Plan this stage
Somber Marsh Stage 4 is in Somber Marsh. The listed boss arrival is 160 seconds; overtime starts at 320 seconds.
Prepare health, nitro and an active ability before the boss window. Use the wave table to identify a target for a quest, then leave enough turning space to fight it.
Read the wave timings
Normal wave times count from the stage start; overtime wave times count from the start of overtime. Spawn limits can delay an appearance, so a listed time is a search window rather than a guaranteed sighting.
Open the linked enemy before committing to a kill or consume task. Its health, defenses and biome variants help distinguish an easy target from a fight that needs a different approach.
At a glance
- Biome
- Somber Marsh
- Boss arrival (seconds)
- 160
- Overtime starts (seconds)
- 320
Spawn interval by elapsed time
| 14 seconds elapsed | 7.034 seconds between spawns |
|---|---|
| 191.3 seconds elapsed | 5.679 seconds between spawns |
| 271.9 seconds elapsed | 5.679 seconds between spawns |
Enemy strength by elapsed time
| 0.9 seconds elapsed | 1.119x enemy strength |
|---|---|
| 189.7 seconds elapsed | 1.808x enemy strength |
| 190 seconds elapsed | 1x enemy strength |
| 242.4 seconds elapsed | 0.992x enemy strength |
| 269.7 seconds elapsed | 2.313x enemy strength |
Timed waves
Times are measured from the start of this stage. Spawn limits can delay a wave.
| Trike Monk | 120 units; at 15s |
|---|---|
| Pulverturm | 1 unit; at 30s |
| Tank Flamer | 2 units; at 60s |
| Tank Schrot Overtime | 2 units; at 70s |
| Rocket(Big) | 2 units; at 120s |
| Tank Schrot Overtime | 1 unit; at 125s |
| Tank Pusher | 3 units; at 130s |
| Self Exploder | 5 units; at 135s |
| Axtman | 1 unit; at 140s |
Overtime waves
Times are measured from the start of overtime.
| Tank Schrot Overtime | 2 units; at 5s |
|---|---|
| Metzelman | 2 units; at 30s |
| Metzelman ULTRA2 | 2 units; at 60s |
| Metzelman ULTRA3 | 3 units; at 180s |
Other timed waves
| Sheep | 40 units; at 4s |
|---|---|
| City | 1 unit; at 7s |
| House | 6 units; at 9s |
| Mill | 2 units; at 12s |
| Mill | 2 units; at 44s |
| House | 6 units; at 48s |
| House | 6 units; at 88s |
| Support(Health) | 1 unit; at 133s |
| House | 6 units; at 142s |
| Mill | 2 units; at 144s |
| City | 1 unit; at 162s |
| Mill | 4 units; at 164s |
| Support(Health) | 1 unit; at 184s |
| Support Walker(Magnet) | 1 unit; at 188s |
| House | 5 units; at 202s |
Swarm events
| Axtman | 1 unit; at 80s |
|---|---|
| Self Exploder | 7 units; at 82s |