Updated 2026-08-31 · Reviewed for September 2026 · 8 min read

Stone Golem Guild Boss Guide 2026

Friday Guild Daily Boss strategy for Stone Golem: positioning, attack tells, movement route, damage windows, detach execution, manual scoring, and skill priorities.

By the CAPPED Editorial Team · How we review guides

Quick answer

Stone Golem is the Friday UTC Guild Daily Boss. Detach is required. Begin close enough to establish a tight counter-clockwise circle without being pinned against the wall. Run tight counter-clockwise circles. Never stop and never reverse into the throwing hand.

Friday UTC · Detach required

Stone Golem field plan

Multiple boulder patterns and wall behavior punish reversals; this boss uniquely rewards controlled circular or stutter-step movement.

Starting position

Begin close enough to establish a tight counter-clockwise circle without being pinned against the wall.

Movement rule

Run tight counter-clockwise circles. Never stop and never reverse into the throwing hand.

Attack tells and response

Fast boulder

Tell: The throwing hand releases a direct, quick line.

Response: Continue counter-clockwise; do not reverse.

Slow/bouncing boulder

Tell: A slower projectile occupies the return path.

Response: Keep the same rotation so it passes behind you.

Wall compression

Tell: The Golem drifts into the wall and collapses the circle.

Response: Use the away-from-throwing-hand stutter-step instead of forcing the full circle.

Movement route

  1. 1

    Run tight counter-clockwise circles. Never stop and never reverse into the throwing hand.

  2. 2

    If the Golem walks into the wall, switch to a short stutter-step: move away from the boulder hand, then reset toward the other hand.

  3. 3

    Take roughly one Movement Speed skill if the hero does not already have enough speed.

Damage windows

  • Detach provides near-continuous attacks during the circle.
  • The tight circle keeps close-range and persistent area effects on the boss; the movement pattern, not a particular gear set, creates that uptime.

How to score higher

With detach
  • Keep a tight counter-clockwise circle and let detach provide continuous attacks; do not widen the route merely to face the boss.
  • Change to the wall stutter-step as soon as the full circle collapses.
Manual attacks
  • Use the counter-clockwise stutter-step to create short firing stops without reversing into the throwing hand.
  • Resume movement before each release rather than trading the attempt for one extra attack.
Skill priorities
  1. One Movement Speed when required to stay ahead of the boulders
  2. Close-range or persistent area damage when the tight circle keeps it connected
  3. Freeze or Paralyze when control makes the wall phase repeatable
  4. Boss damage after movement speed is solved
Build separately

Choose gear and runes after learning the fight

This field plan applies to every gear set. Use a dedicated build guide for the equipment, hero, and rune page you actually play.

Common deaths

  • Running clockwise
  • Stopping or reversing
  • Forcing the full circle after the boss reaches the wall
  • Taking excess Movement Speed that makes the circle harder to control

30-second checklist

  1. Detach status confirmed
  2. Counter-clockwise direction
  3. One movement pick if needed
  4. Tight circle established
  5. Switch to stutter-step at the wall
← Back to the verified rotation

Why this plan works

Multiple boulder patterns and wall behavior punish reversals; this boss uniquely rewards controlled circular or stutter-step movement.

  • Detach provides near-continuous attacks during the circle.
  • The tight circle keeps close-range and persistent area effects on the boss; the movement pattern, not a particular gear set, creates that uptime.

Record the result correctly

  • Save the target as Stone Golem.
  • Attach the hero, skin, all six gear slots, rune grades, Rune Enchantments, selected skills, and whether detach was active.
  • Compare this boss only with earlier attempts against the same boss; unlike weekdays are not a valid damage baseline.

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