Charger

What it is

A fast melee enemy that closes to short range, freezes, fills a loading bar telegraphing a straight dash, then lunges along a locked line and deals heavy contact damage with knockback. Whiffs leave it stunned and vulnerable. Spawns in bug-set planets (Landing Site, Voidstar, Eden-5 mixes).

Stats

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

StatValue
Base HP44
Base speed (px/s)110
Base radius (px)10
Base XP on kill12
Base lunge damage50
Tagsfast, melee
AI behaviorcharger

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
Common118.8154.010.036150
Uncommon217.8161.711.572225
Rare304.9172.713.0144330
Epic435.6184.814.0216420
Legendary522.7200.215.0288525

Stroke tint per rarity

RarityColor
Commoncccccc
Uncommon33cc55
Rare3388ff
Epicaa44ff
Legendaryff8800

Behavior

Four-phase attack cycle. 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.

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 at high speed in a straight line for the full bar length. 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 charger can wind up again. Lunge damage in the table is the flat hit value; world-tier rarityScale is multiplied on top at impact time.

Behavior constants

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

Hit interaction

On a successful lunge hit the player’s velocity is zeroed, then knockback velocity is applied in the charger’s exact movement direction (not from the charger’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 charger four-phase state machine and constants (wind-up range, durations, lunge speed, bar length, cooldown, knockback, hit-freeze) are gameplay-spec content that could also live in a “telegraphed-attack pattern” concept page if other archetypes adopt the same structure.