Korblox Temple has been removed from the game as of the 24th of March 2025 as it was part of the The Hunt: Mega Edition Event.
This page has been preserved for historical purposes.
Similar Article
This article is about Korblox Temple. You may be looking for other uses of Korblox.
Korblox Temple was the event map for The Hunt: Mega Edition Event. Like other event maps, this map had a specialized wave structure with special enemies. Players started with a varying amount of cash, based on how many players there were in the match and the difficulty chosen. Triumphing the Easy difficulty of this map gave the KorbloxSoldier skin, while the Mega difficulty also gave the KorbloxHunter Nametag.
In Easy difficulty, you only got cash from them if they were killed in this map, or in some cases, damaged by a specific amount of health. Additionally, the amount gotten was a set amount of cash, which was not always equal to the enemy's health. In solo, you received 100% of the cash when an enemy was killed or damaged enough. With each additional player, this decreaseds by 25%, which meant that in a quad, you only got 25% of the cash. This amount was distributed between players based on how much damage they dealt. However, if a player did not deal any damage, they would receive a percentage of the enemy's full cash upon its death or when it was damaged enough, which was 12.5% in duo, 16.7% in trio and 18.75% in quad. If it iwas a decimal, it got rounded up or down depending on the decimal value. If it was at least 0.5, it got rounded up. If it was less than 0.5, it got rounded down. For example, the Korblox Deathwalker gave Cash$800 after losing 1% of its health in solo, Cash$600 in duo and Cash$400 in trio between the players that damaged it. Players that did not damage it received Cash$100 in duo and Cash$134 in trio.
In Mega and Impossible difficulties, you only got cash if an enemy is killed, or in some cases, damaged by a specific amount of health. Additionally, the amount gained was a set amount of cash, which was not always equal to the enemy's health. It used a slightly different method of distributing cash between players, as enemies split their cash between players, regardless of how much damage the player dealt to it. If, in a duo, one player did all the damage to an enemy, both players would receive 50% of the cash the enemy would normally give in solo. This means that in solo, you received 100% of the cash when an enemy is killed, or it was damaged enough. With each additional player, this was reduced to 50% in duo and 33% in trio. If it was a decimal number, it got rounded up or down depending on the decimal value. If it was at least 0.5, it gets rounded up. If it was less than 0.5, it got rounded down. For example, the Korblox Deathwalker gives Cash$1,500 after losing 1% of its health in solo, Cash$750 in duo and Cash$500 in trio.
In the Impossible difficulties, there were also a few additional changes to make the match harder. Most noticeably, Mutation was applied, 10% more health every wave after their debut. Additionally, starting from duo, health scaling was applied to enemies. It was 10% in duo and 20% in trio, though the amount of health enemies actually had it increased by varies based on the enemy's health. Consumables and Time Scale were also disabled in all difficulties except Easy.
In order to unlock the Mega difficulty, the player needed to get the previous 19 Mega Tokens first, with the previous game being Regretevator. In the lobby, players needed to interact with the green terminal on the second floor of the Crates area and enter "Redcliff Falls" (not case sensitive) and then press the "SEND" button below, the interface changed with the phrase "[ The Deathwalker awaits... ]" and a green tick appearing below. After beating the Mega difficulty, the player would be awarded with the Mega Token and the KorbloxHunter Nametag.
Korblox Temple took place inside a corrupted temple controlled by the Korblox. It was mostly blue and black. Multiple ghostly trees and stalagmite were scattered around the temple. Multiple small cliffs could also be found on the map. On one side of the map there was a giant entrance to the temple, which was locked. Lightning struck around the entire map.
There was a green path, which slowly got corrupted as the waves go on. It started at a glowing gate and ended at another gate, which lead to the exit from the temple.
After their defeat in Huevous Hunt, the Korblox Empire returns stronger than before. The T.D.S. Organization sends out multiple agents to deal with the returning threat. During the battle, they find out that the Korblox Empire has started working together with the Fallen Kingdom, which has sent out multiple of their units to help out. The T.D.S. Organization eventually reaches the Korblox Deathwalker, who they defeat, leading to the T.D.S. Organization winning the battle.
While this would technically be the third fight, as the second would be The Classic Event, some dialogue in this map does not match what happened in The Classic Event, suggesting that it is not canon or the Korblox there were fake. More specifically, the Commander is shocked to see the Korblox and Fallen working together, when that already happened in Classic Castle. Additionally, the leaders of the Korblox are different, in Korblox Temple that being the Archlord, when 1x1x1x1 was their leader in The Classic Event.
Loadouts could be selected in both Easy and Mega difficulties. Alongside these preset options, players on Easy difficulty could opt to use the player's current loadout as the first choice. However, if one's loadout contained no towers, this option would be unavailable. Mega used to have its own set of loadouts, though they were replaced with Easy difficulty loadouts on the 24th of March 2025.
The game calculated how many CoinCoins and Experience EXP you received based on how many waves you survived and if you won a match. During periods of 100% more Experience EXP (Friday – Sunday), any Experience EXP earned was multiplied by 2x through the XP Boost modifier. The VIP gamepass also multiplied any Experience EXP earned by 1.25x through the VIP Boost modifier. These two boosts were additive. Regular Experience EXP boosts were multiplicative with other modifiers.
Triumphing this map on the Easy difficulty also gave the Korblox skin for the Soldier and a standard token. Triumphing this map on the Mega difficulty also gave the KorbloxHunter Nametag and a Mega Token. There were no additional rewards for the Impossible difficulty.
Depending on player count, the wave bonus was reduced using multipliers. These multipliers were:
Players
Reduction per Player
Total Reduction
Solo
0%
0%
Duo
5% (Easy & Mega) 10% (Impossible)
10% (Easy & Mega) 20% (Impossible)
Trio
5% (Easy & Mega) 10% (Impossible)
15% (Easy & Mega) 30% (Impossible)
The wave clear bonus appeared when every enemy from that wave was killed. In the Easy and Mega difficulty, it was 35% of the wave bonus in solo, while for duo and trio it was 20%. In the Impossible difficulty, it was 35% of the wave bonus in solo, while for duo and trio it iwas 15%.
The waves in Korblox Temple could not be skipped. They followed these timings:
I guess the Korblox Empire didn't learn from last year. We've received reports that they're back and stronger than ever. File:KorbloxTempleWave 1 1.ogg
One icon and dialogue is randomly chosen upon defeat:
•We're toast! •OOF! •Mission Failed, we'll get em' next time. •Not enough numbers! •Mistakes are just part of the journey.. •We're overrun chief! •We'll get them next time! •Don't give up! •We need back up sergeant! •We just had our grave dug.. •We have to fall back soldier! •Oops! Try again! •The enemies got to the base! •Strategy is key!
One icon and dialogue is randomly chosen upon defeat:
•We're toast! •OOF! •Mission Failed, we'll get em' next time. •Not enough numbers! •Mistakes are just part of the journey.. •We're overrun chief! •We'll get them next time! •Don't give up! •We need back up sergeant! •We just had our grave dug.. •We have to fall back soldier! •Oops! Try again! •The enemies got to the base! •Strategy is key!
One icon and dialogue is randomly chosen upon defeat:
•We're toast! •OOF! •Mission Failed, we'll get em' next time. •Not enough numbers! •Mistakes are just part of the journey.. •We're overrun chief! •We'll get them next time! •Don't give up! •We need back up sergeant! •We just had our grave dug.. •We have to fall back soldier! •Oops! Try again! •The enemies got to the base! •Strategy is key!
Early game towers with hidden detection, like the Archer, Medic, Militant, Brawler or Shotgunner, can be useful at dealing with enemies that appear early on and, in some cases, even being able to deal with all the enemies on their own in some cases.
Due to the high amount of cash given here, high cost DPS towers like the Turret, Ranger, Pursuit or Accelerator can be used here, though as the map itself is not particularly difficult on the Easy difficulty, this they are not necessary to beat the map.