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Progression Walls

Made possible thanks to KampretLordz, tio_romano, gatrix, itsmomoland, kisenix, awesome21snake, excuseablepenguin and more!

This list will be updated as soon as new chapters are added or earlier chapters are revisited.

Up until chapter 18, borrowed NIKKEs can make the wall stages a joke. And as such, the wall only applies if you want to save the daily usage of them for a later chapter.

Criteria: These stages are either stat walls, manual play required, the raptures are specially difficult to deal with, or a combination of all the previous. Bosses are generally “harder” than normal stages, however some bosses have very specific mechanics, and will hinder your progression by quite some time if you don’t want to learn said mechanics beforehand.

Do take note that: all stages can be CP crushed, in other words, in a 10% or less CP deficit. This list will obviously not apply if not at least 10% deficit, with very few cases...

For rapture information, check the "List of Raptures that will hinder your progression" after the wall stages.

The ones listed in bold are the hardest stages among the hard stages.

8-27: Bow tie
12-9: Screamer (piano) + cube
13-9: Oneshot you so fast you won’t even understand
13-15: Alteisen (train)
13-24: Modernia
14-12: Remind you of real Battlefield. Cubes everywhere.
15-18: Bullwhip (seahorses) + Snipers
16-14: ALL Elites can pierce. Cover won’t save you, only luck (they miss) and DPS
16-17: Everything oneshots you and the boss is a Bronchus
16-25: Charged Snipers camping here
17-9 = 16-25 but electric
17-15: Mob oneshot you and they hide well. Boss is Bronchus with healers
17-18: Tanky stages with a lot of Kamikaze
17-21: Boss is so tanky
17-33: Sinister with mobs
18-12, 18-15, 18-18: Snipers camping in bad terrain
19-6: Screamer (Piano) + triple Bronchus (farters)
19-15: Introducing Dagger (hitcount ball thrower) + Sentry (chain) 20-15: How Glasses could be annoying 20-31: BOSS Nihilister
21-29: Glasses + Bullwhip (seahorse) + Bronchus, prevent you from meeting Mother Whale
21-32: BOSS The Mother Whale
22-27: Sniper + Cube in high terrain
22-36: Nihilister with Ark City background theme 23-9: Barrage volley with barbells (thick elites)
23-21: Introducing Launcher (silencer)
24-19: Triple Bronchus (farts) behind the car + glasses with bullwhips
24-34: Triple Bronchus (farts) twice in base defense
25-18: Cube + Bullwhip (seahorse) with Launcher
26-17: Jellyfish + Crawler + Kamikaze + Launcher
26-25: Snipers + Cubes + Launcher
27-9: Bullwhip + Joint + Bronchus fart = worst combo
27-12: Too many Launchers
27-21: Bronchus + Kamikaze
27-24: Jellyfish + Launcher (silencer) but worse than 26-17
28-19: Double stack Launcher
29-18: Crawler + Bronchus
30-6: Bullwhip (seahorse) madness
30-29: Shield feat random Bullwhip + Kamikaze
31-21: Bronchus and they fart like stinky old men
31-26: Barbell but with only 1 Glasses
31-33: Insanely tanky stage with Sentry + Starfish
31-35: Boss is Barbell (40% def up) with 3 healers Elite. GG
32-32: Launcher + Jellyfish + Bullwhip worst combo
32-33: BOSS Mirror Container
33-5: Introduction of volleyballs
33-20: 30-5 but Iron
33-20B-1: 6 Bronchus base defense stage
34-3: Volleyball + Screamer spam
34-11: Screamer x2, Cube and lots of Volleyballs at the start
34-15: Triple sentries + Volleyball wave, twice
34-18B-1: Line defense stage with lots of Crawler and Bronchus spam (try to go the other way)
34-21B-2: Base defense stage with Barbell + Glasses dps check (try to go the other way)
34-27: Volleyball spam + Satellite spam
34-32: Volleyball madness
34-35: Bronchus x2 then Bronchus x3 with Scimitar and Crawlers
34-38: BOSS Behemoth
35-33: Boss is Glasses, accompanied with Peekaboo and Dagger
36-37: BOSS Black Snake
37-35: Right before ch 37 boss, volleyballs, sea-horses, bullwhip, jellyfish... hardest ch37 stage
38-14: Insta kill rapture covered by a shield, Boss is also insta kill, bullwhip and daggers to top it off
38-32: same stage as 37-35
39-33: Volleyballs and BOSS is Glass
40-36: BOSS Zizz

List of Raptures that will hinder your progression:

Servant Class

  • Bullwhip (seahorse): Seahorse-like rapture, flying afloat on screen. Has a small hitbox so aiming can be tricky. Hits hard without much warning.
  • Crawler: A crab-like rapture that walks around on screen. Hits hard without much warning.
  • Lure: They can move fast in the air so it’s hard to aim at them. Same as Bullwhip, hits hard without much warning.
  • Cricket (sniper): they will charge first (around 3s) then shoot it to your Nikke, causing instant-death. Problem is if they hide in an environment that could be hard to aim at.
  • Cube (volley): Spams volley shots on your Nikke.
  • Mono eye (cube twin): One shot machine. Tiny red dot for warning, will wipe you out if left alive.
  • Dagger: A flying rapture, throws a hitcount black ball. If there are too many, it will overwhelm your Nikkes, especially if you don’t bring an MG. Introduced in Chapter 19.
  • Glitter/Remnant (Kamikaze): As their epithet suggests, they jump on your Nikkes and deal a lot of damage (can 1 shot).
  • Capsule: So, you know the Kamikaze mechanics? Now, we put an elemental shield to protect them and THEN they jump on your Nikke. First introduced in chapter 25.
  • Bird/Ant: A new type of Kamikaze introduced in chapter 29. Nikkes ignore them so you have to aim manually.
  • Drifter: If you ignore them, they will explode. They deal damage to your Nikkes that CANNOT be dodged. Stuns your Attacker Nikkes (Supporters and Defenders are not affected). Introduced in Chapter 23.
  • Volleyball: This ball-shaped creature flies around and attacks you after you deal damage to it. You have to hit them with 1 strong-shot or just wipe using Distribute/Wipe Damage attacks. If you ignore them, they jump to your Nikke and suicide. Introduced in chapter 33.

Volleyball

After the November 2024 update, they introduced a new rapture named Volleyball. This pesky ball will hinder your progress in chapter 33 and 34, as we said in Progression Wall.

On taking a hit - any hit, from one bullet, they will stop prepping kamikaze attacks and start zig-zagging while pulverizing someone on your team. While they're in motion for any reason, they will take only 1 damage. This includes the zig-zag and when they're not yet setting up the kamikaze attack (red lights is their prep). (Juratus:2024)

To counter them, there’s 3 way to go about it:

1 - Distribute Damage / AoE attack. They will attack you after you touch them, then you have to attack without touching them directly. Distribute damage has a mechanic that ignores the hitcount mechanic. Chapter 33-34 are wind weak, so Scarlet Black Shadow is the best Nikke to counter them.
2 - Strong sniper to kill them in 1 shot.
They will receive damage from only 1 shot from any pellets. The problem is when you full burst, you would have to command other Nikke to take cover.
3 - Ignore them and let them jump. This method needs you to dodge when they start jumping. You can put all the Nikke to take cover or just build a shield to block it.
- Peekaboo: A land rapture that has panels as the front part of its body. Takes only 1 damage per instance (like glasses). Will stop moving to charge a rocket launcher barrage, that aims for 1 random NIKKE and might one shot at a somewhat high deficit. Distributed damage or damage taken increase debuff is the counter for it. Introduced in chapter 35.

Master Class

  • Bronchus (farter): Hits all your Nikkes with radiation attack (players call it a fart attack), this cannot be dodged. Overheal (just heal up the damage you receive) solves this type of attack.
  • Glasses: You need to hit them hundreds of times to break its shield. It heals all raptures when alive. You need to bring MG type Nikkes to kill it. Introduced in chapter 19
  • Launcher (silencer): It spawns Batteries that silences your Nikkes, blocking Nikkes' ability to burst. Introduced in chapter 23.
  • Jellyfish: A jellyfish-like rapture, it binds to 1 your Nikkes, debuffs reload speed and slowly kills your Nikke. Introduced in chapter 21.
  • Sentry (chain): Binds your Nikke with a chain that stuns her for a long time if they are not killed. This rapture is usually tanky.
  • Barbell: A high defense rapture. Combined with a healer type rapture, this would be the tankiest rapture you can face.
  • Satellite: A flying rapture, charges a massive attack onto a Nikke that pierces cover, then barrages a Nikke twice.
  • Orchestrion / Screamer (piano): A rapture that is shaped identical to a piano. Barrages your Nikke with a lot of attacks.
  • Joint (worm/inferno): A worm-like Rapture that floats and damages a Nikke over a long duration, similar to Inferno Tower on Clash of Clans / Clash Royale. Introduced in chapter 25
  • Wheel (instant wipe): Introduced in chapter 38, this Rapture has Wheels circling around a snake body. If not killed on time, it will wipe your team, regardless of shields or cover.