- Hitting a monster may earn a personal reward; a guild gift requires the hunt to be completed.
- Track hits, completed hunts, energy spent, and claimed gifts separately.
- Judge hunting efficiency by time and energy spent, not chest count alone.
CONTENTS
Landing lots of hits in Monster Hunt is not the same as earning lots of gifts for your guild. A player can spread their energy across several monsters, but if none are killed, the expected guild gifts will not arrive. A few well-planned hunts, on the other hand, leave a result everyone can see on the gift screen. Guilds that measure contribution only by march count may reward the wrong thing and miss the real bottleneck.
This guide is not about which heroes hit hardest. It is about tracking the path from a hit to a guild gift. The numbers below are planning examples, not fixed in-game reward rates.
Separate hit rewards from guild gifts
A successful attack on a monster may give the player a personal hunt reward. A guild gift is tied to killing the monster, and members can claim it from the guild gift screen. So “we made 20 hits today” does not mean “we killed 20 monsters.” Do not put those figures in the same column of your report.
For example, if your guild lands 18 hits and kills 3 monsters during an evening hunt, start the log with 18 hits, 3 completed hunts. Then check the gift screen and separately note the available Monster Hunt gifts. If what you see there does not match your hunt log, do not immediately question anyone’s contribution. First verify the timestamps and which hunts actually finished.
Personal rewards and guild gifts both matter, but they answer different questions: “What did I get for using my energy?” and “Did the guild finish this hunt?” Gift contents can vary, so do not set a weekly goal on the assumption that a particular item will come from a single chest.
Track completed hunts before counting chests
When setting a guild gift goal, the first decision is not how many attacks to launch. It is which hunts you can finish in a reasonable time. If everyone hits a tough monster once and its health remains high, the day may end without a completed hunt. Finishing a more manageable monster before moving to the next target can be a steadier plan, especially when fewer players are online.
Suppose 8 players are available at hunt time: 5 must leave soon, while 3 can stay longer. Rather than spreading the first five players’ energy across different targets, focus it on a monster the guild can finish. The remaining three can check its health and decide whether to continue. This is not a rule to always hunt lower-level monsters. If your guild consistently finishes higher-level hunts, compare the results in your own logs.
Your measure should be energy spent and time waited per gift earned. If you look only at chest count, you miss the cost of easier hunts; if you look only at monster level, you overlook unfinished attempts. You can compare target choices with the criteria in our guild hunt target guide.
Log four contribution metrics separately
You do not need a complicated spreadsheet to keep a fair guild record. Put the date, number of participants, total hits, completed hunts, and gift-screen check on one row. Add energy spent if players can report it; if you do not have reliable data, do not present an estimate as a fact.
- Before the hunt, note the chosen monster and how many players can participate.
- Afterward, record total hits and monsters killed separately.
- Check the gift screen; record the hunt gifts shown and whether members claimed them.
- Note why hunts went unfinished: Did participation drop, did marches arrive late, or was the target too difficult?
A sample entry might read: “8 participants, 14 hits, 2 completed hunts, gift screen checked.” If the same number of players finishes 3 hunts in 11 hits the next day, efficiency may have improved. Do not judge from one day alone, though: monster levels and hero lineups may differ.
This log is not a player leaderboard. It helps you spot where the guild is losing energy. Giving all the credit to the player who landed the final blow is misleading, but so is ignoring the first hit. A completed hunt is a shared effort.
Keep these hunt-log metrics separate
| Metric | Question it answers |
|---|---|
| Total hits | How many attacks did players make? |
| Completed hunts | How many monsters were killed? |
| Participation | How many players joined the hunt? |
| Gift check | Did members see the gifts that became available? |
Make the gift screen part of the hunt plan
When a hunt ends, do more than post “killed it” in guild chat. Ask members to check the gift screen. Hitting a monster does not mean a player has seen and claimed the guild gift. For members who log in briefly, finishing the hunt and claiming the gift are separate steps.
Set a simple routine: the hunt coordinator announces each completed target in chat; members check the gift screen when they can; and the record keeper compares completed hunts with the gifts shown at the end of the day. For a guild hunting from 20:00 to 21:00, this makes each person’s task clear. That time is only an example, not an in-game hunting window.
If you also track special event monsters on the map, LordsRally’s 👾 event monster alert and !mobs command may help. They do not automatically count guild gifts from standard hunts or open chests. See commands and features for their scope.
Read weekly results with the right metrics
At the end of the week, do not turn “most hits” into your only measure of success. Ask three questions together: How many hunts were completed? How much participation and energy did they require? Did members check and claim the resulting gifts? When comparing a day with 40 hits and 4 completed hunts against one with 30 hits and 6, record monster levels and the number of active players too. Otherwise, you may unfairly mark a day of harder hunts as a failure.
Carry just one change into the following week: adjust either the target level, hunt time, or call for participants. If you change all three, it becomes hard to tell what worked. To test hero lineup performance separately, see our Monster Hunt A/B testing guide. For other game plans, browse the blog.
If you have spotted a weak point in your guild’s hunt records, share it. You can also contact LordsRally about tracking special event monsters.
Change one variable at a time
Next week, change only the target level, hunt time, or call for participants; then compare the result with earlier logs.
Frequently Asked Questions
Does hitting a monster earn a guild gift?
A hit may provide a personal hunt reward; the monster must be killed for a guild gift. Keep hit and completed-hunt counts separate.
Should the player who lands the final blow get all the credit?
No. The final blow finishes the hunt, but earlier hits reduced the monster’s health too. Consider every participant’s effort.
Does opening more chests always mean a better hunt?
Not by itself. Assess chest count alongside monster level, energy spent, hunt duration, and participation.
LordsRally tracks your target castles, finds them again after they teleport and alerts your guild.
Buy Now


