Spitter

What it is

A slow, tanky standoff variant of the ranged orbiting shooter. The spitter reuses the standard shooter behavior and projectile weapon but with roughly 1.8x the health, about two-thirds the move speed, and a noticeably wider orbit radius. It pressures the player into either closing distance through a stream of inbound projectiles or sweeping with area-of-effect or long-range weapons. It is a rare-slot bug-set enemy that pairs with the base shooter on planets emphasizing ranged pressure.

Base stats

FieldValue
HP38
Move speed70
Hit radius7
XP on kill28
Weapon damage (per burst, pre-rarity)78
Orbit radius200
Tagsmechanical

Per-rarity stats

Final stats are base stats multiplied by the rarity scalar. Damage is the shared shooter weapon damage scaled by the rarity damage multiplier.

RarityHPMove speedHit radiusXPBurst damage
Common102.698784234
Uncommon188.1102.98.05168351
Rare263.34109.99.1336514.8
Epic376.2117.69.8504655.2
Legendary451.44127.410.5672819

All rarities share the same AI behavior, weapon, and orbit radius. Tier color is set by the shared rarity tint palette.

Behavior

The spitter uses the shared ranged-orbiter fish-swim movement model: continuous smooth arcs around the player at a target orbit distance of 200 (vs. 130 for the base shooter), with a steering force pulling it back toward that radius and a tangential force sweeping it sideways. Orbit direction (clockwise or counter-clockwise) is randomized per enemy at spawn. The enemy always faces its movement direction.

Smart-range aggro activates inside a radius of 250. Outside aggro range the enemy drifts with idle friction.

The attack cycle has four phases:

  1. Cooldown — fire timer counts down; the enemy keeps orbiting.
  2. Charge-up — a thin red arrow forecast spawns and grows toward the player. For the first 80% of the charge the aim tracks the player; for the final 20% the aim freezes, giving the player a dodge window.
  3. Burst fire — the arrow shatters into red dust and a 12-shot machine-gun burst fires along the locked aim line. Each shot has small angle scatter and origin jitter. Damage per shot is the weapon damage divided across the burst.
  4. Post-fire pause — the enemy stands nearly still for a fixed window before resuming orbit and starting the next cooldown.

While firing, the enemy continues swimming but at reduced tangent force and capped at 60% of its max speed (vs. 150% when not firing). A damage flash is active during the burst itself.

The spitter is stunnable and knockbackable. On death any remaining arrow forecast owned by the enemy is removed.

Weapon parameters

ParameterValue
Total burst damage (pre-rarity)78
Fire rate0.075
Projectile speed (per shot, pre-multiplier)150
Projectile size (pre-multiplier)5
Charge time1.68 s
Aim-tracking windowfirst 80% of charge
Burst shot count12
Delay between burst shots0.06 s
Post-fire pause2.5 s
Projectile target range208 (with up to 40% random bonus)
Projectile arm distance18

Spawning

Spitter is a rare-slot bug-set enemy. It appears in the shooter-heavy rare pool, alongside the base shooter on planets that emphasize ranged pressure (notably Speedway), and contributes to mixed rare pools on Desolation and Obelisk.

Tier scaling

Tier-to-tier scaling follows the shared rarity multiplier table — HP, speed, radius, XP, and damage all scale together. Behavior parameters (orbit radius of 200, charge time, burst count, post-fire pause, aim-tracking split) do not scale with rarity. The wider orbit radius and slower base speed remain the spitter’s defining differences from the standard shooter at every tier.


EXTRACT-CANDIDATE: Shared rarity-multiplier table (HP 2.7→11.88, XP 3→24, speed 1.40→1.82, radius 1.0→1.5, damage 3.0→10.5) is repeated across every enemy-entity page — belongs on the central enemies rollup as the canonical source.

EXTRACT-CANDIDATE: Fish-swim movement model (steer force 3.0, tangent force 1.8, drag 0.97, turn speed 8.0, firing speed cap 60%) is shared by spitter, shooter, and other orbiting ranged enemies — belongs on a shared movement-models page.

EXTRACT-CANDIDATE: Generic enemy-fire FSM (cooldown → charge → burst → post-fire pause, with 80/20 aim-track/freeze split) is shared across projectile shooters — belongs on a shared enemy-attack-pipeline page.

EXTRACT-CANDIDATE: Shared enemy_shooter weapon stats block (damage 78, fireRate 0.075, projectileSpeed 150, projectileSize 5, chargeTime 1.68) is duplicated between shooter and spitter entity pages — belongs on a shared enemy-weapons reference page.