Mayhem

criteria
 Reward
 Goal

*"Travel to a very hectic dimension. The final Cell of each Zone is a Poisonous boss enemy, and all Map enemies are also Poisonous. Poisonous Enemies stack 20% of their damage on your Trimps as poison, which is taken as damage after each attack until your Trimps die. Each Zone starts with **x** stacks of Mayhem, and each stack increases the damage and health of the final Cell Boss Enemy for that Zone by 10%. Completing a map reduces the Mayhem stacks for that Zone by 1 and an additional 1 for each level of the Map above the Zone's level (For example, a level 15 map will remove 3 stacks per completion when at Z13). Completing **Z100** with this Challenge active will grant your Trimps a permanent, stacking, additive **10%** bonus to Radon or Helium and to Trimp Attack and Health in Universes 1 and 2. Each time Mayhem is completed, the reward for next time increases by an additional 10% and Enemies gain 3x damage and health for all future runs of Mayhem. The amount of Mayhem stacks that each Zone starts with is always equal to 1000 minus 5 for each highest Zone cleared above Z100 in this Universe."*

**Mayhem** is a repeatable non-Radon challenge in the Radon Universe. Completing it grants stacking bonuses to Radon or Helium, Attack and Health, and makes enemies stronger in future **Mayhem** runs.

## Reward

The reward for a **Mayhem** run is a bonus whose value depends non-linearly on the number of Mayhem runs completed. The bonus's value is a triangular number: 10% for the first Mayhem, (10 + 20)% for the second, (10 + 20 + 30)% for the third, and so on.

The total bonus for *n* runs can be calculated as *(10 \* n \* (n+1) / 2)%*.

There is a cap of 25 on the number of runs that may be completed for a reward resulting in a bonus of 3250%.

## Rules

The boss of each zone, and all Map enemies, are Poisonous, stacking a damaging effect on your Trimps until they die.

Each zone starts with (1000 - 5 \* (HZE - 100)) stacks of Mayhem, which increases the damage and health of the zone's boss. Completing same-zone or higher-zone maps removes these stacks, with higher level maps removing additional stacks. (Lower-zone maps do not remove Mayhem stacks.)

Enemies have a 3x damage and health bonus for each past **Mayhem** completion.

## Strategy

Originally conceived of as an indefinite challenge when U2 contained no ordinary content past z100, Mayhem is now a mechanical arc extending from approximately U2 HZE 100 to HZE 175. Players grinding Archaeology should target completing at least the first 5 runs of Mayhem to increase their Radon gains per run, and players grinding Insanity the next 10. All remaining Mayhems can easily be cleared within the scope of Nurture, but since the final runs of Mayhem have lower bonuses but comparable difficulty to the first few runs of the similar Pandemonium challenge, which is unlocked at HZE 150, it is wasteful to attempt Mayhem runs 20 and higher before clearing as many runs of Pandemonium as feel time-efficient.

The combination of new stat bonuses from Frenzy, Antenna Health, and Scruffy's level 14 feat reducing Smithy cost scaling first allowed practical completion of Mayhem 25 for players whose Radon gains were still limited to the Insanity challenge, but this is now inefficient and should not be pushed for early.

## Trivia

Before patch 5.4, each zone began with 1000 stacks of Mayhem, and there was no cap on the number of runs.

Before patch 5.5, **Mayhem** did not grant a bonus to Helium in U1.