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 BaseZombieRedFloatingRelic
Boss
-
Enemy No.720 100% magnification HP10 Attack1 AppearsAt start -
Golem Sunfish 120% magnification HP2,160,000 Attack38,220 Appearsafter 0.07s -
Cadaver Bear 350% magnification HP420,000 Attack17,500 Appearsafter 0.07s -
Le'Prude 200% magnification HP2,800,000 Attack21,600 Appearsafter 0.07s -
Golem Sunfish 120% magnification HP2,160,000 Attack38,220 Appearsafter 0.07s -
Cadaver Bear 350% magnification HP420,000 Attack17,500 Appearsafter 0.07s -
Le'Prude 200% magnification HP2,800,000 Attack21,600 Appearsafter 0.07s -
Golem Sunfish 100% magnification HP1,800,000 Attack31,850 Appearsafter 0.07s -
Le'Prude 150% magnification HP2,100,000 Attack16,200 Appearsafter 0.07s -
J.K. Bun Bun 500% magnification HP2,000,000 Attack46,435 Appearsafter 0.07s -
Cadaver Bear 300% magnification HP360,000 Attack15,000 Appearsafter 0.07s -
Zang Roo 200% magnification HP200,000 Attack15,994 Appearsafter 0.07s -
Sir Seal 2400% magnification HP60,000 Attack3,600 Appearsafter 0.07s
Enemies 10 types
| Enemy | Count | Mag. | HP | Attack | First | Respawn |
|---|---|---|---|---|---|---|
| From the start 10 types | ||||||
| | Unlimited | 100% | 10 | 1 | Start | 2–6s |
| | 1 | 180% | 1,440,000 | 54,000 | 0.07s | — |
| | 2 | 4000% | 100,000 | 6,000 | 0.07s | 10s |
| | 1 | 120% | 2,160,000 | 38,220 | 0.07s | — |
| | 1 | 4000% | 100,000 | 6,000 | 0.07s | — |
| | 1 | 350% | 420,000 | 17,500 | 0.07s | — |
| | 3 | 150% | 112,500 | 18,000 | 0.07s | 6.67s |
| | 2 | 300% | 48,000 | 6,000 | 0.07s | 10s |
| | 1 | 200% | 2,800,000 | 21,600 | 0.07s | — |
| | 1 | 180% | 1,440,000 | 54,000 | 0.07s | — |
| | 2 | 4000% | 100,000 | 6,000 | 0.07s | 10s |
| | 1 | 120% | 2,160,000 | 38,220 | 0.07s | — |
| | 1 | 4000% | 100,000 | 6,000 | 0.07s | — |
| | 1 | 350% | 420,000 | 17,500 | 0.07s | — |
| | 3 | 150% | 112,500 | 18,000 | 0.07s | 6.67s |
| | 2 | 300% | 48,000 | 6,000 | 0.07s | 10s |
| | 1 | 200% | 2,800,000 | 21,600 | 0.07s | — |
| | 1 | 150% | 1,200,000 | 45,000 | 0.07s | — |
| | 2 | 4000% | 100,000 | 6,000 | 0.07s | 10s |
| | 1 | 100% | 1,800,000 | 31,850 | 0.07s | — |
| | 3 | 150% | 112,500 | 18,000 | 0.07s | 6.67s |
| | 2 | 300% | 48,000 | 6,000 | 0.07s | 10s |
| | 1 | 150% | 2,100,000 | 16,200 | 0.07s | — |
| | 2 | 150% | 112,500 | 18,000 | 0.07s | 6.67s |
| | 1 | 150% | 1,200,000 | 45,000 | 0.07s | — |
| | 1 | 500% | 2,000,000 | 46,435 | 0.07s | — |
| | 1 | 4000% | 100,000 | 6,000 | 0.07s | — |
| | 1 | 300% | 360,000 | 15,000 | 0.07s | — |
| | 3 | 150% | 112,500 | 18,000 | 0.07s | 6.67s |
| | 1 | 200% | 200,000 | 15,994 | 0.07s | — |
| | 2 | 100% | 75,000 | 12,000 | 0.07s | 10s |
| | 1 | 2400% | 60,000 | 3,600 | 0.07s | — |
| Once base HP ≤ 0% 6 types | ||||||
| | 2 | 4000% | 100,000 | 6,000 | Immediately | 13.33s |
| | 2 | 300% | 48,000 | 6,000 | Immediately | 10s |
| | 1 | 150% | 1,200,000 | 45,000 | Immediately | — |
| | 1 | 300% | 300,000 | 23,991 | Immediately | — |
| | 1 | 200% | 240,000 | 10,000 | Immediately | — |
| | 1 | 200% | 200,000 | 15,994 | Immediately | — |
| | 3 | 100% | 75,000 | 12,000 | Immediately | 13.33s |
| | 1 | 200% | 200,000 | 15,994 | Immediately | — |
| | 1 | 2400% | 60,000 | 3,600 | Immediately | — |
| | 1 | 200% | 32,000 | 4,000 | Immediately | — |
| | 2 | 100% | 75,000 | 12,000 | Immediately | 10s |
| | 1 | 200% | 32,000 | 4,000 | Immediately | — |
| | 1 | 2400% | 60,000 | 3,600 | Immediately | — |
| | 2 | 200% | 32,000 | 4,000 | Immediately | 16.67s |
| | 2 | 100% | 75,000 | 12,000 | Immediately | 10–13.33s |
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.