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Dynamite Blue Guild (GAO) Guide: Check-in, Contribution and Shop

Written by Updated 29 September 2026

Dynamite Blue's guilds are called GAO. A guild pays out every day you check in and every time you spend tickets, and its shop sells an X and an XA character selector. This guide lays out each reward and the rules that make you lose them.

Daily check-in

Checking in pays 10 Oracle, 10 GAO Points and 30 guild EXP every day. Two bonuses sit on top. The guild earns extra EXP the more members check in, and you earn extra GAO Points for an unbroken streak, repeating every 30 days. A single missed day restarts the streak from day 1, and leaving the guild resets it. A dot on the guild icon shows when you have not checked in yet, and check-in resets at 05:00 KST. Check in before anything else each day; a missed day costs the streak.

BonusMilestones
Members checked in (guild EXP)5: +20 / 10: +50 / 15: +80 / 20: +120 / 25: +150 / 30: +200
Your streak (GAO Points)7 days: +30 / 14 days: +50 / 30 days: +100

Contribution

Contribution builds by itself as you play: nothing to accept and nothing to claim along the way. It counts for you and the guild at once, and the guild also gains EXP equal to half of it. Pulling on banners, levelling characters and enhancing equipment earn none.

It is capped at 120 a day and 700 a week, and the week resets on Monday at 05:00 KST. The weekly cap is the tighter one: 700 across seven days is 100 a day, so filling the daily cap every day overshoots it. Using all five daily entries in Signet, Firewall and Code Dungeon plus the check-in comes to 80, past the daily goal of 60. Skip chasing the daily cap and aim for an even 100 a day instead.

ActivityContribution
Code Dungeon clear+8
Firewall clear+6
Guild check-in+5
GFC battle (during a season)+3
Net Mining collect+2
Signet Ticket spent+1

Weekly rewards

Contribution pays at three levels. A daily goal of 60 gives 10 GAO Points. Personal weekly totals of 300, 500 and 700 pay GAO Points plus Packets or Battle Chips. The guild's combined weekly total pays every member, up to 3 X-grade Shards at 15,000. Anything unclaimed disappears at the Monday reset, so collect from the Contribution card before then. Leaving a guild resets your weekly Contribution, though rewards already claimed are yours to keep.

GoalReward
Daily 60GAO +10
Personal weekly 300GAO +20, Packet 30,000
Personal weekly 500GAO +30, Packet 50,000
Personal weekly 700GAO +50, Battle Chip 5
Guild weekly 4,000GAO +20, Packet 50,000, guild EXP +500 (every member)
Guild weekly 9,000GAO +40, Packet 100,000, guild EXP +1,000 (every member)
Guild weekly 15,000GAO +60, X-grade Shard 3, guild EXP +2,000 (every member)

Picking a guild

Activity matters more than size. The guild weekly rewards are paid to every member once the guild's combined Contribution reaches 4,000, 9,000 and 15,000, and a member who fills the personal cap brings 700. Reaching the top reward therefore takes about 22 members who play every day. A guild with forty members who log in twice a week will miss it.

Guild level decides the shop, and the shop decides the selectors. Guild EXP comes from half of every member's Contribution plus the check-in bonus, which grows from 20 EXP when 5 members check in to 200 when 30 do. Before you join, look at the guild's level and ranking: a guild already near level 20 puts the selectors within reach of your saved points, where a new one may take months to open them.

The GAO shop

GAO Points are spent in the guild shop, which opens more items as the guild levels up. Growth materials carry daily purchase limits. A Migration Core, the full growth reset, is on the level 10 shelf.

Guild levelItems (GAO Points)
1Packet ×50,000 (60, 3 a day), Battle Chip ×2 (15)
5Injector ×16 (45), Basic Skill Module ×4 (40), Common License ×8 (100)
10Intermediate Skill Module ×6 (250), Migration Core (400), Skill Core (190)
15Advanced Skill Module ×20 (450), Advanced License (55), X-grade Shard ×3 (150), X~XA Gacha Ticket (2,500)
20XA-grade Shard ×2 (200), X Selector (6,000), XA Selector (12,000)

What to save GAO Points for

Save for the XA Selector first. Add up what a steady member earns: 10 GAO Points from each check-in and 10 more from each daily Contribution goal, 100 a week from the three personal weekly rewards, up to 120 from the guild's weekly rewards, and 180 across each 30-day streak. That is roughly 400 a week at best, so 12,000 takes the better part of thirty weeks. Every purchase along the way pushes it back.

The X~XA Gacha Ticket on the level 15 shelf looks tempting next to it. It costs 2,500, so 12,000 buys four of them with change to spare, and at a 10% XA chance four tickets give you fewer than half an XA character on average, with no say in who. The selector gives one XA of your choice. Unless your guild will never reach level 20, the selector is the better use of the same points.

Two purchases are worth breaking the saving for. A Skill Core at 190 is right when a Firewall roll leaves one character one Core short of a skill step, since the step unlocks a whole new part of the kit. A Migration Core at 400 is right when you have built the wrong character and want the full refund of level, gear, license and skill materials back.

The X and XA selectors

At guild level 20 the shop sells an X Selector for 6,000 GAO Points and an XA Selector for 12,000. Each can be bought once per account, ever, and neither includes limited pickup characters, which rules out Baeksa, Hayden and Sol. The table lists the standard-pool X and XA characters; Hyde, the free story lead, is left off.

CharacterGradeElementClass
AriXAChemicalVanguard
DraxXAPowerVanguard
HykiXAChemicalJacker
LainXAPlasmaSlaughter
MouXAElectricalRewinder
MuroXANetworkJacker
PersaXAPlasmaSlaughter
RemXABioRewinder
TsukiXAPowerJacker
AndrewXNetworkSlaughter
HugoXElectricalSlaughter
LillyXChemicalJacker
MotherXPlasmaRewinder
NataliyaXElectricalRewinder
ReynaXPowerJacker
RuXPlasmaRewinder
TerryXPlasmaVanguard
TyraXNetworkSlaughter
VerdormanXBioVanguard
YashaXPowerJacker
Zero-PXBioVanguard

Who to take with the selectors

Take whatever your pulls have not given you, and check the element first. Signet chapters and Firewall ask for particular Guardian Stone elements, and a selector is the only way to fill a hole on purpose. A player without a Vanguard should look at Drax or Ari: both taunt from skill Lv. 10, and Drax's passive adds a revive at skill Lv. 30.

If your front line is fine, Muro and Mou are the strongest standard-pool picks for the back. Muro's kit has no skill-level gates, so it works in full the day it arrives, and it pairs true damage with a two-buff dispel. Mou is an XA Electrical Rewinder whose passive raises its own ATK and DEF every turn. Rem is also on the list, but Rem's launch pickup gives you a chance at a copy without spending a once-per-account selector.

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