Anime Breaker Cursed Defense and Talismans
The 20 October 2026 build put three new systems inside Cursed High: a wave mode that costs a key to enter, a seven-slot talisman set that drops from it, and three training mentors whose tasks you were already doing. This page is the order to spend keys, shards and Emeralds in, with the drop rates and costs from the panels rather than from guesses.
Start with the key, because the mode does not open without one
Cursed Defense is not a menu you can enter on a whim: creating a run consumes a Cursed Defense Key. That one rule decides how a session goes, because the three key sources differ by two orders of magnitude.
Read off the enemy's own View Drops panel. The same panel also lists a Cursed Raid Ticket at 1% and Grade Coins at 20%.
The raid hub's Available Drops panel. At a tenth of a percent it is the slowest of the three and the one most likely to happen by accident.
The drop panel of the hidden boss above the Cursed High building. This is the route the creator farms, and it is 100 times the raid rate.
The rooftop boss is the same hidden boss the Cursed High page describes; killing it for keys also pays the zone's usual accessory roll. Its respawn timer was not shown in any recording, so treat the 10% as a per-kill rate and not a per-minute one.
A run, and what it pays
A run is waves of enemies with a stage counter at the top and a leave button beside it. When it ends, the result panel prints the stage reached, total damage, total kills and total time. The drops are a fixed grid, and the talisman rows are the reason to run it at all.
Five talismans at 0.5% each is a slow first hour: expect coins and shards long before your first talisman. That is also why the four open slots are enough at the start — you will not have seven talismans worth equipping before the shard tracks are capped anyway.
The four upgrade tracks and what each level buys
Every level costs Cursed Shards and every track is capped, so the whole board is finite. The two wave tracks cost the same and the two multiplier tracks cost roughly ten times as much per level.
Spawn Speed
4 levelsFaster waves mean more enemies per minute, which is more shard income.
Enemies per Wave
4 levelsThe creator's pick for the first shards: more enemies per wave raises drops directly.
Energy
10 levelsA flat multiplier that applies outside the mode as well, which is why it costs more than the wave tracks.
Damage
10 levelsRaises the wave you can reach, so it pays back in titles and shards too.
The maxed values are the panels' own labels from a later session: +400% spawn speed, +4 enemies per wave, 3x Energy and 2x Damage. The first-level prices are the 20 October panel; nothing we read shows the full price curve, so budget for the first level and check each next one on the board.
Talismans: seven slots, five stats, four fusion steps
A talisman is a flat multiplier on one stat, and it is the only equipment in the game that stacks to seven at once. The panel shows a total boost line, so you can read the combined effect instead of adding the pieces by hand.
Slots
- · Slots 1–4 are open from the start.
- · Slot 5 costs 1,000 Emeralds.
- · Slot 6 costs 2,000 Emeralds.
- · Slot 7 costs 3,000 Emeralds, for 6,000 Emeralds in total.
- · A tier I talisman reads +0.04x on its stat; the panel's total line adds the equipped set.
Fusion ladder
- · 10 Common → 1 Rare
- · 10 Rare → 1 Epic
- · 6 Epic → 1 Legendary
- · 4 Legendary → 1 Mythical
- · 4 Mythical → the next tier (button reads Fuse x4)
The last row is a button label, not a named tier: no recording we read shows what the tier above Mythical is called.
Fuse Max exists so you do not have to count duplicates. If you are deciding whether to spend 6,000 Emeralds on slots: a fifth slot is worth more than a single higher-tier talisman, because an empty slot adds nothing while a second slot adds a whole second multiplier.
Cursed Training: three mentors, nine tasks, no new currency
Training is the part of the build that rewards play you were going to do anyway. Each mentor has three skills, each skill has ten levels, and the mastery bar at the bottom of the card counts to 30. The panel names the task next to the skill, so you can pick the mentor whose tasks your normal loop already completes.
The Strongest
Mastery 0/30- Limitless OutputDefeat Cursed High enemiesEnergy multiplier (1.25x at Lv 1)
- Infinity DrillsClick on screenDamage multiplier (1.25x at Lv 1)
- Six Eyes InsightPlay any gamemodeGold multiplier (1.15x at Lv 1)
Special Grade
Mastery 0/30- Copy LessonsSpin any card or gachaCard Luck (+0.05x at Lv 1)
- Cursed ReservesUse any consumableEnergy multiplier (+0.2x at Lv 1)
- Pure LoveOpen any loot boxGacha Luck (+0.05x at Lv 1)
Boogie Woogie
Mastery 0/30- Clap SwapDefeat any summoned bossDamage multiplier (1.2x at Lv 1, 3x at Lv 10)
- Best Friend DrillsMerge anythingGold multiplier (1.15x at Lv 1)
- Brotherly BondRoll any statsCrit damage (+5% per level, +30% at Lv 6)
Values on the cards are level-1 readings unless marked. Boogie Woogie's Clap Swap is the one skill whose range we saw at both ends: 1.2x Damage at level 1 and 3x at level 10, so a single card entry understates what it is worth once it is finished.
An order that works
- 1
Farm keys on the roof before anything else
Ten percent from a boss you can kill repeatedly beats one percent from trash and a tenth of a percent from the raid. Bank a stack of keys first; the mode eats one per run and the runs are short.
- 2
Put the first 226 shards into the two wave tracks
One level of Spawn Speed and one of Enemies per Wave costs 113 each. More enemies per wave raises both talisman chances and shard income, and both tracks pay back inside the mode.
- 3
Run training in the background
Use junk consumables for Cursed Reserves, merge cheap warriors for Best Friend Drills, and let clicking and zone kills cover the rest. None of it competes with the defense runs for a resource.
- 4
Only then buy slots and fuse upward
Six thousand Emeralds for the last three slots is the biggest one-off cost on this page. Do it when you already have talismans waiting for the space, not before; fusion without duplicates just moves the same bonus around.
What is still unread
- · Whether the mode has difficulties above Easy. A later session shows an achievement track at Cursed Defense VII and a run ending at wave 80, which implies a ladder; the select screen for it was not shown.
- · The name of the talisman tier above Mythical, and its per-slot value.
- · The full shard price curve for both multiplier tracks past their first level.
- · Whether the 2x Tickets pass double the key from the rooftop boss. The listing says it doubles tickets, and the creator believes it covers keys, but no recording shows a key count doubling.
- · The rooftop boss's respawn timer, and whether the boss is shared with other players in the server.
Cursed Defense questions
Where these numbers come from
Every rate, cost and label on this page is a panel read from recordings of the 20–22 October 2026 build, so it is creator-observed rather than a developer post. The key rates and the shard prices were re-read on frames before being written here; where the two recordings differ (the talisman fusion counts), the page states each step separately rather than averaging them. The build's date and name come from Roblox's public game endpoint, and the solo systems it did not change are on the Cursed High page.