Every run is scored, and your score becomes a
grade (D → S). A better grade means more coins, more reward rolls, and better loot odds.
1. You earn
points as you run. Points come from progress and clean play:
- Clearing rooms (+100) & challenges (+50)
- Completing floors (+200) and the dungeon (+500)
- Bonuses: no deaths (+300), perfect accuracy (+200), all loot (+150), all secrets (+250)
- Speed: +2 for every second saved
Losing points: deaths (−50), Pokémon fainting (−20), damage taken (−0.5 each).
Combos: chaining actions without dying builds a multiplier (up to +125%) — this is how top players push their score sky-high. Dying resets it.
2. Your score is compared to
par. Par = the total points that dungeon can possibly give at base rate. Your grade is simply your score ÷ par.
3. The
grade ladder rises with difficulty:
| Grade | EASY | MEDIUM | HARD | EXTREME (COMING SOON) |
| C | 0.70 | 0.72 | 0.75 | 0.75 |
| B | 0.90 | 0.92 | 0.95 | 0.95 |
| A | 1.30 | 1.55 | 1.75 | 1.75 |
| S | 2.50 | 3.00 | 3.50 | 3.50 |
| D | Anything Below C | Anything Below C | Anything Below C | Anything Below C |
- C / B = did you clear it cleanly — roughly the same bar on every tier.
- A / S = skill grades. You have to score above the dungeon's own point total, which is only possible by stacking combos and fast clears. An S on Easy = 2.5× par, but on Hard/Extreme = 3.5× so the top of the ladder is genuinely earned.
4. Your
grade pays off three ways at once:
- Dungeon Coins: ×0.5 (D) → ×2.0 (S)
- Reward rolls per run: 1 (D) → 3 (S)
- Loot rarity: better grade shifts you toward rarer pools + unlocks the jackpot tier
Bottom line: Finishing a dungeon gets you a passing grade; mastering it (fast, deathless, full combos) is what earns S — and S roughly doubles your coins, triples your rolls, and gives the best shot at legendary loot.