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 BaseTraitlessAkuBehemothFloating
Boss
-
Enemy No.720 100% magnification HP10 Attack1 AppearsAt start -
THE FOLIVOREAN 240% magnification HP2,400,000 Attack122,400 Appearsafter 0.07s -
Cumulus Gallus 120% magnification HP2,124,000 Attack24,000 Appearsafter 0.07s -
Aku Gory 360% magnification HP306,000 Attack24,724 Appearsafter 0.07s -
Pterowl Hazuku 120% magnification HP2,220,000 Attack43,920 Appearsafter 0.07s -
THE FOLIVOREAN 240% magnification HP2,400,000 Attack122,400 Appearsafter 0.07s -
Cumulus Gallus 120% magnification HP2,124,000 Attack24,000 Appearsafter 0.07s -
Aku Gory 360% magnification HP306,000 Attack24,724 Appearsafter 0.07s -
Pterowl Hazuku 120% magnification HP2,220,000 Attack43,920 Appearsafter 0.07s -
THE FOLIVOREAN 240% magnification HP2,400,000 Attack122,400 Appearsafter 0.07s -
Cumulus Gallus 100% magnification HP1,770,000 Attack20,000 Appearsafter 0.07s -
Aku Gory 200% magnification HP170,000 Attack13,736 Appearsafter 0.07s -
Pterowl Hazuku 100% magnification HP1,850,000 Attack36,600 Appearsafter 0.07s -
Li'l Bun Bun 1200% magnification HP359,964 Attack13,500 Appearsafter 0.07s -
Squire Rel 3000% magnification HP2,400 Attack900 Appearsafter 0.07s -
Gobble 100% magnification HP329,000 Attack5,000 Appearsafter 0.07s
Enemies 10 types
| Enemy | Count | Mag. | HP | Attack | First | Respawn |
|---|---|---|---|---|---|---|
| From the start 9 types | ||||||
| | Unlimited | 100% | 10 | 1 | Start | 2–6s |
| | 4 | 4800% | 3,840 | 1,440 | 0.07s | 2s |
| | 1 | 240% | 2,400,000 | 122,400 | 0.07s | — |
| | 1 | 240% | 180,000 | 36,000 | 0.07s | — |
| | 1 | 120% | 2,124,000 | 24,000 | 0.07s | — |
| | 2 | 360% | 306,000 | 24,724 | 0.07s | 13.33s |
| | 1 | 360% | 306,000 | 24,724 | 0.07s | — |
| | 1 | 120% | 2,220,000 | 43,920 | 0.07s | — |
| | 4 | 4800% | 3,840 | 1,440 | 0.07s | 2s |
| | 1 | 240% | 2,400,000 | 122,400 | 0.07s | — |
| | 1 | 240% | 180,000 | 36,000 | 0.07s | — |
| | 1 | 120% | 2,124,000 | 24,000 | 0.07s | — |
| | 2 | 360% | 306,000 | 24,724 | 0.07s | 13.33s |
| | 1 | 360% | 306,000 | 24,724 | 0.07s | — |
| | 1 | 120% | 2,220,000 | 43,920 | 0.07s | — |
| | 4 | 4800% | 3,840 | 1,440 | 0.07s | 2s |
| | 1 | 240% | 2,400,000 | 122,400 | 0.07s | — |
| | 1 | 200% | 150,000 | 30,000 | 0.07s | — |
| | 1 | 100% | 1,770,000 | 20,000 | 0.07s | — |
| | 2 | 200% | 170,000 | 13,736 | 0.07s | 13.33s |
| | 1 | 200% | 170,000 | 13,736 | 0.07s | — |
| | 1 | 100% | 1,850,000 | 36,600 | 0.07s | — |
| | 1 | 1200% | 359,964 | 13,500 | 0.07s | — |
| | 1 | 1200% | 359,964 | 13,500 | 0.07s | — |
| | 4 | 3000% | 2,400 | 900 | 0.07s | 2s |
| | 1 | 3000% | 2,400 | 900 | 0.07s | — |
| | 1 | 100% | 329,000 | 5,000 | 0.07s | — |
| Once base HP ≤ 0% 9 types | ||||||
| | 1 | 240% | 180,000 | 36,000 | Immediately | — |
| | 2 | 1800% | 539,946 | 20,250 | Immediately | 13.33s |
| | 1 | 360% | 720,000 | 21,963 | Immediately | — |
| | 1 | 300% | 255,000 | 20,604 | Immediately | — |
| | 4 | 4000% | 3,200 | 1,200 | Immediately | 3.33s |
| | 1 | 100% | 1,850,000 | 36,600 | Immediately | — |
| | 2 | 200% | 170,000 | 13,736 | Immediately | 20s |
| | 1 | 200% | 2,000,000 | 102,000 | Immediately | — |
| | 1 | 150% | 112,500 | 22,500 | Immediately | — |
| | 1 | 100% | 1,770,000 | 20,000 | Immediately | — |
| | 3 | 3000% | 2,400 | 900 | Immediately | 3.33s |
| | 2 | 100% | 329,000 | 5,000 | after 60s | 20s |
| | 1 | 200% | 400,000 | 12,202 | Immediately | — |
| | 1 | 200% | 170,000 | 13,736 | Immediately | — |
| | 2 | 1000% | 299,970 | 11,250 | Immediately | 13.33s |
| | 5 | 2400% | 1,920 | 720 | Immediately | 2.67s |
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.