Co-op and Guilds

Fight a boss alongside a Buddy in co-op, earn seasonal rewards with your guild, or compete against another guild on the Guild Battle board.

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Hyperdimensional Co-Op

You and another player, your Buddy, fight a boss together. Each of you controls two characters, so it’s 4 against 1. Some battles, such as Co-Op Raids, allow only one character each. The mode unlocks once you clear Main Story Part 1, Book 6, Chapter 1, and you’ll find it under the “Recommended” tab of the Event screen.

You win when the boss’s health hits zero. You lose if time runs out. When either you or your Buddy has lost both characters a countdown starts, and if it reaches zero you lose too.

Your party

A co-op party is two battle members and ten support members. The support members don’t fight: they power up your battle members with their Z Abilities and Power Level Bonuses, so fill those slots with characters whose Z Abilities boost your two fighters (see Building a Team).

Your Buddy doesn’t count as a battle member or an ally for your abilities or your equipment conditions. An ability that boosts “allies” won’t reach their characters.

The boss changes Element during the battle. Switch between your two characters to keep the advantage.

The shield and Strike Chances

The boss starts behind a shield, shown by the shield gauge at the top of the screen. While it’s up, the boss takes less damage, isn’t knocked back by Arts and can’t be defeated. The shield slowly repairs itself, so you and your Buddy need to break it quickly.

Breaking the shield starts a Strike Chance. You can now knock the boss back and deal much more damage. The shield slowly refills during the Strike Chance, and when it’s full again the boss lets out a Burst that ends the Strike Chance and knocks both players back. If the Burst knocks back both of you, the boss follows up with a counterattack.

While the shield is up, each hit in a row raises your Link value, and taking turns attacking with your Buddy raises it faster. The higher your Link, the more shield damage every attack does. If nobody lands a hit for a while, the Link ends and drops back to zero.

When a Strike Chance starts, your Link also gives a Link Bonus: Ki Recovery UP and Arts Card Draw Speed UP, stronger the higher the Link was.

Working with your Buddy

The boss attacks whoever has more aggro. Your aggro rises and falls with what you do, and tapping Taunt raises it on purpose, which takes pressure off your Buddy. Taunting also gives you Sustained Damage CUT for a short time.

Tap your Buddy’s icon while they’re being hit to Assist: you take the hit for them, earn Link, and stay the boss’s target for a short time. Assists take the place of Cover Changes in co-op, so abilities that trigger on a Cover Change don’t trigger on an Assist, and some special Cover Changes don’t work as Assists at all.

When Strike Arts collide with the boss, you hold it in place for a while. Swipe in the direction of the arrows to hold it longer, up to four times. While you hold the boss, your Buddy can land a Strike or Blast Arts for a Dual Impact, a team attack that deals a lot of damage and knocks the boss back even with its shield up. The same works the other way: when your Buddy holds the boss, attack.

The boss also has a Bind attack. If it catches you, you can’t move and the boss drains your health until your Buddy frees you, for example with an Assist, by landing a Special Move, Special, Ultimate or Awakened Arts or a Rising Rush, or by dealing enough damage to the boss.

Rising Rush in co-op

A co-op Rising Rush has no card choice. You and your Buddy each tap to stop a gauge, and the higher it stops, the more damage the Rising Rush does. If your two gauges stop close together you get an extra damage bonus: a Success, a Perfect, or an Ultra Perfect when they match exactly, which adds the most.

Your Rising Rush doesn’t use up your Buddy’s Dragon Balls. If your Buddy starts one while you hold all 7 Dragon Balls, you can cancel what you’re doing and start yours too, any time before theirs hits or misses. Starting together means the boss can’t stop or dodge it.

When the boss uses a Rising Rush, you each tap to stop the gauge inside the area shown on screen. Succeed and you get a chance to counterattack. If neither of you stops it in the area, the defense fails and one of your characters, picked at random, takes a penalty.

Defeat and Revival Drinks

A Revival Drink brings back one of your Buddy’s defeated characters. It only works on your Buddy’s characters, never your own, and each player can use one per battle. You get them from events and the Exchange Shop. You still get your rewards if your Buddy wins after you’ve been defeated.

Rewards

A win gives limited-time rewards, which you can only earn a set number of times a day (the number depends on the event). If you found your Buddy with the “Play” button, you also get a bonus reward, as long as you can still receive limited-time rewards that day.

Bonus Missions pop up during the battle, and you clear them together with your Buddy. Clear one in time and its reward is added when you win. There’s no penalty for failing one. Missions can ask you to:

  • Deal a set amount of damage between you.
  • Use every Arts Card type the mission names, such as a Strike, a Blast, a Special, a Special Move, and an Ultimate or Awakened card.
  • Land hits on the boss with characters that meet the mission’s conditions.

If a connection problem swaps your Buddy for an AI-controlled character, the remaining Bonus Missions stop, but ones you already cleared still pay out.

If you’re in a guild, a win also earns Battle Points, and more if your Buddy is a guild member.

Rematches and Ultra Skip Tickets

You can rematch a Buddy you met through “Invite/Scan Code” (not one found with “Play”). Both players must choose to rematch, both parties stay as they were, and there’s a limit on rematches in a row.

An Ultra Skip Ticket clears a Hyperdimensional Co-Op or Co-Op Raid battle instantly, with no matchmaking. You can only use one once you’ve completed every challenge for that stage and already received all of the day’s limited-time rewards. Skipped battles don’t count toward missions that need a number of wins, and in Co-Op Raids they earn no Combat Points.

Guilds

A guild is a group of players who earn guild points together. Points are counted in seasons: at the end of each one, guilds are ranked, rewards go out, and the points reset.

Joining or creating one

Find a guild through Recommended Guilds (search by objective and entry settings), or search for a guild ID a member gave you. An Open Entry guild accepts you straight away, while Approval Required means the guild master has to accept you. You can only have one pending request. Sending another cancels the first.

To start your own, use “Create a Guild” and pick a name and objective. You’ll need certain items, the name can’t be changed later, and you become the guild master.

Leaving a guild locks you out of joining another for a while. Disbanding one stops you creating a new guild for a while, though you can still join others.

Earning guild points

Points only count while you’re in a guild and a season is running, and the points you earned personally stay with the guild if you leave. There are three categories, which add up to the guild’s Overall Points:

Category Earned by
Battle Rating Points and wins in Rating Matches, first clears in Ultra Space-Time Rush and Full Power Battle, wins in Co-Op, Co-Op Raids, ZENKAI Rush Battle, the Tournament of Power and LEGENDS BATTLE ROYAL, and Treasure Battle chests
Active Spending Energy and TP, World Missions, free Shop items, login bonuses, Daily Stamp Rally stamps and Plan Points
Collector Getting Z Power, Awakening Z Power, Supporters, Card Collection cards, Arts Cores, Arts Seeds, medals and exchange items, equipment and Mission Points, and awakening equipment

Co-op wins stop earning Battle points once you’ve collected all of that mode’s limited-time rewards, and co-op wins with a guild member stop once you’ve earned the day’s points. Bonus Points, from Guild Missions and from beating your rival in the Guild Points Match, go straight into Overall Points.

Rankings, rivals and tiers

Each season your guild is ranked overall and in each category it scored in. It’s also matched with a rival guild in a Guild Points Match: whoever has more Overall Points at the end wins bonus points and a bigger overall ranking reward. If the totals are equal, the guild with more points per participating member wins. A guild created after the match starts joins from the next season.

Your Guild Tier (Godly, Gold, Silver, Bronze or Iron) comes from your guild’s average rank over its last four seasons. “Guild Tier Details” on the ranking screen shows which ranks match each tier.

Season rewards

Collect overall, category and individual point rewards from the main guild screen during the next season. Individual rewards need at least one guild point that season. Guild Mission rewards come during the season you complete them, from the mission tab. You lose the season rewards if you leave the guild, are kicked, or the guild disbands before you collect them.

Guild Missions are goals the whole guild works on together. Each one gives the guild bonus points and every member items, once per season.

Everyday guild features

  • The Guild Log shows what members have been doing, with a daily limit on the messages you can send.
  • The Member List shows each member’s points for the season, and lets you send friend requests and cheer.
  • Cheering for a member gives Energy to both of you: yours goes into your Energy Tank straight away, theirs arrives in their Gift Box. You can cheer each member once a day, up to a daily limit.
  • Guild Options shows the guild ID, icon, objective, description and entry settings, which the guild master can change.

Only the guild master can kick members or hand over the master role. If the guild master doesn’t log in for a while, the role can pass to another active member automatically. A guild with no member logging in for 30 days may be deleted, and a guild caught earning points dishonestly can be disbanded.

Guild Battle

Up to 60 players from two guilds fight over a base in the middle of a board. The guild that holds the base for the most turns wins that day’s battle. If both held it for the same number of turns, the last guild to take it wins, and if neither took it at all, both lose.

Taking part

Your guild needs a high enough Guild Tier and enough members by the time Participation Time Selection starts, and then every member can play. While your guild is in a Guild Battle, nobody can join, leave, be kicked, change entry settings or disband the guild.

A season runs in these periods:

  1. Participation Time Selection. Each member votes once for the daily battle time, and the majority wins for the whole season. A tie goes to the guild master’s vote, then to the slot whose last vote came first. If nobody votes, a time is chosen for you.
  2. Guild Battle. One battle a day at that time, five in total, against a new rival each day matched on wins and Guild Battle Points. Each day your units’ health, Special Move Gauges and MP start fresh.
  3. Contribution Ranking Tally and Item Exchange, which run alongside the battles until Round 5.

Forming your unit

A unit is two teams, each of 6 MAIN and 2 BACKUP characters as in the Tournament of Power. Only EXTREME or higher characters are allowed, except Shallot (DBL00-01). One character is shared by both teams, and that’s the icon you see on the board. Each character has their own health, and the shared character’s health is the same in both teams.

Once you move onto the board, your formation is fixed for the season, including levels, limit breaks and equipment. Later upgrades don’t count. After that you can only swap MAIN and BACKUP characters, move characters around the grid, change Attack Arts, and switch which team you use.

Ki Recovery sets the turn order. Your surviving MAIN characters’ total determines which team acts first on a panel and fights first. Each character’s Ki Recovery determines their attack order within the team.

How a turn works

Both guilds take each turn at the same time, and it plays out on its own:

  1. Item Selection (some turns only): pick any Guild Battle Items you want to use.
  2. Item Activation: everyone’s chosen items take effect for the whole guild.
  3. Destination Selection: pick the panel to move to. Moving costs 1 MP per panel, and the cheapest path is picked unless there’s a choice. You can’t change your pick afterwards.
  4. Movement and results: every unit moves one panel at a time. Meeting a rival unit on the way, or at the end, starts a battle. When everyone has stopped, units on panels that can be occupied take them.

To start playing you have to leave your starting point, and you can’t go back to it. Until you leave you can’t fight, pick items or receive item effects.

MP comes back as turns pass or from an MP Restore item. If several of your guild’s units end on the same panel, the one that spent the least MP that turn occupies it, then the one with the highest total Ki Recovery.

Battles on the board

Battles play out automatically, like the Tournament of Power’s Auto Mode. After 4 rounds of attack and defense, a team whose MAIN characters are all at zero health loses. Otherwise the team that dealt the bigger share of damage wins. If you meet several rival units, you keep fighting until you’ve beaten them all or lost. When you pick a panel with a rival unit on it, you can see a simulation of the fight first, though it leaves out Tournament of Power equipment.

When 4 or more players from both guilds are on one panel, it becomes a Gigantic Battle. Every unit on a panel inside its battle area joins in, fighting knockout-style with the highest total Ki Recovery going first. The winning guild takes every panel in the area that the loser held, and every unit that loses respawns.

Panels

Some panels block movement. Others let you pass through, and some also let you occupy them. Some have Placement Bonuses, as in the Tournament of Power.

Panel What it does
Base The one panel that decides the battle. Holding it counts turns, gives Guild Battle Points and the Base Bonus, and makes it a respawn point.
Base Area The panels around the base. They can’t be occupied, but your units there get the Base Area Bonus while your guild holds the base.
Starting Point One per guild. You start here and can’t return.
Camp Gives points and becomes a respawn point. Camps further from your start give more points but respawn you with less health.
Respawn Gives points and becomes a respawn point. Each one heals a different amount.
Designated Respawn Point Your guild’s default respawn. Units here don’t join Gigantic Battles.
Recovery Gives points and heals your MAIN characters, defeated ones too, but only for the first player from either guild to take it.
Bonus Gives points.

On most panels only the first player from each guild to occupy it earns the points, and taking it back later earns nothing more.

Respawning and bonus health

After losing a battle you respawn next turn at your designated respawn point, or at a respawn, camp or the base if your guild holds it. Each place heals a different amount. A unit from the guild holding the base that loses on the base has to go back to the designated respawn point.

Bonus health is extra health shared by the whole guild. Damage comes off it first, and nothing restores it. The Base Bonus and Base Area Bonus go to the guild holding the base, for fights on the base and in the base area. The Panel Occupation Bonus goes to a guild holding enough event panels, and grows as it holds more. If your rival takes the base, occupy more panels to build your Panel Occupation Bonus.

Coins and items

Your whole guild shares a pool of Guild Battle Coins. Members add to it by exchanging certain items, and anyone can spend it on Guild Battle Items. Adding coins also earns you contribution for the Contribution Ranking. Coins left at the end of the season turn into guild points, up to a limit, and leftover items expire.

Item Effect
Health Restore Heals MAIN characters, defeated ones included, but not bonus health.
MP Restore Restores MP.
Attack Boost Raises base Strike and Blast Attack, with no cap.
Defense Boost Raises base Strike and Blast Defense, with no cap.
Movement Speed Boost Raises Ki Recovery, with no cap.

Points and rankings

You earn Guild Battle Points by occupying panels first, fighting and beating rival units, and selecting items. The guild also earns points when its members do, for holding a set number of event panels, and for holding certain panels turn after turn. Winning gives every member a Win Turns Bonus, and winning within a set number of turns is a Complete Victory worth more.

The Guild Battle Ranking sorts guilds within each Guild Tier by wins and Guild Battle Points, and it’s the only Guild Battle ranking with rewards. Collect them within 14 days of the battle ending. Top guilds also get a special icon and nameplate until the next Guild Battle season ends. There are also rankings within your guild and for contribution, but they give no rewards.

Traits in Guild Battle

Since battles are automatic, some Traits play out on their own. A Transform character transforms at the start of a set turn. A Tag character Tag Switches at the end of each turn, which can change or reverse their Element. A Synchro Gauge character fuses at the end of a set turn. Revive brings a character back with some health when they hit zero. Succession heals a character and switches them to another when they hit zero. Revived and succeeded states carry over after the battle. If a state’s button shows on a character’s “Regular Stats” but not on their “ToP Stats” screen, that effect won’t happen in Guild Battle.

Each row of the 3x3 formation grid (front, middle and back) also gives its own Line Bonus to the characters placed in it.

Last updated on 11/3/2026