What it is
Enemies are the hostile units the player fights during a run. There are 16 base archetypes, each appearing at five rarity tiers that scale stats. Planets pull from different spawn pools so each world has a distinct enemy mix; boss fights add pressure waves on top of the regular spawns.
Stats / variables tables
Rarity tiers
All enemies appear at five rarity tiers. Tier multipliers apply to the base archetype stats below.
| Rarity | HP mult | XP mult | Speed mult | Radius mult | Damage mult | Tint |
|---|---|---|---|---|---|---|
| Common | 2.7 | 3.0 | 1.40 | 1.0 | 3.0 | grey |
| Uncommon | 4.95 | 6.0 | 1.47 | 1.15 | 4.5 | green |
| Rare | 6.93 | 12.0 | 1.57 | 1.3 | 6.6 | blue |
| Epic | 9.9 | 18.0 | 1.68 | 1.4 | 8.4 | purple |
| Legendary | 11.88 | 24.0 | 1.82 | 1.5 | 10.5 | orange |
Base archetypes — core 8
These are the foundational archetypes that form the core enemy mix on most planets.
| Archetype | Base HP | Base speed | Base radius | Base XP | Behavior | Melee | Orbit radius |
|---|---|---|---|---|---|---|---|
| Orb | 19 | 29 | 3.75 | 15 | orb (AoE pulse) | no | 0 |
| Charger | 44 | 110 | 10 | 12 | charger (chase) | yes | 0 |
| Shooter | 21 | 105 | 5.5 | 18 | shooter (standoff) | no | 130 |
| Mortar | 151 | 24 | 8.75 | 25 | mortar (lob) | no | 100 |
| Gunner | 3 | 63 | 3.75 | 15 | gunner (hitscan burst) | no | 0 |
| Field | 120 | 69 | 7 | 22 | field (shock area) | no | 0 |
| Sniper | 72 | 31 | 5.5 | 30 | sniper (charged beam) | no | 200 |
| Racer | 48 | 313 | 6 | 20 | racer (fast melee) | yes | 0 |
Base archetypes — variants
These eight reuse a core behavior but tune the stats for a different threat profile.
| Archetype | Base HP | Base speed | Base radius | Base XP | Reuses behavior | Melee | Orbit radius |
|---|---|---|---|---|---|---|---|
| Brute | 100 | 60 | 14 | 25 | charger | yes | 0 |
| Wisp | 6 | 220 | 2.5 | 8 | orb | no | 0 |
| Lurker | 60 | 22 | 6 | 35 | sniper | no | 240 |
| Bombardier | 140 | 18 | 9 | 30 | mortar | no | 120 |
| Sprinter | 28 | 460 | 5 | 16 | racer | yes | 0 |
| Spitter | 38 | 70 | 7 | 28 | shooter | no | 200 |
| Burner | 80 | 50 | 6 | 26 | field | no | 0 |
| Suppressor | 12 | 42 | 5.5 | 28 | gunner | no | 0 |
AoE archetypes (Orb, Wisp)
These pulse damage in a radius around themselves on a cooldown.
| Archetype | AoE radius (base) | AoE cooldown (base) | AoE damage (base) |
|---|---|---|---|
| Orb | 32 | 0.8 s | 10 |
| Wisp | 18 | 1.5 s | 4 |
AoE radius scales by tier: common 1.0×, uncommon 1.2×, rare 1.4×, epic 1.6×, legendary 1.8×. AoE cooldown scales by tier: common 1.0×, uncommon 0.85×, rare 0.7×, epic 0.35×, legendary 0.35×. AoE damage scales by the rarity damage multiplier.
Mortar archetypes (Mortar, Bombardier)
These lob delayed-detonation projectiles at the player.
| Archetype | Blast radius (base) | Fuse time |
|---|---|---|
| Mortar | 28 | 6.6 s |
| Bombardier | 42 | 9.0 s |
Blast radius scales by tier: common 1.0×, uncommon 1.15×, rare 1.3×, epic 1.45×, legendary 1.6×. Fuse time does not scale by tier.
Gunner archetypes (Gunner, Suppressor)
These fire hitscan bursts at the player from range.
| Archetype | Hitscan range | Burst count (base) | Burst cooldown (base) |
|---|---|---|---|
| Gunner | 65 | 3 | 2.5 s |
| Suppressor | 130 | 7 | 4.5 s |
Burst count scales by tier: common 1.0×, uncommon 1.0×, rare 1.2×, epic 1.4×, legendary 2.0×. Burst cooldown scales by tier: common 1.0×, uncommon 0.9×, rare 0.8×, epic 0.65×, legendary 0.5×. Hitscan range does not scale by tier.
Field archetypes (Field, Burner)
These deploy a damaging area that fades in and lingers.
| Archetype | Field radius (base) | Fade-in | Duration (base) | Field damage (base) |
|---|---|---|---|---|
| Field | 250 | 1.0 s | 3.0 s | 15 |
| Burner | 140 | 0.8 s | 6.0 s | 28 |
Field radius scales by tier: common 1.0×, uncommon 1.15×, rare 1.3×, epic 1.45×, legendary 1.6×. Field duration is multiplied by 1.5 at legendary; otherwise unchanged. Field damage scales by the rarity damage multiplier.
Sniper archetypes (Sniper, Lurker)
These charge a long beam, telegraph the line, then fire.
| Archetype | Charge time (base) | Beam damage (base) |
|---|---|---|
| Sniper | 2.5 s | 5 |
| Lurker | 4.0 s | 10 |
Charge time scales by tier: common 1.0×, uncommon 0.9×, rare 0.8×, epic 0.7×, legendary 0.5×. Beam damage scales by the rarity damage multiplier.
Personality profile per archetype
Each archetype carries a behavior weighting used for spawn placement and elite affix selection. Higher values lean further toward that trait.
| Archetype | Chase (c) | Telegraph (t) | Standoff (s) |
|---|---|---|---|
| Orb | 0.3 | 0.8 | 0.2 |
| Charger | 0.9 | 0.3 | 0.1 |
| Shooter | 0.5 | 0.5 | 0.5 |
| Mortar | 0.2 | 0.7 | 0.7 |
| Gunner | 0.4 | 0.7 | 0.3 |
| Field | 0.2 | 0.9 | 0.6 |
| Sniper | 0.3 | 0.6 | 0.9 |
| Racer | 0.8 | 0.2 | 0.1 |
Collision radius
Every enemy’s visual radius is multiplied by 3.85 to produce its collision radius. Touching an enemy at the collision radius deals contact damage to the player.
Enemy sets per planet
Each planet uses one enemy set. Sets determine which archetypes show up in the rare ~20% slots.
| Set | Basic backbone | Rare slot archetypes |
|---|---|---|
| bugs | Orb + Charger | Charger only |
| city | Gunner + Racer | Gunner, Sniper, Racer, Field, Suppressor, Sprinter |
| bugs_mortar | Orb + Charger | Charger, Mortar |
| bugs_shooter | Orb + Charger | Charger, Shooter, Spitter |
| bugs_charger | Orb + Charger | Charger, Mortar |
| bugs_sniper | Orb + Charger | Charger, Sniper |
| bugs_field | Orb + Charger | Charger, Field, Burner |
| bugs_racer | Orb + Charger | Charger, Racer, Sprinter |
| bugs_mixed | Orb + Charger | Charger, Shooter, Mortar, Sniper |
| bugs_heavy | Orb + Charger | Charger, Mortar, Shooter |
Spawn pool progression bands
Each set defines spawn pools that step up the rarity mix as run progress climbs.
| Progress band | Tier mix in pool |
|---|---|
| 0–8 | All common |
| 8–20 | Mostly common, some uncommon |
| 20–40 | Mix of common and uncommon |
| 40–60 | Mostly uncommon, some rare |
| 60+ | Mostly rare, some epic |
Elite spawn rarity roll
When an elite spawns, its rarity is rolled at the moment of spawn.
| Roll range | Elite rarity |
|---|---|
| 0.00–0.49 | Rare |
| 0.50–0.79 | Epic |
| 0.80–0.99 | Legendary |
A rarity cap (when applied) clips the result down to the cap.
Elite kill bonus
| Reward | Value |
|---|---|
| Bonus XP per elite kill | 15 |
Boss kill bonus
| Reward | Value |
|---|---|
| Bonus XP per boss kill | 50 |
Boss pressure-add profiles
Boss fights play a parallel pressure-add timeline. Each profile defines what spawns, how many, when, and where.
| Profile | Wave content | Cadence | Position |
|---|---|---|---|
| none | nothing | — | — |
| light_pressure | 3 common Orbs | every 8 s, starting at 4 s | arena edge, random |
| heavy_pressure | 5 common Gunners | every 12 s, starting at 2 s | cardinal points |
| beacon_clearers | 2 common Chargers | every 15 s, starting at 10 s | opposite the player |
| storm | 8 common Gunners | every 20 s, starting at 15 s | ring |
| crescendo | 2 common Gunners | at boss start (cardinal); 4 at phase 1 (ring); 6 at phase 2 (ring) | varies by wave |
Kill-streak milestones
Streaks count consecutive kills with no hull damage. Shield damage does not break a streak. A 2-second gap between kills resets the streak.
| Kills | Milestone label | Bonus XP | Color |
|---|---|---|---|
| 10 | STREAK ×10 | 10 | green |
| 25 | RAMPAGE ×25 | 30 | yellow |
| 50 | MASSACRE ×50 | 80 | orange |
| 100 | UNSTOPPABLE ×100 | 200 | magenta |
| 200 | GODLIKE ×200 | 500 | cyan |
Tier color overrides (boss roster)
Boss-roster enemies use a separate tier color set for HUD callouts.
| Rarity | Color |
|---|---|
| Common / default | red |
| Uncommon | blue |
| Rare | purple |
| Legendary | orange |
How it works (gameplay flow)
- Each planet picks a single enemy set that determines its spawn pool.
- Run progress advances over time and pushes the spawn pool to higher rarity bands.
- Basics dominate the pool at all bands; rare-slot archetypes fill the minority percentage.
- When the spawner picks an enemy type, it looks up the base archetype and applies the rarity multipliers to produce final HP, speed, radius, XP, and damage.
- Enemies with active abilities (AoE pulse, mortar lob, gunner burst, sniper charge, field deployment) have those parameters scaled per tier on top of the base multipliers.
- Contact damage triggers when the player touches an enemy inside its collision radius.
- Melee-tagged enemies deal contact damage and have no ranged weapon.
- Killing an enemy awards its XP value to the player.
- Elites are special spawns that pick a leader archetype from the set’s leader list, roll a rarity, and drop a bonus 15 XP on death.
- Boss fights run a pressure-add profile alongside the boss, dripping in additional enemies on a timeline. Some profiles escalate as the boss crosses HP-phase thresholds.
- Boss kills award a bonus 50 XP on top of the boss enemy’s own XP value.
- Consecutive kills without hull damage build a kill streak; reaching milestone counts (10, 25, 50, 100, 200) awards bonus XP and triggers a HUD callout.
Interactions
- Combat — every enemy interacts with the player’s projectiles, AoE weapons, and contact damage.
- Weapons — long-range or AoE weapons clear standoff archetypes (Shooter, Spitter, Sniper, Lurker, Mortar, Bombardier, Suppressor) without closing distance.
- Mods and artifacts — affixes can attach to elite spawns to modify their behavior or stats.
- Planets / world — each planet selects its enemy set, which determines the spawn pool mix.
- Progression — XP drops feed the player’s level-up choices during the run.
- Bosses — boss encounters add pressure-add profiles on top of regular spawns; killing a boss grants bonus XP.
- Streak system — chaining kills without hull damage rewards bonus XP at milestone thresholds.
- Shield system — shield hits do not break kill streaks; only hull damage does.
What it does NOT do
- Enemies do not drop coins or items directly. The only on-kill reward is XP.
- Enemies do not heal or regenerate HP during their lifetime.
- Enemy stats do not change after spawn; the rarity multipliers are baked in at spawn time.
- Rarity does not affect contact damage independently — contact damage scales through the rarity damage multiplier.
- Hitscan range, mortar fuse time, and field fade-in do not scale with rarity.
- Enemies do not respawn after being killed.
- Common-tier enemies do not appear in the late-game pools; the highest band uses rare and epic only.
- Boss pressure-add waves do not replace regular spawns; they run in addition to whatever the planet’s spawn pool is producing.
- Kill streaks do not persist across deaths or runs; hull damage and a 2-second inactivity gap both reset them.