Difference between revisions of "Enemies"

From The Perfect Tower II
Jump to navigation Jump to search
(→‎Enemy Types: Add assassin, add stats)
m (5 -> 6 types)
Line 1: Line 1:
 
'''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 5 archetypes.
+
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.

Enemy Types

Normal

Standard melee-range enemy.

Attack icon.png 100% Health icon.png 100% Speed icon.png 100%

Tank

Melee-range. Has a higher HP, but lower damage than normal enemies.

Attack icon.png 50% Health icon.png 250% Speed icon.png 100%

Archer

Attacks from range.

Attack icon.png 90% Health icon.png 90% Speed icon.png 100%

Wizard

Attacks from range. Applies a slow debuff to your tower when they attack.

Attack icon.png 90% Health icon.png 150% Speed icon.png 150%

Assassin

Fast enemy that can leap towards the tower when close.

Attack icon.png 200% Health icon.png 90% Speed icon.png 100%

Boss

Bosses have a higher HP and attack than normal enemies, but appear less frequently.

Attack icon.png 1000% Health icon.png 1000% Speed icon.png 200%

Era Powers

Difficulty icon.png Warning: This section contains spoilers about Era content.

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.