Test your skills with a mad dash over harrowing terrain, traps, and other hidden dangers. Just remember, there’s safety in numbers!
— Official website
Guild Rushes are open world guild missions where members are transformed (for example, into a chicken or a bear) and then required to pass through a series of markers before reaching a finish line within a given time limit. Non-transformed players can assist them by clearing or distracting mobs from their path and using boons such as swiftness.
A guild leader triggers the rush from the influence tab of the guild panel. The guild is assigned one of 6 different guild rushes. The guild has 6 hours to assemble at the starting post and begin the rush. Once begun, the guild must have members reach the finish line 15 times before the 30 minute time limit ends or they fail the rush. Multiple successful runs do count towards the 15, it does not have to be 15 unique guild members.
During the rush, guild members are transformed into a specific animal and given a set of three skills. The first skill is always Search, which detects nearby traps for you and other transformed members, but the other two are specific to that particular rush. Other guild members can remain in their normal form and attempt to escort the transformed players, but credit will only be given when transformed players cross the finish line.
There are two types of traps present in every rush: spike traps and falling rocks. Using the Search skill (#1) will display all traps within range for all nearby rushers. These traps are always up, but take a few seconds to reset after being triggered. They only affect transformed rushers.
Spike traps are smaller red circles, but are abundant, usually seen in batches of 2-3 or more. They do a medium amount of damage and cause cripple/bleeding when triggered. Hitting one won't cause you to be defeated, but rushers should avoid further traps until they regain their health.
Falling rocks are larger circles that can easily kill players, but only appear a few times in the course. When triggered, they take a couple seconds to cause damage, allowing most rushers to leave the area. However, the effect lasts several seconds and can easily catch players a little behind the first.
The Guild Rushes Unlock upgrade requires Politics level 6, costing 30000 and 10 days build time, as well as already having acquired the Guild Treks Unlock upgrade. The Guild Rushes Unlock costs 80 and 50000 and takes 1 week of research. It takes an additional 200 and 24 hours of research to build a Guild Rush; you can stock up several in advance.
 Member rewards
Members of a guild that successfully finish the rush receive the following rewards:
- 2 pieces of rare or better equipment
- 1 Guild Commendation
- There is also a chance to receive various guild commendation rewards, including an Ascended accessory.
- A Splendid Chest that can be opened at the end of the route.
You do not have to be one of the first 15 to get these rewards, you only have to successfully finish the rush within the time limit.
 Guild rewards
Guilds that successfully complete a Rush will receive 15 Guild Merits.
 Non-guild member rewards
- Non-guild participants that complete the rush can open a Splendid Chest that spawns in the end of the route. They do not receive chest with Guild Commendations.
 Reward caps
- Each member can only receive the individual rewards once per week; this resets at midnight UTC Sunday morning.
- The Splended Chest at the end of the route can be looted on the same interval as other similar chests.
- The guild can only earn merits from this mission once per week. There is only one tier for this mission.
- Take your time when you're not in danger. Despite the name, rushing quickly along the course is a sure way to stumble upon multiple traps and die quickly, forcing you to start over.
- Use the Search skill (#1) frequently, whenever it is up even. Traps are your main enemy along the course, and hitting two traps in a row will quickly cause you to go back to the beginning. Waiting a couple seconds for it to come off cooldown, in a safe location, is usually preferable to blindly wandering into a spike trap.
- While you cannot jump during the rush, you can still dodge.
- If you're near other players, try to time the search skill a few seconds after another player's Search skill. The traps are the same for everyone and by following in the footsteps of a player who is avoiding a trap, you will avoid it as well.
- Every single set of guild flags around the course must be passed through in order to be rewarded at the end of the rush. The next flag is always displayed in your mini-map as a blue flag icon, so make sure you pass through them all even if there's a quicker path to the end.
- Falling rock traps are triggered by someone passing through them, but are more deadly to those passing behind them. Wait until the 2-3 pulses of falling rocks are done before passing through them, as they can easily kill you.
- Make use of escorts whenever possible, unless you want a challenge. If you're an escort, remember that players pausing every so often can easily be them trying to avoid traps (that you cannot see), instead of them not knowing where to go.
Most of these rushes can be made easier by the use of "escorts": non-transformed guild members who help out the transformed guild members during the rush. Escorts can make things easier by using supportive abilities (such as healing skills or swiftness boons), providing guideposts to point out where to go, or distracting and clearing out events/mobs that would otherwise defeat their fellow guild members. Since the rush timer is 30 minutes, there is ample time to allow the escorts and rushers to swap places to allow all members to get their individual rewards. In addition, as guild members complete the rush, they can become escorts to help all those remaining.
There are generally two ways to use escorts, depending on the specific rush:
- Escorts can be stationed throughout the course to take out mobs as they spawn and help passing rushers, similar to player-made checkpoints. This can usually be done before the rush begins and will allow them to keep the paths clear of hostile mobs for rushers, as well as point out dangerous areas or where the path becomes difficult to navigate and provide occasional boosts.
- Escorts can accompany and guide the transformed rushers throughout the path as far as possible, providing more immediate and frequent supporting abilities such as heals or swiftness, aid from mobs, or more personalized help in figuring out where to go. This can be extremely helpful for new players who have trouble getting past the traps and mobs without being able to attack and heal themselves.
Guilds do not have to use escorts at all to succeed (although it can significantly increase the difficulty), or they can use both at the same time provided they have the numbers. Some rushes are limited in what escorts can do by design, as many mobs may only be hostile to transformed players and not to the escorts (preventing the escorts from defending the rushers against them).
 Possible routes
|Bear Lope||Lornar's Pass||Posternus Caverns|| Durmond Priory Waypoint
|| Head southeast down the hallway, turn slight right at end toward balcony.|
Go over balcony edge to reach rush start point.
|Chicken Run||Fields of Ruin||Flameroot Caverns|| Fangfury Watch Waypoint
||Technically Blackblade's Watch waypoint is closer, but can be contested|
|Crab Scuttle||Southsun Cove||Southsun Shoals|| Kiel's Outpost Waypoint
||Otherwise accessed from Lion's Arch|
|Devourer Burrow||Diessa Plateau||Spider Nest Cavern|| Manbane's Waypoint
|Ghost Wolf Run||Harathi Hinterlands||Bonerattler Caverns|| Faun's Waypoint
|Quaggan Paddle||Frostgorge Sound||Talabaroop Waves|| Twoloop Waypoint
|Spider Scurry||Dredgehaunt Cliffs||Dostoev Sky Peak|| Hessdallen Kenning Waypoint
- Guild Rushes were introduced in the Flame and Frost: The Gathering Storm update on February 26th, 2013.