Battle Tower planner
Inspect the next Tower wave, its enemies, draft choices and budget.
Result
Weekly Tower: pool, floors & threats · 2026-10-19 UTC
HP is the base Tower scalar before special wave/enemy overrides. Income assumes identical base earners, with an optional income-move multiplier. Boons, free upgrades and bench transfers are excluded.
Attack type: Bug +15% · Swift Foes · ₽1000 · 50 Lives
Boss stun/sleep lasts 50% of normal duration through wave 30, rising linearly to 90% at wave 100. Crawl speed is 20% at wave 30, 10% at 50, 6% at 75 and 2.5% at 100, interpolated between points. Tower uses global wave ×2: waves 38/39/40 give about 76.29%/77.43%/78.57% duration and 5.86%/5.58%/5.30% crawl speed. Resistance can shorten duration first; ordinary slow does not further reduce a stunned or sleeping boss's crawl speed.
Summit Mewtwo's barrier is active for the last 2.5 seconds of each 7-second cycle after spawning. It reduces ordinary hit damage by 75% before armor; burn ticks also have shield handling, while ground pools use a separate damage path. If still alive and strictly below 40% maximum HP, it recovers 25% of maximum HP once, capped at full health. That is not 25% of its remaining HP or a repeatable heal.
Summit Mewtwo: barrier & recovery ↗
Floor 1 · Route 1 · Clear skies · Wave 1–10
Wave 1 · 10 Enemies · Wave HP factor 0.9×
| Enemies | Attack types | Quantity | Spawn interval | Enemy health |
|---|---|---|---|---|
| Rattata | Normal | 10 | 0.9s | 22 |
Wave 2 · 15 Enemies · Wave HP factor 0.99×
| Enemies | Attack types | Quantity | Spawn interval | Enemy health |
|---|---|---|---|---|
| Rattata | Normal | 15 | 0.7s | 24 |
Wave 3 · 16 Enemies · Wave HP factor 1.08×
Wave 4 · 12 Enemies · Wave HP factor 1.17×
| Enemies | Attack types | Quantity | Spawn interval | Enemy health |
|---|---|---|---|---|
| Pidgey | Normal / Flying | 12 | 0.6s | 47 |
Wave 5 · 20 Enemies · Wave HP factor 1.26×
Wave 6 · 24 Enemies · Wave HP factor 1.35×
Wave 7 · 24 Enemies · Wave HP factor 1.44×
Wave 8 · 21 Enemies · Wave HP factor 1.53×
Wave 9 · 30 Enemies · Wave HP factor 1.62×
Floor 2 · Mt. Moon · Clear skies · Wave 11–20
Wave 11 · 31 Enemies · Wave HP factor 2×
Wave 12 · 30 Enemies · Wave HP factor 2.1×
Wave 13 · 45 Enemies · Wave HP factor 2.2×
Wave 14 · 32 Enemies · Wave HP factor 2.3×
Wave 15 · 31 Enemies · Wave HP factor 2.4×
Wave 16 · 40 Enemies · Wave HP factor 2.5×
Wave 17 · 13 Enemies · Wave HP factor 2.6×
Wave 18 · 62 Enemies · Wave HP factor 2.7×
Wave 19 · 34 Enemies · Wave HP factor 2.8×
Floor 3 · Seafoam Islands · Clear skies · Wave 21–30
Wave 21 · 103 Enemies · Wave HP factor 5.3×
Wave 22 · 67 Enemies · Wave HP factor 5.8053×
Wave 23 · 83 Enemies · Wave HP factor 6.3521×
Wave 24 · 104 Enemies · Wave HP factor 6.9436×
Wave 25 · 70 Enemies · Wave HP factor 7.5833×
Wave 26 · 93 Enemies · Wave HP factor 8.2747×
Wave 27 · 114 Enemies · Wave HP factor 9.0218×
Wave 28 · 61 Enemies · Wave HP factor 9.8287×
Wave 29 · 95 Enemies · Wave HP factor 10.7×
Floor 4 · Victory Road · Sandstorm · Wave 31–40
Wave 31 · 73 Enemies · Wave HP factor 14.5536×
Wave 32 · 106 Enemies · Wave HP factor 15.8125×
Wave 33 · 126 Enemies · Wave HP factor 17.1701×
Wave 34 · 79 Enemies · Wave HP factor 18.6336×
Wave 35 · 111 Enemies · Wave HP factor 20.211×
Wave 36 · 137 Enemies · Wave HP factor 21.9105×
Wave 37 · 80 Enemies · Wave HP factor 23.7413×
Wave 38 · 109 Enemies · Wave HP factor 25.7128×
Wave 39 · 137 Enemies · Wave HP factor 27.8355×
Floor 5 · Mt. Moon · Clear skies · Wave 41–50
Wave 41 · 118 Enemies · Wave HP factor 28.3297×
Wave 42 · 148 Enemies · Wave HP factor 30.6301×
Wave 43 · 91 Enemies · Wave HP factor 33.1045×
Wave 44 · 116 Enemies · Wave HP factor 35.7656×
Wave 45 · 155 Enemies · Wave HP factor 38.6268×
Wave 46 · 97 Enemies · Wave HP factor 41.7027×
Wave 47 · 130 Enemies · Wave HP factor 45.0086×
Wave 48 · 159 Enemies · Wave HP factor 48.561×
Wave 49 · 96 Enemies · Wave HP factor 52.3777×
Tower cards, separate from held items
Each cell is the card’s effect when offered on that floor. Offers vary per climb and reroll; this is a reference, not a promised deck. The HP tables use a neutral 1× climb multiplier; apply your own HP boons in the calculator.
| Name | Floor 1 | Floor 2 | Floor 3 | Floor 4 | Floor 5 |
|---|---|---|---|---|---|
| Nugget · Common | Run money 200 | Run money 250 | Run money 300 | Run money 350 | Run money 400 |
| Big Nugget · Rare | Run money 470 | Run money 590 | Run money 710 | Run money 830 | Run money 950 |
| Moomoo Milk · Common | Lives 10 | Lives 10 | Lives 10 | Lives 10 | Lives 10 |
| Max Revive · Rare | Lives 25 | Lives 25 | Lives 25 | Lives 25 | Lives 25 |
| Wide Lens · Common | Range +10% | Range +10% | Range +10% | Range +10% | Range +10% |
| Quick Claw · Rare | Attack speed +10% | Attack speed +10% | Attack speed +10% | Attack speed +10% | Attack speed +10% |
| Scope Lens · Rare | Double-damage critical chance +10% | Double-damage critical chance +10% | Double-damage critical chance +10% | Double-damage critical chance +10% | Double-damage critical chance +10% |
| Choice Band · Epic | Damage per hit +20% | Damage per hit +20% | Damage per hit +20% | Damage per hit +20% | Damage per hit +20% |
| Rare Candy · Rare | Free evolutions 1 | Free evolutions 1 | Free evolutions 1 | Free evolutions 1 | Free evolutions 1 |
| TM · Epic | Free signature moves 1 | Free signature moves 1 | Free signature moves 1 | Free signature moves 1 | Free signature moves 1 |
| Amulet Coin · Rare | Run money earned per wave 50 | Run money earned per wave 60 | Run money earned per wave 70 | Run money earned per wave 80 | Run money earned per wave 90 |
| Focus Sash · Rare | Protected leaks 5 | Protected leaks 5 | Protected leaks 5 | Protected leaks 5 | Protected leaks 5 |
| Dusk Gamble · Epic | Wave HP factor 1.2× · Upgraded picks 2 | Wave HP factor 1.2× · Upgraded picks 2 | Wave HP factor 1.2× · Upgraded picks 2 | Wave HP factor 1.2× · Upgraded picks 2 | Wave HP factor 1.2× · Upgraded picks 2 |
Attack type: Common +20% · Rare +35%
How this is calculated
This is a source-based planning model, not a simulation of movement, collisions or a guaranteed winning strategy.
Current rules for new runs; an older saved run may keep earlier rules.
Free Climb draws from your collection; Weekly Tower uses its week's 12-line pool, featured type and twist. Both start with three draft picks, base ₽1,000 and 50 lives, subject to weekly resource modifiers. Five floors contain ten waves each. Your Pokémon, money and lives carry between floors, and existing units can be placed again for free. Both Tower variants disable held items and shiny damage in the current runtime. Your normal item-based Endless setup therefore needs to be reconsidered here.