This data uses pre-MEGA UPDATE zone names (Meadow, Forest, Cavern…). The current game has 40 zones with different names and HP values. See the Worlds page for current zone data. The HP-to-coin ratio pattern (~10:1) likely still holds, but exact coins-per-kill have not been verified for the current zone system.
Enemy HP, coin payouts.
How much HP enemies have per zone and how many coins each kill pays. Pair with the Worlds page (unlock costs) and the Slimes page (your team’s damage) to plan the next push.
Per-zone enemy data
| Zone # | Zone | Enemy HP | Coins / kill | HP / coin ratio | Verification |
|---|---|---|---|---|---|
| 01 | Meadow | 100 | 10 | 10 HP per coin | multi source verified |
| 03 | Forest | 500 | 50 | 10 HP per coin | multi source verified |
| 06 | Cavern | 2.5K | 250 | 10 HP per coin | multi source verified |
| 09 | Tundra | 15.0K | 1.5K | 10 HP per coin | multi source verified |
| 11 | Storm | 100.0K | 10.0K | 10 HP per coin | multi source verified |
| 13 | Void | 750.0K | 75.0K | 10 HP per coin | multi source verified |
| 15 | Crystal Cave | 5.0M | 500.0K | 10 HP per coin | multi source verified |
| 19 | Alien Hive | 35.0M | 3.5M | 10 HP per coin | multi source verified |
Reading the enemy data
What each column tells you
Each row is one zone’s standard enemy: its health pool, the coins a kill pays, and the ratio between the two. The HP-to-coin column is the one to read first — it shows how much damage buys a single coin. These are pre-MEGA UPDATE values; every row was cross-checked against multiple sources when logged, but they describe the old zone layout, so use the ~10 HP-per-coin pattern as a rough sanity check rather than a live coin formula.
What rising HP means for your team
Enemy HP climbs steeply from zone to zone, and that climb — not the coin payout — is what eventually walls you. Time-per-kill is the warning sign: while enemies die in a few seconds you’re gaining ground, but once a zone turns quick kills into slow ones, pause the push and add damage instead. That means a higher-tier DPS slime from the tier list, more duplicates of your main attacker, or a rebirth multiplier — whichever you can reach soonest.
Using HP to plan the next push
Check the next zone’s enemy HP against your current clear speed before you spend coins unlocking it. A small HP jump relative to your damage is usually worth testing; a large jump means you’d be buying a zone you can barely clear, so bank coins and strengthen your team first. Cross-reference the Worlds page for current unlock costs, since the numbers here predate the current zone names.