Heavenly Tower · Relic Citadel · 5/10
Energy240
Clear XP4,560
Base HP1,200,000
Map length4,000
Max enemies10
Spawn interval0.03s
Enemy traits RelicFloating
Boss
Enemies 4 types
| Enemy | Count | Mag. | HP | Attack | First | Respawn |
|---|---|---|---|---|---|---|
| From the start 2 types | ||||||
| | Unlimited | 100% | 50,000 | 12,500 | 6.67s | 26.67–33.33s |
| | 2 | 100% | 50,000 | 12,500 | 10s | 13.33–16.67s |
| | 1 | 100% | 360,000 | 6,000 | 20s | — |
| Once base HP ≤ 99% 4 types | ||||||
| | 3 | 100% | 50,000 | 12,500 | Immediately | 3.33s |
| | 3 | 100% | 50,000 | 12,500 | after 40s | 13.33–20s |
| | 3 | 100% | 50,000 | 12,500 | after 80s | 13.33–20s |
| | 3 | 100% | 50,000 | 12,500 | after 120s | 13.33–20s |
| | 1 | 100% | 800,000 | 11,111 | after 0.07s | — |
| | 2 | 100% | 360,000 | 6,000 | after 13.33s | 13.33s |
| | 2 | 100% | 400,000 | 30,000 | after 6.67s | 6.67s |
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.
Clear rewards
If the reward chances add up to more than 100, the rows are rolled in order and each later row shares what is left.