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Monsters

MKI edited this page Nov 9, 2026 · 1 revision

Monsters

These monsters are new in 2.0.0 and join regular waves. Health and damage are base values and scale with the stage and wave.

Sapper

A suicide bomber with a keg on its back.

Health 18
From wave 2

Runs up to defense blocks and players. Next to one, it lights its fuse, and 1.5 seconds later it blows up. The blast hits every defense block within 3 blocks three times and hurts players, but never breaks terrain.

Counter: shoot it before it arrives. Barricades placed in front of your traps take the blast instead.

Harrier

A war bird that hunts from the air.

Health 16
Damage 5
From wave 3, at most 3 per wave

Climbs above its target, then dives. After a hit it climbs again for 3 seconds.

Counter: a Sky Guard Turret, or strike it as it dives.

Shield Bearer

Armored infantry behind a tower shield.

Health 34
Damage 4
Armor 6
From wave 3

Blocks every projectile from the front.

Counter: attack it in melee or from behind.

Siege Shaman

Keeps the wave alive.

Health 22
Damage 2
From wave 4, at most 2 per wave

Every 8 seconds it heals siege mobs within 12 blocks by 6 health and gives them Strength and Speed for 6 seconds.

Counter: kill it first.

Battering Ram

A brute with an iron-capped ram.

Health 60
Damage 6
Armor 4
From wave 5, at most 2 per wave

Slow and immune to knockback. At the Core, it deals four times the normal damage every 3 seconds.

Counter: stop it before it reaches the Core. Frost Totems and Slow Traps buy time.

Spawn eggs

All monsters and bosses have spawn eggs in the creative inventory, for testing.

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