GGuideDex

School Grounds Act 5

verified 2026-07-18 · Anime Expeditions maps

School Grounds Act 5 is a Normal or Hard difficulty story stage in Anime Expeditions set in a haunted school campus infested with living curses, running 15 waves built around School Curse and Fabric Curse enemies before Cursed Summoner closes out the stage, and paying 75 Gems and 75 Gold on Normal or 100 Gems and 100 Gold on Hard per clear.

School Grounds Act 5 is the 5th story stage inside School Grounds, a haunted school campus infested with living curses. The act is built from 15 waves and roughly 300 total enemy spawns, opening with a manageable mix of 8x School Curse, 8x Fabric Curse and scaling up wave by wave until the final wave throws 11x School Curse, 14x Fabric Curse, 1x Cursed Summoner, 1x School Girl (Elite) at the player's placed units. Cursed Summoner is the boss that caps the stage, and its health pool and aggression sit noticeably above the Basic and Elite spawns that lead up to it.

Along the way, watch for enemies carrying the Sprinter, Tank, Summoner modifiers: Sprinter enemies trade health for a large burst of movement speed; Tank enemies trade speed for a larger health pool; Summoner enemies periodically call in extra Basic-tier reinforcements while they are alive. Compared to School Grounds Act 4, this act keeps the same core wave shape but raises the difficulty by swapping in Cursed Summoner as the closing boss, making it the toughest clear in the zone.

Clearing School Grounds Act 5 on Normal pays a flat 75 Gems, 75 Gold, 115 Player EXP, and 500 Unit EXP, while Hard raises that to 100 Gems, 100 Gold, 145 Player EXP, and 1000 Unit EXP for the same wave list. Both difficulties also drop a zone-exclusive food item on every clear (1 on Normal, 2 on Hard), and a first-time clear bonus on top of the standard reward applies the first time each difficulty is beaten. Clearing this act on Hard also opens a small chance (5%, with a 20-clear pity counter) at Kunai, an equipment piece unique to School Grounds that does not drop anywhere else. Since Hard pays roughly a third more currency for an identical wave layout, it is the better long-term farming target once a team can survive Cursed Summoner reliably; Normal remains the safer option for teams still gearing up.

Details

ZoneSchool Grounds
Difficulty modesNormal, Hard
Waves15
Normal reward75 Gems, 75 Gold, 115 Player EXP, 500 Unit EXP
Hard reward100 Gems, 100 Gold, 145 Player EXP, 1000 Unit EXP
Common dropa zone-exclusive food item (1 on Normal, 2 on Hard)
Better farm targetHard (pays about 33% more Gems and Gold for the same wave list)
Hard-exclusive dropKunai (5% chance, 20-clear pity, Hard only)
Enemy modifiersSprinter, Tank, Summoner

Wave breakdown

Wave 1 opens with 8x School Curse, 8x Fabric Curse.

By the midpoint, wave 8 of 15 throws 10x Fabric Curse, 9x School Curse at the field.

The final wave caps the stage with 11x School Curse, 14x Fabric Curse, 1x Cursed Summoner, 1x School Girl (Elite), with Cursed Summoner anchoring the push.

Farm efficiency

School Grounds Act 5 pays the same flat reward on every clear regardless of how fast the wave list is cleared, so total Gem and Gold income per hour depends entirely on team clear speed and whether the stage is run on auto-replay. Hard is the stronger currency target since it pays roughly 33% more Gems and Gold than Normal for an identical wave list, and it is the only difficulty that can drop Kunai. Players still building their roster should stick to Normal until their team can clear Cursed Summoner without losing units, since a failed Hard clear pays nothing.

FAQ

How many waves does School Grounds Act 5 have?

School Grounds Act 5 runs 15 waves, escalating from a small mix of Basic-tier enemies up to a final wave that includes Cursed Summoner.

What is the boss of School Grounds Act 5?

Cursed Summoner closes out School Grounds Act 5. It appears in the final wave alongside the stage's strongest Basic and Elite spawns rather than as a separate solo encounter.

Should I farm School Grounds Act 5 on Normal or Hard?

Hard is the better farm once your team can clear it, since it pays 100 Gems and 100 Gold per clear against Normal's 75 and 75 for the same wave list, and it is the only difficulty that can drop Kunai. Normal is the safer choice while gearing up.

What enemy modifiers appear in School Grounds Act 5?

Sprinter (enemies with it trade health for a large burst of movement speed); Tank (enemies with it trade speed for a larger health pool); Summoner (enemies with it periodically call in extra Basic-tier reinforcements while they are alive).

Other maps

Source-checked

Extracted from Anime Expeditions client data (maps.json, stage-drops.json, enemy-modifiers.json). updated · GuideDex staff. Report a correction.