Regular enemies reach the team
Review group coverage and cleanup first. One visible leak pattern is more useful than a guessed total-power target.
Prepare a balanced team for harder waves, recover after a failed push, and understand reported code gates without inventing checkpoint rewards or enemy scaling.
Quick answer
When a wave stops you, identify whether groups are leaking, the boss survives, or the team lacks steady damage. Adjust one team job, compare visible stats, protect rare fighters, then retry. Exact checkpoint intervals, rewards, enemy HP, and damage scaling are not confirmed here.
The game description promises endless enemy waves and higher checkpoints for rewards. Official promotional frames show Wave 67, a Team HP bar, large enemies, and a Boss HP bar. These are strong signals for the mode and team-building pressure, but they do not publish a checkpoint reward table or a formula for enemy growth.
A failed push is more useful when you name the failure. Group leaks point toward coverage, a long boss bar points toward sustained single-target pressure, and inconsistent cleanup points toward cooldown or targeting. Team Lab helps compare the values and roles you enter; it does not grade wave readiness.
The steps stay useful without pretending unknown rates, rewards, or formulas are facts.
Note the highest wave reached and whether the failure involved a boss or regular enemies. This matters for reported code gates—BLEACHPART2! is reported at Wave 1 and ADMINABUSE! at Wave 76—but the checker cannot guarantee code validity.
Mark the fighters you observe as AOE, single-target, hybrid, or unknown. If groups overwhelm the team, add or improve observed coverage. If a boss stalls, compare the fighters assigned to boss pressure. More than half unknown means you need more observation before making a confident swap.
Enter damage and cooldown from the game interface when available. A partial total is still useful for comparing complete slots, but it is not a clear-time estimate. Do not add invented critical rates, target counts, enemy defense, or mutation bonuses.
Swap one role, make one reviewed merge, or preserve resources for a stronger option, then retry the same pressure point. A single change makes it easier to understand what helped. Keep checkpoint reward claims separate until the game or creator publishes them.
Review group coverage and cleanup first. One visible leak pattern is more useful than a guessed total-power target.
Compare the fighter assigned to boss pressure, then change one slot or one reviewed investment before retrying.
Enemy health, defense, target count, range uptime, and Team HP behavior are unknown, so no entered total guarantees a clear.
Wave 76 is a reported requirement for one code, not proof of every checkpoint, reward, or late-game threshold.
This guide acknowledges that checkpoints reward progression while holding exact tables until stronger evidence supports them.
Diagnose whether coverage, cleanup, or boss pressure is failing, change one role or reviewed investment, then retry.
The official description confirms rewards at higher checkpoints, but an exact current reward table was not verified.
Current public code trackers report Wave 76 as the requirement for ADMINABUSE!. That does not define all Wave 76 rewards or guarantee redemption.
No. It lacks verified enemy scaling, defenses, target rules, and fighter uptime.
Compare entered roles and contributions.
Compare your highest wave with code requirements.
Find the job your team may be missing.