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Build a Dungeon Guide: Getting started

Build a Dungeon
Exploration Guild, Playing 1.4K, Rating 88.5%
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Playing 1.4K
Rating 88.5%
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About

Overview

Build a Dungeon is a Roblox game where you design a dungeon, fill it with monsters, and defend against endless waves of heroes trying to clear it. Your dungeon keeps fighting even when you are offline, earning you Coins while you are away. This guide covers everything you need to get started, build a stronger dungeon, run the Labyrinth, and get more out of guilds and weather events.

What is on this page

Contents

Player notes and tips

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01

Getting started

Step
In short Place units near the entrance first so heroes take damage the moment they walk in.

When you first load in, your priority is building a path for heroes and getting units down to fight them. Coins earned from defeated heroes let you roll for better units and buildings at the roll stand.

  1. Open the Build tab place floor tiles to create a path that heroes will walk through toward the staircase.
  2. Use the roll stand spend Coins to roll for units and buildings at random.
  3. Place units near the entrance position your first units close to where heroes enter so they begin dealing damage immediately.
  4. Press the Fight button start the wave and watch your units engage the heroes.
  5. Expand your dungeon if your grid is smaller than you need, open Build and select Expand to add more space as your Coin income grows.
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02

Choosing rooms for your units

Tips
In short Pick the room type that matches your unit's damage type, and you only need one matching tile under a large unit to get the bonus.

Each room type boosts units or traps of a specific kind. Mixing different room types under the same unit does not combine their bonuses, so choose one that fits. For large units with a 3×3 or 2×2 footprint, only one tile in the footprint needs to be the bonus room tile — the rest can be ordinary floor, which saves a lot of Coins.

Tips worth knowing
  • Physical units belong in an Armory, which adds 25% physical damage.
  • Fire units and fire traps belong in a Lava Chamber, which adds 50% fire damage.
  • Undead units belong in a Graveyard, which adds 35% damage.
  • Boss-classified units placed in a Boss Room gain 50% more health and 50% more damage.
  • Dragon Nest gives units 30% more health and fire attacks 25% more damage.
  • A Treasure Room at the end of a dead end lures most heroes into the detour, and heroes killed there drop 50% more Coins.
03

Traps and how to combine them

Table
In short Pair slowing traps with ranged traps to squeeze more hits out of each hero's journey through your dungeon.

All damage values and cooldowns are before room bonuses. Directional traps — Arrow Trap, Ballista Tower, Frost Obelisk, and Flame Spire — fire in a straight line and cannot shoot through walls, so aim them along the enemy path.

TrapRarityDamage / EffectCooldownNotable use
Spike TrapCommon18 per hit1.1 secondsHits every hero on the tile at once
Tar PitCommonSlows 50%—Slows heroes walking through the tar
Arrow TrapUncommon11 per hit0.8 seconds3-tile lane; rotate to aim
Bear TrapUncommon25 per hit; holds 2.5 seconds6 secondsLocks one hero in place
Ballista TowerRare30 per hit1.4 seconds5-tile lane; rotate to aim
Fire TrapRare8 hit + 9/sec burn2.2 secondsPair with Oil Trap for more fire damage
Oil TrapRare+75% fire damage taken—Use before Fire Traps or Flame Spires
Frost ObeliskEpic20 per hit; freezes 0.65 seconds1.5 seconds4-tile lane; stops heroes cold
Falling RocksLegendary45 per hit6 secondsHits a 3×3 tile area
Flame SpireLegendary42 hit + 8/sec burn2.2 seconds4-tile lane; use with Oil Trap
04

Support units and buff placement

Tips
In short Place support units next to your strongest attackers, avoid stacking duplicates, and pick mutations carefully based on which bonuses actually scale up.

Support units buff attackers within a radius. Identical altars or shrines do not stack, so a second Dragon Altar touching the same unit as the first provides no extra benefit. Mutations raise a support unit's own health and damage, but only specific abilities grow stronger.

Tips worth knowing
  • Spirit Totem reaches 3 tiles and gives +30% damage, +25% health, and +25% trap damage to units in range — all three bonuses scale up with mutation.
  • Banner Goblin reaches 2 tiles and gives +15% unit and trap damage, rising to +30% at Cursed mutation.
  • Rune Sage reaches 2.5 tiles and gives +20% damage, +15% attack speed, and +15% trap recharge — the damage portion grows with mutation.
  • Battle Bard reaches 2.5 tiles and gives +25% attack speed.
  • Grove Healer reaches 3 tiles and heals nearby units for 12% of their maximum health every 3 seconds.
  • Dragon Altars must touch the edge or corner of a unit's footprint to apply their bonus, and two identical altars touching the same unit do not both apply.
05

Running the Labyrinth

Step
In short Bring a strong five-unit squad, use your weapon skills, and check the minimap before every room to find boss chests and avoid surprises.

The Labyrinth is a separate three-floor maze that generates a new layout every run. You can go in alone or with friends, and your dungeon keeps fighting while you are inside. When you finish or leave early, you can collect whatever your dungeon earned while you were away.

  1. Build your squad pick up to five units to bring in; area-of-effect units can hit multiple enemies inside the Labyrinth.
  2. Equip a weapon weapons bought at the Forge have two Labyrinth-only skills bound to Q and R, each with its own cooldown.
  3. Read the minimap it marks chest locations, locked fights, and boss rooms.
  4. Choose difficulty carefully Eclipse Archon only drops from boss chests on Nightmare or Abyssal difficulty.
  5. Use the Leave Early button if you need to stop mid-run, this exits cleanly without losing your roll stand progress.
  6. Collect your dungeon rewards after the run Coins and Dark Souls your dungeon earned while you were exploring are waiting when you return.
06 Working codes Codes
FINALLYUPDATED
GUILDS
2KCCU!
DRAGONALTAR
Every code, and the votes on it, are on the codes page
07

Weather events and when to act

Check
In short Check the current weather event before rolling or grinding, since the right 45-minute window can double your Coins or heavily boost mutation chances.

Every server runs the same nine-event weather cycle in the same order. Each event lasts 45 minutes, the full cycle takes 6 hours and 45 minutes, and it repeats from the beginning after Hellfire Night. Bonuses only apply while the event is active.

  • Golden Hour Coins are doubled for the duration.
  • Lucky Rainbow roll luck is increased by 50%.
  • Soul Eclipse Dark Souls earned are doubled.
  • Frost Moon Frozen mutation chance is increased by 50%.
  • Cursed Fog Cursed mutation chance is increased by 50%.
  • Gilded Tide Golden mutation chance is increased by 50%.
  • Thunderstorm damage is increased by 50%.
  • Hellfire Night Infernal mutation chance is increased by 50%.
08

Guilds and their perks

Summary
In short Every cleared wave from every member adds to the guild's total, so active members raise the guild level and unlock perks for everyone.

Guilds cost 100,000 Coins to create and hold up to 50 members. The combined total of every member's highest cleared wave determines the guild's level and its position on the leaderboard. Levels 1 through 10 each unlock a perk that applies to all members.

  • Level 2 +10% Coins
  • Level 3 +10% Dark Souls
  • Level 4 +10% Luck
  • Level 5 +10% unit damage
  • Level 6 +20% wave Coins
  • Level 7 +10% unit health
  • Level 8 +20% Coins and Dark Souls
  • Level 9 +20% unit health and trap damage
  • Level 10 +50% unit damage

Glossary

Glossary
Mutation
A variant form of a unit — Golden, Frozen, Infernal, or Cursed — that multiplies the unit's health and damage by 2.4×, 3.8×, 5.6×, or 8× respectively and increases its population cost.
Population
The number of slots a unit uses.
Roll stand
The in-game station where you spend Coins to randomly receive units and buildings.
Forge
The shop where you buy weapons with Coins; each weapon comes with two skills that only work inside the Labyrinth.
Dark Souls
A secondary currency earned in the Labyrinth and elsewhere, used for mutation-related upgrades.
Boss Room
A Mythic-rarity room tile that gives Boss-classified units 50% more health and damage.
Pity
A system that increases your chances of rolling a rare result; the pity button shows your current pity values.
Squad
The group of up to five units you bring with you into the Labyrinth.

Common questions

FAQ

Does my dungeon keep fighting while I am offline?

Yes, your dungeon battles heroes automatically even when you are not playing.

Do Labyrinth rewards get split between players?

No, every player in the run receives the full reward individually. However, the amount of Coins and Dark Souls each person earns is based on their own best cleared wave, so players at different progression levels will walk away with different totals.

How do I get the four Labyrinth-exclusive units?

Briar Wolf, Jade Basilisk, Cinder Colossus, and Eclipse Archon only drop from boss chests in the Labyrinth — you cannot roll them at the stand. Eclipse Archon specifically requires Nightmare or Abyssal difficulty to appear.

Do I need a full bonus room under a large unit to get the bonus?

No. For a 3×3 unit, one matching bonus room tile in the correct position of its footprint is enough, and the remaining eight tiles can be ordinary floor. The same applies to 2×2 units, where only one of the four tiles needs to be the bonus room.

What is needed to create a guild?

Creating a guild costs 100,000 Coins. You set a name of 3 to 20 letters, a tag of 2 to 4 letters, a short description, a minimum wave requirement for new members, and whether membership is open or invite-only.

Updated Nov 8, 2026
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Build a Dungeon Exploration Guild, Playing 1.4K, Rating 88.5%
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