Repository navigation
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.
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.
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.
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.
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.
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.
All monsters and bosses have spawn eggs in the creative inventory, for testing.
Siege Core wiki · written for version 2.0.0 · values are the defaults and can be changed by the server owner
Playing
Enemies and defense
Reference