Difficulty and scaling
Tiers
Clearing a level on one tier unlocks the next. Multipliers apply to every enemy.
| Tier | Enemy health | Enemy damage | Enemy count | Elite share | Boss health | Boss damage | Payout |
|---|---|---|---|---|---|---|---|
| Standard | x1 | x1 | x1 | 0% | x1 | x1 | x1 |
| Veteran | x1.38 | x2.94 | x1.15 | 5% | x1.5 | x1.3 | x1.1 |
| Elite | x1.62 | x3.5 | x1.25 | 10% | x1.89 | x1.55 | x1.2 |
The run clock
Enemies are stronger the later they spawn. The multiplier is fixed when the enemy spawns: health is 1 + 0.06 x m + 0.006 x m squared, and damage is 1 + 0.025 x m, where m is the run minute times 1.714. Bosses are not time-scaled.
| Run minute | Health | Damage |
|---|---|---|
| 0 | x1 | x1 |
| 1 | x1.12 | x1.04 |
| 2 | x1.28 | x1.09 |
| 3 | x1.47 | x1.13 |
| 4 | x1.69 | x1.17 |
| 5 | x1.95 | x1.21 |
| 6 | x2.25 | x1.26 |
| 7 | x2.58 | x1.3 |
Squad size
| Players | Boss health | Spawn rate |
|---|---|---|
| 1 | x1 | x1 |
| 2 | x1.6 | x1.6 |
| 3 | x2.1 | x2.3 |
| 4 | x2.5 | x3 |
Strains
A strain is an elite variant of a normal enemy: bigger, tougher and worth more. Health x2.5, damage x1.3, experience x3, on top of the tier.