Welcome to the ultimate guide for unlocking all 54 achievements in Esports Godfather! This step-by-step walkthrough will provide you with everything you need to know in order to achieve 100% completion. Let’s dive into the world of Esports and conquer all achievements together!
Introduction
First of all, I want to make it clear that although this guide offers tactics and strategies to help you unlock certain achievements more easily, it’s not meant to teach you how to play the game. There are already some guides here on Steam that focus on teaching the game, heroes, cards, etc. While I didn’t use them during my gameplay, feel free to check them out, as I’m sure they’ll be enough for you to learn more about the game. If you want to do as I did, spend extra time in the tutorials and reading the hero descriptions, and I’m sure you’ll be more than prepared for all the challenges ahead!
Additionally, I strongly advise you to play on Hell difficulty, even if it’s your first time playing. I say this because even on this difficulty, the game isn’t hard, and the immersion becomes much more intense and fun. As the seasons go by, not only will you feel more knowledgeable and strategic about the game, but you’ll also notice your athletes improving, which adds realism to the game. This is way more enjoyable than just playing without understanding a game that clearly thrives on its complexity and variety.
The achievements below are listed in what I found to be a logical and sequential order, but that doesn’t mean you’ll unlock them in the same order. Many are quite specific, and for some of the harder ones, you might end up unlocking them before some of the easier ones. That said, if you choose to read this guide only after playing the game for a while, I at least recommend checking out The Four Horsemen section, which contains the most difficult achievements.
Lastly, let’s dive into the guide—have a great game!
Winning Premiere League
The ultimate goal of your job as a Coach is simply to become the champion of the highest division in the game, following the path from Challenger Series → League 2 → League 1 → Premiere League.
You start in the Challenger Series, and after 6 matches, if you’ve performed well enough, you’ll advance to League 2. Both League 2 and 1 work the same way: there are 13 teams, and each faces off against every other team once. The top 8 teams move on to the playoffs, and from there, the 2 finalists advance to the next division. Conversely, in both League 1 and the Premiere League, the bottom 2 of the 13 teams will be relegated to a lower division.
Keep in mind that, except for the Premiere League, there’s no issue with losing a playoff final—you’ll still move up to the next division. If you don’t qualify or are relegated, it may “delay” your rise to glory, but you’ll definitely unlock all these achievements before many others, so take your time.
Hell Journey
These achievements also don’t require you to win any specific league, except for the Premiere League, so you don’t need to play perfectly at any point.
As explained in the Introduction, I played exclusively on this difficulty and recommend doing the same to—believe it or not—speed up the entire process.
For example, I advanced through all the leagues on my first attempt, finishing in first place while testing different combinations of skills and heroes. By my third year in the Premiere League, I was already going 12-0 in the qualifiers and winning matches before Round 60. What I mean by this is: take advantage of the early years to improve your athletes and strengthen your key strategies. By the end of 2–3 seasons, you’ll have a team that perfectly fits your playstyle.
Although opponents also improve over time, they will still have relatively weak cards, and the AI will continue to make irrational Pick/Ban decisions and dumb plays, even at the highest difficulty. So, the game actually gets easier over time instead of harder.
Coach Ranks
As you win matches and complete objectives, your Coach rank will increase, unlocking various upgrades to help you manage your team. You can check your current rank and the objectives for the next rank in Info → Rank.
None of the objectives are particularly difficult and will require more time than skill. For example, I reached Rank SS at the beginning of Year 3.
Upon reaching Rank C, you’ll unlock the Coach Note, where you can detail the synergies between Heroes as you use or face them. Although it may seem pointless, these notes can be used during the Pick/Ban phase, helping you better visualize what to ban or pick based on your opponent’s pool and choices. You can also create a tier list where you define how good the heroes are. To earn the achievement, you just need to make any addition to the Coach Note, and it will pop up on your screen.
Followers
Your team and its players gain Followers after each match, and there are several ways for your athletes to gain more Followers:
- Winning the match/Being the MVP of the match
- Completing medal objectives that boost Followers
- Live Streaming in Intensive Training
- Routine Traits
- Interviews
In general, it takes some time for an athlete to reach 100k Followers, but as you advance through the leagues and play in the playoffs, the Followers gained will increase.
Training Points
Similar to Followers, you can earn Training Points in various ways, but these are more useful. As the name suggests, these points are used to train your athletes:
- Increasing attributes
- Learning new heroes
- Mastering heroes
- Playing Scrims
But we’re more interested in how to earn them. You can get some by completing interviews and monthly objectives, but the most efficient and practical way is through Intensive Training by doing Livestreams. The more Followers an athlete has, the more Training Points they will earn. I recommend only doing Livestreams when you’re low on Training Points, so you can maximize their use and strengthen your athletes more quickly.
Athlete-Specific
For these achievements, you won’t need to do anything too specific, and most are self-explanatory. However, as usual, I will talk a bit more about them and how to speed up unlocking these achievements.
At the end of each qualifying stage (that is, before the playoffs), there is a season summary, awards for the athletes, and rankings in various categories. Among these awards is the Dream Team, where the 3 best Dream Teams of the season are chosen.
Basically, the achievement requires that at least 3 of your athletes be awarded as the best Dream Team of the season. In other words, you need to have one of your athletes be the best player in their position 3 times in the same season. This achievement is pretty easy to get in the first year, but if you’re like me and focus more on certain athletes than others, it might take a bit longer: I didn’t get it until Year 3 when I was in the Premiere League.
Similar to the previous one, this achievement requires one of your athletes to be named as the star of the season, that is, the best player of the entire qualifying stage. Ironically, this one is easier than the previous, since you’ll probably have that athlete/lane you prefer to play with, and as a result, they’ll get higher scores and more MVPs. If you’re having trouble with this achievement, I recommend building specific teams to buff one athlete and make them stand out in the match. I’ll talk more about this in the Hero-Specific section.
This is one that can easily be overlooked. As you complete matches and breakthroughs with your athletes, they will be able to choose 1 out of 3 skills to keep, accumulating a total of 5. As you increase your Coach Rank and unlock new upgrades, you’ll get the Study from Matches upgrade, which gives you a chance for the skill choice to appear. The last level of Study from Matches guarantees a 100% chance of getting level-3 skills, which makes the process easier.
“Legend” is the highest mastery level an athlete can achieve with their heroes. You can increase mastery by playing with them, using them in Scrims, boosting them in Intensive Training, and even with specific traits and game medals. It takes time, but if you have an athlete with a consistent hero pool, the achievement will come in no time.
Another achievement that takes more time than skill. Before matches begin, you’ll see two types of medals: intrinsic, which are always available; and specific ones, where you select a few from those you have. These are like match objectives that, when completed, award a medal to the athlete who achieved the goal. This achievement is time-consuming simply because at first, you have limited medal slots, so it’s not even possible to get 9, even with a perfect game. Over time, you’ll earn more medals, many of which are easy to achieve, making this achievement trivial.
Match-Specific
The “Close Out the Game” card appears in your hand when you destroy any second-row Turret. This card is a Keep type, so it won’t be discarded from your hand if you exceed the card limit. It has several variations depending on the current version of the matches, but in general, it’s an 8-cost Initiate (red) card that lasts for 8 turns, with the win condition being a full wipe of the enemy team.
In other words, if the player who plays the card manages to defeat the entire enemy team before the turns run out, they automatically win the game. Note that the opposite isn’t true: if the player who played the card has their team wiped, they won’t automatically lose the match.
Of all the specific cards, this is by far the easiest, and at some point, you’ll have enough of an advantage over the enemy team to play it without worry.
As you might expect, “Triple Kill” and “Penta Kill” are achieved by eliminating 3 and 5 enemies with the same hero and in the same Deployment Phase, respectively. Keep in mind that you don’t necessarily have to kill enemies in fights—for example, you can kill 2 in a fight, eliminate 2 more with map attacks, and then kill the last one in another fight. As long as it’s done in the same Deployment Phase and with the same hero, it will count as a Penta Kill.
The Penta Kill achievement can be harder than expected depending on which hero you’re playing. Generally, heroes that get stronger over the course of the match and prefer the late game are ideal (Kid, Deep Space, Wolfgang), but you can also build compositions focused on low damage with just one hero doing the heavy hitting, which will increase your chances of a Penta Kill (in order: Peter + Hakuna + Palulu + any DPS bot + Tivie).
“Legendary” is unlocked when a hero gets an 8-kill streak. The effect doesn’t stack if you get more kills in the same life, but you can earn more “Legendary” achievements if the hero eventually dies and gets another 8 kills consecutively. Similar to the previous achievement, this one is easy if you build compositions focused on having specific heroes deal all the damage, making it easier to secure their kills.
If you’re struggling with the achievement, you can rely on Lane Bullies: heroes who consistently harass their lane and opponents, focusing on disrupting the enemy side. Since you want to secure kills, it makes more sense to focus on bot Lane Bullies, as it’s 2v2. In general, I recommend:
- Felyn (the best Lane Bully in the game)
- Elemi (bot lane)
- Wolfgang (mid lane)
- Justice (top/mid, preferably top)
This is an achievement you can unlock easily in the first few matches, or it might take a bit longer to get. The description says it all: win a match without dying once. I don’t think you should ever go into a Pick/Ban phase with the intention of winning with 0 deaths, but it would definitely help to avoid heroes with a high death risk (Niels). If you’re fervently chasing this achievement, know that it will become trivial once you’re strong enough, so there’s no need to stress too much.
This is one of the most fun achievements to try. Basically, you need to initiate a fight in the enemy’s Nexus Hexus hex and kill someone there. The problems with this achievement are threefold:
- Reaching the enemy Hexus
- Having an Initiate card and enough strength to kill someone in the Hexus
- Not dying to the Hexus Turret before killing someone in it
Fortunately, there’s a duo that makes this achievement a walk in the park (actually, they make most achievements easier): Felyn + Blocker. I won’t explain their synergy in detail here, but essentially, they’re the best duo in the game. Felyn is a hero who needs to use her cards to get stronger, and Blocker is a hero who helps his partner find their cards. The key here is that, among many heroes who grow with their own cards, Felyn grows while also eliminating others, snowballing her lane and anyone who crosses her path.
To top it off, she has the Ultimate Charge (5) card, which pushes her directly to the nearest tower in her lane, and if it’s used after both lane towers are destroyed, it takes her straight to the Hexus! From there, you can imagine what to do next.
I find it hard to believe anyone would complete this achievement without realizing what they’re doing. I say this because, with the exception of two cards (Clash and Charge of War), all Initiates cost at least 4, ignoring specific versions. The problem is compounded because Clash (2) is a terrible card, and you’re unlikely to include it in your deck, even to complete this challenge. There are undoubtedly countless ways and tactics to achieve this, even pulling 4 or 5 Initiates in the same DP, but I guarantee the tactic I used is the easiest and doesn’t require absurd luck or dismantling your entire deck:
First, think about good cards that reduce the cost of Initiate cards (Probe Attack) and cards that increase your max mana (Adrenaline). If you want, cards that search for specific cards in your deck are also useful, which would make the process easier (Thinking Tank). All three of these are good enough to keep in your deck even in Year 5, as they all have their strengths and are welcome in almost every match.
Next, think about which heroes have “guaranteed” and cheap Initiate cards, and among many options, the best duo is Zealot + Wolfgang. This is because:
- Zealot: Code Assimilation (1) guarantees putting Zealot’s Initiate, Code Engage (4), into your hand. And since Zealot will be in the jungle (and preferably Wolfgang in mid lane), there will be plenty of targets for him.
- Wolfgang: Haunting Coil (3) can put Chain of War (3) in your hand if you have the appropriate mastery level.
That way, there are several ways to pull off 3 Initiates in one turn, either by drawing 2 Chain of War or 2 Code Engage, which will be much easier if you have Probe Attack (making both Initiates cost 0), Adrenaline (virtually +4 mana), and Thinking Tank (to pull the last Initiate).
Let’s focus on the “Walking Dead” effect, which is a “guaranteed” and very useful effect in battle.
“Walking Dead” is an effect from the hero Charon, where, after an allied hero takes a fatal blow, Charon activates the effect, making all allies immortal for one turn and boosting their damage by 25%. In other words, you just need to ensure that someone dies right after almost dying yourself. As you can see, it’s a very useful effect and more likely to unlock the achievement in more balanced fights. It’s worth noting that the effect only happens once per fight.
Match-Specific 2
Deep Space. Yes, BaJie can also achieve this easily, but let’s go with the simpler option:
Deep Space has a passive ability in fights where he gains 2.5 * the round number of the fight in Attack Power whenever a turn passes without him taking damage (and he gets 2 stacks at the start of the fight). If you add that to the fact that he has low presence (i.e., a lower chance of being targeted) and high Attack Power, you’ll understand what I mean. Build a team of 4 heroes with high presence, lots of HP, and low damage, then put Deep Space with them. Hang on until you get into a fight in Round 90, and the magic will happen.
Another somewhat specific achievement, but one that can be done quickly if approached the right way. There are numerous heroes that give or gain shields in fights (Palulu, Blocker, Deep Space…), but the easiest to achieve is with Bariel, who gains a shield equal to 35% of the damage he deals in the fight. Combine this with Palulu to give Bariel a strong shield as he enters the fight, and the achievement will be a breeze.
Hero-Specific
Don’t be fooled by the high completion rate of this achievement; it’s much more annoying than it seems. After all, Palulu and Tivie don’t attack during fights, so how do you get them to eliminate someone in the match? Poke damage!
In fact, there are several cards that can attack the enemy on the map, with Probe Attack possibly being the best and most likely one to have in your deck. The problem is getting a kill using a card. First, you need to have high enough damage with the hero to secure the kill (Palulu and Tivie scale poorly in attack), and second, the enemy must be in the right place (near your hero), with the right amount of health (low enough for you to kill them), and you must have the right card (in your hand, of course!) and the right luck (since, naturally, the card can miss…). Easy, right?
Honestly, make things easier for yourself: Felyn + Palulu in the bot lane is enough to get this. If you want to be more hardcore, use Freely Firing (3), which attacks the target 3 times.
Another tough achievement that requires more luck than skill. Lubos has a passive ability at the start of the fight where he attacks a chosen target with 135% Attack Power, always hitting. What you need to do is use his Duel (6) card and kill the enemy with this initial passive hit. The problem is that the card is absurdly expensive, and you need your target to be not only close to you (since Duel has a range of 1 hex), but also have enough health for Lubos to defeat them with 135% of his AP! This ends up being much more complicated than it seems, but Adrenaline + Probe Attack to leave more mana for reducing the target’s health before using Duel should be enough.
Bunu Shan has a passive ability tied to her Awaken. She starts with 70 stacks of Serenity, and each time a round passes or an allied attack happens on the field, the stack decreases. Although the achievement says Awaken must happen before Round 45, if you trigger it during Round 45, it will still count as completed (this applies to other achievements of the same kind).
As expected, Felyn + Blocker will once again be your go-to companions for this achievement. After all, Felyn’s tactic is basically to wipe out enemies with field attacks. Considering that by Round 45, you should have 45 stacks of Serenity, you’d only need to hit 25 times with Felyn by then. Any user of Felyn + Blocker knows how trivial this can be.
If you want to set records, Bunu Shan’s mastery can make the Serenity Training (1) card remove up to 4 stacks per use, making the process even faster.
This one is similar to the previous achievement, a grind race against the clock. In this case, BaJie gains 1% crit rate for every 100 gold he has. All you need to do is reach 100% before Round 50. Remember, this doesn’t mean you need to earn 10k gold by Round 50, as athletes can have initial crit rate from their skills or buffs from other heroes.
Fortunately, for BaJie, gold is easy. The Cache (-) card gives him 25 gold every time a card is played, as long as Cache is in his hand. Since his deck has 2 Caches, you can earn up to 50 gold per card played, significantly speeding up the journey to 100% crit rate. Obviously, decks with very cheap cards or ones that play a lot of cards make the process easier, but I prefer focusing on heroes:
Kid is a hero who can help because he has the Amnesty card, which attacks an allied hero and gives them 100% of Kid’s Attack Power as gold (and Kid gets it too).
Another great synergy is with Acedia, who has the passive ability to stack the Sleepiness effect whenever a non-Acedia card is played. Then, you can use her Alarm Clock (3) card, which gives the ally 35 * Sleepiness in gold, which is extremely useful for BaJie.
Okay, this is the achievement that, when you understand what needs to be done, you think, “Wow, this is impossible!” But then you try it, and realize it’s not that bad.
Basically, Lan works around her Step cards, in the order A, B, C. You need to complete this cycle 3 times before the end of Round 45, and the achievement is yours. The biggest challenge here is completing Step B, but let’s break it down:
- Step A (2) asks you to choose a target. My advice is to pick a weak enemy in the bot lane, and have your bot lane with 2 more aggressive heroes.
- Step B (5) is an Initiate that appears in your hand at the start of the next turn after Step A. You need to use this Initiate to kill the previous target. If you succeed, you’ll receive the next step. If not, Step A will be available, but in the discard pile. Note that the target must die from the Initiate, but Lan doesn’t have to be the one to kill it.
- Step C (0) lets you choose one of 3 rewards to buff Lan. It also spawns a Step A in the discard pile.
- There’s also the Reboot (0) card, which basically pulls the current Step card into your hand.
So, within a few turns, you need to kill 3 enemies and claim 3 rewards. But the key is in the card text: the next Step card appears in the next DP automatically. In other words, don’t waste all your mana between turns, especially from A to B, since you want to move as quickly as possible. Without dragging this out, the best tactic I found for doing this consistently was Felyn + Blocker in the bot lane and Lan in mid, targeting a weak bot lane opponent. You can probably imagine how that turns out. Once again, Probe Attack + Adrenaline will save you a lot of headaches.
Probably the easiest achievement in this section. Xiangxi has a passive ability in fights where, when an enemy dies, she immediately attacks the enemy with the lowest health, dealing 135% damage. You just need to be lucky enough for her to hit and kill the enemy with this extra attack. Since fights in Esports Godfather tend to leave enemies with similar health levels in most cases, this achievement becomes quite easy and automatic just by playing a few times with this hero.
Hero-Specific 2
Another easy achievement from this section. Frank has a passive where 25% of the damage he takes is also added to his maximum health. In other words, you need Frank to take 24k damage in a match, something that becomes trivial as athletes grow stronger and scale faster. To make it easier, Frank’s own cards help with this too.
Deep Space again. But this time, it’s another easy achievement.
When playing with Deep Space, every 6 rounds, you gain 1 missile that is added to your hand, and multiple missiles can stack. The Volley (6) card will add 2 more missiles to your stack and then fire all of them randomly at your enemies, with guaranteed hits. The missile damage is 25 * Deep Space’s level.
To maximize your chances of unlocking the achievement, stack as many missiles as you can and, when the opportunity arises (either because several enemies have low health or they are grouped in the same hex), fire the Volley. If you’re facing a bot lane with low HP, the chances are even higher, as bot lane heroes are usually in the same hex, allowing both to be hit by the same missile.
This is an achievement that surprised me with its low completion rate (4.6% at the time of writing this guide). But I imagine it’s because Kaka isn’t a fan-favorite hero (although I don’t think he’s as bad as people say…).
The achievement states what needs to be done: you must activate Stone Curse (-) 5 times in the same match, and this card is activated simply by entering your hand. It’s even easier because, if you discard the card during your turn, it goes to the draw pile, not the discard pile, speeding up the process. There’s really no secret here—if you have a fast-rotating deck or many cards that draw or discard others, you’ll complete the achievement easily. The first time I tried it, without much preparation, I ended up stacking 9 activations and achieved 5 in other matches with Kaka without even trying for the challenge.
Another relatively easy achievement with an even lower completion rate (1.6%!!!). But I imagine that’s because you necessarily need 2 heroes just to attempt the challenge.
Stone Hound is Kaka’s pet, while Wild Heart is Omaha’s. What you need to do here is first place Stone Hound in a hex with the Blood Scent (2) card, then use the Eagle Soar (6) card to have Wild Heart join Stone Hound and fight the nearby enemy. Honestly, both pets are good and scale quite well. My tactic was to spawn Stone Hound near the bot lane, and once the bot lane was weakened, I played Eagle Soar there and attacked. I ended up playing around with this strategy in the same fight and secured 2 more kills in the same match, which really showed me how much easier the challenge is than it seems.
There’s a lot of confusion here, and in my opinion, a gross translation error.
I earned this achievement very early in my playthrough and didn’t even realize why I had received it. I didn’t understand at the time what the achievement was asking for, even though I already knew how Kid worked.
What I understand about this achievement is that the Eye of Judgment effect must be triggered 8 times in the same fight. Kid applies this effect to an enemy at the start of the fight and will only attack that enemy until they die, after which the effect moves to the next enemy. The effect is triggered when the enemy with the effect attacks someone, which causes Kid to attack the enemy with the effect. If this happens 8 times in the same fight, the achievement pops up.
Considering Kid is a late-game hero and already one of my favorites for Penta Kills, you’ll likely unlock the achievement in the same way I did: using Kid in late-game fights.
Another relatively simple achievement with a very low completion rate (3.4%).
The challenge is simple: use Tiger Boy’s Mischief (2) card on Wukong. I won’t explain what happens when you use it—that would ruin the joke (if you know the card and the characters, the joke is already lost).
The “difficult” part is getting the enemy AI to pick Wukong while you pick Tiger Boy in the same lane. The idea here is to have your athlete in the top lane with Tiger Boy, as Wukong only plays in this lane. Once this is done and the enemy has Wukong in top, the rest is easy: keep banning top lane heroes so the AI feels more compelled to choose Wukong. If something goes wrong, exit the game and re-enter, as the game will start exactly at the Pick/Ban phase, allowing you to try again. Easy.
A very similar achievement to the previous one.
Miki has a passive ability that allows him to participate in all major fights, including dragon fights. What you need to do is eliminate him a few rounds before the Dragon Fight starts, so he’ll be dead when the Dragon Fight begins, and you’ll earn the achievement.
Here, I strongly recommend doing the same thing as the previous achievement: restart the Pick/Ban phase until the enemy picks Miki in the lane you want, and you pick the hero you want to eliminate him. My suggestion is Wolfgang again, as he’s perfect for 1v1 fights and can easily use his Initiate card without many problems. Just make sure to kill Miki close enough to the dragon round.
The Four Horsemen
Below are, in my opinion, the 4 most difficult tedious and time-consuming achievements to unlock. Good luck!
Let’s start with the achievement with the lowest completion rate (1.3%), which is undoubtedly the easiest of the 4! It’s simple: play at least once with every hero. To make it easier, you can check how many you’ve used so far in Steam achievements!
There’s really no difficulty here—you probably have a sense of which heroes you’ve already used, and if not, just check your athletes’ hero pools, which will give you a better idea. Keep in mind that each athlete can have up to 13 heroes in their pool, and if properly calculated, all 55 heroes can be in your pool at the same time. However, I don’t recommend doing this upfront because it’s expensive and time-consuming. It’s much more practical to use the hero swapping system to play with those you haven’t used yet. If necessary, make a note of which ones are missing and have fun!
Remember the tip I gave to get a Legendary? Now read it 19 more times. This achievement is incredibly tedious in every sense. First, because it’s unlikely you’ll get two Legendaries in the same match, and second, because you can’t just play haphazardly—you need to make sure one of your heroes gets more kills than usual. Fortunately, Felyn + Blocker exists and is the easiest way to achieve this. When I decided to go for this achievement, I was halfway through Year 4 with 5/20 Legendaries. I played 15 matches in a row with Felyn + Blocker and got all 15 Legendaries consecutively. I couldn’t stand hearing Felyn’s pistols anymore, I swear.
The worst possible achievements. As I mentioned earlier, there’s no rush to reach the Premiere League or complete the other achievements, and that’s because of these two. Two achievements completely focused on grind and unnecessarily time-consuming, requiring 7~9 seasons for Diligence, not to mention the obstacles.
Let’s first understand the problem: we have 5 attributes and a cap of 115 in each, meaning a theoretical maximum overall of 575. However, although the game doesn’t say it, the Hard Power achievement is actually the cap for overall: 500. In other words, an average of 100 in each attribute. For reference, if you want 115 in one attribute, the other 4 would need to average 96. Now, think of it another way: you want one of your attributes to be about 20 points higher than the average of the other 4. Look at your athletes and see if that’s possible. It is! But then comes the next problem: the higher the attribute, the more XP it needs to level up. Imagine trying to level up an attribute from 114 to 115—an eternity—while the others can’t level up a single point! And this is assuming you’re earning medals to level up your athlete, playing Scrims…
In short, this is without a doubt the most difficult achievement, because it’s something you need to pay attention to from early on. If you focus heavily on one attribute from the beginning, you won’t have any trouble reaching 115 before hitting the 500 overall cap. But if you realize this too late, all your athletes might already be unable to reach it, and good luck finding a market athlete who can, let alone the time it will take to level them up! Another tip is in the block training section: once you’re at 105+, where leveling up starts to slow down, have all your athletes help the one that’s grinding. This will make things easier, but it will still take a long time.
Conclusion
If you have any questions, feedback, or suggestions, feel free to leave them in the comments below. I’ll be happy to discuss and help solve any issues. If possible, please rate the guide so I can get a better sense of how useful it is for its purpose. As you know, this greatly helps the creator and motivates us to bring more quality guides, which can grow and strengthen our community!
I’m already aware that there will soon be new updates to the game, and that Hell difficulty itself will be adjusted to become more challenging. I’ll be playing and updating this guide accordingly when new achievements are released or when we discover new strategies to make some challenges easier.
Thank you for visiting! Good luck and have fun!
And that wraps up our share on Esports Godfather: 100% Achievements – Step-by-Step Guide. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by Switerz, who deserves all the credit. Happy gaming!