Difference between revisions of "Enemies"
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'''Enemies''' must be defeated in [[Tower Testing]] in order to progress. | '''Enemies''' must be defeated in [[Tower Testing]] in order to progress. | ||
− | Enemies come in a variety of [[elements]], each with their own strengths and weaknesses. Each elemental enemy also comes in | + | Enemies come in a variety of [[elements]], each with their own strengths and weaknesses. Each elemental enemy also comes in 6 archetypes. |
==Enemy Types== | ==Enemy Types== |
Revision as of 18:16, 3 March 2021
Enemies must be defeated in Tower Testing in order to progress.
Enemies come in a variety of elements, each with their own strengths and weaknesses. Each elemental enemy also comes in 6 archetypes.
Contents
Enemy Types
Normal
Standard melee-range enemy.
100% | 100% | 100% |
Tank
Melee-range. Has a higher HP, but lower damage than normal enemies.
50% | 250% | 100% |
Archer
Attacks from range.
90% | 90% | 100% |
Wizard
Attacks from range. Applies a slow debuff to your tower when they attack.
90% | 150% | 150% |
Assassin
Fast enemy that can leap towards the tower when close.
200% | 90% | 100% |
Boss
Bosses have a higher HP and attack than normal enemies, but appear less frequently.
1000% | 1000% | 200% |
Era Powers
Neutral
Kills: Deals 25% additional random-element damage.
Hits: Non-neutral tower damage is reduce by 95%.
Fire
Kills: Ignores shield.
Hits: Explodes on death.
Water
Kills: Slows the tower by 250%.
Hits: 80% to reduce damage to 10% of MAX. HP.
Nature
Kills:100% Lifesteal.
Hits: +25% HP/sec. & +5% MAX. HP/sec.
Earth
Kills: Chance to stun the tower.
Hits: 55% chance to block incoming damage.
Electricity
Kills: Warp / Dash Movement.
Hits: Reflects 10% of incoming damage.
Air
Kills: Always ranged + Impetus.
Hits: Immune to stun.
Darkness
Kills: Deals 25% of current tower hp as pure damage.
Hits: Invisible until close range.
Light
Kills: Reduces resistance against all elements.
Hits: Shield that grants 1 sec. invulnerability.
Universal
Kills: +100% damage split across all elements.
Hits: 40% chance to fully heal after lethal hit.