- Primary keyword: sorcerer tower defense culling game covers the ten-colony challenge mode.
- Core rule: Build a permanent party at Colony 1 and protect three hearts throughout the run.
- Best preparation: Save encounter contracts and choose odd-colony modifiers carefully.
- Achievement route: Use Evo Gojo to control Colony 10 damage and finish with less than 30 base HP.
- Main rewards: Earn culling points, open orbs, and collect fragments from defeated encounter sorcerers.
sorcerer tower defense culling game Overview
The sorcerer tower defense culling game mode is a ten-colony progression challenge built around escalating battles, limited hearts, persistent party choices, modifiers, encounters, and reward planning. Each colony increases the pressure, so success depends on making good decisions before the next stage rather than only maximizing damage.
At Colony 1, you form a party that remains active until the run ends. If you enter a stage without that party, its members are removed from the run. Losing a colony costs one heart, and losing three hearts sends the run back to the beginning. The mode therefore rewards consistent clears and careful risk management.
Video Highlights:
- Colony 10 can be used for a difficult low-base-HP achievement.
- Evo Gojo provides the controlled damage setup used for the achievement route.
- The opening enemy and birds have distinct value patterns that determine the correct timing.
- Reaching approximately 20 base HP leaves enough room to complete the colony.
| Mode Element | How It Works | Planning Priority |
|---|---|---|
| Colonies | Ten stages with increasing difficulty | High |
| Hearts | Losing a stage costs one heart; three losses reset the run | Very high |
| Party | Formed at Colony 1 and retained through the run | Very high |
| Modifiers | Offered at odd-numbered colonies and remain active | High |
| Encounters | Defeat powerful sorcerers to earn fragments | Medium |
| Culling points | Used for contracts and orbs | High |
Treat every colony as part of one route. A powerful unit is useful, but preserving hearts and keeping the correct party is usually more important than taking an unnecessarily risky modifier.
How to Build a Reliable Colony Run
A stable Culling Game run starts with a flexible party rather than a lineup designed for only one stage. The update notes describe encounters as powerful sorcerers that can become tower units after collecting enough fragments, while the broader mode requires you to survive all ten colonies. Your party should therefore cover damage, control, economy, and difficult target handling whenever possible.
The exact roster depends on your account, but the mode’s featured units provide useful examples of different roles. Lightning Sorcerer is described as a multi-target Special Grade unit with chain attacks and a late-level transformation. Kogane is presented as a single-target buffer that also generates money each wave. Later encounters add units with specialized effects, including verdicts, freezing frames, vulnerability, and mass-map abilities.
Damage Core
Use a high-output unit for bosses and dense waves. Prioritize reliable range and sustained attacks over a narrow burst window.
Control
Slows, stuns, freezes, and vulnerability effects help stabilize difficult colonies and buy time when modifiers increase enemy pressure.
Economy
Money-generating units improve upgrade timing. Kogane is noted as both a farm and a single-target buffer.
Encounter Utility
Special Grade encounters can provide distinctive mechanics, such as chain damage, verdict effects, or frame-based attacks.
| Party Role | Recommended Function | Why It Matters |
|---|---|---|
| Main attacker | Clears standard waves and damages bosses | Prevents early leaks |
| Area damage | Handles grouped enemies | Reduces pressure during crowded colonies |
| Slow or stun | Delays dangerous enemies | Creates time for upgrades |
| Farm or buffer | Improves income or unit output | Supports later colonies |
| Flexible slot | Covers the current modifier or encounter | Keeps the party adaptable |
Do not enter a colony without the party you intend to carry through the run. The mode rules state that playing a stage without your established party can remove those members from the Culling Game attempt.
Step-by-Step Culling Game Progression
Use the following sequence to reduce avoidable losses. The important principle is to spend resources when they improve the next colony, not simply because a contract or orb is available.
Form the Party at Colony 1
Choose the units that will cover your main damage, control, and economy needs. Confirm that the party is active before beginning the first battle, because the party remains permanent until the run is won or lost.
Clear Early Colonies Conservatively
Use the first colonies to establish income and upgrade your core units. Avoid taking a difficult modifier unless the reward increase supports a clear plan for the next stages.
Choose Odd-Colony Modifiers
At odd-numbered colonies, review all available modifiers. Select the option that matches your roster and map rather than automatically choosing the highest reward. The modifier remains active until the run ends.
Spend Culling Points Intentionally
From Colony 3 onward, contracts can set an encounter chance to 100% for the next colony. Orbs instead offer a choice of three rewards, so compare the available options before selecting one.
Finish the Ten-Colony Run
Track your hearts, preserve your party, and adjust upgrades around each encounter. Winning all ten colonies grants the major completion reward and ends the current Culling Game attempt.
| Resource | Available Use | Best Timing |
|---|---|---|
| Culling points | Buy encounter contracts or orbs | Save until the reward has clear value |
| Contract | Guarantees an encounter chance for the next colony from Colony 3 onward | Use when targeting a specific fragment |
| Orb | Offers three rewards from common, legendary, or Special Grade rarity pools | Open when one option directly improves progression |
| Heart | Allows one failed colony before another loss | Protect throughout the run |
| Fragment | Contributes toward obtaining an encounter unit | Prioritize targets that fit your roster |
Contracts are most valuable when you already know which encounter unit you want. Use one for a targeted fragment route instead of spending points without a specific upgrade goal.
Colony 10 Low-HP Achievement Walkthrough
The Colony 10 achievement requires defeating the colony while your base has less than 30 HP remaining. This is a precision challenge, not a standard survival clear. The published route uses Evo Gojo and controls which early enemies are allowed to damage the base.
The key values in the route are straightforward: the first enemy is worth 300 damage to the base, while each bird is worth 20. The setup allows the base to fall to approximately 20 HP, after which you continue the colony normally. Because the achievement checks the remaining base HP, avoid accidental damage before the intended sequence.
Recommended sequence:
- Prepare Evo Gojo before entering the attempt.
- Allow the first enemy valued at 300 to pass.
- Watch the bird sequence closely.
- Defeat the third separated bird and every bird that follows it.
- Confirm the base reaches approximately 20 HP.
- Continue and complete Colony 10.
| Enemy Pattern | Action | Expected Purpose |
|---|---|---|
| First enemy | Allow it through | Creates the initial base damage |
| Early birds | Track their order | Preserves the intended HP calculation |
| Third separated bird | Defeat it | Starts the required cleanup timing |
| Birds after the third | Defeat all remaining targets | Prevents unnecessary additional damage |
| After reaching about 20 HP | Continue the colony | Maintains the below-30-HP achievement condition |
The route aims for approximately 20 base HP, which is below the achievement’s 30-HP threshold. Confirm the value before finishing the colony, and avoid using a broader attack pattern that changes the intended enemy order.
Colony 10 Achievement Checklist:
- Prepare Evo Gojo before starting the attempt
- Allow the opening 300-value enemy to reach the base
- Track the birds and defeat the third separated bird
- Defeat every bird after the third one
- Confirm the base is below 30 HP before clearing Colony 10
Rewards, Encounters, and Long-Term Goals
Culling Game rewards are divided between immediate run progression and long-term unit collection. Culling points can be exchanged for contracts or orbs. Contracts support targeted encounters, while orbs provide a choice among three rewards and can roll across common, legendary, and Special Grade rarities.
Encounter units are one of the mode’s defining systems. Defeating a powerful sorcerer can provide fragments, and collecting enough fragments lets you craft that character as a tower. The update notes list Lightning Sorcerer as an early encounter example, followed by Justice Sorcerer and Projection Sorcerer in later Culling Game content.
| Goal | Route | Practical Advice |
|---|---|---|
| Improve each run | Clear more colonies without losing hearts | Upgrade economy and control before chasing extra difficulty |
| Target an encounter | Buy a contract from Colony 3 onward | Save points for the next colony where the encounter can appear |
| Collect a new tower | Defeat the encounter and gather fragments | Focus on one unit before spreading fragments across several targets |
| Gain flexible rewards | Purchase an orb | Select the reward that solves your current progression bottleneck |
| Earn the completion reward | Win all ten colonies | Build for consistency rather than a single high-risk modifier |
Current update notes identify several Culling Game features, including:
- Projection Sorcerer (Naoya), whose frame stacks build toward a powerful Frame Shatter attack.
- Justice Sorcerer, whose Deadly Sentencing domain can produce different verdict effects.
- A separate Culling Game battle pass with currency and exclusive units.
- Additional rewards such as cursed crystals, coins, gems, and encounter-related materials.
For the latest listed mechanics and update history, consult the Sorcerer Tower Defense Wiki Updates page.
Pick one encounter target that fills a role your party lacks. A focused fragment plan usually improves your roster faster than collecting small amounts toward several units at once.
Culling Game FAQ
Q: What is the sorcerer tower defense culling game mode?
It is a ten-colony challenge mode where players form a persistent party, survive escalating stages, manage three hearts, choose modifiers, earn culling points, and encounter sorcerers for fragments.
Q: What happens when I lose a Culling Game colony?
A loss costs one heart. Losing three hearts sends the run back to the beginning, so protecting the party and choosing manageable modifiers are essential.
Q: When can I buy an encounter contract?
Contracts are available for culling points from Colony 3 onward. A contract sets the chance to encounter one of the sorcerers to 100% for the next colony.
Q: How do I complete the Colony 10 low-HP achievement?
Prepare Evo Gojo, allow the opening enemy valued at 300 to pass, track the birds, defeat the third separated bird and all birds after it, then continue once the base reaches approximately 20 HP.