BESTIARY

Bestiary

The rift's legion hammering the barrier — 20 boss archetypes and 14 enemy types and one offspring, with HP, movement, summons, shields and bullet variables straight from canon.

Pattern diagram

A different difficulty, a different route through

Gunner, Orbiter and Miner follow a reposition → warning → attack → recovery rhythm. Compare bullet counts and basic layouts by difficulty. Actual aim and firing angles vary during combat.

  1. 1. Reposition
  2. 2. Warning
  3. 3. Attack
  4. 4. Recovery
Gunner fan · 3
Orbiter fan · 5
Orbiter ring · mine burst · 8

Grazing bullets charges your Ultimate and builds score and score multiplier. The streak counts grazes within 1.2 seconds; it is not an extra reward multiplier.

BOSSES · 20 ARCHETYPES

SENTINEL

Debuts Ch.1

HP

120

The standard sentry of the barrier's front line. A textbook three-phase fan-ring-spiral — your first gate.

Sway

WARDEN

Debuts Ch.1

HP

165

A hovering summoner. Each phase shift calls one minion to reinforce its dense rings and twin spirals.

HoverSummons ×1

HALO

Debuts Ch.2

HP

200

A halo in orbit. Patrolling the full width, it tests your dodge lanes with gap-rings and fast spirals.

Patrol

ECLIPSE

Debuts Ch.1

HP

230

An eight-sided encircler patrolling the whole width. Dense rings and pulse walls squeeze your safe zone shut.

Patrol

PULSAR

Debuts Ch.2

HP

260

A pulsing seven-sided star. It layers spiral-lock and nova-ring waves while pacing fast side to side.

Pace

WRAITH

Debuts Ch.3

HP

280

A phantom elite of the void arc. It overlaps helix and nova-ring while pacing in nervous, high-speed sweeps.

Pace

NOVA

Debuts Ch.1

HP

300

An aim-specialised type pacing fast. Aimed bursts and aimed rain hunt your position relentlessly.

Pace

LEVIATHAN

Debuts Ch.2

HP

330

A leviathan of orbit. Hovering high, it deploys two minions alongside storm walls — a summoning float type.

HoverSummons ×2

ABYSS

Debuts Ch.1Finale

HP

380

A three-sided rift that dives to press you. At low HP it triggers an invulnerable shield — Chapter 1 finale.

DiveShield

DREADNOUGHT

Debuts Ch.2

HP

400

An assault ship summoning three at once. Cross-rain and fast spirals headline its war of attrition.

SwaySummons ×3

OBLIVION

Debuts Ch.2Finale

HP

480

A dive type that drags you into the void. A trio of nova-ring, helix and storm wall — Chapter 2 finale.

Dive

OVERLORD

Debuts Ch.5

HP

520

An overlord combining dive pressure, two summons and an invulnerable shield. Each phase resets the board.

DiveSummons ×2Shield

SCOURGE

Debuts Ch.3Finale

HP

520

A scourge sweeping the full width. Storm walls, fast spirals and dense rings erase your margins — Chapter 3 finale.

Patrol

MONOLITH

Debuts Ch.4Finale

HP

540

A hovering eight-sided monolith. No summons — just an invulnerable shield and nova-ring, helix walls head-on.

HoverShield

MIRAGE

Debuts Ch.6Finale

HP

560

An afterglow phantom behind the barrier. It dives in as if bodiless, layering afterimages with gap-rings and twin spirals — Chapter 6 finale.

DiveSummons ×2

GENESIS

Debuts Ch.5Finale

HP

580

The twelve-sided core of genesis. Three summons, an invulnerable shield and spiral-lock — the barrier arc's ultimate finale.

PatrolSummons ×3Shield

REQUIEM

Debuts Ch.7Finale

HP

620

A requiem echoing from the barrier's roots. Condensed echoes of absorbed void — the echoes arc's final boss, Chapter 7 finale.

PaceSummons ×3Shield

CUSTODIAN

Debuts Ch.8Finale

HP

640

A guardian machine that has masterlessly kept the gate of the sunken old city. Halting intruders is its last order — Chapter 8 finale.

HoverShield

SOVEREIGN

Debuts Ch.9Finale

HP

660

The last guardian-king of the old city. The archetype from which the five lords were cast — Chapter 9 finale.

PaceSummons ×3Shield

PRIMORDIAL

Debuts Ch.10Finale

HP

700

The wound of the first rift itself. The origin the barrier has pressed down for a hundred years — the series' deepest final boss, Chapter 10 finale.

PatrolSummons ×4Shield

ENEMY TYPES · 14 + 1 OFFSPRING

Grunt

Standard runner

The basic unit — descending straight and slow, firing single shots. It fills the line by numbers.

HP 3SPD 95SCORE ×1

Darter

High-speed rush

A fast rusher that does not fire. Read its path; skimming its body alone does not grant a graze.

HP 2SPD 245SCORE ×1.3

Weaver

Zigzag evader

An evader that weaves down in zigzags to throw off your aim. Lead your shots to land them.

HP 4SPD 82SCORE ×1.6

Phantom

Evasive + aimed

A tricky Chapter 2 type that weaves while firing aimed shots. Its kill-score multiplier is ×2.8.

HP 5SPD 128SCORE ×2.8

Gunner

Warned aimed fan

Repositions, locks its aim, warns, then fires a fan: 3 bullets on Normal up to 6 on Nightmare. Use the recovery after its attack.

HP 5SPD 62SCORE ×2.4

Swooper

Curved dive

A dive bomber curving down toward the player. Even without firing, its approach alone is the threat.

HP 3SPD 158SCORE ×2

Lancer

Straight + 2-shot

An aggressive Chapter 2 type that drops fast and stabs a tight two-shot aimed burst. It punches the line in an instant.

HP 4SPD 178SCORE ×2.3

Tank

Top HP, heavy armor

A heavy-armored hexagon with 11 HP. Slow but the toughest, and its kill-score multiplier (×3) is the highest.

HP 11SPD 52SCORE ×3

Shielder

Front shield

Its frontal shield blocks shots. Move to the side or use your Ultimate.

HP 6SPD 70SCORE ×3.2

Splitter

Splits on defeat

Releases two smaller offspring when defeated. Leave room to move after the finishing shot.

HP 5SPD 88SCORE ×2.6

Splitterling

Offspring only

A small, fast enemy released by a Splitter; it does not spawn directly in normal waves.

HP 1.5SPD 170SCORE ×0.4

Orbiter

Orbit, fan & ring

Orbits, stops, then alternates fans and rings. Higher difficulties increase bullet counts and movement reach.

HP 4SPD 120SCORE ×2.9

Charger

Warns, then charges

Charges along its warning line. Step aside or intercept before it dashes.

HP 5SPD 90SCORE ×2.5

Booster

Supports nearby enemies

Speeds up nearby enemies and supports them with shields. Prioritize it before enemies group up.

HP 7SPD 58SCORE ×3.5

Miner

Telegraphed mines

Marks a position and lays a mine that bursts into a ring after a delay. Higher difficulties add more bullets.

HP 4SPD 76SCORE ×3

FAQ

Q.Who is the final boss of NEON SKY?

PRIMORDIAL, the finale boss of Chapter 10 DAYBREAK. With 700 base HP, four summons, an invulnerable shield and a 14-sided bullet pattern, it is the series' deepest final boss — 'the wound of the first rift itself.'

Q.How many bosses are there?

There are 20 boss archetypes spanning Chapters 1–10, each returning and scaling up across later chapter rosters. HP climbs from SENTINEL's 120 to PRIMORDIAL's 700.

Q.What enemy types appear?

There are 14 normal enemy types plus one split-only offspring, including Shielder, Splitter, Orbiter, Charger, Booster and Miner. Each teaches different movement, defense or attack tactics.

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