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Dungeons

Dungeons

Dungeons
Location Hot and Cold | Castle on the Sea
Level 1100+ (Joining)

Dungeons are PvE game modes that challenge teams of players to clear multiple rooms filled with enemies. They function similarly to Raids, requiring 2 to 4 players to enter through a turnstile in the Simulation Hub before being transported to a separate dungeon instance. Players progress through a series of consecutive rooms, defeating enemies on each floor to advance. Normal Dungeons contain 15 rooms, while Hard difficulty increases this to 20 rooms. Challenge difficulty greatly extends the run to 100 rooms and adds a strict 15-minute time limit. Clearing each floor grants an additional 30 seconds, making fast clears important.

Challenge difficulty removes traditional boss encounters after Zero and instead replaces them with extremely powerful enemies. These enemies can defeat players with a single attack, requiring careful movement, strong builds, and efficient teamwork to survive.

Mechanics:

Dungeon enemies can include NPCs from the First Sea, Second Sea, and Third Sea, as well as new enemies exclusive to Dungeons. These enemies have improved combat behavior and can use dashes to avoid attacks, making them harder to defeat compared to regular NPCs.

Certain rooms contain special boss encounters that appear at fixed points during a dungeon run:

  • Room 5: Ancient Beast

  • Room 10: Kitsune Lord

  • Room 15: Gas Knight

  • Room 20: Zero

After clearing each room, players receive a choice of three buffs and can select one to apply. These buffs stack throughout the dungeon, allowing players to build stronger setups as they progress. Players can obtain up to 15 buffs in standard difficulties or 20 buffs on higher difficulties by the final room.

Buffs can provide major combat improvements, such as increasing specific stats by 500 points, boosting weapon damage, reducing cooldowns, adding extra air jumps, or granting special effects like life leech. Choosing buffs that match the player's build is important for surviving later rooms, especially on higher difficulties.

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Rewards:
Dungeon rewards are given after completing the final room or when the Challenge difficulty timer expires. Players receive a random Trinket, along with Money, Simulation Data, Materials, and Fragments. The amount of rewards depends on the damage dealt during the dungeon run.

After rewards are distributed, players are automatically teleported back to the Simulation Hub. Higher difficulties provide better reward potential, with Hard difficulty rewarding up to two Trinkets and Challenge difficulty rewarding up to three Trinkets.

Damage And Stats:

Dungeon damage and stats use a separate system from the player's normal in-game stats. Inside a dungeon, all players start with the equivalent of 2,800 points in Melee, Sword, Gun, and Blox Fruit, regardless of their actual stats outside the dungeon.

Players gain additional power as they progress through the run. Each cleared room provides 350 Defense stats, equal to 1,750 extra health, along with increased Energy. Player damage also increases by a set amount after each floor, and these bonuses stack with selected buffs, allowing players to become stronger during longer dungeon runs.

Cards:
Dungeon cards are temporary upgrades that players choose after clearing rooms. Cards provide stat boosts, combat improvements, or special effects that stack throughout a dungeon run, allowing players to create stronger builds before reaching later floors.

Normal Cards provide general improvements that benefit most playstyles:

  • +500 Stats: Grants 500 points to the displayed stat.

  • Cooldown Reduction: Reduces cooldowns for a specific skill by 15% or reduces all move cooldowns by 10%.

  • Skyjumps: Grants 2 additional air jumps.

Special Cards provide unique effects that can significantly change how players approach combat:

  • Shadow: Every 60 seconds, a shadow of the player using Godhuman appears and attacks nearby enemies.

  • 35% HYPER!!: Reduces M1 cooldowns for Melee, Sword, and Gun by 35%. This effect can stack.

  • Overflow: Grants 3,000 extra temporary health, similar to Shark V4's extra health mechanic.

  • Unbreakable: Prevents attacks from breaking the player's ability charges.

  • Fortress: Makes the player immune to stuns and has a 20% chance to reflect 100% of received damage back to the attacker.

  • Lifesteal: Restores 10% health when hitting enemies. This effect can stack.

  • 30% Sniper: Increases Gun damage and range by 30%. This effect can stack.

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Recommended Dungeon Build (PVE):

Fruits:

Buddha is one of the most reliable choices for long Dungeon runs due to its easy availability, high survivability, and large attack range. Its extended hitbox makes clearing groups of enemies easier, especially when fighting multiple targets at once. Pairing it with Fox Lamp can provide strong crowd control through repeated stuns.

Other strong Fruit options include:

  • Dragon: A strong all-around choice with high M1 damage and a large transformed hitbox, making it effective for both enemies and bosses.

  • Dough: Provides excellent crowd control and boss support. Fortress and Unbreakable cards help maintain damage during long attacks without being interrupted.

  • Kitsune / Empyrean Kitsune: High damage options that become stronger with Cooldown Reduction and Lifesteal setups. Empyrean Kitsune also has access to powerful burst damage.

  • Gravity: Effective for grouping enemies together with its strong crowd control abilities.

  • Sound: A support-focused option that helps strengthen allies during team runs.

  • Control: Provides strong damage and long-lasting stuns, allowing teammates to attack safely.

  • Magma: Deals heavy damage over time and performs well against bosses and stronger enemies.

  • Lightning: A good alternative to Dragon with large-area attacks.

  • Spirit: Provides summons, healing support, mobility, and strong area damage.

  • Gas: Transformed M1 attacks can repeatedly stun enemies, making it effective with Fruit M1 speed buffs.

  • Phoenix: Useful for team support through healing and strong boss damage. Its mobility also helps reach difficult areas.

  • Tiger / Werewolf: High damage fruits with multi-target attacks and boss utility through their grab abilities.

  • Pain: Most abilities hit multiple targets, making it effective for clearing groups.

  • Mammoth: Provides strong area damage and delayed stuns.

  • Yeti: High DPS option with a transformation that helps destroy dungeon objectives.

  • Shadow: Provides consistent damage over time.

  • Blizzard: Strong area damage with abilities that cover large areas.

Races:

Human provides high damage potential when combined with the right buffs and accessories. Its V4 Limit Break can greatly improve damage during difficult fights.

Other useful races include:

  • Draco: Provides strong defense, team damage buffs, and additional damage from its orbs.

  • Angel: Offers powerful stuns through King's Rule and strong health regeneration, especially when combined with Lifesteal.

  • Cyborg: Provides high DPS through energy-based effects and strong area damage.

  • Ghoul: A strong all-around choice with lifesteal, cooldown reduction, and speed, especially when paired with Lifesteal and Cooldown Reduction cards.

Swords:

Fox Lamp is one of the strongest Dungeon swords due to its high damage, strong stuns, and quick attacks. Its abilities also provide useful area coverage.

Other effective options include:

  • Dragonheart: Provides mobility, range, enemy grouping, and large area attacks.

  • Shark Anchor: Strong crowd control with a large hitbox, making it effective against groups.

  • Cursed Dual Katana: Offers fast abilities, strong damage, and works well with Buddha builds.

  • True Triple Katana: A strong Buddha pairing with high damage and useful mobility.

  • Dragon Trident: Has excellent range, large area damage, and benefits greatly from cooldown reduction.

  • Dark Blade: Performs well with buffs due to its fast abilities and high damage.

  • Bisento: Strong against bosses with large attacks, high damage, and long range.

  • Soul Cane: Can repeatedly stun bosses when combined with cooldown reduction and Ghoul.

Guns:

Dragonstorm is a strong Dungeon gun with fast projectiles, good range, area damage, and effective M1 attacks. Its low cooldown potential makes it especially useful with the 35% HYPER!! card.

Other useful options include:

  • Skull Guitar: Provides strong crowd control, healing through life leech, and area damage on M1 attacks.

  • Magma Blaster: Deals heavy damage against bosses with strong abilities, long stuns, and useful M1 attacks.

  • Bazooka: Offers high area damage and its M1 attack has Destructible Physics, making it useful for destroying dungeon objectives such as shrines and vents.

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Accessory / Trinket:

  • Prioritize damage, cooldown reduction, or defense when selecting Accessories or Trinkets for Dungeon runs.

  • Buff synergy is more important than base stats because Dungeon bonuses have a larger impact on overall performance.

Stat Setup (Dungeon Rules):

  • Player damage is treated as having maximum stats in all categories, so normal stat allocation has little effect inside Dungeons.

  • Focus Dungeon buffs on:

    • Damage increases for faster clears.

    • Weapon-specific boosts to strengthen the main damage source.

    • Defense and sustain to survive difficult rooms.

How to Play the Build:

Early Rooms (1–4)

  • Use Buddha with Sword M1 attacks to clear enemies quickly.

  • Prioritize weapons with high damage and area coverage instead of PvP-focused traits like combos or stuns.

  • If no player is using Buddha, teammates should rotate through their Sword, Gun, Fighting Style, and Fruit abilities to maximize damage.

Boss Rooms (5 / 10 / 15)

  • Choose buffs that improve boss fights, such as Lifesteal, Stat increases, Unbreakable, and Fortress.

  • Use crowd control from Fruits like Lightning or Dough to create openings.

  • Let Buddha or Dragon users handle large bursts of damage while bosses are stunned.

  • If a Gas user is present, allow them to maintain boss stuns with transformed M1 attacks. Other players should avoid interrupting the stun by using M1 attacks or abilities without knockback.

Late Rooms

  • Stacked buffs provide large increases to damage and survivability.

  • Prioritize damage buffs over raw stat increases.

  • Cooldown reduction becomes especially valuable in Challenge difficulty, where faster ability usage helps maintain damage output.

Tips:

  • During the Shrine and Vent phases of Kitsune Lord and Gas Knight, long-range attacks can destroy objectives quickly. Explosive Gun M1 can instantly destroy them from below, while other guns may require closer positioning.

  • Destroying Zero's blocks is usually not necessary because they deal low damage. Focus on defeating the boss instead.

  • Enchantments such as Storm Blessing, Vampiric, Curse of the Reaper, or Siphon can greatly improve survivability and help maintain Energy.

  • Have each player cover one side of the room in a four-player team to clear enemies faster.

  • Buddha users with Dragon Trident should use Rage Enchantments to increase attack speed.

  • Gas is one of the strongest Fruit choices for Dungeon clears. Using Gas X during the Kitsune Lord transformation and Shrine phase can deal extremely high damage, sometimes removing a large portion of the boss's health on Normal difficulty.

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Additional Information:
Dying in Dungeons has no lasting penalty. Players respawn after 5 seconds and can continue the Dungeon run normally.

  • Items, inventory, shops, and stats are disabled during a Dungeon run. Players cannot switch equipment, change Fruits, or use shops while inside, so it is recommended to prepare the best build before entering.

  • Transformation-based Fruits that disable Swords, Guns, or Fighting Styles may limit build options. Since Dungeon stats are automatically maxed for Sword, Gun, Melee, and Blox Fruit, staying untransformed is often recommended to use the full build.

  • Players have a separate Dungeon Energy system with a maximum of 50 Energy. Entering a Dungeon consumes 10 Energy, and Energy regenerates by 1 every 9 minutes and 36 seconds or fully restores after 8 hours. Players cannot start Dungeons if they run out of Energy.

  • During Room 10 and Room 15 boss fights, players must destroy Shrines or Vents to prevent the boss from healing. Failing to destroy them can allow the boss to fully recover health or trigger an attack that defeats all players on the floor.

  • Each Dungeon difficulty has an unlock requirement:

    • Normal: Unlocked by default.

    • Hard: Requires 200 Simulation Data.

    • Challenge: Requires 1,000 Simulation Data.

  • Upon entering a Dungeon, all player stats are treated as maximum stats, even for lower-level players. However, players must still be at least Level 1100 to enter.

  • Challenge Dungeons feature Reward Tiers, such as Gold and Platinum. Higher tiers provide better rewards, stronger Trinkets, and increased chances of receiving multiple Trinkets.

  • The Race meter fills faster from taking damage than dealing damage inside Dungeons. Effects such as Vampiric, Curse of the Reaper, Overflow, and Lifesteal can help players maintain V4 abilities for longer periods.

  • During the Christmas event in Update 29, some event NPCs could appear in Dungeons, but they did not always drop event rewards because NPC drops are disabled inside Dungeons.

  • Ice Castle NPCs inside Dungeons could drop the Hidden Key, although it currently has no known use because there are no confirmed gates it can open.

  • During the Christmas event, the presents event system message could appear inside Dungeons and the Simulation Hub, but players could not participate because the event island was unavailable in the Dungeon instance.

  • The total enemy health in Normal difficulty is slightly above 7 million, while Hard difficulty has slightly above 20 million total health. The difference mainly comes from stronger bosses and additional encounters on higher difficulties.

  • Dragon users may encounter a bug where destroying vents while transformed causes the Fury meter to drain into negative values.

  • Some Dungeon bosses have an invisible high-damage attack that can instantly defeat players, ignoring most defensive effects. This damage can be reflected using Fortress or partially reflected with Draco's Thorn Mail, potentially defeating the boss immediately.

  • A rare bug can cause an enemy to become invisible and impossible to locate, preventing Dungeon completion. In some cases, large-area attacks can still damage and defeat the enemy.

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