Score route
Build speed first, then cash out with final damage and the 1 HP dummy.
The route is about sequencing buffs, not only killing whatever is closest. Keep moving through the map, pick up red final-damage orbs as you pass them, and save major burst for the strongest overlap.
Open with the attack-speed, movement-speed, and basic-attack buff.
Refresh the speed route and keep rotating while dummies reset.
Use the final-damage buff before the heavier point push.
Summon companions during this window, usually around 28 to 30 seconds when damage is on pace.
Trigger the low-HP dummy after buffs are stacked so the final point spike lands.
Dummy buffs
Know which dummy is a buff and which one is the score trigger.
Attack Speed, Movement Speed, and Basic Attack Damage buff for 10 seconds.
Final Damage buff for 10 seconds. Use it before the biggest companion and scarecrow window.
Reduces other dummies to 1 HP for a short window. Time this after the buff stack.
Rewards
The score matters because it feeds weekly buffs and ranked rewards.
The reward pool is built around three useful outcomes: temporary guild buffs, Weapon Summoning Tickets, and Medals based on score. Use the result screen for the exact rank, quantity, and medal name.
Weapon Summoning Tickets
Ticket reward confirmed by the official Guild Training Ground event listing.
Score Medals
Medal reward from the score ladder. Check the weekly result screen before comparing medals.
Setup
Use companions and artifacts that survive the full route.
Rumii called out Ice/Lightning or Fire/Poison as good companion picks for this route. The exact best setup still depends on job, cooldowns, and whether your damage reaches the third and fourth dummy cleanly.
Lower-CP route
Skip the full loop when the third or fourth dummy is too slow.
Lower-CP accounts may lose too much time trying to force the full route. When the Panda or third Wooden Pole takes too long, move to the top-left dummy instead and use the low-HP window earlier. A clean shorter route beats a perfect route that arrives late.
- Use the full five-dummy route when the first two Wooden Pole kills are clean.
- Pick up red final-damage orbs while moving, not after the route is already late.
- Compare your score across repeated attempts before changing the whole preset.
- Keep Guild Training Grounds separate from Guild War and Guild Conquest; those modes solve different problems.
Guide changelog