Every mode asks for a difficulty in the lobby. The October 3 note set enemy health. The payout column is the Story reward reported after the October 2 buff. Enemy damage is only described as lower on Easy and higher above that. There is no published damage percent.
The 1.3x tier is called Normal in the health note and Medium in the payout table. This page treats them as the same middle difficulty.
| Difficulty | Enemy health | Story payout |
|---|---|---|
| Easy | 0.85x | 1,500 money and 50 gems |
| Medium / Normal | 1.3x | 3,000 money and 100 gems |
| Hard | 1.6x | 6,000 money and 200 gems |
| Nightmare | 2x | 15,000 money and 350 gems |
Story notes say money. Code lists say coins. This page does not treat those words as two proven currencies.
Two extra rules sit on top of the table. Enemies get tougher with more players in the party. HxH spawns 40 enemies on Easy, 51 on the middle difficulty, 76 on Hard, and 105 on Nightmare, plus the boss. Materials on HxH drop from every enemy kill, and each HxH act has its own list.
When to move up
Stay on Easy only while you are learning a new kit. Medium is the workhorse once you have a Legendary weapon and one damage accessory. Hard is the farming step after a synergy pair is online: the Story money is four times Easy. Nightmare is the payout ceiling, at ten times Easy money and seven times Easy gems, and it is where the health pair or a reliable perfect block matters.
Difficulty now carries into the next chapter instead of resetting. Queue Nightmare only after a Hard clear that did not depend on being revived.
A community report ties a Miyabi title to a Nightmare clear under 3 minutes with Miyabi landing the last hit. That condition is not confirmed in the patch notes. See Titles.
