Operators: Vanguards (A-M | N-Z) | Snipers (A-M | N-Z) | Guards (A-H | I-Q | R-Z) | Defenders (A-M | N-Z) | Casters (A-G | H-M | N-Z) | Medics (A-M | N-Z) | Supporters (A-M | N-Z) | Specialists (A-M | N-Z)
Factions: Rhodes Island | The Reunion Movement | Dublinn | The Military Commission of Kazdel | Allied Factions | Enemy Factions | Miscellaneous factions & characters | Nation States (A-M | N-Z) | Enemy Units Index
Common tropes:
- Armor Is Useless: Subverted. Enemies who are more heavily armored tend to have more DEF and a higher weight, meaning that they are less easier pushed than their peers.
- Law of Chromatic Superiority: Regardless of faction, most enemy types come in several color-coded tiers, in order of power level: Black and yellow (basic), red (elite), and white (possessed). Certain factions will skip the first tier entirely, or substitute for it with their own color-coded basics. Either way, if you see a red enemy, it probably means trouble.
- The Sneaky Guy: Some enemy types are camouflaged when they spawn onto the field. These guys will typically be uncloaked only when they're being blocked, or if revealed by a Detector tower or certain operators' True Sight. While cloaked, your units will completely disregard them until they are revealed or blocked by someone, making them harder to deal with if they come in large numbers and/or if you lack detectors. In fact, they will No-Sell all of your outgoing damage until they're revealed, so blanketing the areas they're standing on with AoE attacks will not work. They're not immune to the Heated Path Geo Effects though, so they will still get burned even while cloaked, and those who attack certain operators while their Attack Reflector is active will eventually kill themselves from their own damage.
- Underground Monkey: Many advanced types of enemy units are merely reskins of a basic type you've met before. However, they typically possess some sort of gimmick as well, which can make them highly dangerous when fought in their own element.
Unaffiliated Units
Introduced in the "Reunion Arc" (Chapters 0 to 8), or Grani and the Knights' Treasure
Untrained troops that attack with crude weapons.
- The Goomba: In terms of enemy humanoid troops, they're among the easiest to defeat. Justified - they're barely trained (if at all) rabble with minimum equipment and support.
- Molotov Cocktail: Cocktail Throwers are the earliest threat to your long-range units, being just under Crossbowmen in terms of effectiveness.
- Pipe Pain: Melee Rioters carry bent pipes as their weapon.
Mercenaries posing as drifters to disguise themselves. They use fierce attacks and are quite sturdy.
- Healing Factor: Possessed Junkmen and Veterans have the ability to regenerate HP over time, making them harder to kill. Their regen will be doubled if Mephisto is currently alive on the map.
- Smash Mook: The first one a player will encounter. Junkmen possess high health and attack values, making them threatening to a defensive line lacking in Defenders or Guards.
- Wild Man: Invoked. Junkmen are mercenaries who wear ragged clothing to disguise themselves as drifters.
Unidentified axe-wielding combatants that have significant attack power and durability, albeit with low defense.
- Exactly What It Says on the Tin: Loggers wield lumber axes and wear logging equipment.
- Smash Mook: A step up over Junkmen, Loggers still retain their role as living battering rams against your operators.
Reunion Units
Introduced in the "Reunion Arc" (Chapters 0 to 8), or Grani and the Knights' Treasure
Infected wild slugs, often controlled by Reunion casters for use as cannon fodder.
- The Goomba: By far the weakest Reunion units a Doctor will face. They are most common in early maps, gradually giving way to more threatening units.
- Zerg Rush: The only way they can threaten a well-prepared defensive line is to attack with numbers.
Special Originium Slugs that can secrete highly corrosive fluids. Their attacks inflict a permanent, stacking DEF debuff on operators they hit.
- Acid Attack: Acid Originium Slugs are capable of reducing an operator's defense with their attacks. They are deceptively destructive, as the DEF reduction is permanent, stacks infinitely, and lasts until the operator is removed from battle, either by being eliminated or manually retreated. If an afflicted operator is left alone, they will suffer said penalty until the end of a level.
- Zerg Rush: Like their weaker brethren, they rely on numbers to overwhelm foes.
Originium Slugs that absorbed dangerous amounts of Originium into their bodies and became unstable. They explode violently upon death, dealing massive splash damage.
- Action Bomb: Infused Originium Slugs detonate upon death, dealing large amounts of physical damage in an area. Other enemies unfortunately receive Friendly Fireproof treatment from them.
- Call a Smeerp a "Rabbit": Infused Originium Slugs are obviously arachnids and not "slugs", no matter which way you slice it.
- Kill It with Ice: The Glacial variant of the Infused Originium Slug applies the Frost effect on top of the explosion damage they would normally deal. Operators who survive are slowed, and may be frozen solid if too many Frost stacks are applied to them. These things are deceptively and frighteningly dangerous if they're allowed to get near your units, since most if not all of the new enemies introduced alongside them in Chapter 6 will deal significantly higher damage to operators that are frozen.
Fast creatures that are controlled by Reunion casters and equipped with surveillance gear.
- Elemental Rock-Paper-Scissors: Frostfangs and Razorfrosts deal 50% bonus damage to frozen targets.
- Fragile Speedster: They move extremely quickly, but are easily taken down by any sort of damage.
- Glass Cannon: Hounds deal relatively high damage for their size, especially the Yeti Squad variants when attacking frozen operators. However they aren't durable themselves, and unless buffed by event/challenge modifiers, they should not be too hard to kill.
- Zerg Rush: Hounds are a step up from Originium Slugs, and they also come in sizable groups that will pose a significant threat to operators who cannot thin them out quickly enough.
Basic Reunion soldiers with illegally obtained gear.
- Elemental Rock-Paper-Scissors: The Yeti variants deal 50% bonus damage to frozen targets.
- Defector from Decadence: Galles, along with Yila and Boone, defected Reunion to join the Rusthammer organization after the Chernobog Incident.
- Freudian Excuse: The Reunion Solder named Ivan explains to Misha that Chernobogians under Ursus treated the Infected worse than lifestock, which lead to the death of his family. To him, the destruction of Chernobog is too light of a punishment.
- Healing Factor: Possessed Soldiers and Leaders have the ability to regenerate HP over time, making them harder to kill. Their regen will be doubled if Mephisto is currently alive on the map.
- Jet Pack: Airborne Soldiers and Guerilla Assault Fighters have the ability to suddenly land anywhere on the field, and can be a pain when they land directly on top of operators, such as in CE-4: Prisoner Transfer Escort where they can land on top of Medics and Casters before moving on to wreck havoc on your frontline in conjunction with the Heavy Defender Leaders in that same mission. The good thing is that because the Jet Pack they use is disposable, they cannot just jump around the map.
- Luckily, My Shield Will Protect Me: Shielded variants of basic Reunion soldiers appear in later maps. They possess higher health and defenses, but are just as vulnerable to Arts as their unshielded counterparts.
- Machete Mayhem: They wield machete-like swords.
- Nominal Importance: There's one named (yet still masked) Reunion Soldier in the main story thus far - the guy whom Misha had a conversation with in Operation 3-2 is namedropped as Ivan, telling her the backstory of how he ended up fighting for Reunion Movement's cause.
- Underground Monkey: Later stages introduce variants of both shielded and unshielded Reunion soldiers, usually belonging to a another faction/group, with different name, appearance and stats. Their behavior is largely the same.
Reunion soldiers armed with crossbows, capable of ranged damage.
- Elemental Rock-Paper-Scissors: Yeti Snipers and Leaders deal 50% bonus damage to frozen units.
- Glass Cannon: They deal a lot of damage with their crossbows, but can't take much in return.
- Jet Pack: Ursus Assault Crossbowmen will drop from the sky to launch surprise attacks, much like Airborne Soldiers.
- Multishot: When buffed, Guerilla Snipers can target up to two operators at once.
- Pistol-Whipping: If blocked, they will resort to whacking operators with the butt of their crossbows.
Reunion soldiers that use the Originium from their infection to cast Arts attacks, dealing ranged damage that ignores defense.
- An Ice Person: Every third attack from a Yeti Caster will chill a target, halving their attack speed. If they are chilled again, they will be frozen solid instead.
- Anti-Magic: Casters have fairly high RES, making it difficult to take them out with your own casters. You're encouraged to attack them using physical fighters instead.
- Area of Effect: Senior Casters utilize complex Arts that can hit multiple operators at once.
- Chunky Updraft: Senior Casters are surrounded by floating originium stones, which they use as means of attack.
- Defector from Decadence: Yila, along with Galles and Boone, defected Reunion to join the Rusthammer organization after the Chernobog Incident.
- Kung Fu-Proof Mook: Like crossbowmen, invisible variants of them cannot be targeted by ranged attacks.
- Red Eyes, Take Warning: Senior Caster Leaders have glowing red eyes, and have dangerously potent AoE attacks.
- Squishy Wizard: About as tough as a basic Soldier, but the Arts damage they do is harder to resist than physical damage. It's often subverted with higher-level Caster variants - which have significant amounts of HP - and especially by Ursus Armored Casters, which also have surprisingly high defense.
Reunion soldiers that attack from extremely long range with mortar shells that deal area damage.
- Long-Range Fighter: They have an attack range of seven tiles, longer than that of any operators. Guerilla Mortars have a whopping 15-tile range, allowing them to hammer your defenses from the other end of the map, and frequently doing so from a safe corner you can't do anything about.
- Stuff Blowing Up: The shells they fire are packed with Originium-based explosives, dealing damage to an area around its point of impact.
Trained soldiers who use fast blade attacks to cause significant damage.
- Dual Wielding: A pair of straight-bladed swords held in Reverse Grip, contrasting the curved blades of their regular cousins.
- Exactly What It Says on the Tin: They're Reunion soldiers who wield a pair of swords.
- From Camouflage to Criminal: Their description speculates that they came from mutinous military units or police departments.
- Ninja Run: This is how they move towards your defensive line, with their arms held back and head tilted forwards.
Heavily armored and trained Reunion soldiers with massive shields. Their sturdy defense makes them highly resistant to physical damage, although the same can't be said about Arts.
- Achilles' Heel:
- One of the first of many examples of a bulky unit with huge DEF and no RES, making them borderline impervious to physical damage (especially considering the units you should have when they first appear), but very weak to Arts. These guys should be your first lesson in using Arts to take out armored units.
- Painfully averted with the Guerilla Shieldguards, which have high DEF and more RES than most Caster enemies to make sure that killing them is a slow and arduous process. The Dublinn versions have even higher RES than the Shieldguards, but also have less HP and DEF.
- Anti-Magic: The Dublinn variants wear Arts-refracting masks that greatly increase their RES, eliminating their Achilles' Heel. The masks can be temporarily disabled by Silencing them.
- Boss in Mook Clothing: Heavy Defender Lieutenants, identifiable by their darker armor and Glowing Eyes of Doom, are an extremely rare Heavy Defender variant (until Crimson Solitaire, only one ever appeared in the game, on GT-HX-3) with monumentally higher stats than even the Leader variants. Their HP, ATK, and DEF values are massive and surpass even that of most boss enemiesnote , although they share their lesser brethren's Achilles' Heel to Arts damage and lack the special abilities most bosses have.
- Elite Mook: They're considered Elite enemies in all of their variations.
- Giant Mook: Significantly larger than a typical Reunion soldier, possessing greater health, defenses, and attack power, but as slow as a snail.
- Healing Factor: Possessed Heavy Defenders will regenerate HP over time like their brethren, which can become a problem quick if you don't have Arts to overwhelm their defense.
- Heavily Armored Mook: The riot armor they wear offers incredible defense against physical attack, but not against Arts (unless they're a Guerilla Shielder).
- Helpful Mook: On M8-6, 4 (allied) Guerilla Shielders are the only things standing between a massive horde of Enraged Posessed and a blue base. You need to go help them because they will get overwhelmed, and passing the level without letting any of them die is required to unlock a secret story node.
- I Shall Taunt You: Guerilla Shielders passively taunt allied units and force them to target them over any other enemies in range, which can prove problematic when they're protecting more dangerous attackers.
- Luckily, My Shield Will Protect Me: Besides being decked from head to toe in heavy armor, these guys also carry formidable tower shields for extra protection.
- Mighty Glacier:
- Shield Bash: The only weapon they have is their shields, so bashing operators is their only mean of attacking. It still does more damage than a sword slash from a basic soldier.
- Achilles' Heel: While their high defenses make them hard to kill normally, their light weight makes them vulnerable to being pulled or pushed into Bottomless Pits, which will instantly kill them.
- Call a Smeerp a "Rabbit": No matter which way you slice it, these things are definitely not "crabs". If anything, they look closer to some kind of arachnid covered in metal and originium flakes.
- Stone Wall: Their health, speed, and attack power aren't that great, but they have a high defense of B and an even higher resistance of S.
- Stealthy Mook: Lurkers cannot be attacked normally unless they're no longer Invisible. This is most easily done by blocking them with a melee operator; however, some operators can remove their Invisibility without blocking them (Silver Ash and Tsukinogi), or can simply ignore them being Invisible in the first place (Totter).
Stealthy Reunion engineers who cannot be blocked by melee operators.
- Non-Action Guy: Wraiths are unable to directly damage your operators in any way. Justified - they're completely unarmed engineers, and their role is to infiltrate enemy lines and perform sabotage on support equipment.
- Stealthy Mook: Different from Invisible Crossbowmen/Casters and Lurkers, Wraiths can be attacked normally, but they ignore blocking melee operators. A single Wraith can very easily slip by while your operators are busy engaging other threats in the battlefield.
Aerial drones remotely controlled by Reunion casters. As aerial units, they can't be blocked, and can also only be targeted by ranged attacks. Some are unarmed, while others have mounted firearms that give them ranged attacks.
- Attack Drone: Gun-armed drones controlled by Reunion casters using long-range Arts receiver. They represent the basic aerial threat that can only be taken down with ranged attacks.
- Boss in Mook Clothing: The Raptor is an elite drone that shows up once in a blue moon, and when it does appear it's usually by itself. While it's incredibly slow-moving, it packs hugely powerful minigun attacks that can punch holes into most units (especially ranged ones) and a gigantic amount of HP that rivals that of most bosses. Fortunately, their defenses are low, but expect to focus a lot of your effort into taking it down.
- Deathbringer the Adorable: Despite the name, the Mk I variant completely lacks any sort of attack, making them harmless to your operators.
An unmanned drone with the ability to significantly boost the defense of nearby allies.
- Non-Action Guy: It has no offensive capabilities whatsoever.
- Support Party Member: Boosts the defense of nearby enemy units by 300, significantly increasing their survivability.
Reunion engineers that can reveal all nearby invisible operators.
- Non-Action Guy: Averted. They are completely unarmed like Wraiths, and also specialize in electronics like them. But they are capable of defending themselves by kicking at any foes that block them.
- True Sight: The devices mounted on their backs are able to reveal invisible operators in their vicinity.
- BFS: Their katana are big enough to qualify as an ōdachi.
- Book Ends: The original Contingency Contract Beta in the Area 59 Ruins had Hateful Avengers as arguably the most dangerous threats, giving them their now-legendary reputation. Come the twelth and final season of Contingency Contract, Operation Basepoint, the permanent map not only serves as a homage to CC Beta's, but features both regular Hateful Avengers and a special boss variant who is explicitly one of the survivors of the first battle in the Area 59 Ruins after training and returning for revenge.
- Flaming Sword: Avengers' enraged state is indicated by their katanas bursting into flame, indicating that things are about to get a lot hairier. A device on the scabbard serves as the ignition mechanism, as seen on the Contingency Contract trailer.
- Final Boss: A very beefed up boss version of the Hateful Avenger (down to being simply called "Hateful Avenger" with quotes) caps off the original Contingency Contract mode with its closure in Season 12; on top of their trademark Turns Red functionality that made them infamous being buffed up to boss levels, he also becomes an absurd Lightning Bruiser who can rush down defenders with his newfound Dash Attack. As the stage boss, he has his own array of buffs he can get on top of his stat inflation, such as invincibility periods, his rage mode making him even stronger while giving him massive Damage Reduction, and even the ability to shrug off statuses, on top of having CC's only optional colored risk in Vengeance: Flame and Steel which gives him his full arsenal and ridiculously inflated stats. With only a few buffs, he can tank nearly everything thrown at him during his rush towards the objective, and if he's brought down, he has an Auto-Revive in stock that fills him back up to half, leaving his buffs active and almost ensuring an instant wipe should he reach the objective without proper planning. Essentially, he brings to mind the number one reason why players feared his normal part in the first place.
- Katanas Are Just Better: Avengers are equipped with these, and they make deadly use of them.
- Turns Red:
- Avengers are deceptively strong. While their starting damage is laughable, they receive a massive ATK buff at less than 50% HP (+100% for a normal one, +180% for the Hateful version). Being careless around them will result in your Defenders melting terrifyingly quickly if the fight drags on. They're the number one reason for wipes for beginners on the second Annihilation map and high-risk runs of Contingency Contract Beta and Blade, especially the red Hateful ones.
- Certain Contingency Contract modifiers can have them turn red earlier at a higher HP threshold, up to starting in this state as soon as they spawn.
Reunion soldiers that can infuse their swords with Originium Arts, allowing their slashes to deal Arts damage.
- Armor-Piercing Attack: Arts damage are countered by Resistance instead of Defense, which many melee operators (especially Defenders) lack.
- BFS: The swords they wield is longer than they are tall.
- Magic Knight: They're capable of infusing arts into their swords.
Reunion soldiers who use their fist-mounted blades to deliver rapid, hard-hitting strikes.
- Blade Below the Shoulder: They wield a pair of bladed gauntlets to enhance their martial arts strikes. They also double as shields, justifying their slightly higher defense.
- Rapid-Fire Fisticuffs: Downplayed. Their punches are nowhere near as fast as Beehunter's, but they still hit harder and more often than typical Reunion soldiers, and they have pretty decent C-ranked DEF.
Unidentified combatants wielding huge axes, capable of dealing severe damage while taking just as much in return.
- Smash Mook: Like Loggers and Junkmen, Butchers exist to pound your melee operators to dust and tank huge amounts of damage in the process.
Unidentified combatants armed with huge axes and heavy armor. While they are very slow, they can inflict massive damage with each strike, and their armor gives them very high defenses.
- Gas Mask Mooks: They wear a rebreather that is connected to the tank mounted in their back.
- Mighty Glacier: Their HP and ATK (A and A+ respectively) are higher than the Defenders. And while they are a little squishier than Defenders (their DEF is B), Armed Militants have a RES of B, which is significantly higher than Defenders' D-ranked RES.
- Smash Mook: Essentially Butchers with proper protective equipment, which affords them greater defenses. Their battlefield role is more or less the same.
Well-trained soldiers who use their incredible speed and decent attack power to spearhead assaults.
- Lightning Bruiser: These guys are fast, tough, and hit surprisingly hard for their size, made worse by their tendency to come in groups.
- Zerg Rush: Their fighting tactics seem to be bumrushing your line of defense and tearing it down with brute force. Failing that, they'll just tear it down with sheer numbers, if your damage output isn't strong enough to wear them down while they're being blocked by your ground operators.
Special drones that carry warheads, which they will launch to cause massive area damage to operators. Once they've launched their bomb, they will significantly speed up due to the lightened load.
- It Only Works Once: They are only equipped with a single bomb and nothing else.
- Kill It with Ice: The Oneiros variant drops a special bomb that detonates in a freezing Arts blast on impact. While it deals a lot less damage than the normal Bombtails, it also applies a cold effect in a wide area, which can outright freeze operators solid if they are hit with another cold attack in the next few seconds.
- Fragile Speedster: They become this once their attack has been used up, making it slightly easier for them to make a break for the blue base. The Oneiros variant does not have this trait.
- Stuff Blowing Up: When an operator is within range, the Bombtail will launch its explosive charge, dealing massive AoE physical damage to the target area.
Enemy drones armed with special weapons that allow them to launch long-ranged Arts attacks, while giving them potent Arts resistance in the process.
- Anti-Magic: Their weapon modules give them significant Arts protection, making them significantly resistant to magical damage.
- Armor-Piercing Attack: The purple lasers they fire deal Arts damage, targeting an operator's RES instead of DEF, making them more lethal and dangerous than their regular Monster counterparts.
- Mighty Glacier: Due to trading some of their flight modules for a bigger weapon module, Arts Master A2 drones are significantly slower than their A1 counterparts but have much higher stats, particularly range, HP, and ATK. Due to them taking a while to kill while doing enough Arts damage to handily kill many ranged operators in a few hits at most, A2 Drones are one of the most common reasons for losses in Annihilation 3.
Unmanned, unarmed drones that have heavy armor and a device that severely lowers the temperature around them, significantly slowing down the attack speed of operators nearby.
- An Ice Person: It reduces the temperature around itself, halving the attack speed of operators and severely hampering their damage output.
- Non-Action Guy: It is not armed with any damage dealing equipment.
- One-Steve Limit: Averted. The guitarist of Alive Until Sunset and the Specialist Operator of Team Rainbow are also named Frost.
- Stone Wall: They are quite sturdy, having a B rank in HP, DEF, and RES. Killing them is also problematic, due to their aforementioned attack speed slow.
Reunion elites clad in heavy blast suits and wielding huge sledgehammers, capable of sustaining and dealing huge damage. Every third hit of theirs will stun the target operator.
- Achilles' Heel: Despite their disturbingly high health, attack power, and defense, they have 0 RES, making them highly vulnerable to Arts damage.
- Mighty Glacier: With 10,000 HP, 1,000 ATK, and 1,000 DEF, Defense Crushers hit like trucks and take a while to kill. Fortunately, they're slow as hell, and their heavy armor doesn't offer them any Arts resistance.
Possessed Soldiers who've had their infection forcibly accelerated to the point that they've descended into primal madness, and have developed extreme aggression as a result. They have extremely high stats, but gradually lose HP over time.
- Defector from Decadence: Boone, along with Galles and Yila, defected Reunion to join the Rusthammer organization after the Chernobog Incident.
- Lightning Bruiser: Fast, extremely bulky, and will handily dismantle most defenders in 2-3 hits. Most strategies usually involve bursting them down with ranged damage and hamstringing them with crowd control while letting them kill themselves with their self-damage.
- Living on Borrowed Time: They will lose HP over time; given long enough, this is fully capable of killing them.
Possessed Soldiers who have gotten their infection forcibly accelerated to the point that they've descended into primal madness, to an extent where they will tear Originium shards off their bodies to throw at enemies. They have very high stats and constant ranged attacks, but will lose HP over time.
- Living on Borrowed Time: They will lose HP over time. Due to their behavior, sometimes allowing them to drop dead naturally is an optimal way of eliminating them, apart from certain challenge mode conditions.
- Throwing Your Sword Always Works: They hurl Originium crystals at operators when within range; notably, unlike other ranged enemy units they remain stationary while attacking, keeping them out of reach of melee attacks.
Yeti Squadron soldiers who wield long katanas. They have high stats and can deal massive damage to frozen operators.
- Elemental Rock-Paper-Scissors: They deal a whopping 250% bonus damage to frozen targets - 300% if it's a leader. Combined with their naturally high ATK, they can usually kill frozen units in 1-2 hits.
- Katanas Are Just Better: Like the Avengers before them, they wield katanas and are skilled with using them.
- Mighty Glacier: They have very high HP, surprisingly good mixed defenses, and can hit for severe damage, but aren't very fast.
Reunion elites clad in heavy blast suits and wielding huge Originium sledgehammers. They use explosive strikes that deal severe damage in an area around their target.
- Achilles' Heel: Just like their Defense Crusher cousins, they have no Arts resistance whatsoever.
- Early-Bird Cameo: Due to Children of Ursus being pushed up ahead of Darknights' Memoirnote on Global servers, these guys ended up appearing much earlier than they're supposed to.
- Mighty Glacier: Demolitionists have slightly less DEF than the Crushers, but compensate with higher HP and much stronger ATK, which is further boosted by their splash damage capabilities. However, like the Crushers they're also very slow to move and attack, although they're fittingly capable of far higher damage output.
- Splash Damage Abuse: Their attacks deal damage to their primary target and any targets on the four cardinal tiles beside them. Considering that even the regular Demolitionists have a whopping 1700 ATK (almost double that of a normal Defense Crusher), a hit from a Demolitionist is going to hurt for everyone in the area, although the splash damage to the secondary targets is only 50% of their ATK. Most importantly, however, their splash damage can hit operators up on the high ground, so plan carefully where you're placing your Medics and other ranged units.
Dublinn Units
County Hillock assailants (Introduced in Chapter 9)
Dublinn soldiers with outstanding camouflage skills that make them remain out of sight.
- Anti-Magic: They wear Arts-refracting masks that greatly increase their RES. The masks can be temporarily disabled by Silencing them.
- Blindfolded Vision: Their masks cover their eyes.
- Defector from Decadence: Ronan (Damian's cousin) tried to defect Dublinn, but was captured by their soldiers and handed over to their leader to be executed.
Creatures controlled by Dublinn forces.
- Anti-Magic: They wear Arts-refracting masks that greatly increase their RES. The masks can be temporarily disabled by Silencing them.
Crossbowmen of the Dublinn forces. Their weapons have traces of Columbian technical modifications.
- Anti-Magic: They wear Arts-refracting masks that greatly increase their RES. The masks can be temporarily disabled by Silencing them.
Casters of the Dublinn forces, responsible for making the refracting masks for their allies.
- Anti-Magic: In addition to most Casters having A-ranked RES or higher, they wear Arts-refracting masks that greatly increase their RES. They are responsible for creating these masks for the Dublinn forces to wear. The masks can be temporarily disabled by Silencing them.
- Anti-Magic: They wear Arts-refracting masks that greatly increase their RES, which is problematic since they can significantly buff their own DEF as well. The masks can be temporarily disabled by Silencing them.
- Zerg Rush: Fitting for soldiers who get stronger with the more of them in an area, their primary tactic is to advance in huge waves and pile up until they've stacked enough DEF to become Nigh-Invulnerable to physical damage.
- Achilles' Heel: Hitting them with something like a stun, sleep or freeze will crash them, turning them from a flying ranged unit to a relatively bog-standard melee unit that can be dispatched with ease. Furthermore, doing this above a Bottomless Pit will make them instantly fall to their deaths.
- Action Bomb: They will explode when killed, instantly detonating all other Flamerazers in the vicinity and also instantly collapsing all Ruined Columns in the blast. This can often cause huge chain reactions since Flamerazers often come in groups.
- Kill It with Fire: Wield flamethrowers that deal heavy damage from range and can cause accumulated burning damage.
- Draw Aggro: Operators will prioritize attacking these Guards over other enemies, a problem when they're paired with the Shadowblade who is more important to defeat quickly.
- Mighty Glacier: They boast large amounts of HP and DEF, have Refraction to significantly beef up their nonexistent RES, and hit very hard on top of further crippling Operator attack speed if a Shadowblade is nearby. Fortunately, they're rather slow.
- Glass Cannon: Downplayed as they still have a hefty amount of HP, but their DEF is unusually low and their RES is literally nonexistent. They make up for it with the sheer amount of Arts damage they can output at close range, especially if the Companion Guard is nearby to buff their attack speed.
- The Sneaky Guy: Cannot be hit until blocked or revealed.
- Kill It with Fire: Summon Purifying Flames which explode on contact with Operators, dealing heavy Arts and Burn damage.
- Mighty Glacier: They have very high HP, decent defenses, and deal colossal amounts of area damage over an extremely long range. However, they're incredibly slow and often take paths that have them wait in place for a while.
- Achilles' Heel: Collapsing a Ruined Column onto them is not only liable to kill them instantly through their sturdy defenses, but will also kill them permanently instead of letting them revive.
- Anti-Magic: They have the ability to refract Arts, giving them significant RES when not Silenced. Notably, they're the only Dublinn enemy so far that can do this without special equipment.
- Golem: Creations of rock and Originium Arts made by Mandragora.
Eblana and Duke of Wellington's forces (introduced in What The Firelight Casts)
- The Sneaky Guy: They become invisible when they are standing on a Reed tile.
- Our Zombies Are Different: They are long-dead Dublinn soldiers imbued with an ember made out of Eblana's Arts that continuously revive them when they fall in battle.
- True Sight: Reveals Camouflaged operators (whether by standing in Reeds or from their own kits) in range.
- Playing with Fire: These guys specialize in lighting Reeds on fire to damage your Operators as well as supporting their allies' special abilities.
- Taking You with Me: They explode upon death, dealing Arts damage and lighting any nearby Reed on fire.
- Our Zombies Are Different: Similar to the Flamechaser Soldier, these guys are dead bodies constantly revived by Eblana's Arts.
- Gathering Steam: After every 3 attacks, they unleash 5 consecutive slashes at the operator.
Kazdel Units
Reunion-affiliated Sarkaz mercenaries (Main story)
- Remember the New Guy?: Sarkaz mercenary Chainsmoke (a close friend of Big Bob and Mudrock) is mentioned in Rewinding Breeze having taken part in the Wolumonde uprising despite not having an actual onscreen appearance in Twilight of Wolumonde.
- You All Look Familiar: This enemy's artwork is reused by Garcin, Marco, and Chainsmoke.
- Chain Pain: They will use magic chains to stun operators for a lengthy period of time, dealing heavy damage and leaving them helpless.
- It Only Works Once: Each Sarkaz Caster can only use their Chain Pain ability once per operation. If it's wasted on a decoy unit, then the Caster will be reduced to just shooting at your operators with their staff, hence the use of Executor Specialists to bait these guys.
- Missing Secret: The Sarkaz Caster Leader is listed in the enemy index for DM-MO-1, but they curiously don't spawn in that map (which would've unlocked their entry in the Enemy Archive).
Independent Sarkaz mercenaries (introduced in Darknights' Memoir)
- Early-Bird Cameo: Due to Children of Ursus being pushed up ahead of Darknights' Memoirnote on Global servers, these guys ended up appearing much earlier than they're supposed to.
- Heroic Suicide: In "Rewinding Breeze", a severely injured member from Mudrock's squad kills himself rather than letting his leader cure him, as Mudrock was feeling too tired from overusing his Arts.
- You All Look Familiar: This enemy's artwork is reused by Pallas's unnamed Sarkaz bodyguard.
- Wouldn't Hurt a Child: In TW-8, one of them briefly holds Suzuran hostage, while mentioning if she was older, he would have sliced off her hand.
- Early-Bird Cameo: Due to Children of Ursus being pushed up ahead of Darknights' Memoirnote on Global servers, these guys ended up appearing much earlier than they're supposed to.
- Gathering Steam: Their common behavior involves running around the map to build up speed, which can translate into a very hard hitting first attack depending on how fast they were moving before colliding into an operator.
- Their damage formula depends on how quickly they were moving just before the impact. Every half second after spawning, a Sarkaz Lancer will get a 50% base speed buff, which stacks additively up to 25 times for a total of 1,250% movement speed, enough to cover about three and a half tiles (3.375) per second. This tile/s value is then multiplied by an impact damage of 600, with the Lancer's base ATK of 450 added in, resulting in a whopping 2,475 damage on first hit (Lancer Leaders simply deal more damage, at 800 impact and 3,200 total at max speed). Worse still, if they are moving in the flowing direction of an Originium Jetstream, their speed gets bumped up by a further 80%, resulting in an approximated 4,095 impact damage on a normal Sarkaz Lancer and up to 5900 on a Leader, a One-Hit Kill on all but the absolute beefiest operator, or those with innate Evasion. Thankfully, a Lancer's speed is reset if he's stunned or bound by an operator's attack, making Trapmaster Specialists and those with stun skills valuable when engaging these guys.
- Hoist by His Own Petard: Due to their acceleration mechanic, Sarkaz Lancers are extremely prone to throwing themselves off of cliffs into Bottomless Pits if they run directly at one, netting the player easy kills. There is a reason why putting Myrtle right in front of the lower blue base in DM-3 of Darknights Memoir is considered to be an Easy Level Trick, since with her block reduced to 0, the three Lancer Leaders will simply charge right off of the cliff and die.
- Last Chance Hit Point: Sentinels who haven't been triggered yet technically cannot be killed in one hit from full health, no matter how powerful your burst attack is. Their coding forces them to remain at 1 HP to plant the flag, which takes less than a second. While technically, they can be killed before this happens, the planting frame is much shorter than the minimum attack interval of your operators, and they ignore additional damage from a single instance (e.g. Mayer's Meeboos exploding around them), so you'll need to have at least two units hitting them one after another within the span of one second to get a "stealthy" kill. As such, unless you have impeccable timing and/or use units that deal on-deploy damage, there will be no way to prevent them from raising alarms.
- Non-Action Guy: They can't fight, but hitting them will cause them to buff enemies and will prompt those in a "standby" state to become actively aggressive.
- Support Party Member: They will increase the ATK and DEF of all enemy units on the map if provoked.
- Unusually Uninteresting Sight: Despite being scouts, Sarkaz Sentinels couldn't care less if you've placed an entire squad in front of them, as long as they aren't hit. Even then, they are coded to enter alarm mode when reduced to 99.9% base HP, and they have a starting health of 4,000, so if they are somehow hit by an attack that deals 39 or less damage after DEF calculation, they will just shrug and do nothing.
- Body Horror: Implied. Sarkaz Grudgebearers are actually severely infected by Oripathy, such that they can fire off magical attacks from their own flesh, but their condition also seems to cause them tremendous pain and physical damage, as they can be seen violently twitching in their Standby state and when aggravated.
- Cast From Life Span: The Arts that Grudgebearers cast are described as them expending their own life force to damage the enemy, perhaps in a frenzied attempt to take their targets with them. They aren't actually Cast from Hit Points in the actual levels themselves, however.
- The Power of Hate: Sarkaz Worldcursers are said to have crystallized their resentment into raw power to amplify their Arts.
- Person of Mass Destruction: Sarkaz Grudgebearers are noted to be so extremely ravaged by Oripathy, that they can fire devastating Arts from their own flesh instead of having to use conventional Arts units, such as staves.
- Armor-Piercing Attack: Arts damage are countered by Resistance instead of Defense, which many melee operators (especially Defenders) lack.
- Magic Knight: Their swords deal Arts damage.
- Magic Knight: Only when buffed by an Originium Altar.
- Wolverine Claws: Sports a pair of these, which glow purple when infused with Arts.
- Splash Damage Abuse: Causes damage to all foes in a wide area around it.
- Weaksauce Weakness: Because they can't attack normally, and their Arts explosions exclusively harm friendly units, placing a roadblock on top of them will render them immobile and totally helpless.
Sarkaz Crimson Court and the Sanguinarch's creations (Introduced in Episode 10 and 13)
- All Your Base Are Belong to Us: They are part of the Kazdel army that occupies Londinium as part of Theresis' plan to annex Victoria as a vassal state of Kazdel.
- Body Horror: Several enemies are "blessed" with the blood of the Sanguinarch and have extra tentacles poking out of them.
- Hoist by His Own Petard: Enemies in chapter 10 and 13 are not immune to damage from Londinium artillery shots, which makes intentionally getting your operator hit by the artillery a viable way to kill these enemies - especially the Stone Wall reborn creations and the invisible engineering drones.
- Mook Maker: The various "heirbearer" enemies are carriers of the Sanguinarch's parasitic blood Arts, which animate their blood into a separate entity to continue fighting after they fall in battle. This is represented ingame as a Touch/Gift enemy spawning at the location a Heirbearer enemy (except the ASV) dies.
- Armored But Frail: As a "reborn creation", these enemies take only 10% of all incoming Physical and Arts damage. Their actual HP is very low to the point that they can be killed with a single shot of the Londinium defense artillery cannon, making grouping them up with a sacrificial unit to get a large crowd killed using cannon shots a legitimate strategy.
- Blob Monster: They look like white formless masa with red tentacles.
- Helpful Mook: Subverted. Increasing your Operator's Block capacity sounds good, but they still take a Block slot, so it's a net zero increase. More importantly, your Operator now becomes prime target for Londinium artillery shots.
- Armored But Frail: Much like the Touches, the Gifts also take only 10% incoming Physical and Arts damage. They can also be one-shotted by the artillery cannon.
- Body Horror: Their form is a set of Royal Court armor with bones sticking out of the face.
- The Power of Hate: Implied in their names and flavor text, and manifests ingame as an ATK gain proportional to the amount of reborn creations present on the field.
- Evil Counterpart: They are essentially the Sarkaz equivalent of Chain Caster operators.
- Life Drain: They deal Arts damage and heal themselves by a proportion of damage dealt.
- Hoist by Their Own Petard: Their attacks grant charge progress to the Londinium artillery cannon, which can be used to speed up their death if they are inside the blast radius.
- Living on Borrowed Time: These drones lose health over time and will eventually kill themselves.
Members of the Nachzehrer Army (Introduced in Episode 11)
- All Your Base Are Belong to Us: Much like the Crimson Court, these enemies are also occupying Londinium under orders of the Royal Court.
- The Corrupter: The enemies in chapter 11 introduce a new mechanic called "Corruption", which is an aura that deals Pure Damage Over Time to nearby player units.
- Mana Burn: Some enemies inflict Necrosis damage buildup, which drains the SP of affected operators in addition to causing damage over time.
- Action Bomb: They dive bomb the first operator in range and deal massive Physical damage to the target. This makes baiting them with Executor Specialists or Defenders a viable strategy.
- Combat Medic: They both deal Arts damage and restore the HP of any damaged Twigs That Crave.
- Gathering Steam: Enemies killed before the Rot Eater is released help reduce the stat reduction affecting the Rot Eater. A full power Rot Eater (released as the last units) have massively powerful stats that rival bosses, making it imperative to release them early so they dont chew through your defense line.
- Extreme Omnivore: Much like the Endspeaker from "Stultifera Navis", they eat the first operator that blocks them and the operator becomes unavailable until the Devourer is defeated.
Norport spies and followers of the Damazti (Introduced in Episode 12)
- Mysterious Employer: It is unknown who hired the various spies infiltrating Norport.
- The Sneaky Guy: The Spies disguise themselves as civilians to bypass the Sarkaz blockade around Norport, and some of them even become invisible after being identified.
- Spot the Imposter: The Spies must be identified by spending enough time in an operator's attack range before they can be attacked.
- Friendly Enemy: Although technically classified as an enemy, civilians do not pose any threat to operators and will increase the DP cap if identified, allowing the player to deploy DP intensive operators if enough civilians are identified.
- Shout-Out: To the Tyrants of Resident Evil, as individuals that turned themselves into powerful hulking monsters but losing their cognitive functions.
Siesta Units
Siestan security force (Introduced in Heart of Surging Flame)
- Anti-Magic: Their armor is designed to give them protection against Arts, which is evident considering they have 40 RES compared to a normal soldier's 0.
- Palette Swap: Of Reunion Soldiers, albeit packing higher overall stats.
- Tranquilizer Dart: Implied to be how they stun operators.
- Status Effects: Stun, on every third shot. Unlike the Defense Crushers, these guys don't even have the decency to get up close and stun your operators.
- Magic Knight: They're casters who just happen to favor melee combat.
- Status Effects: They can inflict a unique debuff that temporarily reduces the block count of any operators they strike by 1. This is especially annoying, as it allows them and other enemies to slip through your lines more easily, and renders single-block units all but pointless. Fortunately, it doesn't stack, but an Agent can permanently keep this active on whoever they're attacking.
- Palette Swap: Of Light-Armored Soldiers, the only difference being their slightly lower ATK.
- Palette Swap: Of the garden variety Wraiths. Their only difference is that the Ergates have slightly more RES.
- Palette Swap: Of Reunion Casters, albeit packing higher overall stats.
- Achilles' Heel: Inverted compared to most of the enemies similar to them. Despite their high health and colossal Arts resistance, their DEF is pitiful, with both the regular and leader variants having only 100 DEF (for reference, that's the same DEF as a basic Reunion Soldier).
- Anti-Magic: Their Arts resistance is already significant for a heavy unit, but their armor will generate an Arts shield to protect them further when they're blocked. Considering that they have 40 RES already, which increases to 80 (90 if it's a Leader), Arts damage often does little to nothing against them. Fortunately, their physical defense is extremely low.
- Mighty Glacier: Slow, tough, and capable of dealing huge damage. Unlike most of the Smash Mook variants the game has to offer, these guys are supremely resistant to Arts too, although their physical defense takes a huge hit as a result.
- Palette Swap: Of the Reunion Heavy Defenders, albeit packing higher overall stats.
Little Black Sheep (introduced in So Long, Adele)
- Pieces of God: These are clones of Dolly that developed their own personalities, not unlike the Sui siblings. The finale of "So Long, Adele" reveals that their personalities are copies of people that Dolly deemed "interesting" during his long life.
- Killer Rabbit: Despite looking like cute pink-colored sheep, these guys are actually deadly and are just as capable in doing damage to your operators.
- Ridiculously Cute Critter: They are literally pink sheep.
- Sticky Fingers: Some of the familiars carry man-made items that they picked up off the street or looted from human shops, and Eyjafjalla spent a while in "So Long, Adele" chasing down one that stole random items from other people. Dolly even lampshades it early into the event.You're going to humiliate me. Don't tell people my clones are kleptomaniacs.
- Achilles' Heel: Disabling status effects (stun, frozen, sleep) will cause the Aviator to lose its Low-Altitude Hovering, becoming a ground unit that uses a melee attack when blocked. This also disables its ability to carry Hearty Heavies.
- Disney Death: Their path in some operations take them over bottomless pits, which can result in the Aviator and its potential Heavy passenger falling to their doom if it receives a disabling status effect while over the pit.
- Maybe Magic, Maybe Mundane: They are often mistaken for pink clouds by Siestans, leading to legends of pink clouds surrounding the volcano that were often dismissed as exaggerations.
- The Sneaky Guy: They are invisible until blocked.
- Big Eater: Is not picky with what it eats, to the point that it will sometimes eat the other familiars and then spit them back out as ammo for their attacks.
- Action Bomb: Blows up on the first time they attack, dealing Arts damage to whoever is unlucky enough to block them. And unlike some other enemies that also explode on death (i.e. infused Originium slugs), this cannot be stopped using Silence status effect.
- Flunky Boss: Spawns a 'Mischievous Rascal' and a 'Hearty Heavy' after death.
- Sticky Fingers: Both literally (cotton candy is sticky) and also figuratively from their flavor text.The main reason the Candy House grandpa is so angry is because they snatched his wig off too!
- Helpful Mook: If covered in Pure White Steam, they will heal your operators and leave behind more Pure White Steam. They will explode for Arts damage if covered in Carmine Steam, however.
Lungmen & Siracusan Units
Siracusan Mafia & Lungmenites (Introduced in Code of Brawl)
- Death of a Thousand Cuts: Each of their individual punches deal very little damage. The real danger is the sheer rate at which they land these hits on your operators, and with enough of them mobbing your units at once, not even dedicated tanks can survive without some serious Medic support.
- Evil Counterpart: Of Beehunter. In fact they share the same animation frames with her.
- Helpful Mook: With some high level strategy, these enemies can be abused by forcing them to attack Liskarm, who feeds SP to your operators when she gets hit. This is a very effective strategy on some harder stages, such as Contingency Contract.
- Rapid-Fire Fisticuffs: Imagine Beehunter but on the enemy side.
- Automatic Crossbows: They wield rapid-fire crossbows that even have drum clips.
- The Juggernaut: They count as 3 enemies to block and can easily bypass frontline blockers occupied with Mooks. Their presence almost necessitates dedicated 3-block operator behind the line just to stop them.
- Batter Up!: They wield metal bats as weapons.
- Deflector Shields: They will enter combat with a sand barrier that gives them a massive amount of physical defense while active, but can be shattered after taking a certain amount of Arts damage.
- Mighty Glacier: While their shields are up, they're borderline immune to physical damage and can soak up Arts while hitting very hard in response, but aren't very fast. Once the shield goes down, this turns into Fragile Speedster, as their speed hugely increases at the cost of being extremely squishy without their barrier.
Famiglia members (introduced in Il Siracusano)
- Badass in a Nice Suit: They all wear suits to go with their mafioso image.
- Deadly Euphemism: The effect that occurs on a filled "Blood Ledger" gauge is called "Asset Liquidation", a.k.a. the famiglia is out for your head.
- Hypocrite: Even though the civilians are supposedly under their protection (which is why civilians cause the "Blood Debt" to go up by a big chunk when they die), several mooks can also attack civilians themselves and forcing the player to save them.
- The Mafia: These guys put the ones from "Code of Brawl" to shame.
- The Power of Hate: Killing certain famiglia members or civilians will result in "Blood Debt" being accumulated into the "Blood Ledger" gauge. When the gauge is full, all enemies on the field gain a buff and a Cleaner spawns, symbolizing the famiglia taking revenge on the one messing around with their members and civilians under their protection.
- Purple Is Powerful: Several units' special ability effects are purple.
- Devious Daggers: They wield small knives as personal weapons.
- Mage Marksman: They deal Arts damage when an "Asset Liquidation" is running.
- Would Not Shoot a Civilian: Inverted. They prioritize attacking Siracusan Civilians over player controlled units.
- Elite Mook: They have high base stats plus the bonuses they receive during "Asset Liquidation".
- Expy: The Famiglia Cleaner is a bald, pale, suit-wearing hitman with a prominent barcode motif, armed with a silver pistol (crossbow) and carrying a silver briefcase. He's a master of stealth and infiltration, being literally invisible to your Operators until blocked. He's an incredibly proficient killer, legendary in the underworld, with a name that everyone knows but only the bravest dare speak. In other words, he's the Terran Agent 47.
- Gathering Steam: If they are alive when a second "Asset Liquidation" starts, they will gain even more stats over the ones from the first Liquidation that spawned them. If not killed for too long and gain multiple buff stacks, Cleaners can easily slaughter their way through the player's defense lineup.
- Lightning Bruiser: They walk fast, shoot fast, and their shots will hurt - being able to one shot high ground operators with lower DEF.
- Optional Boss: These guys don't appear in the enemy roster by default, but only spawn when the "Blood Ledger" gauge hits maximum. They will still deduct life seals if allowed into a Protection Objective, however.
- The Sneaky Guy: They are invisible until blocked.
- Would Not Shoot a Civilian: Inverted much like the Crossbowmen, Cleaners will target civilians over player operators.
- The Big Guy: They serve as this to the famiglia.
- Draw Aggro: Operators will prioritize attacking them over other enemies.
- Martial Pacifist: Their description surprisingly paints them as this, valuing one's skill in the Siracusan language over raw violence.
- Stone Wall: They have good HP and DEF, though their low RES makes them vulnerable to Arts damage.
- In the Hood: They wear hoods instead of the top hats seen on other members.
- Flunky Boss: If they are defeated when blocked, they leave behind 3 Famiglia Soldiers that continue on the Limo's path.
- Magic Knight: They emit noxious smoke that deals Arts damage as their melee attack.
- This Banana is Armed: Their weapon is concealed inside their cigar.
- Escort Mission: Players are encouraged to keep them alive since they will reduce "Blood Debt" when alive on the field.
- Video Game Cruelty Punishment: They do not deduct Life Seals when killed unlike Ursus Civilians. However, their death increases the "Blood Debt" by a huge amount, which can be potentially game-ending if a Cleaner chews through the player's defenses.
Leithanien Units
Rioters & Mudrock's Squad (Introduced in Twilight of Wolumonde)
- Armor-Piercing Attack: Their Arts damage ignores DEF and targets RES instead.
- Magic Knight: Their swords deal Arts damage.
- Chain Pain: Different from the Sarkaz Casters in that instead of trying to bind and ensnare operators, they would use this to try and take control of Gramophones.
- Magic Staff: Wields one of these, both for ranged Arts attack and to take control of Gramophones.
- Action Bomb: Upon death, they will deal 200% Arts damage to the surrounding tiles, which can also take complete control of any Gramophones in range.
- Living on Borrowed Time: Their HP will slowly drain over time.
- Lightning Bruiser: As if their attacks don't hurt more than enough already, they will gain an increase in attack speed while their shield is active.
- Stone Wall: They are exorbitantly sturdy, with an A in HP, ATK, and DEF. Despite their RES being lower, that is alleviated by the fact that they have a shield which can protect them from Arts damage, and also happens to increase their HP and ASPD as well.
- Achilles' Heel: For all their power, they're extremely vulnerable to the Gramophone turrets found on most of their maps, since they deal Arts damage based on a percentage of the target's max HP - meaning that even with their staggering HP values, they'll die about as fast as any other enemy. Controlling the Gramophones is key to beating levels that they're on - but the problem arises when some of the harder stages don't give you any...
- Mighty Glacier: Colossi are ridiculously sturdy and they hit incredibly hard, often enough to One-Hit Kill all but the toughest Defenders, and even then only leaving them with a bare sliver of health left. The only silver lining is that these things are also slow as molasses, leaving them especially vulnerable to being pelted to death by the capturable Gramophone towers, and Slow-type Supporters can hamstring them even further.
- Stone Wall: Ones that are literally made out of stone. These Colossi are obscenely tough, boasting a S+ health rating and B-grade DEF and RES. While they can technically be dealt with using a lot of Arts damage, even the toughest operators constantly wailing on them with their skills would only do Scratch Damage at best. The proper procedure when facing these things is to wield Gramophone towers against them, which are very effective against them owing to their Percent Damage Attack.
Witch King Remnants (Introduced in Lingering Echoes)
- Musical Assassin: They carry a triangle to fire off Leithanien Originium Arts, which is casted through music.
- Achilles' Heel: They lose 1000 DEF and 50 RES when they are standing in a Realigned Flux line, making operator positioning crucial for defeating them.
- Herd-Hitting Attack: They attack 2 operators at once, and deal splash damage if their target is not connected to a Realigned Flux.
- Herd-Hitting Attack: Their attacks travel along the Realigned Flux, damaging all operators connected to that Flux for half the damage.
- Ambushing Enemy: They don't spawn from Incursion Points like normal enemies, but instead pop out of the ground at set points. This can catch players off guard.
- Deadly Gas: These slugs emit a poisonous fume that has a stronger effect on the Infected than the uninfected, though this is not seen in gameplay. Czerny coughs up blood after inhaling the fumes in "Lingering Echoes".
Sargon Units
Tiacauh Tribe (Introduced in Gavial the Great Chief Returns)
- Throwing Your Sword Always Works: They throw their spears as their ranged attack.
- Anti-Armor: Their attacks apply stacked DEF debuffs to their target, much like Acid Originium Slugs.
- Magic Staff: Not only can they fire ranged Arts attacks with it, but if they get blocked, they will resort to melee attacks with their staff, dealing quadruple physical damage to your operators.
- Chainsaw Good: Fights with dual buzzsaws.
- Draw Aggro: From whoever's blocking them.
- Duel Boss: Once they are blocked, they will only take damage from the blocking Operator, making it a 1v1 battle.
- Duel to the Death: What happens when you try to block one. The Brave/Champion will force the blocking operator into an 1v1, with both forced to attack each other.
Drudge's Mercenaries & Originiutants (Introduced in Originium Dust)
Human remains parasitized and reanimated by Originiutants. Divides into two Originiutant Excrescences on death.
- Our Zombies Are Different: They are the first (and only, until the introduction of Dublinn Flamecallers and Flamechaser Guards) true undead unit introduced, as the Possessed Soldiers and Junkmen are half-dead people controlled through Mephisto's Arts.
Swift, omnivorous desert beasts trained by the Sargonians as hunting partners, they have become infected with Originiutants. Divides into two Originiutant Excrescences on death, or Tumors if it's an α variant.
- Bears Are Bad News: Its model appears to be based upon a bear, and it's infected with something that seems to be on the same threat level as the Seaborn from Under Tides.
Sargonian arachnids parasitized by Originiutants. Divides into three Originiutant Excrescences on death, or Tumors if it's an α variant.
- Big Creepy-Crawlies: Although they're actually unrelated to the more common Infused Originium Slugs.
A subspecies of Rock Spider native to Sargon with a bulky abdomen that stores energy, infected by Originiutants. A bulky ranged enemy that continuously spawns Originiutant Excrescences (Tumors if it's an α variant), and explodes into four of them upon death.
- Big Creepy-Crawlies: Even bigger and meaner than a regular Rock Spider.
- Mook Maker: Spits out an Originiutant Excrescence or Tumor every 5 seconds, which can build up quickly if multiple Giant Rock Spiders are active at once.
A heavily mutated Originium behemoth used as a living weapon. Although they are very slow, their exoskeletons give them ungodly resilience and devastating melee Arts attacks.
- Armored But Frail: These beasts have some of the highest mixed defenses in the entire game (comparable to Patriot of all things), which makes them take very little damage from just about everything. Once you look past that, however, their actual HP is surprisingly low, with even the strongest variant of them having less health than an ordinary Heavy Defender.
- Mighty Glacier: They're extremely resilient to all types of conventional damage, and deal massive amounts of Arts damage with each strike. To compensate, they attack very slowly and move even slower.
A camouflaged mercenary sniper who uses extraordinarily lethal attacks from anywhere on the map, but can only attack Operators exposed to a sandstorm.
- Elite Mook: Unusually for the infantry presented for "Operation: Originium Dust", these enemies are always categorized as an Elite Enemy, making them the only enemy group to lack a Common Enemy representing the "Redmarks".
A mercenary saboteur who spawns a hologram to distract targets upon first taking damage; while the hologram is active, they'll gain negative targeting priority and immunity to blocking, letting them sneak past. They'll also get a significant amount of evasion if they're exposed to a sandstorm.
Twisted life-forms created by Levi Klitschko's experiments with radiation and Originium, capable of parasitizing others and mutating them. They do not count towards the enemy counter and only spawn from certain other enemies, but swarm en masse and still cause life loss if they escape; the stronger Tumor variant has an additional ability to massively lower the attack speed of any Operator blocking them.
- Zerg Rush: Their entire modus operandi; especially the Tumors, which can all but paralyze melee Operators.
Integrated Strategies Units (Introduced in Ceobe's Fungimist)
- Race: Liberi
A Columbian Liberi entrepreneur who secretly enjoys toying with people from behind the scenes. He's a bonus enemy that doesn't deduct any lives if he gets through your defenses, but he'll give an extra reward if you kill him before he leaves. While he can't fight back, he'll break into a sprint once initially attacked, passing through all Operators sent to block him.
- Cowardly Boss: Can't attack, and will make a break for it the moment that he takes damage.
- Metal Slime: He has unremarkable stats besides reasonably high HP and no means of fighting back, in addition to not causing any life loss if he gets through. However, killing him before he makes a mad dash to the exit point can be difficult if you lack the firepower - hence why he drops a bonus reward if you can take him down in time.
- The Sneaky Guy: Can phase through all units, similar to Wraiths.
- Race: Ursus
An ex-military Ursus hired as a bouncer for the Duck Lord. Like the Duck Lord, he's an optional bonus enemy that can be killed for extra loot. Unlike the Duck Lord, the Gopnik is very capable of fighting back.
- Bears Are Bad News: He's an Ursus who hits like a truck.
- Dumb Muscle: His description outright states that he's very strong but not too bright, and is usually relegated to just carrying the Duck Lord's baggage.
- Metal Slime: While he's designed to be this alongside the Duck Lord, his insanely high combat ability makes him more of a Superboss than anything.
- Mighty Glacier: Incredibly slow but incredibly powerful, packing decent defenses, sky-high HP, and an attack stat strong enough to One-Hit Kill just about anything.
- No-Sell: Can't be stunned.
- Old Soldier: One event in "Phantom and Crimson Solitaire" shows him staring at a photo of himself next to Hellagur during their time in the Ursus Army.
- Spanner in the Works: If you are doing the Escort Mission to get the second ending of Mizuki & Caerula Arbor, Gopnik spawning has a good chance of foiling your attempt, as his extreme damage is going to kill your escortee, unless you kill him first.
- Tragic Keepsake: His old photo with Hellagur, which is available in the second season of Integrated Strategies onwards as the collectible "Worn-out Group Photo".
An experimental construct made by a Leithanian caster, which eventually went rogue due to a loophole in its creation. A highly durable powerhouse that can also periodically throw a boulder at a nearby Operator to stun them for an extremely long duration.
- Anti-Frustration Features: The Lost Colossus will never use its stun on a target that's already stunned, making it impossible for it to permanently lock an Operator in the stunned status. (Doesn't mean it won't stun a target who just got unstunned, though.)
- Dub Name Change: Judging from the codename "WDG", its original name was Wandering Giant.
- King Mook: A boss variant of Mudrock's Colossi, although this one actually wasn't summoned by her but by a caster from Leithanien (though its Ceobe's Fungimist mission description says it's a Mudrock Colossus; however, its Crimson Solitaire mission description does not say this). Ironically, its stats are all-around lower than the Colossi summoned by Mudrock, but to compensate it now has the ability to Stun operators.
- Idiot Ball: Its creator made the Colossus as a "servant"... but he forgot to tell it who it was supposed to serve, leaving it to roam around and destroying everything that crosses his path.
- Status Effects: Its boulder attack stuns for 25 seconds, the longest of any stun in the game.
A mysterious man that claims to be a skilled thief and genius, although his actual feats remain dubious. If blocked, he can use his jetpack to go airborne for a few seconds, although it has a cooldown.
- Achilles' Heel: Stunning him while in midair will prematurely end his flight. In addition, while he's airborne, he'll take extra damage from Operators on Anti-Air runes.
- Jet Pack: Carries one made by himself. When it's in use, he can't be blocked and can only be hit by ranged attacks.
- Outside-Genre Foe: Serves as one when fought in Crimson Solitaire. In a mysterious castle filled with a troupe of assassins who can drive people insane, fraught with magic and mystery and illusion... he's just some guy with a jetpack.
- Real After All: Like any bosses whose first appearance was in Ceobe's Fungimist, a gamemode taking place only in Ceobe's head during a Mushroom Samba.
- Self-Applied Nickname: Calls himself a "Master Thief".
A mine security guard that fell victim to a severe form of Oripathy and was nearly completely assimilated by Originium, turning him into a mindless destroyer with huge power. Uses both ranged and melee attacks, and can gradually gain offensive power as long as he keeps attacking constantly, although it'll decay if he doesn't.
- Apocalyptic Log: His entry in the enemy database is written by a RIM Billiton miner who witnessed his attack.
- And Then John Was a Zombie: A former security guard turned into a monster due to his infection.
- Automatic Crossbows: Wields one for his ranged attacks.
- Gathering Steam: Every time this boss attacks, it'll gain 7% ATK and 5 ASPD. This stacks up to 28 times for a total of +196% ATK and +140 ASPD, making it all but impossible to survive a sustained onslaught. Fortunately, the buffs will be reset if he doesn't attack for 4 seconds.
The leader of a band of anarchists that abandoned society and live a harsh life in the Terran wastelands. Cannot be blocked, can't be hit for the first minute of his life, and uses hard-hitting, global-ranged physical attacks that will occasionally crit for massive Arts damage.
- Critical Hit: Like Faust, he can fire an arrow every 18 seconds that deals severe damage. Unlike Faust, it deals 300% of his ATK as Arts damage, meaning that even bulky Defenders will have a hard time surviving it.
- Non-Indicative Name: His name implies he's just a member of the Rusthammer organization, rather than being the leader.
- Palette Swap: Of Faust, including having the same battle pose and skillset. The main differences are that the Rusthammer Warrior has higher stats, a shorter invincibility time, a longer cooldown on his critical attack, a more powerful critical that also deals Arts damage, and he cannot summon ballistas. Ironically, Faust's battle theme doesn't play in his map, but in the one with his group's Elite Four, where the Rusthammer Warrior is absent.
- Real After All: Though his first appearance was in Ceobe's Fungimist, a gamemode taking place in Ceobe's head during a Mushroom Samba, the appearance of the Rusthammer group in other material implies this.
A Sami Snowpriest who tried to defend her home from invasion, only to lose her sanity and fall victim to a demonic curse that turned her into an Originium abomination. A possible True Final Boss of Ceobe's Fungimist who must be killed to get the second ending - a versatile defensive powerhouse who uses both single-target and AoE Arts which can chill/freeze operators, can't be hurt for some time after her arrival, can summon ice crystal hazards, doubles the redeployment time of all Operators killed or retreated while frozen, and can revives with buffed stats upon her first defeat.
- All Your Powers Combined: Wields a wide variety of abilities, which are all modified versions of abilities taken from both of FrostNova's battles.
- An Ice Person: Uses ice Arts to deal damage and freeze operators. She can also cast an ice ring to deal heavy freezing damage in a radius around her, which doubles in damage if it hits an Operator that's already frozen.
- Geo Effects: Can summon Originium Ice Crystals like FrostNova, invincible hazards that pulse waves of frost to chill all nearby operators.
- No Good Deed Goes Unpunished: For trying to defend her hometown from a demon invasion, she got infected and became a monster due to a curse. With the release of "Expeditioner's Joklumarkar", she likely succumbed to the Collapsals while fighting them in Sami.
- One Degree of Separation: The description of the Snow Doe miniboss in "Phantom & Crimson Solitaire" implied that Frost Buck and Snow Doe were her bodyguards before she succumbed to The Corruption and became the monster she is now.
- Palette Swap: Of FrostNova, basically a faceless recolor of her.
- Power Floats: Subverted. Despite being visibly floating, she lacks the Low-Altitude Hovering trait and is treated as a normal ground enemy.
- Squishy Wizard: Played with. While she does have very low HP, she has a huge 1500 DEF and a staggering 80 RES, making it hard to seriously hurt her in the first place.
- Turns Red: After dying the first time, the Frozen Monstrosity will gradually revive herself and roar back into battle. After reviving, she'll have 30 seconds of invulnerability, +90% ATK, and +50% max HP, so taking her down for good will be a tough task.
Another possible True Final Boss of Ceobe's Fungimist who must be killed to get the third ending, a ruthless assassin that will stop at nothing to kill their target. In addition to packing high HP, terrifying offensive power, and regenerating shields, he also applies a global debuff that seriously weakens the player's power for his boss battle.
- Ambiguous Situation: It's unclear if Gravestone is actually a real person or just a figment of Ceobe's imagination. Considering that almost all other elements of Ceobe's Fungimist are surprisingly accurate to Terra's history despite being Ceobe's hallucinations, it makes it all the more surprising that nothing about Gravestone seems to match up with reality. Unlike the Rusthammer Warrior or Frozen Monstrosity (who both turned out to be real figures), his enemy description and questline is also incredibly vague, telling the player nothing about his potential origins outside of a vague connection to the very concept of violence, which then further raises the question of what Gravestone actually is, assuming they're real.
- Area of Effect: When not blocked, he'll use a grenade launcher like Skullshatterer to inflict heavy physical area damage from range. Thankfully, unlike Skullshatterer, his grenades don't inflict any DEF penalties.
- Battle Aura: Permanently shrouded by an aura of ominous red light.
- Deflector Shields: Periodically, he'll generate (or refresh) a barrier that can absorb damage equal to 10% of his max HP. This must be destroyed before damage can be dealt to him.
- Double Weapon: Uses a two-sided blade for his melee attack - and it hurts.
- Field Power Effect: For the whole duration of his level, he'll apply a severe weakening effect - halving the ATK and DEF of all Operators, doubling all redeployment times, and cutting DP regeneration in half. While it's said to be his effect, it's actually just a quirk of the stage he's fought on - meaning that even killing him won't dispel it.
- Magical Eye Streamers: Has these, signifying that he's an extremely powerful boss.
- Red Eyes, Take Warning: Combined with bright Glowing Eyes of Doom.
Ibut mercenaries (introduced in A Walk in the Dust)
A ranged mercenary who can call in Scrap drones to provide supporting fire on their targets.
Heavily armored mercenaries who can call in Anvil drones to provide defensive support when injured.
Mercenaries who carry single-use anti-armor rockets which they launch over long range to deal massive area damage. After they've fired their shot, they will only be able to use melee attacks, but will gain massively increased speed.
The cruelest, most powerful mercenaries, who adopt the title of a legendary mercenary band from long ago. Able to use both Scrap and Anvil drones, and will significantly boost their movement speed while alive.
An air support drone used by mercenaries, armed with twin grenade launchers that deal area damage and massively reduce the DEF of targets. While it's difficult to hit, it will disappear by itself after some time.
An air support drone used by mercenaries, able to heal and increase the DEF of all enemies within its range. While it's difficult to hit, it will disappear by itself after some time.
Reclamation Algorithm units (introduced in Fire Within the Sand)
- Lightning Bruiser: He has a whopping 700000 HP that's doubled across his two phases, halves damage taken when not blocked, and attacks pretty fast with a minimum of 1100 ATK. However, he really becomes this after you deplete his HP for the first time and trigger his enraged second form, which gives him +100% ATK and +100 ASPD while making him move 2.5x faster. At that point, you'll need a dedicated tank with well upwards of 1000 DEF and strong Medic support to withstand his assault for more than a few seconds.
- Unskilled, but Strong: Out of the three final bosses fought in the mode, he lacks any major gimmicks or skills, but makes up for it by being the strongest in terms of sheer stats and power.
- The Archmage: As even the local Lord Ameer honors him and his skill, he's by default this. His army also has various casters in its ranks, including the dreaded Dublinn Evocators.
- Ax-Crazy: He lusts for wanton destruction, and sees destroying the enemies of his lord as a mere bonus.
- Enemy Summoner: His primary gimmick is summoning Infused Originium Slugs, while having negative Taunt. He's surprisingly weak in direct combat, with his only advantages being his monumental HP and high RES.
- This Looks Like a Job for Aquaman: His Mook Maker gimmick actually falls straight into Penance's portfolio, as his summoned Infused Originium Slugs will refresh Penance's barrier faster than they can deplete it.
- Turns Red: Once he enters his second phase, he'll start spawning red Infused Originium Slugs along with the originals.
- Attack Reflector: While the pilot is exposed, Operators attacking him will take half his ATK as physical damage.
- Mini-Mecha: The boss you fight is a small mech piloted by a Sargonian engineer.
- Resurrective Immortality: If you destroy the mech but fail to kill the pilot that falls out in the allocated time, the mech is revived with full HP. If you lack the DPS to do so, the fight may become outright unwinnable.
- Taking You with Me: The mech explodes when it dies to inflict damage and a lengthy stun in a wide area, potentially letting enemies through or delaying the retaliation against the now-exposed pilot.
- Three Hit Combo: After 3 attacks, its 4th attack will deal significant bonus damage in a AoE.
- Zerg Rush: It comes in with over 250 enemy units as support, surpassing the raids of even the other final bosses, many of which are tanky heavy hitters like Mudrock Zealots, Originiutants, and Vein Guardians.
- Breath Weapon: Its fireball breath, which deals massive Arts and Burn damage, but is only used while airborne.
- Giant Flyer: A massive creature capable of flight despite its Originium-crusted wings, although the latter do weigh it down to the point that it can't fly for very long.
- Non-Malicious Monster: It's mentioned to be a ferocious predator normally, but the one you encounter in-game is satiated and not interested in a fight, hence why it's passive until you attack it.
- Optional Boss: An optional and fairly tough encounter, but will drop 6-10 Marrow Fungi when killed, which are the highest quality cooking ingredient in a quantity that can't be matched by any other source.
- Piñata Enemy: Although it's not exactly easy, it's generally easier to kill than The Immortal, and drops top-tier cooking ingredients that will be a huge boon in winning an Algorithm.
- Mighty Glacier: He has 600,000 health and a whopping 4500 ATK, along with 1000 DEF and the ability to restore 12000 HP each time something dies around him, although he is very weak to Arts. His incredibly slow attack speed is offset by the fact that outside of damage negation or immortality, damn near nothing can survive a blow from him, making him near impossible to tank straight up and encouraging methods of kiting him around instead.
- Optional Boss: You can find him wandering around in a special No Man's Land node, where he's optional to take down and will generally take quite some effort to do so if you choose to fight. If you kill him, he'll reward you with a truckload of gold and building materials, letting you quickly fortify your base infrastructure.
- Our Zombies Are Different: It's unknown exactly how a Zhayedan is created, but it's implied to involve some form of resurrective Arts to turn the original corpse into a towering superhuman.
- Sand Blaster: If his target is on high ground, he'll use a sand blast instead of his axe. The blast deals reduced damage, but "reduced" still being 1800 ATK means that squishier ranged units will probably be one shotted anyways.
- Super-Soldier: The Zhayedans represent the peak of Sargon's military power, and are specifically used in the far south to prevent the Collapsals from encroaching on Sargon, similar to Ursus' Emperor's Blades.
- Your Soul Is Mine!: Any Operator that dies or is retreated within a certain radius will heal him.
- Abnormal Ammo: They throw fruits with extremely hard shells rather than rocks.
- Archaic Weapon for an Advanced Age: Arknights world is rather advanced, at least comparable and at worst slightly behind earth tech level. But these are virtually medieval era catapults that throw fruit.
- Siege Engines: They prioritize attacking base constructs, and deal bonus damage against structures.
- "Get Back Here!" Boss: It doesn't fight back, and its first reaction upon being hit is to run away. If you don't finish it off in one day, it will move to a different part of the world map altogether. Bring your Fast-Redeploy Operators to chase it around, and hope you can kill it in a single attempt.
- King Mook: To the common Leporibeasts and Leporibeast Longhorns, although it's unclear if they're actually related.
- Piñata Enemy: Killing it grants you 3 Marrow Fungi, and as it doesn't fight back, the only challenge is chasing it around the map.
- Too Dumb to Live: At times, it would run straight into a Bottomless Pit if the map has one, instantly killing it.
- Flash Step: Shares Crownslayer's dash ability, letting them bypass blockers.
- Mini-Boss: Though they are listed as merely an Elite, they are faced in a Boss Rush stage along with other boss-tier opponents such as Dorothy, Mudrock, The Rat King, or The Lost Colossus.
- Ninja: They may not look quite like one (though pretty close), but they definitely act like one. With their ability to bypass blockers like Crownslayer, their primary tactic is to stay invisible at range and pepper your Operators with knives.
- Attack Reflector: Attacking it hits the offender with a backlash of 200 Arts damage, which can spell doom for Operators with rapid/multi-hit attacks and no way to heal off the damage in time.
- Stone Wall: It has a beefy 25,000 HP (40,000 for the Maddened variant), but have little in the way of ATK, DEF, and RES. Its danger comes from its backlash Arts damage.
Kazimierz Units
Competitive knights (Introduced in Maria Nearl)
Low-ranking knights of the Kazimierz Major.
- Palette Swap: Of the basic Reunion Soldier, packing similarly pathetic stats.
Infected wild creatures used to train the fighters of the Kazimierz arena. While they're rather weak, they have surprisingly high defenses for a fodder unit.
Kazimierzian knights who wield crossbows and wear experimental armor. Their prototype armor grants them a gigantic amount of DEF and RES when they first spawn, but this will expire quickly.
- King Mook: "Plastic" Szewczyk is both a relevant character in the plot and considerably stronger than even the Roar Knightclub Elites.
- Stone Wall: While their shield is up, they get an utterly ridiculous 3000 Defense and 95% Arts Resistance, which is more than the already-infamous Patriot. After their shield expires, they're complete pushovers.
Knights who focus on defensive equipment, packing high durability but a weakness to Arts.
- Palette Swap: Of Reunion Heavy Defenders, packing almost identical stats.
- Heavily Armored Mook: Much like their Heavy Defender cousins.
Brutish knights of Kazimierz who gain stacking damage and attack speed buffs with each of their allies that die on the field while they're active, up to a cap.
- King Mook: "Brassrust" Olmer Ingra is both a relevant character in the plot and considerably stronger than even the Bloodboil Knightclub Elites.
- Turns Red: For every enemy unit you kill while they're alive, they'll get +10% ATK and +5 ASPD. This stacks up to ten times, meaning killing lots of enemies before them can result in these enemies becoming a much bigger threat.
Knights who have high stats and wield ranged Arts. They can periodically halve the attack of the Operator with the highest ATK on the field, and will fully revive themselves when defeated for the first time.
- Back from the Dead: Will revive themselves once they're killed for the first time, being the first non-boss enemy to possess such an ability.
- King Mook: "Left-Hand" Tytus Topola is both a relevant character in the plot and considerably stronger than even the Bladehelm Knightclub Elites.
Corporate advertisement drones that appear during matches in the Kazimierz Major. While they're harmless optional to kill, defeating them grants the player anything from resources to a temporary power boost.
- Non-Action Guy: They are not designed to deal any damage to opposing operators, and don't deduct any lives if they get away.
- Support Party Member: Surprisingly enough, they are the only enemy unit to be this towards the player, by providing various boons to the player when defeated, from buffing the ASPD of all active operators to providing deployable objects for the player to use.
Armorless Union and Competitive knights (introduced in Near Light)
Gloompincers that escaped the arenas and live in the city sewers. Their affinity for dark spaces gives them increased speed when in areas with no visibility.
Trainees of the Nova Knightclub led by the Candle Knight, who imitate her signature Arts. Can periodically charge up Glimmering Touch, which deals massive area damage at the cost of them becoming fully visible while charging.
- King Mook: Like the other Knightclub Trainee types of enemies and their respective named NPCs, The Candle Knight Viviana is this, although at her base level she's only different from the Nova Knightclub Elites in that her version of Glimmering Touch is more powerful.
- Light 'em Up: Their Glimmering Touch attack, hitting anyone in the target area with large Arts damage in a luminescent burst.
Competition knights who lack a Knightclub and are periodically found in a drunken daze in the backstreets. They spawn in dark regions and remain passive until they are lit up or enough time passes, upon which they will violently retaliate.
Fans of the Nightmare Knight who began imitating his appearance and signature Arts abilities out of fascination. They're powerful melee warriors who can periodically cast Coalescing Fear, which targets all Operators who lack vision immediately behind them for heavy physical damage.
Assassins of the Armorless Union who specialize in sneak attacks. Their ATK gradually increases the longer they spend in regions with no visibility, but will reset after they attack once.
A crossbow user hired by the Armorless Union who is adept at attacking from shadows. Their attacks deal Arts damage if they're in regions with no visibility.
Elite archers of the Armorless Union under the direct command of the Lazurites Roy and Monique respectively. Their deadly attacks can strike from nearly anywhere on the map, inflicting significant Corrosion damage and dealing bonus damage on every fourth shot. The Cleanup Squad members deal higher damage, but the Third Squad members attack faster.
Ursus Units
Ursus' army (Introduced in Chapter 8)
Harmless civilians that will attempt to flee to blue boxes for safety. Players must protect them, as letting a Civilian die will be counted as a life loss.
- Asshole Victim: Hard to shed a tear for them when they get massacred in JT8-1, considering what they did with the infected ones and being as unhelpful as possible in battle.
- Escort Mission: Their very presence creates one. Letting them die is equivalent to leaking an enemy, and considering that they're pretty suicidal in some levels...
- Man on Fire: In JT8-1, the first victim of Talulah's rampage is slowly burned alive. The rest of the Civilians at least get a quicker death.
A ruthless pack beast trained by the Ursus military.
Vanguards from the Ursus Army in charge of hunting down infected civilians.
- 0% Approval Rating: Forget their enemies, the description of the Elite Patrol Captain says that they're generally despised by the soldiers and city officials of Ursus alike, despite their shared anti-Infected stance.
- Long-Range Fighter: They can target the Ursus Civilians and Talulah the Fighter with a ranged attack.
- Non-Indicative Name: Despite the "captain" in their name, they are the most commonly encountered enemies in Chapter 8, making them more akin to specialized regular soldiers than those holding high ranking positions within the army.
- Sociopathic Soldier: Described as greedy and cold-blooded, the patrols don't give a crap about human life, as they constantly persecute and murder innocent infected villagers. This is even a part of gameplay, as all of the Ursus troops in Chapter 8 actively prioritize attacking civilians over Operators.
- Would Harm a Senior: They have no qualms about offing old people, as Ivan would find out later.
Special forces deployed by Patriot. While their combat ability is poor, they will passively provide a stacking ATK/DEF buff to all foes on the map while activating the special abilities of most Guerrilla units.
- Palette Swap: Of the Reunion Technical Scout. They sport the same general moveset and aura-based abilities, but whereas Tech Scouts offer the enemy team True Sight, Heralds provide a Status Buff to every non-Herald unit on the map instead.
- Support Party Member: While they can't fight very well, their global buffing abilities make them a priority target to take out whenever they appear.
- Status Buff: Grants all enemies +10% ATK and +100 DEF as long as they're alive, which stacks additively if more than one is alive. They'll also activate the special abilities of most Guerrilla troops.
Imperial soldiers trained to break enemy lines. They prioritize attacking civilians and can only be blocked by Operators with 2 block or higher.
- Throwing Your Sword Always Works: Throwing your spear always works... especially against Ursus Civilians.
Heavy soldiers in the Ursus army who can attack with javelins at range and stronger spear strikes at melee range. Their attack power will double once they drop below half health.
- Mighty Glacier: Their movement speed isn't that fast, but they make up with high mixed bulk and strong attacks.
- Turns Red: Their attack doubles when below 50% HP. Considering that they hit hard to begin with, this is usually bad news if you can't kill them quickly after this point.
Heavily armored drones who don't attack manually but mark targets for Ursus artillery bombardment, calling in explosive airstrikes that deal severe area damage to their targets.
- Death from Above: Calls in artillery strikes from above to do massive splash damage.
- Mighty Glacier: They deal massive damage, have sturdy defenses, and pack massive amounts of HP, but they're extremely slow to compensate.
Columbian Units
Inmates (Introduced in Mansfield Break)
A common prisoner held in Mansfield Prison. The imprisonment collars worn by them and all their Mansfield cohorts initially cripple their attack speed, but will be disabled after they attack four times, nullifying the penalty and granting them a substantial ATK boost instead.
Mansfield inmates who wield haphazard bows to attack from range and prioritize destroying Imprisonment Devices. When their collars are disabled, their attacks additionally start to deal Arts damage.
A Mansfield inmate who excels in fistfights. When their collars are disabled, they will additionally gain the ability to ignore a large portion of the target's DEF with their attacks.
A towering Mansfield inmate who uses improvised weapons taken from a storage room. When their collars are disabled, they will additionally gain RES and start regenerating health.
A frail inmate that passively buffs the ASPD of all active enemies and gains increased DEF when imprisoned. While they uniquely cannot free themselves from their collars, if they are somehow freed, they'll start using long-ranged Arts attacks on two targets at once, prioritizing Imprisonment Devices.
A terrifying Mansfield inmate with an imposing criminal record and the constitution to match. When imprisoned, they gain additional DEF, but they will also free every imprisoned enemy on the map should they free themselves by attacking.
Rhine Lab staff and experiments (Introduced in Dorothy's Vision)
Members of Rhine Lab's Defense Section, charged with escort duty. Blocks the first instance of Physical or Arts damage they receive.
- Barrier Warrior: Technological version; they possess protective barriers around them that protect them from Physical or Arts damage, but they can only deflect it once before their shield breaks.
Members of Rhine Lab's Engineering Section, charged with equipment maintenance. Restores HP to inactive Power Armors.
- Combat Medic: They have a ranged Arts attack in addition to being able to repair inactive Power Armors.
Arrowhead-shaped objects made out of 'Transmitter' reagent as a product of Dorothy's failed experiments. Absorbed by Power Armors to gain SP.
- Grey Goo: They are blob-like beings of a material used in Dorothy's research.
- Puppeteer Parasite: Sort of. The 'Transmitter' reagent used to create them is a material researched for the potential of replacing a Power Armor pilot, which is shown ingame as them activating idle Power Armors when absorbed.
Blobs of 'Transmitter' reagent made from Dorothy's repeated experiments. Absorbed by Power Armors to gain SP.
Blobs made out of 'Transmitter' reagent as a product of Dorothy's private experiments. Takes less damage when not blocked and absorbed by Power Armors to gain SP.
A set of power armor designed to function without a pilot.
- Achilles' Heel: As a Machina, they boast impressive DEF but low RES, making them vulnerable to Arts damage.
- Lightning Bruiser: It moves slightly faster than the other Power Armors, and, to compensate for its lack of weaponry, possess a relatively fast attack speed.
- Mecha-Mooks: They are completely autonomous.
A set of empty power armor armed with power fists capable of stunning enemies. Can be found sitting inactive in levels, but will become active when they gain enough SP from absorbing Dor enemies.
- Giant Mook: It is much taller and larger than the Experimental Power Armor.
- Ground Pound: They will punch the ground that leaves Operators stunned.
- Mighty Glacier: It is slow as molasses, but hits like a truck, possess even higher HP than the Experimental version, and is capable of stunning unfortunate Operators they can get their hands on.
A set of empty power armor equipped with rocket launchers, capable of attacking multiple enemies at once. Can be found sitting inactive in levels, but will become active when they gain enough SP from absorbing Dor enemies.
- Giant Mook: It is much taller and larger than the Experimental Power Armor.
- Macross Missile Massacre: They are armed with a missile launcher, and can target up to four Operators present.
- Mighty Glacier: Just as slow (and tough) as their R-31 counterparts, but it boasts some firepower in exchange.
Great Yan Units
Ink Spirits (Introduced in Who is Real)
A fast-moving, ill-tempered Ink Spirit. Like all of their Ink Spirit brethren, they can exploit the Hui/Ming mechanic found in their event, dealing and taking bonus damage from Operators with the opposite attribute, and decreased damage from those with the same attribute.
A basic Ink Spirit with a curious, sociable personality.
A prideful Ink Spirit whose ranged attacks prioritize attacking Operators with the opposite attribute as itself.
A massive, sedentary Ink Spirit with equally massive bulk and the ability to draw Operator fire to itself.
A lively Ink Spirit with low stats, but the ability to explode into a powerful Arts explosion on death. If two Smarties with opposing attributes come into close proximity, they'll instantly detonate in an unfathomably powerful blast.
- Action Bomb: It will explode upon getting killed, dealing quadruple their ATK Arts damage in the surrounding tiles. If two opposing Smarties meet, the resulting explosion will deal anywhere between 1350% to 1650% of their ATK as Arts damage, which will almost certainly one-shot whatever is in range.
- Hoist by Their Own Petard: They can get themselves killed by their own carelessness if two "Smarties" with different Hui/Ming attributes get close to each other. Sadly, it won't be pretty if your operators get caught in the ensuing blast.
A reckless Ink Spirit with above-average stats and the ability to pass through any Operator without the same attribute as itself.
A frightening, neurotic Ink Spirit with powerful Arts attacks. They'll periodically charge up special attacks that deal heavy Arts damage and forcibly change the attribute of their target.
A hulking but dimwitted brute of an Ink Spirit that deals massive damage against Operators with the opposite attribute as itself.
- Dumb Muscle: Extremely powerful, but too stupid to make good decisions in combat.
The main boss of "Who is Real". It is the strongest familiar of Dusk, an enormous unforgiving Ink Spirit with a cold, arrogant, and domineering presence.
- Barrier Change Boss: Switches its attribute from Ming (white) to Hui (black) when it Turns Red, changing its strength and weakness to match.
- Deflector Shields: Its Break the Chains attack has him stop and protect himself with a barrier that absorbs a certain amount of damage. If you don't destroy the shield fast enough, it'll explode with enough damage to One-Hit Kill virtually anything caught in the blast. Not breaking the shield at all during its second battle is actually required for one of the event medals.
- Large and in Charge: The biggest of the Ink Spirits, and by far the most powerful.
- Later-Installment Weirdness: Free is the only "Public Affairs" event boss who is not represented with a cutscene sprite, nor with a CG image. Just like the Sarkaz Centurion, it's treated as just another foe more than a proper character, although it's far stronger.
- Turns Red: When it's first defeated, it'll fully restore his HP and empower all of its attacks, in addition to using its Weft and Warp ability and basic attack on two targets simultaneously.
Waregeists (Introduced in Invitation to Wine)
- Animate Inanimate Object: Waregeists are essentially collections of mundane objects (such as paperweights, picture frames, vases etc.) whose spirits have been awakened and driven to aggression by the spirit fragment of the Second Brother contained within the black goblet.
- Asteroids Monster: When defeated, each Waregeist spawns a number of Enchanted Objects that don't attack, can't be blocked, and require a certain number of hits to defeat, regardless of how powerful those individual hits are. This encourages strategies based around operators with high attack speed, attacks that hit multiple times at once, and damage-over-time effectsnote .
- It's Probably Nothing: In the early story segments of "Invitation to Wine," a number of characters spot Waregeists sneaking around before they begin to appear in significant numbers, but each time they dismiss it as a trick of the light, a fatigue-induced hallucination, or some manner of mundane animal. It's only when the things start to swarm that people really notice what they actually are.
- Zerg Rush: In-story, individual Waregeists aren't particularly powerful, but they appear in great numbers and don't stop coming. In-game, their nature as Asteroids Monsters means that if you're not careful, your defensive lines will get overrun by massive numbers of unblockable enemies that you can't kill fast enough to win.
A canine-like Waregeist made from wooden seals. Spawns 2 wooden seals when defeated.
A soldier Waregeist made from novel scrolls. Spawns 3 novel scrolls when defeated.
A Waregeist created from a mirror that resembles a bird. Taunts operators into attacking it, and spawns a mirror when defeated.
- I Shall Taunt You: It taunts operators into attacking it over other enemies by "revealing their inner secrets in their truest form".
A stone lion-shaped Waregeist created from a fusion of multiple paperweights. Spawns 15 wooden paperweights when defeated.
- Mighty Glacier: Not particularly fast moving, but they have good HP and DEF as well as high attack damage.
- Zerg Rush: Is the epitome of this among Waregeists as they spawn 15 paperweights on defeat that requires 2 hits each to kill, making AoE attacks more or less required to fully clean them up.
A Waregeist made from a tea set resembling a hermit crab with a teapot as its shell. Deals splash Arts damage on attack and explodes upon death to debuff nearby operators with slowed attack speed. Spawns 4 celadon teawares when defeated.
- Achilles' Heel: Similar to Infused Originium Slugs, Silence status effect prevents it from exploding on death.
A Waregeist created from a vase that appears as a dragon riding on the vase. Can inflict a debuff that causes operators to take increased Arts damage over time. Spawns a celadon vase when defeated.
- Achilles' Heel: Silence status effects prevents the Blueflower from using its debuffing attack as well as freezing the attack count, removing its main source of danger.
- Damage Over Time: After a few attacks, the Blueflower can launch a stronger attack (shown by the attack coming out of the vase instead of the dragon) that inflicts increasing Arts damage over time on the victim.
A Waregeist resembling a warrior made from bronze spearheads. Has four "Broken Blades" on spawn, which buffs its attack by 70% and consumes one "Broken Blade" per attack. Spawns spearheads based on the amount of remaining Broken Blades it has at the time of defeat.
A Waregeist made from a lampstand that resembles a bird statue. Periodically grants nearby enemies invisibility. Spawns a bronze lampstand on defeat.
- The Sneaky Guy: Not itself, but Clarity can produce a smokescreen that grants invisibility to nearby Waregeists.
Fragments of Sui's main body. Increases Sui-Xiang's max HP and reduces the charging time of its special ability when absorbed.
Shanhaizhong (introduced in Where Vernal Winds Will Never Blow)
Beasts created by Ya that serve as Its eyes and ears.
Ordinary members of Shanhaizhong with a complex past. Gain increased range when standing on Yumen Catastrophe Defenses.
Tacticians specialized in relaying orders via ciphers. Deploy a Shanhaizhong Cipher on the first unoccupied Yumen Catastrophe Defense tile that they pass through.
- Drone Deployer: They put down stationary ciphers that give a movement speed and ASPD buff to all enemy units on the field, making it imperative to either stop them from reaching Yumen Catastrophe Defense tiles or destroy the deployed ciphers.
- Malevolent Masked Men: Wear golden full-face masks that resemble animal skulls.
Large, burly Shanhaizhong members tasked with defense.
Leaders of the Shanhaizhong disguised as normal members. Is invisible until their first attack, and the strike that breaks invisibility deals double damage to the target.
Casters trained by the Feranmuts in Originium Arts. They can lock onto a target and channel to create a large burst of Arts damage, which also buffs their ASPD afterwards.
- Charged Attack: Their main gimmick.
- Malevolent Masked Men: Wear golden masks over their upper faces, resembling animal skulls.
Yumen siege machines stolen by the Shanhaizhong. Prioritize attacking roadblocks and operators located on Yumen Catastrophe Defenses.
Yumen desert transportation stolen by the Shanhaizhong. Can only be blocked by operators with 4 block, picks up non-Leader and non-Machine enemies up to 3 max, and will unload its cargo when reaching a Ladder.
Rhodes Island Units
Unmanned RI machinery (introduced in Multivariate Cooperation)
Iberian Units
Seaborn (Introduced in Under Tides, Stultifera Navis and Mizuki & Caerula Arbor)
A Sea Terror that grew four limbs, but lacks an internal skeleton.
- Zerg Rush: The Seaborn equivalent of Hounds, as weak but fast-moving creatures meant to overwhelm your lineup through sheer numbers.
A Seaborn that evolved the ability to walk on land. Deals bonus Nervous Impairment on attack, which will deal massive damage and stun Operators that take too much Sanity damage.
A Seaborn that threatens with high-velocity ranged spit that can crush coral reefs.
A Seaborn that evolved the ability to fly. Uses ranged attacks that inflict bonus Nervous Impairment.
A Seaborn who normally stays passive while absorbing nutrients. When attacked, they'll rush down targets with attacks that deal bonus Nervous Impairment damage, while also burning their health away to rapidly inflct Nervous Impairment to all friendlies nearby.
- Living on Borrowed Time: Reapers lose HP over time after switching to Combat-Ready mode. A possible strategy is to stall them (with crowd control or Executor Specialists) to let them burn themselves out before they can reach your defense line.
An extraordinarily tough Seaborn with a minerally dense body. Doesn't attack normally, but deals bursts of Arts and Nervous Impairment damage whenever damaged enough.
- Herd-Hitting Attack: Whenever a Crawler loses 15% of its HP, it will unleash a burst of Arts and Nervous Impairment damage in the 2-tile area surrounding it. Given that Crawlers come with no DEF or RES whatsoever, depleting its health quickly is very easy - and also very deadly, as the overlapping bursts of Arts and Nervous Impairment damage can quickly overwhelm Medics and destroy the player's defense line.
A powerful Seaborn that evolved a natural harpoon, they use said weapon to prioritize the most injured friendly units from range.
- Finish Him!: Piercers prioritize attacking operators with the lowest HP percentage.
An friendly Iberian machine that improves the performance of nearby Emergency Aid Buildings.
- Friendly Fireproof: Subverted; even though they are beneficial to the player, will not hurt your operators, and do not deduct lives if they enter the blue box, this does not prevent them from being inadvertently attacked and killed by your operators. Granted, you sometimes need to do this in some operations to prevent them from activating any Emergency Aid Buildings, which is required for certain Medals in Under Tides.
- Support Party Member: Much like the Sponsor Drones before them, they are this towards the player, empowering the Emergency Aid Buildings with a more potent Nervous Impairment healing when adjacent to one.
A snail-like Seaborn that spits spores to attack multiple enemies. They can attack any operator standing on Nethersea Brand, no matter the distance.
- Herd-Hitting Attack: Nethersea Spewers can attack up to 3 targets at once, as well as all operators that are standing on the Nethersea Brand.
- Mighty Glacier: Spewers are the slowest Seaborn enemy in the game, but their damage more than makes up for it.
A Seaborn with a chitinous bird-like skull. Adept at bypassing defenses and dodging attacks.
- Achilles' Heel: Their evasion is disabled if they are afflicted by negative status effects (Stun, Silence, Cold/Freeze, Bind, Levitate), rendering them far easier to kill.
- Fragile Speedster: Predators have paper-thin defenses - low HP, flimsy DEF, and no RES. In return, their evasion, high movement speed, and ability to be unblockable when on Nethersea Brand allows them to slip past defense lines with ease.
A Seaborn with a chitinous bird-like skull, capable of creating the Nethersea Brand.
- Achilles' Heel: The Silence status effect. A Silenced Founder loses its ability to spawn Nethersea Brand when it dies.
- Anti-Magic: Founders boast an impressive 90 RES, making Arts damage ineffective.
- Last Ditch Move: Founders infest the tile they are on with spreading Nethersea Brand when they die, making them a common source of Nethersea Brand in operations without an infested starting tile.
A Seaborn created from a dying colony with the goal of expanding the Nethersea Brand.
- Achilles' Heel: The Silence status effect, similar to Nethersea Founders, as a Silenced Brandguider cannot create Nethersea Brand. Silence does not remove the Brandguider's increased DEF, however.
- Loophole Abuse: One-shotting the Brandguider from full health (i.e. Ebenholz) will also prevent the Brandguider from creating Nethersea Brand tiles.
- Turns Red: When a Brandguider's health falls below half, its DEF is quadrupled and its block requirement is increased from 1 to 2, making it both significantly harder to kill and more likely to cause leaks.
- Walking Wasteland: Brandguiders below half health infest the tiles they walk on with Nethersea Brand.
A jellyfish-like Seaborn capable of manipulating small creatures and call the Nethersea Brand to life. They have an aura that continuously inflicts Arts and Nervous Impairment damage in an area around them.
- No-Sell: Immune to the Slow status effect, and its inherent Status Resistance cuts the duration of negative status effects in half.
- Stone Wall: Swarmcallers have good HP, DEF, and RES, but its only attack is an aura that continuously deals Arts and Nervous Impairment damage to nearby operators.
A Seaborn created from the Nethersea Brand to eliminate intruders and reform the environment for its kin.
- Achilles' Heel: As Reefbreakers only ramp up if allowed to attack, negative status effects that leave them unable to attack (freeze, stun, sleep) help in mitigating their threat level.
- Gathering Steam: They gain 15% bonus ATK every time they attack, stacking up to a total of 225% bonus ATK. They can quickly slaughter operators if left unchecked. If they don't attack for at least 3.5 seconds, however, they'll lose this bonus at a rate of 15% per second.
- The Sneaky Guy: They are invisible when standing on Nethersea Brand.
A Seaborn shaped like a fishbone, they often travel in large groups to find food and avoid predators. Attacks inflict Corrosion damage.
- Zerg Rush: They're the basic mooks you'll be facing in bulk in the first floor or two of "Mizuki & Caerula Arbor". Although not individually strong, your limited amount of units on this floors can make it difficult to deal with them.
- Achilles' Heel: They cannot attack operators on high ground tiles, making ranged bombardment the preferred way to counter them.
- Flunky Boss: They spawn a Baleful Broodling every time they attack.
Extensions of the Retching Broodmother's body, used as decoy for the actual offspring. Deals Corrosion damage when attacking.
- Living on Borrowed Time: They lose 100 HP per second after being thrown.
- Weaponized Offspring: Sort of. They look identical to the Broodmother's real offspring, but their only purpose in life is to serve as ammunition for the Broodmother to throw at the enemy.
A Seaborn with a hermit crab shell, meant to protect the swarm from enemies. Temporarily stops and increases its DEF when it enters an operator's attack range.
- Stance System: They enter a defensive stance when entering a friendly operator's attack range the first time, becoming unable to move but gaining 300 DEF.
A Seaborn capable of gliding above the water, having evolved the ability to fly. Attacks inflict Corrosion damage.
- Achilles' Heel: As Sea Drifters aren't actually flying enemies but have the Low-Altitude Hovering trait, Stun, Freeze, and Sleep status effects will cause them to permanently lose both their flight and ranged attack.
- Artificial Stupidity: Some operations have them pathing over holes... a path they'll follow even if they've lost their Low-Altitude Hovering, often resulting in them plummeting to their doom.
A Seaborn often used by the Church of the Deep as booby traps to protect their hideouts. Disguised as treasure chests, will reveal true form when attacked and does not cost life seals if allowed to enter a Protection Objective.
- Chest Monster: The Seaborn version of these, as they're disguised as a regular chest until attacked. To compensate for being more difficult to kill and potentially running away with the loot, Chest Seaborn drop 10 Originium ingots comparing to a regular chest's 2 or a spiked chest's 4.
Minosian Units
Hymnoi training instructors (introduced in Hymnoi Wisdom)
One of the instructors at the Hymnoi Training Base. Although optional to kill, they require 3 units to block, passively give regeneration to all enemies while alive, and can throw smoke bombs to deal Arts damage and reduce the block count of Operators. Defeating them spawns a permanent ally healing zone on their site of defeat.
One of the warriors at the Hymnoi Training Base. Although optional to kill, they start battle with a shield that makes them immune to all damage and most negative effects, can draw aggro from Operators, passively reduce the DEF of all friendly units while alive, and can call in a rain of arrows in retaliation to being hit.
Bolivar Units
Dossoles workers (introduced in Dossoles Holiday)
- Super Not-Drowning Skills: Justified; they're wearing scuba equipment, and as such do not take damage from swimming in water.
Average Dossoles criminals, eager to join a fight. They gain physical evasion when not blocked.
Burly sailors who have significant strength and can stun Operators every four attacks. However, they'll also take massively increased damage from Erosion.
- Anchors Away: They lug one of these bad boys as their weapon.
- Super Drowning Skills: They take far more damage than other enemies while submerged in water, to the point that submerging them will usually kill them in seconds.
Casters employed to control the tides of Dossoles' artificial sea. Their Arts attacks do splash damage to adjacent units and inflict large amounts of Corrosion damage.
A Tidal Caster riding a speedboat that allows them to traverse water unobstructed and increases their stats. If the speedboat is destroyed, the Caster will dismount and continue on.
Dockworkers piloting heavy-duty screwboats that deal heavy collision damage on contact and can only be blocked by units with 3 block or higher. If the motorboat is destroyed, the Dockworker will dismount and carry on.
Unmanned boats loaded with heavy explosives. They constantly lose HP over time, and will violently detonate when destroyed, dealing heavy physical and Corrosion damage in an area.
- Achilles' Heel: The Silence status effect completely neutralizes their threat, preventing them from exploding on death.
An unmanned boat carrying supplies for the Dossoles Warrior Championship. It's a friendly unit that is prioritized by enemies in range, but will deduct 2 Life Points if destroyed.
Kjerag Units
Kjeragian hunters and Karlan Commercial militia (introduced in Break the Ice)
Gaul Units
Crimson Troupe members (introduced in Phantom and Crimson Solitaire)
- Brown Note: Their attack causes Nervous Impairment, which deals a nasty amount of true damage - along with stunning your operators - should it reach its maximum threshold.
- Achilles' Heel: They do no damage if silenced when shot down, making operators that can inflict the Silence debuff on aerial units (Lappland, Podenco or Ceobe) excellent at neutralizing their threat.
- Ambidextrous Sprite: They have a '4' logo on their chest, which becomes inverted when they face left.
Laterano Units
Pathfinders Soldiers (introduced in Guide Ahead)
- Bottomless Magazines: Hostile 'Gelato Stops' will replenish their special ammunition indefinitely.
- Gratuitous Latin: The unit names are all in Latin, fitting with Laterano being a Fantasy Counterpart Culture of the Vatican.note
- Ragtag Bunch of Misfits: The Pathfinders are made up of outcasts from varying races, sharing the same belief that Andoain will lead them to salvation.
- Screw This, I'm Outta Here: Most of them leave Laterano upon Andoain's defeat at the conclusion of "Guide Ahead". The annihilation operation "Chocolate Street" is clearing out the few remnants that started a riot in Laterano.
- Well-Intentioned Extremist: Andoain's beliefs and the reason the Pathfinders are formed is this - to force Laterano to give aid to others outside of the country.
A Pathfinders Sankta rifleman. Carries one special ammo that doubles the damage of their next attack.
A Pathfinders Sarkaz caster. Carries one special ammo that makes their next attack apply Burn Damage buildup.
A Pathfinders Liberi heavy weapons specialist. Carries two shells that let them do splash damage against operators from long range.
A Pathfinders Sankta rifleman. Acts similar to the Sagittarius, but parachutes into the map instead of spawning from Incursion Points and prioritizes attacking 'Gelato Stops'.
A Pathfinders Sankta soldier disguised as a regular dessert vendor. Spawns with three "Snack Carts" that they periodically launch at the Protection Objective.
- Mighty Glacier: Not particularly fast, but deal a lot of damage through a combination of their attacks and the Snack Carts that they launch.
A concealed explosive device disguised as a harmless dessert cart. Explodes to deal Arts and Burn damage when blocked, and does extra damage to 'Gelato Stops'.
- Achilles' Heel: They don't explode if Silenced, making operators like Lappland and Jaye excellent at neutralizing their danger.
Bandits attacking the Sanctilaminium Ambrosii (introduced in Hortus de Escapismo)
- Bandit Clan: With the exception of the Gnawbeast and Vesperwing being animals living in the depths of the monastery, the other enemies are part of a bandit gang operating in the wastelands that has set their sights on the Sanctilaminium Ambrosii.
- Level Drain: These enemies introduce the DP steal mechanic, which hampers the player's ability to deploy Operators, close holes with timber and use Holy Statues to calm residents.
A large Infected rodent living in the monastery.
- Damage Over Time: Their attacks inflict the Bleed status effect which causes the Operator to lose health over time.
Infected bats living in the depths of the monastery.
- Damage Over Time: Similar to the Gnawbeast, their attacks also inflict the Bleed status effect.
Members of the bandit gang, originally pickpockets before they became bandits.
- Ambushing Enemy: They swing into the battlefield using ziplines instead of spawning from incursion points like other enemies, which can catch players off-guard.
- Field Power Effect: They reduce natural DP regeneration rate when present on the battlefield.
- The Sneaky Guy: Unlike the other bandits, they are invisible until blocked.
Members of the bandit gang, specializing in theft due to their lack of combat training.
- Ambushing Enemy: Similar to the Skulker, they can also spawn in via ziplines.
- Attack Its Weak Point: They prioritize attacking Holy Statues over operators, unless there is an operator in range with increased taunt level (i.e. Młynar).
Members of the bandit gang equipped with heavy gear.
- Heal Thyself: They steal 3 DP and restore 5% of their health every second attack.
Bounty hunters equipped with automatic crossbows, they moonlight as bandits when there are no bounties to hunt.
- Attack Its Weak Point: Like Robbers, they also prioritize attacking Holy Statues.
- Herd-Hitting Attack: They fire a special arrow every third attack that explode in a cross shape and steals 1 DP for every Operator hit by the attack.
Bounty hunters armed with machetes and innate Originium Arts, they moonlight as bandits when there are no bounties to hunt.
- Field Power Effect: They reduce the max DP cap by 10 for each Disruptor when they are on the field, making their elimination a priority if the player wishes to deploy more expensive operators.
- Magic Knight: They use some innate Originium Arts in conjunction with their machete, causing their melee attacks to do Arts damage.
Civilians living in the Sanctilaminium Ambrosii.
- Escort Mission: Unlike the Ursus civilians from chapter 8, inhabitants cannot be attacked directly by enemies. Instead they have a panic meter that fills up over time with enemies in their proximity causing it to fill up faster, and when it's full they run in a preset path towards a Holy Statue on the map. In their panic they can run right into holes, forcing the player to babysit them.
Zeruertza Units
Zeruertza Civilians (introduced in Ideal City)
A Durin citizen drunk enough to think they are fighting some evil creature.
- Achilles' Heel: The Silence status effect disables their physical damage evasion, making them much easier to take down.
- Alcohol-Induced Idiocy: Their drunkenness makes them think you're an evil creature, hence their attack. It even extends to their mechanics; their paths are often winding, unfocused, and loop over themselves.
- Suspiciously Specific Denial: From the Alcohol Association Member's flavor text.A piss-drunk Durin. "I'm not drunk! Who said I was drunk? Was it you?!"
An amateur lifeguard that picked up boxing in lieu of their actual job.
- Achilles' Heel: Like the Alcohol Lover, their evasion is also disabled when Silenced.
- Drunken Boxing: Implied. Even if they're not actually drunk, their 100% dodge is similar to the one the Alcohol Lovers have.
- Irony: The Lakeside Lifeguard's flavor text indicates that despite their title as a lifeguard, they actually can't swim.
A Durin with an Arts Unit built into their sandcastle tool to protect their sandcastles.
- Disproportionate Retribution: In a sense. In an attempt to deter people from kicking up water in the lake and destroying their sandcastles, these Durins have taken to installing Arts Units into their tools - ones that fire Arts strong enough to actually hurt other people.
An automated serving cart that fell out of use. Gains ramping ATK every time they attack, but the buff is reset upon receiving status effects.
- Achilles' Heel: Negative status effects (stun, cold, freeze) immediately reset their ATK ramp up stacks. Immobilize effects will also prevent them from ramping up in the first place.
- Disproportionate Retribution: The Volleyball Spiking Cart's flavor text indicates that these carts were designed for the purpose of taking revenge on someone by spiking volleyballs at people to ruin their matches - given they can do this hard enough to kill operators (or at least knock them out), this likely counts.
- Gathering Steam: Much like the Nethersea Reefbreakers, these carts gain ramping up ATK every time they attack.
- No-Sell: Self-Driving Carts are stopped when they collide with these guys instead of passing through them like other Durin enemies.
- Oxymoronic Being: A surfing instructor that is unable to float in the water, and still rusts easily despite its anti-rust coating.
- Stone Wall: Take reduced physical and Arts damage if not blocked.
- Lightning Bruiser: These buggies are both fast and durable, and protects the enemies inside them from taking damage until they die.
- Irony: The Whiskey-Grade Waker-Upper was designed to sober up drunk people, but its targeting logic was tampered with and now it only targets sober people.