Regular Event Stages · Summer Diary · 3/6

Energy60
Clear XP1,800
Base HP50,000
Map length3,600
Max enemies7
Spawn interval0.03s
Enemy traits TraitlessFloatingRed

Boss

Enemies 9 types

Enemy Count Mag. HP Attack First Respawn
From the start 3 types
Squire Rel 10 100% 80 30 10s 1.67–3.33s
Mooth 3 100% 5,000 350 26.67s 10s
Squire Rel 5 100% 80 30 50s 3.33–5s
Ms. Sign Unlimited 100% 10,000 1 900s 900s
Once base HP ≤ 90% 7 types
B.B.Bunny Unlimited 100% 500 50 Immediately 13.33–20s
Shy Boy 2 100% 35,000 500 Immediately 22.2s
Squire Rel 5 100% 80 30 Immediately 0.07s
Fireworks Guys (High-Yield) 5 100% 1 1 Immediately 16.67s
Sir Seal 3 100% 2,500 150 Immediately 13.33–20s
B.B.Bunny 5 100% 500 50 Immediately 0.07s
Croco 5 100% 70 30 Immediately 0.07s
Squire Rel 3 100% 80 30 Immediately 0.07s
Croco 3 100% 70 30 Immediately 0.07s
Ritual Drum Doge Boss 1 30% 90,000 30 Immediately

HP and attack include the magnification. Identical spawn lines are merged (2×7 = seven lines that each spawn 2). Enemies with a base HP condition start appearing once it is met.

Spawn timeline

Scroll sideways to see more. The number under each enemy is when it appears (seconds). For enemies with a base HP condition, move the slider to set when the condition is met.

An estimate using the game's spawn rules. Ranged intervals use the midpoint, and the on-screen enemy limit is ignored, so when many enemies pile up they appear later than shown.

Clear rewards

If the reward chances add up to more than 100, the rows are rolled in order and each later row shares what is left.

Score rewards

Earned when your battle score reaches that value.