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.

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-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-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.