picks.

  • Skills in rotation6
  • Damage Reduction0
  • Secondary Defense20,000

Difficulty scaling (Crit Boost & Crit DMG per tier)

Tier Crit Boost Crit DMG
Tier I 2,794 1,556
Tier II 9,568 14,352
Tier III 22,760 34,140
Tier IV 22,760 34,140

Tier I → Tier IV: Crit Boost ×8.1, Crit DMG ×21.9.

Stage 2 — Battle Tendency

A solo wall. Bring a Battle Tendency squad for the in-game Part bonus.

Rudol von Stroheim
Part II High Dmg Reduction

Rudol von Stroheim

A playable character fought here as a boss — open the character page for the full kit and counter picks.

  • Skills in rotation6
  • Damage Reduction10,000
  • Secondary Defense20,000

Difficulty scaling (Crit Boost & Crit DMG per tier)

Tier Crit Boost Crit DMG
Tier I 5,613 1,871
Tier II 11,752 17,628
Tier III 22,760 34,140
Tier IV 22,760 34,140

Tier I → Tier IV: Crit Boost ×4.1, Crit DMG ×18.2.

Stage 3 — Stardust Crusaders

A 2-foe tag team — both must fall before the timer runs out. Bring a Stardust Crusaders squad for the in-game Part bonus.

Jean Pierre Polnareff
Part III High Dmg Reduction

Jean Pierre Polnareff

Boss-only opponent in this raid.

  • Skills in rotation6
  • Damage Reduction10,000
  • Secondary Defense20,000

Difficulty scaling (Crit Boost & Crit DMG per tier)

Tier Crit Boost Crit DMG
Tier I 8,491 2,830
Tier II 13,138 19,708
Tier III 22,760 34,140
Tier IV 22,760 34,140

Tier I → Tier IV: Crit Boost ×2.7, Crit DMG ×12.1.

Iggy
Part III High Dmg Reduction

Iggy

Boss-only opponent in this raid.

  • Skills in rotation6
  • Damage Reduction10,000
  • Secondary Defense20,000

Difficulty scaling (Crit Boost & Crit DMG per tier)

Tier Crit Boost Crit DMG
Tier I 8,491 2,830
Tier II 13,138 19,708
Tier III 22,760 34,140
Tier IV 22,760 34,140

Tier I → Tier IV: Crit Boost ×2.7, Crit DMG ×12.1.

Guild Boss Ability

A permanent upgrade the guild levels up together. Every level adds an offensive bonus that applies to every member in every stage — so it is the single best place to spend shared guild effort, and it stacks on top of whatever each player brings personally.

  1. Lv 1 Increases basic attack strength.
  2. Lv 2 Increases Base Attack.
  3. Lv 3 Increases Crit Factor.
  4. Lv 4 Increases Attack Speed.
  5. Lv 5 Increases Crit Boost.
  6. Lv 6 Increases Ultimate strength.

The ladder front-loads raw attack, then turns to Crit Factor, Attack Speed, Crit Boost and Ultimate strength. Because these bosses scale damage from a crit profile and every run is a short burst window, the crit and Ultimate levels pull the most weight once the basics are in.

Who to bring

Each stage favours its own JoJo Part for the squad bonus. The playable opponents above link straight to their character pages — for the wider picture, start from the tier list and build a squad.

Engine details

Raw identifiers from the source tables — useful for data-miners and tool-builders. None of these affect gameplay knowledge.

StageSceneFoeTiermonster_idatt_id
1 900001 Will A. Zeppeli I 59120011 5911001
1 900001 Will A. Zeppeli II 59120012 5912001
1 900001 Will A. Zeppeli III 59120013 5913001
1 900001 Will A. Zeppeli IV 59120014 5914001
1 900001 Robert E· O· Speedwagon I 59120021 5911002
1 900001 Robert E· O· Speedwagon II 59120022 5912002
1 900001 Robert E· O· Speedwagon III 59120023 5913002
1 900001 Robert E· O· Speedwagon IV 59120024 5914002
2 900002 Rudol von Stroheim I 59220011 5921001
2 900002 Rudol von Stroheim II 59220012 5922001
2 900002 Rudol von Stroheim III 59220013 5923001
2 900002 Rudol von Stroheim IV 59220014 5924001
3 900003 Jean Pierre Polnareff I 59320011 5931002
3 900003 Jean Pierre Polnareff II 59320012 5932002
3 900003 Jean Pierre Polnareff III 59320013 5933002
3 900003 Jean Pierre Polnareff IV 59320014 5934002
3 900003 Iggy I 59320021 5931001
3 900003 Iggy II 59320022 5932001
3 900003 Iggy III 59320023 5933001
3 900003 Iggy IV 59320024 5934001

Mode configuration constants

The shipped configuration values for this mode, exactly as they appear in the source — listed for reference. The source provides no column labels, so no meaning is assigned to them here.

idvaluelist value
10001 2
10002 0 2+2+2+1
10003 7
10004 100
10005 5,320,001
10006 10
10007 5,801
10008 5,802
10009 0 1+2+1;2+2+2;3+2+3
10010 0 1+3+1;2+2+1;3+1+1
10011 180
10012 10,000,000