PvE
Clear floors, train between encounters, and push as far as you can each week.
Want faster training XP gains? Use qpvm.icedynamix.moe to find maps around your skill level, then submit recent ranked scores to convert them into PvE training XP.
How PvE Works
- You climb from Floor 1 to Floor 10 in a single weekly run.
- Winning loads the next floor. Losing retries the same floor with your player healed.
- Completing Floor 10 locks your run until the next weekly reset.
- Enemy teams scale by floor rarity and count.
Floor Rarity Progression
| Floor | Enemy Rarities |
|---|---|
| 1 | Common, Common, Common |
| 2 | Uncommon, Uncommon, Uncommon |
| 3 | Rare, Rare, Rare |
| 4 | Very Rare, Very Rare, Very Rare |
| 5 | Epic, Epic, Epic |
| 6 | Legendary, Epic, Epic |
| 7 | Legendary, Legendary, Epic |
| 8 | Legendary, Legendary, Legendary |
| 9 | Legendary, Legendary, Legendary, Legendary |
| 10 | Divine, Divine, Legendary, Legendary |
Floor Rewards (Code Values)
Each floor reward can be claimed after clearing that floor. One claim restores your pull usage (up to +5 pulls), and each floor has a number of reward packs.
| Floor | Packs (+5 pulls each) | Total Pulls |
|---|---|---|
| 1 | 2 packs | +10 pulls |
| 2 | 2 packs | +10 pulls |
| 3 | 2 packs | +10 pulls |
| 4 | 3 packs | +15 pulls |
| 5 | 3 packs | +15 pulls |
| 6 | 4 packs | +20 pulls |
| 7 | 4 packs | +20 pulls |
| 8 | 5 packs | +25 pulls |
| 9 | 6 packs | +30 pulls |
| 10 | 10 packs | +50 pulls |
Player and Enemy Stats
Player base stats at run start: ATK 100, DEF 100, HP 350, ACC 60, DODGE 5. Training caps: ACC 90, DODGE 50. Enemy values below are rarity base stats before per-encounter variance. DEF mitigation was recently improved, so high DEF now has a more noticeable survival impact in late floors.
| Rarity | ATK | DEF | ACC | DODGE | HP |
|---|---|---|---|---|---|
| Common | 50 | 35 | 46 | 3 | 140 |
| Uncommon | 75 | 55 | 50 | 5 | 210 |
| Rare | 110 | 80 | 55 | 7 | 320 |
| Very Rare | 155 | 115 | 60 | 9 | 470 |
| Epic | 183 | 136 | 63 | 8 | 578 |
| Legendary | 306 | 213 | 71 | 12 | 978 |
| Divine | 565 | 383 | 84 | 19 | 1669 |
Combat Formula (Current)
- Hit chance is still based on ACC - DODGE, clamped between 5% and 95%.
- Damage now uses a steeper DEF scaling curve, so stacking DEF reduces incoming damage more than before.
- Floor composition and enemy rarity progression are unchanged.
Training XP and Upgrades
- Submit recent ranked non-F scores from the last hour to gain training XP during an active run.
- Scores on today’s Daily Missions grant 2x training XP.
- Training XP scales by map difficulty, score accuracy, and map length.
- Map length bonus starts after 2:00, ramps aggressively in the early minutes, and then tapers toward the cap.
- Length multiplier: 1.00x at 2:00 or shorter, up to 1.35x at 10:00+ (no infinite scaling).
- Upgrades spend training XP and increase one focused stat plus smaller boosts to other stats.
- Late-game upgrades are stronger (extra scaling after 25 upgrades, and another boost tier after 40 upgrades).
- If ACC or DODGE upgrade gains overflow past the cap, overflow is converted into ATK and HP instead of being wasted.
- Training state is run-scoped and resets with the new weekly run.
Map Reuse Cooldown
Current mode: DAILY. The same map cannot grant training XP repeatedly inside the active cooldown window. Cooldown history is tied to your current run and resets with the weekly PvE reset.