Combolands Guild & Combo Guide

The right guild pair is a decision about synergies and what you're trying to scale — not just the biggest numbers.

Combolands guild priority
S

S-Tier (Core)

Guild System (Pick 2)

Synergises with: Every run

Role: Core

You pick 2 of 7 guilds each run, giving 21 possible combinations. Each guild has unique buildings, strengths, and drawbacks.

Buildings (120+)

Synergises with: City growth

Role: Placement

Construct your town from 120+ buildings. Upgrades can manipulate each building's behaviour.

A

A-Tier (Situational)

Heirlooms (100+)

Synergises with: Build enhancement

Role: Passives

Passive heirlooms further enhance your build. Stack them to break the game and go number-up.

City Councillors (13+)

Synergises with: Economy & abilities

Role: Recruit

Recruit from 13+ councillors, each with their own progression and abilities.

B

B-Tier (Special)

Potions

Synergises with: Map manipulation

Role: Utility

Use potions to manipulate the map and set up stronger placements.

Ranks (10)

Synergises with: Endgame

Role: Progression

Work your way up 10 increasingly challenging ranks. Each rank raises the pressure of the run.

How to Pick a Guild Pair

Ask: which 2 guilds synergise? What combo am I trying to chain? How does this pair scale into ranks 8-10? A strong combo beats a single strong guild.