Chaser
Slime
HP- 10
Speed- 1.4
Contact- 5
XP- 1
The first thing you meet on the Meadow. Slow and soft, it crawls straight at you and leaves a trail of goo.
Who comes for you, when and how they fight. Base values are for 0:00 on the Meadow; the clock and the arena make everyone tougher.
The numbers on the cards below are base values: 0:00 on the Meadow.
Each arena unlocks its five kinds one after another; once unlocked, a kind keeps spawning for the rest of the run.
Chaser
The first thing you meet on the Meadow. Slow and soft, it crawls straight at you and leaves a trail of goo.
Chaser
Fast and fragile. It joins the Meadow at 0:45 and opens the Graveyard from the first second.
Pack
Comes in packs of 6 to 10 and is the fastest regular enemy. Very little HP, so one area attack clears a pack. On the Meadow, rats run the 10:00 charge as the fastest kind on the field.
Chaser
A sturdier walker worth 2 XP. On Scorched Earth it opens the arena in grey ash colours.
Tank
A slow wall of stone, half again as big as the rest. It ignores knockback and shoves you 1.2 units away when it touches you. The mini-boss of the Meadow and of Scorched Earth.
Lunger
Walks like the others, but within 3 units it lunges at speed 2.4 for 0.8 s, then needs 3 s before it can lunge again.
Shooter
Keeps 5 to 6 units away and circles you. Within 9 units it spits a slow bolt (speed 4, 8 damage) every 2.5 s. Its touch is weak.
Charger
Within 6 units it stops and shivers for 0.6 s while marks show its path, then dashes 8 units at speed 9 for double contact damage and stands stunned for 1.5 s. The Graveyard mini-boss, and boars run the 10:00 charge on the Graveyard and Scorched Earth.
From 5:00 every spawn, including encirclements and charges, has a 25% chance to be an elite. During the elite surge from 12:00 to 13:00 the chance triples to 75%.
7:30
Once per run, at 7:30, a gold giant joins the fight. It is not needed to clear the arena, but its loot is worth it.
Golem on the Meadow and Scorched Earth, Boar on the Graveyard.
Summoned by two of the final bosses; they are never part of an arena roster.
Hive Queen minion
Released by the Hive Queen in rings of 8. Faster than any regular enemy; drops only its XP gem, never coins.
Lantern Wraith minion
A pale, lighter wraith with half the HP. Summoned in a ring of 8 around you; it only drifts in, never spits, and drops no coins.
At 13:30 a BOSS warning sounds, and at 13:33 the arena’s final boss enters. Regular spawns drop to 40% while it lives. Defeating it clears the arena and wins the run.
The Meadow’s final boss hovers 5 to 7 units from you, strafing, and keeps diving at the spot you just left.
Frames
A shadow grows where you stood for 0.8 s, then she drops onto it: 30 damage within 2.2 units. She stays on the ground for 0.6 s and takes 1.5× damage meanwhile.
Releases a ring of 8 Bees around herself, first after 8 s and then every 12 s (10 s from phase 2).
From phase 2 every dive leaves a honey pool (radius 1.6, 8 s) that halves your speed. At most 4 at once.
The Graveyard’s final boss: don’t stand in the light. It keeps its distance and lets the beam and the shades do the work.
Frames
A 10-unit beam sweeps a full circle every 25 s. Standing in it burns 12 damage per second, and every burn darkens the arena for 1 s, leaving only 3 units of sight around you.
Every 15 s (first after 5 s) 8 Shades fade in on a ring 6 units around you for 0.6 s, then drift in.
It floats 6 to 8 units away. Get within 3 units and it fades out and reappears 7 units from you, at most once every 6 s.
Scorched Earth’s final boss is a chain: a head, five plates and a tail. Only the head takes damage, and only above ground (about 58% of its cycle); every piece hurts on touch.
Frames
It crawls after you for 4 s, sinks in 0.6 s and travels underground for 1.5 s. The ground cracks under you for 1.2 s, then it bursts out: 35 damage within 1.8 units.
While above ground it marks 5 rings (radius 1.4) every 6 s, one of them on you. A burning rock lands on each 1 s later for 25 damage.
From phase 2 every emerge leaves 3 burning patches (radius 1.3, 6 s) that deal 8 damage per second. At most 6 at once.