Boss Rush is a target farm, not a generic “push as high as possible” mode

Before you spend a ticket, pick one target. Current release guides converge on the same important structure for the three major Boss Rush class-item farms:

TargetDirect-drop windowForge fallback
Cursed KingFloor 40+ in the Sukuna lane50 Sukuna Fragments
Honored OneFloor 40+ in the Gojo lane50 Gojo Fragments
Anti-MagicFloor 40+ in the Asta lane50 Asta Fragments

The deeper you can push, the more useful the run becomes, but switching boss lanes every ticket slows down any deterministic craft plan.

What Floor 40 changes

Floor 40 is the release-week threshold repeatedly reported for the chase class-item window. If you cannot reach that point reliably, your next action is usually not another ticket — it is a gear/stat/Aspect correction.

Use this diagnosis:

  • Damage collapses before Floor 40 → fix main stat, affixes and single-target pressure.
  • You die late in the run → add sustain/defense before chasing more damage.
  • Clear is safe but painfully slow → improve damage uptime or switch to a better Boss Rush kit.
  • You reach 40+ consistently → now the run is a real class-item farm.

What Floor 100 changes

Farm the matching Floor-100 boss for Cursed King, Honored One and Anti-Magic fragments. The craft requirement is 50 matching fragments.

Reported fragment yield per full clear is not perfectly consistent between current guides, so do not plan your entire session around one quoted “X fragments every run” number. Track your own total after the first clear and estimate from live results.

Skipping floors has a cost

Current gameplay footage shows that skipping can remove floor-milestone credit for the party. If your goal is a milestone or full-run reward, do not assume a skip is “free speed.” Read the current queue/reward text before using it.

A better stop condition

Set one before queueing:

  • Class-item stop: leave after the target drops.
  • Craft stop: stop when the matching fragment count reaches the Forge requirement.
  • Build-test stop: stop once you identify the floor where damage or sustain fails.
  • Milestone stop: only push beyond your target if the extra floors are still efficient.

That makes Boss Rush a progression tool instead of a two-hour guess.