- Plan the final hit using a damage range from previous hunts, not a single estimate.
- Check hunters’ estimated arrival order, not the order in which they launched their attacks.
- Assign one finisher and one backup in your guild; update the plan as the monster’s HP changes.
CONTENTS
When a monster’s HP gets low, the same question appears in guild chat: “Who’s finishing it?” Three hunters launch marches at once. The target’s HP changes while one is on the way; by the time another arrives, the monster may already be dead. The problem often isn’t hero selection. It’s treating remaining HP and arrival order as separate decisions.
This guide starts after you’ve chosen the monster to hunt. If you’re still deciding which target suits your guild, read how to choose a guild monster-hunt target first. Once the target is set and the hunt is underway, use the plan below.
Where Does the Final-Hit Race Go Wrong?
The remaining HP you see on the map may not be the HP your attack meets on arrival. Guildmates and other players can march on the same target. And the person who launches first may arrive after a hunter who starts later but is closer. “I tapped first” is not an arrival plan.
For example, suppose the monster has about 20% HP left. Your previous hits dealt roughly 8% damage, while a guildmate’s dealt about 12%. If you both march now, those numbers alone cannot tell you who will finish it: your travel times differ, a third hunter may land a hit, and your next hits may deal different damage. These percentages are decision-making examples, not fixed game values.
Before telling everyone to stop attacking, establish what’s happening: Who last checked the remaining HP? How many attacks are on the way? When are they expected to arrive? Without those three answers, it’s too early to assign a finisher. On a low-HP target, a quick status update before launching another march can prevent unnecessary overlap.
Estimate Remaining HP with a Damage Range
A hunter saying “I deal 10%” is useful, but it isn’t a promise. Changes to the hero lineup, hunting gear or attack conditions mean the last hit does not guarantee the next one. Use several comparable hunts to establish an approximate lower and upper bound, rather than one number. Keep the hunter and setup as consistent as possible when comparing results.
Suppose one player’s comparable hits have dealt about 8–10%. At 22% remaining HP, two hits would total roughly 16–20%; don’t count on those attacks alone to finish the monster. Have a third hunter ready. At 9% remaining HP, that same player’s single hit might finish it—or might not. Instead of calling it guaranteed, check the HP again shortly before arrival.
This approach matters when your guild’s hunters deal different amounts of damage. If one typically deals around 5–7% and another around 11–14%, sending the first as the sole finisher against a monster at 12% HP is risky. But if the stronger hunter is far away, a setup hit from the closer player may make sense. The goal is not to prove who hits hardest; it’s to put the marches that can finish the monster in the right order.
Final-hit decisions using an example damage range
| Remaining HP | Previous hit range | Initial decision |
|---|---|---|
| 22% | 8–10% | Don’t expect two hits to finish it; plan for a third. |
| 9% | 8–10% | One hit may be enough; don’t count on it. |
| 7% | 8–10% | One hit looks reasonable; refresh the HP before arrival. |
Set the Hit Order by March Time
After estimating the remaining HP, check distance and the march times shown in-game. Imagine hunter A arrives in 00:40, B in 01:05 and C in 01:30. If A is meant to set up the finish and B is meant to deliver it, sending C before seeing A’s hit complicates the plan. If A deals more damage than expected, B’s role may change. If someone outside your guild hits the target, recalculate the whole sequence.
- Post the last checked HP and estimated arrival times of attacks already on the way in guild chat.
- When the first attack lands, check the HP again and compare the result with your damage estimate.
- Tell the finisher to proceed only if the current HP fits their estimated damage; keep the backup ready.
Don’t treat a march time as an unchanging appointment. A player’s distance may change, another hunter may land a hit, or the monster may die while you’re checking it. For the last two attacks especially, rely on the latest map state, not an old chat message. Even with three hunters, one fresh HP check is worth more than sending all three blindly.
A Guild Protocol for the Final Hit
In a crowded hunt, watching the same target isn’t enough; someone needs to own the decision. Keep the roles simple: an observer reports remaining HP and incoming attacks, a finisher waits for the right moment, and a backup steps in only if the finisher cannot arrive or falls short of the expected damage. This works with just three people and keeps guild chat clear.
A call might look like this: “About 17% HP; one hit incoming, showing 00:25 until arrival; finisher hold.” If the first hit takes the monster to 8%, compare that HP with the finisher’s recent damage range. A hunter who usually deals around 9–11% may have a reasonable shot. The backup does not need to march at the same time; they can decide after the target’s HP changes.
Set two rules in advance. First, every “I’m on the way” message must identify the target and estimated arrival time. Second, when the finisher changes, explicitly cancel the old call. Otherwise, someone reading the earlier 17% update may launch another attack after the monster has dropped to 8%. For more ways to organize your guild’s hunts, browse the blog guides. Here, the priority is to base the final-hit call on one current status update.
Three things to share in guild chat
- The last observed remaining HP.
- The number of incoming attacks and their estimated arrival order.
- Who the finisher and backup are.
Contested Hunts and Special Monsters
Even a perfect guild sequence cannot guarantee the final hit when other players are attacking the monster. Say you see 14% HP and your finisher will arrive in 01:00. An outside hit during that minute makes your 14% calculation obsolete. Rather than planning a long chain of attacks, consider a nearby hunter whose estimated damage fits the current HP. If you’re unlikely to arrive in time, you don’t have to spend energy just because the race is on.
If you’re looking for special monsters, LordsRally’s event monster alerts and !mobs command can help you spot them on the map. See the commands and features pages for their scope. Don’t treat these tools as a way to measure remaining HP or calculate the final hit for you. The alert helps you find the target; your guild still needs to manage damage estimates, marches and the final decision.
The final hit isn’t simply a job for your strongest hunter. It’s the moment when current HP, estimated damage and arrival order line up. On your next hunt, collect three facts: How much HP remains, who is on the way, and who arrives first?
If your guild wants to track special monsters more consistently, you can contact the LordsRally team through the features page.
Frequently Asked Questions
If a monster has 10% HP, will a hunter who deals 10% definitely finish it?
No. If 10% came from a previous hunt, it does not guarantee the next hit. Build a damage range from several hits under similar conditions, then check the remaining HP again shortly before the hunter arrives.
Should two guildmates march on the same monster at once?
Not always. If the monster has 18% HP and each player is estimated to deal around 11%, two hits may appear necessary. But launching both without checking their arrival times and possible outside attacks increases the risk of overlap.
Does !mobs show how much damage is needed for the final hit?
No. !mobs helps find special monsters on the map. Don’t assume it calculates a hunter’s damage or the finishing order. Use the monster’s current in-game HP and your own hunt results to make that call.
LordsRally tracks your target castles, finds them again after they teleport and alerts your guild.
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