Enemy Scaling
Why enemies suddenly feel much tougher on higher waves and worlds.
Enemy HP and damage grow faster than linearly with the wave number, and every world applies its own difficulty multiplier on top. Rewards scale along the same curves, so deeper pushes pay more.
What grows
- HP and contact damage — the core difficulty curve.
- Movement speed, up to a cap — late mobs arrive faster.
- Leaf and coin rewards — alongside the difficulty.
- The spawn mix — stronger types get more common over time.
Example: Goblin (World 1)
| Wave | HP | DPS |
|---|---|---|
| 1 | 2 | 2.7 |
| 10 | 6 | 5.12 |
| 50 | 35 | 11.3 |
| 100 | 102 | 19.3 |
| 250 | 2394 | 96.1 |
| 500 | 9090 | 203 |
| 1000 | 34462 | 433 |
| 2000 | 130532 | 926 |
Values shown for World 1 — higher worlds multiply HP and damage further, and rewards scale alongside.
Hitting a wall is normal. When a wave doubles your time-to-kill, it is workshop, gear or world-upgrade time — not bad luck.
Last updated 2026-07-15