Brute

What it is

A slow, tanky melee enemy that fills the “wall of meat” role missing from the original archetype matrix. Reuses the charger attack pattern — close, freeze, telegraph a loading bar, dash a locked line, recover — but with much higher HP, much lower base speed, and a larger body radius. Sits between the mid-speed charger and the stationary mortar in terms of pacing pressure.

Stats

Base archetype values before rarity multipliers and per-tier world scaling.

StatValue
Base HP100
Base speed (px/s)60
Base radius (px)14
Base XP on kill25
Base lunge damage50
Tagsslow, tanky
AI behaviorcharger
Meleeyes
Weaponnone
Orbit radius0

Per-rarity stats

Rarity multipliers are applied to the base stats above. Lunge damage uses the rarity damage multiplier, not a percentage of base HP.

RarityHPSpeedRadiusXPLunge dmg
Common270.084.014.075150
Uncommon495.088.216.1150225
Rare693.094.218.2300330
Epic990.0100.819.6450420
Legendary1188.0109.221.0600525

Stroke tint per rarity

RarityColor
Commoncccccc
Uncommon33cc55
Rare3388ff
Epicaa44ff
Legendaryff8800

Behavior

Inherits the four-phase charger state machine. Aim is locked the moment wind-up begins — the dash direction does not update once the loading bar starts filling, giving the player a dodge window. The brute’s much lower base speed means the approach and lunge feel substantially slower in absolute px/s than a charger’s.

PhaseWhat happensPlayer threat
ApproachOrbits / closes on player at base speed. No telegraph.Contact damage handled by generic collision.
Wind-upStops dead, faces locked aim, loading bar fills along the dash line.Inert. Cannot deal lunge damage. Free hits.
LungeDashes in a straight line for the full bar length at the lunge-speed multiplier of base speed. Cannot re-aim.Contact during this phase = full lunge damage + knockback + hit-freeze. One hit per lunge.
RecoveryFrozen in place, velocity zero, contact damage disabled.Inert, fully vulnerable. Punish window.

After recovery a cooldown gate must expire before the brute can wind up again. Lunge damage in the per-rarity table is the flat hit value; world-tier rarityScale is multiplied on top at impact time.

Behavior constants

Shared with the charger archetype (inherited via behavior: 'charger').

ConstantValue
Smart-AI activation range (px)350
Wind-up trigger range (px)250
Wind-up duration (s)3.2
Lunge speed (× base speed)6.3
Lunge / charge-bar length (px)300
Recovery duration (s)1.5
Cooldown after recovery (s)10.0
Knockback velocity on hit (px/s)220
Hit-freeze duration on impact (s)0.12
Lunge-hit body overlap padding (px)8

Because lunge speed is a multiplier on base speed and the brute’s base speed is roughly 55% of the charger’s, the brute’s absolute lunge velocity and effective dash distance feel proportionally slower — even though the bar length and durations are identical.

Hit interaction

On a successful lunge hit the player’s velocity is zeroed, then knockback velocity is applied in the brute’s exact movement direction (not from the brute’s position). Damage is dealt through the standard player-damage path with a brief hit-freeze. A flag also triggers an electric-hit visual effect on the player ship.

Tier scaling

The base stats and per-rarity table above are the archetype values. World-tier scaling applies on top via the global rarityScale knob at lunge-impact time (multiplies the final damage) and via the standard enemy stat ramp shared by all archetypes — see enemies for the per-tier multiplier curve.


EXTRACT-CANDIDATE

  • The full per-rarity multiplier table (hp / xp / speed / radius / damage) and stroke-tint mapping repeat on every enemy entity page. Candidate for hoisting to enemies.md (roll-up) as the canonical reference, with per-entity pages keeping only the resolved numbers. Per the wiki rule, numeric tables are allowed to duplicate, so this is optional.
  • The four-phase telegraphed-dash state machine and its constants are shared between the charger and the brute (the brute is a stat-tuned reskin). Candidate for hoisting to a “telegraphed-lunge attack pattern” concept page referenced from both archetype pages — the prose explanation of the phases and the constants table only belong in one canonical place.
  • Tags vocabulary (slow, tanky, fast, melee, etc.) is used across multiple archetypes. Candidate for a small tags glossary on enemies.md.