Wisp

What it is

A tiny, very fast, very fragile chip-damage enemy that fills a “swarm pest” slot in the archetype matrix. Stat-tuned variant of the orb: shares the orb’s track-and-detonate state machine but pushed in opposite directions on almost every axis. About one third of the orb’s base HP, roughly seven times the orb’s base speed, a smaller body, a smaller AoE radius, lower AoE damage, and a longer cooldown between detonations.

The intended player response is to either eat the chip damage or sweep the swarm with area weapons rather than picking wisps off individually with single-target fire — at 220 base speed the wisp closes faster than most precision weapons can re-acquire it.

Tagged mechanical, fast. No weapon — damage comes entirely from the melee shock detonation.

Stats

Base archetype values before rarity multipliers and per-mission damage scaling.

StatValue
Base HP6
Base speed (px/s)220
Base radius (px)2.5
Base XP on kill8
Base AoE radius (px)18
Base AoE cooldown (s)1.5
Base AoE damage4
Tagsmechanical, fast
AI behaviororb (shared state machine)
Weaponnone
Orbit radius0

Per-rarity stats

Rarity multipliers are applied to base stats for HP / speed / radius / XP / AoE damage. AoE radius uses an index-based ramp (base × (1 + tierIndex × 0.2)). AoE cooldown uses a dedicated per-tier multiplier table, not the generic rarity multiplier — epic and legendary share the same 0.35× cooldown so the cadence flattens at the top end.

RarityHPSpeedRadiusXPAoE radius (px)AoE cooldown (s)AoE damage
Common16308324181.512
Uncommon30323348221.27518
Rare42345396251.0526
Epic593704144290.52534
Legendary714004192320.52542

Stroke tint per rarity

RarityColor
Commoncccccc
Uncommon33cc55
Rare3388ff
Epicaa44ff
Legendaryff8800

Hull shape

Renders with the orb polygon silhouette (shape map routes every wisp_<rarity> to the orb hull).

Behavior

Inherits the orb four-phase state machine. The wisp does not orbit and does not fire projectiles — it tracks the player at base speed, then runs the same windup → dash → detonate → recover sequence as the orb. Because the wisp’s base speed is roughly seven times the orb’s, the absolute approach velocity feels frenetic, but the attack phases themselves use the orb’s shared durations and distances (the dash is 50 px regardless of how fast the wisp got there).

PhaseWhat happensPlayer threat
IdleChases the player at base speed with shared push-apart vs other enemies of the same archetype. Attack cooldown ticks down.Contact resolved by generic collision; no AoE damage during chase.
WindupBrakes, retreats slightly away from the player, aims, and squashes vertically. Cannot be skipped.Inert. Free hits. Killing it during windup also instantly removes its forecast circle.
DashLunges a fixed 50 px toward the player’s anticipated position. A red circle forecast is drawn at the landing spot.Forecast tells the player exactly where the detonation will land.
SplootSnaps to landing spot, freezes, and detonates the AoE the instant it lands.Player inside the AoE radius takes damage + electric knockback.
Recovery / land freezeHolds the landing pose for a short window before returning to idle.Inert, fully vulnerable. Punish window.

Attack-trigger rules

Identical to the orb. Distance gate and a global early-mission softener prevent the wisp from opening up immediately.

ConditionEffect
Distance to player > 120 pxCooldown ticks at half rate. Wisp keeps chasing but cannot start an attack.
Mission time < 60 sCooldown ticks at 20% rate (rare early attacks, never fully blocked).
Mission time ≥ 60 s, within 120 pxCooldown ticks at full rate. Attack triggers when cooldown reaches 0.

Timing (shared with orb)

These durations are constants on the shared behavior and do not change per rarity.

PhaseDuration
Windup1.12 s
Dash0.25 s
Sploot landing freeze0.15 s

The AoE cooldown that gates re-attacks is the per-rarity value in the stats table above — that is the only timing knob the wisp tunes away from the orb.

Movement details (shared with orb)

PropertyValue
Windup retreat15 px backward from player
Dash distance50 px toward player
Attack-range gate (start sequence)120 px

Detonation

The AoE damages the player the instant the dash ends — there is no separate detonation delay after landing. On hit:

  • Player momentum is cancelled.
  • Player is knocked back away from the wisp with an electric-hit flash.
  • Player takes the rarity AoE damage value, modulated by the standard player-damage pipeline (invulnerability, damage multipliers).

If the wisp is killed during windup or dash, its forecast circle is removed instantly so the red telegraph does not linger on a dead enemy.

Tier scaling

The base stats and per-rarity table above are the archetype values. Mission-tier scaling applies on top via the global enemy stat ramp shared by all archetypes and via player- and mission-side damage multipliers at hit time — see enemies for the per-tier curve.

The wisp’s per-rarity AoE radius growth (18 → 32 px from common to legendary) and the dramatic cooldown drop at epic (1.05 s → 0.525 s) are the main ramp axes. HP and speed scaling are modest by comparison: at legendary the wisp has only 71 HP — still one-shot territory for most builds — but is firing detonations almost three times as often as a common wisp.


Summary

The wisp is the fast-swarm pest variant of the orb archetype. It uses the orb’s track-and-detonate behavior verbatim — same windup, same 50 px dash, same forecast circle, same sploot — but at a fraction of the body size and roughly 7× the chase speed. HP is so low (16 → 71 across rarities) that it is fragile to anything that lands, but its base speed of 220 px/s means precision single-target weapons struggle to track it, and at epic/legendary the AoE cooldown halves to 0.525 s so a surviving wisp can spam detonations. The intended counter is area-of-effect sweeping rather than picking off individual wisps.

EXTRACT-CANDIDATE

  • The per-rarity multiplier table (hp / xp / speed / radius / damage), the AoE-radius 1 + idx × 0.2 ramp, and the AoE-cooldown [1.0, 0.85, 0.7, 0.35, 0.35] table all live in the central type-builder and apply to every orb-family archetype. Belongs on enemies as the canonical reference, with per-entity pages keeping only the resolved numbers.
  • The orb four-phase state machine (idle/windup/dash/sploot/recover), its shared durations (windup 1.12 s, dash 0.25 s, sploot 0.15 s), and the constants for windup retreat (15 px), dash distance (50 px), and attack-range gate (120 px) are reused by every wisp variant. Candidate for hoisting to a “track-and-detonate attack pattern” concept page referenced from both the orb and wisp archetype pages.
  • The early-mission attack-cooldown softener (20% rate < 60 s, half rate when out of range) applies identically to every member of the orb behavior family. Candidate for the same shared concept page.
  • The red circle forecast / dodge telegraph and its owner-cleanup-on-death rule are shared by orb, wisp, mortar, and field. Candidate for a forecast/telegraph concept page on combat.
  • Player damage application (knockback, electric-hit flash, invulnerability gating, damage multipliers) is the same shared pipeline used by every melee enemy. Candidate for combat.
  • The tag vocabulary (mechanical, fast, slow, tanky, melee, etc.) is used across multiple archetypes. Candidate for a small tags glossary on enemies.