How to Build a Dungeon and Stop Adventurers in Roblox
Learn how to build a dungeon and stop adventurers in Roblox Build a Dungeon with corridor routing, monster unit placement, layered traps, and crystal defense.
Published: Build a Dungeon Wiki Editorial Team
Table of Contents
Defending Your Crystal in Roblox Build a Dungeon
[GUILDS] Build a Dungeon is a Roblox game from Exploration Guild. You build your own dungeon, put monsters inside to loot heroes, defeat endless waves of heroes, and protect your dungeon crystal. The official page lists it as a Simulation / Tycoon experience in beta, and the developers update it regularly.
Two currencies pay for the whole defense. Coins buy buildings and defensive traps, while Dark Souls are spent to roll for or buy monster units. Both are earned by defeating hero waves, and redemption codes can top them up. Coin Booster Potions and Soul Booster Potions temporarily increase what you earn, so a wave that pays well funds the next round of upgrades.
1. Route Heroes Before You Place Anything
Heroes enter through a single one-way entrance and follow the tiles you build toward the crystal. Heroes who walk into a dead end turn around and walk back out, which is extra time your units and traps spend working on them. Every winding tile you add is another stretch of corridor where a hero can be shot, slowed, and set on fire.
The build list gives you stone corridors, wooden floors, curved corridors, dead ends, crossroads, and junctions, plus room pieces such as the armory, treasure room, dragon nest, graveyard, lava chamber, blacksmith, Life Spring, and turret.
Hero Behaviour
What It Does to Your Defense
What to Change
Any hero
Follows the corridor you built toward the crystal
Use dead ends, crossroads, and junctions to stretch the route
Thief
Disarms traps within a one-tile radius
Keep monster units covering trap tiles, not just traps
Healer
Restores health to other heroes
Share one stretch of corridor between several units and traps
Archer
Attacks through walls
Do not treat a wall as protection for your units
2. Place Monster Units Where They Can Actually Hit
Walls cut both ways, and not in your favour. Your monster units cannot attack through walls, while archer heroes can shoot through them. A strong unit parked in a sealed side room contributes nothing to the wave, and a hero archer can keep hitting it anyway. Keep your damage dealers on open corridor tiles and inside the rooms the wave has to walk through.
Rarity decides how much raw stat you are working with. Units come in Common, Uncommon, Rare, Epic, Legendary, Mythic, Secret, and Divine tiers, and the rarer the tier, the more rolls it takes to reach. Recorded gameplay shows roll milestones of 80 rolls for a Legendary, 160 for a Mythic, 300 for a Secret, and 2,000 for a Divine unit; official drop rates and pity thresholds have not been published, so confirm current values in the game's interface.
Tip
Boss units receive 50% more health and damage in a Boss Room, so if you own one, that is the room where it earns its Dark Souls.
Update 6 added auto-roll filtering to manage the repeated unit and building rolls you accumulate while chasing a specific piece.
3. Layer Traps Along the Corridor
Traps are bought with Coins and placed along the route, and each one answers a different problem. Spike traps, poison traps, fire traps, bear traps, falling rocks, and wall-mounted arrow traps deal damage; tar pits slow heroes down; oil sets a hero on fire for the next three tiles; and lava floor increases fire damage. Because a slowed or burning hero stays inside your defenses longer, slowing traps and damage traps are stronger together than either is alone.
The counter you have to plan around is the thief, which disarms traps within a one-tile radius. A corridor held together by traps alone opens up the moment a thief walks through it, so keep monster units positioned behind the trap line. Healers restore hero health, so damage needs to come from several sources rather than one big hit.
Update 7 brought trap upgrades into the Guilds beta, so traps are no longer a fixed investment once they are placed.
Traps and Units Together
A thief disarms traps within a one-tile radius, so a disarmed tile still has to be covered by monster units.
Fire Damage Stacking
Oil burns a hero for three tiles and lava floor increases fire damage, which makes fire traps worth placing on the same stretch of corridor.
4. Make the Wave Pay for Itself
Defense is funded by the heroes who die in it. The potion shop is one of the main income sources in the game because heroes stop to buy potions from it, and the treasure room reliably pulls heroes toward wherever you place it. Putting both on the route means the wave spends time earning you Coins before it ever reaches your units.
Spend those Coins on more traps and building pieces, and keep Dark Souls for units. Working codes add both: 2KCCU! grants 5k Coins and 3k Dark Souls, DRAGONALTAR grants 3 Coin Booster Potions, 1k Coins, and 3k Dark Souls, and LABYRINTH grants 3 Soul Booster Potions, 10,000 Coins, and 1,000 Souls. Redeem them from the Settings button in the top-left corner of the screen.
5. Scale the Defense as Waves Get Harder
Mutations are the biggest single jump a unit can make. A mutated unit keeps its attack interval, range, and ability percentages, but its health, damage, Dark Souls cost, and population cost all rise.
Mutation
Health and Damage
Dark Souls Cost
Extra Population
Golden
2.4× base
4× base
+1
Frozen
3.8× base
7× base
+2
Infernal
5.6× base
12× base
+2
Cursed
8× base
20× base
+3
The skill tree upgrades the whole dungeon at once rather than one unit. Its nodes include gold rush, soul harvest, unit damage, population, trap mastery, and battlecry, and Update 6 moved the 2x Battle Speed upgrade earlier in the tree. Population upgrades matter more than they look, because every mutated unit you field also costs extra population.
Update 6 also added the Labyrinth, a random three-floor dungeon with chests and difficulty-scaled rewards, plus Shrine Tiles that buff nearby units and the Divine and Mutation pity systems. Update 7 moved Guilds into beta with mutation changes, trap upgrades, and auto rejoin.
If a wave destroys your crystal, you restart from the nearest checkpoint rather than the first wave, and the official description confirms that monsters catch heroes offline as well.
Frequently Asked Questions
How do I stop heroes from reaching my dungeon crystal?
Route them first. Heroes follow the corridor from the one-way entrance, dead ends turn them around, and treasure rooms pull them toward wherever you placed the treasure. Keep monster units on the open tiles the wave must cross, and layer damage traps with slowing traps.
Why did my traps stop damaging the wave?
Check for a thief. Thieves disarm traps within a one-tile radius, which leaves a gap in a trap-only corridor until your monster units finish them off.
Do I need a Divine unit to hold later waves?
No single tier decides a wave, but higher rarities bring more raw stats, and Boss units gain 50% more health and damage in a Boss Room. Official rates and pity thresholds are not published, so check the in-game interface before committing Dark Souls.
What happens if a wave beats my defense?
The run restarts from the nearest checkpoint instead of wave one. Monsters also keep catching heroes while you are offline, according to the official description.