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Numbers & Formulas
Everything numeric in one place. Each row links back to the page that explains it.
Costs
| What | Formula / value | Page |
|---|---|---|
| Normal upgrade level | 10 × level² | Upgrades |
| Class upgrade level | earned by flying | Upgrades |
| Revive | wave × 10 | Waves |
| Reinforcement Clone summon | wave × 100 | Reinforcement Clone |
| Premium ship unlock | 200,000, +100,000 per ship already owned | Ships |
| Charge buff (escalating) | 100,000, +100,000 per paid buff owned | Charge Skill |
| Doppelgeschoss | 400,000 flat | Charge Skill |
| Reinforcement Clone unlock | 300,000 flat, each | Reinforcement Clone |
| Decal | 100,000 flat | Cosmetics |
| Afterburner colour | 50,000, +50,000 per colour owned (Blue and Orange free) | Cosmetics |
Caps and limits
| What | Value |
|---|---|
| Stronger Bullets / Faster Bullets / Health Increase max level | 100 |
| Additional Bullets max level | 9 |
| Common-upgrade levels shared across ships | 50 |
| Class max level — Healer, Shielder, Bomber, Assister | 30 |
| Class max level — every other ship | 50 |
| Decals equipped per ship | 30 |
| Decal preset slots per ship | 3 |
| Buff-ball stacks per type | 10 |
| Buff balls on screen | 10 |
| Assister-spawned assist balls alive | 6 |
| Players in co-op | 4 |
| Enemy soft cap (reduced effects) | 120 (70) |
| Concurrent explosions (reduced effects) | 16 (2) |
| Custom playlist songs | 100 |
Combat
| What | Value |
|---|---|
| Base bullet damage | 10.0 |
| Faster Bullets, fire rate per level | +4% |
| Lv100 bonuses — explode chance / radius, flat fire rate, wave-clear heal | 10% / 10 px · +10% · 5–10 HP |
| Bullet fan spread per extra bullet | 5.0° |
| Focus Fire spread | 2.0° |
| Player radius | 32 px |
| Arena | 800 × 800 |
| Chain-lightning range / hops (assist ball) | 300 px / 10 |
| Chain-lightning hops (Tesla class) | 20 |
| Chain-lightning hops (Tesla Clone) | 5 |
| Enemy speed scaling | 1 + (wave − 1) × 0.02 |
| Boss contact damage | wave × 2 |
| Boss-gun bullet damage | 10 |
| Boss-gun volley size (wave 50+) | 1 + (wave − 50) ÷ 10 |
Timers and durations
| What | Value |
|---|---|
| Boss dive countdown | wave × 25 s (Twirly wave × 20 s) |
| Revive window | 10 s |
| Band-buff vote countdown | 10 s |
| Vote intro / decide pause / result hold | 1 s / 1.5 s / 2.5 s |
| Assist ball lifetime | 30 s |
| Gold ball lifetime | 30 s |
| Buff ball lifetime / buff duration | 15 s / 120 s |
| Mastery XP | +4 / wave, +20 / boss, +4 per elite kill (50%) |
| Mastery ability level | 1 + floor(√XP), capped at 30 or 50 |
| Mastery rank thresholds | 0 / 25 / 75 / 175 / 350 / 650 / 1100 XP |
| Stardust value | 100,000 gold |
| Stardust drop | boss 5%, elite 2% (×2 on Elite Hunt) |
| Stardust idle decay | 1 per hour away |
| Elite spawn rate | 4% from wave 4 |
| Elite health / size | ×6 (×1.6 more if tough) / ×1.7 |
| Wave event chance | 20% on non-boss waves from wave 6 |
| Fever | combo 15+, 8 s, ×2 coins |
| Beat damage to a boss | ×12 effective damage per beat |
| Debrief record bonus | 200 gold × wave, per record beaten |
| On-beat crit multiplier | ×2 |
| Crit chance off-beat | +2% per combo, capped 50% |
| Band-buff pierce | ±1 enemy, floored at 0 |
| Zone assist ball | 100 px, 4 s, 3× damage every 0.5 s |
| Beat-synced spawns | up to 4 enemies per beat |
| Party Damage | +50% for 30 s |
| Charge Doubler | 2× for 30 s |
| Focus Fire / Doppelgeschoss | 100 volleys |
| Reinforcement Clone duration | wave seconds |
| Reinforcement Clone HUD button visible | wave > 6 (from wave 7) |
| Reinforcement cooldown between summons | 120 s / 30 s with the Pass |
| Reinforcement ally lifetime | 300 s / 600 s with the Pass |
| Reinforcement HUD button visible | 60 s |
| Reinforcement lock after an empty pool | 30 s |
| Goldie lifetime | wave × 15 s |
| Buzzby puzzle window | wave seconds |
| Beat hit window | ±35% of a beat (±194 ms at 108 BPM) |
| Chompy / Mama Spider respawn after death | 10 s |
| Tesla max-level stun | 2 s |
Reward formulas
| Source | Formula |
|---|---|
| Boss gold ball | wave × 500 × dive-timer fraction remaining |
| Goldie | wave × 200 × lifetime fraction remaining |
| Mini boss / level-10 boss kill | wave × 10 / wave × 20 |
| Buzzby solve (word / perfect) | wave × 200 / wave × 300 |
| Rhythm pot per input | 200 per ball or charge, 100 per free tap |
| Rhythm every-10 extra | 50 × wave |
| Song-end payout | combo × wave × 5, only above combo 10 |
| Daily total | max(highest wave, 10) × 1,000, split 40 / 20 / 40 |
| War liberation | 100,000 |
| Buzzby failure damage | wave ÷ 5 to every player |
Class cadence formulas
| Ship | Interval | Lv1 | At cap |
|---|---|---|---|
| Laser | max(0.1, 50 ÷ level) | 50 s | 1 s |
| Tesla | max(1, 51 − level) | 50 s | 1 s |
| Oktopodia | max(2, 100 ÷ level) | 100 s | 2 s |
| Flare | max(0.5, 25 ÷ level) | 25 s | 0.25 s |
| Pinball | max(1, 26 − level × 0.5) | 25.5 s | 1 s |
| Flying Sky Whale | max(10, 30 − 0.4 × level) | 29.6 s | 10 s |
| Horridus | max(5, 15 − level ÷ 5) | 14.8 s | 5 s |
| Flammenwerfer | max(5, 15 − level × 0.2) | 14.8 s | 5 s |
| Einfrieren | max(5, 15 − level × 0.2) | 14.8 s | 5 s |
| Clavier | 60 ÷ BPM (one note per beat) | — | — |
Healer, Shielder, Bomber and Assister have no interval — they roll a level % chance on every kill. Gemini has no interval either; its drone is permanent and its damage is level ÷ 50 of yours.