Chill’s 2026 Dojo Guide

Discussion in 'Guides' started by Play2Chill, Jan 14, 2026 at 12:57 PM.

  1. Play2Chill
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    2026 Dojo Guide for 2k Runs

    :redtiger:Introduction
    Do you hear that? Mu Gong is challenging you to a fight. Surely you're not the one who backs off from a fight. A black belt in a dojo not only allows you to show that you are respectable, but it also gives great stats. Very useful if you need that extra boost to one-hit skeles or wear your gear.
    Only fools run Dojo without a plan, because unlike other party-quest dojos, it doesn’t have a clear structure. That’s what this guide is for: giving you step-by-step guidance to turn you from a novice white belt into an experienced black belt. Feeling accomplished completing dojo runs and hitting the 2000 daily points limit.

    :pepehug:Dojo Requirements
    The Mu Lung Dojo can be found by taking the stork from Orbis. When you arrive, look to the Mu Lung Dojo Bulletin Board on your right, then move to the right and enter the portal; you will find the lobby. You'll need to do a practice run as a prerequisite, and it's about a few minutes.
    A successful dojo completion takes around 6 minutes and gives 200 points. To run a 2k, you'll need at least 1 hour. Mounts or haste are mandatory, since they will significantly speed up the runs.

    :DForming a Party
    Here’s an example of a dojo send-out through a super megaphone.

    :queggstion:R>BS, SI and SE for Dojo 2k 3/6 135+

    Let’s dissect what every part means.

    R= Recruiting
    BS= Bishop with Resurrection
    SI= Buccaneer with Speed Infusion
    SE= Archer with Sharp Eyes
    Dojo 2k= Running Mu Lung Dojo with the goal to get 2000 points in one sitting
    3/6= We’re currently with 3 out of 6 people
    135+ = We’re looking for players level 135 and higher

    :eggsclamation:Minimum requirements for a party

    The ideal party has all the needed buffs and a complete 6-man party. However, you can run it with less. The minimum requirement for a party is that all players are within 50 levels of each other or 135+.

    :nut:Party Compositions

    :pepeking:S-Tier

    :magician::archer::thief:1 Bishop, 1 Archer, and a mix of Night Lords, Corsairs, and Shadowers

    :magician::warrior::thief:1 Bishop and a mix of Buccaneers, Warriors, and Shadowers

    :pepeslime:A-Tier

    :magician::archer::warrior::thief:1 Bishop, 1 Archer, and a mix of Buccaneers, Night Lords, Shadowers, Corsairs, and Warriors.

    :magician::archer::archer::thief:1 Bishop, multiple Archers, and a mix of Night Lords and Shadowers

    :pepemush:B-Tier

    :magician::archer::archer::warrior::thief:1 Bishop, multiple Archers, and a mix of Buccaneers, Night Lords, Shadowers, Corsairs, and Warriors

    :pepepb:C-Tier

    :magician::magician:Multiple Bishops
    :warrior::archer:No Bishops, an experienced party might pull it off without needing the survival benefits of bishops
    :magician::archer::archer:No S-Tier Attackers
    :pepepb:D-Tier

    :magician::magician::magician:Arch mages, unless you're helping out a friend

    :golddragon:Dojo Roles

    There are attackers, damage buffers, and survival increasers. Each party member can take on multiple roles. For an optimal party, you need a bishop and damage buffs for the attackers.[​IMG]
    :pengun:Figure 1: Attackers

    The best attackers in Dojo will be those with the highest single-mob damage. These are Night Lords with Sharp Eyes, Heroes with Sharp Eyes and Speed Infusion, and Shadowers. Corsairs with Sharp Eyes and Speed Infusion are strong as well, if they can keep their ship intact. Buccaneers and paladins are generally second to thieves and heroes when it comes to damage. And Archers tend to lag behind Buccaneers and Paladins in damage output. Dark knights shine in multi-mobbing, but since Dojo is focused on a single mob, they are limited in capacity.
    [​IMG]
    :pepemad:Figure 2: Damage Buffers

    Archers are coming on top with their Sharp Eyes buff. Being a critical buff to all the attackers, they significantly increase the damage output for the party. Buccaneers come in second due to their Speed Infusion skill. Which buffs the damage of Warriors and Corsairs, but not Night Lords. Coming in third are Dark Knights for their Hyper Body skill, bishops for their Heal, Holy Shield, and often Maple Warrior, and Shadowers for their Smoke Screen. Although they don’t actively increase the damage output, they decrease the time party members are out of play.
    The Crush skill from Paladins is limited in use, since later-stage bosses don’t have Damage Cancel.
    [​IMG]
    :pepeboba:Figure 3: Survival Increasers

    Bishops are coming in strong on top with their ability to heal and resurrect dead party members. Buccaneers are coming in second due to their Time Leap skill. This gives the bishop one more resurrection. Dark Knights have Hyper Body to increase the HP, and Shadowers have Smokescreen to limit damage for a period of time.

    :8):Completing a Run
    Now that the party is formed, let’s get ready for the run.

    ~stop Make sure to keep your item loot off. Have agreed on who will pin, the order of the smokescreens, and the order of bambooing the end boss, Mu Gong.

    Up to stage 28, it will be mostly one-hitting and walking. Try to let the bishop kill as much as possible and fill up their bar. Night Lords can speed up the early rounds by flash-jumping to start the following boss animation.
    Starting at stage 28, bosses with 1/1 and dispels start to occur. This requires some more tactical precision.

    ~manonStage 28 and 29 Manon and Griffey

    1. Pin the boss to the right
    Make sure only one person does this, and nobody is attacking. This ensures that the push is not cancelled and that the bishop does not die.
    2. Bishop goes to the left and repeats heal and rebuff Maple Warrior.
    3. When hit with a 1/1, you can either loot a healing potion off the ground or go to the left to get healed by the bishop.

    ~onyxStage 30 Leviathan

    Leviathan is one of the bosses with no dispel, and 1/1; the bishop can fill up their remaining bar.

    :garnet:Stage 31 Papalatus

    The same tactic in the stage 28 and 29 setup will be used here. With some differences. The party needs to prepare for Mu Gong by filling up four bars. Thus, communicate with the party when your bar is filled. Any excess bars can be used to kill Papalatus. For shadowers, it’s recommended to use their smokescreen here.

    To use bamboo, press Ctrl-Shift up; it can take a few tries before it goes off. If you struggle, try removing a macro from the Ctrl and Shift hotkey.

    :matt:Stage 32 Mu Gong

    Take turns doing bamboo rains in the order you've agreed on. If there aren’t four bamboos ready, make sure to charge up before bambooing. There are specific mechanics to Mu Gong, but if you’ve done the previous steps well, there is no need to deal with it.

    Congratulations, you’ve completed Mu Lung Dojo!

    ~imbossDojo Etiquette
    1. You might reach your 2k daily before your party members, because you died less or got the resurrections. Be considerate and help your party members complete their 2k that might’ve been less lucky.
    2. Don’t multitask and slow down the runs.
    3. Don’t leave early.

    0:)Final Words
    Don’t get discouraged when you die or don’t complete a run; you still get points. It can take some time to learn how to run Dojo. Find some people you enjoy running with, and before you know it, you have your black belt.
     

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    Last edited: Jan 16, 2026 at 8:17 AM

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