Enemies: Difference between revisions

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normal facts about enemies
'''Enemies''' must be defeated in [[Tower Testing]] in order to progress.


classes, bonis
Enemies come in a variety of [[elements]], each with their own strengths and weaknesses. Each elemental enemy also comes in 5 archetypes.


== SPOILER: Era powers: ==
==Enemy Types==
===Normal===
Standard melee-range enemy.


===== Neutral =====
===Archer===
Attacks from range.
 
===Wizard===
Attacks from range. Can apply a slow [[debuff]] to your tower when they attack.
 
===Tank===
Has a higher HP, but lower damage than normal enemies.
 
===Boss===
Bosses have a higher HP and attack than normal enemies, but appear less frequently.
 
==Era Powers==
{{Spoiler hatnote|Era content}}
 
===Neutral===
Kills: Deals 25% additional random-element damage.
Kills: Deals 25% additional random-element damage.


Hits: Non-neutral tower damage is reduce by 95%.
Hits: Non-neutral tower damage is reduce by 95%.


===== Fire =====
===Fire===
Kills: Ignores shield.
Kills: Ignores shield.


Hits: Explodes on death.
Hits: Explodes on death.


===== Water =====
===Water===
Kills: Slows the tower by 250%
Kills: Slows the tower by 250%.


Hits: 80% to reduce damage to 10% of MAX. HP.
Hits: 80% to reduce damage to 10% of MAX. HP.


===== Nature =====
===Nature===
Kills:100% Lifesteal.
Kills:100% Lifesteal.


Hits: +25% HP/sec. & +5% MAX. HP/sec.
Hits: +25% HP/sec. & +5% MAX. HP/sec.


===== Earth =====
===Earth===
Kills: Chance to stun the tower.
Kills: Chance to stun the tower.


Hits: 55% chance to block incoming damage.
Hits: 55% chance to block incoming damage.


===== Electricity =====
===Electricity===
Kills: Warp / Dash Movement.
Kills: Warp / Dash Movement.


Hits: Reflects 10% of incoming damage.
Hits: Reflects 10% of incoming damage.


===== Air =====
===Air===
Kills: Always ranged + Impetus.
Kills: Always ranged + Impetus.


Hits: Immune to stun.
Hits: Immune to stun.


===== Darkness =====
===Darkness===
Kills: Deals 25% of current tower hp as pure damage.
Kills: Deals 25% of current tower hp as pure damage.


Hits: Invisible until close range.
Hits: Invisible until close range.


===== Light =====
===Light===
Kills: Reduces resistance against all elements.
Kills: Reduces resistance against all elements.


Hits: Shield that grants 1 sec. invulnerability.
Hits: Shield that grants 1 sec. invulnerability.


===== Universal =====
===Universal===
Kills: +100% damage split across all elements.
Kills: +100% damage split across all elements.


Hits: 40% chance to fully heal after lethal hit.
Hits: 40% chance to fully heal after lethal hit.


{{PerfectNavigation}}
{{PerfectNavigation}}

Revision as of 23:38, 26 February 2021

Enemies must be defeated in Tower Testing in order to progress.

Enemies come in a variety of elements, each with their own strengths and weaknesses. Each elemental enemy also comes in 5 archetypes.

Enemy Types

Normal

Standard melee-range enemy.

Archer

Attacks from range.

Wizard

Attacks from range. Can apply a slow debuff to your tower when they attack.

Tank

Has a higher HP, but lower damage than normal enemies.

Boss

Bosses have a higher HP and attack than normal enemies, but appear less frequently.

Era Powers

Warning: This section contains spoilers about Era content.

Neutral

Kills: Deals 25% additional random-element damage.

Hits: Non-neutral tower damage is reduce by 95%.

Fire

Kills: Ignores shield.

Hits: Explodes on death.

Water

Kills: Slows the tower by 250%.

Hits: 80% to reduce damage to 10% of MAX. HP.

Nature

Kills:100% Lifesteal.

Hits: +25% HP/sec. & +5% MAX. HP/sec.

Earth

Kills: Chance to stun the tower.

Hits: 55% chance to block incoming damage.

Electricity

Kills: Warp / Dash Movement.

Hits: Reflects 10% of incoming damage.

Air

Kills: Always ranged + Impetus.

Hits: Immune to stun.

Darkness

Kills: Deals 25% of current tower hp as pure damage.

Hits: Invisible until close range.

Light

Kills: Reduces resistance against all elements.

Hits: Shield that grants 1 sec. invulnerability.

Universal

Kills: +100% damage split across all elements.

Hits: 40% chance to fully heal after lethal hit.