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Floating Castle

Family: escudo·Anime: sao·10 stages, boss on the last

Shield on top of shield, and a reaction every time one falls. Cracking the shell costs you, and many of them get stronger when you crack it.

What answers it: Shield break and damage that ignores the shell. Hitting the shield is spending a round for free.

The four difficulties

The same world appears four times, one per difficulty. Enemies get stronger in each one — the cast and the skills are the same.

DifficultyWorld
Normal10
Nightmare50
Torment90
Inferno130
View enemies on

The boss · World 10

Bone Reaper

101 HP · 31 power·Legendary·Tier 9

balanced

HP and damage both mid-range. It punishes no particular style — what decides the fight is its kit, not its numbers.

What it does

  • Muralha AncestralOpening, when the battle starts: grants 50% of max HP shield to itself.At the start of each round: grants 8% of max HP shield to itself.
  • Egide ReativaWhen their own Shield breaks: grants 18% of max HP shield to itself; deals damage equal to 140% of power to the front enemy.
  • Peso do BaluarteAt the end of each round: deals damage equal to 180% of power to the front enemy.

The regular enemies

Blue Boar

38 HP · 11 power·Uncommon·Tier 1

balanced

What it does

  • Casca FirmeOpening, when the battle starts: grants 30% of max HP shield to itself; grants 15% of max HP shield to all allies.

Lesser Kobold

50 HP · 16 power·Rare·Tier 2

balanced

What it does

  • Muralha AliadaAt the start of each round: grants 10% of max HP shield to the lowest-HP ally.

Barrier Sentinel

72 HP · 9 power·Rare·Tier 2

balanced

What it does

  • Forca GuardadaOn receiving Shield: raises power by to itself.

System Knight

66 HP · 21 power·Epic·Tier 3

balanced

What it does

  • Vinganca do MuroWhen an ally's Shield breaks: deals damage equal to 160% of power to the attacker.

System Sentinel

61 HP · 22 power·Epic·Tier 3

balanced

What it does

  • BastiaoPassive, always on: converts 50% of the shield into power.

The enemy’s base HP and power, exactly as the game stores them. What you meet in battle is higher: it grows with the world, with the stage and a great deal with the difficulty. We are measuring those values stage by stage and will publish them once verified — we would rather leave the table empty than print a wrong number. Use the base to compare enemies with each other.

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What we cannot know

The exact make-up of each stage — how many enemies, which ones, at what level — is assembled by the game server the moment you play. It is not in the client code, so we cannot publish it without inventing it. What is here is the world’s complete roster and what each unit does, which is what actually decides how you build your team.

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