When the pressure changes
Wild enemies enter six stages, beginning at 0:00, 1:10, 2:40, 4:20, 6:20 and 8:20. The stage adds stronger candidates; it does not instantly remove every earlier enemy. Treat these times as reminders to check your space and damage output.
Read the role before chasing the sprite
| Threat | What to watch | Our approach |
|---|---|---|
| Healer / shielder | Nearby enemies stay alive longer | Make a safe approach before attacking the support. |
| Summoner | Extra bodies close the route | Do not trade your exit for one more hit. |
| Charger / runner | Fast changes in distance | Keep a second direction open. |
| Bomber / beamer / jumper | Marked areas and delayed attacks | Leave the marked ground before collecting drops. |
A useful practice loop
If a crowd keeps enclosing you, spend the next attempt tracking a single escape lane. If enemies survive too long, inspect your active move, its physical or special category and the matchup. These are practice suggestions, not a measured ranking of enemy difficulty.