Difference between revisions of "Enemies"

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(Added all era powers.)
(Add lede, enemy types, spoiler warning)
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normal facts about enemies
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'''Enemies''' must be defeated in [[Tower Testing]] in order to progress.
  
classes, bonis
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Enemies come in a variety of [[elements]], each with their own strengths and weaknesses. Each elemental enemy also comes in 5 archetypes.
  
== SPOILER: Era powers: ==
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==Enemy Types==
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===Normal===
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Standard melee-range enemy.
  
===== Neutral =====
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===Archer===
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Attacks from range.
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===Wizard===
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Attacks from range. Can apply a slow [[debuff]] to your tower when they attack.
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===Tank===
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Has a higher HP, but lower damage than normal enemies.
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===Boss===
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Bosses have a higher HP and attack than normal enemies, but appear less frequently.
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==Era Powers==
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{{Spoiler hatnote|Era content}}
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===Neutral===
 
Kills: Deals 25% additional random-element damage.
 
Kills: Deals 25% additional random-element damage.
  
 
Hits: Non-neutral tower damage is reduce by 95%.
 
Hits: Non-neutral tower damage is reduce by 95%.
  
===== Fire =====
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===Fire===
 
Kills: Ignores shield.
 
Kills: Ignores shield.
  
 
Hits: Explodes on death.
 
Hits: Explodes on death.
  
===== Water =====
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===Water===
Kills: Slows the tower by 250%
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Kills: Slows the tower by 250%.
  
 
Hits: 80% to reduce damage to 10% of MAX. HP.
 
Hits: 80% to reduce damage to 10% of MAX. HP.
  
===== Nature =====
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===Nature===
 
Kills:100% Lifesteal.
 
Kills:100% Lifesteal.
  
 
Hits: +25% HP/sec. & +5% MAX. HP/sec.
 
Hits: +25% HP/sec. & +5% MAX. HP/sec.
  
===== Earth =====
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===Earth===
 
Kills: Chance to stun the tower.
 
Kills: Chance to stun the tower.
  
 
Hits: 55% chance to block incoming damage.
 
Hits: 55% chance to block incoming damage.
  
===== Electricity =====
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===Electricity===
 
Kills: Warp / Dash Movement.
 
Kills: Warp / Dash Movement.
  
 
Hits: Reflects 10% of incoming damage.
 
Hits: Reflects 10% of incoming damage.
  
===== Air =====
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===Air===
 
Kills: Always ranged + Impetus.
 
Kills: Always ranged + Impetus.
  
 
Hits: Immune to stun.
 
Hits: Immune to stun.
  
===== Darkness =====
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===Darkness===
 
Kills: Deals 25% of current tower hp as pure damage.
 
Kills: Deals 25% of current tower hp as pure damage.
  
 
Hits: Invisible until close range.
 
Hits: Invisible until close range.
  
===== Light =====
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===Light===
 
Kills: Reduces resistance against all elements.
 
Kills: Reduces resistance against all elements.
  
 
Hits: Shield that grants 1 sec. invulnerability.
 
Hits: Shield that grants 1 sec. invulnerability.
  
===== Universal =====
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===Universal===
 
Kills: +100% damage split across all elements.
 
Kills: +100% damage split across all elements.
  
 
Hits: 40% chance to fully heal after lethal hit.
 
Hits: 40% chance to fully heal after lethal hit.
 
  
 
{{PerfectNavigation}}
 
{{PerfectNavigation}}

Revision as of 00:38, 27 February 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 5 archetypes.

Enemy Types

Normal

Standard melee-range enemy.

Archer

Attacks from range.

Wizard

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

Tank

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

Boss

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

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.