Bombardier

What it is

A heavy artillery variant of the mortar archetype. Holds long-range position and lobs slow, heavily-telegraphed area shells with a noticeably larger blast and a much longer fuse than the standard mortar — the player has more time to read the forecast circle and step out, but eats a bigger detonation if they fail to clear it. Tagged mechanical and explosive. Fewer-but-bigger payouts compared to the baseline mortar: roughly 1.5× blast radius and 1.4× fuse time, with higher HP and more XP per kill.

Like all mortar-behavior enemies, the bombardier is bound by the global mortar cooldown that caps the entire mortar population at one shell every two seconds across the whole map.

Stats

Base stats scale per rarity tier. All values are rounded.

StatCommonUncommonRareEpicLegendary
HP37869397013861663
Speed2526283033
Radius910121314
XP on kill90180360540720
Shell damage345651847603967712096
Blast radius4248555963

Shared across all rarities:

StatValue
Fuse time (shell delay)9.0 s
Fire rate (per-bombardier)0.2 shots/s
Charge time before shot1.12 s
Stand-off (orbit) range120
Smart engagement range350
Stunnableyes
Knockbackableyes

Behavior

The bombardier uses the shared mortar behavior, which drives three movement modes based on distance to the player:

Distance to playerAction
Under 60 percent of stand-off rangeFlee directly away from the player
Over 140 percent of stand-off rangeSeek toward the player at low urgency
In betweenHold position with soft friction

The bombardier always faces the player while aggroed.

When firing, it enters a 1.12-second charge phase. During the first 80 percent of charge it re-aims at the player; the final 20 percent is locked, giving the player a fixed dodge window. At the moment the charge resolves, a timed strike is pushed to the world at a predicted position — the player’s current location offset by half their velocity multiplied by the fuse time. The shell then hangs in the world for the full 9-second fuse before detonating in a 42-unit base blast (scaled per rarity). A red ring VFX flag stays on the bombardier while it has a live forecast in the world.

The bombardier respects the global mortar cooldown stored on world state: after any mortar-behavior enemy fires, every other mortar-behavior enemy is blocked from firing for 2 seconds. The bombardier counts toward and is gated by this same shared cap.

Tier scaling

HP, XP, damage, speed, and radius scale by the standard rarity multipliers used across all enemy archetypes. Bombardier-specific scaling:

TierBlast radius
Commonbase × 1.00
Uncommonbase × 1.15
Rarebase × 1.30
Epicbase × 1.45
Legendarybase × 1.60

Fuse time does not scale with rarity — every tier waits the same 9 seconds between shell launch and detonation.

EXTRACT-CANDIDATE: rarity multiplier table (hp 2.7/4.95/6.93/9.9/11.88, xp 3/6/12/18/24, speed 1.40/1.47/1.57/1.68/1.82, radius 1.0/1.15/1.3/1.4/1.5, damage 3.0/4.5/6.6/8.4/10.5) — shared across every archetype, belongs on the enemies roll-up page.

EXTRACT-CANDIDATE: global mortar cooldown of 2 seconds across the entire mortar-behavior population — gameplay-wide rule, belongs on the combat or enemies page, not duplicated on every mortar variant.

EXTRACT-CANDIDATE: charge-up aim tracking (first 80 percent re-aims, last 20 percent locked) — shared with shooter and other charge-based archetypes, belongs on combat.

EXTRACT-CANDIDATE: forecast system (circle forecasts for timed/AoE attacks, line forecasts for projectiles) — shared system, belongs on combat or its own forecasts page.

EXTRACT-CANDIDATE: mortar-behavior movement zone thresholds (flee under 60 percent, seek over 140 percent of stand-off range) — shared across mortar and bombardier, belongs on the mortar behavior page or the enemies roll-up.