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Evolution Takedown Calculator

Calculate how many runs and hours needed to evolve your units. Plan your farming efficiently.

Data Source:youtube_analysis|Updated: 2025-12-17|Confidence: B

Configuration

Mythic(更木剑八)
Required: 5,000
~150 enemies / 5min
% of enemies killed by your unit
Progress
0.0%
0 / 5,000
Remaining
5,000
takedowns needed
Runs Needed
42
120 takedowns/run
Time Estimate
3h 30m
1440 takedowns/hour

Required Materials for Kenpachi (Berserker)

5,000
Takedowns
1
Universal Fragment
5
Burning Fragment
5
Ocean Fragment
Recommended to farm in Story Act 1 for fastest takedown accumulation

Evolution Effects

  • +Transforms into Hybrid (Ground + Air)
  • +Full AoE attack
  • +Debuff on hit: Vulnerability (+15% damage taken)
  • +Armor Pierce: Ignores 50% armor/resistance

Farming Spot Comparison

SpotEnemiesTimeTakedowns/hrDifficultyNotes
Story Act 1Best1505min1440EasyBest spot for takedown farming. Simple enemies, fast clear.
Story Act 620010min960MediumMore enemies but harder. Not recommended unless farming other materials.
Marine Base18012min720MediumGood for marine-related evolution materials.
Legend Stage 11008min600HardLower enemy count but drops Stars. Not efficient for pure takedowns.
Legend Stage 212010min576HardDrops Hand Blades for Kyito evolution.
Legend Stage 3 (Marine)13012min520HardDrops Spade Hat for Ace evolution. ~10-14.5% drop rate.
Infinite Mode30030min480Very HardNOT recommended for takedowns. Enemies too tanky, waves too slow. Only for endgame content.
Half-hour Challenge8015min256MediumGives 3 Rerolls. Better for materials (10% drop rate) than pure takedowns.
Important Calculation Rules
  • Solo Kills Only: Only kills made by the specific unit count as takedowns. Teammate kills do NOT count!
  • Difficulty Setting: Higher difficulty (75%/100%/1000%) does NOT increase takedown count. Higher difficulty only increases material drop rates (10% → 14.5%).
  • Recommended Strategy: Use 75% difficulty for fastest clears when farming takedowns only.
  • Avoid Infinite Mode: Enemies are too tanky and waves too slow. Story Act 1 is most efficient.
  • Kill Rate: Adjust the kill rate slider based on how many enemies your target unit can kill. Lower it if other units in your team are stealing kills.
Formula:
Runs Needed = Remaining Takedowns / (Enemies per Run × Kill Rate %)
Time = Runs Needed × Average Time per Run