Talent Tournament
Ranking Dojo Stages · Arena of Destiny · 1/1
Energy10
Base HP9,999,999
Map length4,200
Max enemies20
Spawn interval0.03s
Time limit0.1s
Enemy traits BaseAngelDarkTraitlessBehemoth
Boss
-
Enemy No.720 100% magnification HP10 Attack1 AppearsAt start -
Boraphim 120% magnification HP1,728,000 Attack21,240 Appearsafter 0.07s -
Director Kurosawah 480% magnification HP960,000 Attack90,062 Appearsafter 0.07s -
Dober P.D 240% magnification HP1,920,000 Attack13,200 Appearsafter 0.07s -
H. Nah 360% magnification HP720,000 Attack21,963 Appearsafter 0.07s -
Boraphim 120% magnification HP1,728,000 Attack21,240 Appearsafter 0.07s -
Director Kurosawah 480% magnification HP960,000 Attack90,062 Appearsafter 0.07s -
Dober P.D 240% magnification HP1,920,000 Attack13,200 Appearsafter 0.07s -
H. Nah 200% magnification HP400,000 Attack12,202 Appearsafter 0.07s -
Boraphim 120% magnification HP1,728,000 Attack21,240 Appearsafter 0.07s -
Director Kurosawah 400% magnification HP800,000 Attack75,052 Appearsafter 0.07s -
Dober P.D 150% magnification HP1,200,000 Attack8,250 Appearsafter 0.07s -
H. Nah 200% magnification HP400,000 Attack12,202 Appearsafter 0.07s -
Boraphim 120% magnification HP1,728,000 Attack21,240 Appearsafter 0.07s -
Director Kurosawah 400% magnification HP800,000 Attack75,052 Appearsafter 0.07s -
Dober P.D 150% magnification HP1,200,000 Attack8,250 Appearsafter 0.07s -
H. Nah 200% magnification HP400,000 Attack12,202 Appearsafter 0.07s -
Angelic Sleipnir 150% magnification HP544,500 Attack3,370 Appearsafter 0.07s -
Otta-smack-u 400% magnification HP120,000 Attack5,988 Appearsafter 0.07s -
Ragin' Gory 100% magnification HP321,234 Attack11,234 Appearsafter 0.07s
Enemies 10 types
| Enemy | Count | Mag. | HP | Attack | First | Respawn |
|---|---|---|---|---|---|---|
| From the start 8 types | ||||||
| | Unlimited | 100% | 10 | 1 | Start | 2–6s |
| | 1 | 120% | 1,728,000 | 21,240 | 0.07s | — |
| | 1 | 480% | 960,000 | 90,062 | 0.07s | — |
| | 1 | 240% | 1,920,000 | 13,200 | 0.07s | — |
| | 1 | 360% | 720,000 | 21,963 | 0.07s | — |
| | 1 | 120% | 1,728,000 | 21,240 | 0.07s | — |
| | 1 | 480% | 960,000 | 90,062 | 0.07s | — |
| | 1 | 240% | 1,920,000 | 13,200 | 0.07s | — |
| | 1 | 200% | 400,000 | 12,202 | 0.07s | — |
| | 2 1×2 | 120% | 1,728,000 | 21,240 | 0.07s | 2–6s |
| | 2 1×2 | 400% | 800,000 | 75,052 | 0.07s | 2–6s |
| | 2 1×2 | 150% | 1,200,000 | 8,250 | 0.07s | 2–6s |
| | 2 1×2 | 200% | 400,000 | 12,202 | 0.07s | 2–6s |
| | 1 | 150% | 544,500 | 3,370 | 0.07s | — |
| | 1 | 400% | 120,000 | 5,988 | 0.07s | — |
| | 1 | 100% | 321,234 | 11,234 | 0.07s | — |
| Once base HP ≤ 0% 9 types | ||||||
| | 1 | 120% | 1,728,000 | 21,240 | Immediately | — |
| | 2 | 1440% | 72,000 | 28,800 | Immediately | 6.67s |
| | 2 | 600% | 78,000 | 9,300 | Immediately | 6.67s |
| | 1 | 240% | 1,920,000 | 13,200 | Immediately | — |
| | 1 | 300% | 600,000 | 18,303 | Immediately | — |
| | 2 | 150% | 481,851 | 16,851 | Immediately | 16.67s |
| | 1 | 400% | 800,000 | 75,052 | Immediately | — |
| | 2 | 1200% | 60,000 | 24,000 | Immediately | 10s |
| | 1 | 600% | 180,000 | 8,982 | Immediately | — |
| | 1 | 150% | 1,200,000 | 8,250 | Immediately | — |
| | 1 | 100% | 1,440,000 | 17,700 | Immediately | — |
| | 2 | 800% | 40,000 | 16,000 | Immediately | 10s |
| | 1 | 200% | 400,000 | 12,202 | Immediately | — |
| | 1 | 150% | 544,500 | 3,370 | Immediately | — |
| | 3 | 300% | 39,000 | 4,650 | Immediately | 10s |
| | 2 | 400% | 120,000 | 5,988 | Immediately | 16.67s |
| | 2 | 100% | 321,234 | 11,234 | Immediately | 20s |
| | 2 | 800% | 40,000 | 16,000 | Immediately | 10s |
| | 2 | 300% | 39,000 | 4,650 | Immediately | 10s |
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.