KNOW YOUR ENEMY

24+ enemy types. 10 multi-phase boss encounters. Each one engineered to kill you differently — at wave 1 and at wave 100. Study them or face them blind.

TIER I INFANTRY 6 TYPES
Grunt
GRUNT

Expendable. Endless. Sent first because they're cheap. They don't need tactics — just numbers. They will close the distance and they will not stop.

HP 60 SPD 85 FIRST WAVE 1
Shooter
SHOOTER

Disciplined ranged fire from 190px out. Not individually dangerous — in a pack with other threats, they're the reason you can't stop moving.

HP 45 RANGE 260px FIRST WAVE 4
Runner
RUNNER

Not fast — reckless. Suicidal sprint straight at you. Low health, but 190 movement speed means hesitation is lethal.

HP 28 SPD 190 FIRST WAVE 2
Tank
TANK

Slow-moving, heavily armored. Lobs grenades at range (360px splash, 320 damage). He doesn't need to reach you to hurt you.

HP 220 GRENADE 320 DMG FIRST WAVE 7
Bomber
BOMBER

Sprints toward you and detonates on contact. 0.9 second fuse after entering trigger range. That's all the time you have. They come in groups.

HP 45 BLAST 75px FUSE 0.9s
Swarm
SWARM

Individually trivial (12 HP). Collectively terrifying. They arrive in dozens — fast, small, designed to surround you before you realize it.

HP 12 SPD 260 SPAWN MASS
TIER II SPECIALISTS 10 TYPES
Sniper
SNIPER

Stays at max range (340px). 0.9s laser charge warning, then 45 damage at 900 projectile speed. Will retreat if you close in. Kill it first.

HP 55 RANGE 340px PROJ 900 SPD
Shielder
SHIELDER

200 HP, riot shield that blocks frontal damage. Hit it from the side or behind — penetrating rounds and explosives ignore the shield.

HP 200 SHIELD FRONTAL WEAKNESS FLANKING
Medic
MEDIC

Heals nearby enemies at 10 HP/s in a 130px aura. Priority kill — every second it lives undoes your progress. It stays behind the front line.

HP 65 HEAL 10/s RANGE 130px
Berzerker
BERZRKR

Below 50% HP: speed ×2.5, damage ×1.8. Also breathes fire at close range. The closer to death — the more dangerous. Do not let it reach half health without finishing it.

HP 150 RAGE SPD ×2.5 RAGE DMG ×1.8
Ghost
GHOST

Phases through walls. Periodically immune for 1.5 seconds. Clones itself every 8 seconds. You can't corner it. You can't predict it. Keep firing.

HP 70 IMMUNITY 1.5s CLONE CD 8s
Juggernaut
JUGGERNT

380 HP. Frontal 60° armor arc absorbs 65% of incoming damage. Only the flanks and rear are soft targets. Designed to walk through fire.

HP 380 ARMOR 65% REDUCTION WEAK REAR
Pyro
PYRO

Drops burning ground as it moves, attacks with a flamethrower at close range. Turns the map into a fire trap over time. Area denial that stacks.

HP 110 FIRE 12 DMG/s DURATION 6s
Summoner
SUMMONER

Hangs back at 300px and calls 2 Grunts every 4.5 seconds while it lives. Doesn't attack directly. Just keeps refilling the horde. Kill it.

HP 95 SUMMON CD 4.5s DIST 300px
Disruptor
DISRUPTOR

Fires an EMP burst that disables your weapon for 2.5 seconds. At 300px range. In a crowded wave, 2.5 seconds is an eternity. It prioritizes safety.

HP 95 EMP 2.5s RANGE 300px
K-Drone
K-DRONE

20 HP, 210 speed, 0.12 second fuse. Blink and it's at your feet. Bigger blast than the Bomber, faster than a Runner. Small, red, fully committed.

HP 20 SPD 210 FUSE 0.12s
TIER III COMMAND UNITS 2 TYPES
Baron
MINI BOSS
BARON

800 HP. Melee and ranged simultaneously. Shockwaves (28 DMG, 500px radius) every 5.5 seconds. Fast enough to chase, durable enough to survive a full magazine. The first elite-tier threat.

HP 800 SHOCKWAVE 500px SCORE 200
Dark Commander
COMMAND UNIT
DARK COMMANDER

420 HP. Rapid burst fire. Heals nearby allies. Amplifies nearby enemy speed and damage by 45% each. Calls helicopter airstrikes every 6 seconds (75 DMG, 130px radius). The battlefield changes the moment one arrives — kill it first.

HP 420 AURA 280px AIRSTRIKE 6s CD
TIER IV WARFARE UNITS 6 TYPES · WAVE 40+
Wraith
WRAITH

EMP shock-trooper in a prototype discharge harness. Six high-voltage capacitor canisters on his back feed a constant charge through his gauntlets — enough to arc through body armour. Hit him once and he's gone: the suit's proximity sensors trigger an instant displacement burst, scattering blue shock-particles across the grid. You have three seconds to put him down before he can do it again. Miss that window and he resets. 20% damage resistance. Every shot has to count.

HP 145 DMG RESIST 20% DODGE CD 3s FIRST WAVE 40
Harvester
HARVESTER

Dark hazmat medic carrying defibrillator paddles and a bio-stim rig. Deploys 2 HUSK shock-troopers every 8 seconds. Hangs back — your first job is finding it in the crowd.

HP 110 SUMMON CD 8s FIRST WAVE 42
Husk
HUSK

Corrupted infantry in cracked dark armor — wiring exposed, crude mechanical control units bolted to the torso. Low HP, relentless aggression. Spawned by the HARVESTER in pairs. The damage adds up fast.

HP 30 SPD 70 SPAWNED BY HARVESTER
Voltaic
VOLTAIC

Heavy black armor with blue-yellow arc-discharge capacitors. Fires an electric tether that locks you in place — 14 DPS for 3 seconds, no escape. If you see the charge animation, move. Now.

HP 90 TETHER 14 DPS · 3s FIRST WAVE 45
Stalker
STALKER

Black assassin in active-camouflage. Invisible until within 120px. Reveals only to deliver a 3-hit combo (15/15/35 dmg) then recloaks instantly. If you can see it, it's already too late.

HP 95 COMBO 15+15+35 FIRST WAVE 45
Amplifier
AMPLIFIER

Signal-jammer with 4 tethered signal drones orbiting its frame. Every 10 seconds: broadcasts a 400px buff field — all nearby enemies get enhanced speed and damage for 8 seconds. Kill it before the broadcast fires.

HP 55 BUFF RANGE 400px FIRST WAVE 50
TIER IV-X ELITE SUPPORT 2 TYPES · MONARCH & OVERLORD ONLY
Decimator
ELITE ASSAULT
DECIMATOR

Designation: DECIMATOR. Tier IV-X assault spearhead. Where Commanders strategize, the Decimator executes. Its rotating salvo system fires a simultaneous 360° ring of 16 red and black projectiles — no safe angle, no cover. Deployed at the flanks of Archon and Overlord operations. Contact means suppression.

HP 520 RING 16 SHOTS · 360° SCORE 350
Plaguewright
ELITE AREA DENIAL
PLAGUEWRIGHT

Designation: PLAGUEWRIGHT. Tier IV-X area denial specialist. The Plaguewright doesn't fight — it poisons the battlefield. Every 4 seconds it lobs a cluster bomb that detonates 1.3 seconds later, splitting into 5 toxic sub-munitions on impact. Operators who delay die on the ground they were standing on. It never closes in. It just waits.

HP 480 CLUSTER 5 SUB-MUNITIONS SCORE 320
Tactical Intelligence
Weapon Strategy & Boss Weaknesses

Every weapon in your arsenal serves a purpose. Against standard enemies, any weapon works — but on boss encounters, your loadout is the difference between a fast kill and dying on ammo reserve. Each boss (except Overlord) has a specific weapon weakness that deals significantly increased damage. The game also rewards using the right class of weapon: high-output weapons like the machine gun, minigun, flamethrower, and shotgun receive a general bonus against all bosses. When a boss weakness weapon hits, a colored flash appears on the HP bar indicator — that's confirmation you're in the right loadout.

Every boss wave guarantees the weakness weapon as a pickup near the center of the arena. Pick it up. Enemies also drop ammo — cycle weapons when one runs dry, not after. Operators who reach wave 80+ don't favor one weapon. They use all of them.

Titan — Wave 10
Rocket Launcher  +50% DMG
Warlord — Wave 20
Grenade Launcher  +50% DMG
Inferno — Wave 30
Ice Beam  +25% DMG
Revenant — Wave 40
Machine Gun  +75% DMG
Dreadnought — Wave 50
Sniper  +50% DMG
Harbinger — Wave 60
Shotgun  +50% DMG
Phantom — Wave 70
Flamethrower  +50% DMG
Leviathan — Wave 80
Laser  +50% DMG
Monarch — Wave 90
Vortex Gun  +50% DMG
TIER V BOSS ENCOUNTERS 10 BOSSES · MULTI-PHASE
Titan
WAVE 10 — 3 PHASES
TITAN

1800 HP across 3 phases. Melee, ranged, and constant grunt reinforcements. Heals on phase transition — 35% HP restored at 66%, 20% at 33%. The math works against hesitation. Titan can out-sustain operators who slow down.

WEAKNESS: ROCKET LAUNCHERExplosive payload cracks the exo-armor plating. +50% damage.
HP 1800 PHASES 3 SCORE 500
Warlord
WAVE 20 — 3 PHASES
WARLORD

2200 HP, 100 speed — fastest boss. Generates an invulnerability shield on a cycle. Three phases. Summons grunts while retreating. A war machine with the reflexes of a Runner. You cannot corner him.

WEAKNESS: GRENADE LAUNCHERFragmentation damage bypasses the shield cycle. +50% damage.
HP 2200 SPD 100 SHIELD CD 7s
Inferno
WAVE 30 — 3 PHASES
INFERNO

2700 HP. Drops burning ground constantly (16 DMG/s, 8s duration), fires ranged attacks, summons Pyros every 7 seconds, triggers ground-blast shockwaves on a timer. Phase 2 at 66%, Phase 3 at 33%. The terrain itself becomes the weapon.

WEAKNESS: ICE BEAMCryo-energy disrupts the thermal matrix. +25% damage — fire is afraid of ice.
HP 2700 FIRE 16 DMG/s SCORE 600
Revenant
WAVE 40 — 3 PHASES + REVIVE
REVENANT

2800 HP. Scorched wall obstacles erupt from the floor at fight start — it moves freely through its own fire. The right arm carries a minigun that unloads rapid burst salvos (20–35 rounds per phase at full rate), while the left arm drives wide fan spreads you have to dash through before they close. At 0 HP the revival core triggers: 3 seconds later it returns in RAGE MODE — revived at full HP, double speed, random laser barrages across the full arena. There is no margin.

WEAKNESS: MACHINE GUNSustained rapid fire stresses the revival core, extending shutdown windows. +75% damage.
HP 2800+RAGE REVIVE FULL HP SCORE 650
Dreadnought
WAVE 50 — 3 PHASES
DREADNOUGHT

3200 HP siege rig. Hardened exo-armor blocks all damage while active. Each arm carries a heavy cannon that fires large, slow-moving, high-damage rounds — wait for the armor to open, then move between them. Fires to expose a 1.5-second vulnerability window, then slams shut again. Deploys up to 8 remote siege turrets across the arena. You must wait for the shot — and survive what fills the space between shots.

WEAKNESS: SNIPERPrecision rounds target the exposed cockpit slit during the vulnerability window. +50% damage.
HP 3200 ARMOR FULL BLOCK SCORE 800
Harbinger
WAVE 60 — 4 PHASES
HARBINGER

3800 HP signal unit. The dual-arm spiral cannon sweeps clockwise at 300–380px/s, a constant wall you have to read and move around. Between rotations: a directed triple burst aimed straight at your position. A rear-mounted back cannon fires grenades that arc in and detonate — orange warning circles mark the impact zones before they blow. Buffs all nearby enemies (70% speed, 60% damage) and calls precision airstrikes. Learn the spiral. Watch the ground. Find the gap.

WEAKNESS: SHOTGUNClose-range spread overloads the signal array when you get inside the spiral. +50% damage.
HP 3800 SPIRAL DUAL ARM SCORE 900
Phantom Boss
WAVE 70 — 4 PHASES
PHANTOM

5000 HP adaptive-camo exosuit with hexagonal panels that fracture and shimmer as it phases. Cloaks every 7 seconds — invisible, teleporting, leaving ice spike clusters that freeze on contact. Arctic crates spawn for cover. When visible, its main attack fires a wall of 20 projectiles with a 2-shot gap. Find the gap. Dash through it. Miss it and the next cloak is already loading.

WEAKNESS: FLAMETHROWERThermal saturation melts the cryo-armor matrix and burns through the cloaking field. +50% damage.
HP 5000 WALL 2 GAP IN 20 SCORE 1000
Leviathan
WAVE 80 — 4 PHASES
LEVIATHAN

6500 HP siege unit carrying a breach-shield and a flamethrower with external fuel tanks. Drops fire constantly, charges through the arena with a 620px/s slam that detonates on landing, launches mortar barrages (7 shells, 140px radius, 100 DMG each), and seals off arena zones with collapse fields. It doesn't chase you. It eliminates your space.

WEAKNESS: LASERHigh-energy beam penetrates the fuel tanks directly, ignoring the breach-shield. +50% damage.
HP 6500 MORTAR 7× 100 DMG SCORE 1100
Monarch
WAVE 90 — 5 PHASES
MONARCH

7800 HP assembled war machine — every system from every prior boss compressed into one frame. Aura (65% SPD/DMG buff to all nearby), cycling invulnerability shield, shockwaves, orbital fire blasts, high-speed pursuit, turret deployment. 5-phase escalation. At Phase 5 it enters FINAL PROTOCOL. Nothing prepares you for the penultimate encounter. Wave 100 is next.

WEAKNESS: VORTEX GUNGravitational inversion collapses the aura field, turning its own power against it. +50% damage.
HP 7800 PHASES 5 SCORE 1400
Overlord
WAVE 100 — FINAL BOSS — 5 PHASES
OVERLORD

8000 HP. Five phases (80% / 60% / 40% / 20%). Shockwaves (45 DMG, 550px) every 6 seconds. Full-ring bullet spreads. Armor-piercing bouncing rounds. Speed and damage aura for the entire horde. Regenerating shields. Summons Dark Commanders, Berserkers, Juggernauts. A wasteland cover wall spawns at the bottom of the arena — the only hard cover in the fight. Use it or ignore it; it won't save you from everything. At Phase 5 — APOCALYPSE: fire rains from everywhere, 32-bullet rings every 0.18 seconds at 500 speed, turrets deploy every 5 seconds. The embodiment of everything you've faced, at full intensity, simultaneously.

HP 8000 PHASES 5 + APOCALYPSE SCORE 2000

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