

Everyone knows that bigger/tougher enemies tend to provide more progress, while trash mob ankle biters are worth little-to-nothing in progress. But what are the actual numbers? Blizzard has never provided them, but some fans have compiled lists, and this one by VocaloidNyan feels accurate to me. It’s reproduced below in a table format for easier reading with less scrolling.
Complete Rift and Grift Monster Progress % Values:
Progression% — Monster 0.00% — Doombringer 0.01% — Boggit 0.01% — Imp 0.01% — Scavenger 0.01% — Shadow Vermin 0.02% — Brood 0.02% — Fallen Grunt 0.05% — Accursed 0.05% — Betrayed 0.05% — Blood Moon Impaler 0.05% — Caine Bones 0.05% — Dark Vessel 0.05% — Deranged Cultist 0.05% — Fallen Maniac 0.05% — Lacuni Huntress 0.05% — Sand Wasp 0.05% — Savage Fiend 0.05% — Spitting Bones 0.05% — Stygian Crawler 0.05% — Stinging Wasp 0.05% — Summoned Archer 0.08% — Summoned Soldier | Progression% — Monster 0.10% — Dark Vessel 0.10% — Ghostly Gravedigger 0.12% — Corpse Worm 0.12% — Returned 0.12% — Returned Archer 0.12% — Returned Shieldman 0.12% — Ravenous Dead 0.12% — Skeletal Raider 0.15% — Chilling Construct 0.15% — Forgotten Shield Breaker 0.15% — Grim Wrath 0.15% — Smoldering Construct 0.20% — Demon Raider 0.20% — Enraged Phantom 0.20% — Exarch 0.20% — Foul Conjurer 0.20% — Infernal Zombie 0.20% — Revenant Archer 0.20% — Sewer Serpent 0.20% — Shadow of Death 0.20% — Vile Revenant 0.20% — Winged Assassin | Progression% — Monster 0.25% — Cuddle Bear 0.25% — Dark Hellion 0.25% — Darkmoth 0.25% — Demonic Hellflyer 0.25% — Ghostly Murderer 0.25% — Hell Witch 0.25% — Hungry Corpse 0.25% — Lashing Creeper 0.25% — Retching Cadaver (Minions count) 0.25% — Revenant Soldier 0.25% — Shrieking Terror 0.25% — Subjugator 0.25% — Summoned Shieldguy 0.25% — Twinkleroot 0.25% — Vile Temptress 0.25% — Webspitter Spider 0.30% — Anarch 0.30% — Blood Moon Sorcerer 0.30% — Corrupted Angel 0.30% — Moon Clan Ghost 0.30% — Moon Clan Warrior 0.30% — Returned Executioner 0.30% — Returned Summoner (Minions count) 0.30% — Revenant Shield Guard 0.35% — Armored Destroyer 0.35% — Barbed Lurker 0.35% — Blood Moon Mauler 0.35% — Flesh Gorger 0.35% — Voracious Zombie 0.37% — Herald of Pestilence 0.37% — Terror Demon 0.38% — Arachnid Horror |
Progression% — Monster 0.40% — Dark Blood Moon Shaman 0.40% — Morlu Incinerator 0.40% — Oppressor 0.40% — Pink Rainbow Unicorn 0.40% — Purple Rainbow Unicorn 0.50% — Corpse Raiser 0.50% — Bogan Trapper 0.50% — Chubby Purple Unicorn 0.50% — Dusk Eater 0.50% — Exorcist 0.50% — Fallen Hellhound 0.50% — Ghostly Seraph 0.50% — Grotesque 0.50% — Hulking Phasebeast 0.50% — Lacuni Warrior 0.50% — Vicious Mangler 0.60% — Primordial Scavenger 0.60% — Unholy Thrall 0.60% — Toxic Lurker 0.65% — Armaddon | Progression% — Monster 0.75% — Fallen Master 0.75% — Plague Nest 0.75% — Sand Dweller 0.87% — Death Maiden (Minions don’t count) 0.90% — Tusk Bogan 0.95% — Colossal Golgor 0.95% — Demonic Tremor 1.00% — ![]() 1.25% — Disentombed Hulk 1.25% — Executioner 1.25% — Horned Charger 1.25% — Maggot Brood 1.25% — Mallet Lord 1.25% — Punisher 1.25% — Savage Beast 1.25% — Skeletal Beast |
Note that elites and champsions (and most types of minions) are worth additional progress, and that Elites drop Progress Orbs which are worth about 1.0% exp each, on top of the extra progress delivered by the Elites.
I’ve long noticed that Rift levels with
On the other hand, almost everyone seems to think Wasps should be worth more, as annoying as they can be with their evasive movement and potentially high projectile damage. Winged Assassins and Lacuni Huntresses are also worth very little, considering how annoying is their hide-and-leap AI. I’ve also noticed that Boggit-heavy levels are slow runs, thanks to Boggits that are worth almost no progress, but very good at getting in the way, while the Trappers are evasive and drop their slowing traps.
Any disagreements you guys have with the values presented in the chart? Impressions about which monsters are too high or too low? IMHO, most of the good/bad feelings are due to the progress being roughly equal to monster hps. Thus low hps enemies that move around feel undervalued, while higher hps enemies that aren’t dangerous feel sweet spot-ish.