
The Guild Event is old-school HvH. It's simple, satisfying, and still one of the best reasons to be in a guild.
But here's the problem:
People join dead guilds.
No one's running tickets. No one's chatting. And suddenly, you're the only one showing up.
In an active guild, though? The Guild Event is straight-up free loot. Ultimate Jewels. Hero Orbs. Paladin. And dust for days. Just run your tickets and keep the momentum going.
So step one: join a real guild. One where 20/20 are actually doing their runs and having fun while they're at it.
After level 12 or 13, guild rewards start to flatten out—so it's less about guild level and more about guild *activity*.
In this guide, I'll break down:
Grab your ticket — we're going in on the Guild Event.
The Guild event is a six-out-of-seven-day weekly event that requires you to use a ticket each day in order to fight the horde. You work together as a guild to get as many points as you can.
The more points your guild gets, the more guild tokens you receive at the end of the week. You use those tokens in the Guild Exchange for a very solid set of rewards.
Your guild can level up as a group if it hits certain guild point thresholds—specifically, certain guild coins. Let's see what they call these things... Guild Point thresholds.
All the way up to a guild level sixteen—for each additional guild level, you earn more guild tokens at the end of the week. You can pay for a second ticket each day for 100 gems, or if you hit VIP level 9, you get access to two tickets a day instead of one, which can significantly increase the amount of guild points you earn for your guild.
So, it's really just a matter of finding an active guild where everyone's running it. That's the big difference for most players. Again, it's another good reason to be in an active guild and not an inactive one.
Because it's really frustrating if you're the only one doing all six runs and other people aren't, since it's a team effort. The least you can do is try and find a guild that's active. Being in an inactive guild stinks for that reason.
There are two parts to each guild run. The first two minutes and 45 seconds are just attacking a whole onslaught of regular horde. Then, starting at the 2:45 mark, elites begin to show up. They're immune to instant kill and have significantly more health, so they're much more difficult to kill.
Early game, you'll be able to clear the first part, but then struggle with the elites and not have enough damage to finish them off. You can build slightly more defensive with something like Ice Wand and Vampire Aura to try and survive longer. Or you can just max DPS and clear as many of them as you can.
There's a total of 30,000 possible guild points from one run, which can then be amplified via gear, jewels, and VIP level.
And of course, there's a better set of heroes for the Guild Event
The best heroes for guild events are what you'd expect—your max damage heroes. Early in the game, you can run something like Pyroqueen for the instant kill chance to clear the first three minutes, or Knight to help you survive longer with his ultimate.
However, if you're not killing anything in the back half of the run, you're not going to get many points.
I remember using Assassin and Bunni a lot in the early days because they were my highest-damage heroes. Even if they didn't survive the whole thing, they ended up killing more horde than someone like Knight.
Other good heroes for the event are all of the S+ tier damage heroes, with ranged being better than melee. So:
Bunny is really good, Assassin too—and whatever your highest damage hero is at the time.
Now, let's talk about gear first.
For most players, most of the time, you want to use the standard max DPS build setup. So you're looking at Rogue Helm, Rogue Chest, Rogue Gloves, Rogue Amulet, and Ranger Boots. Then you can use your Wizard Ring or Rogue Ring.
Instant kill is not disabled during the first 2:45, so you can run Rogue Ring for the additional critical strike chance and instant kill chance—at least for that first part. Then switch over to Wizard if you have Ascended gear.
However, once you have all Ascended gear, this event is basically on farm mode, and you'll be able to clear it without any issue. It used to be a measure of hero strength, but now it's really easy to clear.
Another possible gear build is the flagpole build. If you're early in the game, run an early-game Knight Gear build around Ice Wand, Vamp Aura, and Dragon's Breath. That'll help you survive longer—even lasting the full five minutes.
Something like:
Knight Helm, Knight Chest, Knight Boots, Rogue Gloves, Rogue Amulet, and Knight Ring.This build might help you survive, but you won't necessarily earn the full 30,000 tokens unless you're killing enough horde. Surviving helps, but going too defensive means you won't be able to kill enough elites, and your score will drop.
So, you need to strike a balance between surviving and doing damage. It might be that a certain hero can kill more elites before dying, and that's better than running a hero like Knight, who survives the whole event but doesn't kill many elites.
You'll need to do some personal testing on that one.
I mentioned earlier that you can boost guild points via gear, and that comes from heroic noble gloves. So something to know about, but not stress over.
Now that you're prepped on heroes and gear let's move on to mid-run weapons.
For weapons, you're looking at standard max DPS from base weapons Fire Orbs, Bomb, Chain Lightning, Crossbow, or Ice Wand. Ice Wand can help you survive longer by freezing horde, which might help you maximize damage.
You don't want to evolve hammer or use anything with too much pushback, as that will actually decrease the number of horde you can kill.
Then, use Cooldown Tome, Duplicator Tome, Area Tome, Damage Tome, and either Critical Strike or LifeTome. Life Tome can be helpful here because there are a lot of elite horde packed together in the second half. Upgrading to Frost Nova from Ice Wand can help you live significantly longer.
You get one revive per run, and you'll probably use it to max your kill count early in the game.
I wouldn't suggest using additional revives—the extra guild points you earn won't be worth the gem cost.
And before we talk about rewards fun the run, let me quickly give you a jewel and pet setup.
If you have any special weapons, those are worth adding it. Mighty Borer is a very easy fit to any build, while Scrap Hammer or Slingshot can be good substitutes for your last weapon. You can see my full list of best special weapons here.
You're going for max DPS jewels. That means for most heroes, most of the time, you want to run Ultimate Duration, Ultimate Charge, Vulnerability, then Cooldown until 60, and after that, fill in AoE and Critical Strike with Projectile P and Projectile M.
Run cooldown jewels until it hits 60% in the detail window. You cap cooldown at 60% because you get 30% from cooldown tome. 90% is the max cooldown cap in Normal, Hard, Arena, Boss, and Guild modes.
Area has a soft cap on Area Of Effect when the inner ring of 4* Fire Orbs hits the side of the screen. But that's not really a worry until you have Heroic gear.
You have some leeway here to use much higher-level jewels instead of lower-level cooldown jewels. For example, I'd consider a level 7 Projectile (P) over a level 1 cooldown. You can always test which does more damage in your game by doing the same run with the same gear and weapons but changing the jewels.
For pets, use your max damage pets, usually your highest rarity, followed by your two next-highest rarities for passives.
There isn't any gimmick here. Running something like Snail for extra ASP won't help you.
Here's a detailed breakdown of the best main pets and best passive pets to help you think through your choices.
Now, let's talk rewards.
Like everything else in Heroes vs. Hordes, the Guild Event is a grind.
I'd first buy Level 1 Ultimate Charge and Level 1 Ultimate Duration. These are some of the best jewels in the game, and the first couple of levels are cheap.
The nice thing about guild shop jewels is they're cost-efficient. If you buy one, it'll merge with another to get to Level 2, and Level 2 is exactly two Level 1s. So buying any jewel in the guild shop is fine—you'll always be able to upgrade it, and it's a fair cost.
You're never going to lose guild points by buying them.
After my first couple of runs, I leveled up Ultimate Charge and Ultimate Duration to maybe level 3, then saved for Paladin.
If you need them, you can invest in Hero Orbs early to get one or two heroes up to important damage point thresholds like their ultimate or globals.
However, Paladin is a strong early to mid-game hero and worth adding to your roster. He takes a lot of Guild Tokens, especially if you're not in a high-level guild, but Paladin is a good long-term buy.
After you buy Paladin, go back to leveling Ultimate Charge and Ultimate Duration up to around Level 8. I think Ultimate Charge is a little more valuable than Duration, but they're very close. I have Ultimate Charge at nine and Ultimate Duration at seven.
That's probably where you stop, around Level 8, for both, since the diminishing returns get steep after that.
Then, you can start buying the Holy Hammer to max out Paladin's 3-star Forge. It's actually strong—a 2.5% increase in damage bonus—so grab that.
After you max Paladin's Forge, start buying either dust or hero orbs, depending on your need.
Lately, I've been buying mostly dust, but I'm probably going to start alternating between hero orbs and dust, depending on how much of my roster has hit the 120 globals.
Whatever you do, don't buy potions or scrolls.
So your rough goal is:
It's a very efficient way to get dust in the game.
Before the 3.4 update, I only got dust. But now I can see hero orbs being a very good buy—especially if they help you get heroes up to their next global level. That'll probably be more efficient than dust for most players to get all shelf heroes up to their Level 3 (120) globals.
So that's my take on the Guild event.
Do your Guild event. If you like your guild, do it every day. I wouldn't spend extra gems on additional tickets unless your guild is trying to push to the next level. I used to do that—when we were trying to level up, I'd help out and buy a couple extra tickets.
What usually happens is a couple VIP 9 players double-ticket and end up carrying the guild's total points over time.
Join an active guild. It's the best way to play this game—and it adds the benefit of helping you get more guild tokens over time.
April 17, 2025: Fixed typo submitted by @GameofChairs.
April 10, 2025: Added video ID.