Difference between revisions of "Enemies"
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− | + | '''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== | ||
+ | {{Spoiler hatnote|Era content}} | ||
+ | |||
+ | ===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=== | |
Kills: Ignores shield. | Kills: Ignores shield. | ||
Hits: Explodes on death. | Hits: Explodes on death. | ||
− | + | ===Water=== | |
− | Kills: Slows the tower by 250% | + | 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=== | |
Kills:100% Lifesteal. | Kills:100% Lifesteal. | ||
Hits: +25% HP/sec. & +5% MAX. HP/sec. | Hits: +25% HP/sec. & +5% MAX. HP/sec. | ||
− | + | ===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=== | |
Kills: Warp / Dash Movement. | Kills: Warp / Dash Movement. | ||
Hits: Reflects 10% of incoming damage. | Hits: Reflects 10% of incoming damage. | ||
− | + | ===Air=== | |
Kills: Always ranged + Impetus. | Kills: Always ranged + Impetus. | ||
Hits: Immune to stun. | Hits: Immune to stun. | ||
− | + | ===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=== | |
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=== | |
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.
Contents
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
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.