Regular Event Stages · Pt. 2: Enemy Maneuvers · 10/11

Energy200
Clear XP3,800
Base HP840,000
Map length4,000
Max enemies25
Spawn interval0.03s
Enemy traits AkuTraitlessRedMetal

Boss

Enemies 8 types

Enemy Count Mag. HP Attack First Respawn
From the start 5 types
Aku Doge 5 300% 13,500 6,600 5s 6.67–10s
Aku Doge 5 300% 13,500 6,600 50s 3.33–5s
Large White Ball 1 24000% 120,000 12,000 33.33s
Large Red Ball 1 2400% 96,000 6,000 33.33s
Large Iron Ball 1 600% 120 15,000 33.33s
Ms. Sign Unlimited 100% 10,000 1 900s 900s
Once base HP ≤ 99% 7 types
Large Iron Ball 4 600% 120 15,000 after 60s 4–8s
Large Red Ball 4 2400% 96,000 6,000 after 36.67s 1.33–2.67s
Large White Ball 4 24000% 120,000 12,000 after 10s 2.67–5.33s
Aku Gory 4 100% 85,000 6,868 Immediately 15–20s
Aku Doge 8 300% 13,500 6,600 Immediately 10–15s
Cerberus Kids 16 300% 7,500 7,500 Immediately 5–10s
Aku Cyclone Boss 1 100% 1,666,666 6,666 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.

Score rewards

Earned when your battle score reaches that value.