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Enemies
Enemies are low-poly robotic creatures built from pooled meshes with color-coded identity, chest cores, visors, plating, animated limbs, and LOD transitions. Their base values below are applied before difficulty, wave, mutator, and Easy elite adjustments.
This is the Tutorial mode's initial Normal enemy at close range. The public tutorial unlocks later enemy types only after kills; the roster and per-type behavior below remain implementation-verified rather than inferred from this single capture.

The source-rendered reference below uses the game's pooled enemy manager for each of the six moving archetypes. It is not a gameplay encounter; it was staged only to make the visual differences between types inspectable, then the temporary showcase was removed.

| Type | First normal-wave appearance | Base HP | Base damage | Base speed | Score | Combat behavior |
|---|---|---|---|---|---|---|
| Normal | Wave 1 | 50 | 8 | 0.080 | 10 | Balanced melee pursuer. |
| Fast / Stalker | Wave 2 | 30 | 6 | 0.130 | 15 | Fast tactical flanker that can dodge bullets. |
| Tank / Brute | Wave 3 | 150 | 15 | 0.040 | 30 | Slow, high-health melee threat. |
| Ranged / Sniper | Wave 4 | 40 | 14 per bolt | 0.050 | 28 | Cyan kiter with charged energy bolts. |
| Boss / Overlord | Difficulty-scaled boss era | 300 | 25 | 0.050 | 100 | Summons reinforcements, blinks, phases at 50% HP, and resists hacking. |
| Revenant | Wave 6 onward, solo only | 46 | 16 per gold bolt | 0.105 | 65 | Shielded trickster that shoots, blinks, regains health, and can melee. |
Normal enemy UI text may call the basic target “Forest Creature”; tutorial introductions use Stalker, Brute, and Warden labels. The gameplay type names in this page follow the implementation.
- Health receives
1 + 0.15 × wave, then difficulty and run-modifier health multipliers. - Damage receives a 2% per-wave ramp, capped after wave 40, then difficulty and modifier multipliers.
- Speed receives a 0.6% per-wave ramp, capped after wave 40.
- Snipers roll from wave 4 at 14% on Easy/Medium or 20% on Hard/Adaptive, plus a small wave-scaled bump.
- Tanks roll from wave 3 and Fast enemies from wave 2; harder difficulties give both higher chances.
- The Revenant has a 40% per-wave chance from wave 6 in solo, spawning one and sometimes two while capped at two alive. It never spawns in multiplayer.
Melee archetypes use wind-up, strike, and recovery phases. Base attack configurations are intentionally forgiving: Normal attacks reach 4.5 units with a 900 ms cooldown; Fast attacks reach 4.5 with a 1,050 ms cooldown and can move during the swing; Tanks reach 5.0 with a 1,200 ms cooldown; Bosses reach 5.5 with a 1,000 ms cooldown and a very wide arc. An emergency overlap check prevents enemies clipping harmlessly through the player.
Snipers kite at standoff range and only charge a bolt with line of sight between 6 and 50 units. A charge takes 750 ms; bolts then fire on a 2,400 ms cooldown. Trees and other collision props can break line of sight. Snipers do not use the normal melee path.
Before the boss era, every fifth wave adds a Crowned Elite Tank. It has four times its otherwise-scaled health, a yellow crown visual, and a three-times score payout. It is an elite Tank rather than a separate enemy type.
Bosses enter at wave 5 on Hard, 7 on Medium, 8 on Adaptive, and 10 on Easy. They are also added every fifth wave as a second boss after the era begins.
| Behavior | Confirmed details |
|---|---|
| Enrage | At 50% health, phase 2 adds 35% speed and 30% damage. |
| Summon | After an 0.85 s telegraph, calls mostly Normal and Fast minions with a 12% Sniper chance. Base packs are 3–4; phase 2 makes them larger and more frequent. |
| Blink | Repositions around the player at a 9–16 unit fairness distance; available charge count and cadence are difficulty-scaled. |
| Hacking | Immune to direct Subverter chips, hacked-enemy attacks, and hacked EMP damage. |
| Easy tuning | Boss HP is halved and damage is multiplied by 0.55 before the rest of normal scaling. |
The solo-only Revenant is the apex trickster. It arrives shielded, fires gold bolts from 6–48 units, and can still melee at close range. Its shield cycles between protected and vulnerable windows; normal energy, cryo, shockwave, and Tesla attacks ping off the shield. Explosives—rockets, barrels, and nukes—shatter it and create a vulnerable window.
The Revenant can blink using charge-limited teleport behavior and may restore 15% of maximum health when not recently damaged (7% on Easy). A Subverted enemy may target it indirectly, suppressing its shield and blink behavior long enough to finish it.
Sentinels are separate environmental turrets, not a member of the six moving enemy archetypes.
| Property | Value |
|---|---|
| Health | 80 |
| Hit radius | 0.95 |
| Damage | 18 |
| Effective range | 55 units |
| Charge telegraph | 1.1 s |
| Cooldown | 1.8 s |
| Reward | 150 score before score multipliers |
They are absent in Tutorial and Easy. Medium spawns two, Adaptive three, and Hard four. Sentinel beams require line of sight; terrain can block them. The turret head brightens while charging.
Enemies use high/medium/low LOD at 45/70/100 units and are only damageable at high-detail range. Death can detach a critical-hit head, trigger particles and explosions, and use Rapier ragdolls in solo if enabled and loaded. Multiplayer corpses use the lightweight fallback.
Practical counters include cover against Snipers and Sentinels, explosives against the Revenant shield, barrel chains against clustered enemies, and the Subverter against non-boss/non-Revenant targets.
Implementation references: src/App.tsx, src/types/game.ts, src/utils/SmartEnemyManager.ts, src/utils/RangedSentinelSystem.ts, src/utils/AttackSystem.ts.