Quick Answer
Use the current event checklist for what to do today, the current banner guide if you are deciding whether to pull a fire weapon, and this page when the question is how to score in the live Super Monster Rush season.
Season 5 at a Glance
Content type
Seasonal score attack (rush) stage with class rankings
Stage 1 opened
September 11, 2026 12:00 JST
Stage 3 opened
October 6, 2026 12:00 JST
Published window
September 11, 2026 through October 18, 2026 23:59 JST
Unlock condition
Clear Chapter 4 Stage 20
Stamina cost
None; repeat the stage as often as you want
Main weakness
Fire first; wind as the second element
Key currency
Super Monster Rush Medals (medal exchange)
Always confirm
Live stage timer, class ranking screen, and medal exchange lineup
How to Unlock and When It Runs
Super Monster Rush stays a fixed mode that opens after you clear Chapter 4 Stage 20, and the season schedule is what changes: each season resets scores, classes, and rankings, and swaps the quest contents and reward lineup.
| Check | What to do |
|---|---|
| Mode unlocked | Reach Chapter 4 Stage 20 before planning score runs |
| Stamina | None; practice runs cost nothing, so test builds freely |
| Stage state | Stage 1 opened September 11, 2026 and stage 3 opened October 6, 2026 |
| Season timer | The published window runs through October 18, 2026 23:59 JST |
| Reset rule | Scores, class, and ranking reset when the season changes |
Stage 3 went live on October 6, 2026 12:00 JST, so the current scoring target is the stage 3 room rather than the stage 1 room this page originally covered. Stage 1 advice still applies to stage 1, and the same seasonal rule (double damage on weakness hits) carries across the season.
Stage 3 Update (October 6, 2026)
Stage 3 opened on October 6, 2026 12:00 JST. Score, class, and ranking are still season-wide, so any progress you built on stages 1 and 2 stays on your account for the season, but the score ladder now rewards stage 3 routing.
| Item | Current state |
|---|---|
| Stage 3 opened | October 6, 2026 12:00 JST |
| Season end | October 18, 2026 23:59 JST |
| Element plan | Fire first, wind second, same as the rest of the season |
| Seasonal rule | Weakness hits deal double damage, so fire uptime is still the score driver |
| Next step | Re-run your fire routing on stage 3 and check the class ranking screen |
If stage 3 is not selectable on your client, the stage list is the fastest way to confirm what you actually have open.
Stage 1 Weakness and Special Rule
Stage 1 leans hard on one element. Fire is the shared weakness of both bosses and most of the stage lineup, wind covers a smaller group, and earth shows up as a minor weakness on a few enemies. The stage boss is Skarugon (スカルゴン), a zombie-family boss that takes heavy fire damage, and the Sky Dragons that appear during the run also fold to fire.
| Element | What it hits |
|---|---|
| Fire | Both bosses and most of the stage lineup; build your main damage slot around fire |
| Wind | Second option that covers a smaller enemy group and works well as a skill-based slot |
| Earth | Minor weakness on a few enemies; not worth rebuilding around |
The seasonal rule for stage 1 is +100% damage on weakness hits, which means weakness damage is effectively doubled. That rule is the whole reason fire leads: the same weapon quality performs far better when the element matches.
| Field | Stage 1 value |
|---|---|
| Recommended level | Base class Lv. 30 / advanced class Lv. 10 |
| Special rule | Weakness damage +100% (double damage on weakness hits) |
| Boss element | Both bosses take extra fire damage |
Treat the level guidance as a floor for clean clears, not a scoring target. If your runs end early or your score stalls, upgrade the team before adding more repeats.
Recommended Builds
Fire on the main damage slot, wind on the skill slot. The table below lists the weapons that published stage routes lean on for this stage.
| Weapon | Element | Why it fits |
|---|---|---|
| Haja no Tsurugi (はじゃのつるぎ) | Fire | Best-fit main weapon: fire damage, bonus damage against the zombie family, and a ward that cuts breath damage |
| Ryuuou Staff | Fire | Fire spell coverage that clears surrounding enemies and recharges its special quickly on a Sage slot |
| Dragon Killer | Fire | Fire coverage with bonus damage against the dragon family, which answers the Sky Dragons |
| Sea Storm Staff | Wind | Wind special that pulls nearby enemies together so area damage lands on one spot |
| Flame Sword | Fire | Budget-friendly fire main weapon that covers most of the stage |
| Falcon Blade | Wind | Wind option that covers the second weakness and handles groups with ball-type skills |
A low-cost route also works: Flame Sword on the main slot, a caster weapon on a Mage slot, and a wind skill weapon on a Thief slot still hits the weakness on most enemies without a banner weapon.
Party, Vocation, and Armor
| Slot | Recommended setup |
|---|---|
| Main | Paladin with a fire sword; the defensive kit survives the breath overlap while the fire weapon carries damage |
| Sub 1 | Sage with a fire staff for wide-area spell clears |
| Sub 2 | Ranger or Thief with a fire or wind skill weapon for coverage |
| Armor series | Why it fits |
|---|---|
| Great Shield Knight Series | Pairs with the fire sword, boosts fire and zombie-family damage, and adds breath reduction |
| Flame Series | Boosts fire and physical damage for a fire-attribute weapon build |
For pure medal farming once your score target is met, published farm routes switch to a Fighter, Thief, and Warrior shape and let the auto-run finish on its own.
Stage 1 Strategy Points
1. Lead With Fire, Keep Wind as the Backup
Because weakness hits are doubled this season, the element match matters more than raw weapon tier. Put your best fire weapon on the main slot and use wind only where a fire weapon is already committed.
2. Clear the Sky Dragons Early
Sky Dragons spawn at the top of the arena and a second one appears at the bottom after a while, and each one uses a wide-range breath on a timer. Two Sky Dragons at once makes the breath pattern very hard to dodge, so kill them as they appear instead of letting them stack up. Moving to the opposite side of the arena avoids the breath if you cannot reach one in time.
3. Take the Skill Drops That Cover the Field
Projectile-type and ball-type adventure skills are the highest-value pickups on this stage: they keep dealing element-matched damage to enemies across a wide arena while you reposition. Defensive or single-target drops come after those.
4. Use Specials to Survive the Fast Boss Attacks
The boss fires a fast straight-line beam that is hard to dodge on reaction. Use a special’s invulnerability window to ride it out and keep dealing damage instead of breaking off your run. This season also adds an adventure skill that charges up as you take hits, which fits the tanky Paladin main slot plus a fire weapon that rewards being hit; check the live skill list in your client before building around it.
5. Score Is Speed, So Keep DPS Running
Your point total is driven by how many enemies you clear in the run, and points convert at roughly one point per score. That means fast clears beat cautious clears: keep attacking while moving, and do not stop to reposition during clean windows.
Farming Loop and Auto-Run
Stage 1 is the practical farm because it clears quickly and pays into the cumulative point track.
| Step | What to do |
|---|---|
| 1. Score push | Run your best fire build manually or on auto until you reach the class you want |
| 2. Farm mode | After your score target, run stage 1 on auto repeatedly for medals |
| 3. Shorten runs | Some farm routes strip sub-slot gear and Memories once the score is banked so each auto run ends sooner |
| 4. Spend | Check the medal exchange before the season ends and spend on limited value first |
Because there is no stamina cost, you can bank points whenever story stamina is empty. The main limit is time, so auto-run while doing something else.
Rewards and Medal Exchange
Super Monster Rush pays in Super Monster Rush Medals, and medals come from three places.
| Medal track | How you earn it |
|---|---|
| Cumulative score points | Milestones from 5,000 points up to 1,000,000 points; the full stage 1 ladder is worth roughly 2,900 medals |
| First-time class clears | Medals for reaching each class for the first time during the season |
| End-of-season ranking | Medals based on your final ranking when the season closes |
High cumulative milestones are the most reliable way to bank medals, which is why auto-farming stage 1 is worth the time. The medal exchange carries equipment, Memories, vocation panel gems, shrine keys, and stamina items, and the lineup changes every season, so check the live list in your client and spend before the season ends instead of hoarding.
Stop Lines
| Stop when | Why |
|---|---|
| Daily quests, free claims, or the autumn campaign are unfinished | Those are limited-time value that expires sooner |
| Your clears are unsafe or end early | Upgrade the team before adding repeats; there is no stamina cost but there is a time cost |
| You already hold the class you wanted | Ranking rewards are the only remaining gain, and they move slowly |
| The medal exchange has nothing you need | Medals from the current season do not carry the same value into the next lineup |
Related Reads
| Page | Use it for |
|---|---|
| Current Event Checklist | Today’s action order across the live events |
| Skarugon Strong Enemy Guide | The autumn campaign boss fight, weakness chart, and dodge route |
| Skarugon Memory | Stats and farm decision for the live autumn Memory |
| Current Banner Guide | Whether a fire weapon from the live banner is worth gems |
| Ryuuou Staff | Fire staff reference for the Sage slot |
| Dragon Killer | Fire weapon with dragon-family bonus damage for the Sky Dragons |
| Sea Storm Staff | Wind option that groups enemies for area damage |
| Super Monster Rush Season 2 Archive | Older season stage mechanics and exchange priorities |
FAQ
How long does Super Monster Rush Season 5 run?
Stage 1 opened on September 11, 2026 12:00 JST, and the published stage window runs into mid-October with about October 18, 2026 11:59 JST listed as the end. Check the live countdown in your client before a last-day push.
Should I bring fire or wind to stage 1?
Fire first. It is the shared weakness of both bosses and most of the stage, and the seasonal rule doubles weakness damage. Wind is a real secondary option for a skill slot, but it covers fewer enemies.
Can I auto-run stage 1 for medals?
Yes. Auto-run is the standard farm route once you have the class you want, since points come from how many enemies you clear. Push your best score first, then switch to auto and let the cumulative milestones accumulate.
Do season 5 medals carry over to the next season?
Treat the exchange lineup as seasonal. Rewards change between seasons, so spend medals on the limited items you want before the window closes rather than saving them for later.