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!!! Competitive knights (Introduced in ''Maria Nearl'')
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->'''Other variations:''' Nameless Elite Knight
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->'''Other variations:''' variations''': Nameless Elite Knight
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* PaletteSwap: Of the basic Reunion Soldier, packing similarly pathetic stats.
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* PaletteSwap: Of TheGoomba: In stages set in Kazimierz competition, they are the basic Reunion Soldier, packing first enemies faced with similarly pathetic stats.low stats.
* UndergroundMonkey: They serve as a Kazimierz equivalent to Reunion Soldiers and Sicilians.
* UndergroundMonkey: They serve as a Kazimierz equivalent to Reunion Soldiers and Sicilians.
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->'''Other variations:''' Vicious Training Pincerbeast
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->'''Other variations:''' variations''': Vicious Training Pincerbeast
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->'''Other variations:''' Roar Knightclub Elite, "Plastic" Szewczyk
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->'''Other variations:''' variations''': Roar Knightclub Elite, "Plastic" Szewczyk
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->'''Other variations:''' Elite Knight Shielder
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->'''Other variations:''' variations''': Elite Knight Shielder
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->'''Other variations:''' Bloodboil Knightclub Elite, "Brassrust" Olmer Ingra
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->'''Other variations:''' variations''': Bloodboil Knightclub Elite, "Brassrust" Olmer Ingra
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->'''Other variations:''' Bladehelm Knightclub Elite, "Left-Hand" Tytus Topola
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->'''Other variations:''' variations''': Bladehelm Knightclub Elite, "Left-Hand" Tytus Topola
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->'''Other variations:''' Luxury Sponsor Drone, Cheering Sponsor Drone
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->'''Other variations:''' variations''': Luxury Sponsor Drone, Cheering Sponsor Drone
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!!!Armorless Union and Competitive knights (introduced in ''Near Light'')
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->'''Other variations:''' Undertide Gloompincer α
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->'''Other variations:''' variations''': Undertide Gloompincer α
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->'''Other variations:''' Knight Territory Hibernator
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->'''Other variations:''' variations''': Knight Territory Hibernator
* BerserkButton: Shining a light on them (represented in-game as granting additional vision). They drink their problems away at an alley and rest but, if one were to shine a light on them, they will wake up and violently retaliate at the offender.
* GiantMook: They are large and intimidating, and they can pose a threat to weaker Operators on the ground.
* LoopholeAbuse: Any ranged Operator (such as Totter) with a detection ability can take pot-shots at them, without disturbing their rest.
* GiantMook: They are large and intimidating, and they can pose a threat to weaker Operators on the ground.
* LoopholeAbuse: Any ranged Operator (such as Totter) with a detection ability can take pot-shots at them, without disturbing their rest.
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->'''Other variations:''' Nightzmora Follower, "The Last Kheshig", Tola
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->'''Other variations:''' variations''': Nightzmora Follower, "The Last Kheshig", Tola
!!!Armorless Union (introduced in ''Near Light'')
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->'''Other variations:''' Armorless Union Assassin Leader
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->'''Other variations:''' variations''': Armorless Union Assassin Leader
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->'''Other variations:''' Armorless Union Crossbowman Leader
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->'''Other variations:''' variations''': Armorless Union Crossbowman Leader
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->'''Other variations:''' Armorless Union Cleanup/Third Squad Leader, Lazurite Roy, Lazurite Monique
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->'''Other variations:''' variations''': Armorless Union Cleanup/Third Squad Leader, Lazurite Roy, Lazurite Monique
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->'''Other variations:''' Pathfinder Legionarius Prefect
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->'''Other variations:''' variations''': Pathfinder Legionarius Prefect
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->'''Other variations:''' Pathfinder Sagittarius Prefect
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->'''Other variations:''' variations''': Pathfinder Sagittarius Prefect
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->'''Other variations:''' Pathfinder Artifex Prefect
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->'''Other variations:''' variations''': Pathfinder Artifex Prefect
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->'''Other variations:''' Pathfinder Ballistarius Prefect
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->'''Other variations:''' variations''': Pathfinder Ballistarius Prefect
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->'''Other variations:''' Pathfinder Veles Prefect
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->'''Other variations:''' variations''': Pathfinder Veles Prefect
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->'''Other variations:''' Reowned Pathfinder Dessert Vendor
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->'''Other variations:''' variations''': Reowned Pathfinder Dessert Vendor
* MookMaker: Can dispense snack carts used for overwhelming any Operators standing in their way.
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->'''Other variations:''' Luscious Snack Cart
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->'''Other variations:''' variations''': Luscious Snack Cart
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* ActionBomb: Their primary function, the moment an Operator blocks them, they explode and deal splash damage (and deal [[StatusEffects Burn damage]]).
Added DiffLines:
->'''Other variations''': Oren, Legatus
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* ArchaicWeaponForAnAdvancedAge: Firearm version. They carry a blunderbuss, an ''ancient'' firearm even by modern Terra's standards (especially when compared to the [=AKs=] wielded by Sagittarius').
* BayonetYa: They carry an axe-shaped bayonet attached to the bottom of their blunderbuss.
* KingMook: Oren Argiolas (aka Oren, Legatus) act as this for their normal counterparts, possessing increased stats and a shorter attack interval with his weapon.
* ShotgunsAreJustBetter: They carry a blunderbuss, a predecessor to a shotgun, and are even more devastating to Operators with low RES, especially when compared to a modern shotgun.
* BayonetYa: They carry an axe-shaped bayonet attached to the bottom of their blunderbuss.
* KingMook: Oren Argiolas (aka Oren, Legatus) act as this for their normal counterparts, possessing increased stats and a shorter attack interval with his weapon.
* ShotgunsAreJustBetter: They carry a blunderbuss, a predecessor to a shotgun, and are even more devastating to Operators with low RES, especially when compared to a modern shotgun.
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* UnseenNoMore: Downplayed. Though they technically debuted in ''Grani and the Knights' Treasure'', the Bounty Hunters seen use the Rioter 2D model. After a three and a half year, they finally made a proper appearance in ''Hortus de Escapismo'' (complete with their own set of 2D models).
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* LongRangedAttacker: They primarily throw knives at their foes when at a distance.
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->'''Other variations''': Airborne Soldier, Airborne Soldier Leader, Spec Ops Soldier
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->'''Other variations''': Airborne Soldier, Airborne Soldier Leader, Shielded Soldier, Shielded Soldier Leader, Spec Ops Soldier
* LuckilyMyShieldWillProtectMe: Shielded Soldiers carry shields that grant them DEF, but are weak against Arts.
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->'''Other variations:''' Crossbowman Leader
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->'''Other variations:''' variations''': Crossbowman Leader
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* JetPack: 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.
* {{Multishot}}: When buffed, Guerilla Snipers can target up to two operators at once.
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->'''Other variations:''' Caster Leader, Spec Ops Caster, Spec Ops Caster Leader
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->'''Other variations:''' variations''': Caster Leader, Spec Ops Caster, Spec Ops Caster Leader
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->'''Other variations:''' Mortar Gunner Leader, Guerilla Mortar, Guerilla Mortar Leader
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->'''Other variations:''' variations''': Mortar Gunner Leader, Guerilla Mortar, Guerilla Mortar Leader
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->'''Other variations:''' Dual Swordsman Leader
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->'''Other variations:''' variations''': Dual Swordsman Leader
[[folder:Light-Armored Soldier]]
->'''Other variations''': Light-Armored Soldier Leader
Reunion troops using better equipment gained through illegal means.
----
* StoneWall: Although their ATK stat isn't impressive, their HP and DEF stat are slightly higher than standard Shielded Soldiers, owing to their use of better equipment.
[[/folder]]
->'''Other variations''': Light-Armored Soldier Leader
Reunion troops using better equipment gained through illegal means.
----
* StoneWall: Although their ATK stat isn't impressive, their HP and DEF stat are slightly higher than standard Shielded Soldiers, owing to their use of better equipment.
[[/folder]]
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->'''Other variations:''' Heavy Defender Leader, Heavy Defender Lieutenant, Possessed Heavy Defender, Possessed Heavy Defender Leader, Guerilla Shieldguard, Guerilla Shieldguard Leader, Dublinn Heavy Defender, Elite Dublinn Heavy Defender
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->'''Other variations:''' Heavy Defender Leader, Heavy Defender Lieutenant, Possessed Heavy Defender, Possessed Heavy Defender Leader, Guerilla Shieldguard, Guerilla Shieldguard Leader, Dublinn Heavy Defender, Elite Dublinn Heavy Defender
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* AchillesHeel:
** 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.
* AntiMagic: The Dublinn variants wear Arts-refracting masks that greatly increase their RES, eliminating their AchillesHeel. The masks can be temporarily disabled by Silencing them.
** 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.
* AntiMagic: The Dublinn variants wear Arts-refracting masks that greatly increase their RES, eliminating their AchillesHeel. The masks can be temporarily disabled by Silencing them.
to:
* AchillesHeel:
**AchillesHeel: 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.
* AntiMagic: The Dublinn variants wear Arts-refracting masks that greatly increase their RES, eliminating their AchillesHeel. The masks can be temporarily disabled by Silencing them.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.
* AntiMagic: The Dublinn variants wear Arts-refracting masks that greatly increase their RES, eliminating their AchillesHeel. The masks can be temporarily disabled by Silencing them.
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* EliteMook: They're considered Elite enemies in all of their variations.
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* EliteMook: They're considered listed as such and, as one of the first encountered Elite enemies in all of their variations.enemies, preparedness is a must when dealing with them.
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* HeavilyArmoredMook: The riot armor they wear offers incredible defense against physical attack, but not against Arts (unless they're a Guerilla Shielder).
* HelpfulMook: 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.
* HelpfulMook: 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.
to:
* HeavilyArmoredMook: The riot armor they wear offers incredible defense against physical attack, but not against Arts (unless they're a Guerilla Shielder).
* HelpfulMook: 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.Arts.
* HelpfulMook: 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.
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* MightyGlacier:
* ShieldBash: 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.
* ShieldBash: 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.
to:
* MightyGlacier:
* ShieldBash: The only weapon they have isMightyGlacier: Slow as a snail, but their shields, so bashing operators is their only mean of attacking. It still does ShieldBash can deal more damage than a sword slash from machete issued to a basic soldier.soldier, and possess considerable DEF thanks to both their shields and armor.
* ShieldBash: The only weapon they have is
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* KillItWithIce: 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.
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* AchillesHeel: Despite their disturbingly high health, attack power, and defense, they have ''0'' RES, making them highly vulnerable to Arts damage.
to:
* AchillesHeel: Despite their disturbingly high health, attack power, and defense, they have ''0'' ''zero'' RES, making them highly vulnerable to Arts damage.damage.
* HeavilyArmoredMook: They all wear a blast suit from head-to-toe, that grants them even more protection than the already armored Heavy Defenders.
* HeavilyArmoredMook: They all wear a blast suit from head-to-toe, that grants them even more protection than the already armored Heavy Defenders.
* SmashMook: Their sledgehammers hit ''very'' hard, made worse that they can inflict stun on a third hit.
!!!Patriot's Guerillas (introduced in Chapter 07)
[[folder:General]]
* BadassArmy: Being trained under Patriot and the Shieldguards, they serve as a formidable fighting force within Reunion. Their military training means that they technically serve as a formal military force of Reunion.
* DefectorFromDecadence: A good number of them were ex-Ursus Imperial Shieldguards who joined Patriot out of loyalty, after he started an insurgency. They have swore on their goal of protecting the infected.
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!Sargon Units
!!!Tiacauh Tribe (Introduced in ''Gavial the Great Chief Returns'')
[[folder:General]]
* LizardFolk: They are Acahuallan tribesmen that bear an appearance to alligators.
!!!Tiacauh Tribe (Introduced in ''Gavial the Great Chief Returns'')
[[folder:General]]
* LizardFolk: They are Acahuallan tribesmen that bear an appearance to alligators.
to:
!!!Tiacauh Tribe (Introduced in ''Gavial the Great Chief Returns'')
[[folder:General]]
-> '''Other variations''': Guerrilla Fighter Leader
Basic Guerilla soldiers armed with a combat axe.
----
*
* UndergroundMonkey: They are
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[[folder:Tiacauh Warrior]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_070.png]]
->'''Other variations:''' Tiacauh Guard
Archosaurus melee fighters who will gain additional DEF while being blocked.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_070.png]]
->'''Other variations:''' Tiacauh Guard
Archosaurus melee fighters who will gain additional DEF while being blocked.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_070.png]]
->'''Other variations:''' Tiacauh Guard
Archosaurus melee fighters who will gain additional DEF while being blocked.
-> '''Other variations''': Guerrilla Sniper Leader
Guerilla soldiers armed with a sniper crossbow.
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* StatusBuff: Whenever an Operator blocks them they receive a significant DEF boost, this makes them dangerous to non-Defender Operators that attempt to engage them in a fight.
* WeaponsOfTheirTrade: Befitting their nature as tribesmen, they fight with a crudely built spear.
* WeaponsOfTheirTrade: Befitting their nature as tribesmen, they fight with a crudely built spear.
to:
* StatusBuff: Whenever an Operator blocks them ColdSniper: The crossbows they receive a significant DEF boost, this makes them dangerous to non-Defender Operators that attempt to engage them in a fight.
* WeaponsOfTheirTrade: Befitting their naturewield is as tribesmen, they fight long as the one Fartooth wields, complete with a crudely built spear.sniping scope.
* {{Multishot}}: Once inspired, they are capable of firing two bolts at two separate Operators.
* WeaponsOfTheirTrade: Befitting their nature
* {{Multishot}}: Once inspired, they are capable of firing two bolts at two separate Operators.
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[[folder:Tiacauh Lancer]]
->'''Other variations:''' Tiacauh Sniper
Archosaurus warriors who throw ranged spear attacks.
->'''Other variations:''' Tiacauh Sniper
Archosaurus warriors who throw ranged spear attacks.
to:
->'''Other
Archosaurus warriors who throw ranged spear attacks.
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.
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* ThrowingYourSwordAlwaysWorks: They throw their spears as their ranged attack.
to:
* ThrowingYourSwordAlwaysWorks: PaletteSwap: Of the Reunion Technical Scout. They throw sport the same general moveset and aura-based abilities, but whereas Tech Scouts offer the enemy team TrueSight, Heralds provide a StatusBuff to every non-Herald unit on the map instead.
* SupportPartyMember: While they can't fight very well, theirspears global buffing abilities make them a priority target to take out whenever they appear.
* StatusBuff: Grants all enemies +10% ATK and +100 DEF astheir ranged attack.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.
* SupportPartyMember: While they can't fight very well, their
* StatusBuff: Grants all enemies +10% ATK and +100 DEF as
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[[folder:Tiacauh Fanatic]]
->'''Other variations:''' Tiacauh Ripper
Archosaurus warriors who wield acid-coated gauntlets, giving them both fast attack speed and the ability to apply a permanent stacking DEF debuff on targets.
->'''Other variations:''' Tiacauh Ripper
Archosaurus warriors who wield acid-coated gauntlets, giving them both fast attack speed and the ability to apply a permanent stacking DEF debuff on targets.
to:
->'''Other
Archosaurus warriors who wield acid-coated gauntlets, giving them both fast attack speed and the ability to apply
Elite Guerilla commandos under Patriot equipped with a
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* AntiArmor: Their attacks apply stacked DEF debuffs to their target, much like Acid Originium Slugs.
to:
* AntiArmor: Their attacks apply stacked DEF debuffs EliteMooks: The description refers to them as being part of Patriot's elite fighting force. They are also stronger than Reunion's Airborne Soldiers, owing to their target, much like Acid Originium Slugs.years of military training and sporting better armor.
* JetPack: They are equipped with a single use jetpack, enabling them to launch surprise attacks anywhere on the battlefield. Their name Siegebreaker comes from the fact that they are trained to break through a defensive line.
* JetPack: They are equipped with a single use jetpack, enabling them to launch surprise attacks anywhere on the battlefield. Their name Siegebreaker comes from the fact that they are trained to break through a defensive line.
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[[folder:Tiacauh Ritualist]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_071.png]]
->'''Other variations:''' Tiacauh Shaman
Archosaurus casters that use Arts attacks. If they are blocked, they will gain increased DEF and start using melee attacks that deal significantly higher physical damage.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_071.png]]
->'''Other variations:''' Tiacauh Shaman
Archosaurus casters that use Arts attacks. If they are blocked, they will gain increased DEF and start using melee attacks that deal significantly higher physical damage.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_071.png]]
->'''Other
Archosaurus casters
Patriot's elite defender that
Changed line(s) 1792 (click to see context) from:
* MagicStaff: 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.
to:
* MagicStaff: Not only can they fire DrawAggro: One of the things that make them dangerous, ranged Arts attacks with it, but if they get blocked, Operators will be forced to target them, enabling enemies to slip past them while the rest are distracted.
* EliteMooks: Sporting the best equipment during their time in the Ursus Empire prior to their defection, this makes them a very formidable opponent and superior stats compared to the other Defenders that Reunion members have fielded.
* HelpfulMook: 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 willresort get overwhelmed, and passing the level without letting any of them die is required to melee attacks with unlock a secret story node.
* StoneWall: While theirstaff, dealing ''quadruple physical'' ATK stat is decent (B+), they all have an impressive DEF and ''RES'' (unlike the rest of the Reunion Defenders) this makes Arts damage to your operators.no longer a viable option for taking them on.
* EliteMooks: Sporting the best equipment during their time in the Ursus Empire prior to their defection, this makes them a very formidable opponent and superior stats compared to the other Defenders that Reunion members have fielded.
* HelpfulMook: 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
* StoneWall: While their
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[[folder:Tiacauh Shredder]]
->'''Other variations:''' Tiacauh Annihilator
Elite Archosaurus warriors armed with military equipment that gives them higher stats. They can also periodically destroy nearby mushroom or stump tiles, disabling their effects and making it impossible to deploy units there.
->'''Other variations:''' Tiacauh Annihilator
Elite Archosaurus warriors armed with military equipment that gives them higher stats. They can also periodically destroy nearby mushroom or stump tiles, disabling their effects and making it impossible to deploy units there.
to:
->'''Other
Elite Archosaurus warriors armed with military equipment that gives them higher stats. They can also periodically destroy nearby mushroom or stump tiles, disabling their effects
A Sarkaz Guerilla warrior who supports Patriot, they don't take damage from Originium Altars and
Changed line(s) 1799 (click to see context) from:
* ChainsawGood: Fights with dual buzzsaws.
to:
* ChainsawGood: Fights TheBerserker: The description notes that they don't understand Patriot's guerilla operations, instead preferring to fight head-on without much subtlety.
* NoSell: As a Sarkaz, they are immune to a Pulse Wave emitted from Originium Altars.
* PowerGlows: Once they in contact withdual buzzsaws.a Pulse Wave, their [[RedEyesTakeWarning eyes will glow red]], and their claws will start to glow purple. Once that happens, they will deal Arts damage that can easily obliterate anyone with low RES.
* NoSell: As a Sarkaz, they are immune to a Pulse Wave emitted from Originium Altars.
* PowerGlows: Once they in contact with
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[[folder:Tiacauh Brave]]
->'''Other variations:''' Tiacauh Champion
The strongest of the Tiacauh warriors who only partake in one-on-one duels. If blocked, they will reduce both their own DEF and that of their target by 70%, draw aggro from the blocker, and become immune to all damage outside of that from their opponent.
----
* DrawAggro: From whoever's blocking them.
* DuelBoss: Once they are blocked, they will only take damage from the blocking Operator, making it a 1v1 battle.
* DuelToTheDeath: 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.
->'''Other variations:''' Tiacauh Champion
The strongest of the Tiacauh warriors who only partake in one-on-one duels. If blocked, they will reduce both their own DEF and that of their target by 70%, draw aggro from the blocker, and become immune to all damage outside of that from their opponent.
----
* DrawAggro: From whoever's blocking them.
* DuelBoss: Once they are blocked, they will only take damage from the blocking Operator, making it a 1v1 battle.
* DuelToTheDeath: 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.
to:
->'''Other variations:''' Tiacauh Champion
The strongest of
!!!Tiacauh Tribe (introduced in ''Gavial the
[[folder:General]]
* LizardFolk: They are Acahuallan tribesmen that
----
* DrawAggro: From whoever's blocking them.
* DuelBoss: Once they are blocked, they will only take damage from the blocking Operator, making it a 1v1 battle.
* DuelToTheDeath: 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.
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!!!Drudge's Mercenaries & Originiutants (Introduced in ''Originium Dust'')
[[folder:Originiutant Puppet]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantpuppet.png]]
Human remains parasitized and reanimated by Originiutants. Divides into two Originiutant Excrescences on death.
[[folder:Originiutant Puppet]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantpuppet.png]]
Human remains parasitized and reanimated by Originiutants. Divides into two Originiutant Excrescences on death.
to:
[[folder:Originiutant Puppet]]
[[quoteright:150:https://static.
[[quoteright:350:https://static.tvtropes.
Human remains parasitized and reanimated by Originiutants. Divides into two Originiutant Excrescences on death.
->'''Other variations:''' Tiacauh Guard
Archosaurus melee fighters who will gain additional DEF while being blocked.
Changed line(s) 1818 (click to see context) from:
* OurZombiesAreDifferent: 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 (but self-aware) people controlled through Mephisto's Arts.
to:
* OurZombiesAreDifferent: They are the first (and only, until the introduction of Dublinn Flamecallers and Flamechaser Guards) true undead unit introduced, StatusBuff: Whenever an Operator blocks them they receive a significant DEF boost, this makes them dangerous to non-Defender Operators that attempt to engage them in a fight.
* WeaponsOfTheirTrade: Befitting their nature asthe Possessed Soldiers and Junkmen are half-dead (but self-aware) people controlled through Mephisto's Arts.tribesmen, they fight with a crudely built spear.
* WeaponsOfTheirTrade: Befitting their nature as
Changed line(s) 1821,1825 (click to see context) from:
[[folder:Mutant Sand Beast]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantsandbeast.png]]
->'''Other variations:''' Mutant Sand Beast α
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantsandbeast.png]]
->'''Other variations:''' Mutant Sand Beast α
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.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantsandbeast.png]]
->'''Other variations:'''
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.
Archosaurus warriors who throw ranged spear attacks.
Changed line(s) 1827 (click to see context) from:
* BearsAreBadNews: 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 [[EldritchAbomination Seaborn]] from ''Under Tides''.
to:
* BearsAreBadNews: Its model appears to be based upon a bear, and it's infected with something that seems to be on the same threat level ThrowingYourSwordAlwaysWorks: They throw their spears as the [[EldritchAbomination Seaborn]] from ''Under Tides''.their ranged attack.
Changed line(s) 1830,1834 (click to see context) from:
[[folder:Mutant Rock Spider]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantrockspider.png]]
->'''Other variations:''' Mutant Rock Spider α
Sargonian arachnids parasitized by Originiutants. Divides into three Originiutant Excrescences on death, or Tumors if it's an α variant.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantrockspider.png]]
->'''Other variations:''' Mutant Rock Spider α
Sargonian arachnids parasitized by Originiutants. Divides into three Originiutant Excrescences on death, or Tumors if it's an α variant.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantrockspider.png]]
->'''Other variations:'''
Sargonian arachnids parasitized by Originiutants. Divides into three Originiutant Excrescences
Archosaurus warriors who wield acid-coated gauntlets, giving them both fast attack speed and the ability to apply a permanent stacking DEF debuff on
Changed line(s) 1836 (click to see context) from:
* BigCreepyCrawlies: Although they're actually unrelated to the more common Infused Originium Slugs.
to:
* BigCreepyCrawlies: Although they're actually unrelated AntiArmor: Their attacks apply stacked DEF debuffs to the more common Infused their target, much like Acid Originium Slugs.
Changed line(s) 1839,1843 (click to see context) from:
[[folder:Mutant Giant Rock Spider]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantgiantrockspider.png]]
->'''Other variations:''' Mutant Giant Rock Spider α
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantgiantrockspider.png]]
->'''Other variations:''' Mutant Giant Rock Spider α
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.
to:
[[quoteright:150:https://static.
[[quoteright:350:https://static.tvtropes.
->'''Other variations:'''
A subspecies of Rock Spider native to Sargon with a bulky abdomen
Archosaurus casters that
Changed line(s) 1845,1846 (click to see context) from:
* BigCreepyCrawlies: Even bigger and meaner than a regular Rock Spider.
* MookMaker: Spits out an Originiutant Excrescence or Tumor every 5 seconds, which can build up quickly if multiple Giant Rock Spiders are active at once.
* MookMaker: Spits out an Originiutant Excrescence or Tumor every 5 seconds, which can build up quickly if multiple Giant Rock Spiders are active at once.
to:
* BigCreepyCrawlies: Even bigger and meaner than a regular Rock Spider.
* MookMaker: Spits out an Originiutant Excrescence or Tumor every 5 seconds, whichMagicStaff: Not only can build up quickly they fire ranged Arts attacks with it, but if multiple Giant Rock Spiders are active at once.they get blocked, they will resort to melee attacks with their staff, dealing ''quadruple physical'' damage to your operators.
* MookMaker: Spits out an Originiutant Excrescence or Tumor every 5 seconds, which
Changed line(s) 1849,1853 (click to see context) from:
[[folder:Originiutant]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutant.png]]
->'''Other variations:''' Originiutant α
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutant.png]]
->'''Other variations:''' Originiutant α
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.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutant.png]]
->'''Other variations:'''
A heavily mutated Originium behemoth used as a living weapon. Although they are very slow,
Elite Archosaurus warriors armed with military equipment that gives them higher stats. They can also periodically destroy nearby mushroom or stump tiles, disabling their
Changed line(s) 1855,1856 (click to see context) from:
* ArmoredButFrail: 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.
* MightyGlacier: 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.
* MightyGlacier: 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.
to:
* ArmoredButFrail: 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, ChainsawGood: Fights with even the strongest variant of them having less health than an ordinary Heavy Defender.
* MightyGlacier: 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.dual buzzsaws.
* MightyGlacier: 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.
Changed line(s) 1859,1863 (click to see context) from:
[[folder:"Redmark" Eradicator]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkeradicator.png]]
->'''Other variations:''' Elite "Redsign" Eradicator
A camouflaged mercenary sniper who uses extraordinarily lethal attacks from anywhere on the map, but can only attack Operators exposed to a sandstorm.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkeradicator.png]]
->'''Other variations:''' Elite "Redsign" Eradicator
A camouflaged mercenary sniper who uses extraordinarily lethal attacks from anywhere on the map, but can only attack Operators exposed to a sandstorm.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkeradicator.png]]
->'''Other variations:'''
A camouflaged mercenary sniper
The strongest of the Tiacauh warriors who
Changed line(s) 1865,1867 (click to see context) from:
* AchillesHeel: Operators not caught in a sandstorm, if forced into a melee combat, they will only use a melee attack which only deal a small amount of damage.
* ColdSniper: They are capable of ''sniping'' Operators caught in the sandstorm anywhere on the map. This, coupled with their high ATK stat, makes them extremely dangerous to an affected Operator.
* EliteMook: 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".
* ColdSniper: They are capable of ''sniping'' Operators caught in the sandstorm anywhere on the map. This, coupled with their high ATK stat, makes them extremely dangerous to an affected Operator.
* EliteMook: 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".
to:
* AchillesHeel: Operators not caught in a sandstorm, if forced into a melee combat, DrawAggro: From whoever's blocking them.
* DuelBoss: Once they are blocked, they will onlyuse take damage from the blocking Operator, making it a melee 1v1 battle.
* DuelToTheDeath: What happens when you try to block one. The Brave/Champion will force the blocking operator into an 1v1, with both forced to attackwhich only deal a small amount of damage.
* ColdSniper: They are capable of ''sniping'' Operators caught in the sandstorm anywhere on the map. This, coupled with their high ATK stat, makes them extremely dangerous to an affected Operator.
* EliteMook: 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".each other.
* DuelBoss: Once they are blocked, they will only
* DuelToTheDeath: What happens when you try to block one. The Brave/Champion will force the blocking operator into an 1v1, with both forced to attack
* ColdSniper: They are capable of ''sniping'' Operators caught in the sandstorm anywhere on the map. This, coupled with their high ATK stat, makes them extremely dangerous to an affected Operator.
* EliteMook: 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".
Changed line(s) 1870,1874 (click to see context) from:
[[folder:"Redmark" Infiltrator]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkinfiltrator.png]]
->'''Other variations:''' Elite "Redsign" Infiltrator, Holographic Illusion, Holographic Illusion [=MK2=]
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkinfiltrator.png]]
->'''Other variations:''' Elite "Redsign" Infiltrator, Holographic Illusion, Holographic Illusion [=MK2=]
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.
to:
[[folder:Originiutant Puppet]]
[[quoteright:150:https://static.tvtropes.
->'''Other variations:''' Elite "Redsign" Infiltrator, Holographic Illusion, Holographic Illusion [=MK2=]
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
Human remains parasitized and
Changed line(s) 1876 (click to see context) from:
* MesACrowd: They can project a holographic copy of them if attacked for the first time, until the copy is destroyed, they can easily pass through a defensive line.
to:
* MesACrowd: OurZombiesAreDifferent: They can project a holographic copy of them if attacked for are the first time, (and only, until the copy is destroyed, they can easily pass introduction of Dublinn Flamecallers and Flamechaser Guards) true undead unit introduced, as the Possessed Soldiers and Junkmen are half-dead (but self-aware) people controlled through a defensive line.Mephisto's Arts.
Changed line(s) 1879,1883 (click to see context) from:
[[folder:Originiutant Excrescence]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantexcrescence.png]]
->'''Other variations:''' Originiutant Tumor
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantexcrescence.png]]
->'''Other variations:''' Originiutant Tumor
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.
to:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:''' Mutant Sand Beast α
Swift, omnivorous desert beasts trained by the Sargonians as hunting partners, they have become infected with Originiutants. Divides into two Originiutant
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
Changed line(s) 1885 (click to see context) from:
* ZergRush: Their entire modus operandi; especially the Tumors, which can all but paralyze melee Operators.
to:
* ZergRush: Their entire modus operandi; especially BearsAreBadNews: Its model appears to be based upon a bear, and it's infected with something that seems to be on the Tumors, which can all but paralyze melee Operators.same threat level as the [[EldritchAbomination Seaborn]] from ''Under Tides''.
Changed line(s) 1888,1896 (click to see context) from:
!Siesta Units
!!!Little Black Sheep (introduced in ''So Long, Adele'')
[[folder:General]]
* PiecesOfGod: These are clones of Dolly that developed their own personalities, not unlike the [[spoiler:Sui siblings]]. The finale of "So Long, Adele" reveals that [[spoiler:their personalities are copies of people that Dolly deemed "interesting" during his long life.]]
* KillerRabbit: Despite looking like cute pink-colored sheep, these guys are actually deadly and are just as capable in doing damage to your operators.
* RidiculouslyCuteCritter: They are literally ''pink sheep''.
* StickyFingers: 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.''
!!!Little Black Sheep (introduced in ''So Long, Adele'')
[[folder:General]]
* PiecesOfGod: These are clones of Dolly that developed their own personalities, not unlike the [[spoiler:Sui siblings]]. The finale of "So Long, Adele" reveals that [[spoiler:their personalities are copies of people that Dolly deemed "interesting" during his long life.]]
* KillerRabbit: Despite looking like cute pink-colored sheep, these guys are actually deadly and are just as capable in doing damage to your operators.
* RidiculouslyCuteCritter: They are literally ''pink sheep''.
* StickyFingers: 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.''
to:
!!!Little Black Sheep (introduced in ''So Long, Adele'')
[[folder:General]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantrockspider.png]]
->'''Other variations:''' Mutant Rock Spider α
Sargonian arachnids parasitized by Originiutants. Divides into three Originiutant Excrescences on death, or Tumors if it's an α variant.
----
*
* KillerRabbit: Despite looking like cute pink-colored sheep, these guys are
* RidiculouslyCuteCritter: They are literally ''pink sheep''.
* StickyFingers: Some of
-->''You're going to humiliate me. Don't tell people my clones are kleptomaniacs.''
Changed line(s) 1899,1901 (click to see context) from:
[[folder:Hot Spring 'Mischievous Rascal']]
->'''Other variations:''' Hot Spring 'Jolly Rascal'
A sheep familiar wearing a traffic cone. Spawns a Carmine Steam on the spot when defeated.
->'''Other variations:''' Hot Spring 'Jolly Rascal'
A sheep familiar wearing a traffic cone. Spawns a Carmine Steam on the spot when defeated.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantgiantrockspider.png]]
->'''Other variations:'''
A
----
* BigCreepyCrawlies: Even bigger and meaner than a
* MookMaker: Spits out an Originiutant Excrescence or Tumor every 5 seconds, which can build up quickly if multiple Giant Rock Spiders are active at once.
Changed line(s) 1904,1906 (click to see context) from:
[[folder:Fashion Street 'Hearty Heavy']]
->'''Other variations:''' Fashion Street 'Robust Heavy'
A sheep familiar carrying a frisbee. Has a ranged attack and also spawns a Carmine Steam on the spot when defeated.
->'''Other variations:''' Fashion Street 'Robust Heavy'
A sheep familiar carrying a frisbee. Has a ranged attack and also spawns a Carmine Steam on the spot when defeated.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutant.png]]
->'''Other variations:'''
A
----
* ArmoredButFrail: 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.
* MightyGlacier: 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
Changed line(s) 1909,1911 (click to see context) from:
[[folder:Fashion Street 'Ordinary Aviator']]
->'''Other variations:''' Fashion Street 'Hyperactive Aviator'
A sheep familiar wearing aviation gear. Has Low-Altitude Hovering and even though they have no attack by themselves, they can grab on a 'Hearty Heavy' to gain a ranged attack.
->'''Other variations:''' Fashion Street 'Hyperactive Aviator'
A sheep familiar wearing aviation gear. Has Low-Altitude Hovering and even though they have no attack by themselves, they can grab on a 'Hearty Heavy' to gain a ranged attack.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkeradicator.png]]
->'''Other variations:'''
A
Changed line(s) 1913,1915 (click to see context) from:
* AchillesHeel: 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.
* DisneyDeath: 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.
* MaybeMagicMaybeMundane: They are often mistaken for pink clouds by Siestans, leading to legends of pink clouds surrounding the volcano that were often dismissed as exaggerations.
* DisneyDeath: 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.
* MaybeMagicMaybeMundane: They are often mistaken for pink clouds by Siestans, leading to legends of pink clouds surrounding the volcano that were often dismissed as exaggerations.
to:
* AchillesHeel: Disabling status effects (stun, frozen, sleep) Operators not caught in a sandstorm, if forced into a melee combat, they will cause the Aviator to lose its Low-Altitude Hovering, becoming a ground unit that uses only use a melee attack when blocked. This also disables its ability to carry Hearty Heavies.
* DisneyDeath: 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 only deal a disabling status effect while over the pit.
small amount of damage.
*MaybeMagicMaybeMundane: ColdSniper: They are often mistaken capable of ''sniping'' Operators caught in the sandstorm anywhere on the map. This, coupled with their high ATK stat, makes them extremely dangerous to an affected Operator.
* EliteMook: Unusually forpink clouds by Siestans, leading to legends of pink clouds surrounding the volcano that were often dismissed infantry presented for ''Operation: Originium Dust'', these enemies are always categorized as exaggerations.an Elite Enemy, making them the only enemy group to lack a Common Enemy representing the "Redmarks".
* DisneyDeath: Their path in some operations take them over bottomless pits,
*
* EliteMook: Unusually for
Changed line(s) 1918,1920 (click to see context) from:
[[folder:Hot Spring 'Wandering Vagrant']]
->'''Other variations:''' Hot Spring 'Wandering Slider'
A sheep familiar wearing skating equipment. Has invisibility, and can carry a 'Mischievous Rascal' on them which also gives them the ability to spawn Carmine Steam on tiles that they pass through.
->'''Other variations:''' Hot Spring 'Wandering Slider'
A sheep familiar wearing skating equipment. Has invisibility, and can carry a 'Mischievous Rascal' on them which also gives them the ability to spawn Carmine Steam on tiles that they pass through.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkinfiltrator.png]]
->'''Other variations:'''
A
Changed line(s) 1922 (click to see context) from:
* TheSneakyGuy: They are invisible until blocked.
to:
* TheSneakyGuy: MesACrowd: They are invisible can project a holographic copy of them if attacked for the first time, until blocked.the copy is destroyed, they can easily pass through a defensive line.
Changed line(s) 1925,1927 (click to see context) from:
[[folder:'Big Fella']]
->'''Other variations:''' 'Big Man'
A large fluffy critter that sometimes unintentionally eats its own kin. Spawns a 'Mischievous Rascal' on first attack, or when defeated.
->'''Other variations:''' 'Big Man'
A large fluffy critter that sometimes unintentionally eats its own kin. Spawns a 'Mischievous Rascal' on first attack, or when defeated.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantexcrescence.png]]
->'''Other variations:'''
A large fluffy critter that sometimes unintentionally eats its own kin. Spawns a 'Mischievous Rascal' on first attack, or when defeated.
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.
Changed line(s) 1929 (click to see context) from:
* BigEater: 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.
to:
* BigEater: Is not picky with what it eats, to ZergRush: Their entire modus operandi; especially the point that it will sometimes eat the other familiars and then spit them back out as ammo for their attacks.Tumors, which can all but paralyze melee Operators.
Changed line(s) 1932,1939 (click to see context) from:
[[folder:Urban 'Whirlwind Walker']]
->'''Other variations:''' Urban 'Tornado Trendsetter'
Two familiars that got entangled with each other from fighting over cotton candy. Explodes on first attack to deal Arts damage, leaving behind a 'Mischievous Rascal' and a 'Hearty Heavy'.
----
* ActionBomb: 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.
* FlunkyBoss: Spawns a 'Mischievous Rascal' and a 'Hearty Heavy' after death.
* StickyFingers: 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!''
->'''Other variations:''' Urban 'Tornado Trendsetter'
Two familiars that got entangled with each other from fighting over cotton candy. Explodes on first attack to deal Arts damage, leaving behind a 'Mischievous Rascal' and a 'Hearty Heavy'.
----
* ActionBomb: 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.
* FlunkyBoss: Spawns a 'Mischievous Rascal' and a 'Hearty Heavy' after death.
* StickyFingers: 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!''
to:
->'''Other variations:''' Urban 'Tornado Trendsetter'
Two familiars
!!!Little Black Sheep (introduced in ''So Long, Adele'')
[[folder:General]]
* PiecesOfGod: These are clones of Dolly that
* KillerRabbit: Despite looking like cute pink-colored sheep, these guys are actually deadly and
----
* ActionBomb: Blows up on the first time they attack, dealing Arts
*
* StickyFingers:
-->''The main reason
-->''You're going to humiliate me. Don't tell people my clones are kleptomaniacs.''
Changed line(s) 1942,1945 (click to see context) from:
[[folder:'Fluffy Buddy']]
A sheep familiar that hides in the map. Appears as a blur of blue static until covered in Steam, at which point they explode and either heal or inflict Arts damage, plus leaving behind more Steam of the same color.
----
* HelpfulMook: 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.
A sheep familiar that hides in the map. Appears as a blur of blue static until covered in Steam, at which point they explode and either heal or inflict Arts damage, plus leaving behind more Steam of the same color.
----
* HelpfulMook: 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.
to:
->'''Other variations:''' Hot Spring 'Jolly Rascal'
A sheep familiar
----
* HelpfulMook: 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
Changed line(s) 1948,1951 (click to see context) from:
[[folder:Fashion Street 'Stellar Caster']]
->'''Other variations:''' Fashion Street 'Supernova Caster'
A sheep familiar carrying a witch's gear from a divination shop. Attack up to three operators at a time if standing in Carmine Steam.
----
->'''Other variations:''' Fashion Street 'Supernova Caster'
A sheep familiar carrying a witch's gear from a divination shop. Attack up to three operators at a time if standing in Carmine Steam.
----
to:
[[folder:Fashion Street 'Stellar Caster']]
'Hearty Heavy']]
->'''Other variations:''' Fashion Street'Supernova Caster'
'Robust Heavy'
A sheep familiar carrying awitch's gear from frisbee. Has a divination shop. Attack up to three operators at ranged attack and also spawns a time if standing in Carmine Steam.
----Steam on the spot when defeated.
->'''Other variations:''' Fashion Street
A sheep familiar carrying a
----
Changed line(s) 1954,1956 (click to see context) from:
!!Ursus Units
!!!Ursus Imperial Army and civilians (Introduced in Chapter 8)
[[folder:General]]
!!!Ursus Imperial Army and civilians (Introduced in Chapter 8)
[[folder:General]]
to:
!!!Ursus Imperial Army
->'''Other variations:''' Fashion Street 'Hyperactive Aviator'
A sheep familiar wearing aviation gear. Has Low-Altitude Hovering and
[[folder:General]]
Changed line(s) 1958 (click to see context) from:
* SecretAIMoves: The ability to use ranged attacks, they only use it on allied units (friendly [=NPCs=]) and ''never'' on active Operators.
to:
* SecretAIMoves: The AchillesHeel: 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 use ranged attacks, they only use it on allied units (friendly [=NPCs=]) carry Hearty Heavies.
* DisneyDeath: Their path in some operations take them over bottomless pits, which can result in the Aviator and''never'' on active Operators.its potential Heavy passenger falling to their doom if it receives a disabling status effect while over the pit.
* MaybeMagicMaybeMundane: They are often mistaken for pink clouds by Siestans, leading to legends of pink clouds surrounding the volcano that were often dismissed as exaggerations.
* DisneyDeath: Their path in some operations take them over bottomless pits, which can result in the Aviator and
* MaybeMagicMaybeMundane: They are often mistaken for pink clouds by Siestans, leading to legends of pink clouds surrounding the volcano that were often dismissed as exaggerations.
Changed line(s) 1961,1964 (click to see context) from:
[[folder:Ursus Civilian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_081.png]]
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.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_081.png]]
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.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_081.png]]
Harmless civilians
->'''Other variations:''' Hot Spring 'Wandering Slider'
A sheep familiar wearing skating equipment. Has invisibility, and can carry a 'Mischievous Rascal' on them which also gives them the ability to spawn Carmine Steam on tiles that
Changed line(s) 1966,1968 (click to see context) from:
* AssholeVictim: Hard to shed a tear for them when they get massacred in [=JT8-1=], considering what they did with the infected ones and [[ArsonMurderAndJaywalking being as unhelpful as possible in battle]].
* EscortMission: Their very presence creates one. Letting them die is equivalent to leaking an enemy, and considering that they're [[TooDumbToLive pretty suicidal]] in [[ThatOneLevel some levels]]...
* ManOnFire: In [=JT8-1=], the first victim of Talulah's rampage is [[CruelAndUnusualDeath slowly burned alive]]. The rest of the Civilians at least get a quicker death.
* EscortMission: Their very presence creates one. Letting them die is equivalent to leaking an enemy, and considering that they're [[TooDumbToLive pretty suicidal]] in [[ThatOneLevel some levels]]...
* ManOnFire: In [=JT8-1=], the first victim of Talulah's rampage is [[CruelAndUnusualDeath slowly burned alive]]. The rest of the Civilians at least get a quicker death.
to:
* AssholeVictim: Hard to shed a tear for them when they get massacred in [=JT8-1=], considering what they did with the infected ones and [[ArsonMurderAndJaywalking being as unhelpful as possible in battle]].
* EscortMission: Their very presence creates one. Letting them die is equivalent to leaking an enemy, and considering that they're [[TooDumbToLive pretty suicidal]] in [[ThatOneLevel some levels]]...
* ManOnFire: In [=JT8-1=], the first victim of Talulah's rampage is [[CruelAndUnusualDeath slowly burned alive]]. The rest of the Civilians at least get a quicker death.TheSneakyGuy: They are invisible until blocked.
* EscortMission: Their very presence creates one. Letting them die is equivalent to leaking an enemy, and considering that they're [[TooDumbToLive pretty suicidal]] in [[ThatOneLevel some levels]]...
* ManOnFire: In [=JT8-1=], the first victim of Talulah's rampage is [[CruelAndUnusualDeath slowly burned alive]]. The rest of the Civilians at least get a quicker death.
Changed line(s) 1971,1974 (click to see context) from:
[[folder:Ursus Mangler]]
->'''Other variations:''' Ursus Mangler Packmother
A ruthless pack beast trained by the Ursus military.
->'''Other variations:''' Ursus Mangler Packmother
A ruthless pack beast trained by the Ursus military.
to:
->'''Other variations:'''
A
Changed line(s) 1976 (click to see context) from:
* UndergroundMonkey: They are essentially Reunion Hounds that boast better stats, making them more threatening in numbers.
to:
* UndergroundMonkey: They are essentially Reunion Hounds BigEater: Is not picky with what it eats, to the point that boast better stats, making it will sometimes eat the other familiars and then spit them more threatening in numbers.back out as ammo for their attacks.
Changed line(s) 1979,1983 (click to see context) from:
[[folder:Infected Patrol Captain]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_082.png]]
->'''Other variations''': Elite Infected Patrol Captain
Vanguards from the Ursus Army in charge of hunting down infected civilians.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_082.png]]
->'''Other variations''': Elite Infected Patrol Captain
Vanguards from the Ursus Army in charge of hunting down infected civilians.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_082.png]]
->'''Other
Vanguards
Two familiars that got entangled with each other from
Changed line(s) 1985,1989 (click to see context) from:
* ZeroPercentApprovalRating: 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.
* LongRangeFighter: They can target the Ursus Civilians and Talulah the Fighter using throwing knives.
* NonIndicativeName: 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.
* SociopathicSoldier: 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. [[GameplayAndStoryIntegration This is even a part of gameplay]], as all of the Ursus troops in Chapter 8 ''actively prioritize attacking civilians over Operators.''
* WouldHarmASenior: [[spoiler:They have no qualms about offing old people, as Ivan would find out later.]]
* LongRangeFighter: They can target the Ursus Civilians and Talulah the Fighter using throwing knives.
* NonIndicativeName: 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.
* SociopathicSoldier: 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. [[GameplayAndStoryIntegration This is even a part of gameplay]], as all of the Ursus troops in Chapter 8 ''actively prioritize attacking civilians over Operators.''
* WouldHarmASenior: [[spoiler:They have no qualms about offing old people, as Ivan would find out later.]]
to:
* ZeroPercentApprovalRating: Forget their enemies, ActionBomb: Blows up on 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.
* LongRangeFighter: They can target the Ursus Civilians and Talulah the Fighter using throwing knives.
* NonIndicativeName: Despite the "captain" in their name,first time they are the most commonly encountered attack, dealing Arts damage to whoever is unlucky enough to block them. And unlike some other enemies in Chapter 8, making them more akin to specialized regular soldiers than those holding high ranking positions within that also explode on death (i.e. infused Originium slugs), this ''cannot'' be stopped using Silence status effect.
* FlunkyBoss: Spawns a 'Mischievous Rascal' and a 'Hearty Heavy' after death.
* StickyFingers: Both literally (cotton candy is ''sticky'') and also figuratively from their flavor text.
-->''The main reason thearmy.
* SociopathicSoldier: Described as greedy and cold-blooded, the patrols don't give a crap about human life, asCandy House grandpa is so angry is because they constantly persecute and murder innocent infected villagers. [[GameplayAndStoryIntegration This is even a part of gameplay]], as all of the Ursus troops in Chapter 8 ''actively prioritize attacking civilians over Operators.''
* WouldHarmASenior: [[spoiler:They have no qualms about offing old people, as Ivan would find out later.]]snatched his wig off too!''
* LongRangeFighter: They can target the Ursus Civilians and Talulah the Fighter using throwing knives.
* NonIndicativeName: Despite the "captain" in their name,
* FlunkyBoss: Spawns a 'Mischievous Rascal' and a 'Hearty Heavy' after death.
* StickyFingers: Both literally (cotton candy is ''sticky'') and also figuratively from their flavor text.
-->''The main reason the
* SociopathicSoldier: Described as greedy and cold-blooded, the patrols don't give a crap about human life, as
* WouldHarmASenior: [[spoiler:They have no qualms about offing old people, as Ivan would find out later.]]
Changed line(s) 1992,1995 (click to see context) from:
[[folder:Ursus Assault Crossbowman]]
-> '''Other variations''': Elite Ursus Assault Crossbowman
Ranged attackers for the Ursus Imperial Army, carrying a jet pack to launch surprise attacks.
-> '''Other variations''': Elite Ursus Assault Crossbowman
Ranged attackers for the Ursus Imperial Army, carrying a jet pack to launch surprise attacks.
to:
-> '''Other variations''': Elite Ursus Assault Crossbowman
Ranged attackers for
A sheep familiar that hides in the
Changed line(s) 1997,1999 (click to see context) from:
* StraightForTheCommander: Another of their priorities; they will target Talulah the Fighter and will prioritize her over active Operators.
* UndergroundMonkey: They function similarly to their Reunion counterparts, but carrying a crossbow instead of a melee weapon.
* WouldNotShootACivilian: Inverted. They will prioritize shooting at Ursus Civilians over Operators.
* UndergroundMonkey: They function similarly to their Reunion counterparts, but carrying a crossbow instead of a melee weapon.
* WouldNotShootACivilian: Inverted. They will prioritize shooting at Ursus Civilians over Operators.
to:
* StraightForTheCommander: Another of their priorities; HelpfulMook: If covered in Pure White Steam, they will target Talulah the Fighter heal your operators and will prioritize her over active Operators.
* UndergroundMonkey: They function similarly to their Reunion counterparts, but carrying a crossbow instead of a melee weapon.
* WouldNotShootACivilian: Inverted.leave behind more Pure White Steam. They will prioritize shooting at Ursus Civilians over Operators.explode for Arts damage if covered in Carmine Steam, however.
* UndergroundMonkey: They function similarly to their Reunion counterparts, but carrying a crossbow instead of a melee weapon.
* WouldNotShootACivilian: Inverted.
Changed line(s) 2002,2005 (click to see context) from:
[[folder:Ursus Armored Caster]]
-> '''Other variations''': Elite Ursus Armored Caster
Casters that serve under the Ursus Imperial Army.
-> '''Other variations''': Elite Ursus Armored Caster
Casters that serve under the Ursus Imperial Army.
to:
-> '''Other variations''': Elite Ursus Armored Caster
Casters that serve under the Ursus Imperial Army.
->'''Other variations:''' Fashion Street 'Supernova Caster'
A sheep familiar carrying a witch's gear from a divination shop. Attack up to three operators at a time if standing in Carmine Steam.
Deleted line(s) 2007,2009 (click to see context) :
* StraightForTheCommander: Another of their priorities; they will use their Arts on Talulah the Fighter and will prioritize her over active Operators.
* SquishyWizard: Subverted. They are surprisingly durable thanks to the armor they're wearing (hence the name), giving them much more protection compared to the other casters.
* WouldNotShootACivilian: Inverted. They will prioritize using ranged Arts at Ursus Civilians over Operators.
* SquishyWizard: Subverted. They are surprisingly durable thanks to the armor they're wearing (hence the name), giving them much more protection compared to the other casters.
* WouldNotShootACivilian: Inverted. They will prioritize using ranged Arts at Ursus Civilians over Operators.
Changed line(s) 2012,2015 (click to see context) from:
[[folder:Guerrilla Herald]]
->'''Other variations:''' Guerrilla Herald Leader
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.
->'''Other variations:''' Guerrilla Herald Leader
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.
to:
->'''Other variations:''' Guerrilla Herald Leader
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.
!!!Ursus Imperial Army and civilians (Introduced in Chapter 8)
[[folder:General]]
Changed line(s) 2017,2019 (click to see context) from:
* PaletteSwap: Of the Reunion Technical Scout. They sport the same general moveset and aura-based abilities, but whereas Tech Scouts offer the enemy team TrueSight, Heralds provide a StatusBuff to every non-Herald unit on the map instead.
* SupportPartyMember: While they can't fight very well, their global buffing abilities make them a priority target to take out whenever they appear.
* StatusBuff: 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.
* SupportPartyMember: While they can't fight very well, their global buffing abilities make them a priority target to take out whenever they appear.
* StatusBuff: 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.
to:
* PaletteSwap: Of the Reunion Technical Scout. They sport the same general moveset and aura-based abilities, but whereas Tech Scouts offer the enemy team TrueSight, Heralds provide a StatusBuff SecretAIMoves: The ability to every non-Herald unit on the map instead.
* SupportPartyMember: Whileuse ranged attacks, they can't fight very well, their global buffing abilities make them a priority target to take out whenever they appear.
* StatusBuff: Grants all enemies +10% ATKonly use it on allied units (friendly [=NPCs=]) 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.''never'' on active Operators.
* SupportPartyMember: While
* StatusBuff: Grants all enemies +10% ATK
Changed line(s) 2022,2025 (click to see context) from:
[[folder:Ursus Raider]]
->'''Other variations:''' Ursus Raider Leader
Imperial soldiers trained to break enemy lines. They prioritize attacking civilians and can only be blocked by Operators with 2 block or higher.
->'''Other variations:''' Ursus Raider Leader
Imperial soldiers trained to break enemy lines. They prioritize attacking civilians and can only be blocked by Operators with 2 block or higher.
to:
[[folder:Ursus Raider]]
->'''Other variations:''' Ursus Raider Leader
Imperial soldiers trained to break enemy lines. They prioritize attackingCivilian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_081.png]]
Harmless civiliansand can only that will attempt to flee to blue boxes for safety. Players must protect them, as letting a Civilian die will be blocked by Operators with 2 block or higher.counted as a life loss.
->'''Other variations:''' Ursus Raider Leader
Imperial soldiers trained to break enemy lines. They prioritize attacking
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_081.png]]
Harmless civilians
Changed line(s) 2027,2028 (click to see context) from:
* EliteMook: Being stronger than the Captains, they count as two enemies when blocking--this makes them a threat to those with only one block as they simply pass through them.
* LongRangeFighter: Like Captains, they will pull out a knife and use it on Ursus Civilians and Talulah the Fighter.
* LongRangeFighter: Like Captains, they will pull out a knife and use it on Ursus Civilians and Talulah the Fighter.
to:
* EliteMook: Being stronger than the Captains, AssholeVictim: Hard to shed a tear for them when they count get massacred in [=JT8-1=], considering what they did with the infected ones and [[ArsonMurderAndJaywalking being as two enemies when blocking--this makes unhelpful as possible in battle]].
* EscortMission: Their very presence creates one. Letting thema threat die is equivalent to those with only one block as they simply pass through them.
* LongRangeFighter: Like Captains, they will pull out a knifeleaking an enemy, and use it on Ursus considering that they're [[TooDumbToLive pretty suicidal]] in [[ThatOneLevel some levels]]...
* ManOnFire: In [=JT8-1=], the first victim of Talulah's rampage is [[CruelAndUnusualDeath slowly burned alive]]. The rest of the Civiliansand Talulah the Fighter.at least get a quicker death.
* EscortMission: Their very presence creates one. Letting them
* LongRangeFighter: Like Captains, they will pull out a knife
* ManOnFire: In [=JT8-1=], the first victim of Talulah's rampage is [[CruelAndUnusualDeath slowly burned alive]]. The rest of the Civilians
Changed line(s) 2031,2034 (click to see context) from:
[[folder:Imperial Striker]]
->'''Other variations:''' Elite Imperial Striker
The heavy soldiers of the Ursus Imperial Army who can launch with harpoons at range and use a spiked tip at melee range. Their attack power will double once they drop below half health.
->'''Other variations:''' Elite Imperial Striker
The heavy soldiers of the Ursus Imperial Army who can launch with harpoons at range and use a spiked tip at melee range. Their attack power will double once they drop below half health.
to:
->'''Other variations:'''
The heavy soldiers of
A ruthless pack beast trained by the Ursus
Changed line(s) 2036,2039 (click to see context) from:
* GiantMook: Of the Ursus Imperial Army, their imposing height and muscular build makes them suitable for taking on stronger Operators.
* HarpoonGun: They carry a wrist-mounted harpoon launcher as their primary weapon. They only use it on allied units such as Talulah the Fighter and Ursus Civilians, otherwise they will simply stab blocking Operators with it.
* MightyGlacier: Their movement speed isn't that fast, but they make up with high mixed bulk and strong attacks.
* TurnsRed: 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.
* HarpoonGun: They carry a wrist-mounted harpoon launcher as their primary weapon. They only use it on allied units such as Talulah the Fighter and Ursus Civilians, otherwise they will simply stab blocking Operators with it.
* MightyGlacier: Their movement speed isn't that fast, but they make up with high mixed bulk and strong attacks.
* TurnsRed: 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.
to:
* GiantMook: Of the Ursus Imperial Army, their imposing height and muscular build makes UndergroundMonkey: They are essentially Reunion Hounds that boast better stats, making them suitable for taking on stronger Operators.
* HarpoonGun: They carry a wrist-mounted harpoon launcher as their primary weapon. They only use it on allied units such as Talulah the Fighter and Ursus Civilians, otherwise they will simply stab blocking Operators with it.
* MightyGlacier: Their movement speed isn't that fast, but they make up with high mixed bulk and strong attacks.
* TurnsRed: 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.more threatening in numbers.
* HarpoonGun: They carry a wrist-mounted harpoon launcher as their primary weapon. They only use it on allied units such as Talulah the Fighter and Ursus Civilians, otherwise they will simply stab blocking Operators with it.
* MightyGlacier: Their movement speed isn't that fast, but they make up with high mixed bulk and strong attacks.
* TurnsRed: 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.
Changed line(s) 2042,2045 (click to see context) from:
[[folder:Imperial Artillery Targeteer]]
->'''Other variations:''' Imperial Artillery Core Targeteer
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.
->'''Other variations:''' Imperial Artillery Core Targeteer
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.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_082.png]]
->'''Other
Heavily armored drones who don't attack manually but mark targets for
Vanguards from the Ursus
Changed line(s) 2047,2048 (click to see context) from:
* DeathFromAbove: Calls in artillery strikes from above to do massive splash damage.
* MightyGlacier: They deal massive damage, have sturdy defenses, and pack massive amounts of HP, but they're extremely slow to compensate.
* MightyGlacier: They deal massive damage, have sturdy defenses, and pack massive amounts of HP, but they're extremely slow to compensate.
to:
* DeathFromAbove: Calls in artillery strikes from above to do massive splash damage.
* MightyGlacier: They deal massive damage, have sturdy defenses, and pack massive amountsZeroPercentApprovalRating: Forget their enemies, the description of HP, but the Elite Patrol Captain says that they're extremely slow generally despised by the soldiers and city officials of Ursus alike, despite their shared anti-Infected stance.
* LongRangeFighter: They can target the Ursus Civilians and Talulah the Fighter using throwing knives.
* NonIndicativeName: Despite the "captain" in their name, they are the most commonly encountered enemies in Chapter 8, making them more akin tocompensate.specialized regular soldiers than those holding high ranking positions within the army.
* SociopathicSoldier: 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. [[GameplayAndStoryIntegration This is even a part of gameplay]], as all of the Ursus troops in Chapter 8 ''actively prioritize attacking civilians over Operators.''
* WouldHarmASenior: [[spoiler:They have no qualms about offing old people, as Ivan would find out later.]]
* MightyGlacier: They deal massive damage, have sturdy defenses, and pack massive amounts
* LongRangeFighter: They can target the Ursus Civilians and Talulah the Fighter using throwing knives.
* NonIndicativeName: Despite the "captain" in their name, they are the most commonly encountered enemies in Chapter 8, making them more akin to
* SociopathicSoldier: 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. [[GameplayAndStoryIntegration This is even a part of gameplay]], as all of the Ursus troops in Chapter 8 ''actively prioritize attacking civilians over Operators.''
* WouldHarmASenior: [[spoiler:They have no qualms about offing old people, as Ivan would find out later.]]
Changed line(s) 2051,2057 (click to see context) from:
!Great Yan Units
!!!Ink Spirits (Introduced in ''Who is Real'')
[[folder:"Angry"]]
->'''Other variations:''' Anxious "Angry"
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.
!!!Ink Spirits (Introduced in ''Who is Real'')
[[folder:"Angry"]]
->'''Other variations:''' Anxious "Angry"
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.
to:
!!!Ink Spirits (Introduced in ''Who is Real'')
[[folder:"Angry"]]
->'''Other variations:''' Anxious "Angry"
A fast-moving, ill-tempered Ink Spirit. Like all of their Ink Spirit brethren, they can exploit
-> '''Other variations''': Elite Ursus Assault Crossbowman
Ranged attackers for the
Changed line(s) 2059 (click to see context) from:
to:
* StraightForTheCommander: Another of their priorities; they will target Talulah the Fighter and will prioritize her over active Operators.
* UndergroundMonkey: They function similarly to their Reunion counterparts, but carrying a crossbow instead of a melee weapon.
* WouldNotShootACivilian: Inverted. They will prioritize shooting at Ursus Civilians over Operators.
* UndergroundMonkey: They function similarly to their Reunion counterparts, but carrying a crossbow instead of a melee weapon.
* WouldNotShootACivilian: Inverted. They will prioritize shooting at Ursus Civilians over Operators.
Changed line(s) 2062,2066 (click to see context) from:
[[folder:"Bitey"]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_143_1.png]]
->'''Other variations:''' Serious "Bitey"
A basic Ink Spirit with a curious, sociable personality.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_143_1.png]]
->'''Other variations:''' Serious "Bitey"
A basic Ink Spirit with a curious, sociable personality.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_143_1.png]]
->'''Other variations:''' Serious "Bitey"
A basic Ink Spirit with a curious, sociable personality.
-> '''Other variations''': Elite Ursus Armored Caster
Casters that serve under the Ursus Imperial Army.
Changed line(s) 2068 (click to see context) from:
to:
* StraightForTheCommander: Another of their priorities; they will use their Arts on Talulah the Fighter and will prioritize her over active Operators.
* SquishyWizard: Subverted. They are surprisingly durable thanks to the armor they're wearing (hence the name), giving them much more protection compared to the other casters.
* WouldNotShootACivilian: Inverted. They will prioritize using ranged Arts at Ursus Civilians over Operators.
* SquishyWizard: Subverted. They are surprisingly durable thanks to the armor they're wearing (hence the name), giving them much more protection compared to the other casters.
* WouldNotShootACivilian: Inverted. They will prioritize using ranged Arts at Ursus Civilians over Operators.
Changed line(s) 2071,2074 (click to see context) from:
[[folder:"Stabby"]]
->'''Other variations:''' Flanking "Stabby"
A prideful Ink Spirit whose ranged attacks prioritize attacking Operators with the opposite attribute as itself.
->'''Other variations:''' Flanking "Stabby"
A prideful Ink Spirit whose ranged attacks prioritize attacking Operators with the opposite attribute as itself.
to:
->'''Other variations:'''
A prideful Ink Spirit whose ranged attacks
Imperial soldiers trained to break enemy lines. They prioritize attacking civilians and can only be blocked by Operators with
Changed line(s) 2076 (click to see context) from:
to:
* EliteMook: Being stronger than the Captains, they count as two enemies when blocking--this makes them a threat to those with only one block as they simply pass through them.
* LongRangeFighter: Like Captains, they will pull out a knife and use it on Ursus Civilians and Talulah the Fighter.
* LongRangeFighter: Like Captains, they will pull out a knife and use it on Ursus Civilians and Talulah the Fighter.
Changed line(s) 2079,2082 (click to see context) from:
[[folder:"Lazy"]]
->'''Other variations:''' Unmoving "Lazy"
A massive, sedentary Ink Spirit with equally massive bulk and the ability to draw Operator fire to itself.
->'''Other variations:''' Unmoving "Lazy"
A massive, sedentary Ink Spirit with equally massive bulk and the ability to draw Operator fire to itself.
to:
->'''Other variations:'''
A massive, sedentary Ink Spirit
The heavy soldiers of the Ursus Imperial Army who can launch with
Changed line(s) 2084 (click to see context) from:
to:
* GiantMook: Of the Ursus Imperial Army, their imposing height and muscular build makes them suitable for taking on stronger Operators.
* HarpoonGun: They carry a wrist-mounted harpoon launcher as their primary weapon. They only use it on allied units such as Talulah the Fighter and Ursus Civilians, otherwise they will simply stab blocking Operators with it.
* MightyGlacier: Their movement speed isn't that fast, but they make up with high mixed bulk and strong attacks.
* TurnsRed: 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.
* HarpoonGun: They carry a wrist-mounted harpoon launcher as their primary weapon. They only use it on allied units such as Talulah the Fighter and Ursus Civilians, otherwise they will simply stab blocking Operators with it.
* MightyGlacier: Their movement speed isn't that fast, but they make up with high mixed bulk and strong attacks.
* TurnsRed: 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.
Changed line(s) 2087,2090 (click to see context) from:
[[folder:"Smarty"]]
->'''Other variations:''' Dazzled "Smarty"
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.
->'''Other variations:''' Dazzled "Smarty"
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.
to:
->'''Other variations:'''
A lively Ink Spirit with low stats,
Heavily armored drones who don't attack manually but
Changed line(s) 2092,2093 (click to see context) from:
* ActionBomb: 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.
* HoistByTheirOwnPetard: They can get themselves killed by their own carelessness if two "Smarties" with different Hui/Ming attributes get close to each other. Sadly, it ''[[OneHitKill won't be pretty]]'' if your operators get caught in the ensuing blast.
* HoistByTheirOwnPetard: They can get themselves killed by their own carelessness if two "Smarties" with different Hui/Ming attributes get close to each other. Sadly, it ''[[OneHitKill won't be pretty]]'' if your operators get caught in the ensuing blast.
to:
* ActionBomb: It will explode upon getting killed, dealing quadruple their ATK Arts damage DeathFromAbove: Calls in the surrounding tiles. If two opposing Smarties meet, the resulting explosion will artillery strikes from above to do massive splash damage.
* MightyGlacier: They dealanywhere between ''1350% to 1650%'' of their ATK as Arts massive damage, which will almost certainly one-shot whatever is in range.
* HoistByTheirOwnPetard: They can get themselves killed by their own carelessness if two "Smarties" with different Hui/Ming attributes get closehave sturdy defenses, and pack massive amounts of HP, but they're extremely slow to each other. Sadly, it ''[[OneHitKill won't be pretty]]'' if your operators get caught in the ensuing blast.compensate.
* MightyGlacier: They deal
* HoistByTheirOwnPetard: They can get themselves killed by their own carelessness if two "Smarties" with different Hui/Ming attributes get close
Changed line(s) 2096,2099 (click to see context) from:
[[folder:"Blindey"]]
->'''Other variations:''' Indefatigable "Blindey"
A reckless Ink Spirit with above-average stats and the ability to pass through any Operator without the same attribute as itself.
->'''Other variations:''' Indefatigable "Blindey"
A reckless Ink Spirit with above-average stats and the ability to pass through any Operator without the same attribute as itself.
to:
!!!Ink Spirits (Introduced in ''Who is Real'')
[[folder:"Angry"]]
->'''Other variations:'''
A
Changed line(s) 2104,2107 (click to see context) from:
[[folder:"Envy"]]
->'''Other variations:''' Complicated "Envy"
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.
->'''Other variations:''' Complicated "Envy"
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.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_143_1.png]]
->'''Other variations:'''
A
Changed line(s) 2112,2115 (click to see context) from:
[[folder:"Fury"]]
->'''Other variations:''' Unbridled "Fury"
A hulking but dimwitted brute of an Ink Spirit that deals massive damage against Operators with the opposite attribute as itself.
->'''Other variations:''' Unbridled "Fury"
A hulking but dimwitted brute of an Ink Spirit that deals massive damage against Operators with the opposite attribute as itself.
to:
->'''Other variations:'''
A
Changed line(s) 2117 (click to see context) from:
* DumbMuscle: Extremely powerful, but too stupid to make good decisions in combat.
to:
Changed line(s) 2120,2122 (click to see context) from:
[[folder:"Free"]]
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.
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.
to:
The main boss of "Who is Real". It is the strongest familiar of Dusk, an enormous unforgiving
->'''Other variations:''' Unmoving "Lazy"
A massive, sedentary Ink Spirit with
Changed line(s) 2124,2129 (click to see context) from:
* BarrierChangeBoss: Switches its attribute from Ming (white) to Hui (black) when it TurnsRed, changing its strength and weakness to match.
* DeflectorShields: 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 [[ActionBomb explode]] with enough damage to OneHitKill 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.
* LargeAndInCharge: The biggest of the Ink Spirits, and by far the most powerful.
* LaterInstallmentWeirdness: 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.
* TurnsRed: 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.
* DeflectorShields: 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 [[ActionBomb explode]] with enough damage to OneHitKill 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.
* LargeAndInCharge: The biggest of the Ink Spirits, and by far the most powerful.
* LaterInstallmentWeirdness: 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.
* TurnsRed: 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.
to:
* DeflectorShields: 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 [[ActionBomb explode]] with enough damage to OneHitKill 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.
* LargeAndInCharge: The biggest of the Ink Spirits, and by far the most powerful.
* LaterInstallmentWeirdness: 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.
* TurnsRed: 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.
Changed line(s) 2132,2138 (click to see context) from:
!!!Waregeists (Introduced in ''Invitation to Wine'')
[[folder:General Waregeist tropes]]
* AnimateInanimateObject: Waregeists are essentially collections of mundane objects (such as paperweights, picture frames, vases etc.) whose spirits have been awakened and driven to aggression [[spoiler:by the spirit fragment of the Second Brother contained within the black goblet]].
* AsteroidsMonster: 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 effects[[note]]since each time the effect triggers is considered a separate "hit"[[/note]].
* ItsProbablyNothing: 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.
* ZergRush: 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 Monster}}s 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.
[[folder:General Waregeist tropes]]
* AnimateInanimateObject: Waregeists are essentially collections of mundane objects (such as paperweights, picture frames, vases etc.) whose spirits have been awakened and driven to aggression [[spoiler:by the spirit fragment of the Second Brother contained within the black goblet]].
* AsteroidsMonster: 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 effects[[note]]since each time the effect triggers is considered a separate "hit"[[/note]].
* ItsProbablyNothing: 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.
* ZergRush: 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 Monster}}s 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.
to:
[[folder:General Waregeist tropes]]
* AnimateInanimateObject: Waregeists are essentially collections of mundane objects (such as paperweights, picture frames, vases etc.) whose spirits have been awakened and driven to aggression [[spoiler:by
->'''Other variations:''' Dazzled "Smarty"
A lively Ink Spirit with low stats, but the
* AsteroidsMonster: 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
----
* ActionBomb: 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.
* HoistByTheirOwnPetard: They can get themselves killed by their own carelessness if two "Smarties" with different Hui/Ming attributes get close to each other. Sadly, it ''[[OneHitKill won't be pretty]]'' if your operators
* ItsProbablyNothing: 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.
* ZergRush: 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 Monster}}s 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.
Changed line(s) 2141,2144 (click to see context) from:
[[folder:Grindstone]]
->'''Other variations:''' Brightmirror
A canine-like Waregeist made from wooden seals. Spawns 2 wooden seals when defeated.
->'''Other variations:''' Brightmirror
A canine-like Waregeist made from wooden seals. Spawns 2 wooden seals when defeated.
to:
->'''Other variations:'''
A
Changed line(s) 2148,2151 (click to see context) from:
[[folder:Vernacularism]]
->'''Other variations:''' Sophistication
A soldier Waregeist made from novel scrolls. Spawns 3 novel scrolls when defeated.
->'''Other variations:''' Sophistication
A soldier Waregeist made from novel scrolls. Spawns 3 novel scrolls when defeated.
to:
->'''Other variations:'''
A
Changed line(s) 2155,2158 (click to see context) from:
[[folder:Introspection]]
->'''Other variations:''' Scantwords
A Waregeist created from a mirror that resembles a bird. Taunts operators into attacking it, and spawns a mirror when defeated.
->'''Other variations:''' Scantwords
A Waregeist created from a mirror that resembles a bird. Taunts operators into attacking it, and spawns a mirror when defeated.
to:
->'''Other variations:'''
A
Changed line(s) 2160 (click to see context) from:
* IShallTauntYou: It taunts operators into attacking it over other enemies by "revealing their inner secrets in their truest form".
to:
* IShallTauntYou: It taunts operators into attacking it over other enemies by "revealing their inner secrets DumbMuscle: Extremely powerful, but too stupid to make good decisions in their truest form".combat.
Changed line(s) 2163,2166 (click to see context) from:
[[folder:Inkwave]]
->'''Other variations:''' Heartbillow
A stone lion-shaped Waregeist created from a fusion of multiple paperweights. Spawns 15 wooden paperweights when defeated.
->'''Other variations:''' Heartbillow
A stone lion-shaped Waregeist created from a fusion of multiple paperweights. Spawns 15 wooden paperweights when defeated.
to:
->'''Other variations:''' Heartbillow
A stone lion-shaped Waregeist created from a fusion
The main boss of
Changed line(s) 2168,2169 (click to see context) from:
* MightyGlacier: Not particularly fast moving, but they have good HP and DEF as well as high attack damage.
* ZergRush: 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.
* ZergRush: 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.
to:
* MightyGlacier: Not particularly fast moving, but they have good HP BarrierChangeBoss: Switches its attribute from Ming (white) to Hui (black) when it TurnsRed, changing its strength and DEF as well as high weakness to match.
* DeflectorShields: Its Break the Chains attackdamage.
* ZergRush: Is the epitome of this among Waregeists as they spawn '''15''' paperweights on defeathas him stop and protect himself with a barrier that requires 2 hits each absorbs a certain amount of damage. If you don't destroy the shield fast enough, it'll [[ActionBomb explode]] with enough damage to kill, making [=AoE=] attacks more or less OneHitKill virtually anything caught in the blast. Not breaking the shield at all during its second battle is actually required to for one of the event medals.
* LargeAndInCharge: The biggest of the Ink Spirits, and by far the most powerful.
* LaterInstallmentWeirdness: 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.
* TurnsRed: When it's first defeated, it'll fullyclean them up.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.
* DeflectorShields: Its Break the Chains attack
* ZergRush: Is the epitome of this among Waregeists as they spawn '''15''' paperweights on defeat
* LargeAndInCharge: The biggest of the Ink Spirits, and by far the most powerful.
* LaterInstallmentWeirdness: 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.
* TurnsRed: When it's first defeated, it'll fully
Changed line(s) 2172,2177 (click to see context) from:
[[folder:Fountainboil]]
->'''Other variations:''' Rainbowbrew
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.
----
* AchillesHeel: Similar to Infused Originium Slugs, Silence status effect prevents it from exploding on death.
->'''Other variations:''' Rainbowbrew
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.
----
* AchillesHeel: Similar to Infused Originium Slugs, Silence status effect prevents it from exploding on death.
to:
->'''Other variations:''' Rainbowbrew
A
[[folder:General Waregeist
* AnimateInanimateObject: Waregeists are essentially collections of mundane objects (such as
* AsteroidsMonster: 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
----
* AchillesHeel: Similar to Infused Originium Slugs, Silence status
* ItsProbablyNothing: 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
* ZergRush: 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 Monster}}s 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.
Changed line(s) 2180,2183 (click to see context) from:
[[folder:Blueflower]]
->'''Other variations:''' Scarletmist
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.
->'''Other variations:''' Scarletmist
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.
to:
->'''Other variations:'''
A canine-like Waregeist
Deleted line(s) 2185,2186 (click to see context) :
* AchillesHeel: Silence status effects prevents the Blueflower from using its debuffing attack as well as freezing the attack count, removing its main source of danger.
* DamageOverTime: 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.
* DamageOverTime: 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.
Changed line(s) 2189,2192 (click to see context) from:
[[folder:Sinkingsand]]
->'''Other variations:''' Sharpedge
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.
->'''Other variations:''' Sharpedge
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.
to:
->'''Other variations:'''
A soldier Waregeist
Changed line(s) 2196,2199 (click to see context) from:
[[folder:Clarity]]
->'''Other variations:''' Magnificence
A Waregeist made from a lampstand that resembles a bird statue. Periodically grants nearby enemies invisibility. Spawns a bronze lampstand on defeat.
->'''Other variations:''' Magnificence
A Waregeist made from a lampstand that resembles a bird statue. Periodically grants nearby enemies invisibility. Spawns a bronze lampstand on defeat.
to:
->'''Other variations:'''
A Waregeist
Changed line(s) 2201 (click to see context) from:
* TheSneakyGuy: Not itself, but Clarity can produce a smokescreen that grants invisibility to nearby Waregeists.
to:
* TheSneakyGuy: Not itself, but Clarity can produce a smokescreen that grants invisibility to nearby Waregeists.IShallTauntYou: It taunts operators into attacking it over other enemies by "revealing their inner secrets in their truest form".
Changed line(s) 2204,2206 (click to see context) from:
[[folder:Wisp]]
Fragments of Sui's main body. Increases Sui-Xiang's max HP and reduces the charging time of its special ability when absorbed.
Fragments of Sui's main body. Increases Sui-Xiang's max HP and reduces the charging time of its special ability when absorbed.
to:
Fragments
->'''Other variations:''' Heartbillow
A stone lion-shaped Waregeist created from a fusion of
* MightyGlacier: Not particularly fast moving, but they have good HP and DEF as well as high attack damage.
* ZergRush: 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.
* ZergRush: 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.
Changed line(s) 2210,2216 (click to see context) from:
!!! Shanhaizhong (introduced in ''Where Vernal Winds Will Never Blow'')
[[folder:Di Beast]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdibeast_sprite.png]]
->'''Other variations:''' Raging Di Beast
Beasts created by Ya that serve as Its eyes and ears.
[[folder:Di Beast]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdibeast_sprite.png]]
->'''Other variations:''' Raging Di Beast
Beasts created by Ya that serve as Its eyes and ears.
to:
[[folder:Di Beast]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdibeast_sprite.png]]
->'''Other variations:'''
Beasts created by Ya that serve
A Waregeist made from a tea set resembling a hermit crab with a teapot as
* AchillesHeel: Similar to Infused Originium Slugs, Silence status effect prevents it from exploding on death.
Changed line(s) 2220,2224 (click to see context) from:
[[folder:Shanhaizhong Skirmisher]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongskirmisher.png]]
->'''Other variations:''' Shanhaizhong Vigilante
Ordinary members of Shanhaizhong with a complex past. Gain increased range when standing on Yumen Catastrophe Defenses.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongskirmisher.png]]
->'''Other variations:''' Shanhaizhong Vigilante
Ordinary members of Shanhaizhong with a complex past. Gain increased range when standing on Yumen Catastrophe Defenses.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongskirmisher.png]]
->'''Other variations:'''
Ordinary members of Shanhaizhong with
A Waregeist created from a
* AchillesHeel: Silence status effects prevents the Blueflower from using its debuffing attack as well as freezing the attack count, removing its main source of danger.
* DamageOverTime: 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.
* DamageOverTime: 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.
Changed line(s) 2228,2232 (click to see context) from:
[[folder:Shanhaizhong Relayer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongrelayertalksprite.png]]
->'''Other variations:''' Shanhaizhong Harbringer
Tacticians specialized in relaying orders via ciphers. Deploy a Shanhaizhong Cipher on the first unoccupied Yumen Catastrophe Defense tile that they pass through.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongrelayertalksprite.png]]
->'''Other variations:''' Shanhaizhong Harbringer
Tacticians specialized in relaying orders via ciphers. Deploy a Shanhaizhong Cipher on the first unoccupied Yumen Catastrophe Defense tile that they pass through.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongrelayertalksprite.png]]
->'''Other variations:'''
Tacticians specialized in relaying orders via ciphers. Deploy
A Waregeist resembling a
Deleted line(s) 2234,2235 (click to see context) :
* DroneDeployer: 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.
* MalevolentMaskedMen: Wear golden full-face masks that resemble animal skulls.
* MalevolentMaskedMen: Wear golden full-face masks that resemble animal skulls.
Changed line(s) 2238,2242 (click to see context) from:
[[folder:Shanhaizhong Desperado]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdesperado.png]]
->'''Other variations:''' Shanhaizhong Phalanx
Large, burly Shanhaizhong members tasked with defense.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdesperado.png]]
->'''Other variations:''' Shanhaizhong Phalanx
Large, burly Shanhaizhong members tasked with defense.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdesperado.png]]
->'''Other variations:'''
Large, burly Shanhaizhong members tasked with defense.
A Waregeist made from a lampstand that resembles a bird statue. Periodically grants nearby enemies invisibility. Spawns a bronze lampstand on defeat.
* TheSneakyGuy: Not itself, but Clarity can produce a smokescreen that grants invisibility to nearby Waregeists.
Changed line(s) 2246,2250 (click to see context) from:
[[folder:Shanhaizhong Ringleader]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongringleaderelitetalk.png]]
->'''Other variations:''' Shanhaizhong Secret-Keeper
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.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongringleaderelitetalk.png]]
->'''Other variations:''' Shanhaizhong Secret-Keeper
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.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongringleaderelitetalk.png]]
->'''Other variations:''' Shanhaizhong Secret-Keeper
Leaders
Fragments of Sui's main body. Increases Sui-Xiang's max HP and reduces the
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[[folder:Shanhaizhong Seer]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongseer.png]]
->'''Other variations:''' Shanhaizhong Oracle
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongseer.png]]
->'''Other variations:''' Shanhaizhong Oracle
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.
to:
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[[folder:Di Beast]]
[[quoteright:350:https://static.tvtropes.
->'''Other variations:'''
Casters trained
Beasts created by
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* ChargedAttack: Their main gimmick.
* MalevolentMaskedMen: Wear golden masks over their upper faces, resembling animal skulls.
* MalevolentMaskedMen: Wear golden masks over their upper faces, resembling animal skulls.
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[[folder:'Wallbreaker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizongwallbreaker.png]]
->'''Other variations:''' 'Fortbreaker'
Yumen siege machines stolen by the Shanhaizhong. Prioritize attacking roadblocks and operators located on Yumen Catastrophe Defenses.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizongwallbreaker.png]]
->'''Other variations:''' 'Fortbreaker'
Yumen siege machines stolen by the Shanhaizhong. Prioritize attacking roadblocks and operators located on Yumen Catastrophe Defenses.
to:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
Yumen siege machines stolen by the Shanhaizhong. Prioritize attacking roadblocks and operators located
Ordinary members of Shanhaizhong with a complex past. Gain increased range when standing on Yumen Catastrophe Defenses.
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[[folder:'Sandwalker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongsandwalker.png]]
->'''Other variations:''' 'Sand Voyager'
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongsandwalker.png]]
->'''Other variations:''' 'Sand Voyager'
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.
to:
[[quoteright:150:https://static.
[[quoteright:350:https://static.tvtropes.
->'''Other variations:'''
Tacticians specialized in relaying orders via ciphers. Deploy a Shanhaizhong Cipher on the first unoccupied Yumen
Added DiffLines:
* DroneDeployer: 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.
* MalevolentMaskedMen: Wear golden full-face masks that resemble animal skulls.
* MalevolentMaskedMen: Wear golden full-face masks that resemble animal skulls.
Added DiffLines:
[[folder:Shanhaizhong Desperado]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdesperado.png]]
->'''Other variations:''' Shanhaizhong Phalanx
Large, burly Shanhaizhong members tasked with defense.
----
[[/folder]]
[[folder:Shanhaizhong Ringleader]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongringleaderelitetalk.png]]
->'''Other variations:''' Shanhaizhong Secret-Keeper
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.
----
[[/folder]]
[[folder:Shanhaizhong Seer]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongseer.png]]
->'''Other variations:''' Shanhaizhong Oracle
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.
----
* ChargedAttack: Their main gimmick.
* MalevolentMaskedMen: Wear golden masks over their upper faces, resembling animal skulls.
[[/folder]]
[[folder:'Wallbreaker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizongwallbreaker.png]]
->'''Other variations:''' 'Fortbreaker'
Yumen siege machines stolen by the Shanhaizhong. Prioritize attacking roadblocks and operators located on Yumen Catastrophe Defenses.
----
[[/folder]]
[[folder:'Sandwalker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongsandwalker.png]]
->'''Other variations:''' 'Sand Voyager'
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.
----
[[/folder]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdesperado.png]]
->'''Other variations:''' Shanhaizhong Phalanx
Large, burly Shanhaizhong members tasked with defense.
----
[[/folder]]
[[folder:Shanhaizhong Ringleader]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongringleaderelitetalk.png]]
->'''Other variations:''' Shanhaizhong Secret-Keeper
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.
----
[[/folder]]
[[folder:Shanhaizhong Seer]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongseer.png]]
->'''Other variations:''' Shanhaizhong Oracle
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.
----
* ChargedAttack: Their main gimmick.
* MalevolentMaskedMen: Wear golden masks over their upper faces, resembling animal skulls.
[[/folder]]
[[folder:'Wallbreaker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizongwallbreaker.png]]
->'''Other variations:''' 'Fortbreaker'
Yumen siege machines stolen by the Shanhaizhong. Prioritize attacking roadblocks and operators located on Yumen Catastrophe Defenses.
----
[[/folder]]
[[folder:'Sandwalker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongsandwalker.png]]
->'''Other variations:''' 'Sand Voyager'
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.
----
[[/folder]]
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!!!Introduced in the "Reunion Arc" (Chapters 0 to 8), or ''Grani and the Knights' Treasure''
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->'''Other variations:''' Airborne Soldier, Airborne Soldier Leader, Light-Armored Soldier, Light-Armored Soldier Leader, Shielded Soldier, Shielded Soldier Leader, Spec Ops Soldier, Possessed Soldier, Possessed Soldier Leader, Yeti Operative, Yeti Operative Leader, Guerilla Fighter, Guerilla Fighter Leader, Guerilla Assault Fighter, Guerilla Assault Fighter Leader
to:
->'''Other variations:''' variations''': Airborne Soldier, Airborne Soldier Leader, Light-Armored Soldier, Light-Armored Soldier Leader, Shielded Soldier, Shielded Soldier Leader, Spec Ops Soldier, Possessed Soldier, Possessed Soldier Leader, Yeti Operative, Yeti Operative Leader, Guerilla Fighter, Guerilla Fighter Leader, Guerilla Assault Fighter, Guerilla Assault Fighter Leader
Soldier
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* ElementalRockPaperScissors: The Yeti variants deal 50% bonus damage to frozen targets.
* TheGoomba: The baseline Soldiers are the second weakest of the Reunion ranks, and just as easily handled. They also lack a red-colored variant compared to even a bog-standard Rioter.
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* JetPack: Airborne Soldiers and Guerilla Assault Fighters have the ability [[ItsRainingMen 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 JetPack they use is disposable, they cannot just jump around the map.
* LuckilyMyShieldWillProtectMe: 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.
* LuckilyMyShieldWillProtectMe: 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.
to:
* JetPack: Airborne Soldiers and Guerilla Assault Fighters have the ability [[ItsRainingMen 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 one saving grace is that because the JetPack jet packs they use is are disposable, they cannot just jump around the map.
* LuckilyMyShieldWillProtectMe: 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.map.
* LuckilyMyShieldWillProtectMe: 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.
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* UndergroundMonkey: 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.
to:
* UndergroundMonkey: Later stages introduce variants of both shielded and unshielded In Chapter 5, we are introduced to Spec Ops Soldiers, which are Reunion soldiers, usually belonging to a another faction/group, with different name, appearance Soldiers possessing better equipment and stats. Their behavior is largely the same.higher ATK and HP. As a trade-off, they possess even low DEF than standard Soldiers.
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->'''Other variations:''' Crossbowman Leader, Invisible Crossbowman, Invisible Crossbowman Leader, Yeti Sniper, Yeti Sniper Leader, Guerilla Sniper, Guerilla Sniper Leader, Ursus Assault Crossbowman, Senior Ursus Assault Crossbowman
to:
->'''Other variations:''' Crossbowman Leader, Invisible Crossbowman, Invisible Crossbowman Leader, Yeti Sniper, Yeti Sniper Leader, Guerilla Sniper, Guerilla Sniper Leader, Ursus Assault Crossbowman, Senior Ursus Assault Crossbowman
Leader
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->'''Other variations:''' Caster Leader, Senior Caster, Senior Caster Leader, Invisible Caster, Invisible Caster Leader, Shielded Senior Caster, Spec Ops Caster, Spec Ops Caster Leader, Yeti Caster, Yeti Caster Leader, Ursus Armored Caster, Elite Ursus Armored Caster
to:
->'''Other variations:''' Caster Leader, Senior Caster, Senior Caster Leader, Invisible Caster, Invisible Caster Leader, Shielded Senior Caster, Spec Ops Caster, Spec Ops Caster Leader, Yeti Caster, Yeti Caster Leader, Ursus Armored Caster, Elite Ursus Armored Caster
Leader
-> '''Other variations''': N/A
-> '''Other variations''': N/A
* AmbiguousGender: They have an androgynous appearance, making it unclear whether they are male, a female (like Crownslayer), or a they.
* SinisterShades: They all sport shades that befits their role as stealthy soldiers.
* SinisterShades: They all sport shades that befits their role as stealthy soldiers.
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->'''Other variations:''' Wraith Leader
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->'''Other variations:''' variations''': Wraith Leader
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->'''Other variations:''' Monster Mk II, Raptor
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->'''Other variations:''' variations''': Monster Mk II, Raptor
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to:
->'''Other variations''': N/A
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to:
->'''Other variations''': N/A
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* NonActionGuy: 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.
to:
* NonActionGuy: Averted.Defied. 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.
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->'''Other variations:''' Hateful Avenger
to:
->'''Other variations:''' variations''': Hateful Avenger
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* BookEnds: 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 [[RememberTheNewGuy who is explicitly one of the survivors of the first battle in the Area 59 Ruins]] after training and returning for revenge.
to:
* BookEnds: 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 twelfth 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 [[RememberTheNewGuy who is explicitly one of the survivors of the first battle in the Area 59 Ruins]] after training and returning for revenge.revenge.
* BreakoutCharacter: Started out as an EliteMook, their Hateful variants got an infamy as they boast a ''huge'' ATK power upon reaching 50% of their HP, capable of seriously wounding (or even outright insta-killing) even the toughest of Operators. Once the Hateful Avengers' popularity grew, thanks to Red's introduction, it introduced a boss version simply called "Hateful Avenger" (with quotes) which is not only a very powerful version of the Hateful variant, but also posses a ''lot'' of benefits as described below. This Avenger also has his own 2D model, completely distinct and separate from their Hateful versions encountered on missions.
* BreakoutCharacter: Started out as an EliteMook, their Hateful variants got an infamy as they boast a ''huge'' ATK power upon reaching 50% of their HP, capable of seriously wounding (or even outright insta-killing) even the toughest of Operators. Once the Hateful Avengers' popularity grew, thanks to Red's introduction, it introduced a boss version simply called "Hateful Avenger" (with quotes) which is not only a very powerful version of the Hateful variant, but also posses a ''lot'' of benefits as described below. This Avenger also has his own 2D model, completely distinct and separate from their Hateful versions encountered on missions.
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->'''Other variations:''' Arts Guard Leader
to:
->'''Other variations:''' variations''': Arts Guard Leader
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* MagicKnight: They're capable of infusing arts into their swords.
to:
* MagicKnight: They're capable of infusing arts Arts into their swords.
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->'''Other variations:''' Bladed Fighter Leader
Reunion soldiers who use their fist-mounted blades to deliver rapid, hard-hitting strikes.
Reunion soldiers who use their fist-mounted blades to deliver rapid, hard-hitting strikes.
to:
->'''Other variations:''' variations''': Bladed Fighter Leader
Reunion soldiers who use theirfist-mounted wrist-mounted shield blades to deliver rapid, hard-hitting strikes.
Reunion soldiers who use their
* GiantMook: They are considerably larger than their brethren, and this large girth (and strength) enables them to wield a large axe.
* OurSlashersAreDifferent: According to the description, their outfit (and build) and their combat-style reminds people of slasher movie villains that they watched. It's also for this reason that their nicknamed [[MeaningfulName "Butchers"]].
* OurSlashersAreDifferent: According to the description, their outfit (and build) and their combat-style reminds people of slasher movie villains that they watched. It's also for this reason that their nicknamed [[MeaningfulName "Butchers"]].
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->'''Other variations:''' Senior Armed Militant
to:
->'''Other variations:''' variations''': Senior Armed Militant
* GiantMook: Just like Loggers and Butchers, they have a gigantic and burly build that gives them an intimidating look. They also possess enough strength to lug all those heavy equipment around.
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->'''Other variations:''' Breaker Leader
Well-trained soldiers who use their incredible speed and decent attack power to spearhead assaults.
Well-trained soldiers who use their incredible speed and decent attack power to spearhead assaults.
to:
->'''Other variations:''' variations''': Breaker Leader
Well-trained Reunion soldiers who use their incredible speed and decent attack power to spearhead assaults.
Well-trained Reunion soldiers who use their incredible speed and decent attack power to spearhead assaults.
* EliteMook: Despite being categorized [[InNameOnly otherwise]], they are much dangerous compared to even their Spec Ops variants and are capable of easily overwhelming unprepared Operators, especially in numbers.
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[[folder:Yeti Icecleaver]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_yetiicecleaver.png]]
->'''Other variations:''' Yeti Icecleaver Leader
Yeti Squadron soldiers who wield long katanas. They have high stats and can deal massive damage to frozen operators.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_yetiicecleaver.png]]
->'''Other variations:''' Yeti Icecleaver Leader
Yeti Squadron soldiers who wield long katanas. They have high stats and can deal massive damage to frozen operators.
to:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
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* ElementalRockPaperScissors: 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.
* KatanasAreJustBetter: Like the Avengers before them, they wield katanas and are skilled with using them.
* MightyGlacier: They have very high HP, surprisingly good mixed defenses, and can hit for severe damage, but aren't very fast.
* KatanasAreJustBetter: Like the Avengers before them, they wield katanas and are skilled with using them.
* MightyGlacier: They have very high HP, surprisingly good mixed defenses, and can hit for severe damage, but aren't very fast.
to:
* ElementalRockPaperScissors: They deal a whopping 250% bonus damage to frozen targets - 300% if it's a leader. Combined with AchillesHeel: Just like their naturally high ATK, Defense Crusher cousins, they can usually kill frozen units have no Arts resistance whatsoever.
* EarlyBirdCameo: Due to ''Children of Ursus'' being pushed up ahead of ''Darknights' Memoir''[[note]]Their debut event in1-2 hits.
* KatanasAreJustBetter: Like the Avengers before them, they wield katanas and are skilled with using them.
CN servers[[/note]] on Global servers, these guys ended up appearing much earlier than they're supposed to.
* MightyGlacier:They 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 high HP, surprisingly good mixed defenses, slow to move and attack, although they're fittingly capable of ''far'' higher damage output.
* SplashDamageAbuse: 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 hitfor severe damage, but aren't very fast.operators up on the high ground, so plan carefully where you're placing your Medics and other ranged units.
* EarlyBirdCameo: Due to ''Children of Ursus'' being pushed up ahead of ''Darknights' Memoir''[[note]]Their debut event in
* KatanasAreJustBetter: Like the Avengers before them, they wield katanas and are skilled with using them.
* MightyGlacier:
* SplashDamageAbuse: 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
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[[folder:Demolitionist]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_demolitionist.png]]
->'''Other variations:''' Demolitionist Leader
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_demolitionist.png]]
->'''Other variations:''' Demolitionist Leader
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.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_demolitionist.png]]
->'''Other variations:''' Demolitionist Leader
Reunion elites clad
[[folder:Infused Glacial Originium
-> '''Other variations''': Infused Glacial Originium Slug α
A derivative of the Originium Slug that
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* AchillesHeel: Just like their Defense Crusher cousins, they have no Arts resistance whatsoever.
* EarlyBirdCameo: Due to ''Children of Ursus'' being pushed up ahead of ''Darknights' Memoir''[[note]]Their debut event in CN servers[[/note]] on Global servers, these guys ended up appearing much earlier than they're supposed to.
* MightyGlacier: 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.
* SplashDamageAbuse: 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.
* EarlyBirdCameo: Due to ''Children of Ursus'' being pushed up ahead of ''Darknights' Memoir''[[note]]Their debut event in CN servers[[/note]] on Global servers, these guys ended up appearing much earlier than they're supposed to.
* MightyGlacier: 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.
* SplashDamageAbuse: 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.
to:
* AchillesHeel: Just like their Defense Crusher cousins, AnIcePerson: Not a person per se, but they have no Arts resistance whatsoever.
* EarlyBirdCameo: Due to ''Childrenrelease a burst of Ursus'' being pushed up ahead of ''Darknights' Memoir''[[note]]Their debut event in CN servers[[/note]] ice elements upon death, dealing Cold on Global servers, these guys ended up appearing much earlier than they're supposed to.
nearby Operators.
*MightyGlacier: Demolitionists have slightly less DEF than HarmlessFreezing: Zig-Zagged. They inflict Frozen once the Crushers, but compensate with higher HP Cold meter goes to full, and ''much'' stronger ATK, which is further boosted by their splash while Frozen Operators don't take damage capabilities. However, like the Crushers they're also very slow from being encased in ice; this makes them a danger to move and attack, although they're fittingly capable of ''far'' higher damage output.
* SplashDamageAbuse: Their attacksYeti Operatives that deal extra 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.them.
* EarlyBirdCameo: Due to ''Children
*
* SplashDamageAbuse: Their attacks
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!Sargon Units
!!!Tiacauh Tribe (Introduced in ''Gavial the Great Chief Returns'')
[[folder:General]]
* LizardFolk: They are Acahuallan tribesmen that bear an appearance to alligators.
!!!Tiacauh Tribe (Introduced in ''Gavial the Great Chief Returns'')
[[folder:General]]
* LizardFolk: They are Acahuallan tribesmen that bear an appearance to alligators.
to:
!!!Tiacauh Tribe (Introduced in ''Gavial
->'''Other variations''': N/A
Standard soldiers from the
[[folder:General]]
----
*
* UndergroundMonkey: They are
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[[folder:Tiacauh Warrior]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_070.png]]
->'''Other variations:''' Tiacauh Guard
Archosaurus melee fighters who will gain additional DEF while being blocked.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_070.png]]
->'''Other variations:''' Tiacauh Guard
Archosaurus melee fighters who will gain additional DEF while being blocked.
to:
[[quoteright:350:https://static.
[[quoteright:150:https://static.tvtropes.
->'''Other
Archosaurus melee fighters
Yeti Squadron elite soldiers who
Changed line(s) 1732,1733 (click to see context) from:
* StatusBuff: Whenever an Operator blocks them they receive a significant DEF boost, this makes them dangerous to non-Defender Operators that attempt to engage them in a fight.
* WeaponsOfTheirTrade: Befitting their nature as tribesmen, they fight with a crudely built spear.
* WeaponsOfTheirTrade: Befitting their nature as tribesmen, they fight with a crudely built spear.
to:
* StatusBuff: Whenever an Operator blocks them they receive ElementalRockPaperScissors: They deal a significant DEF boost, this makes them dangerous whopping 250% bonus damage to non-Defender Operators that attempt to engage them in frozen targets - 300% if it's a fight.
* WeaponsOfTheirTrade: Befittingleader. Combined with their nature as tribesmen, naturally high ATK, they fight can usually kill frozen units in 1-2 hits.
* KatanasAreJustBetter: Like the Avengers before them, they wield katanas and are skilled witha crudely built spear.using them.
* MightyGlacier: They have very high HP, surprisingly good mixed defenses, and can hit for severe damage, but aren't very fast.
* WeaponsOfTheirTrade: Befitting
* KatanasAreJustBetter: Like the Avengers before them, they wield katanas and are skilled with
* MightyGlacier: They have very high HP, surprisingly good mixed defenses, and can hit for severe damage, but aren't very fast.
Changed line(s) 1736,1738 (click to see context) from:
[[folder:Tiacauh Lancer]]
->'''Other variations:''' Tiacauh Sniper
Archosaurus warriors who throw ranged spear attacks.
->'''Other variations:''' Tiacauh Sniper
Archosaurus warriors who throw ranged spear attacks.
to:
->'''Other
Archosaurus warriors who throw ranged spear attacks.
[=UAVs=] deployed by the Yeti Squadron.
Changed line(s) 1740 (click to see context) from:
* ThrowingYourSwordAlwaysWorks: They throw their spears as their ranged attack.
to:
* ThrowingYourSwordAlwaysWorks: They throw DeathFromAbove: Just like Bombtails, they will drop their spears as payload on Operators beneath them, dealing [=AoE=] Arts damage and inflict Cold on them.
* DiscardAndDraw: Subverted. Once they dropped theirranged attack.payload, their movement speed will be identical to how they carry their bombs.
* ItOnlyWorksOnce: Like the Bombtail, they only carry a single cryo bomb. Once dropped, they will be left defenseless.
* DiscardAndDraw: Subverted. Once they dropped their
* ItOnlyWorksOnce: Like the Bombtail, they only carry a single cryo bomb. Once dropped, they will be left defenseless.
Changed line(s) 1743,1747 (click to see context) from:
[[folder:Tiacauh Fanatic]]
->'''Other variations:''' Tiacauh Ripper
Archosaurus warriors who wield acid-coated gauntlets, giving them both fast attack speed and the ability to apply a permanent stacking DEF debuff on targets.
----
* AntiArmor: Their attacks apply stacked DEF debuffs to their target, much like Acid Originium Slugs.
->'''Other variations:''' Tiacauh Ripper
Archosaurus warriors who wield acid-coated gauntlets, giving them both fast attack speed and the ability to apply a permanent stacking DEF debuff on targets.
----
* AntiArmor: Their attacks apply stacked DEF debuffs to their target, much like Acid Originium Slugs.
to:
->'''Other variations:''' Tiacauh Ripper
Archosaurus warriors who wield acid-coated gauntlets, giving them both fast attack speed and
!!!Tiacauh Tribe (Introduced in ''Gavial the
[[folder:General]]
* LizardFolk: They are Acahuallan tribesmen that bear an appearance to
----
* AntiArmor: Their attacks apply stacked DEF debuffs to their target, much like Acid Originium Slugs.
Changed line(s) 1750,1753 (click to see context) from:
[[folder:Tiacauh Ritualist]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_071.png]]
->'''Other variations:''' Tiacauh Shaman
Archosaurus casters that use Arts attacks. If they are blocked, they will gain increased DEF and start using melee attacks that deal significantly higher physical damage.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_071.png]]
->'''Other variations:''' Tiacauh Shaman
Archosaurus casters that use Arts attacks. If they are blocked, they will gain increased DEF and start using melee attacks that deal significantly higher physical damage.
to:
[[folder:Tiacauh Ritualist]]
Warrior]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_071.org/pmwiki/pub/images/avg_npc_070.png]]
->'''Other variations:''' TiacauhShaman
Guard
Archosauruscasters that use Arts attacks. If they are blocked, they melee fighters who will gain increased additional DEF and start using melee attacks that deal significantly higher physical damage.while being blocked.
[[quoteright:350:https://static.tvtropes.
->'''Other variations:''' Tiacauh
Archosaurus
Changed line(s) 1755 (click to see context) from:
* MagicStaff: 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.
to:
* MagicStaff: Not only can StatusBuff: Whenever an Operator blocks them they fire ranged Arts attacks with it, but if they get blocked, they will resort receive a significant DEF boost, this makes them dangerous to melee attacks with non-Defender Operators that attempt to engage them in a fight.
* WeaponsOfTheirTrade: Befitting theirstaff, dealing ''quadruple physical'' damage to your operators.nature as tribesmen, they fight with a crudely built spear.
* WeaponsOfTheirTrade: Befitting their
Changed line(s) 1758,1760 (click to see context) from:
[[folder:Tiacauh Shredder]]
->'''Other variations:''' Tiacauh Annihilator
Elite Archosaurus warriors armed with military equipment that gives them higher stats. They can also periodically destroy nearby mushroom or stump tiles, disabling their effects and making it impossible to deploy units there.
->'''Other variations:''' Tiacauh Annihilator
Elite Archosaurus warriors armed with military equipment that gives them higher stats. They can also periodically destroy nearby mushroom or stump tiles, disabling their effects and making it impossible to deploy units there.
to:
[[folder:Tiacauh Shredder]]
Lancer]]
->'''Other variations:''' TiacauhAnnihilator
EliteSniper
Archosaurus warriorsarmed with military equipment that gives them higher stats. They can also periodically destroy nearby mushroom or stump tiles, disabling their effects and making it impossible to deploy units there. who throw ranged spear attacks.
->'''Other variations:''' Tiacauh
Elite
Archosaurus warriors
Changed line(s) 1762 (click to see context) from:
* ChainsawGood: Fights with dual buzzsaws.
to:
* ChainsawGood: Fights with dual buzzsaws.ThrowingYourSwordAlwaysWorks: They throw their spears as their ranged attack.
Changed line(s) 1765,1767 (click to see context) from:
[[folder:Tiacauh Brave]]
->'''Other variations:''' Tiacauh Champion
The strongest of the Tiacauh warriors who only partake in one-on-one duels. If blocked, they will reduce both their own DEF and that of their target by 70%, draw aggro from the blocker, and become immune to all damage outside of that from their opponent.
->'''Other variations:''' Tiacauh Champion
The strongest of the Tiacauh warriors who only partake in one-on-one duels. If blocked, they will reduce both their own DEF and that of their target by 70%, draw aggro from the blocker, and become immune to all damage outside of that from their opponent.
to:
[[folder:Tiacauh Brave]]
Fanatic]]
->'''Other variations:''' TiacauhChampion
The strongest of the TiacauhRipper
Archosaurus warriors whoonly partake in one-on-one duels. If blocked, they will reduce wield acid-coated gauntlets, giving them both their own fast attack speed and the ability to apply a permanent stacking DEF and that of their target by 70%, draw aggro from the blocker, and become immune to all damage outside of that from their opponent.debuff on targets.
->'''Other variations:''' Tiacauh
The strongest of the Tiacauh
Archosaurus warriors who
Changed line(s) 1769,1771 (click to see context) from:
* DrawAggro: From whoever's blocking them.
* DuelBoss: Once they are blocked, they will only take damage from the blocking Operator, making it a 1v1 battle.
* DuelToTheDeath: 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.
* DuelBoss: Once they are blocked, they will only take damage from the blocking Operator, making it a 1v1 battle.
* DuelToTheDeath: 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.
to:
* DrawAggro: From whoever's blocking them.
* DuelBoss: Once they are blocked, they will only take damage from the blocking Operator, making it a 1v1 battle.
* DuelToTheDeath: What happens when you tryAntiArmor: Their attacks apply stacked DEF debuffs to block one. The Brave/Champion will force the blocking operator into an 1v1, with both forced to attack each other.their target, much like Acid Originium Slugs.
* DuelBoss: Once they are blocked, they will only take damage from the blocking Operator, making it a 1v1 battle.
* DuelToTheDeath: What happens when you try
Changed line(s) 1774,1779 (click to see context) from:
!!!Drudge's Mercenaries & Originiutants (Introduced in ''Originium Dust'')
[[folder:Originiutant Puppet]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantpuppet.png]]
Human remains parasitized and reanimated by Originiutants. Divides into two Originiutant Excrescences on death.
[[folder:Originiutant Puppet]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantpuppet.png]]
Human remains parasitized and reanimated by Originiutants. Divides into two Originiutant Excrescences on death.
to:
[[folder:Originiutant Puppet]]
[[quoteright:150:https://static.
[[quoteright:350:https://static.tvtropes.
Human remains parasitized
->'''Other variations:''' Tiacauh Shaman
Archosaurus casters that use Arts attacks. If they are blocked, they will gain increased DEF and
Changed line(s) 1781 (click to see context) from:
* OurZombiesAreDifferent: 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 (but self-aware) people controlled through Mephisto's Arts.
to:
* OurZombiesAreDifferent: 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 (but self-aware) people controlled through Mephisto's Arts.MagicStaff: 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.
Changed line(s) 1784,1788 (click to see context) from:
[[folder:Mutant Sand Beast]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantsandbeast.png]]
->'''Other variations:''' Mutant Sand Beast α
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantsandbeast.png]]
->'''Other variations:''' Mutant Sand Beast α
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.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantsandbeast.png]]
->'''Other variations:'''
Swift, omnivorous desert beasts trained by the Sargonians as hunting partners, they have become infected
Elite Archosaurus warriors armed with
Changed line(s) 1790 (click to see context) from:
* BearsAreBadNews: 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 [[EldritchAbomination Seaborn]] from ''Under Tides''.
to:
* BearsAreBadNews: Its model appears to be based upon a bear, and it's infected ChainsawGood: Fights with something that seems to be on the same threat level as the [[EldritchAbomination Seaborn]] from ''Under Tides''.dual buzzsaws.
Changed line(s) 1793,1797 (click to see context) from:
[[folder:Mutant Rock Spider]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantrockspider.png]]
->'''Other variations:''' Mutant Rock Spider α
Sargonian arachnids parasitized by Originiutants. Divides into three Originiutant Excrescences on death, or Tumors if it's an α variant.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantrockspider.png]]
->'''Other variations:''' Mutant Rock Spider α
Sargonian arachnids parasitized by Originiutants. Divides into three Originiutant Excrescences on death, or Tumors if it's an α variant.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantrockspider.png]]
->'''Other variations:'''
Sargonian arachnids parasitized
The strongest of the Tiacauh warriors who only partake in one-on-one duels. If blocked, they will reduce both their own DEF and that of their target by
Changed line(s) 1799 (click to see context) from:
* BigCreepyCrawlies: Although they're actually unrelated to the more common Infused Originium Slugs.
to:
* BigCreepyCrawlies: Although they're actually unrelated to DrawAggro: From whoever's blocking them.
* DuelBoss: Once they are blocked, they will only take damage from themore common Infused Originium Slugs.blocking Operator, making it a 1v1 battle.
* DuelToTheDeath: 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.
* DuelBoss: Once they are blocked, they will only take damage from the
* DuelToTheDeath: 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.
Changed line(s) 1802,1806 (click to see context) from:
[[folder:Mutant Giant Rock Spider]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantgiantrockspider.png]]
->'''Other variations:''' Mutant Giant Rock Spider α
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantgiantrockspider.png]]
->'''Other variations:''' Mutant Giant Rock Spider α
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.
to:
[[folder:Originiutant Puppet]]
[[quoteright:150:https://static.tvtropes.
->'''Other variations:''' Mutant Giant Rock Spider α
A subspecies of Rock Spider native to Sargon with a bulky abdomen that stores energy, infected
Human remains parasitized and reanimated by Originiutants.
Changed line(s) 1808,1809 (click to see context) from:
* BigCreepyCrawlies: Even bigger and meaner than a regular Rock Spider.
* MookMaker: Spits out an Originiutant Excrescence or Tumor every 5 seconds, which can build up quickly if multiple Giant Rock Spiders are active at once.
* MookMaker: Spits out an Originiutant Excrescence or Tumor every 5 seconds, which can build up quickly if multiple Giant Rock Spiders are active at once.
to:
* BigCreepyCrawlies: Even bigger OurZombiesAreDifferent: They are the first (and only, until the introduction of Dublinn Flamecallers and meaner than a regular Rock Spider.
* MookMaker: Spits out an Originiutant Excrescence or Tumor every 5 seconds, which can build up quickly if multiple Giant Rock SpidersFlamechaser Guards) true undead unit introduced, as the Possessed Soldiers and Junkmen are active at once.half-dead (but self-aware) people controlled through Mephisto's Arts.
* MookMaker: Spits out an Originiutant Excrescence or Tumor every 5 seconds, which can build up quickly if multiple Giant Rock Spiders
Changed line(s) 1812,1816 (click to see context) from:
[[folder:Originiutant]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutant.png]]
->'''Other variations:''' Originiutant α
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutant.png]]
->'''Other variations:''' Originiutant α
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.
to:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:''' Mutant Sand Beast α
Swift, omnivorous desert beasts trained by the Sargonians as hunting partners, they have become infected with Originiutants. Divides into two Originiutant
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.
Changed line(s) 1818,1819 (click to see context) from:
* ArmoredButFrail: 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.
* MightyGlacier: 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.
* MightyGlacier: 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.
to:
* ArmoredButFrail: These beasts have some of BearsAreBadNews: Its model appears to be based upon a bear, and it's infected with something that seems to be on the highest mixed defenses in same threat level as the entire game (comparable to ''Patriot'' of all things), which makes them take very little damage [[EldritchAbomination Seaborn]] 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.
* MightyGlacier: 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.''Under Tides''.
* MightyGlacier: 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.
Changed line(s) 1822,1826 (click to see context) from:
[[folder:"Redmark" Eradicator]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkeradicator.png]]
->'''Other variations:''' Elite "Redsign" Eradicator
A camouflaged mercenary sniper who uses extraordinarily lethal attacks from anywhere on the map, but can only attack Operators exposed to a sandstorm.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkeradicator.png]]
->'''Other variations:''' Elite "Redsign" Eradicator
A camouflaged mercenary sniper who uses extraordinarily lethal attacks from anywhere on the map, but can only attack Operators exposed to a sandstorm.
to:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
A camouflaged mercenary sniper who uses extraordinarily lethal attacks from anywhere
Sargonian arachnids parasitized by Originiutants. Divides into three Originiutant Excrescences on
Changed line(s) 1828,1830 (click to see context) from:
* AchillesHeel: Operators not caught in a sandstorm, if forced into a melee combat, they will only use a melee attack which only deal a small amount of damage.
* ColdSniper: They are capable of ''sniping'' Operators caught in the sandstorm anywhere on the map. This, coupled with their high ATK stat, makes them extremely dangerous to an affected Operator.
* EliteMook: 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".
* ColdSniper: They are capable of ''sniping'' Operators caught in the sandstorm anywhere on the map. This, coupled with their high ATK stat, makes them extremely dangerous to an affected Operator.
* EliteMook: 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".
to:
* AchillesHeel: Operators not caught in a sandstorm, if forced into a melee combat, they will only use a melee attack which only deal a small amount of damage.
* ColdSniper: They are capable of ''sniping'' Operators caught inBigCreepyCrawlies: Although they're actually unrelated to the sandstorm anywhere on the map. This, coupled with their high ATK stat, makes them extremely dangerous to an affected Operator.
* EliteMook: Unusually for the infantry presented for ''Operation:more common Infused 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".Slugs.
* ColdSniper: They are capable of ''sniping'' Operators caught in
* EliteMook: Unusually for the infantry presented for ''Operation:
Changed line(s) 1833,1837 (click to see context) from:
[[folder:"Redmark" Infiltrator]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkinfiltrator.png]]
->'''Other variations:''' Elite "Redsign" Infiltrator, Holographic Illusion, Holographic Illusion [=MK2=]
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkinfiltrator.png]]
->'''Other variations:''' Elite "Redsign" Infiltrator, Holographic Illusion, Holographic Illusion [=MK2=]
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.
to:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
A
Changed line(s) 1839 (click to see context) from:
* MesACrowd: They can project a holographic copy of them if attacked for the first time, until the copy is destroyed, they can easily pass through a defensive line.
to:
* MesACrowd: They BigCreepyCrawlies: Even bigger and meaner than a regular Rock Spider.
* MookMaker: Spits out an Originiutant Excrescence or Tumor every 5 seconds, which canproject a holographic copy of them build up quickly if attacked for the first time, until the copy is destroyed, they can easily pass through a defensive line.multiple Giant Rock Spiders are active at once.
* MookMaker: Spits out an Originiutant Excrescence or Tumor every 5 seconds, which can
Changed line(s) 1842,1846 (click to see context) from:
[[folder:Originiutant Excrescence]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantexcrescence.png]]
->'''Other variations:''' Originiutant Tumor
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantexcrescence.png]]
->'''Other variations:''' Originiutant Tumor
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.
to:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:''' Originiutant
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
A heavily mutated Originium behemoth used as a living weapon. Although they
Changed line(s) 1848 (click to see context) from:
* ZergRush: Their entire modus operandi; especially the Tumors, which can all but paralyze melee Operators.
to:
* ZergRush: Their ArmoredButFrail: These beasts have some of the highest mixed defenses in the entire modus operandi; especially the Tumors, game (comparable to ''Patriot'' of all things), which can 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.
* MightyGlacier: They're extremely resilient to allbut paralyze melee Operators.types of conventional damage, and deal massive amounts of Arts damage with each strike. To compensate, they attack very slowly and move even slower.
* MightyGlacier: They're extremely resilient to all
Changed line(s) 1851,1859 (click to see context) from:
!Siesta Units
!!!Little Black Sheep (introduced in ''So Long, Adele'')
[[folder:General]]
* PiecesOfGod: These are clones of Dolly that developed their own personalities, not unlike the [[spoiler:Sui siblings]]. The finale of "So Long, Adele" reveals that [[spoiler:their personalities are copies of people that Dolly deemed "interesting" during his long life.]]
* KillerRabbit: Despite looking like cute pink-colored sheep, these guys are actually deadly and are just as capable in doing damage to your operators.
* RidiculouslyCuteCritter: They are literally ''pink sheep''.
* StickyFingers: 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.''
!!!Little Black Sheep (introduced in ''So Long, Adele'')
[[folder:General]]
* PiecesOfGod: These are clones of Dolly that developed their own personalities, not unlike the [[spoiler:Sui siblings]]. The finale of "So Long, Adele" reveals that [[spoiler:their personalities are copies of people that Dolly deemed "interesting" during his long life.]]
* KillerRabbit: Despite looking like cute pink-colored sheep, these guys are actually deadly and are just as capable in doing damage to your operators.
* RidiculouslyCuteCritter: They are literally ''pink sheep''.
* StickyFingers: 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.''
to:
!!!Little Black Sheep (introduced in ''So Long, Adele'')
[[folder:General]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkeradicator.png]]
->'''Other variations:''' Elite "Redsign" Eradicator
A camouflaged mercenary sniper who uses extraordinarily lethal attacks from anywhere on the map, but can only attack Operators exposed to a sandstorm.
----
*
*
* RidiculouslyCuteCritter:
* StickyFingers: Some
* EliteMook: Unusually for the
-->''You're going to humiliate me. Don't tell people my clones
Changed line(s) 1862,1864 (click to see context) from:
[[folder:Hot Spring 'Mischievous Rascal']]
->'''Other variations:''' Hot Spring 'Jolly Rascal'
A sheep familiar wearing a traffic cone. Spawns a Carmine Steam on the spot when defeated.
->'''Other variations:''' Hot Spring 'Jolly Rascal'
A sheep familiar wearing a traffic cone. Spawns a Carmine Steam on the spot when defeated.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkinfiltrator.png]]
->'''Other variations:'''
A
----
* MesACrowd: They can project a holographic copy of them if attacked for the first time, until the copy is destroyed, they can easily pass through a defensive line.
Changed line(s) 1867,1869 (click to see context) from:
[[folder:Fashion Street 'Hearty Heavy']]
->'''Other variations:''' Fashion Street 'Robust Heavy'
A sheep familiar carrying a frisbee. Has a ranged attack and also spawns a Carmine Steam on the spot when defeated.
->'''Other variations:''' Fashion Street 'Robust Heavy'
A sheep familiar carrying a frisbee. Has a ranged attack and also spawns a Carmine Steam on the spot when defeated.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantexcrescence.png]]
->'''Other variations:'''
A sheep familiar carrying a frisbee. Has a ranged
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
----
* ZergRush: Their entire modus operandi; especially the
Changed line(s) 1872,1878 (click to see context) from:
[[folder:Fashion Street 'Ordinary Aviator']]
->'''Other variations:''' Fashion Street 'Hyperactive Aviator'
A sheep familiar wearing aviation gear. Has Low-Altitude Hovering and even though they have no attack by themselves, they can grab on a 'Hearty Heavy' to gain a ranged attack.
----
* AchillesHeel: 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.
* DisneyDeath: 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.
* MaybeMagicMaybeMundane: They are often mistaken for pink clouds by Siestans, leading to legends of pink clouds surrounding the volcano that were often dismissed as exaggerations.
->'''Other variations:''' Fashion Street 'Hyperactive Aviator'
A sheep familiar wearing aviation gear. Has Low-Altitude Hovering and even though they have no attack by themselves, they can grab on a 'Hearty Heavy' to gain a ranged attack.
----
* AchillesHeel: 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.
* DisneyDeath: 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.
* MaybeMagicMaybeMundane: They are often mistaken for pink clouds by Siestans, leading to legends of pink clouds surrounding the volcano that were often dismissed as exaggerations.
to:
->'''Other variations:''' Fashion Street 'Hyperactive Aviator'
A sheep familiar wearing aviation gear. Has Low-Altitude Hovering and even though they have no attack by themselves, they can grab on a 'Hearty Heavy' to gain a ranged attack.
----
!!!Little Black Sheep (introduced in ''So Long, Adele'')
[[folder:General]]
*
* DisneyDeath: Their path in some operations take them over bottomless pits, which can result in the Aviator and its potential Heavy passenger falling to
*
* RidiculouslyCuteCritter: They are
* StickyFingers: Some of
-->''You're going to humiliate me. Don't tell people my clones are kleptomaniacs.''
Changed line(s) 1881,1885 (click to see context) from:
[[folder:Hot Spring 'Wandering Vagrant']]
->'''Other variations:''' Hot Spring 'Wandering Slider'
A sheep familiar wearing skating equipment. Has invisibility, and can carry a 'Mischievous Rascal' on them which also gives them the ability to spawn Carmine Steam on tiles that they pass through.
----
* TheSneakyGuy: They are invisible until blocked.
->'''Other variations:''' Hot Spring 'Wandering Slider'
A sheep familiar wearing skating equipment. Has invisibility, and can carry a 'Mischievous Rascal' on them which also gives them the ability to spawn Carmine Steam on tiles that they pass through.
----
* TheSneakyGuy: They are invisible until blocked.
to:
[[folder:Hot Spring 'Wandering Vagrant']]
'Mischievous Rascal']]
->'''Other variations:''' Hot Spring'Wandering Slider'
'Jolly Rascal'
A sheep familiar wearingskating equipment. Has invisibility, and can carry a 'Mischievous Rascal' on them which also gives them the ability to spawn traffic cone. Spawns a Carmine Steam on tiles that they pass through.
----
* TheSneakyGuy: They are invisible until blocked.the spot when defeated.
->'''Other variations:''' Hot Spring
A sheep familiar wearing
----
* TheSneakyGuy: They are invisible until blocked.
Changed line(s) 1888,1892 (click to see context) from:
[[folder:'Big Fella']]
->'''Other variations:''' 'Big Man'
A large fluffy critter that sometimes unintentionally eats its own kin. Spawns a 'Mischievous Rascal' on first attack, or when defeated.
----
* BigEater: 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.
->'''Other variations:''' 'Big Man'
A large fluffy critter that sometimes unintentionally eats its own kin. Spawns a 'Mischievous Rascal' on first attack, or when defeated.
----
* BigEater: 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.
to:
->'''Other variations:'''
A
----
* BigEater: 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.
Changed line(s) 1895,1897 (click to see context) from:
[[folder:Urban 'Whirlwind Walker']]
->'''Other variations:''' Urban 'Tornado Trendsetter'
Two familiars that got entangled with each other from fighting over cotton candy. Explodes on first attack to deal Arts damage, leaving behind a 'Mischievous Rascal' and a 'Hearty Heavy'.
->'''Other variations:''' Urban 'Tornado Trendsetter'
Two familiars that got entangled with each other from fighting over cotton candy. Explodes on first attack to deal Arts damage, leaving behind a 'Mischievous Rascal' and a 'Hearty Heavy'.
to:
->'''Other variations:'''
Two familiars that got entangled with each other from fighting over cotton candy. Explodes on first
A sheep familiar wearing aviation gear. Has Low-Altitude Hovering and even though they have no attack
Changed line(s) 1899,1902 (click to see context) from:
* ActionBomb: 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.
* FlunkyBoss: Spawns a 'Mischievous Rascal' and a 'Hearty Heavy' after death.
* StickyFingers: 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!''
* FlunkyBoss: Spawns a 'Mischievous Rascal' and a 'Hearty Heavy' after death.
* StickyFingers: 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!''
to:
* ActionBomb: 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 AchillesHeel: Disabling status effect.
* FlunkyBoss: Spawnseffects (stun, frozen, sleep) will cause the Aviator to lose its Low-Altitude Hovering, becoming a 'Mischievous Rascal' and ground unit that uses a 'Hearty Heavy' after death.
* StickyFingers: Both literally (cotton candy is ''sticky'') andmelee attack when blocked. This also figuratively from disables its ability to carry Hearty Heavies.
* DisneyDeath: Their path in some operations take them over bottomless pits, which can result in the Aviator and its potential Heavy passenger falling to theirflavor text.
-->''The main reasondoom if it receives a disabling status effect while over the Candy House grandpa is so angry is because they snatched his wig off too!''pit.
* MaybeMagicMaybeMundane: They are often mistaken for pink clouds by Siestans, leading to legends of pink clouds surrounding the volcano that were often dismissed as exaggerations.
* FlunkyBoss: Spawns
* StickyFingers: Both literally (cotton candy is ''sticky'') and
* DisneyDeath: Their path in some operations take them over bottomless pits, which can result in the Aviator and its potential Heavy passenger falling to their
-->''The main reason
* MaybeMagicMaybeMundane: They are often mistaken for pink clouds by Siestans, leading to legends of pink clouds surrounding the volcano that were often dismissed as exaggerations.
Changed line(s) 1905,1906 (click to see context) from:
[[folder:'Fluffy Buddy']]
A sheep familiar that hides in the map. Appears as a blur of blue static until covered in Steam, at which point they explode and either heal or inflict Arts damage, plus leaving behind more Steam of the same color.
A sheep familiar that hides in the map. Appears as a blur of blue static until covered in Steam, at which point they explode and either heal or inflict Arts damage, plus leaving behind more Steam of the same color.
to:
->'''Other variations:''' Hot Spring 'Wandering Slider'
A sheep familiar
Changed line(s) 1908 (click to see context) from:
* HelpfulMook: 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.
to:
* HelpfulMook: If covered in Pure White Steam, they will heal your operators and leave behind more Pure White Steam. TheSneakyGuy: They will explode for Arts damage if covered in Carmine Steam, however.are invisible until blocked.
Changed line(s) 1911,1913 (click to see context) from:
[[folder:Fashion Street 'Stellar Caster']]
->'''Other variations:''' Fashion Street 'Supernova Caster'
A sheep familiar carrying a witch's gear from a divination shop. Attack up to three operators at a time if standing in Carmine Steam.
->'''Other variations:''' Fashion Street 'Supernova Caster'
A sheep familiar carrying a witch's gear from a divination shop. Attack up to three operators at a time if standing in Carmine Steam.
to:
->'''Other variations:'''
A
* BigEater: 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.
Changed line(s) 1917,1923 (click to see context) from:
!Great Yan Units
!!!Ink Spirits (Introduced in ''Who is Real'')
[[folder:"Angry"]]
->'''Other variations:''' Anxious "Angry"
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.
!!!Ink Spirits (Introduced in ''Who is Real'')
[[folder:"Angry"]]
->'''Other variations:''' Anxious "Angry"
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.
to:
!!!Ink Spirits (Introduced in ''Who is Real'')
[[folder:"Angry"]]
->'''Other variations:'''
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
Two familiars that got entangled with each other from
Changed line(s) 1925 (click to see context) from:
to:
* ActionBomb: 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.
* FlunkyBoss: Spawns a 'Mischievous Rascal' and a 'Hearty Heavy' after death.
* StickyFingers: 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!''
* FlunkyBoss: Spawns a 'Mischievous Rascal' and a 'Hearty Heavy' after death.
* StickyFingers: 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!''
Changed line(s) 1928,1932 (click to see context) from:
[[folder:"Bitey"]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_143_1.png]]
->'''Other variations:''' Serious "Bitey"
A basic Ink Spirit with a curious, sociable personality.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_143_1.png]]
->'''Other variations:''' Serious "Bitey"
A basic Ink Spirit with a curious, sociable personality.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_143_1.png]]
->'''Other variations:''' Serious "Bitey"
A
Changed line(s) 1934 (click to see context) from:
to:
* HelpfulMook: 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.
Changed line(s) 1937,1940 (click to see context) from:
[[folder:"Stabby"]]
->'''Other variations:''' Flanking "Stabby"
A prideful Ink Spirit whose ranged attacks prioritize attacking Operators with the opposite attribute as itself.
->'''Other variations:''' Flanking "Stabby"
A prideful Ink Spirit whose ranged attacks prioritize attacking Operators with the opposite attribute as itself.
to:
->'''Other variations:'''
A
Deleted line(s) 1942 (click to see context) :
Changed line(s) 1945,1948 (click to see context) from:
[[folder:"Lazy"]]
->'''Other variations:''' Unmoving "Lazy"
A massive, sedentary Ink Spirit with equally massive bulk and the ability to draw Operator fire to itself.
->'''Other variations:''' Unmoving "Lazy"
A massive, sedentary Ink Spirit with equally massive bulk and the ability to draw Operator fire to itself.
to:
->'''Other variations:''' Unmoving "Lazy"
A massive, sedentary Ink Spirit with equally massive bulk
!!!Ursus Imperial Army and
[[folder:General]]
Changed line(s) 1950 (click to see context) from:
to:
* SecretAIMoves: The ability to use ranged attacks, they only use it on allied units (friendly [=NPCs=]) and ''never'' on active Operators.
Changed line(s) 1953,1956 (click to see context) from:
[[folder:"Smarty"]]
->'''Other variations:''' Dazzled "Smarty"
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.
->'''Other variations:''' Dazzled "Smarty"
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.
to:
->'''Other variations:''' Dazzled "Smarty"
A lively Ink Spirit with low stats, but the ability
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_081.png]]
Harmless civilians that will attempt to
Changed line(s) 1958,1959 (click to see context) from:
* ActionBomb: 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.
* HoistByTheirOwnPetard: They can get themselves killed by their own carelessness if two "Smarties" with different Hui/Ming attributes get close to each other. Sadly, it ''[[OneHitKill won't be pretty]]'' if your operators get caught in the ensuing blast.
* HoistByTheirOwnPetard: They can get themselves killed by their own carelessness if two "Smarties" with different Hui/Ming attributes get close to each other. Sadly, it ''[[OneHitKill won't be pretty]]'' if your operators get caught in the ensuing blast.
to:
* ActionBomb: 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% AssholeVictim: Hard to 1650%'' of their ATK as Arts damage, which will almost certainly one-shot whatever is in range.
* HoistByTheirOwnPetard: They canshed a tear for them when they get themselves killed by their own carelessness if two "Smarties" massacred in [=JT8-1=], considering what they did with different Hui/Ming attributes the infected ones and [[ArsonMurderAndJaywalking being as unhelpful as possible in battle]].
* EscortMission: Their very presence creates one. Letting them die is equivalent to leaking an enemy, and considering that they're [[TooDumbToLive pretty suicidal]] in [[ThatOneLevel some levels]]...
* ManOnFire: In [=JT8-1=], the first victim of Talulah's rampage is [[CruelAndUnusualDeath slowly burned alive]]. The rest of the Civilians at least getclose to each other. Sadly, it ''[[OneHitKill won't be pretty]]'' if your operators get caught in the ensuing blast.a quicker death.
* HoistByTheirOwnPetard: They can
* EscortMission: Their very presence creates one. Letting them die is equivalent to leaking an enemy, and considering that they're [[TooDumbToLive pretty suicidal]] in [[ThatOneLevel some levels]]...
* ManOnFire: In [=JT8-1=], the first victim of Talulah's rampage is [[CruelAndUnusualDeath slowly burned alive]]. The rest of the Civilians at least get
Changed line(s) 1962,1965 (click to see context) from:
[[folder:"Blindey"]]
->'''Other variations:''' Indefatigable "Blindey"
A reckless Ink Spirit with above-average stats and the ability to pass through any Operator without the same attribute as itself.
->'''Other variations:''' Indefatigable "Blindey"
A reckless Ink Spirit with above-average stats and the ability to pass through any Operator without the same attribute as itself.
to:
->'''Other variations:'''
A
Changed line(s) 1967 (click to see context) from:
to:
* UndergroundMonkey: They are essentially Reunion Hounds that boast better stats, making them more threatening in numbers.
Changed line(s) 1970,1973 (click to see context) from:
[[folder:"Envy"]]
->'''Other variations:''' Complicated "Envy"
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.
->'''Other variations:''' Complicated "Envy"
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.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_082.png]]
->'''Other
A frightening, neurotic Ink Spirit with powerful Arts attacks. They'll periodically
Vanguards from the Ursus Army in charge
Changed line(s) 1975 (click to see context) from:
to:
* ZeroPercentApprovalRating: 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.
* LongRangeFighter: They can target the Ursus Civilians and Talulah the Fighter using throwing knives.
* NonIndicativeName: 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.
* SociopathicSoldier: 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. [[GameplayAndStoryIntegration This is even a part of gameplay]], as all of the Ursus troops in Chapter 8 ''actively prioritize attacking civilians over Operators.''
* WouldHarmASenior: [[spoiler:They have no qualms about offing old people, as Ivan would find out later.]]
* LongRangeFighter: They can target the Ursus Civilians and Talulah the Fighter using throwing knives.
* NonIndicativeName: 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.
* SociopathicSoldier: 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. [[GameplayAndStoryIntegration This is even a part of gameplay]], as all of the Ursus troops in Chapter 8 ''actively prioritize attacking civilians over Operators.''
* WouldHarmASenior: [[spoiler:They have no qualms about offing old people, as Ivan would find out later.]]
Changed line(s) 1978,1981 (click to see context) from:
[[folder:"Fury"]]
->'''Other variations:''' Unbridled "Fury"
A hulking but dimwitted brute of an Ink Spirit that deals massive damage against Operators with the opposite attribute as itself.
->'''Other variations:''' Unbridled "Fury"
A hulking but dimwitted brute of an Ink Spirit that deals massive damage against Operators with the opposite attribute as itself.
to:
->'''Other variations:''' Unbridled "Fury"
A hulking but dimwitted brute of an Ink Spirit that deals massive damage against Operators with
-> '''Other variations''': Elite Ursus Assault Crossbowman
Ranged attackers for the
Changed line(s) 1983 (click to see context) from:
* DumbMuscle: Extremely powerful, but too stupid to make good decisions in combat.
to:
* DumbMuscle: Extremely powerful, StraightForTheCommander: Another of their priorities; they will target Talulah the Fighter and will prioritize her over active Operators.
* UndergroundMonkey: They function similarly to their Reunion counterparts, buttoo stupid to make good decisions in combat.carrying a crossbow instead of a melee weapon.
* WouldNotShootACivilian: Inverted. They will prioritize shooting at Ursus Civilians over Operators.
* UndergroundMonkey: They function similarly to their Reunion counterparts, but
* WouldNotShootACivilian: Inverted. They will prioritize shooting at Ursus Civilians over Operators.
Changed line(s) 1986,1988 (click to see context) from:
[[folder:"Free"]]
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.
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.
to:
The main boss of "Who is Real". It is
-> '''Other variations''': Elite Ursus Armored Caster
Casters that serve under the
Changed line(s) 1990,1995 (click to see context) from:
* BarrierChangeBoss: Switches its attribute from Ming (white) to Hui (black) when it TurnsRed, changing its strength and weakness to match.
* DeflectorShields: 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 [[ActionBomb explode]] with enough damage to OneHitKill 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.
* LargeAndInCharge: The biggest of the Ink Spirits, and by far the most powerful.
* LaterInstallmentWeirdness: 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.
* TurnsRed: 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.
* DeflectorShields: 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 [[ActionBomb explode]] with enough damage to OneHitKill 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.
* LargeAndInCharge: The biggest of the Ink Spirits, and by far the most powerful.
* LaterInstallmentWeirdness: 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.
* TurnsRed: 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.
to:
* BarrierChangeBoss: Switches its attribute from Ming (white) to Hui (black) when it TurnsRed, changing its strength StraightForTheCommander: Another of their priorities; they will use their Arts on Talulah the Fighter and weakness will prioritize her over active Operators.
* SquishyWizard: Subverted. They are surprisingly durable thanks tomatch.
* DeflectorShields: Its Breakthe Chains attack has him stop and protect himself with a barrier that absorbs a certain amount of damage. If you don't destroy armor they're wearing (hence the shield fast enough, it'll [[ActionBomb explode]] with enough damage to OneHitKill 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.
* LargeAndInCharge: The biggest of the Ink Spirits, and by far the most powerful.
* LaterInstallmentWeirdness: 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 foename), giving them much more than a proper character, although it's far stronger.
* TurnsRed: When it's first defeated, it'll fully restore his HP and empower all of its attacks, in additionprotection compared to the other casters.
* WouldNotShootACivilian: Inverted. They will prioritize usingits Weft and Warp ability and basic attack on two targets simultaneously.
ranged Arts at Ursus Civilians over Operators.
* SquishyWizard: Subverted. They are surprisingly durable thanks to
* DeflectorShields: Its Break
* LargeAndInCharge: The biggest of the Ink Spirits, and by far the most powerful.
* LaterInstallmentWeirdness: 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
* TurnsRed: When it's first defeated, it'll fully restore his HP and empower all of its attacks, in addition
* WouldNotShootACivilian: Inverted. They will prioritize using
Changed line(s) 1998,2004 (click to see context) from:
!!!Waregeists (Introduced in ''Invitation to Wine'')
[[folder:General Waregeist tropes]]
* AnimateInanimateObject: Waregeists are essentially collections of mundane objects (such as paperweights, picture frames, vases etc.) whose spirits have been awakened and driven to aggression [[spoiler:by the spirit fragment of the Second Brother contained within the black goblet]].
* AsteroidsMonster: 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 effects[[note]]since each time the effect triggers is considered a separate "hit"[[/note]].
* ItsProbablyNothing: 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.
* ZergRush: 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 Monster}}s 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.
[[folder:General Waregeist tropes]]
* AnimateInanimateObject: Waregeists are essentially collections of mundane objects (such as paperweights, picture frames, vases etc.) whose spirits have been awakened and driven to aggression [[spoiler:by the spirit fragment of the Second Brother contained within the black goblet]].
* AsteroidsMonster: 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 effects[[note]]since each time the effect triggers is considered a separate "hit"[[/note]].
* ItsProbablyNothing: 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.
* ZergRush: 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 Monster}}s 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.
to:
->'''Other variations:''' Guerrilla Herald Leader
Special forces deployed by Patriot. While their combat ability is poor, they will passively provide a stacking ATK/DEF buff to
[[folder:General Waregeist tropes]]
* AnimateInanimateObject: Waregeists are essentially collections
----
* PaletteSwap: Of the Reunion Technical Scout. They sport the same general moveset and
*
* ItsProbablyNothing: 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.
* ZergRush: In-story, individual Waregeists aren't particularly powerful, but they appear in great numbers and don't stop coming. In-game,
* StatusBuff: Grants all enemies
Changed line(s) 2007,2010 (click to see context) from:
[[folder:Grindstone]]
->'''Other variations:''' Brightmirror
A canine-like Waregeist made from wooden seals. Spawns 2 wooden seals when defeated.
->'''Other variations:''' Brightmirror
A canine-like Waregeist made from wooden seals. Spawns 2 wooden seals when defeated.
to:
->'''Other variations:'''
A canine-like Waregeist made from wooden seals. Spawns
Imperial soldiers trained to break enemy lines. They prioritize attacking civilians and can only be blocked by Operators with 2
* EliteMook: Being stronger than the Captains, they count as two enemies when blocking--this makes them a threat to those with only one block as they simply pass through them.
* LongRangeFighter: Like Captains, they will pull out a knife and use it on Ursus Civilians and Talulah the Fighter.
* LongRangeFighter: Like Captains, they will pull out a knife and use it on Ursus Civilians and Talulah the Fighter.
Changed line(s) 2014,2017 (click to see context) from:
[[folder:Vernacularism]]
->'''Other variations:''' Sophistication
A soldier Waregeist made from novel scrolls. Spawns 3 novel scrolls when defeated.
->'''Other variations:''' Sophistication
A soldier Waregeist made from novel scrolls. Spawns 3 novel scrolls when defeated.
to:
->'''Other variations:'''
A soldier Waregeist made from novel scrolls. Spawns 3 novel scrolls when defeated.
The heavy soldiers of the Ursus Imperial Army who can launch with harpoons at range and use a spiked tip at melee range. Their attack power will double once they drop below half health.
* GiantMook: Of the Ursus Imperial Army, their imposing height and muscular build makes them suitable for taking on stronger Operators.
* HarpoonGun: They carry a wrist-mounted harpoon launcher as their primary weapon. They only use it on allied units such as Talulah the Fighter and Ursus Civilians, otherwise they will simply stab blocking Operators with it.
* MightyGlacier: Their movement speed isn't that fast, but they make up with high mixed bulk and strong attacks.
* TurnsRed: 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.
* HarpoonGun: They carry a wrist-mounted harpoon launcher as their primary weapon. They only use it on allied units such as Talulah the Fighter and Ursus Civilians, otherwise they will simply stab blocking Operators with it.
* MightyGlacier: Their movement speed isn't that fast, but they make up with high mixed bulk and strong attacks.
* TurnsRed: 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.
Changed line(s) 2021,2024 (click to see context) from:
[[folder:Introspection]]
->'''Other variations:''' Scantwords
A Waregeist created from a mirror that resembles a bird. Taunts operators into attacking it, and spawns a mirror when defeated.
->'''Other variations:''' Scantwords
A Waregeist created from a mirror that resembles a bird. Taunts operators into attacking it, and spawns a mirror when defeated.
to:
->'''Other variations:'''
A Waregeist created from a mirror
Heavily armored drones who don't attack manually but mark targets for Ursus artillery bombardment, calling in explosive airstrikes that
Changed line(s) 2026 (click to see context) from:
* IShallTauntYou: It taunts operators into attacking it over other enemies by "revealing their inner secrets in their truest form".
to:
* IShallTauntYou: It taunts operators into attacking it over other enemies by "revealing their inner secrets DeathFromAbove: Calls in their truest form".artillery strikes from above to do massive splash damage.
* MightyGlacier: They deal massive damage, have sturdy defenses, and pack massive amounts of HP, but they're extremely slow to compensate.
* MightyGlacier: They deal massive damage, have sturdy defenses, and pack massive amounts of HP, but they're extremely slow to compensate.
Changed line(s) 2029,2032 (click to see context) from:
[[folder:Inkwave]]
->'''Other variations:''' Heartbillow
A stone lion-shaped Waregeist created from a fusion of multiple paperweights. Spawns 15 wooden paperweights when defeated.
->'''Other variations:''' Heartbillow
A stone lion-shaped Waregeist created from a fusion of multiple paperweights. Spawns 15 wooden paperweights when defeated.
to:
!!!Ink Spirits (Introduced in ''Who is Real'')
[[folder:"Angry"]]
->'''Other variations:'''
A
Changed line(s) 2034,2035 (click to see context) from:
* MightyGlacier: Not particularly fast moving, but they have good HP and DEF as well as high attack damage.
* ZergRush: 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.
* ZergRush: 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.
to:
* ZergRush: 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.
Changed line(s) 2038,2041 (click to see context) from:
[[folder:Fountainboil]]
->'''Other variations:''' Rainbowbrew
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.
->'''Other variations:''' Rainbowbrew
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.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_143_1.png]]
->'''Other variations:'''
A
Changed line(s) 2043 (click to see context) from:
* AchillesHeel: Similar to Infused Originium Slugs, Silence status effect prevents it from exploding on death.
to:
Changed line(s) 2046,2049 (click to see context) from:
[[folder:Blueflower]]
->'''Other variations:''' Scarletmist
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.
->'''Other variations:''' Scarletmist
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.
to:
->'''Other variations:'''
A
Changed line(s) 2051,2052 (click to see context) from:
* AchillesHeel: Silence status effects prevents the Blueflower from using its debuffing attack as well as freezing the attack count, removing its main source of danger.
* DamageOverTime: 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.
* DamageOverTime: 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.
to:
* DamageOverTime: 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.
Changed line(s) 2055,2058 (click to see context) from:
[[folder:Sinkingsand]]
->'''Other variations:''' Sharpedge
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.
->'''Other variations:''' Sharpedge
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.
to:
->'''Other variations:'''
A
Changed line(s) 2062,2065 (click to see context) from:
[[folder:Clarity]]
->'''Other variations:''' Magnificence
A Waregeist made from a lampstand that resembles a bird statue. Periodically grants nearby enemies invisibility. Spawns a bronze lampstand on defeat.
->'''Other variations:''' Magnificence
A Waregeist made from a lampstand that resembles a bird statue. Periodically grants nearby enemies invisibility. Spawns a bronze lampstand on defeat.
to:
->'''Other variations:'''
A
Changed line(s) 2067 (click to see context) from:
* TheSneakyGuy: Not itself, but Clarity can produce a smokescreen that grants invisibility to nearby Waregeists.
to:
* TheSneakyGuy: Not itself, but Clarity ActionBomb: 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.
* HoistByTheirOwnPetard: They canproduce a smokescreen that grants invisibility get themselves killed by their own carelessness if two "Smarties" with different Hui/Ming attributes get close to nearby Waregeists.each other. Sadly, it ''[[OneHitKill won't be pretty]]'' if your operators get caught in the ensuing blast.
* HoistByTheirOwnPetard: They can
Changed line(s) 2070,2072 (click to see context) from:
[[folder:Wisp]]
Fragments of Sui's main body. Increases Sui-Xiang's max HP and reduces the charging time of its special ability when absorbed.
Fragments of Sui's main body. Increases Sui-Xiang's max HP and reduces the charging time of its special ability when absorbed.
to:
Fragments of Sui's main body. Increases Sui-Xiang's max HP
->'''Other variations:''' Indefatigable "Blindey"
A reckless Ink Spirit with above-average stats and
Changed line(s) 2076,2082 (click to see context) from:
!!! Shanhaizhong (introduced in ''Where Vernal Winds Will Never Blow'')
[[folder:Di Beast]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdibeast_sprite.png]]
->'''Other variations:''' Raging Di Beast
Beasts created by Ya that serve as Its eyes and ears.
[[folder:Di Beast]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdibeast_sprite.png]]
->'''Other variations:''' Raging Di Beast
Beasts created by Ya that serve as Its eyes and ears.
to:
[[folder:Di Beast]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdibeast_sprite.png]]
->'''Other variations:'''
Beasts created by Ya
A frightening, neurotic Ink Spirit with powerful Arts attacks. They'll periodically charge up special attacks that
Changed line(s) 2086,2090 (click to see context) from:
[[folder:Shanhaizhong Skirmisher]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongskirmisher.png]]
->'''Other variations:''' Shanhaizhong Vigilante
Ordinary members of Shanhaizhong with a complex past. Gain increased range when standing on Yumen Catastrophe Defenses.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongskirmisher.png]]
->'''Other variations:''' Shanhaizhong Vigilante
Ordinary members of Shanhaizhong with a complex past. Gain increased range when standing on Yumen Catastrophe Defenses.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongskirmisher.png]]
->'''Other variations:'''
Ordinary members
A hulking but dimwitted brute of
* DumbMuscle: Extremely powerful, but too stupid to make good decisions in combat.
Changed line(s) 2094,2098 (click to see context) from:
[[folder:Shanhaizhong Relayer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongrelayertalksprite.png]]
->'''Other variations:''' Shanhaizhong Harbringer
Tacticians specialized in relaying orders via ciphers. Deploy a Shanhaizhong Cipher on the first unoccupied Yumen Catastrophe Defense tile that they pass through.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongrelayertalksprite.png]]
->'''Other variations:''' Shanhaizhong Harbringer
Tacticians specialized in relaying orders via ciphers. Deploy a Shanhaizhong Cipher on the first unoccupied Yumen Catastrophe Defense tile that they pass through.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongrelayertalksprite.png]]
->'''Other variations:''' Shanhaizhong Harbringer
Tacticians specialized in relaying orders via ciphers. Deploy a Shanhaizhong Cipher on
The main boss of "Who is Real". It is the
Changed line(s) 2100,2101 (click to see context) from:
* DroneDeployer: 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.
* MalevolentMaskedMen: Wear golden full-face masks that resemble animal skulls.
* MalevolentMaskedMen: Wear golden full-face masks that resemble animal skulls.
to:
* DroneDeployer: They put down stationary ciphers BarrierChangeBoss: Switches its attribute from Ming (white) to Hui (black) when it TurnsRed, changing its strength and weakness to match.
* DeflectorShields: Its Break the Chains attack has him stop and protect himself with a barrier thatgive absorbs 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 certain amount of damage. If you don't destroy the deployed ciphers.
shield fast enough, it'll [[ActionBomb explode]] with enough damage to OneHitKill 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.
*MalevolentMaskedMen: Wear golden full-face masks that resemble animal skulls.LargeAndInCharge: The biggest of the Ink Spirits, and by far the most powerful.
* LaterInstallmentWeirdness: 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.
* TurnsRed: 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.
* DeflectorShields: Its Break the Chains attack has him stop and protect himself with a barrier that
*
* LaterInstallmentWeirdness: 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.
* TurnsRed: 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.
Changed line(s) 2104,2109 (click to see context) from:
[[folder:Shanhaizhong Desperado]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdesperado.png]]
->'''Other variations:''' Shanhaizhong Phalanx
Large, burly Shanhaizhong members tasked with defense.
----
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdesperado.png]]
->'''Other variations:''' Shanhaizhong Phalanx
Large, burly Shanhaizhong members tasked with defense.
----
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdesperado.png]]
->'''Other variations:''' Shanhaizhong Phalanx
Large, burly Shanhaizhong members tasked
[[folder:General Waregeist tropes]]
* AnimateInanimateObject: Waregeists are essentially collections of mundane objects (such as paperweights, picture frames, vases etc.) whose spirits have been awakened and driven to aggression [[spoiler:by the spirit fragment of the Second Brother contained within the black goblet]].
* AsteroidsMonster: 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
----
* ItsProbablyNothing: 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.
* ZergRush: 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 Monster}}s 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.
Changed line(s) 2112,2116 (click to see context) from:
[[folder:Shanhaizhong Ringleader]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongringleaderelitetalk.png]]
->'''Other variations:''' Shanhaizhong Secret-Keeper
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.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongringleaderelitetalk.png]]
->'''Other variations:''' Shanhaizhong Secret-Keeper
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.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongringleaderelitetalk.png]]
->'''Other variations:'''
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.
A canine-like Waregeist made from wooden seals. Spawns 2 wooden seals when defeated.
Changed line(s) 2120,2124 (click to see context) from:
[[folder:Shanhaizhong Seer]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongseer.png]]
->'''Other variations:''' Shanhaizhong Oracle
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongseer.png]]
->'''Other variations:''' Shanhaizhong Oracle
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.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongseer.png]]
->'''Other variations:'''
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.
A soldier Waregeist made from novel scrolls. Spawns 3 novel scrolls when defeated.
Deleted line(s) 2126,2127 (click to see context) :
* ChargedAttack: Their main gimmick.
* MalevolentMaskedMen: Wear golden masks over their upper faces, resembling animal skulls.
* MalevolentMaskedMen: Wear golden masks over their upper faces, resembling animal skulls.
Changed line(s) 2130,2134 (click to see context) from:
[[folder:'Wallbreaker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizongwallbreaker.png]]
->'''Other variations:''' 'Fortbreaker'
Yumen siege machines stolen by the Shanhaizhong. Prioritize attacking roadblocks and operators located on Yumen Catastrophe Defenses.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizongwallbreaker.png]]
->'''Other variations:''' 'Fortbreaker'
Yumen siege machines stolen by the Shanhaizhong. Prioritize attacking roadblocks and operators located on Yumen Catastrophe Defenses.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizongwallbreaker.png]]
->'''Other variations:'''
Yumen siege machines stolen by the Shanhaizhong. Prioritize
A Waregeist created from a mirror that resembles a bird. Taunts operators into attacking
* IShallTauntYou: It taunts operators into attacking it over other enemies by "revealing their inner secrets in their truest form".
Changed line(s) 2138,2142 (click to see context) from:
[[folder:'Sandwalker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongsandwalker.png]]
->'''Other variations:''' 'Sand Voyager'
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongsandwalker.png]]
->'''Other variations:''' 'Sand Voyager'
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.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongsandwalker.png]]
->'''Other variations:'''
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
A stone lion-shaped Waregeist created from a fusion of multiple paperweights. Spawns 15 wooden paperweights when
Added DiffLines:
* MightyGlacier: Not particularly fast moving, but they have good HP and DEF as well as high attack damage.
* ZergRush: 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.
* ZergRush: 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.
Added DiffLines:
[[folder:Fountainboil]]
->'''Other variations:''' Rainbowbrew
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.
----
* AchillesHeel: Similar to Infused Originium Slugs, Silence status effect prevents it from exploding on death.
[[/folder]]
[[folder:Blueflower]]
->'''Other variations:''' Scarletmist
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.
----
* AchillesHeel: Silence status effects prevents the Blueflower from using its debuffing attack as well as freezing the attack count, removing its main source of danger.
* DamageOverTime: 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.
[[/folder]]
[[folder:Sinkingsand]]
->'''Other variations:''' Sharpedge
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.
----
[[/folder]]
[[folder:Clarity]]
->'''Other variations:''' Magnificence
A Waregeist made from a lampstand that resembles a bird statue. Periodically grants nearby enemies invisibility. Spawns a bronze lampstand on defeat.
----
* TheSneakyGuy: Not itself, but Clarity can produce a smokescreen that grants invisibility to nearby Waregeists.
[[/folder]]
[[folder:Wisp]]
Fragments of Sui's main body. Increases Sui-Xiang's max HP and reduces the charging time of its special ability when absorbed.
----
[[/folder]]
!!! Shanhaizhong (introduced in ''Where Vernal Winds Will Never Blow'')
[[folder:Di Beast]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdibeast_sprite.png]]
->'''Other variations:''' Raging Di Beast
Beasts created by Ya that serve as Its eyes and ears.
----
[[/folder]]
[[folder:Shanhaizhong Skirmisher]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongskirmisher.png]]
->'''Other variations:''' Shanhaizhong Vigilante
Ordinary members of Shanhaizhong with a complex past. Gain increased range when standing on Yumen Catastrophe Defenses.
----
[[/folder]]
[[folder:Shanhaizhong Relayer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongrelayertalksprite.png]]
->'''Other variations:''' Shanhaizhong Harbringer
Tacticians specialized in relaying orders via ciphers. Deploy a Shanhaizhong Cipher on the first unoccupied Yumen Catastrophe Defense tile that they pass through.
----
* DroneDeployer: 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.
* MalevolentMaskedMen: Wear golden full-face masks that resemble animal skulls.
[[/folder]]
[[folder:Shanhaizhong Desperado]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdesperado.png]]
->'''Other variations:''' Shanhaizhong Phalanx
Large, burly Shanhaizhong members tasked with defense.
----
[[/folder]]
[[folder:Shanhaizhong Ringleader]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongringleaderelitetalk.png]]
->'''Other variations:''' Shanhaizhong Secret-Keeper
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.
----
[[/folder]]
[[folder:Shanhaizhong Seer]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongseer.png]]
->'''Other variations:''' Shanhaizhong Oracle
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.
----
* ChargedAttack: Their main gimmick.
* MalevolentMaskedMen: Wear golden masks over their upper faces, resembling animal skulls.
[[/folder]]
[[folder:'Wallbreaker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizongwallbreaker.png]]
->'''Other variations:''' 'Fortbreaker'
Yumen siege machines stolen by the Shanhaizhong. Prioritize attacking roadblocks and operators located on Yumen Catastrophe Defenses.
----
[[/folder]]
[[folder:'Sandwalker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongsandwalker.png]]
->'''Other variations:''' 'Sand Voyager'
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.
----
[[/folder]]
->'''Other variations:''' Rainbowbrew
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.
----
* AchillesHeel: Similar to Infused Originium Slugs, Silence status effect prevents it from exploding on death.
[[/folder]]
[[folder:Blueflower]]
->'''Other variations:''' Scarletmist
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.
----
* AchillesHeel: Silence status effects prevents the Blueflower from using its debuffing attack as well as freezing the attack count, removing its main source of danger.
* DamageOverTime: 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.
[[/folder]]
[[folder:Sinkingsand]]
->'''Other variations:''' Sharpedge
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.
----
[[/folder]]
[[folder:Clarity]]
->'''Other variations:''' Magnificence
A Waregeist made from a lampstand that resembles a bird statue. Periodically grants nearby enemies invisibility. Spawns a bronze lampstand on defeat.
----
* TheSneakyGuy: Not itself, but Clarity can produce a smokescreen that grants invisibility to nearby Waregeists.
[[/folder]]
[[folder:Wisp]]
Fragments of Sui's main body. Increases Sui-Xiang's max HP and reduces the charging time of its special ability when absorbed.
----
[[/folder]]
!!! Shanhaizhong (introduced in ''Where Vernal Winds Will Never Blow'')
[[folder:Di Beast]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdibeast_sprite.png]]
->'''Other variations:''' Raging Di Beast
Beasts created by Ya that serve as Its eyes and ears.
----
[[/folder]]
[[folder:Shanhaizhong Skirmisher]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongskirmisher.png]]
->'''Other variations:''' Shanhaizhong Vigilante
Ordinary members of Shanhaizhong with a complex past. Gain increased range when standing on Yumen Catastrophe Defenses.
----
[[/folder]]
[[folder:Shanhaizhong Relayer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongrelayertalksprite.png]]
->'''Other variations:''' Shanhaizhong Harbringer
Tacticians specialized in relaying orders via ciphers. Deploy a Shanhaizhong Cipher on the first unoccupied Yumen Catastrophe Defense tile that they pass through.
----
* DroneDeployer: 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.
* MalevolentMaskedMen: Wear golden full-face masks that resemble animal skulls.
[[/folder]]
[[folder:Shanhaizhong Desperado]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdesperado.png]]
->'''Other variations:''' Shanhaizhong Phalanx
Large, burly Shanhaizhong members tasked with defense.
----
[[/folder]]
[[folder:Shanhaizhong Ringleader]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongringleaderelitetalk.png]]
->'''Other variations:''' Shanhaizhong Secret-Keeper
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.
----
[[/folder]]
[[folder:Shanhaizhong Seer]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongseer.png]]
->'''Other variations:''' Shanhaizhong Oracle
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.
----
* ChargedAttack: Their main gimmick.
* MalevolentMaskedMen: Wear golden masks over their upper faces, resembling animal skulls.
[[/folder]]
[[folder:'Wallbreaker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizongwallbreaker.png]]
->'''Other variations:''' 'Fortbreaker'
Yumen siege machines stolen by the Shanhaizhong. Prioritize attacking roadblocks and operators located on Yumen Catastrophe Defenses.
----
[[/folder]]
[[folder:'Sandwalker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongsandwalker.png]]
->'''Other variations:''' 'Sand Voyager'
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.
----
[[/folder]]
Is there an issue? Send a MessageReason:
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Changed line(s) 88,90 (click to see context) from:
->'''Other variations:''' Dor-α Failure
Arrowhead-shaped objects made out of 'Transmitter' reagent as a product of Dorothy's failed experiments. Absorbed by Power Armors to gain SP.
Arrowhead-shaped objects made out of 'Transmitter' reagent as a product of Dorothy's failed experiments. Absorbed by Power Armors to gain SP.
to:
->'''Other variations:''' variations''': Dor-α Failure
Arrowhead-shaped objects made outFailure, Dor-2 Replica, Dor-β Replica, Dor-3 Bionic, Dor-γ Bionic
Blobs of'Transmitter' 'Trasmitter' reagent as a product of created through Dorothy's failed repeated experiments. Absorbed by They can absorb dormant and unoccupied Power Armors to gain SP.
Arrowhead-shaped objects made out
Blobs of
* AIIsACrapshoot: The Dors encountered by Silence, Astgenne, Greyy, and co. will indiscriminately attack anyone who isn't their creator.
Changed line(s) 93 (click to see context) from:
* PuppeteerParasite: 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.
to:
* PuppeteerParasite: 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 in-game as them activating idle Power Armors when absorbed. The stronger variant the Dors is, the faster they can activate a Power Armor.
Changed line(s) 96,99 (click to see context) from:
[[folder:Dor-2 Replica]]
->'''Other variations:''' Dor-β Replica
Blobs of 'Transmitter' reagent made from Dorothy's repeated experiments. Absorbed by Power Armors to gain SP.
->'''Other variations:''' Dor-β Replica
Blobs of 'Transmitter' reagent made from Dorothy's repeated experiments. Absorbed by Power Armors to gain SP.
to:
->'''Other
Blobs of 'Transmitter' reagent made from Dorothy's repeated experiments. Absorbed by
A set of power armor designed to
* AchillesHeel: As a Machina, they boast impressive DEF but low RES, making them vulnerable to Arts damage.
* LightningBruiser: It moves slightly faster than the other Power Armors, and, to compensate for its lack of weaponry, possess a relatively fast attack speed.
* MechaMooks: They are completely autonomous.
* LightningBruiser: It moves slightly faster than the other Power Armors, and, to compensate for its lack of weaponry, possess a relatively fast attack speed.
* MechaMooks: They are completely autonomous.
Changed line(s) 103,106 (click to see context) from:
[[folder:Dor-3 Bionic]]
->'''Other variations:''' Dor-γ Bionic
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.
->'''Other variations:''' Dor-γ Bionic
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.
to:
->'''Other variations:'''
Blobs made out of 'Transmitter' reagent as a product of Dorothy's private experiments. Takes less damage when not blocked and absorbed by
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
* GiantMook: It is much taller and larger than the Experimental Power Armor.
* GroundPound: They will punch the ground that leaves Operators stunned.
* MightyGlacier: 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.
* GroundPound: They will punch the ground that leaves Operators stunned.
* MightyGlacier: 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.
Changed line(s) 110,113 (click to see context) from:
[[folder:Experimental Power Armor]]
->'''Other variations:''' Test Power Armor
A set of power armor designed to function without a pilot.
->'''Other variations:''' Test Power Armor
A set of power armor designed to function without a pilot.
to:
->'''Other
A set of empty power armor
Changed line(s) 115,117 (click to see context) from:
* AchillesHeel: As a Machina, they boast impressive DEF but low RES, making them vulnerable to Arts damage.
* LightningBruiser: It moves slightly faster than the other Power Armors, and, to compensate for its lack of weaponry, possess a relatively fast attack speed.
* MechaMooks: They are completely autonomous.
* LightningBruiser: It moves slightly faster than the other Power Armors, and, to compensate for its lack of weaponry, possess a relatively fast attack speed.
* MechaMooks: They are completely autonomous.
to:
* AchillesHeel: As a Machina, they boast impressive DEF but low RES, making them vulnerable to Arts damage.
* LightningBruiser:GiantMook: It moves slightly faster is much taller and larger than the other Experimental Power Armors, and, to compensate for its lack of weaponry, possess a relatively fast attack speed.
Armor.
*MechaMooks: MacrossMissileMassacre: They are completely autonomous.armed with a missile launcher, and can target up to four Operators present.
* MightyGlacier: Just as slow (and tough) as their R-31 counterparts, but it boasts some firepower in exchange.
* LightningBruiser:
*
* MightyGlacier: Just as slow (and tough) as their R-31 counterparts, but it boasts some firepower in exchange.
Changed line(s) 120,123 (click to see context) from:
[[folder:R-31 Heavy Power Armor]]
->'''Other variations:''' R-31a Heavy Power Armor
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.
->'''Other variations:''' R-31a Heavy Power Armor
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.
to:
->'''Other variations:''' R-31a Heavy Power Armor
A set of empty power armor armed with power fists capable of stunning enemies. Can be found sitting inactive
[[folder:General]]
Changed line(s) 125,127 (click to see context) from:
* GiantMook: It is much taller and larger than the Experimental Power Armor.
* GroundPound: They will punch the ground that leaves Operators stunned.
* MightyGlacier: 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.
* GroundPound: They will punch the ground that leaves Operators stunned.
* MightyGlacier: 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.
to:
* GiantMook: It is much taller and larger than CityGuards: The Union Army soldiers fought in ''Lone Trail'' are the Experimental Power Armor.
reserve forces stationed in Trimounts.
*GroundPound: They will punch TechnologicallyAdvancedFoe: As the ground that leaves Operators stunned.
* MightyGlacier: It is slow as molasses, but hits like a truck,primary enemies for ''Lone Trail'', they possess even higher HP than highly advanced tech (only behind Aegir) especially when compared to the Experimental version, and is capable of stunning unfortunate Operators they can get other enemies faced before due to their hands on.connections with all of the tech companies within Columbia.
*
* MightyGlacier: It is slow as molasses, but hits like a truck,
Changed line(s) 130,133 (click to see context) from:
[[folder:R-11 Assault Power Armor]]
->'''Other variations:''' R-11a Assault Power Armor
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.
->'''Other variations:''' R-11a Assault Power Armor
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.
to:
->'''Other
A set of empty power armor equipped with rocket launchers, capable of attacking multiple enemies at once. Can be found sitting inactive
Union Army rank-and-file soldiers stationed in
Changed line(s) 135,137 (click to see context) from:
* GiantMook: It is much taller and larger than the Experimental Power Armor.
* MacrossMissileMassacre: They are armed with a missile launcher, and can target up to four Operators present.
* MightyGlacier: Just as slow (and tough) as their R-31 counterparts, but it boasts some firepower in exchange.
* MacrossMissileMassacre: They are armed with a missile launcher, and can target up to four Operators present.
* MightyGlacier: Just as slow (and tough) as their R-31 counterparts, but it boasts some firepower in exchange.
to:
* GiantMook: It is much taller and larger than the Experimental Power Armor.
* MacrossMissileMassacre: TheyMovesetClone: For a Normal enemy, they are armed with a missile launcher, and can target up this to four Operators present.
* MightyGlacier: Just as slow (and tough)Agents as their R-31 counterparts, but it boasts some firepower in exchange.attacks will reduce an Operator's block count by one. One major difference is that, when attacking an Operator on a Gravity Switch, the block count will be reduced to ''zero''.
* MacrossMissileMassacre: They
* MightyGlacier: Just as slow (and tough)
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!!!Union Army (Introduced in ''Lone Trail'')
[[folder:General]]
[[folder:General]]
to:
->'''Other variations''': Arc Commando Captain
Union Army
[[folder:General]]
Changed line(s) 143,144 (click to see context) from:
* CityGuards: The Union Army soldiers fought in ''Lone Trail'' are the reserve forces stationed in Trimounts.
* TechnologicallyAdvancedFoe: As the primary enemies for ''Lone Trail'', they possess highly advanced tech (only behind Aegir) especially when compared to the other enemies faced before due to their connections with all of the tech companies within Columbia.
* TechnologicallyAdvancedFoe: As the primary enemies for ''Lone Trail'', they possess highly advanced tech (only behind Aegir) especially when compared to the other enemies faced before due to their connections with all of the tech companies within Columbia.
to:
* CityGuards: The Union Army soldiers fought in ''Lone Trail'' are AirborneMook: Unlike the reserve forces stationed in Trimounts.
* TechnologicallyAdvancedFoe: Asone-use jetpack used by Reunion, the primary enemies for ''Lone Trail'', they possess highly advanced tech (only behind Aegir) especially when compared Arc Commandos' jetpack is fully functional. This allows them to the other enemies faced before due easily pass over Operators, similarly to their connections a Dublinn Flying Soldier, and prevent melee Operators from attacking them.
* EnergyWeapons: They come equipped withall a handgun that fires direct-energy rounds, courtesy of the tech companies within Columbia.Project Horizon Arc.
* TechnologicallyAdvancedFoe: As
* EnergyWeapons: They come equipped with
Changed line(s) 147,149 (click to see context) from:
[[folder:Trimounts City Defender]]
->'''Other variations''': Trimounts City Defender Captain
Union Army rank-and-file soldiers stationed in Trimounts.
->'''Other variations''': Trimounts City Defender Captain
Union Army rank-and-file soldiers stationed in Trimounts.
to:
->'''Other
Muscular and imposing Union Army
Changed line(s) 151 (click to see context) from:
* MovesetClone: For a Normal enemy, they are this to Agents as their attacks will reduce an Operator's block count by one. One major difference is that, when attacking an Operator on a Gravity Switch, the block count will be reduced to ''zero''.
to:
* MovesetClone: AchillesHeel: Fast attacking Operators, their DEF and RES are impressive, but their effectiveness will be reduced if attacked. Operators with a significantly Low ATK Interval can easily break them like a biscuit.
* FlawedPrototype: Their experimental armor; it grants them powerful defenses, yes -- however, their DEF will be reduced everytime they are attacked.
* StoneWall: For a Normal enemy, they boast an ''extremely high'' DEF. So unless they arethis to Agents as attacked repeatedly, they can tank through blows and allow their attacks will reduce an Operator's block count by one. One major difference is that, when attacking an Operator on a Gravity Switch, the block count will be reduced allies to ''zero''.pass through.
* FlawedPrototype: Their experimental armor; it grants them powerful defenses, yes -- however, their DEF will be reduced everytime they are attacked.
* StoneWall: For a Normal enemy, they boast an ''extremely high'' DEF. So unless they are
Changed line(s) 154,156 (click to see context) from:
[[folder:Arc Commando]]
->'''Other variations''': Arc Commando Captain
Union Army soldiers that operate a jet-pack and armed with a directed-energy handgun.
->'''Other variations''': Arc Commando Captain
Union Army soldiers that operate a jet-pack and armed with a directed-energy handgun.
to:
[[folder:Arc Commando]]
Frontier]]
->'''Other variations''': ArcCommando Captain
Frontier Leader
Elite Union Army soldiersthat operate a jet-pack and armed equipped with a directed-energy handgun.powerful laser sword and cutting-edge equipment.
->'''Other variations''': Arc
Elite Union Army soldiers
Changed line(s) 158,159 (click to see context) from:
* AirborneMook: Unlike the one-use jetpack used by Reunion, the Arc Commandos' jetpack is fully functional. This allows them to easily pass over Operators, similarly to a Dublinn Flying Soldier, and prevent melee Operators from attacking them.
* EnergyWeapons: They come equipped with a handgun that fires direct-energy rounds, courtesy of the Project Horizon Arc.
* EnergyWeapons: They come equipped with a handgun that fires direct-energy rounds, courtesy of the Project Horizon Arc.
to:
* AirborneMook: Unlike the one-use jetpack used by Reunion, the Arc Commandos' jetpack is fully functional. This allows them to AchillesHeel: Being shifted. They can easily pass over Operators, similarly to a Dublinn Flying Soldier, and prevent melee slay Operators from attacking them.
thanks to their equipment, but whenever they are push or pulled, they take a good chunk of their health. Combine this with their weight, and anyone with the strongest shift can easily kill them outright.
*EnergyWeapons: They come equipped FlawedPrototype: Shared with the Arc Screenguards, but the most blatant. Their equipment is top-tier and wield an equally deadly sword, however they will take a good amount of damage whenever they are pushed or pulled.
* LaserBlade: Armed with ahandgun cutting-edge laser sword, that fires direct-energy rounds, courtesy of the Project Horizon Arc. deals Arts damage, made with pure technology and science.
*
* LaserBlade: Armed with a
Changed line(s) 162,164 (click to see context) from:
[[folder:Arc Screenguard]]
->'''Other Variations''': Arc Screenguard Captain
Muscular and imposing Union Army soldiers, donning an experimental unit that grants them formidable defenses.
->'''Other Variations''': Arc Screenguard Captain
Muscular and imposing Union Army soldiers, donning an experimental unit that grants them formidable defenses.
to:
->'''Other
Muscular and imposing
A UGV (Unmanned Ground Vehicle) developed Volvort Kochinski for the C.U.D.O.D. (Columbian Union
Changed line(s) 166,168 (click to see context) from:
* AchillesHeel: Fast attacking Operators, their DEF and RES are impressive, but their effectiveness will be reduced if attacked. Operators with a significantly Low ATK Interval can easily break them like a biscuit.
* FlawedPrototype: Their experimental armor; it grants them powerful defenses, yes -- however, their DEF will be reduced everytime they are attacked.
* StoneWall: For a Normal enemy, they boast an ''extremely high'' DEF. So unless they are attacked repeatedly, they can tank through blows and allow their allies to pass through.
* FlawedPrototype: Their experimental armor; it grants them powerful defenses, yes -- however, their DEF will be reduced everytime they are attacked.
* StoneWall: For a Normal enemy, they boast an ''extremely high'' DEF. So unless they are attacked repeatedly, they can tank through blows and allow their allies to pass through.
to:
* AchillesHeel: Fast attacking Operators, their DEF and RES are impressive, but their effectiveness will be reduced if attacked. Operators with a significantly Low ATK Interval can easily break them like a biscuit.
* FlawedPrototype: Their experimental armor; it grants them powerful defenses, yes -- however, their DEF will be reduced everytimeLogicalWeakness: Like most Machina, they take extra damage from Arts damage. However, they are attacked.
* StoneWall: For a Normal enemy,notable as they boast an ''extremely high'' DEF. So unless they possess ''zero'' RES, making Arts damage a serious problem for them.
* MechaMooks: They areattacked repeatedly, they can tank through blows and allow their allies to pass through.completely unmanned.
* FlawedPrototype: Their experimental armor; it grants them powerful defenses, yes -- however, their DEF will be reduced everytime
* StoneWall: For a Normal enemy,
* MechaMooks: They are
Changed line(s) 171,173 (click to see context) from:
[[folder:Arc Frontier]]
->'''Other variations''': Arc Frontier Leader
Elite Union Army soldiers equipped with a powerful laser sword and cutting-edge equipment.
->'''Other variations''': Arc Frontier Leader
Elite Union Army soldiers equipped with a powerful laser sword and cutting-edge equipment.
to:
->'''Other variations''':
Elite
Unmanned Defense units developed by Volvort Kochinski for the C.U.D.O.D. (Columbian Union
Changed line(s) 175,177 (click to see context) from:
* AchillesHeel: Being shifted. They can easily slay Operators thanks to their equipment, but whenever they are push or pulled, they take a good chunk of their health. Combine this with their weight, and anyone with the strongest shift can easily kill them outright.
* FlawedPrototype: Shared with the Arc Screenguards, but the most blatant. Their equipment is top-tier and wield an equally deadly sword, however they will take a good amount of damage whenever they are pushed or pulled.
* LaserBlade: Armed with a cutting-edge laser sword, that deals Arts damage, made with pure technology and science.
* FlawedPrototype: Shared with the Arc Screenguards, but the most blatant. Their equipment is top-tier and wield an equally deadly sword, however they will take a good amount of damage whenever they are pushed or pulled.
* LaserBlade: Armed with a cutting-edge laser sword, that deals Arts damage, made with pure technology and science.
to:
* AchillesHeel: Being shifted. They IncreasinglyLethalEnemy: Their lasers deal very low damage, to compensate, they can easily slay fire in all four cardinal directions. The closer they get the more damage Operators thanks to their equipment, but whenever will take, and once they are push or pulled, closest it will deal full damage.
* NoSell: They cannot be shifted, and theytake a good chunk of simply pass through even Defender Operators (unless their health. Combine this with their weight, and anyone with the strongest shift can easily kill them outright.
* FlawedPrototype: Shared with the Arc Screenguards, but the most blatant. Their equipmentblock count is top-tier and wield an equally deadly sword, however they will take a good amount of damage whenever they are pushed or pulled.
* LaserBlade: Armed with a cutting-edge laser sword, that deals Arts damage, made with pure technology and science.four through certain abilities).
* NoSell: They cannot be shifted, and they
* FlawedPrototype: Shared with the Arc Screenguards, but the most blatant. Their equipment
* LaserBlade: Armed with a cutting-edge laser sword, that deals Arts damage, made with pure technology and science.
Changed line(s) 180,182 (click to see context) from:
[[folder:"Offender" Production Model]]
->'''Other variations''': "Offender" Prototype
A UGV (Unmanned Ground Vehicle) developed Volvort Kochinski for the C.U.D.O.D. (Columbian Union Department of Defense).
->'''Other variations''': "Offender" Prototype
A UGV (Unmanned Ground Vehicle) developed Volvort Kochinski for the C.U.D.O.D. (Columbian Union Department of Defense).
to:
->'''Other variations''':
A UGV (Unmanned Ground Vehicle)
Humanoid pilot-assisted combat robot developed by Volvort Kochinski for the C.U.D.O.D. (Columbian Union Department of Defense).
Changed line(s) 184,185 (click to see context) from:
* LogicalWeakness: Like most Machina, they take extra damage from Arts damage. However, they are notable as they possess ''zero'' RES, making Arts damage a serious problem for them.
* MechaMooks: They are completely unmanned.
* MechaMooks: They are completely unmanned.
to:
* LogicalWeakness: Like most Machina, they take extra damage from Arts damage. However, AchillesHeel: Continuously being attacked, shared with the Arc Screenguards. Their DEF is insanely high but damaging them will reduce its durability, and Operators with a significant low ATK interval can easily break their defense.
* GlowingEyesOfDoom: The "Traffic Tower" Pilots' eyes curiously glow once they arenotable as ejected from their armor, signifying their intent for an all-out-attack.
* MajorInjuryUnderreaction: Despite the pilot being forcibly ejected (via through the wreckage) and clearly show signs of having [[ClothingDamage damage to their uniforms and helmets]], they don't seem to be particularly injured (as they start with full HP) and are capable of sprinting.
* ShedArmorGainSpeed: Once their robotic suit of armor gets destroyed, their pilot will jump from its wreckage and will sprint towards the Protection Objective.
* TheSneakyGuy: The "Traffic Tower" pilots are invisible, and ranged Operators will not target them unless they are blocked or detected.
* SuperiorSuccessor: To Rhine Lab's Assault Power Armor; compared to the blocky build of the RL counterpart, VK's "Traffic Towers" possess''zero'' RES, making Arts damage a serious problem for them.
* MechaMooks: They aresleek, streamlined look, boasting arm-mounted cannons from the get-go, and an incredibly insane amount of DEF. The one thing that prevents it from completely unmanned.trumping the Power Armor is that their DEF lowers whenever they take damage.
* GlowingEyesOfDoom: The "Traffic Tower" Pilots' eyes curiously glow once they are
* MajorInjuryUnderreaction: Despite the pilot being forcibly ejected (via through the wreckage) and clearly show signs of having [[ClothingDamage damage to their uniforms and helmets]], they don't seem to be particularly injured (as they start with full HP) and are capable of sprinting.
* ShedArmorGainSpeed: Once their robotic suit of armor gets destroyed, their pilot will jump from its wreckage and will sprint towards the Protection Objective.
* TheSneakyGuy: The "Traffic Tower" pilots are invisible, and ranged Operators will not target them unless they are blocked or detected.
* SuperiorSuccessor: To Rhine Lab's Assault Power Armor; compared to the blocky build of the RL counterpart, VK's "Traffic Towers" possess
* MechaMooks: They are
Changed line(s) 188,190 (click to see context) from:
[[folder:"Crossroads" Production Model]]
->'''Other variations''': "Crossroads" Prototype
Unmanned Defense units developed by Volvort Kochinski for the C.U.D.O.D. (Columbian Union Department of Defense).
->'''Other variations''': "Crossroads" Prototype
Unmanned Defense units developed by Volvort Kochinski for the C.U.D.O.D. (Columbian Union Department of Defense).
to:
->'''Other variations''': "Crossroads" Prototype
Unmanned Defense units developed by Volvort Kochinski for the C.U.D.O.D. (Columbian Union Department
[[folder:General]]
Changed line(s) 192,193 (click to see context) from:
* IncreasinglyLethalEnemy: Their lasers deal very low damage, to compensate, they can fire in all four cardinal directions. The closer they get the more damage Operators will take, and once they are closest it will deal full damage.
* NoSell: They cannot be shifted, and they simply pass through even Defender Operators (unless their block count is four through certain abilities).
* NoSell: They cannot be shifted, and they simply pass through even Defender Operators (unless their block count is four through certain abilities).
to:
* IncreasinglyLethalEnemy: Their lasers deal very low damage, to compensate, they can fire in all four cardinal directions. The closer they get the more damage Operators will take, and once they are closest it will deal full damage.
* NoSell: They cannot be shifted, and they simply pass through even Defender Operators (unlessCatsAreMean: Bar their block count is four through certain abilities).Snipers, Thieves, and (possibly) Axemen, the majority of them are Felines and are hired by a corrupt banker to cause a lot of trouble.
* CrooksAreBetterArmed: Don't dismiss them as bog-standard thugs, they possess experimental thermal equipment that can give even Blacksteel Operatives a headache.
* WhiteGangBangers: They represent the local gangs in Davistown, and all of them are caucasian in appearance.
* NoSell: They cannot be shifted, and they simply pass through even Defender Operators (unless
* CrooksAreBetterArmed: Don't dismiss them as bog-standard thugs, they possess experimental thermal equipment that can give even Blacksteel Operatives a headache.
* WhiteGangBangers: They represent the local gangs in Davistown, and all of them are caucasian in appearance.
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[[folder:"Traffic Tower" Production Model]]
->'''Other variations''': "Traffic Tower" Prototype, "Traffic Officer", "Traffic Officer Captain"
Humanoid pilot-assisted combat robot developed by Volvort Kochinski for the C.U.D.O.D. (Columbian Union Department of Defense).
->'''Other variations''': "Traffic Tower" Prototype, "Traffic Officer", "Traffic Officer Captain"
Humanoid pilot-assisted combat robot developed by Volvort Kochinski for the C.U.D.O.D. (Columbian Union Department of Defense).
to:
->'''Other
Humanoid pilot-assisted combat robot developed
A Feline gangster hired by
Changed line(s) 200,205 (click to see context) from:
* AchillesHeel: Continuously being attacked, shared with the Arc Screenguards. Their DEF is insanely high but damaging them will reduce its durability, and Operators with a significant low ATK interval can easily break their defense.
* GlowingEyesOfDoom: The "Traffic Tower" Pilots' eyes curiously glow once they are ejected from their armor, signifying their intent for an all-out-attack.
* MajorInjuryUnderreaction: Despite the pilot being forcibly ejected (via through the wreckage) and clearly show signs of having [[ClothingDamage damage to their uniforms and helmets]], they don't seem to be particularly injured (as they start with full HP) and are capable of sprinting.
* ShedArmorGainSpeed: Once their robotic suit of armor gets destroyed, their pilot will jump from its wreckage and will sprint towards the Protection Objective.
* TheSneakyGuy: The "Traffic Tower" pilots are invisible, and ranged Operators will not target them unless they are blocked or detected.
* SuperiorSuccessor: To Rhine Lab's Assault Power Armor; compared to the blocky build of the RL counterpart, VK's "Traffic Towers" possess a sleek, streamlined look, boasting arm-mounted cannons from the get-go, and an incredibly insane amount of DEF. The one thing that prevents it from completely trumping the Power Armor is that their DEF lowers whenever they take damage.
* GlowingEyesOfDoom: The "Traffic Tower" Pilots' eyes curiously glow once they are ejected from their armor, signifying their intent for an all-out-attack.
* MajorInjuryUnderreaction: Despite the pilot being forcibly ejected (via through the wreckage) and clearly show signs of having [[ClothingDamage damage to their uniforms and helmets]], they don't seem to be particularly injured (as they start with full HP) and are capable of sprinting.
* ShedArmorGainSpeed: Once their robotic suit of armor gets destroyed, their pilot will jump from its wreckage and will sprint towards the Protection Objective.
* TheSneakyGuy: The "Traffic Tower" pilots are invisible, and ranged Operators will not target them unless they are blocked or detected.
* SuperiorSuccessor: To Rhine Lab's Assault Power Armor; compared to the blocky build of the RL counterpart, VK's "Traffic Towers" possess a sleek, streamlined look, boasting arm-mounted cannons from the get-go, and an incredibly insane amount of DEF. The one thing that prevents it from completely trumping the Power Armor is that their DEF lowers whenever they take damage.
to:
* AchillesHeel: Continuously being attacked, shared with the Arc Screenguards. HotBlade: Their DEF is insanely high but damaging them will reduce its durability, and Operators with a significant low ATK interval can easily break their defense.
* GlowingEyesOfDoom: The "Traffic Tower" Pilots' eyes curiously glowblades generate electricity and, once they are ejected from enter an Overloaded state, will deal a moderate amount of damage.
* MalevolentMaskedMen: They all wear bandanna's that cover theirarmor, signifying face, in order to conceal their intent for an all-out-attack.
* MajorInjuryUnderreaction: Despite the pilot being forcibly ejected (via through the wreckage) and clearly show signs of having [[ClothingDamage damage to their uniforms and helmets]], they don't seem to be particularly injured (asidentity once they start with full HP) and are capable of sprinting.
* ShedArmorGainSpeed: Once their robotic suit of armor gets destroyed, their pilot will jump from its wreckage and will sprint towards the Protection Objective.
* TheSneakyGuy: The "Traffic Tower" pilots are invisible, and ranged Operators will not target them unless they are blocked or detected.
* SuperiorSuccessor: To Rhine Lab's Assault Power Armor; comparedto the blocky build of the RL counterpart, VK's "Traffic Towers" possess cause a sleek, streamlined look, boasting arm-mounted cannons from the get-go, and an incredibly insane amount of DEF. The one thing that prevents it from completely trumping the Power Armor is that their DEF lowers whenever they take damage.ruckus.
* GlowingEyesOfDoom: The "Traffic Tower" Pilots' eyes curiously glow
* MalevolentMaskedMen: They all wear bandanna's that cover their
* MajorInjuryUnderreaction: Despite the pilot being forcibly ejected (via through the wreckage) and clearly show signs of having [[ClothingDamage damage to their uniforms and helmets]], they don't seem to be particularly injured (as
* ShedArmorGainSpeed: Once their robotic suit of armor gets destroyed, their pilot will jump from its wreckage and will sprint towards the Protection Objective.
* TheSneakyGuy: The "Traffic Tower" pilots are invisible, and ranged Operators will not target them unless they are blocked or detected.
* SuperiorSuccessor: To Rhine Lab's Assault Power Armor; compared
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!!!Davistown Gangsters {Introduced in ''Come Catastrophes or Wakes of Vultures'')
[[folder:General]]
[[folder:General]]
to:
A burly Feline mercenary hired to cause a lot of
[[folder:General]]
Changed line(s) 211,213 (click to see context) from:
* CatsAreMean: Bar their Snipers, Thieves, and (possibly) Axemen, the majority of them are Felines and are hired by a corrupt banker to cause a lot of trouble.
* CrooksAreBetterArmed: Don't dismiss them as bog-standard thugs, they possess experimental thermal equipment that can give even Blacksteel Operatives a headache.
* WhiteGangBangers: They represent the local gangs in Davistown, and all of them are caucasian in appearance.
* CrooksAreBetterArmed: Don't dismiss them as bog-standard thugs, they possess experimental thermal equipment that can give even Blacksteel Operatives a headache.
* WhiteGangBangers: They represent the local gangs in Davistown, and all of them are caucasian in appearance.
to:
* CatsAreMean: Bar their Snipers, Thieves, and (possibly) Axemen, the majority of them are Felines GeniusBruiser. They possess a stout build and are hired by a corrupt banker well-educated, and part of their job is to cause provide a lot of trouble.
handwritten thermal amplifier reports to their employer.
*CrooksAreBetterArmed: Don't dismiss HiredGuns: The description refers to them as bog-standard thugs, they possess experimental thermal equipment that can give even Blacksteel Operatives a headache.
mercenaries, rather than gangsters.
*WhiteGangBangers: ManlyFacialHair: They represent the local gangs in Davistown, are fully bearded and all of them are caucasian in appearance.moustached, complimenting their stout build.
*
*
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[[folder:Paramilitary Gangster]]
->'''Other variations''' Paramilitary Gangster Leader
A Feline gangster hired by a corrupt banker to cause trouble.
->'''Other variations''' Paramilitary Gangster Leader
A Feline gangster hired by a corrupt banker to cause trouble.
to:
[[folder:Paramilitary Gangster]]
->'''Other variations''' Paramilitary Gangster Leader
Thief]]
AFeline gangster hired by a corrupt banker to cause trouble.more interested in looting than harming others.
->'''Other variations''' Paramilitary Gangster Leader
A
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* HotBlade: Their blades generate electricity and, once they enter an Overloaded state, will deal a moderate amount of damage.
* MalevolentMaskedMen: They all wear bandanna's that cover their face, in order to conceal their identity once they start to cause a ruckus.
* MalevolentMaskedMen: They all wear bandanna's that cover their face, in order to conceal their identity once they start to cause a ruckus.
to:
* HotBlade: Their blades generate electricity and, once they enter an Overloaded state, will deal a moderate amount of damage.
* MalevolentMaskedMen:UndergroundMonkey: They all wear bandanna's that cover act as an equivalent to Reunion Wraiths and their face, in order to conceal related brethren, with the difference being that they possess a Thermal Amplifier that boosts their identity once stats if Overloaded.
* UnfinishedUntestedUsedAnyway: The thermal device that theystart carry are not actually field-tested to cause a ruckus.see if they are safe to use.
* MalevolentMaskedMen:
* UnfinishedUntestedUsedAnyway: The thermal device that they
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[[folder:Paramilitary Defender]]
A burly Feline mercenary hired to cause a lot of trouble.
A burly Feline mercenary hired to cause a lot of trouble.
to:
[[folder:Paramilitary Defender]]
Axeman]]
Aburly Feline mercenary hired to cause a lot of trouble.outlaw armed with an energy axe.
A
Changed line(s) 228,230 (click to see context) from:
* GeniusBruiser. They possess a stout build and are well-educated, and part of their job is to provide a handwritten thermal amplifier reports to their employer.
* HiredGuns: The description refers to them as mercenaries, rather than gangsters.
* ManlyFacialHair: They are fully bearded and moustached, complimenting their stout build.
* HiredGuns: The description refers to them as mercenaries, rather than gangsters.
* ManlyFacialHair: They are fully bearded and moustached, complimenting their stout build.
to:
* GeniusBruiser. They possess HotBlade: Their energy axes release a stout build static, and (once they are well-educated, Overloaded) are far more damaging than the blades wielded by Gangsters.
* MightyGlacier: Slow as molasses but are surprisingly durable, andpart of their job is to provide a handwritten thermal amplifier reports to their employer.
* HiredGuns: The description refers to them as mercenaries, rather than gangsters.
* ManlyFacialHair: Theyaxes can hurt really bad (especially if they are fully bearded and moustached, complimenting their stout build.Overloaded, where they can make short work on even the sturdiest of 6-star Defenders).
* MightyGlacier: Slow as molasses but are surprisingly durable, and
* HiredGuns: The description refers to them as mercenaries, rather than gangsters.
* ManlyFacialHair: They
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[[folder:Paramilitary Thief]]
A gangster more interested in looting than harming others.
A gangster more interested in looting than harming others.
to:
A gangster more interested
!!!County Hillock assailants (Introduced in
[[folder:Dublinn Scout]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_244.png]]
->'''Other variations:''' Elite Dublinn Scout
Dublinn soldiers with outstanding camouflage skills that make them remain out of sight.
Changed line(s) 236,237 (click to see context) from:
* UndergroundMonkey: They act as an equivalent to Reunion Wraiths and their related brethren, with the difference being that they possess a Thermal Amplifier that boosts their stats if Overloaded.
* UnfinishedUntestedUsedAnyway: The thermal device that they carry are not actually field-tested to see if they are safe to use.
* UnfinishedUntestedUsedAnyway: The thermal device that they carry are not actually field-tested to see if they are safe to use.
to:
*
* BlindfoldedVision: Their masks cover their
*
Changed line(s) 240,241 (click to see context) from:
[[folder:Paramilitary Axeman]]
A hired outlaw armed with an energy axe.
A hired outlaw armed with an energy axe.
to:
A hired outlaw armed with an energy axe.
->'''Other variations:''' Dublinn Sniffer Hound Pro
Creatures controlled by Dublinn forces.
Changed line(s) 243,244 (click to see context) from:
* HotBlade: Their energy axes release a static, and (once they are Overloaded) are far more damaging than the blades wielded by Gangsters.
* MightyGlacier: Slow as molasses but are surprisingly durable, and their axes can hurt really bad (especially if they are Overloaded, where they can make short work on even the sturdiest of 6-star Defenders).
* MightyGlacier: Slow as molasses but are surprisingly durable, and their axes can hurt really bad (especially if they are Overloaded, where they can make short work on even the sturdiest of 6-star Defenders).
to:
*
* MightyGlacier: Slow as molasses but are surprisingly durable, and
Changed line(s) 247,255 (click to see context) from:
!Dublinn Units
!!!County Hillock assailants (Introduced in Chapter 9)
[[folder:Dublinn Scout]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_244.png]]
->'''Other variations:''' Elite Dublinn Scout
Dublinn soldiers with outstanding camouflage skills that make them remain out of sight.
!!!County Hillock assailants (Introduced in Chapter 9)
[[folder:Dublinn Scout]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_244.png]]
->'''Other variations:''' Elite Dublinn Scout
Dublinn soldiers with outstanding camouflage skills that make them remain out of sight.
to:
!!!County Hillock assailants (Introduced in Chapter 9)
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_244.png]]
->'''Other variations:''' Elite Dublinn
Crossbowmen of the Dublinn
Deleted line(s) 259,260 (click to see context) :
* BlindfoldedVision: Their masks cover their eyes.
* DefectorFromDecadence: Ronan (Damian's cousin) tried to defect Dublinn, but was captured by their soldiers and handed over to their leader to be executed.
* DefectorFromDecadence: Ronan (Damian's cousin) tried to defect Dublinn, but was captured by their soldiers and handed over to their leader to be executed.
Changed line(s) 263,266 (click to see context) from:
[[folder:Dublinn Sniffer Hound]]
->'''Other variations:''' Dublinn Sniffer Hound Pro
Creatures controlled by Dublinn forces.
->'''Other variations:''' Dublinn Sniffer Hound Pro
Creatures controlled by Dublinn forces.
to:
[[folder:Dublinn Sniffer Hound]]
Shadowcaster]]
->'''Other variations:''' Elite DublinnSniffer Hound Pro
Creatures controlled byShadowcaster
Casters of the Dublinnforces.forces, responsible for making the refracting masks for their allies.
->'''Other variations:''' Elite Dublinn
Creatures controlled by
Casters of the Dublinn
Changed line(s) 269 (click to see context) from:
* AntiMagic: They wear Arts-refracting masks that greatly increase their RES. The masks can be temporarily disabled by Silencing them.
to:
* AntiMagic: They In addition to most Casters having A-ranked RES or higher, they wear Arts-refracting masks that greatly increase their RES.RES. They are responsible for creating these masks for the Dublinn forces to wear. The masks can be temporarily disabled by Silencing them.
Changed line(s) 272,275 (click to see context) from:
[[folder:Dublinn Sniper]]
->'''Other variations:''' Elite Dublinn Sniper
Crossbowmen of the Dublinn forces. Their weapons have traces of Columbian technical modifications.
->'''Other variations:''' Elite Dublinn Sniper
Crossbowmen of the Dublinn forces. Their weapons have traces of Columbian technical modifications.
to:
[[folder:Dublinn Sniper]]
Phalanx Infantry]]
->'''Other variations:'''Elite Dublinn Sniper
Crossbowmen of thePhalanx Commander
Special Dublinnforces. Their weapons have traces of Columbian technical modifications.soldiers who use archaic Gallic battle formations. In addition to their special masks boosting their Arts resistance, they will grant each other a stacking DEF buff when in close proximity.
->'''Other variations:'''
Crossbowmen of the
Special Dublinn
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* AntiMagic: They wear Arts-refracting masks that greatly increase their RES. The masks can be temporarily disabled by Silencing them.
to:
* ZergRush: 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 NighInvulnerable to physical damage.
Changed line(s) 281,284 (click to see context) from:
[[folder:Dublinn Shadowcaster]]
->'''Other variations:''' Elite Dublinn Shadowcaster
Casters of the Dublinn forces, responsible for making the refracting masks for their allies.
->'''Other variations:''' Elite Dublinn Shadowcaster
Casters of the Dublinn forces, responsible for making the refracting masks for their allies.
to:
[[folder:Dublinn Shadowcaster]]
Flying Soldier]]
->'''Other variations:'''Elite Dublinn Shadowcaster
Casters of theFlying Squad Leader
Dublinnforces, responsible for making the refracting masks for their allies.ranged units who can fly using stolen Victorian steam propulsion equipment. They will crash and be forced to continue on foot if they are hit by certain statuses such as stun.
->'''Other variations:'''
Casters of the
Dublinn
Changed line(s) 286,287 (click to see context) from:
* AntiMagic: 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.
to:
Changed line(s) 290,292 (click to see context) from:
[[folder:Dublinn Phalanx Infantry]]
->'''Other variations:''' Dublinn Phalanx Commander
Special Dublinn soldiers who use archaic Gallic battle formations. In addition to their special masks boosting their Arts resistance, they will grant each other a stacking DEF buff when in close proximity.
->'''Other variations:''' Dublinn Phalanx Commander
Special Dublinn soldiers who use archaic Gallic battle formations. In addition to their special masks boosting their Arts resistance, they will grant each other a stacking DEF buff when in close proximity.
to:
[[folder:Dublinn Phalanx Infantry]]
Flamerazer]]
->'''Other variations:''' DublinnPhalanx Commander
SpecialFlamerazer Leader
Elite Dublinn soldiers whouse archaic Gallic battle formations. In addition wield flamethrowers to their special masks boosting their deal constant Arts resistance, and Burn damage to targets. When killed, they will grant each other a stacking DEF buff when explode in close proximity.a blast that instantly detonates all nearby Flamerazers and breaks nearby Ruined Columns.
->'''Other variations:''' Dublinn
Special
Elite Dublinn soldiers who
Changed line(s) 294,295 (click to see context) from:
* AntiMagic: 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.
* ZergRush: 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 NighInvulnerable to physical damage.
* ZergRush: 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 NighInvulnerable to physical damage.
to:
* AntiMagic: ActionBomb: They wear Arts-refracting masks that greatly increase their RES, which is problematic 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 they Flamerazers often come in groups.
* KillItWithFire: Wield flamethrowers that deal heavy damage from range and cansignificantly buff their own DEF as well. The masks can be temporarily disabled by Silencing them.
* ZergRush: 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 NighInvulnerable to physicalcause accumulated burning damage.
* KillItWithFire: Wield flamethrowers that deal heavy damage from range and can
* ZergRush: 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 NighInvulnerable to physical
Changed line(s) 298,300 (click to see context) from:
[[folder:Dublinn Flying Soldier]]
->'''Other variations:''' Dublinn Flying Squad Leader
Dublinn ranged units who can fly using stolen Victorian steam propulsion equipment. They will crash and be forced to continue on foot if they are hit by certain statuses such as stun.
->'''Other variations:''' Dublinn Flying Squad Leader
Dublinn ranged units who can fly using stolen Victorian steam propulsion equipment. They will crash and be forced to continue on foot if they are hit by certain statuses such as stun.
to:
[[folder:Dublinn Flying Soldier]]
Companion Guard]]
->'''Other variations:''' DublinnFlying Squad Leader
Elite Companion Guard
Elite Dublinnranged units soldiers who use an ancient Minoan military formation. They're armored, armed with Arts-refracting masks, and can fly using stolen Victorian steam propulsion equipment. They will crash and be forced to continue draw aggro from Operators, on foot top of slowing the ASPD of nearby Operators if they are hit by certain statuses such as stun.a Companion Shadowblade is nearby.
->'''Other variations:''' Dublinn
Elite Dublinn
Changed line(s) 302 (click to see context) from:
* AchillesHeel: 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|s}} will make them instantly fall to their deaths.
to:
* AchillesHeel: Hitting them DrawAggro: Operators will prioritize attacking these Guards over other enemies, a problem when they're paired with something like a stun, sleep or freeze will crash them, turning them from a flying ranged unit the Shadowblade who is more important to a relatively bog-standard melee unit that can be dispatched with ease. Furthermore, doing this above a {{Bottomless Pit|s}} will make them instantly fall defeat quickly.
* MightyGlacier: They boast large amounts of HP and DEF, have Refraction to significantly beef up theirdeaths.nonexistent RES, and hit very hard on top of further crippling Operator attack speed if a Shadowblade is nearby. Fortunately, they're rather slow.
* MightyGlacier: They boast large amounts of HP and DEF, have Refraction to significantly beef up their
Changed line(s) 305,307 (click to see context) from:
[[folder:Dublinn Flamerazer]]
->'''Other variations:''' Dublinn Flamerazer Leader
Elite Dublinn soldiers who wield flamethrowers to deal constant Arts and Burn damage to targets. When killed, they will explode in a blast that instantly detonates all nearby Flamerazers and breaks nearby Ruined Columns.
->'''Other variations:''' Dublinn Flamerazer Leader
Elite Dublinn soldiers who wield flamethrowers to deal constant Arts and Burn damage to targets. When killed, they will explode in a blast that instantly detonates all nearby Flamerazers and breaks nearby Ruined Columns.
to:
[[folder:Dublinn Flamerazer]]
Companion Shadowblade]]
->'''Other variations:''' DublinnFlamerazer Leader
Elite Companion Shadowblade
Elite Dublinn soldiers whowield flamethrowers to deal constant use an ancient Minoan military formation. They threaten with melee Arts and Burn damage to targets. When killed, they will explode in can't be attacked until blocked or revealed, on top of gaining attack speed if a blast that instantly detonates all nearby Flamerazers and breaks nearby Ruined Columns.Companion Guard is nearby.
->'''Other variations:''' Dublinn
Elite Dublinn soldiers who
Changed line(s) 309,310 (click to see context) from:
* ActionBomb: 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.
* KillItWithFire: Wield flamethrowers that deal heavy damage from range and can cause accumulated burning damage.
* KillItWithFire: Wield flamethrowers that deal heavy damage from range and can cause accumulated burning damage.
to:
* ActionBomb: GlassCannon: Downplayed as they still have a hefty amount of HP, but their DEF is unusually low and their RES is literally nonexistent. They will explode when killed, instantly detonating all other Flamerazers in make up for it with 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.
* KillItWithFire: Wield flamethrowers that deal heavysheer amount of Arts damage from range and they can cause accumulated burning damage.output at close range, especially if the Companion Guard is nearby to buff their attack speed.
* TheSneakyGuy: Cannot be hit until blocked or revealed.
* KillItWithFire: Wield flamethrowers that deal heavy
* TheSneakyGuy: Cannot be hit until blocked or revealed.
Changed line(s) 313,315 (click to see context) from:
[[folder:Dublinn Companion Guard]]
->'''Other variations:''' Dublinn Elite Companion Guard
Elite Dublinn soldiers who use an ancient Minoan military formation. They're armored, armed with Arts-refracting masks, and can draw aggro from Operators, on top of slowing the ASPD of nearby Operators if a Companion Shadowblade is nearby.
->'''Other variations:''' Dublinn Elite Companion Guard
Elite Dublinn soldiers who use an ancient Minoan military formation. They're armored, armed with Arts-refracting masks, and can draw aggro from Operators, on top of slowing the ASPD of nearby Operators if a Companion Shadowblade is nearby.
to:
[[folder:Dublinn Companion Guard]]
Evocator]]
->'''Other variations:''' DublinnElite Companion Guard
Evocator Leader
Elite Dublinnsoldiers casters who use an ancient Minoan military formation. They're armored, armed with Arts-refracting masks, cannot attack normally, but summon flames which travel along fixed paths before exploding on impact. The flames deal heavy Arts and can draw aggro from Operators, on top of slowing the ASPD of nearby Operators if a Companion Shadowblade is nearby.Burn damage in an area, but lose damage as they travel.
->'''Other variations:''' Dublinn
Elite Dublinn
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* DrawAggro: 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.
* MightyGlacier: 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.
* MightyGlacier: 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.
to:
* DrawAggro: Operators will prioritize attacking these Guards over other enemies, a problem when they're paired KillItWithFire: Summon Purifying Flames which explode on contact with the Shadowblade who is more important to defeat quickly.
Operators, dealing heavy Arts and Burn damage.
* MightyGlacier: Theyboast large have very high HP, decent defenses, and deal colossal 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, area damage over an extremely long range. However, they're rather slow.incredibly slow and often take paths that have them wait in place for a while.
* MightyGlacier: They
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[[folder:Dublinn Companion Shadowblade]]
->'''Other variations:''' Dublinn Elite Companion Shadowblade
Elite Dublinn soldiers who use an ancient Minoan military formation. They threaten with melee Arts and can't be attacked until blocked or revealed, on top of gaining attack speed if a Companion Guard is nearby.
->'''Other variations:''' Dublinn Elite Companion Shadowblade
Elite Dublinn soldiers who use an ancient Minoan military formation. They threaten with melee Arts and can't be attacked until blocked or revealed, on top of gaining attack speed if a Companion Guard is nearby.
to:
->'''Other variations:'''
Elite Dublinn soldiers who use an ancient Minoan military formation. They threaten
Originium constructs crafted by Mandragora using her Arts, slow-moving but very powerful and durable. When first killed, they'll enter a dormant, defensive state before reviving as flying units with
Changed line(s) 325,326 (click to see context) from:
* GlassCannon: 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.
* TheSneakyGuy: Cannot be hit until blocked or revealed.
* TheSneakyGuy: Cannot be hit until blocked or revealed.
to:
* GlassCannon: Downplayed as they still have AchillesHeel: Collapsing a hefty amount of HP, but Ruined Column onto them is not only liable to kill them instantly through their DEF is unusually low and their RES is literally nonexistent. sturdy defenses, but will also kill them permanently instead of letting them revive.
* AntiMagic: Theymake up for it with have the sheer amount 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 Artsdamage they can output at close range, especially if the Companion Guard is nearby to buff their attack speed.
* TheSneakyGuy: Cannot be hit until blocked or revealed.made by Mandragora.
* AntiMagic: They
* {{Golem}}: Creations of rock and Originium Arts
* TheSneakyGuy: Cannot be hit until blocked or revealed.
Changed line(s) 329,331 (click to see context) from:
[[folder:Dublinn Evocator]]
->'''Other variations:''' Dublinn Evocator Leader
Elite Dublinn casters who cannot attack normally, but summon flames which travel along fixed paths before exploding on impact. The flames deal heavy Arts and Burn damage in an area, but lose damage as they travel.
->'''Other variations:''' Dublinn Evocator Leader
Elite Dublinn casters who cannot attack normally, but summon flames which travel along fixed paths before exploding on impact. The flames deal heavy Arts and Burn damage in an area, but lose damage as they travel.
to:
[[folder:Special Forces Soldier]]
->'''Other variations:'''
Elite Dublinn casters who cannot attack normally, but summon flames which travel along fixed paths before exploding
Mercenaries hired by the Duke of Wellington. Turn invisible when standing on
Changed line(s) 333,334 (click to see context) from:
* KillItWithFire: Summon Purifying Flames which explode on contact with Operators, dealing heavy Arts and Burn damage.
* MightyGlacier: 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.
* MightyGlacier: 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.
to:
* KillItWithFire: Summon Purifying Flames which explode on contact with Operators, dealing heavy Arts and Burn damage.
* MightyGlacier:TheSneakyGuy: 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 become invisible when they are standing on a while.Reed tile.
* MightyGlacier:
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[[folder:Tombkeeper Grotesque]]
->'''Other variations:''' Enraged Tombkeeper Grotesque
Originium constructs crafted by Mandragora using her Arts, slow-moving but very powerful and durable. When first killed, they'll enter a dormant, defensive state before reviving as flying units with ranged Arts.
->'''Other variations:''' Enraged Tombkeeper Grotesque
Originium constructs crafted by Mandragora using her Arts, slow-moving but very powerful and durable. When first killed, they'll enter a dormant, defensive state before reviving as flying units with ranged Arts.
to:
->'''Other variations:''' Enraged
Originium constructs crafted by Mandragora using her Arts, slow-moving but very powerful and durable. When first killed, they'll enter a dormant, defensive state before reviving as flying units with ranged Arts.
Gloompincers adapted to living in the swamps of Victoria. Gain increased movement speed instead of being slowed when walking on Mire.
Deleted line(s) 341,343 (click to see context) :
* AchillesHeel: 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.
* AntiMagic: 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.
* AntiMagic: 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.
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!!!Eblana and Duke of Wellington's forces (introduced in ''What The Firelight Casts'')
[[folder:Special Forces Soldier]]
->'''Other variations:''' Special Forces Captain
Mercenaries hired by the Duke of Wellington. Turn invisible when standing on Reeds.
[[folder:Special Forces Soldier]]
->'''Other variations:''' Special Forces Captain
Mercenaries hired by the Duke of Wellington. Turn invisible when standing on Reeds.
to:
[[folder:Special Forces
->'''Other variations:'''
Mercenaries hired
Corpses of Dublinn soldiers reanimated by
Changed line(s) 352 (click to see context) from:
* TheSneakyGuy: They become invisible when they are standing on a Reed tile.
to:
* TheSneakyGuy: OurZombiesAreDifferent: They become invisible are long-dead Dublinn soldiers imbued with an ember made out of Eblana's Arts that continuously revive them when they are standing on a Reed tile.fall in battle.
Changed line(s) 355,357 (click to see context) from:
[[folder:Swamp Gloompincer]]
->'''Other variations:''' Enraged Swamp Gloompincer
Gloompincers adapted to living in the swamps of Victoria. Gain increased movement speed instead of being slowed when walking on Mire.
->'''Other variations:''' Enraged Swamp Gloompincer
Gloompincers adapted to living in the swamps of Victoria. Gain increased movement speed instead of being slowed when walking on Mire.
to:
->'''Other variations:'''
Gloompincers adapted to living in the swamps of Victoria. Gain increased movement speed instead of being slowed when walking on Mire.
Dublinn soldiers armed with crossbows and grenade launchers. Periodically launch long-range grenade rounds that deal splash damage.
Changed line(s) 361,363 (click to see context) from:
[[folder:Dublinn Flamechaser Soldier]]
->'''Other variations:''' Dublinn Flamechaser Elite Soldier
Corpses of Dublinn soldiers reanimated by Eblana's Originium Arts. Deal Arts damage in melee, cause Burn Damage if near a Burning Reed, and leave behind an Ember of Resentment that will revive them if not destroyed in time.
->'''Other variations:''' Dublinn Flamechaser Elite Soldier
Corpses of Dublinn soldiers reanimated by Eblana's Originium Arts. Deal Arts damage in melee, cause Burn Damage if near a Burning Reed, and leave behind an Ember of Resentment that will revive them if not destroyed in time.
to:
->'''Other variations:''' Heavy Swamp Rover
Military vehicles used by Dublinn
Corpses of Dublinn soldiers reanimated by Eblana's Originium Arts. Deal Arts damage in melee, cause Burn Damage if near a Burning Reed,
Changed line(s) 365 (click to see context) from:
* OurZombiesAreDifferent: 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.
to:
* OurZombiesAreDifferent: They are long-dead Dublinn soldiers imbued with an ember made out of Eblana's Arts that continuously revive them when they fall TrueSight: Reveals Camouflaged operators (whether by standing in battle. Reeds or from their own kits) in range.
Changed line(s) 368,370 (click to see context) from:
[[folder:Dublinn Cannoneer]]
->'''Other variations:''' Dublinn Cannoneer Captain
Dublinn soldiers armed with crossbows and grenade launchers. Periodically launch long-range grenade rounds that deal splash damage.
->'''Other variations:''' Dublinn Cannoneer Captain
Dublinn soldiers armed with crossbows and grenade launchers. Periodically launch long-range grenade rounds that deal splash damage.
to:
[[folder:Dublinn Cannoneer]]
Flamecaller]]
->'''Other variations:''' DublinnCannoneer Flamecaller Captain
Dublinnsoldiers armed casters skilled in pyrokinetic Originium Arts, though to a different extent than the Evocators of Chapter 9. They set Reeds on fire with crossbows and grenade launchers. Periodically launch long-range grenade rounds that deal splash damage.their attacks as well as their deaths.
->'''Other variations:''' Dublinn
Dublinn
* PlayingWithFire: These guys specialize in lighting Reeds on fire to damage your Operators as well as supporting their allies' special abilities.
* TakingYouWithMe: They explode upon death, dealing Arts damage and lighting any nearby Reed on fire.
* TakingYouWithMe: They explode upon death, dealing Arts damage and lighting any nearby Reed on fire.
Changed line(s) 374,376 (click to see context) from:
[[folder:Swamp Rover]]
->'''Other variations:''' Heavy Swamp Rover
Military vehicles used by Dublinn to traverse the Victorian swamps. Immune to Mire's slowing effects and nullifies Camouflage on operators.
->'''Other variations:''' Heavy Swamp Rover
Military vehicles used by Dublinn to traverse the Victorian swamps. Immune to Mire's slowing effects and nullifies Camouflage on operators.
to:
->'''Other variations:'''
Military vehicles used by
Corpses of Dublinn soldiers reanimated by Eblana's Arts. They receive reduced damage when near a Burning Reed, inflict Burn Damage with their melee attacks, and
Changed line(s) 378 (click to see context) from:
* TrueSight: Reveals Camouflaged operators (whether by standing in Reeds or from their own kits) in range.
to:
* TrueSight: Reveals Camouflaged operators (whether OurZombiesAreDifferent: Similar to the Flamechaser Soldier, these guys are dead bodies constantly revived by standing in Reeds or from their own kits) in range.Eblana's Arts.
Changed line(s) 381,383 (click to see context) from:
[[folder:Dublinn Flamecaller]]
->'''Other variations:''' Dublinn Flamecaller Captain
Dublinn casters skilled in pyrokinetic Originium Arts, though to a different extent than the Evocators of Chapter 9. They set Reeds on fire with their attacks as well as their deaths.
->'''Other variations:''' Dublinn Flamecaller Captain
Dublinn casters skilled in pyrokinetic Originium Arts, though to a different extent than the Evocators of Chapter 9. They set Reeds on fire with their attacks as well as their deaths.
to:
[[folder:Dublinn Flamecaller]]
Spec Ops]]
->'''Other variations:''' DublinnFlamecaller Captain
Dublinn casters skilled in pyrokinetic Originium Arts, though to a different extent thanElite Spec Ops
Soldiers under theEvocators command of Chapter 9. They set "The Brigadier". Light Reeds on fire with their attacks as well as their deaths.when they pass by, and every fourth attack will have them perform multiple consecutive slashes at the target.
->'''Other variations:''' Dublinn
Dublinn casters skilled in pyrokinetic Originium Arts, though to a different extent than
Soldiers under the
Changed line(s) 385,386 (click to see context) from:
* PlayingWithFire: These guys specialize in lighting Reeds on fire to damage your Operators as well as supporting their allies' special abilities.
* TakingYouWithMe: They explode upon death, dealing Arts damage and lighting any nearby Reed on fire.
* TakingYouWithMe: They explode upon death, dealing Arts damage and lighting any nearby Reed on fire.
to:
* PlayingWithFire: These guys specialize in lighting Reeds on fire to damage your Operators as well as supporting their allies' special abilities.
* TakingYouWithMe: They explode upon death, dealing Arts damage and lighting any nearby Reed on fire.GatheringSteam: After every 3 attacks, they unleash 5 consecutive slashes at the operator.
* TakingYouWithMe: They explode upon death, dealing Arts damage and lighting any nearby Reed on fire.
Changed line(s) 389,391 (click to see context) from:
[[folder:Dublinn Flamechaser Guard]]
->'''Other variations:''' Dublinn Flamechaser Elite Guard
Corpses of Dublinn soldiers reanimated by Eblana's Arts. They receive reduced damage when near a Burning Reed, inflict Burn Damage with their melee attacks, and leave behind an Ember of Avarice that will revive them if not destroyed in time.
->'''Other variations:''' Dublinn Flamechaser Elite Guard
Corpses of Dublinn soldiers reanimated by Eblana's Arts. They receive reduced damage when near a Burning Reed, inflict Burn Damage with their melee attacks, and leave behind an Ember of Avarice that will revive them if not destroyed in time.
to:
!!!Zeruertza Civilians (introduced in ''Ideal City'')
[[folder:Alcohol Lover]]
->'''Other variations:'''
Corpses of Dublinn soldiers reanimated by Eblana's Arts. They receive reduced damage when near a Burning Reed, inflict Burn Damage with their melee attacks, and leave behind an Ember of Avarice that will revive them if not destroyed in time.
A Durin citizen drunk enough to think they are fighting some evil creature.
Changed line(s) 393 (click to see context) from:
* OurZombiesAreDifferent: Similar to the Flamechaser Soldier, these guys are dead bodies constantly revived by Eblana's Arts.
to:
* OurZombiesAreDifferent: Similar AchillesHeel: The Silence status effect disables their physical damage evasion, making them much easier to take down.
* AlcoholInducedIdiocy: 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.
* SuspiciouslySpecificDenial: From theFlamechaser Soldier, these guys are dead bodies constantly revived by Eblana's Arts.Alcohol Association Member's flavor text.
-->''A piss-drunk Durin. "I'm not drunk! Who said I was drunk? Was it you?!"''
* AlcoholInducedIdiocy: 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.
* SuspiciouslySpecificDenial: From the
-->''A piss-drunk Durin. "I'm not drunk! Who said I was drunk? Was it you?!"''
Changed line(s) 396,398 (click to see context) from:
[[folder:Dublinn Spec Ops]]
->'''Other variations:''' Dublinn Elite Spec Ops
Soldiers under the command of "The Brigadier". Light Reeds on fire when they pass by, and every fourth attack will have them perform multiple consecutive slashes at the target.
->'''Other variations:''' Dublinn Elite Spec Ops
Soldiers under the command of "The Brigadier". Light Reeds on fire when they pass by, and every fourth attack will have them perform multiple consecutive slashes at the target.
to:
->'''Other variations:'''
Soldiers under the command
An amateur lifeguard that picked up boxing in lieu of
Changed line(s) 400 (click to see context) from:
* GatheringSteam: After every 3 attacks, they unleash 5 consecutive slashes at the operator.
to:
* GatheringSteam: After every 3 attacks, AchillesHeel: Like the Alcohol Lover, their evasion is also disabled when Silenced.
* DrunkenBoxing: 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, theyunleash 5 consecutive slashes at the operator.actually can't swim.
* DrunkenBoxing: 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
Changed line(s) 403,409 (click to see context) from:
!Durin Units
!!!Zeruertza Civilians (introduced in ''Ideal City'')
[[folder:Alcohol Lover]]
->'''Other variations:''' Alcohol Association Member
A Durin citizen drunk enough to think they are fighting some evil creature.
!!!Zeruertza Civilians (introduced in ''Ideal City'')
[[folder:Alcohol Lover]]
->'''Other variations:''' Alcohol Association Member
A Durin citizen drunk enough to think they are fighting some evil creature.
to:
!!!Zeruertza Civilians (introduced in ''Ideal City'')
[[folder:Alcohol Lover]]
->'''Other variations:'''
A Durin
Changed line(s) 411,414 (click to see context) from:
* AchillesHeel: The Silence status effect disables their physical damage evasion, making them much easier to take down.
* AlcoholInducedIdiocy: 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.
* SuspiciouslySpecificDenial: From the Alcohol Association Member's flavor text.
-->''A piss-drunk Durin. "I'm not drunk! Who said I was drunk? Was it you?!"''
* AlcoholInducedIdiocy: 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.
* SuspiciouslySpecificDenial: From the Alcohol Association Member's flavor text.
-->''A piss-drunk Durin. "I'm not drunk! Who said I was drunk? Was it you?!"''
to:
* AchillesHeel: The Silence status effect disables DisproportionateRetribution: In a sense. In an attempt to deter people from kicking up water in the lake and destroying their physical damage evasion, making them much easier sandcastles, these Durins have taken to take down.
* AlcoholInducedIdiocy: Their drunkenness makes them think you're an evil creature, henceinstalling Arts Units into their attack. It even extends tools - ones that fire Arts strong enough to their mechanics; their paths are often winding, unfocused, and loop over themselves.
* SuspiciouslySpecificDenial: From the Alcohol Association Member's flavor text.
-->''A piss-drunk Durin. "I'm not drunk! Who said I was drunk? Was it you?!"''actually hurt other people.
* AlcoholInducedIdiocy: Their drunkenness makes them think you're an evil creature, hence
* SuspiciouslySpecificDenial: From the Alcohol Association Member's flavor text.
-->''A piss-drunk Durin. "I'm not drunk! Who said I was drunk? Was it you?!"''
Changed line(s) 417,420 (click to see context) from:
[[folder:Lakeside Volunteer]]
->'''Other variations:''' Lakeside Lifeguard
An amateur lifeguard that picked up boxing in lieu of their actual job.
->'''Other variations:''' Lakeside Lifeguard
An amateur lifeguard that picked up boxing in lieu of their actual job.
to:
->'''Other variations:'''
An
Changed line(s) 422,424 (click to see context) from:
* AchillesHeel: Like the Alcohol Lover, their evasion is also disabled when Silenced.
* DrunkenBoxing: 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.
* DrunkenBoxing: 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.
to:
* AchillesHeel: Like the Alcohol Lover, Negative status effects (stun, cold, freeze) immediately reset their evasion is ATK ramp up stacks. Immobilize effects will also disabled when Silenced.
* DrunkenBoxing: Implied. Even if they're not actually drunk, their 100% dodge is similar toprevent them from ramping up in the one the Alcohol Lovers have.
first place.
*{{Irony}}: DisproportionateRetribution: The Lakeside Lifeguard's Volleyball Spiking Cart's flavor text indicates that despite these carts were designed for the purpose of taking revenge on someone by spiking volleyballs at people to ruin their title as a lifeguard, matches - given they actually can't swim.can do this hard enough to ''kill'' operators (or at least knock them out), this likely counts.
* GatheringSteam: Much like the Nethersea Reefbreakers, these carts gain ramping up ATK every time they attack.
* DrunkenBoxing: Implied. Even if they're not actually drunk, their 100% dodge is similar to
*
* GatheringSteam: Much like the Nethersea Reefbreakers, these carts gain ramping up ATK every time they attack.
Changed line(s) 427,430 (click to see context) from:
[[folder:Sandcastle Builder]]
->'''Other variations:''' Sandcastle Architect
A Durin with an Arts Unit built into their sandcastle tool to protect their sandcastles.
->'''Other variations:''' Sandcastle Architect
A Durin with an Arts Unit built into their sandcastle tool to protect their sandcastles.
to:
->'''Other variations:'''
A
Changed line(s) 432 (click to see context) from:
* DisproportionateRetribution: 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.
to:
* DisproportionateRetribution: In GiantMook: They are of the Durin's creations, a sense. In towering robot with an attempt imposing appearance.
* NoSell: Self-Driving Carts are stopped when they collide with them instead of passing through them like other Durin enemies.
* OxymoronicBeing: A surfing instructor that is unable todeter people from kicking up water float in the lake water, and destroying their sandcastles, these Durins have taken to installing still rusts easily despite its anti-rust coating.
* StoneWall: Take reduced physical and ArtsUnits into their tools - ones that fire Arts strong enough to actually hurt other people.damage if not blocked.
* NoSell: Self-Driving Carts are stopped when they collide with them instead of passing through them like other Durin enemies.
* OxymoronicBeing: A surfing instructor that is unable to
* StoneWall: Take reduced physical and Arts
Changed line(s) 435,438 (click to see context) from:
[[folder:Volleyball Serving Cart]]
->'''Other variations:''' Volleyball Spiking Cart
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.
->'''Other variations:''' Volleyball Spiking Cart
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.
to:
->'''Other variations:'''
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.
A transport buggy for carrying exhausted beachgoers around. Can only be blocked with operators having 3 block or higher, picks up other Durin enemies when it travels over them and drops them when it dies.
Changed line(s) 440,442 (click to see context) from:
* AchillesHeel: 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.
* DisproportionateRetribution: 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.
* GatheringSteam: Much like the Nethersea Reefbreakers, these carts gain ramping up ATK every time they attack.
* DisproportionateRetribution: 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.
* GatheringSteam: Much like the Nethersea Reefbreakers, these carts gain ramping up ATK every time they attack.
to:
* AchillesHeel: Negative status effects (stun, cold, freeze) immediately reset their ATK ramp up stacks. Immobilize effects will also prevent LightningBruiser: These buggies are both fast and durable, and protects the enemies inside them from ramping up in the first place.
* DisproportionateRetribution: The Volleyball Spiking Cart's flavor text indicates that these carts were designed for the purpose oftaking revenge on someone by spiking volleyballs at people to ruin their matches - given damage until they can do this hard enough to ''kill'' operators (or at least knock them out), this likely counts.
* GatheringSteam: Much like the Nethersea Reefbreakers, these carts gain ramping up ATK every time they attack.die.
* DisproportionateRetribution: The Volleyball Spiking Cart's flavor text indicates that these carts were designed for the purpose of
* GatheringSteam: Much like the Nethersea Reefbreakers, these carts gain ramping up ATK every time they attack.
Changed line(s) 445,447 (click to see context) from:
[[folder:Full Metal Surfing Instructor]]
->'''Other variations:''' Alloy Surfing Instructor
A robot designed to teach surfing. Cannot be run over by Self-Driving Carts.
->'''Other variations:''' Alloy Surfing Instructor
A robot designed to teach surfing. Cannot be run over by Self-Driving Carts.
to:
->'''Other variations:'''
A
Changed line(s) 449,452 (click to see context) from:
* GiantMook: They are of the Durin's creations, a towering robot with an imposing appearance.
* NoSell: Self-Driving Carts are stopped when they collide with them instead of passing through them like other Durin enemies.
* OxymoronicBeing: A surfing instructor that is unable to float in the water, and still rusts easily despite its anti-rust coating.
* StoneWall: Take reduced physical and Arts damage if not blocked.
* NoSell: Self-Driving Carts are stopped when they collide with them instead of passing through them like other Durin enemies.
* OxymoronicBeing: A surfing instructor that is unable to float in the water, and still rusts easily despite its anti-rust coating.
* StoneWall: Take reduced physical and Arts damage if not blocked.
to:
* GiantMook: They are of the Durin's creations, a towering robot {{Irony}}: The Whiskey-Grade Waker-Upper was designed to sober up drunk people, but its targeting logic was tampered with an imposing appearance.
* NoSell: Self-Driving Carts are stopped when they collide with them instead of passing through them like other Durin enemies.
* OxymoronicBeing: A surfing instructor that is unable to float in the water,and still rusts easily despite its anti-rust coating.
* StoneWall: Take reduced physical and Arts damage if not blocked.now it only targets sober people.
* NoSell: Self-Driving Carts are stopped when they collide with them instead of passing through them like other Durin enemies.
* OxymoronicBeing: A surfing instructor that is unable to float in the water,
* StoneWall: Take reduced physical and Arts damage if not blocked.
Changed line(s) 455,457 (click to see context) from:
[[folder:Fully-Enclosed Beach Buggy]]
->'''Other variations:''' Competitive-Grade Beach Buggy
A transport buggy for carrying exhausted beachgoers around. Can only be blocked with operators having 3 block or higher, picks up other Durin enemies when it travels over them and drops them when it dies.
->'''Other variations:''' Competitive-Grade Beach Buggy
A transport buggy for carrying exhausted beachgoers around. Can only be blocked with operators having 3 block or higher, picks up other Durin enemies when it travels over them and drops them when it dies.
to:
!!!Rioters, Junkmen, and Loggers (Introduced in Chapters 0 to 8, or ''Grani and the Knights' Treasure'')
[[folder:Rioter]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_rioter.png]]
->'''Other variations:'''
A transport buggy for carrying exhausted beachgoers around. Can only be blocked
Untrained troops that attack with
Changed line(s) 459 (click to see context) from:
* LightningBruiser: These buggies are both fast and durable, and protects the enemies inside them from taking damage until they die.
to:
* LightningBruiser: These buggies TheGoomba: 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.
* EarlyInstallmentWeirdness: Due to a lack of a proper 2D model for Bounty Hunters (prior to ''Hortus de Escapismo''), Rioters areboth fast and durable, and protects the enemies inside used to represent them from taking damage until they die.in ''Grani and the Knights' Treasure''.
* MolotovCocktail: Cocktail Throwers are the earliest threat to your long-range units, being just under Crossbowmen in terms of effectiveness.
* PipePain: Melee Rioters carry bent pipes as their weapon.
* EarlyInstallmentWeirdness: Due to a lack of a proper 2D model for Bounty Hunters (prior to ''Hortus de Escapismo''), Rioters are
* MolotovCocktail: Cocktail Throwers are the earliest threat to your long-range units, being just under Crossbowmen in terms of effectiveness.
* PipePain: Melee Rioters carry bent pipes as their weapon.
Changed line(s) 462,464 (click to see context) from:
[[folder:Mead-Grade Waker-Upper]]
->'''Other variations:''' Whiskey-Grade Waker-Upper
A water cannon truck for the purpose of waking up drunkards by splashing them with water. Gains massively increased ATK and ASPD for a while upon the first time taking damage.
->'''Other variations:''' Whiskey-Grade Waker-Upper
A water cannon truck for the purpose of waking up drunkards by splashing them with water. Gains massively increased ATK and ASPD for a while upon the first time taking damage.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_junkman.png]]
->'''Other variations:'''
A water cannon truck for the purpose of waking up drunkards by splashing them with water. Gains massively increased ATK
Mercenaries posing as drifters to disguise themselves. They use fierce attacks and
Changed line(s) 466 (click to see context) from:
* {{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.
to:
* {{Irony}}: HealingFactor: 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.
* HiredGuns: TheWhiskey-Grade Waker-Upper was designed to sober up drunk people, but its targeting logic was tampered with description states that they are mercenaries rather than full-time Reunion members, as such it is implied that they joined for the paycheck.
* SmashMook: The first one a player will encounter. Junkmen possess high health andnow it only targets sober people.attack values, making them threatening to a defensive line lacking in Defenders or Guards.
* WildMan: Invoked. Junkmen are mercenaries who wear ragged clothing to disguise themselves as drifters to avoid suspicion.
* HiredGuns: The
* SmashMook: The first one a player will encounter. Junkmen possess high health and
* WildMan: Invoked. Junkmen are mercenaries who wear ragged clothing to disguise themselves as drifters to avoid suspicion.
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!Independent Units
!!!Rioters, Junkmen, and Loggers (Introduced in Chapters 0 to 8, or ''Grani and the Knights' Treasure'')
[[folder:Rioter]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_rioter.png]]
->'''Other variations:''' Rioter Leader, Cocktail Thrower, Firebomb Thrower
Untrained troops that attack with crude weapons.
!!!Rioters, Junkmen, and Loggers (Introduced in Chapters 0 to 8, or ''Grani and the Knights' Treasure'')
[[folder:Rioter]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_rioter.png]]
->'''Other variations:''' Rioter Leader, Cocktail Thrower, Firebomb Thrower
Untrained troops that attack with crude weapons.
to:
!!!Rioters, Junkmen, and Loggers (Introduced in Chapters 0 to 8, or ''Grani and the Knights' Treasure'')
[[folder:Rioter]]
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
Untrained troops
Unidentified axe-wielding combatants that have significant attack power and durability, albeit with
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* TheGoomba: 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.
* EarlyInstallmentWeirdness: Due to a lack of a proper 2D model for Bounty Hunters (prior to ''Hortus de Escapismo''), Rioters are used to represent them in ''Grani and the Knights' Treasure''.
* MolotovCocktail: Cocktail Throwers are the earliest threat to your long-range units, being just under Crossbowmen in terms of effectiveness.
* PipePain: Melee Rioters carry bent pipes as their weapon.
* EarlyInstallmentWeirdness: Due to a lack of a proper 2D model for Bounty Hunters (prior to ''Hortus de Escapismo''), Rioters are used to represent them in ''Grani and the Knights' Treasure''.
* MolotovCocktail: Cocktail Throwers are the earliest threat to your long-range units, being just under Crossbowmen in terms of effectiveness.
* PipePain: Melee Rioters carry bent pipes as their weapon.
to:
* TheGoomba: 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 ExactlyWhatItSaysOnTheTin: Loggers wield lumber axes and support.
wear logging equipment.
*EarlyInstallmentWeirdness: Due to a lack of a proper 2D model for Bounty Hunters (prior to ''Hortus de Escapismo''), Rioters are used to represent them in ''Grani and the Knights' Treasure''.
* MolotovCocktail: Cocktail Throwers are the earliest threat to your long-range units, being just under Crossbowmen in terms of effectiveness.
* PipePain: Melee Rioters carry bent pipes asSmashMook: A step up over Junkmen, Loggers still retain their weapon.role as living battering rams against your operators.
*
* MolotovCocktail: Cocktail Throwers are the earliest threat to your long-range units, being just under Crossbowmen in terms of effectiveness.
* PipePain: Melee Rioters carry bent pipes as
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[[folder:Junkman]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_junkman.png]]
->'''Other variations:''' Veteran Junkman, Possessed Junkman, Possessed Veteran Junkman
Mercenaries posing as drifters to disguise themselves. They use fierce attacks and are quite sturdy.
----
* HealingFactor: 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.
* HiredGuns: The description states that they are mercenaries rather than full-time Reunion members, as such it is implied that they joined for the paycheck.
* SmashMook: 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.
* WildMan: Invoked. Junkmen are mercenaries who wear ragged clothing to disguise themselves as drifters to avoid suspicion.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_junkman.png]]
->'''Other variations:''' Veteran Junkman, Possessed Junkman, Possessed Veteran Junkman
Mercenaries posing as drifters to disguise themselves. They use fierce attacks and are quite sturdy.
----
* HealingFactor: 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.
* HiredGuns: The description states that they are mercenaries rather than full-time Reunion members, as such it is implied that they joined for the paycheck.
* SmashMook: 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.
* WildMan: Invoked. Junkmen are mercenaries who wear ragged clothing to disguise themselves as drifters to avoid suspicion.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_junkman.png]]
->'''Other variations:''' Veteran Junkman, Possessed Junkman, Possessed Veteran Junkman
Mercenaries posing as drifters to disguise themselves. They use fierce attacks
----
* HealingFactor: 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.
[[folder:General]]
* HiredGuns: The
* SmashMook: The first one a player will encounter. Junkmen possess high health
* WildMan: Invoked. Junkmen are mercenaries who wear ragged clothing to disguise themselves as drifters to avoid suspicion.
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[[folder:Logger]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_logger.png]]
->'''Other variations:''' Veteran Logger
Unidentified axe-wielding combatants that have significant attack power and durability, albeit with low defense.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_logger.png]]
->'''Other variations:''' Veteran Logger
Unidentified axe-wielding combatants that have significant attack power and durability, albeit with low defense.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_logger.png]]
->'''Other variations:'''
Unidentified axe-wielding combatants that have significant attack power and durability, albeit
Basic soldiers, equipped with
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* ExactlyWhatItSaysOnTheTin: Loggers wield lumber axes and wear logging equipment.
* SmashMook: A step up over Junkmen, Loggers still retain their role as living battering rams against your operators.
* SmashMook: A step up over Junkmen, Loggers still retain their role as living battering rams against your operators.
to:
* ExactlyWhatItSaysOnTheTin: Loggers wield lumber axes and wear logging equipment.
* SmashMook: A step up over Junkmen, Loggers still retain their role as living battering ramsAntiMagic: Their armor is designed to give them protection against your operators.Arts, which is evident considering they have 40 RES compared to a normal soldier's 0.
* PaletteSwap: Of Reunion Soldiers, albeit packing higher overall stats.
* SmashMook: A step up over Junkmen, Loggers still retain their role as living battering rams
* PaletteSwap: Of Reunion Soldiers, albeit packing higher overall stats.
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!!!Mercenary forces (introduced in ''Heart of Surging Flame'' and ''Code of Brawl'')
[[folder:General]]
* HiredGuns: The wiki states that they are mercenaries hired by various Terran faction (including Siesta for security work), sure enough, not only are they encountered in both Side Stories and Intermezzi, but the Authorized Casters and Shielded Guards can be found amongst the Sicilians in ''Code of Brawl'' (to compensate for the latter's lack of their own Casters and Defenders on their ranks).
[[folder:General]]
* HiredGuns: The wiki states that they are mercenaries hired by various Terran faction (including Siesta for security work), sure enough, not only are they encountered in both Side Stories and Intermezzi, but the Authorized Casters and Shielded Guards can be found amongst the Sicilians in ''Code of Brawl'' (to compensate for the latter's lack of their own Casters and Defenders on their ranks).
to:
->'''Other variations:''' Sniper Leader
Long-ranged soldiers armed with sniper rifles. Every third shot of
[[folder:General]]
----
*
* StatusEffects: Stun, on every third shot. Unlike the Defense Crushers, these guys don't even have the decency to get up close and
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[[folder:Infantry]]
->'''Other variations:''' Infantry Leader
Basic soldiers, equipped with special armor designed to mitigate Arts damage.
->'''Other variations:''' Infantry Leader
Basic soldiers, equipped with special armor designed to mitigate Arts damage.
to:
->'''Other variations:''' Infantry Leader
Basic soldiers, equipped with special armor designed to mitigate
Sword-wielding casters that can deal melee Arts
Changed line(s) 514,515 (click to see context) from:
* AntiMagic: 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.
* PaletteSwap: Of Reunion Soldiers, albeit packing higher overall stats.
* PaletteSwap: Of Reunion Soldiers, albeit packing higher overall stats.
to:
* AntiMagic: Their armor MagicKnight: They're casters who just happen to favor melee combat.
* StatusEffects: They can inflict a unique debuff that temporarily reduces the block count of any operators they strike by 1. This isdesigned to give especially annoying, as it allows them protection against Arts, which is evident considering they have 40 RES compared and other enemies to a normal soldier's 0.
* PaletteSwap: Of Reunion Soldiers, albeit packing higher overall stats.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.
* StatusEffects: They can inflict a unique debuff that temporarily reduces the block count of any operators they strike by 1. This is
* PaletteSwap: Of Reunion Soldiers, albeit packing higher overall stats.
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[[folder:Sniper]]
->'''Other variations:''' Sniper Leader
Long-ranged soldiers armed with sniper rifles. Every third shot of theirs will stun the target.
->'''Other variations:''' Sniper Leader
Long-ranged soldiers armed with sniper rifles. Every third shot of theirs will stun the target.
to:
->'''Other variations:'''
Changed line(s) 522,523 (click to see context) from:
* TranquilizerDart: Implied to be how they stun operators.
* StatusEffects: 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.
* StatusEffects: 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.
to:
* TranquilizerDart: Implied to be how they stun operators.
* StatusEffects: Stun, on every third shot. UnlikeHiredGuns: Often hired by the Defense Crushers, these guys don't even have Sicilians in ''Code of Brawl'' to compensate for the decency to get up close latter's lack of Casters and stun your operators.Defenders.
* PaletteSwap: Of Light-Armored Soldiers, the only difference being their slightly lower ATK.
* StatusEffects: Stun, on every third shot. Unlike
* PaletteSwap: Of Light-Armored Soldiers, the only difference being their slightly lower ATK.
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[[folder:Agent]]
Sword-wielding casters that can deal melee Arts damage. They will temporarily reduce the block count of operators struck by their attacks.
Sword-wielding casters that can deal melee Arts damage. They will temporarily reduce the block count of operators struck by their attacks.
to:
Sword-wielding casters
->'''Other variations:''' Ergate Leader
Engineers that
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* MagicKnight: They're casters who just happen to favor melee combat.
* StatusEffects: 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.
* StatusEffects: 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.
to:
* MagicKnight: They're casters who just happen to favor melee combat.
HiredGuns: Befitting of their mercenary nature, they are often hired by various Terran groups. The Sicilians are the only faction without an Ergate on their ranks.
*StatusEffects: They can inflict a unique debuff PaletteSwap: Of the garden variety Wraiths. Their only difference is 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 Ergates have slightly 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.RES.
*
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[[folder:Shielded Guard]]
->'''Other variations:''' Shielded Guard Leader
Soldiers that wield swords and shields, which allow them to soak up physical damage.
->'''Other variations:''' Shielded Guard Leader
Soldiers that wield swords and shields, which allow them to soak up physical damage.
to:
->'''Other variations:'''
Changed line(s) 537,538 (click to see context) from:
* HiredGuns: Often hired by the Sicilians in ''Code of Brawl'' to compensate for the latter's lack of Casters and Defenders.
* PaletteSwap: Of Light-Armored Soldiers, the only difference being their slightly lower ATK.
* PaletteSwap: Of Light-Armored Soldiers, the only difference being their slightly lower ATK.
to:
* HiredGuns: Often Alongside Shielded Guards and (rarely) Heavy Defender Type-N's, they are hired by the Sicilians in ''Code of Brawl'' to help bolster their forces (and to compensate for the latter's mafioso's lack of Casters and Defenders.
Defenders among their ranks).
* PaletteSwap: OfLight-Armored Soldiers, the only difference being their slightly lower ATK.Reunion Casters, albeit packing higher overall stats.
* PaletteSwap: Of
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[[folder:Ergate]]
->'''Other variations:''' Ergate Leader
Engineers that cannot be blocked by operators.
->'''Other variations:''' Ergate Leader
Engineers that cannot be blocked by operators.
to:
->'''Other variations:'''
Changed line(s) 545,546 (click to see context) from:
* HiredGuns: Befitting of their mercenary nature, they are often hired by various Terran groups. The Sicilians are the only faction without an Ergate on their ranks.
* PaletteSwap: Of the garden variety Wraiths. Their only difference is that the Ergates have slightly more RES.
* PaletteSwap: Of the garden variety Wraiths. Their only difference is that the Ergates have slightly more RES.
to:
* HiredGuns: Befitting AchillesHeel: Inverted compared to most of the enemies similar to them. Despite their mercenary nature, 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).
* AntiMagic: 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 theyare have 40 RES already, which increases to ''80 (90 if it's a Leader)'', Arts damage often hired by various Terran groups. The Sicilians are the only faction without an Ergate on does little to nothing against them. Fortunately, their ranks.
physical defense is extremely low.
*PaletteSwap: Of MightyGlacier: Slow, tough, and capable of dealing huge damage. Unlike most of the garden variety Wraiths. Their only difference is that SmashMook variants the Ergates have slightly more RES.game has to offer, these guys are supremely resistant to Arts too, although their physical defense takes a huge hit as a result.
* AntiMagic: 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
*
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[[folder:Authorized Caster]]
->'''Other variations:''' Authorized Caster Leader
Casters that have been specifically adapted for military service.
->'''Other variations:''' Authorized Caster Leader
Casters that have been specifically adapted for military service.
to:
->'''Other variations:'''
Casters that have been specifically adapted for military service.
Heavily armored soldiers with significant HP and DEF.
Changed line(s) 553,554 (click to see context) from:
* HiredGuns: Alongside Shielded Guards and (rarely) Heavy Defender Type-N's, they are hired by Sicilians in ''Code of Brawl'' to help bolster their forces (and to compensate for the mafioso's lack of Casters and Defenders among their ranks).
* PaletteSwap: Of Reunion Casters, albeit packing higher overall stats.
* PaletteSwap: Of Reunion Casters, albeit packing higher overall stats.
to:
* HiredGuns: Alongside Shielded Guards and (rarely) Heavy Defender Type-N's, they are Of the mercenaries hired by the Sicilians in ''Code of Brawl'' Brawl'', only a pair of them are bought to help bolster their forces (and to compensate for ranks. This makes them the mafioso's lack rarest of Casters the mercenary ranks fielded by the Sicilians (more Type-N's are encountered in other Side Stories, such as ''Ideal City'' and Defenders among their ranks).
''Twilight of Wolumonde'').
* PaletteSwap: Of the ReunionCasters, Heavy Defenders, albeit packing higher overall stats.
* PaletteSwap: Of the Reunion
Changed line(s) 557,563 (click to see context) from:
[[folder:Rockbreaker]]
->'''Other variations:''' Rockbreaker Leader
Melee soldiers who have high HP and use their axes to inflict heavy damage. While their defense is low, their special armor gives them significant Arts resistance, which will greatly increase if they're blocked.
----
* AchillesHeel: 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).
* AntiMagic: 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.
* MightyGlacier: Slow, tough, and capable of dealing huge damage. Unlike most of the SmashMook 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.
->'''Other variations:''' Rockbreaker Leader
Melee soldiers who have high HP and use their axes to inflict heavy damage. While their defense is low, their special armor gives them significant Arts resistance, which will greatly increase if they're blocked.
----
* AchillesHeel: 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).
* AntiMagic: 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.
* MightyGlacier: Slow, tough, and capable of dealing huge damage. Unlike most of the SmashMook 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.
to:
->'''Other variations:''' Rockbreaker Leader
Melee soldiers who have high HP and use their axes
!!!Reunion-affiliated Sarkaz mercenaries (Main story)
[[folder:General]]
* TheBigGuy: Compared to
----
* AchillesHeel: Inverted compared to most
* AntiMagic: 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.
* MightyGlacier: Slow, tough, and capable of dealing huge damage. Unlike most of the SmashMook 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.
Changed line(s) 566,568 (click to see context) from:
[[folder:Heavy Defender Type N]]
->'''Other variations:''' Heavy Defender Type S
Heavily armored soldiers with significant HP and DEF.
->'''Other variations:''' Heavy Defender Type S
Heavily armored soldiers with significant HP and DEF.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_054.png]]
->'''Other variations:'''
Heavily armored soldiers with significant HP
Sarkaz mercenaries employed by Reunion, who have both towering durability and
Changed line(s) 570,571 (click to see context) from:
* HiredGuns: Of the mercenaries hired by the Sicilians in ''Code of Brawl'', only a pair of them are bought to bolster their ranks. This makes them the rarest of the mercenary ranks fielded by the Sicilians (more Type-N's are encountered in other Side Stories, such as ''Ideal City'' and ''Twilight of Wolumonde'').
* PaletteSwap: Of the Reunion Heavy Defenders, albeit packing higher overall stats.
* PaletteSwap: Of the Reunion Heavy Defenders, albeit packing higher overall stats.
to:
* HiredGuns: Of the mercenaries hired by the Sicilians in ''Code of Brawl'', only a pair of them are bought to bolster their ranks. This makes them the rarest of the RememberTheNewGuy: Sarkaz mercenary ranks fielded by Chainsmoke (a close friend of Big Bob and Mudrock) is mentioned in ''Rewinding Breeze'' having taken part in the Sicilians (more Type-N's are encountered Wolumonde uprising despite not having an actual onscreen appearance in other Side Stories, such as ''Ideal City'' and ''Twilight of Wolumonde'').
Wolumonde''.
*PaletteSwap: Of the Reunion Heavy Defenders, albeit packing higher overall stats.YouAllLookFamiliar: This enemy's artwork is reused by Garcin, Marco, and Chainsmoke.
*
Changed line(s) 574,577 (click to see context) from:
!Kazdel Units
!!!Reunion-affiliated Sarkaz mercenaries (Main story)
[[folder:General]]
* TheBigGuy: Compared to the other common Sarkaz ranks (first introduced in ''Darknights Memoir'', or ''Children of Ursus'' in Global), all of the Reunion-aligned Sarkaz mercs seen are much taller and possess a larger build. Fittingly, this puts them in the Elite enemies category.
!!!Reunion-affiliated Sarkaz mercenaries (Main story)
[[folder:General]]
* TheBigGuy: Compared to the other common Sarkaz ranks (first introduced in ''Darknights Memoir'', or ''Children of Ursus'' in Global), all of the Reunion-aligned Sarkaz mercs seen are much taller and possess a larger build. Fittingly, this puts them in the Elite enemies category.
to:
!!!Reunion-affiliated
->'''Other variations:''' Sarkaz Caster Leader
Sarkaz mercenaries
[[folder:General]]
* TheBigGuy: Compared to
----
* ChainPain: They will use magic chains to stun operators for a lengthy period of time, dealing heavy damage and leaving them helpless.
* ItOnlyWorksOnce: Each Sarkaz
* MissingSecret: The Sarkaz
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[[folder:Sarkaz Greatswordsman]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_054.png]]
->'''Other variations:''' Sarkaz Greatswordsman Leader
Sarkaz mercenaries employed by Reunion, who have both towering durability and powerful melee strikes. Their Sarkaz biology also gives them a high resistance to Arts damage.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_054.png]]
->'''Other variations:''' Sarkaz Greatswordsman Leader
Sarkaz mercenaries employed by Reunion, who have both towering durability and powerful melee strikes. Their Sarkaz biology also gives them a high resistance to Arts damage.
to:
[[folder:Sarkaz Greatswordsman]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_054.png]]
Crossbowman]]
->'''Other variations:''' SarkazGreatswordsman Crossbowman Leader
Sarkaz mercenariesemployed by Reunion, who have both towering durability that wield large crossbows. Much tougher and more powerful melee strikes. Their Sarkaz biology than normal crossbowmen, they also gives them a share their kind's high resistance to Arts damage.resistance.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_054.png]]
->'''Other variations:''' Sarkaz
Sarkaz mercenaries
Changed line(s) 585,586 (click to see context) from:
* RememberTheNewGuy: 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''.
* YouAllLookFamiliar: This enemy's artwork is reused by Garcin, Marco, and Chainsmoke.
* YouAllLookFamiliar: This enemy's artwork is reused by Garcin, Marco, and Chainsmoke.
to:
* YouAllLookFamiliar: This enemy's artwork is reused by Garcin, Marco, and Chainsmoke.
Changed line(s) 589,591 (click to see context) from:
[[folder:Sarkaz Caster]]
->'''Other variations:''' Sarkaz Caster Leader
Sarkaz mercenaries that have high HP and use high-power Arts attacks. When they see an enemy for the first time, they will use a chain attack to paralyze them, rendering them helpless and dealing heavy damage over time for up to 20 seconds.
->'''Other variations:''' Sarkaz Caster Leader
Sarkaz mercenaries that have high HP and use high-power Arts attacks. When they see an enemy for the first time, they will use a chain attack to paralyze them, rendering them helpless and dealing heavy damage over time for up to 20 seconds.
to:
!!!Independent Sarkaz mercenaries (introduced in ''Darknights' Memoir'')
[[folder:SarkazCaster]]
Swordsman]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_053.png]]
->'''Other variations:''' SarkazCaster Leader
Blademaster
Basic Sarkazmercenaries that have high HP and use high-power melee soldiers. Like the rest of their kind, their biology gives them heightened Arts attacks. When they see an enemy for the first time, they will use a chain attack to paralyze them, rendering them helpless and dealing heavy damage over time for up to 20 seconds.resistance.
[[folder:Sarkaz
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_053.png]]
->'''Other variations:''' Sarkaz
Basic Sarkaz
Changed line(s) 593,595 (click to see context) from:
* ChainPain: They will use magic chains to stun operators for a lengthy period of time, dealing heavy damage and leaving them helpless.
* ItOnlyWorksOnce: Each Sarkaz Caster can only use their ChainPain 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 them into using this move.
* MissingSecret: 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).
* ItOnlyWorksOnce: Each Sarkaz Caster can only use their ChainPain 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 them into using this move.
* MissingSecret: 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).
to:
* ChainPain: They will use magic chains EarlyBirdCameo: Due to stun operators for a lengthy period ''Children of time, dealing heavy damage and leaving them helpless.
Ursus'' being pushed up ahead of ''Darknights' Memoir''[[note]]Their debut event in CN servers[[/note]] on Global servers, these guys ended up appearing much earlier than they're supposed to.
*ItOnlyWorksOnce: Each HeroicSuicide: 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.
* YouAllLookFamiliar: This enemy's artwork is reused by Pallas's unnamed SarkazCaster can only use their ChainPain 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 bodyguard.
* WouldntHurtAChild: In TW-8, one ofExecutor Specialists to bait them into using this move.
* MissingSecret: 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).briefly holds Suzuran hostage, while mentioning if she was older, he would have sliced off her hand.
*
* YouAllLookFamiliar: This enemy's artwork is reused by Pallas's unnamed Sarkaz
* WouldntHurtAChild: In TW-8, one of
* MissingSecret: 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).
Changed line(s) 598,600 (click to see context) from:
[[folder:Sarkaz Crossbowman]]
->'''Other variations:''' Sarkaz Crossbowman Leader
Sarkaz mercenaries that wield large crossbows. Much tougher and more powerful than normal crossbowmen, they also share their kind's high Arts resistance.
->'''Other variations:''' Sarkaz Crossbowman Leader
Sarkaz mercenaries that wield large crossbows. Much tougher and more powerful than normal crossbowmen, they also share their kind's high Arts resistance.
to:
[[folder:Sarkaz Crossbowman]]
Lancer]]
->'''Other variations:''' SarkazCrossbowman Lancer Leader
Sarkaz mercenariesthat who wield large crossbows. Much tougher and more powerful than normal crossbowmen, lances. When spawned, they also share will start gradually accelerating along their kind's high Arts resistance.path, dealing severe initial impact damage depending on how fast they were moving when first blocked.
->'''Other variations:''' Sarkaz
Sarkaz mercenaries
Changed line(s) 602 (click to see context) from:
to:
* EarlyBirdCameo: Due to ''Children of Ursus'' being pushed up ahead of ''Darknights' Memoir''[[note]]Their debut event in CN servers[[/note]] on Global servers, these guys ended up appearing much earlier than they're supposed to.
* GatheringSteam: 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 OneHitKill 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 them.
* HoistByHisOwnPetard: Due to their acceleration mechanic, Sarkaz Lancers are extremely prone to throwing themselves off of cliffs into BottomlessPits 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 EasyLevelTrick, since with her block reduced to 0, the three Lancer Leaders will simply charge right off of the cliff and die.
* GatheringSteam: 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 OneHitKill 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 them.
* HoistByHisOwnPetard: Due to their acceleration mechanic, Sarkaz Lancers are extremely prone to throwing themselves off of cliffs into BottomlessPits 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 EasyLevelTrick, since with her block reduced to 0, the three Lancer Leaders will simply charge right off of the cliff and die.
Changed line(s) 605,610 (click to see context) from:
!!!Independent Sarkaz mercenaries (introduced in ''Darknights' Memoir'')
[[folder:Sarkaz Swordsman]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_053.png]]
->'''Other variations:''' Sarkaz Blademaster
Basic Sarkaz melee soldiers. Like the rest of their kind, their biology gives them heightened Arts resistance.
[[folder:Sarkaz Swordsman]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_053.png]]
->'''Other variations:''' Sarkaz Blademaster
Basic Sarkaz melee soldiers. Like the rest of their kind, their biology gives them heightened Arts resistance.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_053.png]]
->'''Other variations:''' Sarkaz
Basic
Special Sarkaz
Changed line(s) 612,615 (click to see context) from:
* EarlyBirdCameo: Due to ''Children of Ursus'' being pushed up ahead of ''Darknights' Memoir''[[note]]Their debut event in CN servers[[/note]] on Global servers, these guys ended up appearing much earlier than they're supposed to.
* HeroicSuicide: 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.
* YouAllLookFamiliar: This enemy's artwork is reused by Pallas's unnamed Sarkaz bodyguard.
* WouldntHurtAChild: In TW-8, one of them briefly holds Suzuran hostage, while mentioning if she was older, he would have sliced off her hand.
* HeroicSuicide: 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.
* YouAllLookFamiliar: This enemy's artwork is reused by Pallas's unnamed Sarkaz bodyguard.
* WouldntHurtAChild: In TW-8, one of them briefly holds Suzuran hostage, while mentioning if she was older, he would have sliced off her hand.
to:
* EarlyBirdCameo: Due LastChanceHitPoint: 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 ''Children 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 Ursus'' 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.
* NonActionGuy: 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.
* SupportPartyMember: They will increase the ATK and DEF of all enemy units on the map if provoked.
* UnusuallyUninterestingSight: Despite beingpushed up ahead of ''Darknights' Memoir''[[note]]Their debut event in CN servers[[/note]] on Global servers, these guys ended up appearing much earlier than they're supposed to.
* HeroicSuicide: 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.
* YouAllLookFamiliar: This enemy's artwork is reused by Pallas's unnamedscouts, Sarkaz bodyguard.
* WouldntHurtAChild: In TW-8, oneSentinels couldn't care less if you've placed an entire squad in front of them briefly holds Suzuran hostage, while mentioning if she was older, he would 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 sliced off her hand.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.
* NonActionGuy: 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.
* SupportPartyMember: They will increase the ATK and DEF of all enemy units on the map if provoked.
* UnusuallyUninterestingSight: Despite being
* HeroicSuicide: 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.
* YouAllLookFamiliar: This enemy's artwork is reused by Pallas's unnamed
* WouldntHurtAChild: In TW-8, one
Changed line(s) 618,620 (click to see context) from:
[[folder:Sarkaz Lancer]]
->'''Other variations:''' Sarkaz Lancer Leader
Sarkaz mercenaries who wield lances. When spawned, they will start gradually accelerating along their path, dealing severe initial impact damage depending on how fast they were moving when first blocked.
->'''Other variations:''' Sarkaz Lancer Leader
Sarkaz mercenaries who wield lances. When spawned, they will start gradually accelerating along their path, dealing severe initial impact damage depending on how fast they were moving when first blocked.
to:
[[folder:Sarkaz Lancer]]
Grudgebearer]]
->'''Other variations:''' SarkazLancer Leader
Worldcurser
Sarkaz mercenaries who wieldlances. When spawned, they powerful Arts that can target two Operators simultaneously. They will start gradually accelerating along their path, dealing severe initial impact remain in a passive standby state until provoked by damage depending on how fast they were moving when first blocked.or a Sentinel's signal, or until enough time has passed.
->'''Other variations:''' Sarkaz
Sarkaz mercenaries who wield
Changed line(s) 622,626 (click to see context) from:
* EarlyBirdCameo: Due to ''Children of Ursus'' being pushed up ahead of ''Darknights' Memoir''[[note]]Their debut event in CN servers[[/note]] on Global servers, these guys ended up appearing much earlier than they're supposed to.
* GatheringSteam: 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 OneHitKill 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 them.
* HoistByHisOwnPetard: Due to their acceleration mechanic, Sarkaz Lancers are extremely prone to throwing themselves off of cliffs into BottomlessPits 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 EasyLevelTrick, since with her block reduced to 0, the three Lancer Leaders will simply charge right off of the cliff and die.
* GatheringSteam: 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 OneHitKill 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 them.
* HoistByHisOwnPetard: Due to their acceleration mechanic, Sarkaz Lancers are extremely prone to throwing themselves off of cliffs into BottomlessPits 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 EasyLevelTrick, since with her block reduced to 0, the three Lancer Leaders will simply charge right off of the cliff and die.
to:
* EarlyBirdCameo: Due to ''Children of Ursus'' being pushed up ahead of ''Darknights' Memoir''[[note]]Their debut event in CN servers[[/note]] on Global servers, these guys ended up appearing much earlier than they're supposed to.
* GatheringSteam: 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, aBodyHorror: Implied. Sarkaz Lancer will get a 50% base speed buff, which stacks additively up 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 25 times for a total of ''1,250%'' movement speed, enough to cover about three cause them tremendous pain 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 physical damage, at 800 impact and 3,200 total at max speed).
** Worse still, ifas they can be seen violently twitching in their Standby state and when aggravated.
* CastFromLifeSpan: The Arts that Grudgebearers cast aremoving described as them expending their own life force to damage the enemy, perhaps in a frenzied attempt to [[TakingYouWithMe take their targets with them]]. They aren't actually CastFromHitPoints [[GameplayAndStorySegregation 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'' actual levels themselves, however]].
* ThePowerOfHate: SarkazLancer and up Worldcursers are said to '''''5900''''' on a Leader, a OneHitKill 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 them.
* HoistByHisOwnPetard: Due tohave crystallized their acceleration mechanic, resentment into raw power to amplify their Arts.
* PersonOfMassDestruction: SarkazLancers Grudgebearers are noted to be so extremely prone to throwing themselves off of cliffs into BottomlessPits if ravaged by Oripathy, that they run directly at one, netting the player easy kills. There is a reason why putting Myrtle right in front can fire devastating Arts from their own flesh instead of the lower blue base in DM-3 of ''Darknights Memoir'' is considered having to be an EasyLevelTrick, since use conventional Arts units, such as staves.
* SavageSetpiece: Zig-Zagged. Shared withher block reduced Bladeweavers, they start out on standby (making it risky to 0, the three Lancer Leaders will simply charge right off of the cliff and die.attack a Sentinel unless sufficiently prepared). They eventually start to go an attack if enough time passes.
* GatheringSteam: 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
** Worse still, if
* CastFromLifeSpan: The Arts that Grudgebearers cast are
* ThePowerOfHate: Sarkaz
* HoistByHisOwnPetard: Due to
* PersonOfMassDestruction: Sarkaz
* SavageSetpiece: Zig-Zagged. Shared with
Changed line(s) 629,631 (click to see context) from:
[[folder:Sarkaz Sentinel]]
->'''Other variations:''' Sarkaz Sentinel Leader
Special Sarkaz units that are completely harmless by themselves. However, if attacked, they will activate - permanently buffing the ATK and DEF of every enemy on the map while commanding all passive Sarkaz to turn hostile.
->'''Other variations:''' Sarkaz Sentinel Leader
Special Sarkaz units that are completely harmless by themselves. However, if attacked, they will activate - permanently buffing the ATK and DEF of every enemy on the map while commanding all passive Sarkaz to turn hostile.
to:
[[folder:Sarkaz Sentinel]]
Bladeweaver]]
->'''Other variations:''' SarkazSentinel Bladeweaver Leader
Special Sarkaz units that are completely harmless by themselves. However, if attacked, they mercenaries who wield Originium-powered swords capable of dealing Arts damage. They will activate - permanently buffing the ATK and DEF of every enemy on the map while commanding all remain in a passive Sarkaz to turn hostile.standby state until provoked by damage or a Sentinel's signal, or until enough time has passed.
->'''Other variations:''' Sarkaz
Changed line(s) 633,636 (click to see context) from:
* LastChanceHitPoint: 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.
* NonActionGuy: 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.
* SupportPartyMember: They will increase the ATK and DEF of all enemy units on the map if provoked.
* UnusuallyUninterestingSight: 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.
* NonActionGuy: 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.
* SupportPartyMember: They will increase the ATK and DEF of all enemy units on the map if provoked.
* UnusuallyUninterestingSight: 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.
to:
* LastChanceHitPoint: Sentinels who haven't been triggered yet technically cannot be killed ArmorPiercingAttack: Arts damage are countered by Resistance instead of Defense, which many melee operators (especially Defenders) lack.
* MagicKnight: Their swords deal Arts damage.
* SavageSetpiece: Zig-Zagged. They start inone hit from full health, no matter how powerful your burst standby mode, where they will not 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.
* NonActionGuy: They can't fight, but hitting them will cause them to buff enemies and will prompt those inattacked first. This makes attacking a "standby" state to become actively aggressive.
* SupportPartyMember:Sentinel risky, unless Doctors are prepared accordingly. They will increase the ATK and DEF of all enemy units eventually start to march on the map their own accord if provoked.
* UnusuallyUninterestingSight: 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.enough timed has passed.
* MagicKnight: Their swords deal Arts damage.
* SavageSetpiece: Zig-Zagged. They start in
* NonActionGuy: They can't fight, but hitting them will cause them to buff enemies and will prompt those in
* SupportPartyMember:
* UnusuallyUninterestingSight: 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.
Changed line(s) 639,641 (click to see context) from:
[[folder:Sarkaz Grudgebearer]]
->'''Other variations:''' Sarkaz Worldcurser
Sarkaz mercenaries who wield powerful Arts that can target two Operators simultaneously. They will remain in a passive standby state until provoked by damage or a Sentinel's signal, or until enough time has passed.
->'''Other variations:''' Sarkaz Worldcurser
Sarkaz mercenaries who wield powerful Arts that can target two Operators simultaneously. They will remain in a passive standby state until provoked by damage or a Sentinel's signal, or until enough time has passed.
to:
->'''Other variations:''' Guerilla Sarkaz
Sarkaz units with bladed claws. If an Originium Altar activates near them, they will be buffed to deal Arts
Changed line(s) 643,647 (click to see context) from:
* BodyHorror: 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.
* CastFromLifeSpan: The Arts that Grudgebearers cast are described as them expending their own life force to damage the enemy, perhaps in a frenzied attempt to [[TakingYouWithMe take their targets with them]]. They aren't actually CastFromHitPoints [[GameplayAndStorySegregation in the actual levels themselves, however]].
* ThePowerOfHate: Sarkaz Worldcursers are said to have crystallized their resentment into raw power to amplify their Arts.
* PersonOfMassDestruction: 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.
* SavageSetpiece: Zig-Zagged. Shared with Bladeweavers, they start out on standby (making it risky to attack a Sentinel unless sufficiently prepared). They eventually start to go an attack if enough time passes.
* CastFromLifeSpan: The Arts that Grudgebearers cast are described as them expending their own life force to damage the enemy, perhaps in a frenzied attempt to [[TakingYouWithMe take their targets with them]]. They aren't actually CastFromHitPoints [[GameplayAndStorySegregation in the actual levels themselves, however]].
* ThePowerOfHate: Sarkaz Worldcursers are said to have crystallized their resentment into raw power to amplify their Arts.
* PersonOfMassDestruction: 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.
* SavageSetpiece: Zig-Zagged. Shared with Bladeweavers, they start out on standby (making it risky to attack a Sentinel unless sufficiently prepared). They eventually start to go an attack if enough time passes.
to:
* BodyHorror: 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 MagicKnight: Only when aggravated.
buffed by an Originium Altar.
*CastFromLifeSpan: The Arts that Grudgebearers cast are described as them expending their own life force to damage the enemy, perhaps in WolverineClaws: Sports a frenzied attempt to [[TakingYouWithMe take their targets pair of these, which [[PowerGlows glow purple]] when infused with them]]. They aren't actually CastFromHitPoints [[GameplayAndStorySegregation in the actual levels themselves, however]].
* ThePowerOfHate: Sarkaz Worldcursers are said to have crystallized their resentment into raw power to amplify their Arts.
* PersonOfMassDestruction: 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.
* SavageSetpiece: Zig-Zagged. Shared with Bladeweavers, they start out on standby (making it risky to attack a Sentinel unless sufficiently prepared). They eventually start to go an attack if enough time passes.Arts.
*
* ThePowerOfHate: Sarkaz Worldcursers are said to have crystallized their resentment into raw power to amplify their Arts.
* PersonOfMassDestruction: 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.
* SavageSetpiece: Zig-Zagged. Shared with Bladeweavers, they start out on standby (making it risky to attack a Sentinel unless sufficiently prepared). They eventually start to go an attack if enough time passes.
Changed line(s) 650,652 (click to see context) from:
[[folder:Sarkaz Bladeweaver]]
->'''Other variations:''' Sarkaz Bladeweaver Leader
Sarkaz mercenaries who wield Originium-powered swords capable of dealing Arts damage. They will remain in a passive standby state until provoked by damage or a Sentinel's signal, or until enough time has passed.
->'''Other variations:''' Sarkaz Bladeweaver Leader
Sarkaz mercenaries who wield Originium-powered swords capable of dealing Arts damage. They will remain in a passive standby state until provoked by damage or a Sentinel's signal, or until enough time has passed.
to:
->'''Other variations:''' Guerrilla Sarkaz
Special Sarkaz casters that use periodic Arts pulses, dealing
Changed line(s) 654,656 (click to see context) from:
* ArmorPiercingAttack: Arts damage are countered by Resistance instead of Defense, which many melee operators (especially Defenders) lack.
* MagicKnight: Their swords deal Arts damage.
* SavageSetpiece: Zig-Zagged. They start in standby mode, where they will not attack unless attacked first. This makes attacking a Sentinel risky, unless Doctors are prepared accordingly. They will eventually start to march on their own accord if enough timed has passed.
* MagicKnight: Their swords deal Arts damage.
* SavageSetpiece: Zig-Zagged. They start in standby mode, where they will not attack unless attacked first. This makes attacking a Sentinel risky, unless Doctors are prepared accordingly. They will eventually start to march on their own accord if enough timed has passed.
to:
* ArmorPiercingAttack: Arts SplashDamageAbuse: Causes damage are countered by Resistance instead of Defense, which many melee operators (especially Defenders) lack.
* MagicKnight: Their swords deal Arts damage.
* SavageSetpiece: Zig-Zagged. They startto all foes in standby mode, where a wide area around it.
* WeaksauceWeakness: Because theywill not can't attack unless attacked first. This makes attacking a Sentinel risky, unless Doctors are prepared accordingly. They will eventually start to march on normally, and their own accord if enough timed has passed.Arts explosions exclusively harm friendly ''units'', placing a roadblock on top of them will render them immobile and totally helpless.
* MagicKnight: Their swords deal Arts damage.
* SavageSetpiece: Zig-Zagged. They start
* WeaksauceWeakness: Because they
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[[folder:Guerilla Sarkaz Fighter]]
->'''Other variations:''' Guerilla Sarkaz Fighter Leader, Mercenary Sarkaz Fighter
Sarkaz units with bladed claws. If an Originium Altar activates near them, they will be buffed to deal Arts damage.
->'''Other variations:''' Guerilla Sarkaz Fighter Leader, Mercenary Sarkaz Fighter
Sarkaz units with bladed claws. If an Originium Altar activates near them, they will be buffed to deal Arts damage.
to:
->'''Other variations:''' Guerilla Sarkaz Fighter Leader, Mercenary Sarkaz Fighter
Sarkaz units with bladed claws. If an Originium Altar activates near them, they will be buffed to deal Arts damage.
[[folder:General]]
Changed line(s) 663,664 (click to see context) from:
* MagicKnight: Only when buffed by an Originium Altar.
* WolverineClaws: Sports a pair of these, which [[PowerGlows glow purple]] when infused with Arts.
* WolverineClaws: Sports a pair of these, which [[PowerGlows glow purple]] when infused with Arts.
to:
* MagicKnight: Only when buffed by an Originium Altar.
* WolverineClaws: Sports a pairAllYourBaseAreBelongToUs: They are part of these, the Kazdel army that occupies Londinium as part of Theresis' plan to annex Victoria as a vassal state of Kazdel.
* BodyHorror: Several enemies are "blessed" with the blood of the Sanguinarch and have extra tentacles poking out of them.
* HoistByHisOwnPetard: Enemies in chapter 10 and 13 are not immune to damage from Londinium artillery shots, which[[PowerGlows glow purple]] when infused with Arts.makes intentionally getting your operator hit by the artillery a viable way to kill these enemies - especially the StoneWall reborn creations and the invisible engineering drones.
* MookMaker: 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.
* WolverineClaws: Sports a pair
* BodyHorror: Several enemies are "blessed" with the blood of the Sanguinarch and have extra tentacles poking out of them.
* HoistByHisOwnPetard: Enemies in chapter 10 and 13 are not immune to damage from Londinium artillery shots, which
* MookMaker: 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.
Changed line(s) 667,669 (click to see context) from:
[[folder:Guerrilla Sarkaz Caster]]
->'''Other variations:''' Guerrilla Sarkaz Caster Leader, Mercenary Sarkaz Caster
Special Sarkaz casters that use periodic Arts pulses, dealing damage to all Operators in a radius. If an Originium Altar activates near them, the radius of their Arts attacks will be buffed.
->'''Other variations:''' Guerrilla Sarkaz Caster Leader, Mercenary Sarkaz Caster
Special Sarkaz casters that use periodic Arts pulses, dealing damage to all Operators in a radius. If an Originium Altar activates near them, the radius of their Arts attacks will be buffed.
to:
->'''Other variations:'''
Sarkaz
Special Sarkaz casters that use periodic Arts pulses, dealing damage to all Operators in a radius. If an Originium Altar activates near them,
Deleted line(s) 671,672 (click to see context) :
* SplashDamageAbuse: Causes damage to all foes in a wide area around it.
* WeaksauceWeakness: 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.
* WeaksauceWeakness: 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.
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!!!Sarkaz Crimson Court and the Sanguinarch's creations (Introduced in Episode 10 and 13)
[[folder:General]]
[[folder:General]]
to:
[[folder:General]]
->'''Other variations:''' Touch of Benevolence
Creations born of the Sanguinarch of Vampires' Originium Arts.
Changed line(s) 679,682 (click to see context) from:
* AllYourBaseAreBelongToUs: They are part of the Kazdel army that occupies Londinium as part of Theresis' plan to annex Victoria as a vassal state of Kazdel.
* BodyHorror: Several enemies are "blessed" with the blood of the Sanguinarch and have extra tentacles poking out of them.
* HoistByHisOwnPetard: 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 StoneWall reborn creations and the invisible engineering drones.
* MookMaker: 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.
* BodyHorror: Several enemies are "blessed" with the blood of the Sanguinarch and have extra tentacles poking out of them.
* HoistByHisOwnPetard: 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 StoneWall reborn creations and the invisible engineering drones.
* MookMaker: 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.
to:
* AllYourBaseAreBelongToUs: They are part ArmoredButFrail: 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 Kazdel army that occupies Londinium as part of Theresis' plan to annex Victoria as a vassal state of Kazdel.
* BodyHorror: Several enemies are "blessed"defense artillery cannon, making grouping them up with the blood of the Sanguinarch and have extra tentacles poking out of them.
* HoistByHisOwnPetard: Enemies in chapter 10 and 13 are not immunea sacrificial unit to damage from get a large crowd killed using cannon shots a legitimate strategy.
* BlobMonster: They look like white formless masa with red tentacles.
* HelpfulMook: 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 [[DeathFromAbove Londinium artilleryshots, which makes intentionally getting your operator hit by the artillery a viable way to kill these enemies - especially the StoneWall reborn creations and the invisible engineering drones.
* MookMaker: 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.shots.]]
* BodyHorror: Several enemies are "blessed"
* HoistByHisOwnPetard: Enemies in chapter 10 and 13 are not immune
* BlobMonster: They look like white formless masa with red tentacles.
* HelpfulMook: 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 [[DeathFromAbove Londinium artillery
* MookMaker: 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.
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[[folder:Sarkaz Royal Court Soldier]]
->'''Other variations:''' Sarkaz Royal Court Elite Soldier
Sarkaz soldiers working under Manfred, armed with equipment produced by the Londinium factories.
->'''Other variations:''' Sarkaz Royal Court Elite Soldier
Sarkaz soldiers working under Manfred, armed with equipment produced by the Londinium factories.
to:
[[folder:Sarkaz Royal Court Soldier]]
Heirbearer Warrior]]
->'''Other variations:''' SarkazRoyal Court Elite Soldier
Sarkaz soldiers working under Manfred, armedHeirbearer Warrior Captain
A soldier infused withequipment produced by the Londinium factories. Sanguinarch's Arts. Spawns a Touch enemy on death.
->'''Other variations:''' Sarkaz
Sarkaz soldiers working under Manfred, armed
A soldier infused with
Changed line(s) 691,693 (click to see context) from:
[[folder:Touch of the Sanguinarch]]
->'''Other variations:''' Touch of Benevolence
Creations born of the Sanguinarch of Vampires' Originium Arts.
->'''Other variations:''' Touch of Benevolence
Creations born of the Sanguinarch of Vampires' Originium Arts.
to:
->'''Other variations:'''
Creations born of
A supply vehicle carrying the
Deleted line(s) 695,698 (click to see context) :
* ArmoredButFrail: 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.
* BlobMonster: They look like white formless masa with red tentacles.
* HelpfulMook: 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 [[DeathFromAbove Londinium artillery shots.]]
* BlobMonster: They look like white formless masa with red tentacles.
* HelpfulMook: 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 [[DeathFromAbove Londinium artillery shots.]]
Changed line(s) 701,703 (click to see context) from:
[[folder:Sarkaz Heirbearer Warrior]]
->'''Other variations:''' Sarkaz Heirbearer Warrior Captain
A soldier infused with the Sanguinarch's Arts. Spawns a Touch enemy on death.
->'''Other variations:''' Sarkaz Heirbearer Warrior Captain
A soldier infused with the Sanguinarch's Arts. Spawns a Touch enemy on death.
to:
[[folder:Sarkaz Heirbearer Warrior]]
->'''Other variations:''' Sarkaz Heirbearer Warrior Captain
A soldier infusedArtificer]]
An artificer imbued with the Sanguinarch'sArts. Spawns Arts and knowledge on operating the Londinium artillery cannons. Charge the cannon when they are present on the field and spawns a Touch enemy on death.
->'''Other variations:''' Sarkaz Heirbearer Warrior Captain
A soldier infused
An artificer imbued with the Sanguinarch's
Changed line(s) 707,709 (click to see context) from:
[[folder:Sarkaz Heirbearer ASV]]
->'''Other variations:''' Sarkaz Heirbearer Retrofit ASV
A supply vehicle carrying the Sanguinarch's Arts. Buffs all reborn creations on the field and causes them to deal Necrosis damage with their attacks.
->'''Other variations:''' Sarkaz Heirbearer Retrofit ASV
A supply vehicle carrying the Sanguinarch's Arts. Buffs all reborn creations on the field and causes them to deal Necrosis damage with their attacks.
to:
->'''Other variations:''' Gift of Magnanimity
More powerful creations born from the blood of Sarkaz
A supply vehicle carrying
* ArmoredButFrail: 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.
* BodyHorror: Their form is a set of Royal Court armor with bones sticking out of the face.
* BodyHorror: Their form is a set of Royal Court armor with bones sticking out of the face.
Changed line(s) 713,714 (click to see context) from:
[[folder:Sarkaz Heirbearer Artificer]]
An artificer imbued with the Sanguinarch's Arts and knowledge on operating the Londinium artillery cannons. Charge the cannon when they are present on the field and spawns a Touch enemy on death.
An artificer imbued with the Sanguinarch's Arts and knowledge on operating the Londinium artillery cannons. Charge the cannon when they are present on the field and spawns a Touch enemy on death.
to:
[[folder:Sarkaz Heirbearer Artificer]]
An artificer imbued withHatedrinker]]
->'''Other variations:''' Sarkaz Heirbearer Wrathgorger
Sarkaz soldiers bearing the Sanguinarch's Artsand knowledge on operating that absorb the Londinium artillery cannons. Charge the cannon when they are present on the field and spawns a Touch enemy on death.wrath from their fallen kin to strengthen themselves.
An artificer imbued with
->'''Other variations:''' Sarkaz Heirbearer Wrathgorger
Sarkaz soldiers bearing the Sanguinarch's Arts
* ThePowerOfHate: 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.
Changed line(s) 718,720 (click to see context) from:
[[folder:Gift of the Sanguinarch]]
->'''Other variations:''' Gift of Magnanimity
More powerful creations born from the blood of Sarkaz soldiers reshaped by the Sanguinarch's Originium Arts.
->'''Other variations:''' Gift of Magnanimity
More powerful creations born from the blood of Sarkaz soldiers reshaped by the Sanguinarch's Originium Arts.
to:
->'''Other variations:'''
More powerful creations born from the blood of
A caster trained by the Royal Court and infused with the Sanguinarch's
Changed line(s) 722,723 (click to see context) from:
* ArmoredButFrail: 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.
* BodyHorror: Their form is a set of Royal Court armor with bones sticking out of the face.
* BodyHorror: Their form is a set of Royal Court armor with bones sticking out of the face.
to:
* ArmoredButFrail: Much like the Touches, the Gifts also take only 10% incoming Physical and Arts damage. EvilCounterpart: They can also be one-shotted by are essentially the artillery cannon.
* BodyHorror: Their form is a setSarkaz equivalent of Royal Court armor with bones sticking out of the face.Chain Caster operators.
* BodyHorror: Their form is a set
Changed line(s) 726,728 (click to see context) from:
[[folder:Sarkaz Heirbearer Hatedrinker]]
->'''Other variations:''' Sarkaz Heirbearer Wrathgorger
Sarkaz soldiers bearing the Sanguinarch's Arts that absorb the wrath from their fallen kin to strengthen themselves.
->'''Other variations:''' Sarkaz Heirbearer Wrathgorger
Sarkaz soldiers bearing the Sanguinarch's Arts that absorb the wrath from their fallen kin to strengthen themselves.
to:
->'''Other variations:''' Sarkaz Heirbearer Wrathgorger
Sarkaz soldiers bearing
Creations of the Sanguinarch's Arts that
Changed line(s) 730 (click to see context) from:
* ThePowerOfHate: 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.
to:
* ThePowerOfHate: Implied in their names LifeDrain: They deal Arts damage and flavor text, and manifests ingame as an ATK gain proportional to the amount heal themselves by a proportion of reborn creations present on the field.damage dealt.
Changed line(s) 733,735 (click to see context) from:
[[folder:Sarkaz Heirbearer Chain Caster]]
->'''Other variations:''' Sarkaz Heirbearer Chain Caster Captain
A caster trained by the Royal Court and infused with the Sanguinarch's Arts. Attacks jump between enemies and spawns a Gift upon death.
->'''Other variations:''' Sarkaz Heirbearer Chain Caster Captain
A caster trained by the Royal Court and infused with the Sanguinarch's Arts. Attacks jump between enemies and spawns a Gift upon death.
to:
[[folder:Sarkaz Heirbearer Chain Caster]]
->'''Other variations:'''Requisitioned Engineering Drone]]
A Londinium engineering drone repurposed by the SarkazHeirbearer Chain Caster Captain
A caster trained by theRoyal Court and infused with modified to have stealth, at the Sanguinarch's Arts. Attacks jump between enemies and spawns a Gift upon death.cost of greater wear-and-tear.
->'''Other variations:'''
A Londinium engineering drone repurposed by the Sarkaz
A caster trained by the
Changed line(s) 737 (click to see context) from:
* EvilCounterpart: They are essentially the Sarkaz equivalent of Chain Caster operators.
to:
* EvilCounterpart: They HoistByTheirOwnPetard: Their attacks grant charge progress to the Londinium artillery cannon, which can be used to speed up their death if they are essentially inside the Sarkaz equivalent of Chain Caster operators.blast radius.
* LivingOnBorrowedTime: These drones lose health over time and will eventually kill themselves.
* LivingOnBorrowedTime: These drones lose health over time and will eventually kill themselves.
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[[folder:Bloodthirsty Heir]]
Creations of the Sanguinarch's Arts that drain blood from others to sustain themselves.
----
* LifeDrain: They deal Arts damage and heal themselves by a proportion of damage dealt.
Creations of the Sanguinarch's Arts that drain blood from others to sustain themselves.
----
* LifeDrain: They deal Arts damage and heal themselves by a proportion of damage dealt.
to:
Creations
[[folder:General]]
* AllYourBaseAreBelongToUs: Much like the Crimson Court, these enemies are also occupying Londinium under orders of the Royal Court.
* TheCorrupter: The enemies in chapter 11 introduce a new mechanic called "Corruption", which is an aura that
----
*
Changed line(s) 746,747 (click to see context) from:
[[folder:Sarkaz Requisitioned Engineering Drone]]
A Londinium engineering drone repurposed by the Sarkaz Royal Court and modified to have stealth, at the cost of greater wear-and-tear.
A Londinium engineering drone repurposed by the Sarkaz Royal Court and modified to have stealth, at the cost of greater wear-and-tear.
to:
[[folder:Sarkaz Requisitioned Engineering Drone]]
A Londinium engineering drone repurposed by the SarkazRoyal Court Caster]]
A Sarkaz caster serving the Royal Court. Can lock on to an allied unit andmodified to have stealth, deal Necrosis damage over time, with a large burst of [=AoE=] Necrosis damage at the cost end of greater wear-and-tear.the channel.
A Londinium engineering drone repurposed by the Sarkaz
A Sarkaz caster serving the Royal Court. Can lock on to an allied unit and
Deleted line(s) 749,750 (click to see context) :
* HoistByTheirOwnPetard: 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.
* LivingOnBorrowedTime: These drones lose health over time and will eventually kill themselves.
* LivingOnBorrowedTime: These drones lose health over time and will eventually kill themselves.
Changed line(s) 753,758 (click to see context) from:
!!!Members of the Nachzehrer Army (Introduced in Episode 11)
[[folder:General]]
* AllYourBaseAreBelongToUs: Much like the Crimson Court, these enemies are also occupying Londinium under orders of the Royal Court.
* TheCorrupter: The enemies in chapter 11 introduce a new mechanic called "Corruption", which is an aura that deals Pure DamageOverTime to nearby player units.
* ManaBurn: Some enemies inflict Necrosis damage buildup, which drains the SP of affected operators in addition to causing damage over time.
[[folder:General]]
* AllYourBaseAreBelongToUs: Much like the Crimson Court, these enemies are also occupying Londinium under orders of the Royal Court.
* TheCorrupter: The enemies in chapter 11 introduce a new mechanic called "Corruption", which is an aura that deals Pure DamageOverTime to nearby player units.
* ManaBurn: Some enemies inflict Necrosis damage buildup, which drains the SP of affected operators in addition to causing damage over time.
to:
->'''Other variations:'' Sarkaz Witherer Captain
A foot soldier of the Nachzehrer
[[folder:General]]
* AllYourBaseAreBelongToUs: Much like
* TheCorrupter: The enemies in chapter 11 introduce a new mechanic called "Corruption", which is an aura that deals Pure DamageOverTime to nearby player units.
* ManaBurn: Some enemies inflict Necrosis damage buildup, which drains the SP of affected operators in addition to causing damage over time.
----
Changed line(s) 761,762 (click to see context) from:
[[folder:Sarkaz Royal Court Caster]]
A Sarkaz caster serving the Royal Court. Can lock on to an allied unit and deal Necrosis damage over time, with a large burst of [=AoE=] Necrosis damage at the end of the channel.
A Sarkaz caster serving the Royal Court. Can lock on to an allied unit and deal Necrosis damage over time, with a large burst of [=AoE=] Necrosis damage at the end of the channel.
to:
A Sarkaz caster serving the Royal Court. Can lock on to an allied unit and deal Necrosis damage over time,
Armored vehicles equipped with
* TurnsRed: When they hit 50% HP, they gain a buff to their ASPD and movement speed as well as crowd control immunity.
* NoSell: Becomes immune to most crowd control effects once they are below half health.
* NoSell: Becomes immune to most crowd control effects once they are below half health.
Changed line(s) 766,768 (click to see context) from:
[[folder:Sarkaz Witherer]]
->'''Other variations:'' Sarkaz Witherer Captain
A foot soldier of the Nachzehrer army. Spread Corruption on the land upon death.
->'''Other variations:'' Sarkaz Witherer Captain
A foot soldier of the Nachzehrer army. Spread Corruption on the land upon death.
to:
->'''Other
A foot soldier
Arts Creations of the Nachzehrer
* ActionBomb: 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.
Changed line(s) 772,773 (click to see context) from:
[[folder:Steam Tank]]
Armored vehicles equipped with Victorian technology.
Armored vehicles equipped with Victorian technology.
to:
Armored vehicles equipped with Victorian technology.
Large stationary roots that host a Rot Eater within them. Releases the Rot Eater when destroyed or when all other enemies are defeated.
Deleted line(s) 775,776 (click to see context) :
* TurnsRed: When they hit 50% HP, they gain a buff to their ASPD and movement speed as well as crowd control immunity.
* NoSell: Becomes immune to most crowd control effects once they are below half health.
* NoSell: Becomes immune to most crowd control effects once they are below half health.
Changed line(s) 779,781 (click to see context) from:
[[folder:Seed of Withering]]
->'''Other variations:''' Seed of Decay
Arts Creations of the Nachzehrer King. Mindless creations meant to create death to feed the other soldiers.
->'''Other variations:''' Seed of Decay
Arts Creations of the Nachzehrer King. Mindless creations meant to create death to feed the other soldiers.
to:
->'''Other variations:''' Seed of Decay
Arts Creations
Casters of the Nachzehrer
Changed line(s) 783 (click to see context) from:
* ActionBomb: 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.
to:
* ActionBomb: CombatMedic: They dive bomb the first operator in range and both deal massive Physical Arts damage to and restore the target. This makes baiting them with Executor Specialists or Defenders a viable strategy.HP of any damaged Twigs That Crave.
Changed line(s) 786,787 (click to see context) from:
[[folder:Twigs That Crave]]
Large stationary roots that host a Rot Eater within them. Releases the Rot Eater when destroyed or when all other enemies are defeated.
Large stationary roots that host a Rot Eater within them. Releases the Rot Eater when destroyed or when all other enemies are defeated.
to:
Large stationary roots that host a Rot Eater within them. Releases the Rot Eater when destroyed or when all other
Powerful enemies
* GatheringSteam: 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.
Changed line(s) 791,792 (click to see context) from:
[[folder:Sarkaz Wither Caster]]
Casters of the Nachzehrer King's army. Capable of healing the Twigs That Crave.
Casters of the Nachzehrer King's army. Capable of healing the Twigs That Crave.
to:
Casters
Arts Creations of the Nachzehrer
Deleted line(s) 794 (click to see context) :
* CombatMedic: They both deal Arts damage and restore the HP of any damaged Twigs That Crave.
Changed line(s) 797,798 (click to see context) from:
[[folder:Rot Eater]]
Powerful enemies that feed on their fallen allies from within Twigs That Crave. Gain HP, ATK and DEF for each enemy defeated before they spawn, and continuously radiates Corruption around itself.
Powerful enemies that feed on their fallen allies from within Twigs That Crave. Gain HP, ATK and DEF for each enemy defeated before they spawn, and continuously radiates Corruption around itself.
to:
Powerful enemies that feed on their fallen allies from within Twigs That Crave. Gain HP, ATK
Siege weapons in service of the Nachzehrer King. Deal more damage with melee attacks and
Deleted line(s) 800 (click to see context) :
* GatheringSteam: 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.
Changed line(s) 803,804 (click to see context) from:
[[folder:Rotchaser]]
Arts Creations of the Nachzehrer King. Fast melee enemies that deal Arts damage over time to the target, but is removed when the target receives healing.
Arts Creations of the Nachzehrer King. Fast melee enemies that deal Arts damage over time to the target, but is removed when the target receives healing.
to:
Arts Creations
->'''Other variations:''' Londinium Precision Mobile Defense Artillery
Miniaturized mobile versions of the
Changed line(s) 808,809 (click to see context) from:
[[folder:Sarkaz Wither Tank]]
Siege weapons in service of the Nachzehrer King. Deal more damage with melee attacks and release Corruption after several attacks.
Siege weapons in service of the Nachzehrer King. Deal more damage with melee attacks and release Corruption after several attacks.
to:
[[folder:Sarkaz Wither Tank]]
Siege weapons in serviceWitherer Devourer]]
A soldier of the NachzehrerKing. Deal more damage King's army with melee attacks and release Corruption after several attacks.insatiable hunger. Devours the first operator that blocks it, gaining DEF but losing movement speed in the process.
Siege weapons in service
A soldier of the Nachzehrer
* ExtremeOmnivore: 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.
Changed line(s) 813,816 (click to see context) from:
[[folder:Londinium Mobile Defense Artillery]]
->'''Other variations:''' Londinium Precision Mobile Defense Artillery
Miniaturized mobile versions of the artillery cannon from chapter 10. Lock on and bombard the highest HP unit and the area surrounding them with Arts damage.
----
->'''Other variations:''' Londinium Precision Mobile Defense Artillery
Miniaturized mobile versions of the artillery cannon from chapter 10. Lock on and bombard the highest HP unit and the area surrounding them with Arts damage.
----
to:
->'''Other variations:''' Londinium Precision Mobile Defense Artillery
Miniaturized mobile versions
[[folder:General]]
* MysteriousEmployer: It is unknown who hired the various spies infiltrating Norport.
* TheSneakyGuy: The Spies disguise themselves as civilians to bypass the Sarkaz blockade around Norport, and
----
* SpotTheImposter: The Spies must be identified by spending enough time in an operator's attack range before they can be attacked.
Changed line(s) 819,820 (click to see context) from:
[[folder:Sarkaz Witherer Devourer]]
A soldier of the Nachzehrer King's army with insatiable hunger. Devours the first operator that blocks it, gaining DEF but losing movement speed in the process.
A soldier of the Nachzehrer King's army with insatiable hunger. Devours the first operator that blocks it, gaining DEF but losing movement speed in the process.
to:
A soldier
Victorian civilians caught in the chaos of the
Changed line(s) 822 (click to see context) from:
* ExtremeOmnivore: 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.
to:
* ExtremeOmnivore: Much like FriendlyEnemy: Although technically classified as an enemy, civilians do not pose any threat to operators and will increase the Endspeaker from "Stultifera Navis", they eat DP cap if identified, allowing the first operator that blocks them and the operator becomes unavailable until the Devourer is defeated.player to deploy DP intensive operators if enough civilians are identified.
Changed line(s) 825,830 (click to see context) from:
!!!Norport spies and followers of the Damazti (Introduced in Episode 12)
[[folder:General]]
* MysteriousEmployer: It is unknown who hired the various spies infiltrating Norport.
* TheSneakyGuy: The Spies disguise themselves as civilians to bypass the Sarkaz blockade around Norport, and some of them even become invisible after being identified.
* SpotTheImposter: The Spies must be identified by spending enough time in an operator's attack range before they can be attacked.
[[folder:General]]
* MysteriousEmployer: It is unknown who hired the various spies infiltrating Norport.
* TheSneakyGuy: The Spies disguise themselves as civilians to bypass the Sarkaz blockade around Norport, and some of them even become invisible after being identified.
* SpotTheImposter: The Spies must be identified by spending enough time in an operator's attack range before they can be attacked.
to:
->'''Other variations:''' Pathfinder Spymaster
Rookie spies
[[folder:General]]
* MysteriousEmployer: It is
* TheSneakyGuy: The Spies disguise themselves
* SpotTheImposter: The Spies must be identified by spending enough time in an operator's
Changed line(s) 833,836 (click to see context) from:
[[folder:Norport Civilian]]
Victorian civilians caught in the chaos of the Sarkaz blockade at Norport. Cannot be attacked, and increase the maximum DP cap by 2 upon reaching a Protection Objective if identified.
----
* FriendlyEnemy: 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.
Victorian civilians caught in the chaos of the Sarkaz blockade at Norport. Cannot be attacked, and increase the maximum DP cap by 2 upon reaching a Protection Objective if identified.
----
* FriendlyEnemy: 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.
to:
Victorian
->'''Other variations:''' Sentry Spymaster
Rookie spies sent by an unknown employer to infiltrate Norport. Appears as civilians
----
* FriendlyEnemy: Although technically classified as an enemy, civilians do not pose any threat to operators and will increase the DP cap if
Changed line(s) 839,841 (click to see context) from:
[[folder:Pathfinder Spy]]
->'''Other variations:''' Pathfinder Spymaster
Rookie spies sent by an unknown employer to infiltrate Norport. Appears as civilians until identified, and their first attack after losing their disguise deals double damage.
->'''Other variations:''' Pathfinder Spymaster
Rookie spies sent by an unknown employer to infiltrate Norport. Appears as civilians until identified, and their first attack after losing their disguise deals double damage.
to:
->'''Other variations:'''
Changed line(s) 844,846 (click to see context) from:
[[folder:Sentry Spy]]
->'''Other variations:''' Sentry Spymaster
Rookie spies sent by an unknown employer to infiltrate Norport. Appears as civilians until identified, turns invisible after losing their disguise.
->'''Other variations:''' Sentry Spymaster
Rookie spies sent by an unknown employer to infiltrate Norport. Appears as civilians until identified, turns invisible after losing their disguise.
to:
->'''Other variations:'''
Rookie spies sent
Sarkaz soldiers utilizing Damazti Arts to enhance their physical attributes at the cost of their cognitive abilities. Can only be blocked by
----
* ShoutOut: To the Tyrants of ''Franchise/ResidentEvil'', as
Changed line(s) 849,851 (click to see context) from:
[[folder:Armed Spy]]
->'''Other variations:''' Armed Spymaster
Elite spies sent by an unknown employer to infiltrate Norport. Appears as civilians until identified, has greater stats comparing to their fellow spies.
->'''Other variations:''' Armed Spymaster
Elite spies sent by an unknown employer to infiltrate Norport. Appears as civilians until identified, has greater stats comparing to their fellow spies.
to:
->'''Other variations:'''
Elite spies sent by an unknown employer to infiltrate Norport. Appears as civilians until identified, has greater stats comparing to
Sarkaz intelligence officers imbued with Damazti Arts. Ranged attacks with their
Changed line(s) 854,858 (click to see context) from:
[[folder:Sarkaz Absurdist Tyrant]]
->'''Other variations:''' Sarkaz Absurdist Tyrant Captain
Sarkaz soldiers utilizing Damazti Arts to enhance their physical attributes at the cost of their cognitive abilities. Can only be blocked by operators with 3 block, and their first attack deals splash damage.
----
* ShoutOut: To the Tyrants of ''Franchise/ResidentEvil'', as individuals that turned themselves into powerful hulking monsters but losing their cognitive functions.
->'''Other variations:''' Sarkaz Absurdist Tyrant Captain
Sarkaz soldiers utilizing Damazti Arts to enhance their physical attributes at the cost of their cognitive abilities. Can only be blocked by operators with 3 block, and their first attack deals splash damage.
----
* ShoutOut: To the Tyrants of ''Franchise/ResidentEvil'', as individuals that turned themselves into powerful hulking monsters but losing their cognitive functions.
to:
[[folder:Sarkaz Absurdist Tyrant]]
Splitcaster Apprentice]]
->'''Other variations:''' Sarkaz AbsurdistTyrant Captain
Splitcaster
Sarkazsoldiers utilizing casters trained in Damazti Arts Arts, allowing them to enhance their physical attributes at perform self-splitting similar to the cost of their cognitive abilities. Can only be blocked by operators with 3 block, and their first attack deals splash damage.
----
* ShoutOut: To the Tyrants of ''Franchise/ResidentEvil'', as individuals that turned themselves into powerful hulking monsters but losing their cognitive functions.Damazti Cluster. Spawns a clone upon reaching half health.
->'''Other variations:''' Sarkaz Absurdist
Sarkaz
----
* ShoutOut: To the Tyrants of ''Franchise/ResidentEvil'', as individuals that turned themselves into powerful hulking monsters but losing their cognitive functions.
Changed line(s) 861,863 (click to see context) from:
[[folder:Sarkaz Absurdist Operative]]
->'''Other variations:''' Sarkaz Absurdist Operative Leader
Sarkaz intelligence officers imbued with Damazti Arts. Ranged attacks with their bow reduce DP upon hitting an operator.
->'''Other variations:''' Sarkaz Absurdist Operative Leader
Sarkaz intelligence officers imbued with Damazti Arts. Ranged attacks with their bow reduce DP upon hitting an operator.
to:
->'''Other variations:'''
Sarkaz intelligence officers imbued with Damazti Arts. Ranged attacks with
Members of the Duke of Caster's elite guards. Dash forward in their
Changed line(s) 866,868 (click to see context) from:
[[folder:Sarkaz Absurdist Splitcaster Apprentice]]
->'''Other variations:''' Sarkaz Absurdist Splitcaster
Sarkaz casters trained in Damazti Arts, allowing them to perform self-splitting similar to the Damazti Cluster. Spawns a clone upon reaching half health.
->'''Other variations:''' Sarkaz Absurdist Splitcaster
Sarkaz casters trained in Damazti Arts, allowing them to perform self-splitting similar to the Damazti Cluster. Spawns a clone upon reaching half health.
to:
->'''Other variations:''' Rebellion Agitator
A suspected Sarkaz
Sarkaz casters trained in Damazti Arts, allowing them to perform self-splitting similar to
Changed line(s) 871,873 (click to see context) from:
[[folder:"Trilby Asher"]]
->'''Other variations:''' "Shadowing Trilby Asher"
Members of the Duke of Caster's elite guards. Dash forward in their path after every third melee attack.
->'''Other variations:''' "Shadowing Trilby Asher"
Members of the Duke of Caster's elite guards. Dash forward in their path after every third melee attack.
to:
->'''Other variations:''' "Shadowing Trilby Asher"
Members
An unmanned Nachzehrer vehicle designed to spread death and decay on the battlefield using the essence of the
Deleted line(s) 876,884 (click to see context) :
[[folder:Rebellion Instigator]]
->'''Other variations:''' Rebellion Agitator
A suspected Sarkaz saboteur that incites the Norport populace to rebel. Causes all civilians and unidentified spies to become unblockable if self is not blocked.
[[/folder]]
[[folder:Withering Collector Disciple]]
An unmanned Nachzehrer vehicle designed to spread death and decay on the battlefield using the essence of the deceased. Periodically spawns Seeds of Withering.
[[/folder]]
->'''Other variations:''' Rebellion Agitator
A suspected Sarkaz saboteur that incites the Norport populace to rebel. Causes all civilians and unidentified spies to become unblockable if self is not blocked.
[[/folder]]
[[folder:Withering Collector Disciple]]
An unmanned Nachzehrer vehicle designed to spread death and decay on the battlefield using the essence of the deceased. Periodically spawns Seeds of Withering.
[[/folder]]
Changed line(s) 1006,1011 (click to see context) from:
!Leithanien Units
!!!Rioters & Mudrock's Squad (Introduced in ''Twilight of Wolumonde'')
[[folder:Leithanien Rebel]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_067.png]]
->'''Other variations:''' Leithanien Rebel Leader
Rioters wielding Arts swords. Their lack of training makes them weaker than the Reunion Arts Guards.
!!!Rioters & Mudrock's Squad (Introduced in ''Twilight of Wolumonde'')
[[folder:Leithanien Rebel]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_067.png]]
->'''Other variations:''' Leithanien Rebel Leader
Rioters wielding Arts swords. Their lack of training makes them weaker than the Reunion Arts Guards.
to:
!!!Rioters & Mudrock's Squad (Introduced
!!!Pathfinders Soldiers (introduced in
[[folder:Leithanien Rebel]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_067.png]]
->'''Other variations:''' Leithanien Rebel Leader
Rioters wielding Arts swords. Their lack of training makes them weaker than the Reunion Arts Guards.
[[folder:General]]
Changed line(s) 1013,1014 (click to see context) from:
* ArmorPiercingAttack: Their Arts damage ignores DEF and targets RES instead.
* MagicKnight: Their swords deal Arts damage.
* MagicKnight: Their swords deal Arts damage.
to:
* ArmorPiercingAttack: Their Arts damage ignores DEF BottomlessMagazines: Hostile 'Gelato Stops' will replenish their special ammunition indefinitely.
* GratuitousLatin: The unit names are all in Latin, fitting with Laterano being a FantasyCounterpartCulture of the Vatican.[[note]]'legionary', 'archer', 'ballista-man', 'skirmisher' andtargets RES instead.
'envoy'.[[/note]]
*MagicKnight: Their swords deal Arts damage.RagtagBunchOfMisfits: The Pathfinders are made up of outcasts from varying races, sharing the same belief that Andoain will lead them to salvation.
* ScrewThisImOuttaHere: 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.
* WellIntentionedExtremist: Andoain's beliefs and the reason the Pathfinders are formed is this - to force Laterano to give aid to others outside of the country.
* GratuitousLatin: The unit names are all in Latin, fitting with Laterano being a FantasyCounterpartCulture of the Vatican.[[note]]'legionary', 'archer', 'ballista-man', 'skirmisher' and
*
* ScrewThisImOuttaHere: 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.
* WellIntentionedExtremist: Andoain's beliefs and the reason the Pathfinders are formed is this - to force Laterano to give aid to others outside of the country.
Changed line(s) 1017,1019 (click to see context) from:
[[folder:Leithanien Whisperer]]
->'''Other variations:''' Leithanien Psalmist
Extra-long-ranged casters who can also "contest" Gramophones in an attempt to capture them.
->'''Other variations:''' Leithanien Psalmist
Extra-long-ranged casters who can also "contest" Gramophones in an attempt to capture them.
to:
->'''Other variations:'''
Extra-long-ranged casters who can also "contest" Gramophones in an attempt to capture them.
A Pathfinder Liberi soldier.
Changed line(s) 1021,1022 (click to see context) from:
* ChainPain: 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.
* MagicStaff: Wields one of these, both for ranged Arts attack and to take control of Gramophones.
* MagicStaff: Wields one of these, both for ranged Arts attack and to take control of Gramophones.
to:
* ChainPain: Different from the Sarkaz Casters in that instead of trying to bind and ensnare operators, TheGoomba: Just like any starting opponents, they would use this are much easier to try deal with and take control of Gramophones.
* MagicStaff: Wields one of these, both for ranged Arts attack and to take control of Gramophones.lack notable abilities.
* MagicStaff: Wields one of these, both for ranged Arts attack and to take control of Gramophones.
Changed line(s) 1025,1027 (click to see context) from:
[[folder:Winterwisp Blood Shaman]]
->'''Other variations:''' Winterwisp Blood Magister
Powerful Leithanian berserkers that pack high stats and potent Arts attacks in exchange for losing HP over time. Upon death, they will explode in a powerful Arts burst that also instantly captures any Gramophones in range.
->'''Other variations:''' Winterwisp Blood Magister
Powerful Leithanian berserkers that pack high stats and potent Arts attacks in exchange for losing HP over time. Upon death, they will explode in a powerful Arts burst that also instantly captures any Gramophones in range.
to:
->'''Other variations:'''
Powerful Leithanian berserkers
A Pathfinder Sankta rifleman. Carries one special ammo that
Changed line(s) 1029,1030 (click to see context) from:
* ActionBomb: Upon death, they will deal 200% ''Arts'' damage to the surrounding tiles, which can also take complete control of any Gramophones in range.
* LivingOnBorrowedTime: Their HP will slowly drain over time.
* LivingOnBorrowedTime: Their HP will slowly drain over time.
to:
* ActionBomb: Upon death, ArchaicWeaponForAnAdvancedAge: Firearm variation. The assault rifles they will deal 200% ''Arts'' damage to carry resemble an AK-47, specifically the surrounding tiles, which can also take complete control one with a wooden stock and handguard, an outdated weapon of any Gramophones in range.
* LivingOnBorrowedTime: Their HP will slowly drain over time.choice when most rifles of today employ synthetic stocks and handguards.
* LivingOnBorrowedTime: Their HP will slowly drain over time.
Changed line(s) 1033,1035 (click to see context) from:
[[folder:Mudrock Matterllurgist]]
->'''Other variations:''' Mudrock Matterllurgist Leader
Ranged physical units commanded by Mudrock. They will prioritize foes capturing Gramophones.
->'''Other variations:''' Mudrock Matterllurgist Leader
Ranged physical units commanded by Mudrock. They will prioritize foes capturing Gramophones.
to:
->'''Other variations:'''
Ranged physical units commanded by Mudrock. They will prioritize foes capturing Gramophones.
A Pathfinders Sarkaz caster. Carries one special ammo that makes their next attack apply Burn Damage buildup.
* DamageOverTime: If they are loaded with a special bullet, they can inflict burn on Operators. Wandering Medics can help remove the Burn status, making them recommended.
Changed line(s) 1039,1041 (click to see context) from:
[[folder:Mudrock Zealot]]
->'''Other variations:''' Mudrock Zealot Leader
Powerful melee soldiers commanded by Mudrock. They spawn with a shield that protects them from Arts damage, while raising their attack speed and max HP as long as it's active.
->'''Other variations:''' Mudrock Zealot Leader
Powerful melee soldiers commanded by Mudrock. They spawn with a shield that protects them from Arts damage, while raising their attack speed and max HP as long as it's active.
to:
->'''Other variations:'''
Powerful melee soldiers commanded by Mudrock. They spawn with a shield
A Pathfinders Liberi heavy weapons specialist. Carries two shells that
Deleted line(s) 1043,1044 (click to see context) :
* LightningBruiser: As if their attacks don't hurt more than enough already, they will gain an increase in attack speed while their shield is active.
* StoneWall: 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.
* StoneWall: 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.
Changed line(s) 1047,1049 (click to see context) from:
[[folder:Mudrock Colossus]]
->'''Other variations:''' Hexed Colossus
A towering stone behemoth summoned by Mudrock's Arts. They're extremely slow but absolutely powerful - packing high defenses, ''monumental'' HP, and enough ATK to instantly kill most targets.
->'''Other variations:''' Hexed Colossus
A towering stone behemoth summoned by Mudrock's Arts. They're extremely slow but absolutely powerful - packing high defenses, ''monumental'' HP, and enough ATK to instantly kill most targets.
to:
->'''Other variations:'''
A
Changed line(s) 1051,1053 (click to see context) from:
* AchillesHeel: 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 [[OhCrap don't give you any...]]
* MightyGlacier: Colossi are ridiculously sturdy and they hit ''incredibly hard'', often enough to OneHitKill 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.
* StoneWall: 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 ScratchDamage 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 PercentDamageAttack.
* MightyGlacier: Colossi are ridiculously sturdy and they hit ''incredibly hard'', often enough to OneHitKill 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.
* StoneWall: 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 ScratchDamage 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 PercentDamageAttack.
to:
* AchillesHeel: For all JetPack: They carry these and, similarly to a Reunion Airborne Soldier, can land on any tile that can surprise opponents.
* ShotgunsAreJustBetter: They favor shotguns as theirpower, they're extremely vulnerable to the Gramophone turrets found on most weapon of their maps, since choice, and they deal Arts more 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 [[OhCrap don't give you any...]]
* MightyGlacier: Colossi are ridiculously sturdy and they hit ''incredibly hard'', often enough to OneHitKill 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.
* StoneWall: 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 ScratchDamage at best. The proper procedure when facing these things is to wield Gramophone towers against them, which are very effective against them owingcompared to their PercentDamageAttack.rifle-toting brethren.
* ShotgunsAreJustBetter: They favor shotguns as their
* MightyGlacier: Colossi are ridiculously sturdy and they hit ''incredibly hard'', often enough to OneHitKill 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.
* StoneWall: 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 ScratchDamage at best. The proper procedure when facing these things is to wield Gramophone towers against them, which are very effective against them owing
Changed line(s) 1056,1059 (click to see context) from:
!!!Witch King Remnants (Introduced in ''Lingering Echoes'')
[[folder:'Street Layabout']]
->'''Other variations:''' Street Drunk
Armed militants disguised as Infected Afterglow civilians. Deals additional Arts damage to operators not connected to Realigned Flux.
[[folder:'Street Layabout']]
->'''Other variations:''' Street Drunk
Armed militants disguised as Infected Afterglow civilians. Deals additional Arts damage to operators not connected to Realigned Flux.
to:
[[folder:'Street Layabout']]
->'''Other variations:'''
Armed militants
A Pathfinders Sankta soldier disguised as
* MightyGlacier: Not particularly fast, but deal a lot of damage through a combination of their attacks and the Snack Carts that they launch.
Changed line(s) 1063,1065 (click to see context) from:
[[folder:'Street Performer']]
->'''Other variations:''' Street Musician
Armed militants disguised as Infected Afterglow civilians. Deals an additional hit to operators not connected to Realigned Flux.
->'''Other variations:''' Street Musician
Armed militants disguised as Infected Afterglow civilians. Deals an additional hit to operators not connected to Realigned Flux.
to:
->'''Other variations:'''
Armed militants
A concealed explosive device disguised as
Changed line(s) 1067,1068 (click to see context) from:
* MusicalAssassin: They carry a triangle to fire off Leithanien Originium Arts, which is casted through music.
----
----
to:
* MusicalAssassin: AchillesHeel: They carry a triangle to fire off Leithanien Originium Arts, which is casted through music.
----don't explode if Silenced, making operators like Lappland and Jaye excellent at neutralizing their danger.
----
Changed line(s) 1071,1073 (click to see context) from:
[[folder:Mass-Produced Colossus]]
->'''Other variations:''' Enhanced Mass-Produced Colossus
An Originium Arts creation designed for breaching through enemy lines. Loses its defenses when standing in Realigned Flux.
->'''Other variations:''' Enhanced Mass-Produced Colossus
An Originium Arts creation designed for breaching through enemy lines. Loses its defenses when standing in Realigned Flux.
to:
->'''Other variations:''' Enhanced Mass-Produced Colossus
An
Deleted line(s) 1075 (click to see context) :
* AchillesHeel: They lose 1000 DEF and 50 RES when they are standing in a Realigned Flux line, making operator positioning crucial for defeating them.
Changed line(s) 1078,1082 (click to see context) from:
[[folder:Spire Caster]]
->'''Other variations:''' Battleworn Spire Caster
Casters employed by the Leithanien army specializing in area-of-effect damage.
----
* HerdHittingAttack: They attack 2 operators at once, and deal splash damage if their target is not connected to a Realigned Flux.
->'''Other variations:''' Battleworn Spire Caster
Casters employed by the Leithanien army specializing in area-of-effect damage.
----
* HerdHittingAttack: They attack 2 operators at once, and deal splash damage if their target is not connected to a Realigned Flux.
to:
->'''Other variations:''' Battleworn Spire Caster
Casters employed by
----
[[folder:General]]
*
* LevelDrain: These enemies introduce the DP steal mechanic, which hampers the player's ability to
Changed line(s) 1085,1087 (click to see context) from:
[[folder:Remnant Violinist]]
->'''Other variations:''' Remnant Principal Violinist
Formerly violinists in the Leithanien capital orchestra, these violinists have spent a long time laying low to conceal their status as followers of the Witch King.
->'''Other variations:''' Remnant Principal Violinist
Formerly violinists in the Leithanien capital orchestra, these violinists have spent a long time laying low to conceal their status as followers of the Witch King.
to:
->'''Other variations:'''
Formerly violinists
A large Infected rodent living in the
Changed line(s) 1089 (click to see context) from:
* HerdHittingAttack: Their attacks travel along the Realigned Flux, damaging all operators connected to that Flux for half the damage.
to:
* HerdHittingAttack: DamageOverTime: Their attacks travel along inflict the Realigned Flux, damaging all operators connected to that Flux for half Bleed status effect which causes the damage.Operator to lose health over time.
Changed line(s) 1092,1094 (click to see context) from:
[[folder:Remnant Field Caster]]
->'''Other variations:''' Remnant Elite Field Caster
Formerly composers in the Leithanien capital orchestra, they have turned to researching the Witch King's Originium Arts but without success.
->'''Other variations:''' Remnant Elite Field Caster
Formerly composers in the Leithanien capital orchestra, they have turned to researching the Witch King's Originium Arts but without success.
to:
->'''Other variations:'''
Formerly composers
Infected bats living in the
* DamageOverTime: Similar to the Gnawbeast, their attacks also inflict the Bleed status effect.
Changed line(s) 1098,1100 (click to see context) from:
[[folder:Remnant Saxophonist]]
->'''Other variations:''' Remnant Official Saxophonist
These failed musicians tried to bribe their way into the Leithanien capital orchestra, and had lost their sanity in the modern day. All that remains is a desire to rip their enemies apart with their music.
->'''Other variations:''' Remnant Official Saxophonist
These failed musicians tried to bribe their way into the Leithanien capital orchestra, and had lost their sanity in the modern day. All that remains is a desire to rip their enemies apart with their music.
to:
->'''Other variations:'''
These failed musicians tried to bribe their way into
Members of the
* AmbushingEnemy: They swing into the battlefield using ziplines instead of spawning from incursion points like other enemies, which can catch players off-guard.
* FieldPowerEffect: They reduce natural DP regeneration rate when present on the battlefield.
* TheSneakyGuy: Unlike the other bandits, they are invisible until blocked.
* FieldPowerEffect: They reduce natural DP regeneration rate when present on the battlefield.
* TheSneakyGuy: Unlike the other bandits, they are invisible until blocked.
Changed line(s) 1104,1106 (click to see context) from:
[[folder:Blackwater Originium Slug]]
->'''Other variations:''' Blackwater Originium Slug α
A type of Originium slug that lives in the sewers of Vyseheim.
->'''Other variations:''' Blackwater Originium Slug α
A type of Originium slug that lives in the sewers of Vyseheim.
to:
->'''Other variations:'''
A type
Members of
Changed line(s) 1108,1109 (click to see context) from:
* AmbushingEnemy: 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.
* DeadlyGas: 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".
* DeadlyGas: 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".
to:
* AmbushingEnemy: They don't Similar to the Skulker, they can also spawn from Incursion Points like normal enemies, but instead pop out of the ground at set points. This can catch players off guard.
in via ziplines.
*DeadlyGas: These slugs emit a poisonous fume that has a stronger effect on the Infected than the uninfected, though this AttackItsWeakPoint: They prioritize attacking Holy Statues over operators, unless there is not seen an operator in gameplay. Czerny coughs up blood after inhaling the fumes in "Lingering Echoes".range with increased taunt level (i.e. Młynar).
*
Changed line(s) 1112,1118 (click to see context) from:
!Lungmen & Siracusan Units
!!!Siracusan Mafia & Lungmenites (Introduced in ''Code of Brawl'')
[[folder:Sicilian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_031.png]]
->'''Other variations:''' Elite Sicilian
Basic soldiers who serve in the Siracusan mafia.
!!!Siracusan Mafia & Lungmenites (Introduced in ''Code of Brawl'')
[[folder:Sicilian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_031.png]]
->'''Other variations:''' Elite Sicilian
Basic soldiers who serve in the Siracusan mafia.
to:
!!!Siracusan Mafia & Lungmenites (Introduced in ''Code of Brawl'')
[[folder:Sicilian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_031.png]]
->'''Other variations:''' Elite
Basic soldiers who serve in
Members of the
* HealThyself: They steal 3 DP and restore 5% of their health every second attack.
Changed line(s) 1122,1124 (click to see context) from:
[[folder:Brawler]]
->'''Other variations:''' Elite Brawler
Siracusan mafiosi who launch flurries of rapid-fire punches.
->'''Other variations:''' Elite Brawler
Siracusan mafiosi who launch flurries of rapid-fire punches.
to:
->'''Other variations:'''
Siracusan mafiosi who launch flurries of rapid-fire punches.
Bounty hunters equipped with automatic crossbows, they moonlight as bandits when there are no bounties to hunt.
Changed line(s) 1126,1129 (click to see context) from:
* DeathOfAThousandCuts: 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.
* EvilCounterpart: Of Beehunter. In fact they share the same animation frames with her.
* HelpfulMook: 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.
* RapidFireFisticuffs: Imagine Beehunter but on the enemy side.
* EvilCounterpart: Of Beehunter. In fact they share the same animation frames with her.
* HelpfulMook: 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.
* RapidFireFisticuffs: Imagine Beehunter but on the enemy side.
to:
* DeathOfAThousandCuts: Each of their individual punches deal very little damage. The real danger is the sheer rate at which AttackItsWeakPoint: Like Robbers, 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.
also prioritize attacking Holy Statues.
*EvilCounterpart: Of Beehunter. In fact they share the same animation frames with her.
* HelpfulMook: With some high level strategy, these enemies can be abused by forcing them toHerdHittingAttack: They fire a special arrow every third attack Liskarm, who feeds SP to your operators when she gets hit. This is that explode in a very effective strategy on some harder stages, such as Contingency Contract.
* RapidFireFisticuffs: Imagine Beehunter but oncross shape and steals 1 DP for every Operator hit by the enemy side.attack.
*
* HelpfulMook: With some high level strategy, these enemies can be abused by forcing them to
* RapidFireFisticuffs: Imagine Beehunter but on
Changed line(s) 1132,1134 (click to see context) from:
[[folder:Marksman]]
->'''Other variations:''' Elite Marksman
Siracusan mafiosi who use ranged crossbow attacks. They will prioritize attacking Command Terminals.
->'''Other variations:''' Elite Marksman
Siracusan mafiosi who use ranged crossbow attacks. They will prioritize attacking Command Terminals.
to:
->'''Other variations:'''
Siracusan mafiosi who use ranged crossbow attacks. They will prioritize attacking Command Terminals.
Bounty hunters armed with machetes and innate Originium Arts, they moonlight as bandits when there are no bounties to hunt.
Changed line(s) 1136 (click to see context) from:
* AutomaticCrossbows: They wield rapid-fire crossbows that even have drum clips.
to:
* AutomaticCrossbows: FieldPowerEffect: They wield rapid-fire crossbows that even have drum clips.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.
* MagicKnight: They use some innate Originium Arts in conjunction with their machete, causing their melee attacks to do Arts damage.
* MagicKnight: They use some innate Originium Arts in conjunction with their machete, causing their melee attacks to do Arts damage.
Changed line(s) 1139,1141 (click to see context) from:
[[folder:Bully]]
->'''Other variations:''' Bulldozer
Hulking enemies that pack significant HP, ATK, and DEF while charging at relatively fast speeds. They count as three enemies when it comes to being blocked, and operators with less than 3 block will not be able to block them at all.
->'''Other variations:''' Bulldozer
Hulking enemies that pack significant HP, ATK, and DEF while charging at relatively fast speeds. They count as three enemies when it comes to being blocked, and operators with less than 3 block will not be able to block them at all.
to:
->'''Other variations:''' Bulldozer
Hulking enemies that pack significant HP, ATK, and DEF while charging at relatively fast speeds. They count as three enemies when it comes to being blocked, and operators with less than 3 block will not be able to block them at all.
Civilians living in the Sanctilaminium Ambrosii.
Changed line(s) 1143 (click to see context) from:
* TheJuggernaut: 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.
to:
* TheJuggernaut: They count as 3 EscortMission: 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 block 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 easily bypass frontline blockers occupied with {{Mooks}}. Their presence almost necessitates dedicated 3-block operator behind run right into holes, forcing the line just player to stop babysit them.
Changed line(s) 1146,1148 (click to see context) from:
[[folder:Fanatic]]
->'''Other variations:''' Desperate Fanatic
Brutish mobsters that have high HP/ATK/DEF and use their sledgehammers to deliver powerful attacks which can hit ranged tiles. When blocked, they will get a significant ATK boost. Prioritizes attacking Command Terminals.
->'''Other variations:''' Desperate Fanatic
Brutish mobsters that have high HP/ATK/DEF and use their sledgehammers to deliver powerful attacks which can hit ranged tiles. When blocked, they will get a significant ATK boost. Prioritizes attacking Command Terminals.
to:
!!!Rioters & Mudrock's Squad (Introduced in ''Twilight of Wolumonde'')
[[folder:Leithanien Rebel]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_067.png]]
->'''Other variations:'''
Brutish mobsters that have high HP/ATK/DEF and use their sledgehammers to deliver powerful attacks which can hit ranged tiles. When blocked, they will get a significant ATK boost. Prioritizes attacking Command Terminals.
Rioters wielding Arts swords. Their lack of training makes them weaker than the Reunion Arts Guards.
* ArmorPiercingAttack: Their Arts damage ignores DEF and targets RES instead.
* MagicKnight: Their swords deal Arts damage.
* MagicKnight: Their swords deal Arts damage.
Changed line(s) 1152,1154 (click to see context) from:
[[folder:Greytail]]
->'''Other variations:''' Greytail Leader
Hard-hitting mobsters that serve the Rat King. They have a sand shield that massively boosts their DEF while active, and can only be destroyed by a significant amount of Arts damage. Once their shields are down, their speed increases greatly.
->'''Other variations:''' Greytail Leader
Hard-hitting mobsters that serve the Rat King. They have a sand shield that massively boosts their DEF while active, and can only be destroyed by a significant amount of Arts damage. Once their shields are down, their speed increases greatly.
to:
->'''Other variations:'''
Hard-hitting mobsters that serve the Rat King. They have a sand shield that massively boosts their DEF while active, and
Extra-long-ranged casters who can
Changed line(s) 1156,1158 (click to see context) from:
* BatterUp: They wield metal bats as weapons.
* DeflectorShields: 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.
* MightyGlacier: 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 FragileSpeedster, as their speed ''hugely'' increases at the cost of being extremely squishy without their barrier.
* DeflectorShields: 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.
* MightyGlacier: 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 FragileSpeedster, as their speed ''hugely'' increases at the cost of being extremely squishy without their barrier.
to:
* BatterUp: They wield metal bats as weapons.
* DeflectorShields: They will enter combat with a sand barrierChainPain: Different from the Sarkaz Casters in that gives them a massive amount instead of physical defense while active, but can be shattered after taking a certain amount trying to bind and ensnare operators, they would use this to try and take control of Gramophones.
* MagicStaff: Wields one of these, both for ranged Artsdamage.
* MightyGlacier: While their shields are up, they're borderline immune to physical damageattack and can soak up Arts while hitting very hard in response, but aren't very fast. Once the shield goes down, this turns into FragileSpeedster, as their speed ''hugely'' increases at the cost to take control of being extremely squishy without their barrier.Gramophones.
* DeflectorShields: They will enter combat with a sand barrier
* MagicStaff: Wields one of these, both for ranged Arts
* MightyGlacier: While their shields are up, they're borderline immune to physical damage
Changed line(s) 1161,1163 (click to see context) from:
!!!Famiglia members (introduced in ''Il Siracusano'')
[[folder:General]]
[[folder:General]]
to:
->'''Other variations:''' Winterwisp Blood Magister
Powerful Leithanian berserkers that pack high stats and potent Arts attacks in
[[folder:General]]
Changed line(s) 1165,1170 (click to see context) from:
* BadassInANiceSuit: They all wear suits to go with their ''mafioso'' image.
* DeadlyEuphemism: 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.
* TheMafia: These guys put the ones from "Code of Brawl" to shame.
* ThePowerOfHate: 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 [[EliteMook Cleaner]] spawns, symbolizing the ''famiglia'' taking revenge on the one messing around with their members and civilians under their protection.
* PurpleIsPowerful: Several units' special ability effects are purple.
* DeadlyEuphemism: 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.
* TheMafia: These guys put the ones from "Code of Brawl" to shame.
* ThePowerOfHate: 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 [[EliteMook Cleaner]] spawns, symbolizing the ''famiglia'' taking revenge on the one messing around with their members and civilians under their protection.
* PurpleIsPowerful: Several units' special ability effects are purple.
to:
* BadassInANiceSuit: They all wear suits to go with their ''mafioso'' image.
* DeadlyEuphemism: 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 whenActionBomb: Upon death, they die), several mooks will deal 200% ''Arts'' damage to the surrounding tiles, which can also attack civilians themselves and forcing the player to save them.
* TheMafia: These guys put the ones from "Codetake complete control of Brawl" to shame.
any Gramophones in range.
*ThePowerOfHate: Killing certain ''famiglia'' members or civilians LivingOnBorrowedTime: Their HP 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 [[EliteMook Cleaner]] spawns, symbolizing the ''famiglia'' taking revenge on the one messing around with their members and civilians under their protection.
* PurpleIsPowerful: Several units' special ability effects are purple.slowly drain over time.
* DeadlyEuphemism: 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
* TheMafia: These guys put the ones from "Code
*
* PurpleIsPowerful: Several units' special ability effects are purple.
Changed line(s) 1173,1175 (click to see context) from:
[[folder:Famiglia Soldier]]
->'''Other variations:''' Elite Famiglia Soldier
Low-level mafiosi under the orders of their superiors. Increase "Blood Debt" by a small amount on death.
->'''Other variations:''' Elite Famiglia Soldier
Low-level mafiosi under the orders of their superiors. Increase "Blood Debt" by a small amount on death.
to:
->'''Other variations:'''
Low-level mafiosi under the orders of their superiors. Increase "Blood Debt"
Ranged physical units commanded by
Deleted line(s) 1177 (click to see context) :
* DeviousDaggers: They wield small knives as personal weapons.
Changed line(s) 1180,1182 (click to see context) from:
[[folder:Famiglia Crossbowman]]
->'''Other variations:''' Elite Famiglia Crossbowman
Trained snipers armed with crossbows using sophisticated technology. Deal Arts damage during "Asset Liquidation".
->'''Other variations:''' Elite Famiglia Crossbowman
Trained snipers armed with crossbows using sophisticated technology. Deal Arts damage during "Asset Liquidation".
to:
->'''Other variations:'''
Trained snipers armed
Powerful melee soldiers commanded by Mudrock. They spawn with
Changed line(s) 1184,1185 (click to see context) from:
* MageMarksman: They deal Arts damage when an "Asset Liquidation" is running.
* WouldNotShootACivilian: Inverted. They prioritize attacking Siracusan Civilians over player controlled units.
* WouldNotShootACivilian: Inverted. They prioritize attacking Siracusan Civilians over player controlled units.
to:
* MageMarksman: LightningBruiser: As if their attacks don't hurt more than enough already, they will gain an increase in attack speed while their shield is active.
* StoneWall: Theydeal 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 when an "Asset Liquidation" is running.
* WouldNotShootACivilian: Inverted. They prioritize attacking Siracusan Civilians over player controlled units.damage, and also happens to increase their HP and ASPD as well.
* StoneWall: They
* WouldNotShootACivilian: Inverted. They prioritize attacking Siracusan Civilians over player controlled units.
Changed line(s) 1188,1190 (click to see context) from:
[[folder:Famiglia Cleaner]]
->'''Other variations:''' Famiglia Silent Cleaner
Massively powerful Archosaurian hitmen tasked with delivering "regards" towards those that angered the ''famiglia''. Only spawn when "Asset Liquidation" starts and gain massive buffs in its duration.
->'''Other variations:''' Famiglia Silent Cleaner
Massively powerful Archosaurian hitmen tasked with delivering "regards" towards those that angered the ''famiglia''. Only spawn when "Asset Liquidation" starts and gain massive buffs in its duration.
to:
->'''Other variations:'''
Massively
A towering stone behemoth summoned by Mudrock's Arts. They're extremely slow but absolutely powerful
Changed line(s) 1192,1198 (click to see context) from:
* EliteMook: 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 [[Franchise/{{Hitman}} Agent 47]].
* GatheringSteam: 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.
* LightningBruiser: They walk fast, shoot fast, and their shots will ''hurt'' - being able to one shot high ground operators with lower DEF.
* OptionalBoss: 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.
* TheSneakyGuy: They are invisible until blocked.
* WouldNotShootACivilian: Inverted much like the Crossbowmen, Cleaners will target civilians over player operators.
* {{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 [[Franchise/{{Hitman}} Agent 47]].
* GatheringSteam: 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.
* LightningBruiser: They walk fast, shoot fast, and their shots will ''hurt'' - being able to one shot high ground operators with lower DEF.
* OptionalBoss: 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.
* TheSneakyGuy: They are invisible until blocked.
* WouldNotShootACivilian: Inverted much like the Crossbowmen, Cleaners will target civilians over player operators.
to:
* EliteMook: They have high base stats plus AchillesHeel: For all their power, they're extremely vulnerable to the bonuses Gramophone turrets found on most of their maps, since they receive during "Asset Liquidation".
* {{Expy}}: The Famiglia Cleaner isdeal Arts damage based on a bald, pale, suit-wearing hitman percentage of the target's max HP - meaning that even 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 their staggering HP values, they'll die about as fast as any other words, he's enemy. Controlling the Terran [[Franchise/{{Hitman}} Agent 47]].
* GatheringSteam: If they are aliveGramophones is key to beating levels that they're on - but the problem arises when a second "Asset Liquidation" starts, they will gain even more stats over some of 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.
* LightningBruiser: They walk fast, shoot fast, and their shots will ''hurt'' - being able to one shot high ground operators with lower DEF.
* OptionalBoss: These guysharder stages [[OhCrap don't appear in give you any...]]
* MightyGlacier: Colossi are ridiculously sturdy and they hit ''incredibly hard'', often enough to OneHitKill all but theenemy roster by default, but toughest Defenders, and even then only spawn 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.
* StoneWall: 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 ScratchDamage at best. The proper procedure whenthe "Blood Ledger" gauge hits maximum. They will still deduct life seals if allowed into a Protection Objective, however.
* TheSneakyGuy: Theyfacing these things is to wield Gramophone towers against them, which are invisible until blocked.
* WouldNotShootACivilian: Inverted much like the Crossbowmen, Cleaners will target civilians over player operators.very effective against them owing to their PercentDamageAttack.
* {{Expy}}: The Famiglia Cleaner is
* GatheringSteam: If they are alive
* LightningBruiser: They walk fast, shoot fast, and their shots will ''hurt'' - being able to one shot high ground operators with lower DEF.
* OptionalBoss: These guys
* MightyGlacier: Colossi are ridiculously sturdy and they hit ''incredibly hard'', often enough to OneHitKill all but the
* StoneWall: 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 ScratchDamage at best. The proper procedure when
* TheSneakyGuy: They
* WouldNotShootACivilian: Inverted much like the Crossbowmen, Cleaners will target civilians over player operators.
Changed line(s) 1201,1203 (click to see context) from:
[[folder:Famiglia Intimidator]]
->'''Other variations:''' Famiglia Terrorizer
Strongmen employed by the ''famiglia'' to intimidate others with their stature and smooth-talking, only resorting to violence as a last resort. Draws fire when alive and increase "Blood Debt" by a large amount when defeated.
->'''Other variations:''' Famiglia Terrorizer
Strongmen employed by the ''famiglia'' to intimidate others with their stature and smooth-talking, only resorting to violence as a last resort. Draws fire when alive and increase "Blood Debt" by a large amount when defeated.
to:
[[folder:'Street Layabout']]
->'''Other variations:'''
Strongmen employed by the ''famiglia''
Armed militants disguised as Infected Afterglow civilians. Deals additional Arts damage to
Deleted line(s) 1205,1208 (click to see context) :
* TheBigGuy: They serve as this to the ''famiglia''.
* DrawAggro: Operators will prioritize attacking them over other enemies.
* MartialPacifist: Their description surprisingly paints them as this, valuing one's skill in the Siracusan language over raw violence.
* StoneWall: They have good HP and DEF, though their low RES makes them vulnerable to Arts damage.
* DrawAggro: Operators will prioritize attacking them over other enemies.
* MartialPacifist: Their description surprisingly paints them as this, valuing one's skill in the Siracusan language over raw violence.
* StoneWall: They have good HP and DEF, though their low RES makes them vulnerable to Arts damage.
Changed line(s) 1211,1213 (click to see context) from:
[[folder:Famiglia Caster]]
->'''Other variations:''' Elite Famiglia Caster
''Famiglia'' members trained in the use of Originium Arts. They compensate for their mediocre skill at Arts with the ability to rapidly incite hatred. Can stop attacking to speed up the filling of "Blood Debt".
->'''Other variations:''' Elite Famiglia Caster
''Famiglia'' members trained in the use of Originium Arts. They compensate for their mediocre skill at Arts with the ability to rapidly incite hatred. Can stop attacking to speed up the filling of "Blood Debt".
to:
->'''Other variations:'''
''Famiglia'' members trained in the use of Originium Arts. They compensate for their mediocre skill at Arts with the ability
Armed militants disguised as Infected Afterglow civilians. Deals an additional hit to
Changed line(s) 1215 (click to see context) from:
* InTheHood: They wear hoods instead of the top hats seen on other members.
to:
* InTheHood: MusicalAssassin: They wear hoods instead of the top hats seen on other members.carry a triangle to fire off Leithanien Originium Arts, which is casted through music.
----
----
Changed line(s) 1218,1220 (click to see context) from:
[[folder:Famiglia Limo]]
->'''Other variations:''' Famiglia Luxury Limo
Limos used by the ''famiglia'' for transportation. Spawns 3 Famiglia Soldiers if defeated when blocked.
->'''Other variations:''' Famiglia Luxury Limo
Limos used by the ''famiglia'' for transportation. Spawns 3 Famiglia Soldiers if defeated when blocked.
to:
->'''Other variations:'''
Limos used by the ''famiglia''
An Originium Arts creation designed for
Changed line(s) 1222 (click to see context) from:
* FlunkyBoss: If they are defeated when blocked, they leave behind 3 Famiglia Soldiers that continue on the Limo's path.
to:
* FlunkyBoss: If AchillesHeel: They lose 1000 DEF and 50 RES when they are defeated when blocked, they leave behind 3 Famiglia Soldiers that continue on the Limo's path.standing in a Realigned Flux line, making operator positioning crucial for defeating them.
Changed line(s) 1225,1227 (click to see context) from:
[[folder:Famiglia Capo]]
->'''Other variations:''' Famiglia Heavy Capo
A [[https://en.wikipedia.org/wiki/Caporegime caporegime]] of the ''famiglia''. Increases "Blood Debt" if any ''famiglia'' member is defeated in a radius around them.
->'''Other variations:''' Famiglia Heavy Capo
A [[https://en.wikipedia.org/wiki/Caporegime caporegime]] of the ''famiglia''. Increases "Blood Debt" if any ''famiglia'' member is defeated in a radius around them.
to:
->'''Other variations:'''
A [[https://en.wikipedia.org/wiki/Caporegime caporegime]] of
Casters employed by the
Changed line(s) 1229,1230 (click to see context) from:
* MagicKnight: They emit noxious smoke that deals Arts damage as their melee attack.
* ThisBananaIsArmed: Their weapon is concealed inside their cigar.
* ThisBananaIsArmed: Their weapon is concealed inside their cigar.
to:
* MagicKnight: HerdHittingAttack: They emit noxious smoke that deals Arts attack 2 operators at once, and deal splash damage as if their melee attack.
* ThisBananaIsArmed: Their weapontarget is concealed inside their cigar.not connected to a Realigned Flux.
* ThisBananaIsArmed: Their weapon
Changed line(s) 1233,1234 (click to see context) from:
[[folder:Siracusan Civilian]]
Normal civilians that got mixed up into the fighting on the street. Does not deplete Life Seals if allowed to escape, reduce "Blood Debt" when alive but increase it by a large amount on death.
Normal civilians that got mixed up into the fighting on the street. Does not deplete Life Seals if allowed to escape, reduce "Blood Debt" when alive but increase it by a large amount on death.
to:
Normal civilians that got mixed up into
->'''Other variations:''' Remnant Principal Violinist
Formerly violinists in the
Changed line(s) 1236,1237 (click to see context) from:
* EscortMission: Players are encouraged to keep them alive since they will reduce "Blood Debt" when alive on the field.
* VideoGameCrueltyPunishment: 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.
* VideoGameCrueltyPunishment: 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.
to:
* EscortMission: Players are encouraged to keep them alive since they will reduce "Blood Debt" when alive on HerdHittingAttack: Their attacks travel along the field.
* VideoGameCrueltyPunishment: They do not deduct Life Seals when killed unlike Ursus Civilians. However, their death increasesRealigned Flux, damaging all operators connected to that Flux for half the "Blood Debt" by a huge amount, which can be potentially game-ending if a Cleaner chews through the player's defenses.damage.
* VideoGameCrueltyPunishment: They do not deduct Life Seals when killed unlike Ursus Civilians. However, their death increases
Changed line(s) 1240,1246 (click to see context) from:
!Reunion Units
!!!Introduced in the "Reunion Arc" (Chapters 0 to 8), or ''Grani and the Knights' Treasure''
[[folder:Originium Slug]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiumslug.png]]
->'''Other variations:''' Originium Slug α, Originium Slug β
Infected wild slugs, often controlled by Reunion casters for use as cannon fodder.
!!!Introduced in the "Reunion Arc" (Chapters 0 to 8), or ''Grani and the Knights' Treasure''
[[folder:Originium Slug]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiumslug.png]]
->'''Other variations:''' Originium Slug α, Originium Slug β
Infected wild slugs, often controlled by Reunion casters for use as cannon fodder.
to:
!!!Introduced in the "Reunion Arc" (Chapters 0 to 8), or ''Grani and the Knights' Treasure''
[[folder:Originium Slug]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiumslug.png]]
->'''Other variations:''' Remnant Elite Field Caster
Formerly composers in the Leithanien capital orchestra, they have turned to researching the Witch King's Originium
Infected wild slugs, often controlled by Reunion casters for use as cannon fodder.
Deleted line(s) 1248,1250 (click to see context) :
* TheGoomba: By far the weakest Reunion units a Doctor will face. They are most common in early maps, gradually giving way to more threatening units.
* ZergRush: The only way they can threaten a well-prepared defensive line is to attack with numbers.
* ZergRush: The only way they can threaten a well-prepared defensive line is to attack with numbers.
Changed line(s) 1253,1257 (click to see context) from:
[[folder:Acid Originium Slug]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiumslugacid.png]]
->'''Other variations:''' Acid Originium Slug β
Special Originium Slugs that can secrete highly corrosive fluids. Their attacks inflict a permanent, stacking DEF debuff on operators they hit.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiumslugacid.png]]
->'''Other variations:''' Acid Originium Slug β
Special Originium Slugs that can secrete highly corrosive fluids. Their attacks inflict a permanent, stacking DEF debuff on operators they hit.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiumslugacid.png]]
->'''Other variations:'''
Special Originium Slugs
These failed musicians tried to bribe their way into the Leithanien capital orchestra, and had lost their sanity in the modern day. All that
Deleted line(s) 1259,1260 (click to see context) :
* AcidAttack: 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.
* ZergRush: Like their weaker brethren, they rely on numbers to overwhelm foes.
* ZergRush: Like their weaker brethren, they rely on numbers to overwhelm foes.
Changed line(s) 1263,1267 (click to see context) from:
[[folder:Infused Originium Slug]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiumsluginfused.png]]
->'''Other variations:''' Infused Originium Slug β, Infused Glacial Originium Slug, Infused Glacial Originium Slug β
Originium Slugs that absorbed dangerous amounts of Originium into their bodies and became unstable. They explode violently upon death, dealing massive splash damage.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiumsluginfused.png]]
->'''Other variations:''' Infused Originium Slug β, Infused Glacial Originium Slug, Infused Glacial Originium Slug β
Originium Slugs that absorbed dangerous amounts of Originium into their bodies and became unstable. They explode violently upon death, dealing massive splash damage.
to:
Originium Slugs that absorbed dangerous amounts
A type of Originium
Changed line(s) 1269,1271 (click to see context) from:
* ActionBomb: Infused Originium Slugs detonate upon death, dealing large amounts of physical damage in an area. Other enemies unfortunately receive FriendlyFireproof treatment from them.
* CallASmeerpARabbit: Infused Originium Slugs are obviously arachnids and not "slugs", no matter which way you slice it.
* KillItWithIce: 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 [[DamageIncreasingDebuff deal significantly higher damage to operators that are frozen]].
* CallASmeerpARabbit: Infused Originium Slugs are obviously arachnids and not "slugs", no matter which way you slice it.
* KillItWithIce: 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 [[DamageIncreasingDebuff deal significantly higher damage to operators that are frozen]].
to:
* ActionBomb: Infused Originium Slugs detonate upon death, dealing large amounts of physical damage in an area. Other enemies unfortunately receive FriendlyFireproof treatment AmbushingEnemy: They don't spawn from them.
* CallASmeerpARabbit: Infused Originium Slugs are obviously arachnids and not "slugs", no matter which way you slice it.
* KillItWithIce: The Glacial variantIncursion Points like normal enemies, but instead pop out of the Infused Originium Slug applies the Frost ground at set points. This can catch players off guard.
* DeadlyGas: These slugs emit a poisonous fume that has a stronger effect ontop 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 Infected than the uninfected, though this is not all of seen in gameplay. Czerny coughs up blood after inhaling the new enemies introduced alongside them fumes in Chapter 6 will [[DamageIncreasingDebuff deal significantly higher damage to operators that are frozen]]."Lingering Echoes".
* CallASmeerpARabbit: Infused Originium Slugs are obviously arachnids and not "slugs", no matter which way you slice it.
* KillItWithIce: The Glacial variant
* DeadlyGas: These slugs emit a poisonous fume that has a stronger effect on
Changed line(s) 1274,1278 (click to see context) from:
[[folder:Hound]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_hound.png]]
->'''Other variations:''' Hound Pro, Rabid Hound Pro, Frostfang, Razorfrost, Guerilla Hound, Guerilla Hound Pro, Winterwisp Hound, Winterwisp Hound Pro, Tactical Hound, Tactical Hound Pro, Shell Sea Runner, Nourished Runner
Fast creatures that are controlled by Reunion casters and equipped with surveillance gear.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_hound.png]]
->'''Other variations:''' Hound Pro, Rabid Hound Pro, Frostfang, Razorfrost, Guerilla Hound, Guerilla Hound Pro, Winterwisp Hound, Winterwisp Hound Pro, Tactical Hound, Tactical Hound Pro, Shell Sea Runner, Nourished Runner
Fast creatures that are controlled by Reunion casters and equipped with surveillance gear.
to:
[[quoteright:150:https://static.
!!!Sicilian Mafia & Lungmenites (Introduced in ''Code of Brawl'')
[[folder:Sicilian]]
[[quoteright:350:https://static.tvtropes.
->'''Other variations:'''
Fast creatures that are controlled by Reunion casters and equipped with surveillance gear.
Basic mafiosi who serve in the Siracusan mafia.
Changed line(s) 1280,1283 (click to see context) from:
* ElementalRockPaperScissors: Frostfangs and Razorfrosts deal 50% bonus damage to frozen targets.
* FragileSpeedster: They move extremely quickly, but are easily taken down by any sort of damage.
* GlassCannon: 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.
* ZergRush: 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.
* FragileSpeedster: They move extremely quickly, but are easily taken down by any sort of damage.
* GlassCannon: 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.
* ZergRush: 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.
to:
* ElementalRockPaperScissors: Frostfangs and Razorfrosts deal 50% bonus damage to frozen targets.
* FragileSpeedster:TheGoomba: They move extremely quickly, but are easily taken down by any sort of damage.
* GlassCannon: Hounds deal relatively high damage for their size, especially the Yeti Squad variants when attacking frozen operators. However they aren't durable themselves,serve a similar role to other weaker fodder, such as Infantry and unless buffed by event/challenge modifiers, they should not be too hard to kill.
* ZergRush: 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.Reunion Soldiers.
* FragileSpeedster:
* GlassCannon: Hounds deal relatively high damage for their size, especially the Yeti Squad variants when attacking frozen operators. However they aren't durable themselves,
* ZergRush: 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.
Changed line(s) 1286,1290 (click to see context) from:
[[folder:Soldier]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/char_1002_nsabr_2.png]]
->'''Other variations:''' Airborne Soldier, Airborne Soldier Leader, Light-Armored Soldier, Light-Armored Soldier Leader, Shielded Soldier, Shielded Soldier Leader, Spec Ops Soldier, Possessed Soldier, Possessed Soldier Leader, Yeti Operative, Yeti Operative Leader, Guerilla Fighter, Guerilla Fighter Leader, Guerilla Assault Fighter, Guerilla Assault Fighter Leader
Basic Reunion soldiers with illegally obtained gear.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/char_1002_nsabr_2.png]]
->'''Other variations:''' Airborne Soldier, Airborne Soldier Leader, Light-Armored Soldier, Light-Armored Soldier Leader, Shielded Soldier, Shielded Soldier Leader, Spec Ops Soldier, Possessed Soldier, Possessed Soldier Leader, Yeti Operative, Yeti Operative Leader, Guerilla Fighter, Guerilla Fighter Leader, Guerilla Assault Fighter, Guerilla Assault Fighter Leader
Basic Reunion soldiers with illegally obtained gear.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/char_1002_nsabr_2.png]]
->'''Other variations:'''
Basic Reunion soldiers with illegally obtained gear.
Siracusan mafiosi who launch flurries of rapid-fire punches.
Changed line(s) 1292,1300 (click to see context) from:
* ElementalRockPaperScissors: The Yeti variants deal 50% bonus damage to frozen targets.
* DefectorFromDecadence: Galles, along with Yila and Boone, defected Reunion to join the Rusthammer organization after the Chernobog Incident.
* FreudianExcuse: 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.
* HealingFactor: 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.
* JetPack: Airborne Soldiers and Guerilla Assault Fighters have the ability [[ItsRainingMen 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 JetPack they use is disposable, they cannot just jump around the map.
* LuckilyMyShieldWillProtectMe: 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.
* MacheteMayhem: They wield machete-like swords.
* NominalImportance: 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.
* UndergroundMonkey: 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.
* DefectorFromDecadence: Galles, along with Yila and Boone, defected Reunion to join the Rusthammer organization after the Chernobog Incident.
* FreudianExcuse: 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.
* HealingFactor: 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.
* JetPack: Airborne Soldiers and Guerilla Assault Fighters have the ability [[ItsRainingMen 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 JetPack they use is disposable, they cannot just jump around the map.
* LuckilyMyShieldWillProtectMe: 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.
* MacheteMayhem: They wield machete-like swords.
* NominalImportance: 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.
* UndergroundMonkey: 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.
to:
* ElementalRockPaperScissors: The Yeti variants DeathOfAThousandCuts: Each of their individual punches deal 50% bonus damage to frozen targets.
* DefectorFromDecadence: Galles, along with Yila and Boone, defected Reunion to joinvery little damage. The real danger is the Rusthammer organization after the Chernobog Incident.
* FreudianExcuse: The Reunion Solder named Ivan explains to Misha that Chernobogians under Ursus treated the Infected worse than lifestock,sheer rate at which lead to the death of his family. To him, the destruction of Chernobog is too light of a punishment.
* HealingFactor: 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.
* JetPack: Airborne Soldiers and Guerilla Assault Fighters have the ability [[ItsRainingMen to suddenly land anywhere on the field]], and can be a pain whenthey land directly these hits on top of your operators, and with enough of them mobbing your units at once, not even dedicated tanks can survive without some serious Medic support.
* EvilCounterpart: Of Beehunter. In fact they share the same animation frames with her.
* HelpfulMook: 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 asin ''CE-4: Prisoner Transfer Escort'' where they can land Contingency Contract.
* RapidFireFisticuffs: Imagine Beehunter but ontop 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 JetPack they use is disposable, they cannot just jump around the map.
* LuckilyMyShieldWillProtectMe: 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.
* MacheteMayhem: They wield machete-like swords.
* NominalImportance: 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.
* UndergroundMonkey: 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.enemy side.
* DefectorFromDecadence: Galles, along with Yila and Boone, defected Reunion to join
* FreudianExcuse: The Reunion Solder named Ivan explains to Misha that Chernobogians under Ursus treated the Infected worse than lifestock,
* HealingFactor: 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.
* JetPack: Airborne Soldiers and Guerilla Assault Fighters have the ability [[ItsRainingMen to suddenly land anywhere on the field]], and can be a pain when
* EvilCounterpart: Of Beehunter. In fact they share the same animation frames with her.
* HelpfulMook: 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
* RapidFireFisticuffs: Imagine Beehunter but on
* LuckilyMyShieldWillProtectMe: 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.
* MacheteMayhem: They wield machete-like swords.
* NominalImportance: 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.
* UndergroundMonkey: 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.
Changed line(s) 1303,1307 (click to see context) from:
[[folder:Crossbowman]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_crossbowman.png]]
->'''Other variations:''' Crossbowman Leader, Invisible Crossbowman, Invisible Crossbowman Leader, Yeti Sniper, Yeti Sniper Leader, Guerilla Sniper, Guerilla Sniper Leader, Ursus Assault Crossbowman, Senior Ursus Assault Crossbowman
Reunion soldiers armed with crossbows, capable of ranged damage.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_crossbowman.png]]
->'''Other variations:''' Crossbowman Leader, Invisible Crossbowman, Invisible Crossbowman Leader, Yeti Sniper, Yeti Sniper Leader, Guerilla Sniper, Guerilla Sniper Leader, Ursus Assault Crossbowman, Senior Ursus Assault Crossbowman
Reunion soldiers armed with crossbows, capable of ranged damage.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_crossbowman.png]]
->'''Other variations:'''
Reunion soldiers armed with crossbows, capable of
Siracusan mafiosi who use ranged
Changed line(s) 1309,1313 (click to see context) from:
* ElementalRockPaperScissors: Yeti Snipers and Leaders deal 50% bonus damage to frozen units.
* GlassCannon: They deal a lot of damage with their crossbows, but can't take much in return.
* JetPack: 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.
* PistolWhipping: If blocked, they will resort to whacking operators with the butt of their crossbows.
* GlassCannon: They deal a lot of damage with their crossbows, but can't take much in return.
* JetPack: 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.
* PistolWhipping: If blocked, they will resort to whacking operators with the butt of their crossbows.
to:
* ElementalRockPaperScissors: Yeti Snipers and Leaders deal 50% bonus damage to frozen units.
* GlassCannon:AutomaticCrossbows: They deal a lot of damage with their crossbows, but can't take much in return.
* JetPack: 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.
* PistolWhipping: If blocked, they will resort to whacking operators with the butt of their crossbows.wield rapid-fire crossbows that even have drum clips.
* GlassCannon:
* JetPack: 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.
* PistolWhipping: If blocked, they will resort to whacking operators with the butt of their crossbows.
Changed line(s) 1316,1320 (click to see context) from:
[[folder:Caster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/char_1011_wizard_1.png]]
->'''Other variations:''' Caster Leader, Senior Caster, Senior Caster Leader, Invisible Caster, Invisible Caster Leader, Shielded Senior Caster, Spec Ops Caster, Spec Ops Caster Leader, Yeti Caster, Yeti Caster Leader, Ursus Armored Caster, Elite Ursus Armored Caster
Reunion soldiers that use the Originium from their infection to cast Arts attacks, dealing ranged damage that ignores defense.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/char_1011_wizard_1.png]]
->'''Other variations:''' Caster Leader, Senior Caster, Senior Caster Leader, Invisible Caster, Invisible Caster Leader, Shielded Senior Caster, Spec Ops Caster, Spec Ops Caster Leader, Yeti Caster, Yeti Caster Leader, Ursus Armored Caster, Elite Ursus Armored Caster
Reunion soldiers that use the Originium from their infection to cast Arts attacks, dealing ranged damage that ignores defense.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/char_1011_wizard_1.png]]
->'''Other
Reunion soldiers
Hulking enemies that
Changed line(s) 1322,1329 (click to see context) from:
* AnIcePerson: 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.
* AntiMagic: 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.
* AreaOfEffect: Senior Casters utilize complex Arts that can hit multiple operators at once.
* ChunkyUpdraft: Senior Casters are surrounded by floating originium stones, which they use as means of attack.
* DefectorFromDecadence: Yila, along with Galles and Boone, defected Reunion to join the Rusthammer organization after the Chernobog Incident.
* KungFuProofMook: Like crossbowmen, invisible variants of them cannot be targeted by ranged attacks.
* RedEyesTakeWarning: Senior Caster Leaders have glowing red eyes, and have dangerously potent [=AoE=] attacks.
* SquishyWizard: 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''.
* AntiMagic: 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.
* AreaOfEffect: Senior Casters utilize complex Arts that can hit multiple operators at once.
* ChunkyUpdraft: Senior Casters are surrounded by floating originium stones, which they use as means of attack.
* DefectorFromDecadence: Yila, along with Galles and Boone, defected Reunion to join the Rusthammer organization after the Chernobog Incident.
* KungFuProofMook: Like crossbowmen, invisible variants of them cannot be targeted by ranged attacks.
* RedEyesTakeWarning: Senior Caster Leaders have glowing red eyes, and have dangerously potent [=AoE=] attacks.
* SquishyWizard: 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''.
to:
* AnIcePerson: Every third attack from TheJuggernaut: They have an imposing build, move fast, hit like a Yeti Caster will chill truck, and require a target, halving Defender to even block their attack speed. If advance. And even then, they are chilled again, they will be frozen solid instead.
* AntiMagic: Casters have fairly high RES, making it difficultallow other {{Mooks}} to take them out slip past an Operator's defenses while dealing with your own casters. You're encouraged a Defender. For reference, Bullies are comparable to attack them using physical fighters instead.
* AreaOfEffect: Senior Casters utilize complex Artsa ''moving vehicle'' by virtue of their shields that can hit multiple operators at once.
* ChunkyUpdraft: Senior Casters are surrounded by floating originium stones, which they usedouble as means of attack.
* DefectorFromDecadence: Yila, alonga PowerFist (combined with Galles and Boone, defected Reunion to join the Rusthammer organization after the Chernobog Incident.
* KungFuProofMook: Like crossbowmen, invisible variants of them cannot be targeted by ranged attacks.
* RedEyesTakeWarning: Senior Caster Leaders have glowing red eyes, and have dangerously potent [=AoE=] attacks.
* SquishyWizard: 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''.their naturally imposing build).
* AntiMagic: Casters have fairly high RES, making it difficult
* AreaOfEffect: Senior Casters utilize complex Arts
* ChunkyUpdraft: Senior Casters are surrounded by floating originium stones, which they use
* DefectorFromDecadence: Yila, along
* KungFuProofMook: Like crossbowmen, invisible variants of them cannot be targeted by ranged attacks.
* RedEyesTakeWarning: Senior Caster Leaders have glowing red eyes, and have dangerously potent [=AoE=] attacks.
* SquishyWizard: 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''.
Changed line(s) 1332,1336 (click to see context) from:
[[folder:Mortar Gunner]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mortargunner.png]]
->'''Other variations:''' Mortar Gunner Leader, Guerilla Mortar, Guerilla Mortar Leader
Reunion soldiers that attack from extremely long range with mortar shells that deal area damage.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mortargunner.png]]
->'''Other variations:''' Mortar Gunner Leader, Guerilla Mortar, Guerilla Mortar Leader
Reunion soldiers that attack from extremely long range with mortar shells that deal area damage.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mortargunner.png]]
->'''Other
Reunion soldiers
Brutish mobsters that
Deleted line(s) 1338,1339 (click to see context) :
* LongRangeFighter: 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.
* StuffBlowingUp: The shells they fire are packed with Originium-based explosives, dealing damage to an area around its point of impact.
* StuffBlowingUp: The shells they fire are packed with Originium-based explosives, dealing damage to an area around its point of impact.
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[[folder:Dual Swordsman]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_dualswordsman.png]]
->'''Other variations:''' Dual Swordsman Leader
Trained soldiers who use fast blade attacks to cause significant damage.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_dualswordsman.png]]
->'''Other variations:''' Dual Swordsman Leader
Trained soldiers who use fast blade attacks to cause significant damage.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_dualswordsman.png]]
->'''Other variations:'''
Trained soldiers who use fast blade attacks to cause
Hard-hitting mobsters that serve the Rat King. They have a sand shield that massively boosts their DEF while active, and can only be destroyed by a significant
Changed line(s) 1348,1351 (click to see context) from:
* DualWielding: A pair of straight-bladed swords held in ReverseGrip, contrasting the curved blades of their regular cousins.
* ExactlyWhatItSaysOnTheTin: They're Reunion soldiers who wield a pair of swords.
* FromCamouflageToCriminal: Their description speculates that they came from mutinous military units or police departments.
* NinjaRun: This is how they move towards your defensive line, with their arms held back and head tilted forwards.
* ExactlyWhatItSaysOnTheTin: They're Reunion soldiers who wield a pair of swords.
* FromCamouflageToCriminal: Their description speculates that they came from mutinous military units or police departments.
* NinjaRun: This is how they move towards your defensive line, with their arms held back and head tilted forwards.
to:
* DualWielding: A pair BatterUp: They wield metal bats as weapons.
* DeflectorShields: They will enter combat with a sand barrier that gives them a massive amount ofstraight-bladed swords held in ReverseGrip, contrasting the curved blades physical defense while active, but can be shattered after taking a certain amount of Arts damage.
* MightyGlacier: While theirregular cousins.
* ExactlyWhatItSaysOnTheTin: They're Reunion soldiers who wield a pair of swords.
* FromCamouflageToCriminal: Their description speculates that they came from mutinous military units or police departments.
* NinjaRun: This is how they move towards your defensive line, withshields 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 FragileSpeedster, as their arms held back and head tilted forwards.speed ''hugely'' increases at the cost of being extremely squishy without their barrier.
* DeflectorShields: They will enter combat with a sand barrier that gives them a massive amount of
* MightyGlacier: While their
* ExactlyWhatItSaysOnTheTin: They're Reunion soldiers who wield a pair of swords.
* FromCamouflageToCriminal: Their description speculates that they came from mutinous military units or police departments.
* NinjaRun: This is how they move towards your defensive line, with
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[[folder:Heavy Defender]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_heavydefender.png]]
->'''Other variations:''' Heavy Defender Leader, Heavy Defender Lieutenant, Possessed Heavy Defender, Possessed Heavy Defender Leader, Guerilla Shieldguard, Guerilla Shieldguard Leader, Dublinn Heavy Defender, Elite Dublinn Heavy Defender
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_heavydefender.png]]
->'''Other variations:''' Heavy Defender Leader, Heavy Defender Lieutenant, Possessed Heavy Defender, Possessed Heavy Defender Leader, Guerilla Shieldguard, Guerilla Shieldguard Leader, Dublinn Heavy Defender, Elite Dublinn Heavy Defender
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.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_heavydefender.png]]
->'''Other variations:''' Heavy Defender Leader, Heavy Defender Lieutenant, Possessed Heavy Defender, Possessed Heavy Defender Leader, Guerilla Shieldguard, Guerilla Shieldguard Leader, Dublinn Heavy Defender, Elite Dublinn Heavy Defender
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.
[[folder:General]]
Changed line(s) 1360,1373 (click to see context) from:
* AchillesHeel:
** 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.
* AntiMagic: The Dublinn variants wear Arts-refracting masks that greatly increase their RES, eliminating their AchillesHeel. The masks can be temporarily disabled by Silencing them.
* BossInMookClothing: Heavy Defender Lieutenants, identifiable by their darker armor and GlowingEyesOfDoom, are an extremely rare Heavy Defender variant (until Crimson Solitaire, [[UniqueEnemy 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 enemies''[[note]]In the normal variant of GT-HX-3, the Lieutenant has 40,000 HP, 1,000 ATK, and 1,200 DEF - for comparison, Mudrock has 45,000/800/1,000[[/note]], although they share their lesser brethren's AchillesHeel to Arts damage and lack the special abilities most bosses have.
* EliteMook: They're considered Elite enemies in all of their variations.
* GiantMook: Significantly larger than a typical Reunion soldier, possessing greater health, defenses, and attack power, but as slow as a snail.
* HealingFactor: 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.
* HeavilyArmoredMook: The riot armor they wear offers incredible defense against physical attack, but not against Arts (unless they're a Guerilla Shielder).
* HelpfulMook: 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.
* IShallTauntYou: 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.
* LuckilyMyShieldWillProtectMe: Besides being decked from head to toe in heavy armor, these guys also carry formidable tower shields for extra protection.
* MightyGlacier:
* ShieldBash: 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.
** 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.
* AntiMagic: The Dublinn variants wear Arts-refracting masks that greatly increase their RES, eliminating their AchillesHeel. The masks can be temporarily disabled by Silencing them.
* BossInMookClothing: Heavy Defender Lieutenants, identifiable by their darker armor and GlowingEyesOfDoom, are an extremely rare Heavy Defender variant (until Crimson Solitaire, [[UniqueEnemy 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 enemies''[[note]]In the normal variant of GT-HX-3, the Lieutenant has 40,000 HP, 1,000 ATK, and 1,200 DEF - for comparison, Mudrock has 45,000/800/1,000[[/note]], although they share their lesser brethren's AchillesHeel to Arts damage and lack the special abilities most bosses have.
* EliteMook: They're considered Elite enemies in all of their variations.
* GiantMook: Significantly larger than a typical Reunion soldier, possessing greater health, defenses, and attack power, but as slow as a snail.
* HealingFactor: 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.
* HeavilyArmoredMook: The riot armor they wear offers incredible defense against physical attack, but not against Arts (unless they're a Guerilla Shielder).
* HelpfulMook: 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.
* IShallTauntYou: 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.
* LuckilyMyShieldWillProtectMe: Besides being decked from head to toe in heavy armor, these guys also carry formidable tower shields for extra protection.
* MightyGlacier:
* ShieldBash: 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.
to:
* AchillesHeel:
** One of the first of many examples of a bulky unitBadassInANiceSuit: They all wear suits to go with huge DEF and no RES, making them borderline impervious to physical damage (especially considering their ''mafioso'' image.
* DeadlyEuphemism: The effect that occurs on a filled "Blood Ledger" gauge is called "Asset Liquidation", a.k.a. theunits you should have ''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 theyfirst appear), but very weak die), several mooks can also attack civilians themselves and forcing the player to Arts. save them.
* TheMafia: These guysshould be your first lesson in using Arts to take out armored units.
** Painfully averted withput the Guerilla Shieldguards, which have high DEF ''and more RES than most Caster enemies'' ones from "Code of Brawl" to make sure that killing them is a slow and arduous process. The Dublinn versions have even higher RES than shame.
* ThePowerOfHate: Killing certain ''famiglia'' members or civilians will result in "Blood Debt" being accumulated into theShieldguards, but also have less HP and DEF.
* AntiMagic: The Dublinn variants wear Arts-refracting masks that greatly increase their RES, eliminating their AchillesHeel. The masks can be temporarily disabled by Silencing them.
* BossInMookClothing: Heavy Defender Lieutenants, identifiable by their darker armor and GlowingEyesOfDoom, are an extremely rare Heavy Defender variant (until Crimson Solitaire, [[UniqueEnemy only one ever appeared in"Blood Ledger" gauge. When 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 enemies''[[note]]In the normal variant of GT-HX-3, the Lieutenant has 40,000 HP, 1,000 ATK, and 1,200 DEF - for comparison, Mudrock has 45,000/800/1,000[[/note]], although they share their lesser brethren's AchillesHeel to Arts damage and lack the special abilities most bosses have.
* EliteMook: They're considered Elitegauge is full, all enemies in all of on the field gain a buff and a [[EliteMook Cleaner]] spawns, symbolizing the ''famiglia'' taking revenge on the one messing around with their variations.
* GiantMook: Significantly larger than a typical Reunion soldier, possessing greater health, defenses,members and attack power, but as slow as a snail.
* HealingFactor: Possessed Heavy Defenders will regenerate HP over time likecivilians under their brethren, which can become a problem quick if you don't have Arts to overwhelm their defense.
* HeavilyArmoredMook: The riot armor they wear offers incredible defense against physical attack, but not against Arts (unless they're a Guerilla Shielder).
* HelpfulMook: 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.
* IShallTauntYou: 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.
* LuckilyMyShieldWillProtectMe: Besides being decked from head to toe in heavy armor, these guys also carry formidable tower shields for extraprotection.
*MightyGlacier:
* ShieldBash: 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.PurpleIsPowerful: Several units' special ability effects are purple.
** One of the first of many examples of a bulky unit
* DeadlyEuphemism: The effect that occurs on a filled "Blood Ledger" gauge is called "Asset Liquidation", a.k.a. the
* {{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
* TheMafia: These guys
** Painfully averted with
* ThePowerOfHate: Killing certain ''famiglia'' members or civilians will result in "Blood Debt" being accumulated into the
* AntiMagic: The Dublinn variants wear Arts-refracting masks that greatly increase their RES, eliminating their AchillesHeel. The masks can be temporarily disabled by Silencing them.
* BossInMookClothing: Heavy Defender Lieutenants, identifiable by their darker armor and GlowingEyesOfDoom, are an extremely rare Heavy Defender variant (until Crimson Solitaire, [[UniqueEnemy only one ever appeared in
* EliteMook: They're considered Elite
* GiantMook: Significantly larger than a typical Reunion soldier, possessing greater health, defenses,
* HealingFactor: Possessed Heavy Defenders will regenerate HP over time like
* HeavilyArmoredMook: The riot armor they wear offers incredible defense against physical attack, but not against Arts (unless they're a Guerilla Shielder).
* HelpfulMook: 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.
* IShallTauntYou: 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.
* LuckilyMyShieldWillProtectMe: Besides being decked from head to toe in heavy armor, these guys also carry formidable tower shields for extra
*
* ShieldBash: 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.
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[[folder:Metal Crab]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_metalcrab.png]]
Infected creatures covered in metal armor that makes them highly resistant to all conventional weapons. However, they're not as heavy as they look.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_metalcrab.png]]
Infected creatures covered in metal armor that makes them highly resistant to all conventional weapons. However, they're not as heavy as they look.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_metalcrab.png]]
Infected creatures covered in metal armor that makes them highly resistant to all conventional weapons. However, they're not as heavy as they look.
->'''Other variations:''' Elite Famiglia Soldier
Low-level mafiosi under the orders of their superiors. Increase "Blood Debt" by a small amount on death.
Changed line(s) 1380,1382 (click to see context) from:
* AchillesHeel: While their high defenses make them hard to kill normally, their light weight makes them vulnerable to being pulled or pushed into BottomlessPits, which will instantly kill them.
* CallASmeerpARabbit: 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.
* StoneWall: 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.
* CallASmeerpARabbit: 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.
* StoneWall: 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.
to:
* AchillesHeel: While their high defenses make them hard to kill normally, their light weight makes them vulnerable to being pulled or pushed into BottomlessPits, which will instantly kill them.
* CallASmeerpARabbit: 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.
* StoneWall: 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.DeviousDaggers: They wield small knives as personal weapons.
* CallASmeerpARabbit: 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.
* StoneWall: 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.
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[[folder:Lurker]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_lurker.png]]
Special Reunion soldiers who can't be detected or harmed until their stealth is removed, usually by being blocked.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_lurker.png]]
Special Reunion soldiers who can't be detected or harmed until their stealth is removed, usually by being blocked.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_lurker.png]]
Special Reunion soldiers who can't be detected or harmed until their stealth is removed, usually by being blocked.
->'''Other variations:''' Elite Famiglia Crossbowman
Trained snipers armed with crossbows using sophisticated technology. Deal Arts damage during "Asset Liquidation".
Changed line(s) 1389 (click to see context) from:
* StealthyMook: 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 (SilverAsh and Tsukinogi), or can simply ignore them being Invisible in the first place (Totter).
to:
* StealthyMook: Lurkers cannot be attacked normally unless they're no longer Invisible. This MageMarksman: They deal Arts damage when an "Asset Liquidation" is most easily done by blocking them with a melee operator; however, some operators can remove their Invisibility without blocking them (SilverAsh and Tsukinogi), or can simply ignore them being Invisible in the first place (Totter).running.
* WouldNotShootACivilian: Inverted. They prioritize attacking Siracusan Civilians over player controlled units.
* WouldNotShootACivilian: Inverted. They prioritize attacking Siracusan Civilians over player controlled units.
Changed line(s) 1392,1396 (click to see context) from:
[[folder:Wraith]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_wraith.png]]
->'''Other variations:''' Wraith Leader
Stealthy Reunion engineers who cannot be blocked by melee operators.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_wraith.png]]
->'''Other variations:''' Wraith Leader
Stealthy Reunion engineers who cannot be blocked by melee operators.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_wraith.png]]
->'''Other variations:'''
Stealthy Reunion engineers who cannot be blocked by melee operators.
Massively powerful Archosaurian hitmen tasked with delivering "regards" towards those that angered the ''famiglia''. Only spawn when "Asset Liquidation" starts and gain massive buffs in its duration.
Changed line(s) 1398,1399 (click to see context) from:
* NonActionGuy: 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.
* StealthyMook: 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.
* StealthyMook: 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.
to:
* NonActionGuy: Wraiths are unable EliteMook: 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 todirectly damage 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 [[Franchise/{{Hitman}} Agent 47]].
* GatheringSteam: 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.
* LightningBruiser: They walk fast, shoot fast, and their shots will ''hurt'' - being able to one shot high ground operatorsin any way. Justified - they're completely unarmed engineers, and their role is to infiltrate enemy lines and perform sabotage on support equipment.
with lower DEF.
*StealthyMook: 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 OptionalBoss: These guys don't appear in the battlefield.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.
* TheSneakyGuy: They are invisible until blocked.
* WouldNotShootACivilian: Inverted much like the Crossbowmen, Cleaners will target civilians over player operators.
* {{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
* GatheringSteam: 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.
* LightningBruiser: They walk fast, shoot fast, and their shots will ''hurt'' - being able to one shot high ground operators
*
* TheSneakyGuy: They are invisible until blocked.
* WouldNotShootACivilian: Inverted much like the Crossbowmen, Cleaners will target civilians over player operators.
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[[folder:Monster]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_monster.png]]
->'''Other variations:''' Monster Mk II, Raptor
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_monster.png]]
->'''Other variations:''' Monster Mk II, Raptor
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.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_monster.png]]
->'''Other variations:'''
Aerial drones remotely controlled
Strongmen employed by
Changed line(s) 1408,1410 (click to see context) from:
* AttackDrone: 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.
* BossInMookClothing: The [[MightyGlacier 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.
* DeathbringerTheAdorable: Despite the name, the Mk I variant completely lacks any sort of attack, making them harmless to your operators.
* BossInMookClothing: The [[MightyGlacier 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.
* DeathbringerTheAdorable: Despite the name, the Mk I variant completely lacks any sort of attack, making them harmless to your operators.
to:
* AttackDrone: Gun-armed drones controlled by Reunion casters using long-range Arts receiver. TheBigGuy: They represent serve as this to the basic aerial threat that can only be taken down with ranged attacks.
''famiglia''.
*BossInMookClothing: The [[MightyGlacier Raptor]] is an elite drone that shows up once DrawAggro: Operators will prioritize attacking them over other enemies.
* MartialPacifist: Their description surprisingly paints them as this, valuing one's skill ina blue moon, the Siracusan language over raw violence.
* StoneWall: They have good HP andwhen 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, DEF, though their defenses are low, but expect to focus a lot of your effort into taking it down.
* DeathbringerTheAdorable: Despite the name, the Mk I variant completely lacks any sort of attack, makinglow RES makes them harmless vulnerable to your operators. Arts damage.
*
* MartialPacifist: Their description surprisingly paints them as this, valuing one's skill in
* StoneWall: They have good HP and
* DeathbringerTheAdorable: Despite the name, the Mk I variant completely lacks any sort of attack, making
Changed line(s) 1413,1416 (click to see context) from:
[[folder:Defender-4]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_defender4.png]]
An unmanned drone with the ability to significantly boost the defense of nearby allies.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_defender4.png]]
An unmanned drone with the ability to significantly boost the defense of nearby allies.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_defender4.png]]
An unmanned drone
->'''Other variations:''' Elite Famiglia Caster
''Famiglia'' members trained in the use of Originium Arts. They compensate for their mediocre skill at Arts with the ability to
Changed line(s) 1418,1419 (click to see context) from:
* NonActionGuy: It has no offensive capabilities whatsoever.
* SupportPartyMember: Boosts the defense of nearby enemy units by 300, significantly increasing their survivability.
* SupportPartyMember: Boosts the defense of nearby enemy units by 300, significantly increasing their survivability.
to:
* NonActionGuy: It has no offensive capabilities whatsoever.
* SupportPartyMember: BoostsInTheHood: They wear hoods instead of the defense of nearby enemy units by 300, significantly increasing their survivability. top hats seen on other members.
* SupportPartyMember: Boosts
Changed line(s) 1422,1425 (click to see context) from:
[[folder:Technical Scout]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_technicalscout.png]]
Reunion engineers that can reveal all nearby invisible operators.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_technicalscout.png]]
Reunion engineers that can reveal all nearby invisible operators.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_technicalscout.png]]
Reunion engineers that can reveal all nearby invisible operators.
->'''Other variations:''' Famiglia Luxury Limo
Limos used by the ''famiglia'' for transportation. Spawns 3 Famiglia Soldiers if defeated when blocked.
Changed line(s) 1427,1428 (click to see context) from:
* NonActionGuy: 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.
* TrueSight: The devices mounted on their backs are able to reveal invisible operators in their vicinity.
* TrueSight: The devices mounted on their backs are able to reveal invisible operators in their vicinity.
to:
* NonActionGuy: Averted. They are completely unarmed like Wraiths, and also specialize in electronics like them. But FlunkyBoss: If they are capable of defending themselves by kicking at any foes defeated when blocked, they leave behind 3 Famiglia Soldiers that block them.
* TrueSight: The devices mountedcontinue on their backs are able to reveal invisible operators in their vicinity.the Limo's path.
* TrueSight: The devices mounted
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[[folder:Avenger]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_avenger.png]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_avengerboss.png]]
->'''Other variations:''' Hateful Avenger
Unique katana-wielding soldiers that significantly buff their ATK once falling below half health. A unique one titled "Hateful Avenger" (quotes included) is the FinalBoss of Operation Basepoint and Contingency Contract as a whole.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_avenger.png]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_avengerboss.png]]
->'''Other variations:''' Hateful Avenger
Unique katana-wielding soldiers that significantly buff their ATK once falling below half health. A unique one titled "Hateful Avenger" (quotes included) is the FinalBoss of Operation Basepoint and Contingency Contract as a whole.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_avenger.png]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_avengerboss.png]]
->'''Other variations:'''
Unique katana-wielding soldiers that significantly buff their ATK once falling below half health.
A
Changed line(s) 1437,1444 (click to see context) from:
* {{BFS}}: Their katana are big enough to qualify as an ōdachi.
* BookEnds: 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 [[RememberTheNewGuy who is explicitly one of the survivors of the first battle in the Area 59 Ruins]] after training and returning for revenge.
* FlamingSword: 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.
* FinalBoss: 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 TurnsRed functionality that made them infamous being buffed up to boss levels, he also becomes an absurd LightningBruiser who can rush down defenders with his newfound DashAttack. 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 DamageReduction, and even [[ContractualBossImmunity 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 AutoRevive 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, [[AscendedMeme he brings to mind the number one reason why players feared his normal part in the first place]].
* KatanasAreJustBetter: Avengers are equipped with these, and they make deadly use of them.
* TurnsRed:
** 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'''.
* BookEnds: 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 [[RememberTheNewGuy who is explicitly one of the survivors of the first battle in the Area 59 Ruins]] after training and returning for revenge.
* FlamingSword: 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.
* FinalBoss: 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 TurnsRed functionality that made them infamous being buffed up to boss levels, he also becomes an absurd LightningBruiser who can rush down defenders with his newfound DashAttack. 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 DamageReduction, and even [[ContractualBossImmunity 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 AutoRevive 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, [[AscendedMeme he brings to mind the number one reason why players feared his normal part in the first place]].
* KatanasAreJustBetter: Avengers are equipped with these, and they make deadly use of them.
* TurnsRed:
** 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'''.
to:
* {{BFS}}: Their katana are big enough to qualify as an ōdachi.
* BookEnds: 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 [[RememberTheNewGuy who is explicitly one of the survivors of the first battle in the Area 59 Ruins]] after training and returning for revenge.
* FlamingSword: Avengers' enraged state is indicated by their katanas bursting into flame, indicatingMagicKnight: They emit noxious smoke 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.
* FinalBoss: 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 TurnsRed functionality that made them infamous being buffed up to boss levels, he also becomes an absurd LightningBruiser who can rush down defenders with his newfound DashAttack. 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 DamageReduction, and even [[ContractualBossImmunity 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 AutoRevive 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, [[AscendedMeme he brings to mind the number one reason why players feared his normal part in the first place]].
* KatanasAreJustBetter: Avengers are equipped with these, and they make deadly use of them.
* TurnsRed:
** Avengers are deceptively strong. While their startingdeals Arts damage as their melee attack.
* ThisBananaIsArmed: Their weapon islaughable, 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'''.concealed inside their cigar.
* BookEnds: 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 [[RememberTheNewGuy who is explicitly one of the survivors of the first battle in the Area 59 Ruins]] after training and returning for revenge.
* FlamingSword: Avengers' enraged state is indicated by their katanas bursting into flame, indicating
* FinalBoss: 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 TurnsRed functionality that made them infamous being buffed up to boss levels, he also becomes an absurd LightningBruiser who can rush down defenders with his newfound DashAttack. 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 DamageReduction, and even [[ContractualBossImmunity 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 AutoRevive 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, [[AscendedMeme he brings to mind the number one reason why players feared his normal part in the first place]].
* KatanasAreJustBetter: Avengers are equipped with these, and they make deadly use of them.
* TurnsRed:
** Avengers are deceptively strong. While their starting
* ThisBananaIsArmed: Their weapon is
** 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'''.
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[[folder:Arts Guard]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_artsguard.png]]
->'''Other variations:''' Arts Guard Leader
Reunion soldiers that can infuse their swords with Originium Arts, allowing their slashes to deal Arts damage.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_artsguard.png]]
->'''Other variations:''' Arts Guard Leader
Reunion soldiers that can infuse their swords with Originium Arts, allowing their slashes to deal Arts damage.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_artsguard.png]]
->'''Other variations:''' Arts Guard Leader
Reunion soldiers
Normal civilians that
Changed line(s) 1453,1455 (click to see context) from:
* ArmorPiercingAttack: 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.
* MagicKnight: They're capable of infusing arts into their swords.
* {{BFS}}: The swords they wield is longer than they are tall.
* MagicKnight: They're capable of infusing arts into their swords.
to:
* ArmorPiercingAttack: Arts damage EscortMission: Players are countered encouraged to keep them alive since they will reduce "Blood Debt" when alive on the field.
* VideoGameCrueltyPunishment: They do not deduct Life Seals when killed unlike Ursus Civilians. However, their death increases the "Blood Debt" byResistance instead of Defense, a huge amount, which many melee operators (especially Defenders) lack.
* {{BFS}}: The swords they wield is longer than they are tall.
* MagicKnight: They're capable of infusing arts into their swords.can be potentially game-ending if a Cleaner chews through the player's defenses.
* VideoGameCrueltyPunishment: They do not deduct Life Seals when killed unlike Ursus Civilians. However, their death increases the "Blood Debt" by
* {{BFS}}: The swords they wield is longer than they are tall.
* MagicKnight: They're capable of infusing arts into their swords.
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[[folder:Bladed Fighter]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_bladedfighter.png]]
->'''Other variations:''' Bladed Fighter Leader
Reunion soldiers who use their fist-mounted blades to deliver rapid, hard-hitting strikes.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_bladedfighter.png]]
->'''Other variations:''' Bladed Fighter Leader
Reunion soldiers who use their fist-mounted blades to deliver rapid, hard-hitting strikes.
to:
!!!Introduced in the "Reunion Arc" (Chapters 0 to 8), or ''Grani and the Knights' Treasure''
[[folder:Originium Slug]]
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
Infected wild slugs, often controlled by Reunion
Changed line(s) 1464,1465 (click to see context) from:
* BladeBelowTheShoulder: They wield a pair of bladed gauntlets to enhance their martial arts strikes. They also double as shields, justifying their slightly higher defense.
* RapidFireFisticuffs: 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.
* RapidFireFisticuffs: 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.
to:
* BladeBelowTheShoulder: They wield a pair of bladed gauntlets to enhance their martial arts strikes. They also double as shields, justifying their slightly higher defense.
* RapidFireFisticuffs: Downplayed. Their punches are nowhere near as fast as Beehunter's, but they still hit harder and more often than typicalTheGoomba: By far the weakest Reunion soldiers, and units a Doctor will face. They are most common in early maps, gradually giving way to more threatening units.
* ZergRush: The only way theyhave pretty decent C-ranked DEF.can threaten a well-prepared defensive line is to attack with numbers.
* RapidFireFisticuffs: Downplayed. Their punches are nowhere near as fast as Beehunter's, but they still hit harder and more often than typical
* ZergRush: The only way they
Changed line(s) 1468,1472 (click to see context) from:
[[folder:Butcher]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_butcher.png]]
->'''Other variations:''' Veteran Butcher
Unidentified combatants wielding huge axes, capable of dealing severe damage while taking just as much in return.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_butcher.png]]
->'''Other variations:''' Veteran Butcher
Unidentified combatants wielding huge axes, capable of dealing severe damage while taking just as much in return.
to:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
Unidentified combatants wielding huge axes, capable of dealing severe damage while taking just as much in return.
Special Originium Slugs that can secrete highly corrosive fluids. Their attacks inflict a permanent, stacking DEF debuff on operators they hit.
Changed line(s) 1474 (click to see context) from:
* SmashMook: Like Loggers and Junkmen, Butchers exist to pound your melee operators to dust and tank huge amounts of damage in the process.
to:
* SmashMook: AcidAttack: 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.
* ZergRush: LikeLoggers and Junkmen, Butchers exist their weaker brethren, they rely on numbers to pound your melee operators to dust and tank huge amounts of damage in the process.overwhelm foes.
* ZergRush: Like
Changed line(s) 1477,1481 (click to see context) from:
[[folder:Armed Militant]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_armedmilitant.png]]
->'''Other variations:''' Senior Armed Militant
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_armedmilitant.png]]
->'''Other variations:''' Senior Armed Militant
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.
to:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
Unidentified combatants armed with huge axes
Originium Slugs that absorbed dangerous amounts of Originium into their bodies and
Changed line(s) 1483,1485 (click to see context) from:
* GasMaskMooks: They wear a rebreather that is connected to the tank mounted in their back.
* MightyGlacier: 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.
* SmashMook: Essentially Butchers with proper protective equipment, which affords them greater defenses. Their battlefield role is more or less the same.
* MightyGlacier: 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.
* SmashMook: Essentially Butchers with proper protective equipment, which affords them greater defenses. Their battlefield role is more or less the same.
to:
* GasMaskMooks: They wear a rebreather that is connected to ActionBomb: Infused Originium Slugs detonate upon death, dealing large amounts of physical damage in an area. Other enemies unfortunately receive FriendlyFireproof treatment from them.
* CallASmeerpARabbit: Infused Originium Slugs are obviously arachnids and not "slugs", no matter which way you slice it.
* KillItWithIce: The Glacial variant of thetank mounted in their back.
* MightyGlacier: Their HPInfused Originium Slug applies the Frost effect on top of the explosion damage they would normally deal. Operators who survive are slowed, and ATK (A may be frozen solid if too many Frost stacks are applied to them. These things are deceptively and A+ respectively) are 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 [[DamageIncreasingDebuff deal significantly higher than the Defenders. And while they damage to operators that 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.
* SmashMook: Essentially Butchers with proper protective equipment, which affords them greater defenses. Their battlefield role is more or less the same.frozen]].
* CallASmeerpARabbit: Infused Originium Slugs are obviously arachnids and not "slugs", no matter which way you slice it.
* KillItWithIce: The Glacial variant of the
* MightyGlacier: Their HP
* SmashMook: Essentially Butchers with proper protective equipment, which affords them greater defenses. Their battlefield role is more or less the same.
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[[folder:Breaker]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_breaker.png]]
->'''Other variations:''' Breaker Leader
Well-trained soldiers who use their incredible speed and decent attack power to spearhead assaults.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_breaker.png]]
->'''Other variations:''' Breaker Leader
Well-trained soldiers who use their incredible speed and decent attack power to spearhead assaults.
to:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
Well-trained soldiers who use their incredible speed
Fast creatures that are controlled by Reunion casters and
Changed line(s) 1494,1495 (click to see context) from:
* LightningBruiser: These guys are fast, tough, and hit surprisingly hard for their size, made worse by their tendency to come in groups.
* ZergRush: 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.
* ZergRush: 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.
to:
* LightningBruiser: These guys ElementalRockPaperScissors: Frostfangs and Razorfrosts deal 50% bonus damage to frozen targets.
* FragileSpeedster: They move extremely quickly, but arefast, tough, and hit surprisingly hard easily taken down by any sort of damage.
* GlassCannon: Hounds deal relatively high damage for their size,made worse especially the Yeti Squad variants when attacking frozen operators. However they aren't durable themselves, and unless buffed by their tendency event/challenge modifiers, they should not be too hard to come in groups.
kill.
* ZergRush:Their fighting tactics seem to be bumrushing your line of defense Hounds are a step up from Originium Slugs, 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 they also come in sizable groups that will pose a significant threat to wear operators who cannot thin them down while they're being blocked by your ground operators.out quickly enough.
* FragileSpeedster: They move extremely quickly, but are
* GlassCannon: Hounds deal relatively high damage for their size,
* ZergRush:
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[[folder:Bombtail]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_bombtail.png]]
->'''Other variations:''' Bombtail-G, Oneiros
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_bombtail.png]]
->'''Other variations:''' Bombtail-G, Oneiros
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.
to:
[[quoteright:150:https://static.
[[quoteright:350:https://static.tvtropes.
->'''Other variations:'''
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.
Basic Reunion soldiers with illegally obtained gear.
Changed line(s) 1504,1507 (click to see context) from:
* ItOnlyWorksOnce: They are only equipped with a single bomb and nothing else.
* KillItWithIce: 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.
* FragileSpeedster: 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.
* StuffBlowingUp: When an operator is within range, the Bombtail will launch its explosive charge, dealing massive [=AoE=] physical damage to the target area.
* KillItWithIce: 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.
* FragileSpeedster: 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.
* StuffBlowingUp: When an operator is within range, the Bombtail will launch its explosive charge, dealing massive [=AoE=] physical damage to the target area.
to:
* ItOnlyWorksOnce: They are only equipped with a single bomb and nothing else.
* KillItWithIce:ElementalRockPaperScissors: 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.
* FragileSpeedster: 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.
* StuffBlowingUp: When an operator is within range, the Bombtail will launch its explosive charge, dealing massive [=AoE=] physicalYeti variants deal 50% bonus damage to frozen targets.
* DefectorFromDecadence: Galles, along with Yila and Boone, defected Reunion to join thetarget area.Rusthammer organization after the Chernobog Incident.
* FreudianExcuse: 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.
* HealingFactor: 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.
* JetPack: Airborne Soldiers and Guerilla Assault Fighters have the ability [[ItsRainingMen 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 JetPack they use is disposable, they cannot just jump around the map.
* LuckilyMyShieldWillProtectMe: 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.
* MacheteMayhem: They wield machete-like swords.
* NominalImportance: 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.
* UndergroundMonkey: 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.
* KillItWithIce:
* FragileSpeedster: 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.
* StuffBlowingUp: When an operator is within range, the Bombtail will launch its explosive charge, dealing massive [=AoE=] physical
* DefectorFromDecadence: Galles, along with Yila and Boone, defected Reunion to join the
* FreudianExcuse: 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.
* HealingFactor: 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.
* JetPack: Airborne Soldiers and Guerilla Assault Fighters have the ability [[ItsRainingMen 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 JetPack they use is disposable, they cannot just jump around the map.
* LuckilyMyShieldWillProtectMe: 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.
* MacheteMayhem: They wield machete-like swords.
* NominalImportance: 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.
* UndergroundMonkey: 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.
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[[folder:Arts Master [=A1=]]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_artsmastera1.png]]
->'''Other variations:''' Arts Master A2
Enemy drones armed with special weapons that allow them to launch long-ranged Arts attacks, while giving them potent Arts resistance in the process.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_artsmastera1.png]]
->'''Other variations:''' Arts Master A2
Enemy drones armed with special weapons that allow them to launch long-ranged Arts attacks, while giving them potent Arts resistance in the process.
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->'''Other variations:'''
Enemy drones
Reunion soldiers armed with
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* AntiMagic: Their weapon modules give them significant Arts protection, making them significantly resistant to magical damage.
* ArmorPiercingAttack: 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.
* MightyGlacier: 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.
* ArmorPiercingAttack: 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.
* MightyGlacier: 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.
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* AntiMagic: Their weapon modules give them significant Arts protection, making them significantly resistant to magical damage.
* ArmorPiercingAttack: The purple lasers they fireElementalRockPaperScissors: Yeti Snipers and Leaders deal Arts damage, targeting an operator's RES instead of DEF, making them more lethal and dangerous than their regular Monster counterparts.
* MightyGlacier: 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 Arts50% bonus damage to handily kill many ranged frozen units.
* GlassCannon: They deal a lot of damage with their crossbows, but can't take much in return.
* JetPack: 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 operatorsin a few hits at most, A2 Drones are one of once.
* PistolWhipping: If blocked, they will resort to whacking operators with themost common reasons for losses in Annihilation 3.butt of their crossbows.
* ArmorPiercingAttack: The purple lasers they fire
* MightyGlacier: 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
* GlassCannon: They deal a lot of damage with their crossbows, but can't take much in return.
* JetPack: 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
* PistolWhipping: If blocked, they will resort to whacking operators with the
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[[folder:Frost]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_frostdrone.png]]
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_frostdrone.png]]
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.
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[[quoteright:350:https://static.tvtropes.
Unmanned, unarmed drones
->'''Other variations:''' Caster Leader, Senior Caster, Senior Caster Leader, Invisible Caster, Invisible Caster Leader, Shielded Senior Caster, Spec Ops Caster, Spec Ops Caster Leader, Yeti Caster, Yeti Caster Leader, Ursus Armored Caster, Elite Ursus Armored Caster
Reunion soldiers that
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* AnIcePerson: It reduces the temperature around itself, halving the attack speed of operators and severely hampering their damage output.
* NonActionGuy: It is not armed with any damage dealing equipment.
* OneSteveLimit: Averted. The guitarist of Alive Until Sunset ''and'' the Specialist Operator of Team Rainbow are also named Frost.
* StoneWall: 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.
* NonActionGuy: It is not armed with any damage dealing equipment.
* OneSteveLimit: Averted. The guitarist of Alive Until Sunset ''and'' the Specialist Operator of Team Rainbow are also named Frost.
* StoneWall: 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.
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* AnIcePerson: It reduces the temperature around itself, Every third attack from a Yeti Caster will chill a target, halving the their attack speed of speed. If they are chilled again, they will be frozen solid instead.
* AntiMagic: 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.
* AreaOfEffect: Senior Casters utilize complex Arts that can hit multiple operators at once.
* ChunkyUpdraft: Senior Casters are surrounded by floating originium stones, which they use as means of attack.
* DefectorFromDecadence: Yila, along with Galles andseverely hampering their Boone, defected Reunion to join the Rusthammer organization after the Chernobog Incident.
* KungFuProofMook: Like crossbowmen, invisible variants of them cannot be targeted by ranged attacks.
* RedEyesTakeWarning: Senior Caster Leaders have glowing red eyes, and have dangerously potent [=AoE=] attacks.
* SquishyWizard: About as tough as a basic Soldier, but the Arts damageoutput.
* NonActionGuy: Itthey do is not armed harder to resist than physical damage. It's often subverted with any damage dealing equipment.
* OneSteveLimit: Averted. The guitaristhigher-level Caster variants - which have significant amounts of Alive Until Sunset ''and'' the Specialist Operator of Team Rainbow are HP - and especially by Ursus Armored Casters, which also named Frost.
* StoneWall: 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.have surprisingly high ''defense''.
* AntiMagic: 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.
* AreaOfEffect: Senior Casters utilize complex Arts that can hit multiple operators at once.
* ChunkyUpdraft: Senior Casters are surrounded by floating originium stones, which they use as means of attack.
* DefectorFromDecadence: Yila, along with Galles and
* KungFuProofMook: Like crossbowmen, invisible variants of them cannot be targeted by ranged attacks.
* RedEyesTakeWarning: Senior Caster Leaders have glowing red eyes, and have dangerously potent [=AoE=] attacks.
* SquishyWizard: About as tough as a basic Soldier, but the Arts damage
* NonActionGuy: It
* OneSteveLimit: Averted. The guitarist
* StoneWall: 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.
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[[folder:Defense Crusher]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_defensecrusher.png]]
->'''Other variations:''' Defense Crusher Leader
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_defensecrusher.png]]
->'''Other variations:''' Defense Crusher Leader
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.
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->'''Other variations:'''
Reunion
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* AchillesHeel: Despite their disturbingly high health, attack power, and defense, they have ''0'' RES, making them highly vulnerable to Arts damage.
* MightyGlacier: 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.
* MightyGlacier: 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.
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* AchillesHeel: Despite their disturbingly high health, LongRangeFighter: They have an attack power, 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 defense, frequently doing so from a safe corner you can't do anything about.
* StuffBlowingUp: The shells theyhave ''0'' RES, making them highly vulnerable fire are packed with Originium-based explosives, dealing damage to Arts damage.
* MightyGlacier: 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.an area around its point of impact.
* StuffBlowingUp: The shells they
* MightyGlacier: 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.
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[[folder:Enraged Possessed Soldier]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_enragedpossessedsoldier.png]]
->'''Other variations:''' Enraged Possessed Leader
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_enragedpossessedsoldier.png]]
->'''Other variations:''' Enraged Possessed Leader
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.
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->'''Other variations:'''
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* DefectorFromDecadence: Boone, along with Galles and Yila, defected Reunion to join the Rusthammer organization after the Chernobog Incident.
* LightningBruiser: 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.
* LivingOnBorrowedTime: They will lose HP over time; given long enough, this is fully capable of killing them.
* LightningBruiser: 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.
* LivingOnBorrowedTime: They will lose HP over time; given long enough, this is fully capable of killing them.
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* DefectorFromDecadence: Boone, along with Galles and Yila, defected DualWielding: A pair of straight-bladed swords held in ReverseGrip, contrasting the curved blades of their regular cousins.
* ExactlyWhatItSaysOnTheTin: They're Reunionto join the Rusthammer organization after the Chernobog Incident.
soldiers who wield a pair of swords.
*LightningBruiser: 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 FromCamouflageToCriminal: Their description speculates that they came from mutinous military units or police departments.
* NinjaRun: This is how they move towards your defensive line, with theirself-damage.
* LivingOnBorrowedTime: They will lose HP over time; given long enough, this is fully capable of killing them.arms held back and head tilted forwards.
* ExactlyWhatItSaysOnTheTin: They're Reunion
*
* NinjaRun: This is how they move towards your defensive line, with their
* LivingOnBorrowedTime: They will lose HP over time; given long enough, this is fully capable of killing them.
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[[folder:Enraged Possessed Thrower]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_enragedpossessedthrower.png]]
->'''Other variations:''' Enraged Possessed Bonethrower
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_enragedpossessedthrower.png]]
->'''Other variations:''' Enraged Possessed Bonethrower
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.
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->'''Other variations:'''
Heavily armored and trained Reunion soldiers with massive shields. Their sturdy defense makes them highly resistant to physical damage, although the
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* LivingOnBorrowedTime: 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.
* ThrowingYourSwordAlwaysWorks: 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.
* ThrowingYourSwordAlwaysWorks: 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.
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* LivingOnBorrowedTime: They will lose AchillesHeel:
** 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 HPover time. Due to and DEF.
* AntiMagic: The Dublinn variants wear Arts-refracting masks that greatly increase theirbehavior, sometimes allowing them to drop dead naturally is an optimal way of RES, eliminating them, apart their AchillesHeel. The masks can be temporarily disabled by Silencing them.
* BossInMookClothing: Heavy Defender Lieutenants, identifiable by their darker armor and GlowingEyesOfDoom, are an extremely rare Heavy Defender variant (until Crimson Solitaire, [[UniqueEnemy 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 enemies''[[note]]In the normal variant of GT-HX-3, the Lieutenant has 40,000 HP, 1,000 ATK, and 1,200 DEF - for comparison, Mudrock has 45,000/800/1,000[[/note]], although they share their lesser brethren's AchillesHeel to Arts damage and lack the special abilities most bosses have.
* EliteMook: They're considered Elite enemies in all of their variations.
* GiantMook: Significantly larger than a typical Reunion soldier, possessing greater health, defenses, and attack power, but as slow as a snail.
* HealingFactor: 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.
* HeavilyArmoredMook: The riot armor they wear offers incredible defense against physical attack, but not against Arts (unless they're a Guerilla Shielder).
* HelpfulMook: 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.
* IShallTauntYou: 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.
* LuckilyMyShieldWillProtectMe: Besides being decked fromcertain challenge mode conditions.
head to toe in heavy armor, these guys also carry formidable tower shields for extra protection.
*ThrowingYourSwordAlwaysWorks: They hurl Originium crystals at MightyGlacier:
* ShieldBash: The only weapon they have is their shields, so bashing operatorswhen within range; notably, unlike other ranged enemy units they remain stationary while attacking, keeping them out is their only mean of reach of melee attacks.attacking. It still does more damage than a sword slash from a basic soldier.
** 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
* AntiMagic: The Dublinn variants wear Arts-refracting masks that greatly increase their
* BossInMookClothing: Heavy Defender Lieutenants, identifiable by their darker armor and GlowingEyesOfDoom, are an extremely rare Heavy Defender variant (until Crimson Solitaire, [[UniqueEnemy 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 enemies''[[note]]In the normal variant of GT-HX-3, the Lieutenant has 40,000 HP, 1,000 ATK, and 1,200 DEF - for comparison, Mudrock has 45,000/800/1,000[[/note]], although they share their lesser brethren's AchillesHeel to Arts damage and lack the special abilities most bosses have.
* EliteMook: They're considered Elite enemies in all of their variations.
* GiantMook: Significantly larger than a typical Reunion soldier, possessing greater health, defenses, and attack power, but as slow as a snail.
* HealingFactor: 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.
* HeavilyArmoredMook: The riot armor they wear offers incredible defense against physical attack, but not against Arts (unless they're a Guerilla Shielder).
* HelpfulMook: 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.
* IShallTauntYou: 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.
* LuckilyMyShieldWillProtectMe: Besides being decked from
*
* ShieldBash: The only weapon they have is their shields, so bashing operators
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[[folder:Yeti Icecleaver]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_yetiicecleaver.png]]
->'''Other variations:''' Yeti Icecleaver Leader
Yeti Squadron soldiers who wield long katanas. They have high stats and can deal massive damage to frozen operators.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_yetiicecleaver.png]]
->'''Other variations:''' Yeti Icecleaver Leader
Yeti Squadron soldiers who wield long katanas. They have high stats and can deal massive damage to frozen operators.
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Yeti Squadron soldiers who wield long katanas. They have high stats and can deal massive damage
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* ElementalRockPaperScissors: 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.
* KatanasAreJustBetter: Like the Avengers before them, they wield katanas and are skilled with using them.
* MightyGlacier: They have very high HP, surprisingly good mixed defenses, and can hit for severe damage, but aren't very fast.
* KatanasAreJustBetter: Like the Avengers before them, they wield katanas and are skilled with using them.
* MightyGlacier: They have very high HP, surprisingly good mixed defenses, and can hit for severe damage, but aren't very fast.
to:
* ElementalRockPaperScissors: They deal a whopping 250% bonus damage to frozen targets - 300% if it's a leader. Combined with AchillesHeel: While their naturally high ATK, they can usually defenses make them hard to kill frozen units in 1-2 hits.
* KatanasAreJustBetter: Like the Avengers before them, they wield katanas and are skilled with usingnormally, their light weight makes them vulnerable to being pulled or pushed into BottomlessPits, which will instantly kill them.
*MightyGlacier: They have very high HP, surprisingly good mixed defenses, CallASmeerpARabbit: 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 can hit for severe damage, but originium flakes.
* StoneWall: Their health, speed, and attack power aren'tvery fast.that great, but they have a high defense of B and an ''even higher'' resistance of S.
* KatanasAreJustBetter: Like the Avengers before them, they wield katanas and are skilled with using
*
* StoneWall: Their health, speed, and attack power aren't
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[[folder:Demolitionist]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_demolitionist.png]]
->'''Other variations:''' Demolitionist Leader
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_demolitionist.png]]
->'''Other variations:''' Demolitionist Leader
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.
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* AchillesHeel: Just like their Defense Crusher cousins, they have no Arts resistance whatsoever.
* EarlyBirdCameo: Due to ''Children of Ursus'' being pushed up ahead of ''Darknights' Memoir''[[note]]Their debut event in CN servers[[/note]] on Global servers, these guys ended up appearing much earlier than they're supposed to.
* MightyGlacier: 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.
* SplashDamageAbuse: 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.
* EarlyBirdCameo: Due to ''Children of Ursus'' being pushed up ahead of ''Darknights' Memoir''[[note]]Their debut event in CN servers[[/note]] on Global servers, these guys ended up appearing much earlier than they're supposed to.
* MightyGlacier: 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.
* SplashDamageAbuse: 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.
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* AchillesHeel: Just like their Defense Crusher cousins, they have no Arts resistance whatsoever.
* EarlyBirdCameo: Due to ''Children of Ursus'' being pushed up ahead of ''Darknights' Memoir''[[note]]Their debut event in CN servers[[/note]] on Global servers, these guys ended up appearing much earlier thanStealthyMook: Lurkers cannot be attacked normally unless they're supposed to.
* MightyGlacier: Demolitionists have slightly less DEF than the Crushers, but compensateno longer Invisible. This is most easily done by blocking them 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.
* SplashDamageAbuse: Their attacks deal damage to their primary target and any targets on the four cardinal tiles beside them. Considering that even the regular Demolitionists havea 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, melee operator; however, their splash damage can hit some operators up on can remove their Invisibility without blocking them (SilverAsh and Tsukinogi), or can simply ignore them being Invisible in the high ground, so plan carefully where you're placing your Medics and other ranged units.first place (Totter).
* EarlyBirdCameo: Due to ''Children of Ursus'' being pushed up ahead of ''Darknights' Memoir''[[note]]Their debut event in CN servers[[/note]] on Global servers, these guys ended up appearing much earlier than
* MightyGlacier: Demolitionists have slightly less DEF than the Crushers, but compensate
* SplashDamageAbuse: 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
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!Sargon Units
!!!Tiacauh Tribe (Introduced in ''Gavial the Great Chief Returns'')
[[folder:General]]
* LizardFolk: They are Acahuallan tribesmen that bear an appearance to alligators.
!!!Tiacauh Tribe (Introduced in ''Gavial the Great Chief Returns'')
[[folder:General]]
* LizardFolk: They are Acahuallan tribesmen that bear an appearance to alligators.
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!!!Tiacauh Tribe (Introduced
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_wraith.png]]
->'''Other variations:''' Wraith Leader
Stealthy Reunion engineers who cannot be blocked by melee operators.
----
* NonActionGuy: Wraiths are unable to directly damage your operators in
* StealthyMook: 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
[[folder:General]]
* LizardFolk: They are Acahuallan tribesmen that bear an appearance to alligators.
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[[folder:Tiacauh Warrior]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_070.png]]
->'''Other variations:''' Tiacauh Guard
Archosaurus melee fighters who will gain additional DEF while being blocked.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_070.png]]
->'''Other variations:''' Tiacauh Guard
Archosaurus melee fighters who will gain additional DEF while being blocked.
to:
[[quoteright:350:https://static.
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
Archosaurus melee fighters who will gain additional DEF
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
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* StatusBuff: Whenever an Operator blocks them they receive a significant DEF boost, this makes them dangerous to non-Defender Operators that attempt to engage them in a fight.
* WeaponsOfTheirTrade: Befitting their nature as tribesmen, they fight with a crudely built spear.
* WeaponsOfTheirTrade: Befitting their nature as tribesmen, they fight with a crudely built spear.
to:
* StatusBuff: Whenever an Operator blocks them they receive a significant DEF boost, this makes them dangerous to non-Defender Operators AttackDrone: Gun-armed drones controlled by Reunion casters using long-range Arts receiver. They represent the basic aerial threat that attempt to engage them can only be taken down with ranged attacks.
* BossInMookClothing: The [[MightyGlacier Raptor]] is an elite drone that shows up once in afight.
* WeaponsOfTheirTrade: Befittingblue 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 nature as tribesmen, they fight with defenses are low, but expect to focus a crudely built spear.lot of your effort into taking it down.
* DeathbringerTheAdorable: Despite the name, the Mk I variant completely lacks any sort of attack, making them harmless to your operators.
* BossInMookClothing: The [[MightyGlacier Raptor]] is an elite drone that shows up once in a
* WeaponsOfTheirTrade: Befitting
* DeathbringerTheAdorable: Despite the name, the Mk I variant completely lacks any sort of attack, making them harmless to your operators.
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[[folder:Tiacauh Lancer]]
->'''Other variations:''' Tiacauh Sniper
Archosaurus warriors who throw ranged spear attacks.
->'''Other variations:''' Tiacauh Sniper
Archosaurus warriors who throw ranged spear attacks.
to:
->'''Other variations:''' Tiacauh Sniper
Archosaurus warriors who throw ranged spear attacks.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_defender4.png]]
An unmanned drone with the ability to significantly boost the defense of nearby allies.
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* ThrowingYourSwordAlwaysWorks: They throw their spears as their ranged attack.
to:
* ThrowingYourSwordAlwaysWorks: They throw NonActionGuy: It has no offensive capabilities whatsoever.
* SupportPartyMember: Boosts the defense of nearby enemy units by 300, significantly increasing theirspears as their ranged attack.survivability.
* SupportPartyMember: Boosts the defense of nearby enemy units by 300, significantly increasing their
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[[folder:Tiacauh Fanatic]]
->'''Other variations:''' Tiacauh Ripper
Archosaurus warriors who wield acid-coated gauntlets, giving them both fast attack speed and the ability to apply a permanent stacking DEF debuff on targets.
->'''Other variations:''' Tiacauh Ripper
Archosaurus warriors who wield acid-coated gauntlets, giving them both fast attack speed and the ability to apply a permanent stacking DEF debuff on targets.
to:
->'''Other variations:''' Tiacauh Ripper
Archosaurus warriors who wield acid-coated gauntlets, giving them both fast attack speed and the ability to apply a permanent stacking DEF debuff on targets.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_technicalscout.png]]
Reunion engineers that can reveal all nearby invisible operators.
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* AntiArmor: Their attacks apply stacked DEF debuffs to their target, much like Acid Originium Slugs.
to:
* AntiArmor: Their attacks apply stacked DEF debuffs to NonActionGuy: 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.
* TrueSight: The devices mounted on theirtarget, much like Acid Originium Slugs.backs are able to reveal invisible operators in their vicinity.
* TrueSight: The devices mounted on their
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[[folder:Tiacauh Ritualist]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_071.png]]
->'''Other variations:''' Tiacauh Shaman
Archosaurus casters that use Arts attacks. If they are blocked, they will gain increased DEF and start using melee attacks that deal significantly higher physical damage.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_071.png]]
->'''Other variations:''' Tiacauh Shaman
Archosaurus casters that use Arts attacks. If they are blocked, they will gain increased DEF and start using melee attacks that deal significantly higher physical damage.
to:
[[quoteright:350:https://static.
[[quoteright:150:https://static.tvtropes.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_avengerboss.png]]
->'''Other variations:'''
Archosaurus casters
Unique katana-wielding soldiers that
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* MagicStaff: 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.
to:
* MagicStaff: Not only can they fire ranged Arts attacks with it, but if they get blocked, they will resort {{BFS}}: Their katana are big enough to melee attacks with qualify as an ōdachi.
* BookEnds: The original Contingency Contract Beta in the Area 59 Ruins had Hateful Avengers as arguably the most dangerous threats, giving them theirstaff, dealing ''quadruple physical'' 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 [[RememberTheNewGuy who is explicitly one of the survivors of the first battle in the Area 59 Ruins]] after training and returning for revenge.
* FlamingSword: 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.
* FinalBoss: 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 TurnsRed functionality that made them infamous being buffed up to boss levels, he also becomes an absurd LightningBruiser who can rush down defenders with his newfound DashAttack. 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 DamageReduction, and even [[ContractualBossImmunity 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 AutoRevive 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, [[AscendedMeme he brings to mind the number one reason why players feared his normal part in the first place]].
* KatanasAreJustBetter: Avengers are equipped with these, and they make deadly use of them.
* TurnsRed:
** Avengers are deceptively strong. While their starting damageto 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 operators.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'''.
* BookEnds: The original Contingency Contract Beta in the Area 59 Ruins had Hateful Avengers as arguably the most dangerous threats, giving them their
* FlamingSword: 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.
* FinalBoss: 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 TurnsRed functionality that made them infamous being buffed up to boss levels, he also becomes an absurd LightningBruiser who can rush down defenders with his newfound DashAttack. 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 DamageReduction, and even [[ContractualBossImmunity 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 AutoRevive 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, [[AscendedMeme he brings to mind the number one reason why players feared his normal part in the first place]].
* KatanasAreJustBetter: Avengers are equipped with these, and they make deadly use of them.
* TurnsRed:
** Avengers are deceptively strong. While their starting damage
** 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'''.
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[[folder:Tiacauh Shredder]]
->'''Other variations:''' Tiacauh Annihilator
Elite Archosaurus warriors armed with military equipment that gives them higher stats. They can also periodically destroy nearby mushroom or stump tiles, disabling their effects and making it impossible to deploy units there.
->'''Other variations:''' Tiacauh Annihilator
Elite Archosaurus warriors armed with military equipment that gives them higher stats. They can also periodically destroy nearby mushroom or stump tiles, disabling their effects and making it impossible to deploy units there.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_artsguard.png]]
->'''Other variations:'''
Elite Archosaurus warriors armed with military equipment
Reunion soldiers that
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* ChainsawGood: Fights with dual buzzsaws.
to:
* ChainsawGood: Fights with dual buzzsaws.ArmorPiercingAttack: 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.
* MagicKnight: They're capable of infusing arts into their swords.
* {{BFS}}: The swords they wield is longer than they are tall.
* MagicKnight: They're capable of infusing arts into their swords.
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[[folder:Tiacauh Brave]]
->'''Other variations:''' Tiacauh Champion
The strongest of the Tiacauh warriors who only partake in one-on-one duels. If blocked, they will reduce both their own DEF and that of their target by 70%, draw aggro from the blocker, and become immune to all damage outside of that from their opponent.
->'''Other variations:''' Tiacauh Champion
The strongest of the Tiacauh warriors who only partake in one-on-one duels. If blocked, they will reduce both their own DEF and that of their target by 70%, draw aggro from the blocker, and become immune to all damage outside of that from their opponent.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_bladedfighter.png]]
->'''Other variations:'''
The strongest of the Tiacauh warriors
Reunion soldiers who
Changed line(s) 1634,1636 (click to see context) from:
* DrawAggro: From whoever's blocking them.
* DuelBoss: Once they are blocked, they will only take damage from the blocking Operator, making it a 1v1 battle.
* DuelToTheDeath: 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.
* DuelBoss: Once they are blocked, they will only take damage from the blocking Operator, making it a 1v1 battle.
* DuelToTheDeath: 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.
to:
* DrawAggro: From whoever's blocking them.
BladeBelowTheShoulder: They wield a pair of bladed gauntlets to enhance their martial arts strikes. They also double as shields, justifying their slightly higher defense.
*DuelBoss: Once RapidFireFisticuffs: Downplayed. Their punches are nowhere near as fast as Beehunter's, but they are blocked, still hit harder and more often than typical Reunion soldiers, and they will only take damage from the blocking Operator, making it a 1v1 battle.
* DuelToTheDeath: 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.have pretty decent C-ranked DEF.
*
* DuelToTheDeath: 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.
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!!!Drudge's Mercenaries & Originiutants (Introduced in ''Originium Dust'')
[[folder:Originiutant Puppet]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantpuppet.png]]
Human remains parasitized and reanimated by Originiutants. Divides into two Originiutant Excrescences on death.
[[folder:Originiutant Puppet]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantpuppet.png]]
Human remains parasitized and reanimated by Originiutants. Divides into two Originiutant Excrescences on death.
to:
[[folder:Originiutant Puppet]]
[[quoteright:150:https://static.tvtropes.
Human remains parasitized and reanimated by Originiutants. Divides into two Originiutant Excrescences on death.
->'''Other variations:''' Veteran Butcher
Unidentified combatants wielding huge axes, capable of dealing severe damage while taking just as much in return.
Changed line(s) 1646 (click to see context) from:
* OurZombiesAreDifferent: 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 (but self-aware) people controlled through Mephisto's Arts.
to:
* OurZombiesAreDifferent: They are SmashMook: Like Loggers and Junkmen, Butchers exist to pound your melee operators to dust and tank huge amounts of damage in 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 (but self-aware) people controlled through Mephisto's Arts.process.
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[[folder:Mutant Sand Beast]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantsandbeast.png]]
->'''Other variations:''' Mutant Sand Beast α
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantsandbeast.png]]
->'''Other variations:''' Mutant Sand Beast α
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.
to:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
Swift, omnivorous desert beasts trained by the Sargonians as hunting partners,
Unidentified combatants armed with huge axes and heavy armor. While they
Changed line(s) 1655 (click to see context) from:
* BearsAreBadNews: 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 [[EldritchAbomination Seaborn]] from ''Under Tides''.
to:
* BearsAreBadNews: Its model appears GasMaskMooks: They wear a rebreather that is connected to be based upon a bear, the tank mounted in their back.
* MightyGlacier: Their HP andit's infected 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.
* SmashMook: Essentially Butchers withsomething that seems to be on proper protective equipment, which affords them greater defenses. Their battlefield role is more or less the same threat level as the [[EldritchAbomination Seaborn]] from ''Under Tides''.same.
* MightyGlacier: Their HP and
* SmashMook: Essentially Butchers with
Changed line(s) 1658,1662 (click to see context) from:
[[folder:Mutant Rock Spider]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantrockspider.png]]
->'''Other variations:''' Mutant Rock Spider α
Sargonian arachnids parasitized by Originiutants. Divides into three Originiutant Excrescences on death, or Tumors if it's an α variant.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantrockspider.png]]
->'''Other variations:''' Mutant Rock Spider α
Sargonian arachnids parasitized by Originiutants. Divides into three Originiutant Excrescences on death, or Tumors if it's an α variant.
to:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
Sargonian arachnids parasitized by Originiutants. Divides into three Originiutant Excrescences on death, or Tumors if it's an α variant.
Well-trained soldiers who use their incredible speed and decent attack power to spearhead assaults.
Changed line(s) 1664 (click to see context) from:
* BigCreepyCrawlies: Although they're actually unrelated to the more common Infused Originium Slugs.
to:
* BigCreepyCrawlies: Although LightningBruiser: These guys are fast, tough, and hit surprisingly hard for their size, made worse by their tendency to come in groups.
* ZergRush: 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'reactually unrelated to the more common Infused Originium Slugs.being blocked by your ground operators.
* ZergRush: 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
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[[folder:Mutant Giant Rock Spider]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantgiantrockspider.png]]
->'''Other variations:''' Mutant Giant Rock Spider α
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantgiantrockspider.png]]
->'''Other variations:''' Mutant Giant Rock Spider α
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.
to:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
A subspecies of Rock Spider native to Sargon with a bulky abdomen
Special drones that
Changed line(s) 1673,1674 (click to see context) from:
* BigCreepyCrawlies: Even bigger and meaner than a regular Rock Spider.
* MookMaker: Spits out an Originiutant Excrescence or Tumor every 5 seconds, which can build up quickly if multiple Giant Rock Spiders are active at once.
* MookMaker: Spits out an Originiutant Excrescence or Tumor every 5 seconds, which can build up quickly if multiple Giant Rock Spiders are active at once.
to:
* BigCreepyCrawlies: Even bigger ItOnlyWorksOnce: They are only equipped with a single bomb and meaner nothing else.
* KillItWithIce: 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 aregular Rock Spider.
* MookMaker: Spits out an Originiutant Excrescence or Tumor every 5 seconds,cold effect in a wide area, which can build up quickly outright freeze operators solid if multiple Giant Rock Spiders they are active at once.hit with another cold attack in the next few seconds.
* FragileSpeedster: 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.
* StuffBlowingUp: When an operator is within range, the Bombtail will launch its explosive charge, dealing massive [=AoE=] physical damage to the target area.
* KillItWithIce: 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
* MookMaker: Spits out an Originiutant Excrescence or Tumor every 5 seconds,
* FragileSpeedster: 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.
* StuffBlowingUp: When an operator is within range, the Bombtail will launch its explosive charge, dealing massive [=AoE=] physical damage to the target area.
Changed line(s) 1677,1681 (click to see context) from:
[[folder:Originiutant]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutant.png]]
->'''Other variations:''' Originiutant α
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutant.png]]
->'''Other variations:''' Originiutant α
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.
to:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
A heavily mutated Originium behemoth used as a living weapon. Although they are very slow, their exoskeletons give
Enemy drones armed with special weapons that allow them
Changed line(s) 1683,1684 (click to see context) from:
* ArmoredButFrail: 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.
* MightyGlacier: 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.
* MightyGlacier: 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.
to:
* ArmoredButFrail: These beasts have some of the highest mixed defenses in the entire game (comparable to ''Patriot'' of all things), which makes AntiMagic: Their weapon modules give 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 significant Arts protection, making them having less health than an ordinary Heavy Defender.significantly resistant to magical damage.
* ArmorPiercingAttack: 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.
* MightyGlacier:They're extremely resilient Due to all types trading some of conventional damage, 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 deal massive amounts of ATK. Due to them taking a while to kill while doing enough Arts damage with each strike. To compensate, they attack very slowly and move even slower.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.
* ArmorPiercingAttack: 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.
* MightyGlacier:
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[[folder:"Redmark" Eradicator]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkeradicator.png]]
->'''Other variations:''' Elite "Redsign" Eradicator
A camouflaged mercenary sniper who uses extraordinarily lethal attacks from anywhere on the map, but can only attack Operators exposed to a sandstorm.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkeradicator.png]]
->'''Other variations:''' Elite "Redsign" Eradicator
A camouflaged mercenary sniper who uses extraordinarily lethal attacks from anywhere on the map, but can only attack Operators exposed to a sandstorm.
to:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:''' Elite "Redsign" Eradicator
A camouflaged mercenary sniper who uses extraordinarily lethal attacks from anywhere on
Unmanned, unarmed drones that have heavy armor and a device that severely lowers the
Changed line(s) 1693,1695 (click to see context) from:
* AchillesHeel: Operators not caught in a sandstorm, if forced into a melee combat, they will only use a melee attack which only deal a small amount of damage.
* ColdSniper: They are capable of ''sniping'' Operators caught in the sandstorm anywhere on the map. This, coupled with their high ATK stat, makes them extremely dangerous to an affected Operator.
* EliteMook: 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".
* ColdSniper: They are capable of ''sniping'' Operators caught in the sandstorm anywhere on the map. This, coupled with their high ATK stat, makes them extremely dangerous to an affected Operator.
* EliteMook: 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".
to:
* AchillesHeel: Operators not caught in a sandstorm, if forced into a melee combat, they will only use a melee AnIcePerson: It reduces the temperature around itself, halving the attack which only deal a small amount speed of damage.
operators and severely hampering their damage output.
*ColdSniper: NonActionGuy: It is not armed with any damage dealing equipment.
* OneSteveLimit: Averted. The guitarist of Alive Until Sunset ''and'' the Specialist Operator of Team Rainbow are also named Frost.
* StoneWall: They arecapable of ''sniping'' Operators caught quite sturdy, having a B rank in the sandstorm anywhere on the map. This, coupled with HP, DEF, and RES. Killing them is also problematic, due to their high ATK stat, makes them extremely dangerous to an affected Operator.
* EliteMook: 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".aforementioned attack speed slow.
*
* OneSteveLimit: Averted. The guitarist of Alive Until Sunset ''and'' the Specialist Operator of Team Rainbow are also named Frost.
* StoneWall: They are
* EliteMook: 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".
Changed line(s) 1698,1702 (click to see context) from:
[[folder:"Redmark" Infiltrator]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkinfiltrator.png]]
->'''Other variations:''' Elite "Redsign" Infiltrator, Holographic Illusion, Holographic Illusion [=MK2=]
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkinfiltrator.png]]
->'''Other variations:''' Elite "Redsign" Infiltrator, Holographic Illusion, Holographic Illusion [=MK2=]
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.
to:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
A mercenary saboteur who spawns a hologram to distract targets upon first taking damage; while
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
Changed line(s) 1704 (click to see context) from:
* MesACrowd: They can project a holographic copy of them if attacked for the first time, until the copy is destroyed, they can easily pass through a defensive line.
to:
* MesACrowd: They can project a holographic copy of AchillesHeel: Despite their disturbingly high health, attack power, and defense, they have ''0'' RES, making them if attacked for the first time, until the copy is destroyed, they can easily pass through highly vulnerable to Arts damage.
* MightyGlacier: With 10,000 HP, 1,000 ATK, and 1,000 DEF, Defense Crushers hit like trucks and take adefensive line.while to kill. Fortunately, they're slow as hell, and their heavy armor doesn't offer them any Arts resistance.
* MightyGlacier: With 10,000 HP, 1,000 ATK, and 1,000 DEF, Defense Crushers hit like trucks and take a
Changed line(s) 1707,1711 (click to see context) from:
[[folder:Originiutant Excrescence]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantexcrescence.png]]
->'''Other variations:''' Originiutant Tumor
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantexcrescence.png]]
->'''Other variations:''' Originiutant Tumor
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.
to:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
Twisted life-forms created by Levi Klitschko's experiments with radiation
Possessed Soldiers who've had their infection forcibly accelerated to the point that they've descended into primal madness, and
Changed line(s) 1713 (click to see context) from:
* ZergRush: Their entire modus operandi; especially the Tumors, which can all but paralyze melee Operators.
to:
* ZergRush: Their entire modus operandi; especially DefectorFromDecadence: Boone, along with Galles and Yila, defected Reunion to join the Tumors, which can all but paralyze melee Operators.Rusthammer organization after the Chernobog Incident.
* LightningBruiser: 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.
* LivingOnBorrowedTime: They will lose HP over time; given long enough, this is fully capable of killing them.
* LightningBruiser: 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.
* LivingOnBorrowedTime: They will lose HP over time; given long enough, this is fully capable of killing them.
Changed line(s) 1716,1724 (click to see context) from:
!Siesta Units
!!!Little Black Sheep (introduced in ''So Long, Adele'')
[[folder:General]]
* PiecesOfGod: These are clones of Dolly that developed their own personalities, not unlike the [[spoiler:Sui siblings]]. The finale of "So Long, Adele" reveals that [[spoiler:their personalities are copies of people that Dolly deemed "interesting" during his long life.]]
* KillerRabbit: Despite looking like cute pink-colored sheep, these guys are actually deadly and are just as capable in doing damage to your operators.
* RidiculouslyCuteCritter: They are literally ''pink sheep''.
* StickyFingers: 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.''
!!!Little Black Sheep (introduced in ''So Long, Adele'')
[[folder:General]]
* PiecesOfGod: These are clones of Dolly that developed their own personalities, not unlike the [[spoiler:Sui siblings]]. The finale of "So Long, Adele" reveals that [[spoiler:their personalities are copies of people that Dolly deemed "interesting" during his long life.]]
* KillerRabbit: Despite looking like cute pink-colored sheep, these guys are actually deadly and are just as capable in doing damage to your operators.
* RidiculouslyCuteCritter: They are literally ''pink sheep''.
* StickyFingers: 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.''
to:
!!!Little Black Sheep (introduced in ''So Long, Adele'')
[[folder:General]]
* PiecesOfGod: These are clones of Dolly that developed
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_enragedpossessedthrower.png]]
->'''Other variations:''' Enraged Possessed Bonethrower
Possessed Soldiers who have gotten their
----
* LivingOnBorrowedTime: 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.
* ThrowingYourSwordAlwaysWorks: They hurl Originium crystals at operators when within range; notably, unlike
* KillerRabbit: Despite looking like cute pink-colored sheep, these guys are actually deadly and are just as capable in doing damage to your operators.
* RidiculouslyCuteCritter: They are literally ''pink sheep''.
* StickyFingers: Some of the familiars carry man-made items that
-->''You're going to humiliate me. Don't tell people my clones are kleptomaniacs.''
Changed line(s) 1727,1729 (click to see context) from:
[[folder:Hot Spring 'Mischievous Rascal']]
->'''Other variations:''' Hot Spring 'Jolly Rascal'
A sheep familiar wearing a traffic cone. Spawns a Carmine Steam on the spot when defeated.
->'''Other variations:''' Hot Spring 'Jolly Rascal'
A sheep familiar wearing a traffic cone. Spawns a Carmine Steam on the spot when defeated.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_yetiicecleaver.png]]
->'''Other variations:'''
A sheep familiar wearing
Yeti Squadron soldiers who wield long katanas. They have high stats and can deal massive damage to frozen operators.
----
* ElementalRockPaperScissors: They deal a
* KatanasAreJustBetter: Like the
* MightyGlacier: They have very high HP, surprisingly good mixed defenses, and can hit for severe damage, but aren't very fast.
Changed line(s) 1732,1734 (click to see context) from:
[[folder:Fashion Street 'Hearty Heavy']]
->'''Other variations:''' Fashion Street 'Robust Heavy'
A sheep familiar carrying a frisbee. Has a ranged attack and also spawns a Carmine Steam on the spot when defeated.
->'''Other variations:''' Fashion Street 'Robust Heavy'
A sheep familiar carrying a frisbee. Has a ranged attack and also spawns a Carmine Steam on the spot when defeated.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_demolitionist.png]]
->'''Other variations:'''
A sheep familiar carrying
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.
----
* AchillesHeel: Just like their Defense Crusher cousins, they have no Arts resistance whatsoever.
* EarlyBirdCameo: Due to ''Children of Ursus'' being pushed up ahead of ''Darknights' Memoir''[[note]]Their debut event in CN servers[[/note]] on Global servers, these guys ended up appearing much earlier than they're supposed to.
* MightyGlacier: 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.
* SplashDamageAbuse: 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
Changed line(s) 1737,1743 (click to see context) from:
[[folder:Fashion Street 'Ordinary Aviator']]
->'''Other variations:''' Fashion Street 'Hyperactive Aviator'
A sheep familiar wearing aviation gear. Has Low-Altitude Hovering and even though they have no attack by themselves, they can grab on a 'Hearty Heavy' to gain a ranged attack.
----
* AchillesHeel: 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.
* DisneyDeath: 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.
* MaybeMagicMaybeMundane: They are often mistaken for pink clouds by Siestans, leading to legends of pink clouds surrounding the volcano that were often dismissed as exaggerations.
->'''Other variations:''' Fashion Street 'Hyperactive Aviator'
A sheep familiar wearing aviation gear. Has Low-Altitude Hovering and even though they have no attack by themselves, they can grab on a 'Hearty Heavy' to gain a ranged attack.
----
* AchillesHeel: 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.
* DisneyDeath: 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.
* MaybeMagicMaybeMundane: They are often mistaken for pink clouds by Siestans, leading to legends of pink clouds surrounding the volcano that were often dismissed as exaggerations.
to:
->'''Other variations:''' Fashion Street 'Hyperactive Aviator'
A sheep familiar wearing aviation gear. Has Low-Altitude Hovering and even though they have no attack by themselves, they can grab on a 'Hearty Heavy' to gain a ranged attack.
----
* AchillesHeel: Disabling status effects (stun, frozen, sleep) will cause
!!!Tiacauh Tribe (Introduced in ''Gavial the
[[folder:General]]
*
* MaybeMagicMaybeMundane:
Changed line(s) 1746,1748 (click to see context) from:
[[folder:Hot Spring 'Wandering Vagrant']]
->'''Other variations:''' Hot Spring 'Wandering Slider'
A sheep familiar wearing skating equipment. Has invisibility, and can carry a 'Mischievous Rascal' on them which also gives them the ability to spawn Carmine Steam on tiles that they pass through.
->'''Other variations:''' Hot Spring 'Wandering Slider'
A sheep familiar wearing skating equipment. Has invisibility, and can carry a 'Mischievous Rascal' on them which also gives them the ability to spawn Carmine Steam on tiles that they pass through.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_070.png]]
->'''Other variations:'''
A sheep familiar wearing skating equipment. Has invisibility, and can carry a 'Mischievous Rascal' on them which also gives them the ability to spawn Carmine Steam on tiles that they pass through.
Archosaurus melee fighters who will gain additional DEF while being blocked.
Changed line(s) 1750 (click to see context) from:
* TheSneakyGuy: They are invisible until blocked.
to:
* TheSneakyGuy: They are invisible until blocked.StatusBuff: Whenever an Operator blocks them they receive a significant DEF boost, this makes them dangerous to non-Defender Operators that attempt to engage them in a fight.
* WeaponsOfTheirTrade: Befitting their nature as tribesmen, they fight with a crudely built spear.
* WeaponsOfTheirTrade: Befitting their nature as tribesmen, they fight with a crudely built spear.
Changed line(s) 1753,1755 (click to see context) from:
[[folder:'Big Fella']]
->'''Other variations:''' 'Big Man'
A large fluffy critter that sometimes unintentionally eats its own kin. Spawns a 'Mischievous Rascal' on first attack, or when defeated.
->'''Other variations:''' 'Big Man'
A large fluffy critter that sometimes unintentionally eats its own kin. Spawns a 'Mischievous Rascal' on first attack, or when defeated.
to:
->'''Other variations:'''
A large fluffy critter that sometimes unintentionally eats its own kin. Spawns a 'Mischievous Rascal' on first attack, or when defeated.
Archosaurus warriors who throw ranged spear attacks.
Changed line(s) 1757 (click to see context) from:
* BigEater: 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.
to:
* BigEater: 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 ThrowingYourSwordAlwaysWorks: They throw their attacks.spears as their ranged attack.
Changed line(s) 1760,1762 (click to see context) from:
[[folder:Urban 'Whirlwind Walker']]
->'''Other variations:''' Urban 'Tornado Trendsetter'
Two familiars that got entangled with each other from fighting over cotton candy. Explodes on first attack to deal Arts damage, leaving behind a 'Mischievous Rascal' and a 'Hearty Heavy'.
->'''Other variations:''' Urban 'Tornado Trendsetter'
Two familiars that got entangled with each other from fighting over cotton candy. Explodes on first attack to deal Arts damage, leaving behind a 'Mischievous Rascal' and a 'Hearty Heavy'.
to:
->'''Other variations:'''
Two familiars that got entangled with each other from fighting over cotton candy. Explodes on first
Archosaurus warriors who wield acid-coated gauntlets, giving them both fast attack
Changed line(s) 1764,1767 (click to see context) from:
* ActionBomb: 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.
* FlunkyBoss: Spawns a 'Mischievous Rascal' and a 'Hearty Heavy' after death.
* StickyFingers: 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!''
* FlunkyBoss: Spawns a 'Mischievous Rascal' and a 'Hearty Heavy' after death.
* StickyFingers: 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!''
to:
* ActionBomb: Blows up on the first time they attack, dealing Arts damage AntiArmor: Their attacks apply stacked DEF debuffs to whoever is unlucky enough to block them. And unlike some other enemies that also explode on death (i.e. infused their target, much like Acid Originium slugs), this ''cannot'' be stopped using Silence status effect.
* FlunkyBoss: Spawns a 'Mischievous Rascal' and a 'Hearty Heavy' after death.
* StickyFingers: 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!''Slugs.
* FlunkyBoss: Spawns a 'Mischievous Rascal' and a 'Hearty Heavy' after death.
* StickyFingers: 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!''
Changed line(s) 1770,1771 (click to see context) from:
[[folder:'Fluffy Buddy']]
A sheep familiar that hides in the map. Appears as a blur of blue static until covered in Steam, at which point they explode and either heal or inflict Arts damage, plus leaving behind more Steam of the same color.
A sheep familiar that hides in the map. Appears as a blur of blue static until covered in Steam, at which point they explode and either heal or inflict Arts damage, plus leaving behind more Steam of the same color.
to:
A sheep familiar
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_071.png]]
->'''Other variations:''' Tiacauh Shaman
Archosaurus casters that
Changed line(s) 1773 (click to see context) from:
* HelpfulMook: 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.
to:
* HelpfulMook: If covered in Pure White Steam, MagicStaff: Not only can they fire ranged Arts attacks with it, but if they get blocked, they will heal your operators and leave behind more Pure White Steam. They will explode for Arts resort to melee attacks with their staff, dealing ''quadruple physical'' damage if covered in Carmine Steam, however.to your operators.
Changed line(s) 1776,1778 (click to see context) from:
[[folder:Fashion Street 'Stellar Caster']]
->'''Other variations:''' Fashion Street 'Supernova Caster'
A sheep familiar carrying a witch's gear from a divination shop. Attack up to three operators at a time if standing in Carmine Steam.
->'''Other variations:''' Fashion Street 'Supernova Caster'
A sheep familiar carrying a witch's gear from a divination shop. Attack up to three operators at a time if standing in Carmine Steam.
to:
->'''Other variations:'''
A sheep familiar carrying a witch's gear from a divination shop. Attack up
Elite Archosaurus warriors armed with military equipment that gives them higher stats. They can also periodically destroy nearby mushroom or stump tiles, disabling their effects and making it impossible to
* ChainsawGood: Fights with dual buzzsaws.
Changed line(s) 1782,1788 (click to see context) from:
!Great Yan Units
!!!Ink Spirits (Introduced in ''Who is Real'')
[[folder:"Angry"]]
->'''Other variations:''' Anxious "Angry"
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.
!!!Ink Spirits (Introduced in ''Who is Real'')
[[folder:"Angry"]]
->'''Other variations:''' Anxious "Angry"
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.
to:
!!!Ink Spirits (Introduced in ''Who is Real'')
[[folder:"Angry"]]
->'''Other variations:'''
A fast-moving, ill-tempered Ink Spirit. Like all
The strongest of the Tiacauh warriors who only partake in one-on-one duels. If blocked, they will reduce both their own DEF and that of their
Changed line(s) 1790 (click to see context) from:
to:
* DrawAggro: From whoever's blocking them.
* DuelBoss: Once they are blocked, they will only take damage from the blocking Operator, making it a 1v1 battle.
* DuelToTheDeath: 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.
* DuelBoss: Once they are blocked, they will only take damage from the blocking Operator, making it a 1v1 battle.
* DuelToTheDeath: 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.
Changed line(s) 1793,1797 (click to see context) from:
[[folder:"Bitey"]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_143_1.png]]
->'''Other variations:''' Serious "Bitey"
A basic Ink Spirit with a curious, sociable personality.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_143_1.png]]
->'''Other variations:''' Serious "Bitey"
A basic Ink Spirit with a curious, sociable personality.
to:
[[quoteright:350:https://static.
[[folder:Originiutant Puppet]]
[[quoteright:150:https://static.tvtropes.
->'''Other variations:''' Serious "Bitey"
A basic Ink Spirit with a curious, sociable personality.
Human remains parasitized and reanimated by Originiutants. Divides into two Originiutant Excrescences on death.
Changed line(s) 1799 (click to see context) from:
to:
* OurZombiesAreDifferent: 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 (but self-aware) people controlled through Mephisto's Arts.
Changed line(s) 1802,1805 (click to see context) from:
[[folder:"Stabby"]]
->'''Other variations:''' Flanking "Stabby"
A prideful Ink Spirit whose ranged attacks prioritize attacking Operators with the opposite attribute as itself.
->'''Other variations:''' Flanking "Stabby"
A prideful Ink Spirit whose ranged attacks prioritize attacking Operators with the opposite attribute as itself.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantsandbeast.png]]
->'''Other variations:'''
A prideful Ink Spirit whose ranged attacks prioritize attacking Operators
Swift, omnivorous desert beasts trained by the Sargonians as hunting partners, they have become infected with
Changed line(s) 1807 (click to see context) from:
to:
* BearsAreBadNews: 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 [[EldritchAbomination Seaborn]] from ''Under Tides''.
Changed line(s) 1810,1813 (click to see context) from:
[[folder:"Lazy"]]
->'''Other variations:''' Unmoving "Lazy"
A massive, sedentary Ink Spirit with equally massive bulk and the ability to draw Operator fire to itself.
->'''Other variations:''' Unmoving "Lazy"
A massive, sedentary Ink Spirit with equally massive bulk and the ability to draw Operator fire to itself.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantrockspider.png]]
->'''Other variations:'''
A massive, sedentary Ink Spirit with equally massive bulk and the ability to draw Operator fire to itself.
Sargonian arachnids parasitized by Originiutants. Divides into three Originiutant Excrescences on death, or Tumors if it's an α variant.
Changed line(s) 1815 (click to see context) from:
to:
* BigCreepyCrawlies: Although they're actually unrelated to the more common Infused Originium Slugs.
Changed line(s) 1818,1821 (click to see context) from:
[[folder:"Smarty"]]
->'''Other variations:''' Dazzled "Smarty"
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.
->'''Other variations:''' Dazzled "Smarty"
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.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantgiantrockspider.png]]
->'''Other variations:'''
A
Changed line(s) 1823,1824 (click to see context) from:
* ActionBomb: 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.
* HoistByTheirOwnPetard: They can get themselves killed by their own carelessness if two "Smarties" with different Hui/Ming attributes get close to each other. Sadly, it ''[[OneHitKill won't be pretty]]'' if your operators get caught in the ensuing blast.
* HoistByTheirOwnPetard: They can get themselves killed by their own carelessness if two "Smarties" with different Hui/Ming attributes get close to each other. Sadly, it ''[[OneHitKill won't be pretty]]'' if your operators get caught in the ensuing blast.
to:
* ActionBomb: 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, BigCreepyCrawlies: Even bigger and meaner than a regular Rock Spider.
* MookMaker: Spits out an Originiutant Excrescence or Tumor every 5 seconds, whichwill almost certainly one-shot whatever is in range.
* HoistByTheirOwnPetard: Theycan get themselves killed by their own carelessness build up quickly if two "Smarties" with different Hui/Ming attributes get close to each other. Sadly, it ''[[OneHitKill won't be pretty]]'' if your operators get caught in the ensuing blast.multiple Giant Rock Spiders are active at once.
* MookMaker: Spits out an Originiutant Excrescence or Tumor every 5 seconds, which
* HoistByTheirOwnPetard: They
Changed line(s) 1827,1830 (click to see context) from:
[[folder:"Blindey"]]
->'''Other variations:''' Indefatigable "Blindey"
A reckless Ink Spirit with above-average stats and the ability to pass through any Operator without the same attribute as itself.
->'''Other variations:''' Indefatigable "Blindey"
A reckless Ink Spirit with above-average stats and the ability to pass through any Operator without the same attribute as itself.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutant.png]]
->'''Other variations:'''
A
Changed line(s) 1832 (click to see context) from:
to:
* ArmoredButFrail: 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.
* MightyGlacier: 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.
* MightyGlacier: 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.
Changed line(s) 1835,1838 (click to see context) from:
[[folder:"Envy"]]
->'''Other variations:''' Complicated "Envy"
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.
->'''Other variations:''' Complicated "Envy"
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.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkeradicator.png]]
->'''Other variations:'''
A
Changed line(s) 1840 (click to see context) from:
to:
* AchillesHeel: Operators not caught in a sandstorm, if forced into a melee combat, they will only use a melee attack which only deal a small amount of damage.
* ColdSniper: They are capable of ''sniping'' Operators caught in the sandstorm anywhere on the map. This, coupled with their high ATK stat, makes them extremely dangerous to an affected Operator.
* EliteMook: 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".
* ColdSniper: They are capable of ''sniping'' Operators caught in the sandstorm anywhere on the map. This, coupled with their high ATK stat, makes them extremely dangerous to an affected Operator.
* EliteMook: 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".
Changed line(s) 1843,1846 (click to see context) from:
[[folder:"Fury"]]
->'''Other variations:''' Unbridled "Fury"
A hulking but dimwitted brute of an Ink Spirit that deals massive damage against Operators with the opposite attribute as itself.
->'''Other variations:''' Unbridled "Fury"
A hulking but dimwitted brute of an Ink Spirit that deals massive damage against Operators with the opposite attribute as itself.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkinfiltrator.png]]
->'''Other variations:'''
A
Changed line(s) 1848 (click to see context) from:
* DumbMuscle: Extremely powerful, but too stupid to make good decisions in combat.
to:
* DumbMuscle: Extremely powerful, but too stupid to make good decisions in combat.MesACrowd: They can project a holographic copy of them if attacked for the first time, until the copy is destroyed, they can easily pass through a defensive line.
Changed line(s) 1851,1853 (click to see context) from:
[[folder:"Free"]]
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.
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.
to:
The main boss of "Who is Real". It is the strongest familiar of Dusk, an enormous unforgiving Ink Spirit
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantexcrescence.png]]
->'''Other variations:''' Originiutant Tumor
Twisted life-forms created by Levi Klitschko's experiments with
Changed line(s) 1855,1860 (click to see context) from:
* BarrierChangeBoss: Switches its attribute from Ming (white) to Hui (black) when it TurnsRed, changing its strength and weakness to match.
* DeflectorShields: 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 [[ActionBomb explode]] with enough damage to OneHitKill 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.
* LargeAndInCharge: The biggest of the Ink Spirits, and by far the most powerful.
* LaterInstallmentWeirdness: 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.
* TurnsRed: 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.
* DeflectorShields: 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 [[ActionBomb explode]] with enough damage to OneHitKill 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.
* LargeAndInCharge: The biggest of the Ink Spirits, and by far the most powerful.
* LaterInstallmentWeirdness: 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.
* TurnsRed: 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.
to:
* BarrierChangeBoss: Switches its attribute from Ming (white) to Hui (black) when it TurnsRed, changing its strength and weakness to match.
* DeflectorShields: Its BreakZergRush: Their entire modus operandi; especially 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 [[ActionBomb explode]] with enough damage to OneHitKill virtually anything caught in the blast. Not breaking the shield at Tumors, which can all during its second battle is actually required for one of the event medals.
* LargeAndInCharge: The biggest of the Ink Spirits, and by far the most powerful.
* LaterInstallmentWeirdness: 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.
* TurnsRed: 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.
but paralyze melee Operators.
* DeflectorShields: Its Break
* LargeAndInCharge: The biggest of the Ink Spirits, and by far the most powerful.
* LaterInstallmentWeirdness: 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.
* TurnsRed: 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.
Changed line(s) 1863,1869 (click to see context) from:
!!!Waregeists (Introduced in ''Invitation to Wine'')
[[folder:General Waregeist tropes]]
* AnimateInanimateObject: Waregeists are essentially collections of mundane objects (such as paperweights, picture frames, vases etc.) whose spirits have been awakened and driven to aggression [[spoiler:by the spirit fragment of the Second Brother contained within the black goblet]].
* AsteroidsMonster: 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 effects[[note]]since each time the effect triggers is considered a separate "hit"[[/note]].
* ItsProbablyNothing: 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.
* ZergRush: 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 Monster}}s 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.
[[folder:General Waregeist tropes]]
* AnimateInanimateObject: Waregeists are essentially collections of mundane objects (such as paperweights, picture frames, vases etc.) whose spirits have been awakened and driven to aggression [[spoiler:by the spirit fragment of the Second Brother contained within the black goblet]].
* AsteroidsMonster: 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 effects[[note]]since each time the effect triggers is considered a separate "hit"[[/note]].
* ItsProbablyNothing: 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.
* ZergRush: 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 Monster}}s 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.
to:
!!!Little Black Sheep (introduced in
[[folder:General Waregeist tropes]]
[[folder:General]]
*
* AsteroidsMonster: When defeated, each Waregeist spawns a number of Enchanted Objects
* ItsProbablyNothing: In the early story segments
* KillerRabbit: Despite looking like cute pink-colored sheep, these guys are actually
*
* StickyFingers: Some of the familiars carry man-made items that they
-->''You're going to
Changed line(s) 1872,1876 (click to see context) from:
[[folder:Grindstone]]
->'''Other variations:''' Brightmirror
A canine-like Waregeist made from wooden seals. Spawns 2 wooden seals when defeated.
----
->'''Other variations:''' Brightmirror
A canine-like Waregeist made from wooden seals. Spawns 2 wooden seals when defeated.
----
to:
->'''Other variations:'''
A
----
Changed line(s) 1879,1883 (click to see context) from:
[[folder:Vernacularism]]
->'''Other variations:''' Sophistication
A soldier Waregeist made from novel scrolls. Spawns 3 novel scrolls when defeated.
----
->'''Other variations:''' Sophistication
A soldier Waregeist made from novel scrolls. Spawns 3 novel scrolls when defeated.
----
to:
->'''Other variations:'''
A
----
Changed line(s) 1886,1889 (click to see context) from:
[[folder:Introspection]]
->'''Other variations:''' Scantwords
A Waregeist created from a mirror that resembles a bird. Taunts operators into attacking it, and spawns a mirror when defeated.
->'''Other variations:''' Scantwords
A Waregeist created from a mirror that resembles a bird. Taunts operators into attacking it, and spawns a mirror when defeated.
to:
->'''Other variations:'''
A
Changed line(s) 1891 (click to see context) from:
* IShallTauntYou: It taunts operators into attacking it over other enemies by "revealing their inner secrets in their truest form".
to:
* IShallTauntYou: It taunts operators into attacking it AchillesHeel: 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.
* DisneyDeath: Their path in some operations take them overother enemies by "revealing bottomless pits, which can result in the Aviator and its potential Heavy passenger falling to their inner secrets in their truest form".doom if it receives a disabling status effect while over the pit.
* MaybeMagicMaybeMundane: They are often mistaken for pink clouds by Siestans, leading to legends of pink clouds surrounding the volcano that were often dismissed as exaggerations.
* DisneyDeath: Their path in some operations take them over
* MaybeMagicMaybeMundane: They are often mistaken for pink clouds by Siestans, leading to legends of pink clouds surrounding the volcano that were often dismissed as exaggerations.
Changed line(s) 1894,1897 (click to see context) from:
[[folder:Inkwave]]
->'''Other variations:''' Heartbillow
A stone lion-shaped Waregeist created from a fusion of multiple paperweights. Spawns 15 wooden paperweights when defeated.
->'''Other variations:''' Heartbillow
A stone lion-shaped Waregeist created from a fusion of multiple paperweights. Spawns 15 wooden paperweights when defeated.
to:
->'''Other variations:'''
A
Changed line(s) 1899,1900 (click to see context) from:
* MightyGlacier: Not particularly fast moving, but they have good HP and DEF as well as high attack damage.
* ZergRush: 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.
* ZergRush: 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.
to:
* MightyGlacier: Not particularly fast moving, but they have good HP and DEF as well as high attack damage.
* ZergRush: 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.TheSneakyGuy: They are invisible until blocked.
* ZergRush: 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.
Changed line(s) 1903,1906 (click to see context) from:
[[folder:Fountainboil]]
->'''Other variations:''' Rainbowbrew
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.
->'''Other variations:''' Rainbowbrew
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.
to:
->'''Other variations:'''
A
Changed line(s) 1908 (click to see context) from:
* AchillesHeel: Similar to Infused Originium Slugs, Silence status effect prevents it from exploding on death.
to:
* AchillesHeel: Similar BigEater: Is not picky with what it eats, to Infused Originium Slugs, Silence status effect prevents the point that it from exploding on death.will sometimes eat the other familiars and then spit them back out as ammo for their attacks.
Changed line(s) 1911,1914 (click to see context) from:
[[folder:Blueflower]]
->'''Other variations:''' Scarletmist
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.
->'''Other variations:''' Scarletmist
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.
to:
->'''Other variations:'''
A Waregeist created
Two familiars that got entangled with each other from
Changed line(s) 1916,1917 (click to see context) from:
* AchillesHeel: Silence status effects prevents the Blueflower from using its debuffing attack as well as freezing the attack count, removing its main source of danger.
* DamageOverTime: 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.
* DamageOverTime: 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.
to:
* AchillesHeel: ActionBomb: 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 effects prevents the Blueflower effect.
* FlunkyBoss: Spawns a 'Mischievous Rascal' and a 'Hearty Heavy' after death.
* StickyFingers: Both literally (cotton candy is ''sticky'') and also figuratively fromusing its debuffing attack as well as freezing the attack count, removing its their flavor text.
-->''The mainsource of danger.
* DamageOverTime: After a few attacks,reason 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.Candy House grandpa is so angry is because they snatched his wig off too!''
* FlunkyBoss: Spawns a 'Mischievous Rascal' and a 'Hearty Heavy' after death.
* StickyFingers: Both literally (cotton candy is ''sticky'') and also figuratively from
-->''The main
* DamageOverTime: After a few attacks,
Changed line(s) 1920,1923 (click to see context) from:
[[folder:Sinkingsand]]
->'''Other variations:''' Sharpedge
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.
->'''Other variations:''' Sharpedge
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.
to:
->'''Other variations:''' Sharpedge
A
* HelpfulMook: 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.
Changed line(s) 1927,1930 (click to see context) from:
[[folder:Clarity]]
->'''Other variations:''' Magnificence
A Waregeist made from a lampstand that resembles a bird statue. Periodically grants nearby enemies invisibility. Spawns a bronze lampstand on defeat.
->'''Other variations:''' Magnificence
A Waregeist made from a lampstand that resembles a bird statue. Periodically grants nearby enemies invisibility. Spawns a bronze lampstand on defeat.
to:
->'''Other variations:'''
A
Deleted line(s) 1932 (click to see context) :
* TheSneakyGuy: Not itself, but Clarity can produce a smokescreen that grants invisibility to nearby Waregeists.
Changed line(s) 1935,1937 (click to see context) from:
[[folder:Wisp]]
Fragments of Sui's main body. Increases Sui-Xiang's max HP and reduces the charging time of its special ability when absorbed.
Fragments of Sui's main body. Increases Sui-Xiang's max HP and reduces the charging time of its special ability when absorbed.
to:
Fragments
!!!Ink Spirits (Introduced in ''Who is Real'')
[[folder:"Angry"]]
->'''Other variations:''' Anxious "Angry"
A fast-moving, ill-tempered Ink Spirit. Like all of
Changed line(s) 1941,1947 (click to see context) from:
!!! Shanhaizhong (introduced in ''Where Vernal Winds Will Never Blow'')
[[folder:Di Beast]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdibeast_sprite.png]]
->'''Other variations:''' Raging Di Beast
Beasts created by Ya that serve as Its eyes and ears.
[[folder:Di Beast]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdibeast_sprite.png]]
->'''Other variations:''' Raging Di Beast
Beasts created by Ya that serve as Its eyes and ears.
to:
[[folder:Di Beast]]
[[quoteright:350:https://static.tvtropes.
->'''Other variations:'''
Beasts created by Ya that serve as Its eyes and ears.
A basic Ink Spirit with a curious, sociable personality.
Changed line(s) 1951,1955 (click to see context) from:
[[folder:Shanhaizhong Skirmisher]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongskirmisher.png]]
->'''Other variations:''' Shanhaizhong Vigilante
Ordinary members of Shanhaizhong with a complex past. Gain increased range when standing on Yumen Catastrophe Defenses.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongskirmisher.png]]
->'''Other variations:''' Shanhaizhong Vigilante
Ordinary members of Shanhaizhong with a complex past. Gain increased range when standing on Yumen Catastrophe Defenses.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongskirmisher.png]]
->'''Other variations:'''
Ordinary members of Shanhaizhong
A prideful Ink Spirit whose ranged attacks prioritize attacking Operators with
Changed line(s) 1959,1963 (click to see context) from:
[[folder:Shanhaizhong Relayer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongrelayertalksprite.png]]
->'''Other variations:''' Shanhaizhong Harbringer
Tacticians specialized in relaying orders via ciphers. Deploy a Shanhaizhong Cipher on the first unoccupied Yumen Catastrophe Defense tile that they pass through.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongrelayertalksprite.png]]
->'''Other variations:''' Shanhaizhong Harbringer
Tacticians specialized in relaying orders via ciphers. Deploy a Shanhaizhong Cipher on the first unoccupied Yumen Catastrophe Defense tile that they pass through.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongrelayertalksprite.png]]
->'''Other variations:'''
Tacticians specialized in relaying orders via ciphers. Deploy a Shanhaizhong Cipher on
A massive, sedentary Ink Spirit with equally massive bulk and the
Changed line(s) 1965,1966 (click to see context) from:
* DroneDeployer: 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.
* MalevolentMaskedMen: Wear golden full-face masks that resemble animal skulls.
* MalevolentMaskedMen: Wear golden full-face masks that resemble animal skulls.
to:
* MalevolentMaskedMen: Wear golden full-face masks that resemble animal skulls.
Changed line(s) 1969,1973 (click to see context) from:
[[folder:Shanhaizhong Desperado]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdesperado.png]]
->'''Other variations:''' Shanhaizhong Phalanx
Large, burly Shanhaizhong members tasked with defense.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdesperado.png]]
->'''Other variations:''' Shanhaizhong Phalanx
Large, burly Shanhaizhong members tasked with defense.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdesperado.png]]
->'''Other variations:'''
Large, burly Shanhaizhong members tasked
A lively Ink Spirit with
* ActionBomb: 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.
* HoistByTheirOwnPetard: They can get themselves killed by their own carelessness if two "Smarties" with different Hui/Ming attributes get close to each other. Sadly, it ''[[OneHitKill won't be pretty]]'' if your operators get caught in the ensuing blast.
* HoistByTheirOwnPetard: They can get themselves killed by their own carelessness if two "Smarties" with different Hui/Ming attributes get close to each other. Sadly, it ''[[OneHitKill won't be pretty]]'' if your operators get caught in the ensuing blast.
Changed line(s) 1977,1981 (click to see context) from:
[[folder:Shanhaizhong Ringleader]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongringleaderelitetalk.png]]
->'''Other variations:''' Shanhaizhong Secret-Keeper
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.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongringleaderelitetalk.png]]
->'''Other variations:''' Shanhaizhong Secret-Keeper
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.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongringleaderelitetalk.png]]
->'''Other variations:'''
Leaders of the Shanhaizhong disguised as normal members. Is invisible until their first attack,
A reckless Ink Spirit with above-average stats and the
Changed line(s) 1985,1989 (click to see context) from:
[[folder:Shanhaizhong Seer]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongseer.png]]
->'''Other variations:''' Shanhaizhong Oracle
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongseer.png]]
->'''Other variations:''' Shanhaizhong Oracle
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.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongseer.png]]
->'''Other variations:'''
Casters trained by the Feranmuts in Originium Arts. They can lock onto a target and channel to create a large burst of
A frightening, neurotic Ink Spirit with powerful Arts
Changed line(s) 1991,1992 (click to see context) from:
* ChargedAttack: Their main gimmick.
* MalevolentMaskedMen: Wear golden masks over their upper faces, resembling animal skulls.
* MalevolentMaskedMen: Wear golden masks over their upper faces, resembling animal skulls.
to:
* MalevolentMaskedMen: Wear golden masks over their upper faces, resembling animal skulls.
Changed line(s) 1995,1999 (click to see context) from:
[[folder:'Wallbreaker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizongwallbreaker.png]]
->'''Other variations:''' 'Fortbreaker'
Yumen siege machines stolen by the Shanhaizhong. Prioritize attacking roadblocks and operators located on Yumen Catastrophe Defenses.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizongwallbreaker.png]]
->'''Other variations:''' 'Fortbreaker'
Yumen siege machines stolen by the Shanhaizhong. Prioritize attacking roadblocks and operators located on Yumen Catastrophe Defenses.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizongwallbreaker.png]]
->'''Other variations:'''
Yumen siege machines stolen by
A hulking but dimwitted brute of an Ink Spirit that deals massive damage against Operators with the
* DumbMuscle: Extremely powerful, but too stupid to make good decisions in combat.
Changed line(s) 2003,2007 (click to see context) from:
[[folder:'Sandwalker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongsandwalker.png]]
->'''Other variations:''' 'Sand Voyager'
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongsandwalker.png]]
->'''Other variations:''' 'Sand Voyager'
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.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongsandwalker.png]]
->'''Other variations:''' 'Sand Voyager'
Yumen desert transportation stolen by
The main boss of "Who is Real". It is the
Added DiffLines:
* BarrierChangeBoss: Switches its attribute from Ming (white) to Hui (black) when it TurnsRed, changing its strength and weakness to match.
* DeflectorShields: 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 [[ActionBomb explode]] with enough damage to OneHitKill 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.
* LargeAndInCharge: The biggest of the Ink Spirits, and by far the most powerful.
* LaterInstallmentWeirdness: 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.
* TurnsRed: 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.
* DeflectorShields: 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 [[ActionBomb explode]] with enough damage to OneHitKill 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.
* LargeAndInCharge: The biggest of the Ink Spirits, and by far the most powerful.
* LaterInstallmentWeirdness: 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.
* TurnsRed: 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.
Added DiffLines:
!!!Waregeists (Introduced in ''Invitation to Wine'')
[[folder:General Waregeist tropes]]
* AnimateInanimateObject: Waregeists are essentially collections of mundane objects (such as paperweights, picture frames, vases etc.) whose spirits have been awakened and driven to aggression [[spoiler:by the spirit fragment of the Second Brother contained within the black goblet]].
* AsteroidsMonster: 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 effects[[note]]since each time the effect triggers is considered a separate "hit"[[/note]].
* ItsProbablyNothing: 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.
* ZergRush: 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 Monster}}s 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.
[[/folder]]
[[folder:Grindstone]]
->'''Other variations:''' Brightmirror
A canine-like Waregeist made from wooden seals. Spawns 2 wooden seals when defeated.
----
[[/folder]]
[[folder:Vernacularism]]
->'''Other variations:''' Sophistication
A soldier Waregeist made from novel scrolls. Spawns 3 novel scrolls when defeated.
----
[[/folder]]
[[folder:Introspection]]
->'''Other variations:''' Scantwords
A Waregeist created from a mirror that resembles a bird. Taunts operators into attacking it, and spawns a mirror when defeated.
----
* IShallTauntYou: It taunts operators into attacking it over other enemies by "revealing their inner secrets in their truest form".
[[/folder]]
[[folder:Inkwave]]
->'''Other variations:''' Heartbillow
A stone lion-shaped Waregeist created from a fusion of multiple paperweights. Spawns 15 wooden paperweights when defeated.
----
* MightyGlacier: Not particularly fast moving, but they have good HP and DEF as well as high attack damage.
* ZergRush: 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.
[[/folder]]
[[folder:Fountainboil]]
->'''Other variations:''' Rainbowbrew
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.
----
* AchillesHeel: Similar to Infused Originium Slugs, Silence status effect prevents it from exploding on death.
[[/folder]]
[[folder:Blueflower]]
->'''Other variations:''' Scarletmist
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.
----
* AchillesHeel: Silence status effects prevents the Blueflower from using its debuffing attack as well as freezing the attack count, removing its main source of danger.
* DamageOverTime: 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.
[[/folder]]
[[folder:Sinkingsand]]
->'''Other variations:''' Sharpedge
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.
----
[[/folder]]
[[folder:Clarity]]
->'''Other variations:''' Magnificence
A Waregeist made from a lampstand that resembles a bird statue. Periodically grants nearby enemies invisibility. Spawns a bronze lampstand on defeat.
----
* TheSneakyGuy: Not itself, but Clarity can produce a smokescreen that grants invisibility to nearby Waregeists.
[[/folder]]
[[folder:Wisp]]
Fragments of Sui's main body. Increases Sui-Xiang's max HP and reduces the charging time of its special ability when absorbed.
----
[[/folder]]
!!! Shanhaizhong (introduced in ''Where Vernal Winds Will Never Blow'')
[[folder:Di Beast]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdibeast_sprite.png]]
->'''Other variations:''' Raging Di Beast
Beasts created by Ya that serve as Its eyes and ears.
----
[[/folder]]
[[folder:Shanhaizhong Skirmisher]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongskirmisher.png]]
->'''Other variations:''' Shanhaizhong Vigilante
Ordinary members of Shanhaizhong with a complex past. Gain increased range when standing on Yumen Catastrophe Defenses.
----
[[/folder]]
[[folder:Shanhaizhong Relayer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongrelayertalksprite.png]]
->'''Other variations:''' Shanhaizhong Harbringer
Tacticians specialized in relaying orders via ciphers. Deploy a Shanhaizhong Cipher on the first unoccupied Yumen Catastrophe Defense tile that they pass through.
----
* DroneDeployer: 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.
* MalevolentMaskedMen: Wear golden full-face masks that resemble animal skulls.
[[/folder]]
[[folder:Shanhaizhong Desperado]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdesperado.png]]
->'''Other variations:''' Shanhaizhong Phalanx
Large, burly Shanhaizhong members tasked with defense.
----
[[/folder]]
[[folder:Shanhaizhong Ringleader]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongringleaderelitetalk.png]]
->'''Other variations:''' Shanhaizhong Secret-Keeper
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.
----
[[/folder]]
[[folder:Shanhaizhong Seer]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongseer.png]]
->'''Other variations:''' Shanhaizhong Oracle
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.
----
* ChargedAttack: Their main gimmick.
* MalevolentMaskedMen: Wear golden masks over their upper faces, resembling animal skulls.
[[/folder]]
[[folder:'Wallbreaker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizongwallbreaker.png]]
->'''Other variations:''' 'Fortbreaker'
Yumen siege machines stolen by the Shanhaizhong. Prioritize attacking roadblocks and operators located on Yumen Catastrophe Defenses.
----
[[/folder]]
[[folder:'Sandwalker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongsandwalker.png]]
->'''Other variations:''' 'Sand Voyager'
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.
----
[[/folder]]
[[folder:General Waregeist tropes]]
* AnimateInanimateObject: Waregeists are essentially collections of mundane objects (such as paperweights, picture frames, vases etc.) whose spirits have been awakened and driven to aggression [[spoiler:by the spirit fragment of the Second Brother contained within the black goblet]].
* AsteroidsMonster: 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 effects[[note]]since each time the effect triggers is considered a separate "hit"[[/note]].
* ItsProbablyNothing: 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.
* ZergRush: 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 Monster}}s 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.
[[/folder]]
[[folder:Grindstone]]
->'''Other variations:''' Brightmirror
A canine-like Waregeist made from wooden seals. Spawns 2 wooden seals when defeated.
----
[[/folder]]
[[folder:Vernacularism]]
->'''Other variations:''' Sophistication
A soldier Waregeist made from novel scrolls. Spawns 3 novel scrolls when defeated.
----
[[/folder]]
[[folder:Introspection]]
->'''Other variations:''' Scantwords
A Waregeist created from a mirror that resembles a bird. Taunts operators into attacking it, and spawns a mirror when defeated.
----
* IShallTauntYou: It taunts operators into attacking it over other enemies by "revealing their inner secrets in their truest form".
[[/folder]]
[[folder:Inkwave]]
->'''Other variations:''' Heartbillow
A stone lion-shaped Waregeist created from a fusion of multiple paperweights. Spawns 15 wooden paperweights when defeated.
----
* MightyGlacier: Not particularly fast moving, but they have good HP and DEF as well as high attack damage.
* ZergRush: 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.
[[/folder]]
[[folder:Fountainboil]]
->'''Other variations:''' Rainbowbrew
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.
----
* AchillesHeel: Similar to Infused Originium Slugs, Silence status effect prevents it from exploding on death.
[[/folder]]
[[folder:Blueflower]]
->'''Other variations:''' Scarletmist
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.
----
* AchillesHeel: Silence status effects prevents the Blueflower from using its debuffing attack as well as freezing the attack count, removing its main source of danger.
* DamageOverTime: 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.
[[/folder]]
[[folder:Sinkingsand]]
->'''Other variations:''' Sharpedge
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.
----
[[/folder]]
[[folder:Clarity]]
->'''Other variations:''' Magnificence
A Waregeist made from a lampstand that resembles a bird statue. Periodically grants nearby enemies invisibility. Spawns a bronze lampstand on defeat.
----
* TheSneakyGuy: Not itself, but Clarity can produce a smokescreen that grants invisibility to nearby Waregeists.
[[/folder]]
[[folder:Wisp]]
Fragments of Sui's main body. Increases Sui-Xiang's max HP and reduces the charging time of its special ability when absorbed.
----
[[/folder]]
!!! Shanhaizhong (introduced in ''Where Vernal Winds Will Never Blow'')
[[folder:Di Beast]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdibeast_sprite.png]]
->'''Other variations:''' Raging Di Beast
Beasts created by Ya that serve as Its eyes and ears.
----
[[/folder]]
[[folder:Shanhaizhong Skirmisher]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongskirmisher.png]]
->'''Other variations:''' Shanhaizhong Vigilante
Ordinary members of Shanhaizhong with a complex past. Gain increased range when standing on Yumen Catastrophe Defenses.
----
[[/folder]]
[[folder:Shanhaizhong Relayer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongrelayertalksprite.png]]
->'''Other variations:''' Shanhaizhong Harbringer
Tacticians specialized in relaying orders via ciphers. Deploy a Shanhaizhong Cipher on the first unoccupied Yumen Catastrophe Defense tile that they pass through.
----
* DroneDeployer: 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.
* MalevolentMaskedMen: Wear golden full-face masks that resemble animal skulls.
[[/folder]]
[[folder:Shanhaizhong Desperado]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdesperado.png]]
->'''Other variations:''' Shanhaizhong Phalanx
Large, burly Shanhaizhong members tasked with defense.
----
[[/folder]]
[[folder:Shanhaizhong Ringleader]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongringleaderelitetalk.png]]
->'''Other variations:''' Shanhaizhong Secret-Keeper
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.
----
[[/folder]]
[[folder:Shanhaizhong Seer]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongseer.png]]
->'''Other variations:''' Shanhaizhong Oracle
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.
----
* ChargedAttack: Their main gimmick.
* MalevolentMaskedMen: Wear golden masks over their upper faces, resembling animal skulls.
[[/folder]]
[[folder:'Wallbreaker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizongwallbreaker.png]]
->'''Other variations:''' 'Fortbreaker'
Yumen siege machines stolen by the Shanhaizhong. Prioritize attacking roadblocks and operators located on Yumen Catastrophe Defenses.
----
[[/folder]]
[[folder:'Sandwalker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongsandwalker.png]]
->'''Other variations:''' 'Sand Voyager'
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.
----
[[/folder]]
Is there an issue? Send a MessageReason:
None
[[folder:General]]
----
* RestrainingBolt: Their shackles act as a limiter representing the Imprisoned mechanic; if imprisoned they have a reduced attack speed, but if Freed (after a few attacks) they gain a boost in ATK or benefits depending on the prisoner. Using Imprisonment Devices is advised to stop them.
[[/folder]]
----
* RestrainingBolt: Their shackles act as a limiter representing the Imprisoned mechanic; if imprisoned they have a reduced attack speed, but if Freed (after a few attacks) they gain a boost in ATK or benefits depending on the prisoner. Using Imprisonment Devices is advised to stop them.
[[/folder]]
Changed line(s) 15 (click to see context) from:
to:
* TheGoomba: As far as inmates go, they are the weakest of the ranks.
Changed line(s) 23 (click to see context) from:
to:
* ImprovisedWeapon: The bows they wield is cobbled together, befitting their nature as inmates that require a know-how to survive in riots.
* MageMarksman: Although their knowledge about Originium Arts is minimal, it is enough for them to channel it to deal Arts damage if Freed.
* MageMarksman: Although their knowledge about Originium Arts is minimal, it is enough for them to channel it to deal Arts damage if Freed.
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to:
* GoodOldFisticuffs: They fight like Brawlers, using their fist alongside their chains. Befitting as scrappy fighters in a maximum mobile prison.
Changed line(s) 39 (click to see context) from:
to:
* GiantMook: They have a burly and imposing build like other enemy Defenders.
* HealThyself: If Freed, they regenerate their HP over time until they are healed fully.
* StoneWall: They boast a good HP, and are potentially unkillable once their HP regeneration kicks in (via being Freed) if an Imprisonment Device isn't used to restrain them (or if the Operators don't possess high damage).
* HealThyself: If Freed, they regenerate their HP over time until they are healed fully.
* StoneWall: They boast a good HP, and are potentially unkillable once their HP regeneration kicks in (via being Freed) if an Imprisonment Device isn't used to restrain them (or if the Operators don't possess high damage).
Changed line(s) 47 (click to see context) from:
to:
* HarmlessEnemy: While Imprisoned, they possess zero threat whatsoever. In-fact, because they cannot attack, they ''cannot'' release themselves at all without a Recidivist (or Jesselton) nearby.
* LetsGetDangerous: Once they are released, they will be able to attack two Operators. They will also prioritize Imprisonment Devices in an attempt to prevent them from restraining them.
* LetsGetDangerous: Once they are released, they will be able to attack two Operators. They will also prioritize Imprisonment Devices in an attempt to prevent them from restraining them.
Changed line(s) 50 (click to see context) from:
[[folder:Hardened Criminal]]
to:
Changed line(s) 55 (click to see context) from:
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* TheDreaded: Their info states that they are feared by both inmates and ''prison guards'' alike to due their vicious nature. The info even states to avoid angering him at all costs.
* GiantMook: They have a gigantic, towering, build and possess a high amount of HP, and a high ATK and DEF to match.
* MookLieutenant: Implied. If they are Freed for the first time (and only time), the rest of the prisoners will rally behind them and be unshackled. This is the only method to free a Caster Prisoner (who normally can't attack at all).
* GiantMook: They have a gigantic, towering, build and possess a high amount of HP, and a high ATK and DEF to match.
* MookLieutenant: Implied. If they are Freed for the first time (and only time), the rest of the prisoners will rally behind them and be unshackled. This is the only method to free a Caster Prisoner (who normally can't attack at all).
Changed line(s) 132 (click to see context) from:
* CityGuard: The Union Army soldiers fought in ''Lone Trail'' are the reserve forces stationed in Trimounts.
to:
* CityGuard: CityGuards: The Union Army soldiers fought in ''Lone Trail'' are the reserve forces stationed in Trimounts.Trimounts.
* TechnologicallyAdvancedFoe: As the primary enemies for ''Lone Trail'', they possess highly advanced tech (only behind Aegir) especially when compared to the other enemies faced before due to their connections with all of the tech companies within Columbia.
* TechnologicallyAdvancedFoe: As the primary enemies for ''Lone Trail'', they possess highly advanced tech (only behind Aegir) especially when compared to the other enemies faced before due to their connections with all of the tech companies within Columbia.
Changed line(s) 135,139 (click to see context) from:
!!!Davistown Gangsters {Introduced in ''Come Catastrophes or Wakes of Vultures'')
[[folder:General]]
* CatsAreMean: Bar their Snipers, Thieves, and (possibly) Axemen, the majority of them are Felines and are hired by a corrupt banker to cause a lot of trouble.
* CrooksAreBetterArmed: Don't dismiss them as bog-standard thugs, they possess experimental thermal equipment that can give even Blacksteel Operatives a headache.
* WhiteGangBangers: They represent the local gangs in Davistown, and all of them are caucasian in appearance.
[[folder:General]]
* CatsAreMean: Bar their Snipers, Thieves, and (possibly) Axemen, the majority of them are Felines and are hired by a corrupt banker to cause a lot of trouble.
* CrooksAreBetterArmed: Don't dismiss them as bog-standard thugs, they possess experimental thermal equipment that can give even Blacksteel Operatives a headache.
* WhiteGangBangers: They represent the local gangs in Davistown, and all of them are caucasian in appearance.
to:
->'''Other variations''': Trimounts City Defender Captain
Union Army rank-and-file soldiers stationed in
[[folder:General]]
----
*
* CrooksAreBetterArmed: Don't dismiss them as bog-standard thugs, they possess experimental thermal equipment that can give even Blacksteel Operatives a headache.
* WhiteGangBangers: They represent the local gangs in Davistown, and all of them are caucasian in appearance.
Changed line(s) 142,145 (click to see context) from:
[[folder:Paramilitary Gangster]]
->'''Other variations''' Paramilitary Gangster Leader
A Feline gangster hired by a corrupt banker to cause trouble.
->'''Other variations''' Paramilitary Gangster Leader
A Feline gangster hired by a corrupt banker to cause trouble.
to:
->'''Other
A Feline gangster hired by
Union Army soldiers that operate a
Changed line(s) 147,148 (click to see context) from:
* HotBlade: Their blades generate electricity and, once they enter an Overloaded state, will deal a moderate amount of damage.
* MalevolentMaskedMen: They all wear bandanna's that cover their face, in order to conceal their identity once they start to cause a ruckus.
* MalevolentMaskedMen: They all wear bandanna's that cover their face, in order to conceal their identity once they start to cause a ruckus.
to:
* HotBlade: Their blades generate electricity and, once they enter an Overloaded state, will deal AirborneMook: Unlike the one-use jetpack used by Reunion, the Arc Commandos' jetpack is fully functional. This allows them to easily pass over Operators, similarly to a moderate amount of damage.
Dublinn Flying Soldier, and prevent melee Operators from attacking them.
*MalevolentMaskedMen: EnergyWeapons: They all wear bandanna's come equipped with a handgun that cover their face, in order to conceal their identity once they start to cause a ruckus.fires direct-energy rounds, courtesy of the Project Horizon Arc.
*
Changed line(s) 151,152 (click to see context) from:
[[folder:Paramilitary Defender]]
A burly Feline mercenary hired to cause a lot of trouble.
A burly Feline mercenary hired to cause a lot of trouble.
to:
A burly Feline mercenary hired to cause a lot of trouble.
->'''Other Variations''': Arc Screenguard Captain
Muscular and imposing Union Army soldiers, donning an experimental unit that grants them formidable defenses.
Changed line(s) 154,156 (click to see context) from:
* GeniusBruiser. They possess a stout build and are well-educated, and part of their job is to provide a handwritten thermal amplifier reports to their employer.
* HiredGuns: The description refers to them as mercenaries, rather than gangsters.
* ManlyFacialHair: They are fully bearded and moustached, complimenting their stout build.
* HiredGuns: The description refers to them as mercenaries, rather than gangsters.
* ManlyFacialHair: They are fully bearded and moustached, complimenting their stout build.
to:
* GeniusBruiser. They possess a stout build and are well-educated, and part of AchillesHeel: Fast attacking Operators, their job is to provide a handwritten thermal amplifier reports to DEF and RES are impressive, but their employer.
* HiredGuns: The description refers toeffectiveness will be reduced if attacked. Operators with a significantly Low ATK Interval can easily break them as mercenaries, rather than gangsters.
like a biscuit.
*ManlyFacialHair: They are fully bearded and moustached, complimenting FlawedPrototype: Their experimental armor; it grants them powerful defenses, yes -- however, their stout build.DEF will be reduced everytime they are attacked.
* StoneWall: For a Normal enemy, they boast an ''extremely high'' DEF. So unless they are attacked repeatedly, they can tank through blows and allow their allies to pass through.
* HiredGuns: The description refers to
*
* StoneWall: For a Normal enemy, they boast an ''extremely high'' DEF. So unless they are attacked repeatedly, they can tank through blows and allow their allies to pass through.
Changed line(s) 159,160 (click to see context) from:
[[folder:Paramilitary Thief]]
A gangster more interested in looting than harming others.
A gangster more interested in looting than harming others.
to:
A gangster more interested in looting than harming others.
->'''Other variations''': Arc Frontier Leader
Elite Union Army soldiers equipped with a powerful laser sword and cutting-edge equipment.
Changed line(s) 162,163 (click to see context) from:
* UndergroundMonkey: They act as an equivalent to Reunion Wraiths and their related brethren, with the difference being that they possess a Thermal Amplifier that boosts their stats if Overloaded.
* UnfinishedUntestedUsedAnyway: The thermal device that they carry are not actually field-tested to see if they are safe to use.
* UnfinishedUntestedUsedAnyway: The thermal device that they carry are not actually field-tested to see if they are safe to use.
to:
* UndergroundMonkey: AchillesHeel: Being shifted. They act as an equivalent can easily slay Operators thanks to Reunion Wraiths and their related brethren, equipment, but whenever they are push or pulled, they take a good chunk of their health. Combine this with their weight, and anyone with the difference being that strongest shift can easily kill them outright.
* FlawedPrototype: Shared with the Arc Screenguards, but the most blatant. Their equipment is top-tier and wield an equally deadly sword, however theypossess will take a Thermal Amplifier that boosts their stats if Overloaded.
* UnfinishedUntestedUsedAnyway: The thermal device that they carry are not actually field-tested to see ifgood amount of damage whenever they are safe to use.pushed or pulled.
* LaserBlade: Armed with a cutting-edge laser sword, that deals Arts damage, made with pure technology and science.
* FlawedPrototype: Shared with the Arc Screenguards, but the most blatant. Their equipment is top-tier and wield an equally deadly sword, however they
* UnfinishedUntestedUsedAnyway: The thermal device that they carry are not actually field-tested to see if
* LaserBlade: Armed with a cutting-edge laser sword, that deals Arts damage, made with pure technology and science.
Changed line(s) 166,167 (click to see context) from:
[[folder:Paramilitary Axeman]]
A hired outlaw armed with an energy axe.
A hired outlaw armed with an energy axe.
to:
->'''Other variations''': "Offender" Prototype
A
Changed line(s) 169,170 (click to see context) from:
* HotBlade: Their energy axes release a static, and (once they are Overloaded) are far more damaging than the blades wielded by Gangsters.
* MightyGlacier: Slow as molasses but are surprisingly durable, and their axes can hurt really bad (especially if they are Overloaded, where they can make short work on even the sturdiest of 6-star Defenders).
* MightyGlacier: Slow as molasses but are surprisingly durable, and their axes can hurt really bad (especially if they are Overloaded, where they can make short work on even the sturdiest of 6-star Defenders).
to:
* HotBlade: Their energy axes release a static, and (once LogicalWeakness: Like most Machina, they take extra damage from Arts damage. However, they are Overloaded) are far more damaging than the blades wielded by Gangsters.
* MightyGlacier: Slownotable as molasses but are surprisingly durable, and their axes can hurt really bad (especially if they possess ''zero'' RES, making Arts damage a serious problem for them.
* MechaMooks: They areOverloaded, where they can make short work on even the sturdiest of 6-star Defenders).completely unmanned.
* MightyGlacier: Slow
* MechaMooks: They are
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!Dublinn Units
!!!County Hillock assailants (Introduced in Chapter 9)
[[folder:Dublinn Scout]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_244.png]]
->'''Other variations:''' Elite Dublinn Scout
Dublinn soldiers with outstanding camouflage skills that make them remain out of sight.
!!!County Hillock assailants (Introduced in Chapter 9)
[[folder:Dublinn Scout]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_244.png]]
->'''Other variations:''' Elite Dublinn Scout
Dublinn soldiers with outstanding camouflage skills that make them remain out of sight.
to:
!!!County Hillock assailants (Introduced in Chapter 9)
[[folder:Dublinn Scout]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_244.png]]
->'''Other
Dublinn soldiers with outstanding camouflage skills that make them remain out
Unmanned Defense units developed by Volvort Kochinski for the C.U.D.O.D. (Columbian Union Department of
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* AntiMagic: They wear Arts-refracting masks that greatly increase their RES. The masks can be temporarily disabled by Silencing them.
* BlindfoldedVision: Their masks cover their eyes.
* DefectorFromDecadence: Ronan (Damian's cousin) tried to defect Dublinn, but was captured by their soldiers and handed over to their leader to be executed.
to:
* NoSell: They
* BlindfoldedVision: Their masks cover their eyes.
* DefectorFromDecadence: Ronan (Damian's cousin) tried to defect Dublinn, but was captured by their soldiers and handed over to their leader to be executed.
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[[folder:Dublinn Sniffer Hound]]
->'''Other variations:''' Dublinn Sniffer Hound Pro
Creatures controlled by Dublinn forces.
->'''Other variations:''' Dublinn Sniffer Hound Pro
Creatures controlled by Dublinn forces.
to:
->'''Other
Creatures controlled
Humanoid pilot-assisted combat robot developed by
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* AntiMagic: They wear Arts-refracting masks that greatly increase their RES. The masks can be temporarily disabled by Silencing them.
to:
* GlowingEyesOfDoom: The
* MajorInjuryUnderreaction: Despite the pilot being forcibly ejected (via through the wreckage) and clearly show signs of having [[ClothingDamage damage to their uniforms and helmets]], they don't seem to be
* ShedArmorGainSpeed: Once their robotic suit of armor gets destroyed, their pilot will jump from its wreckage and will sprint towards the Protection Objective.
* TheSneakyGuy: The "Traffic Tower" pilots are invisible, and ranged Operators will not target them unless they are blocked or detected.
* SuperiorSuccessor: To Rhine Lab's Assault Power Armor; compared to the blocky build of the RL counterpart, VK's "Traffic Towers" possess a sleek, streamlined look, boasting arm-mounted cannons from the get-go, and an incredibly insane amount of DEF. The one thing that prevents it from completely trumping the Power Armor is that their DEF lowers whenever they take damage.
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[[folder:Dublinn Sniper]]
->'''Other variations:''' Elite Dublinn Sniper
Crossbowmen of the Dublinn forces. Their weapons have traces of Columbian technical modifications.
->'''Other variations:''' Elite Dublinn Sniper
Crossbowmen of the Dublinn forces. Their weapons have traces of Columbian technical modifications.
to:
->'''Other variations:''' Elite Dublinn Sniper
Crossbowmen
[[folder:General]]
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* AntiMagic: They wear Arts-refracting masks that greatly increase their RES. The masks can be temporarily disabled by Silencing them.
to:
* CrooksAreBetterArmed: Don't dismiss them as bog-standard thugs, they possess experimental thermal equipment that can
* WhiteGangBangers: They represent the local gangs in Davistown, and all of them are caucasian in appearance.
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[[folder:Dublinn Shadowcaster]]
->'''Other variations:''' Elite Dublinn Shadowcaster
Casters of the Dublinn forces, responsible for making the refracting masks for their allies.
->'''Other variations:''' Elite Dublinn Shadowcaster
Casters of the Dublinn forces, responsible for making the refracting masks for their allies.
to:
->'''Other
Casters of the Dublinn forces, responsible for making the refracting masks for their allies.
A Feline gangster hired by a corrupt banker to cause trouble.
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* AntiMagic: 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.
to:
* MalevolentMaskedMen: They all wear
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[[folder:Dublinn Phalanx Infantry]]
->'''Other variations:''' Dublinn Phalanx Commander
Special Dublinn soldiers who use archaic Gallic battle formations. In addition to their special masks boosting their Arts resistance, they will grant each other a stacking DEF buff when in close proximity.
->'''Other variations:''' Dublinn Phalanx Commander
Special Dublinn soldiers who use archaic Gallic battle formations. In addition to their special masks boosting their Arts resistance, they will grant each other a stacking DEF buff when in close proximity.
to:
->'''Other variations:''' Dublinn Phalanx Commander
Special Dublinn soldiers who use archaic Gallic battle formations. In addition
A burly Feline mercenary hired to
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* AntiMagic: 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.
* ZergRush: 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 NighInvulnerable to physical damage.
* ZergRush: 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 NighInvulnerable to physical damage.
to:
* AntiMagic: GeniusBruiser. They wear Arts-refracting masks that greatly increase possess a stout build and are well-educated, and part of their RES, which job is problematic since they can significantly buff to provide a handwritten thermal amplifier reports to their own DEF as well. employer.
* HiredGuns: Themasks can be temporarily disabled by Silencing them.
* ZergRush: Fitting for soldiers who get stronger with the more ofdescription refers to them in an area, as mercenaries, rather than gangsters.
* ManlyFacialHair: They are fully bearded and moustached, complimenting theirprimary tactic is to advance in huge waves and pile up until they've stacked enough DEF to become NighInvulnerable to physical damage.stout build.
* HiredGuns: The
* ZergRush: Fitting for soldiers who get stronger with the more of
* ManlyFacialHair: They are fully bearded and moustached, complimenting their
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[[folder:Dublinn Flying Soldier]]
->'''Other variations:''' Dublinn Flying Squad Leader
Dublinn ranged units who can fly using stolen Victorian steam propulsion equipment. They will crash and be forced to continue on foot if they are hit by certain statuses such as stun.
->'''Other variations:''' Dublinn Flying Squad Leader
Dublinn ranged units who can fly using stolen Victorian steam propulsion equipment. They will crash and be forced to continue on foot if they are hit by certain statuses such as stun.
to:
->'''Other variations:''' Dublinn Flying Squad Leader
Dublinn ranged units who can fly using stolen Victorian steam propulsion equipment. They will crash and be forced to continue on foot if they are hit by certain statuses such as stun.
A gangster more interested in looting than harming others.
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* AchillesHeel: 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|s}} will make them instantly fall to their deaths.
to:
* AchillesHeel: Hitting them with something like a stun, sleep or freeze will crash them, turning them from a flying ranged unit UndergroundMonkey: They act as an equivalent to a relatively bog-standard melee unit that can be dispatched with ease. Furthermore, doing this above a {{Bottomless Pit|s}} will make them instantly fall to Reunion Wraiths and their deaths.related brethren, with the difference being that they possess a Thermal Amplifier that boosts their stats if Overloaded.
* UnfinishedUntestedUsedAnyway: The thermal device that they carry are not actually field-tested to see if they are safe to use.
* UnfinishedUntestedUsedAnyway: The thermal device that they carry are not actually field-tested to see if they are safe to use.
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[[folder:Dublinn Flamerazer]]
->'''Other variations:''' Dublinn Flamerazer Leader
Elite Dublinn soldiers who wield flamethrowers to deal constant Arts and Burn damage to targets. When killed, they will explode in a blast that instantly detonates all nearby Flamerazers and breaks nearby Ruined Columns.
->'''Other variations:''' Dublinn Flamerazer Leader
Elite Dublinn soldiers who wield flamethrowers to deal constant Arts and Burn damage to targets. When killed, they will explode in a blast that instantly detonates all nearby Flamerazers and breaks nearby Ruined Columns.
to:
->'''Other variations:''' Dublinn Flamerazer Leader
Elite Dublinn soldiers who wield flamethrowers to deal constant Arts and Burn damage to targets. When killed, they will explode in a blast that instantly detonates all nearby Flamerazers and breaks nearby Ruined Columns.
A hired outlaw armed with an energy axe.
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* ActionBomb: 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.
* KillItWithFire: Wield flamethrowers that deal heavy damage from range and can cause accumulated burning damage.
* KillItWithFire: Wield flamethrowers that deal heavy damage from range and can cause accumulated burning damage.
to:
* ActionBomb: They will explode when killed, instantly detonating all other Flamerazers in HotBlade: Their energy axes release a static, and (once they are Overloaded) are far more damaging than the vicinity blades wielded by Gangsters.
* MightyGlacier: Slow as molasses but are surprisingly durable, andalso instantly collapsing all Ruined Columns in their axes can hurt really bad (especially if they are Overloaded, where they can make short work on even the blast. This can often cause huge chain reactions since Flamerazers often come in groups.
* KillItWithFire: Wield flamethrowers that deal heavy damage from range and can cause accumulated burning damage.sturdiest of 6-star Defenders).
* MightyGlacier: Slow as molasses but are surprisingly durable, and
* KillItWithFire: Wield flamethrowers that deal heavy damage from range and can cause accumulated burning damage.
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[[folder:Dublinn Companion Guard]]
->'''Other variations:''' Dublinn Elite Companion Guard
Elite Dublinn soldiers who use an ancient Minoan military formation. They're armored, armed with Arts-refracting masks, and can draw aggro from Operators, on top of slowing the ASPD of nearby Operators if a Companion Shadowblade is nearby.
->'''Other variations:''' Dublinn Elite Companion Guard
Elite Dublinn soldiers who use an ancient Minoan military formation. They're armored, armed with Arts-refracting masks, and can draw aggro from Operators, on top of slowing the ASPD of nearby Operators if a Companion Shadowblade is nearby.
to:
!Dublinn Units
!!!County Hillock assailants (Introduced in Chapter 9)
[[folder:DublinnCompanion Guard]]
Scout]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_244.png]]
->'''Other variations:''' Elite DublinnElite Companion Guard
EliteScout
Dublinn soldierswho use an ancient Minoan military formation. They're armored, armed with Arts-refracting masks, and can draw aggro from Operators, on top outstanding camouflage skills that make them remain out of slowing the ASPD of nearby Operators if a Companion Shadowblade is nearby.sight.
!!!County Hillock assailants (Introduced in Chapter 9)
[[folder:Dublinn
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_244.png]]
->'''Other variations:''' Elite Dublinn
Elite
Dublinn soldiers
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* DrawAggro: 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.
* MightyGlacier: 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.
* MightyGlacier: 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.
to:
*
* MightyGlacier:
* BlindfoldedVision: Their masks cover their eyes.
* DefectorFromDecadence: Ronan (Damian's cousin) tried to defect Dublinn, but was captured by their soldiers and
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[[folder:Dublinn Companion Shadowblade]]
->'''Other variations:''' Dublinn Elite Companion Shadowblade
Elite Dublinn soldiers who use an ancient Minoan military formation. They threaten with melee Arts and can't be attacked until blocked or revealed, on top of gaining attack speed if a Companion Guard is nearby.
->'''Other variations:''' Dublinn Elite Companion Shadowblade
Elite Dublinn soldiers who use an ancient Minoan military formation. They threaten with melee Arts and can't be attacked until blocked or revealed, on top of gaining attack speed if a Companion Guard is nearby.
to:
[[folder:Dublinn Companion Shadowblade]]
Sniffer Hound]]
->'''Other variations:''' DublinnElite Companion Shadowblade
EliteSniffer Hound Pro
Creatures controlled by Dublinnsoldiers who use an ancient Minoan military formation. They threaten with melee Arts and can't be attacked until blocked or revealed, on top of gaining attack speed if a Companion Guard is nearby.forces.
->'''Other variations:''' Dublinn
Elite
Creatures controlled by Dublinn
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* GlassCannon: 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.
* TheSneakyGuy: Cannot be hit until blocked or revealed.
* TheSneakyGuy: Cannot be hit until blocked or revealed.
to:
*
* TheSneakyGuy: Cannot
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[[folder:Dublinn Evocator]]
->'''Other variations:''' Dublinn Evocator Leader
Elite Dublinn casters who cannot attack normally, but summon flames which travel along fixed paths before exploding on impact. The flames deal heavy Arts and Burn damage in an area, but lose damage as they travel.
->'''Other variations:''' Dublinn Evocator Leader
Elite Dublinn casters who cannot attack normally, but summon flames which travel along fixed paths before exploding on impact. The flames deal heavy Arts and Burn damage in an area, but lose damage as they travel.
to:
[[folder:Dublinn Evocator]]
Sniper]]
->'''Other variations:'''Dublinn Evocator Leader
Elite Dublinn casters who cannot attack normally, but summon flames which travel along fixed paths before exploding on impact. The flames deal heavy Arts and Burn damage in an area, but lose damage as they travel.Sniper
Crossbowmen of the Dublinn forces. Their weapons have traces of Columbian technical modifications.
->'''Other variations:'''
Crossbowmen of the Dublinn forces. Their weapons have traces of Columbian technical modifications.
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* KillItWithFire: Summon Purifying Flames which explode on contact with Operators, dealing heavy Arts and Burn damage.
* MightyGlacier: 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.
* MightyGlacier: 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.
to:
*
* MightyGlacier:
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[[folder:Tombkeeper Grotesque]]
->'''Other variations:''' Enraged Tombkeeper Grotesque
Originium constructs crafted by Mandragora using her Arts, slow-moving but very powerful and durable. When first killed, they'll enter a dormant, defensive state before reviving as flying units with ranged Arts.
->'''Other variations:''' Enraged Tombkeeper Grotesque
Originium constructs crafted by Mandragora using her Arts, slow-moving but very powerful and durable. When first killed, they'll enter a dormant, defensive state before reviving as flying units with ranged Arts.
to:
->'''Other variations:'''
Originium constructs crafted by Mandragora using her Arts, slow-moving but very powerful and durable. When first killed, they'll enter a dormant, defensive state before reviving as flying units with ranged Arts.
Casters of the Dublinn forces, responsible for making the refracting masks for their allies.
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* AchillesHeel: 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.
* AntiMagic: 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.
* AntiMagic: 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.
to:
* AntiMagic: In addition to most Casters having A-ranked RES or higher, they wear Arts-refracting masks that greatly increase their RES. They
* {{Golem}}: Creations of rock and Originium Arts made
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!!!Eblana and Duke of Wellington's forces (introduced in ''What The Firelight Casts'')
[[folder:Special Forces Soldier]]
->'''Other variations:''' Special Forces Captain
Mercenaries hired by the Duke of Wellington. Turn invisible when standing on Reeds.
[[folder:Special Forces Soldier]]
->'''Other variations:''' Special Forces Captain
Mercenaries hired by the Duke of Wellington. Turn invisible when standing on Reeds.
to:
[[folder:Special Forces Soldier]]
->'''Other variations:''' Dublinn Phalanx Commander
Special
Mercenaries hired by the Duke of Wellington. Turn invisible
Changed line(s) 278 (click to see context) from:
* TheSneakyGuy: They become invisible when they are standing on a Reed tile.
to:
* TheSneakyGuy: AntiMagic: 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.
* ZergRush: 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 becomeinvisible when they are standing on a Reed tile.NighInvulnerable to physical damage.
* ZergRush: 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
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[[folder:Swamp Gloompincer]]
->'''Other variations:''' Enraged Swamp Gloompincer
Gloompincers adapted to living in the swamps of Victoria. Gain increased movement speed instead of being slowed when walking on Mire.
->'''Other variations:''' Enraged Swamp Gloompincer
Gloompincers adapted to living in the swamps of Victoria. Gain increased movement speed instead of being slowed when walking on Mire.
to:
->'''Other variations:'''
Gloompincers adapted
Dublinn ranged units who can fly using stolen Victorian steam propulsion equipment. They will crash and be forced to
* AchillesHeel: 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|s}} will make them instantly fall to their deaths.
Changed line(s) 287,289 (click to see context) from:
[[folder:Dublinn Flamechaser Soldier]]
->'''Other variations:''' Dublinn Flamechaser Elite Soldier
Corpses of Dublinn soldiers reanimated by Eblana's Originium Arts. Deal Arts damage in melee, cause Burn Damage if near a Burning Reed, and leave behind an Ember of Resentment that will revive them if not destroyed in time.
->'''Other variations:''' Dublinn Flamechaser Elite Soldier
Corpses of Dublinn soldiers reanimated by Eblana's Originium Arts. Deal Arts damage in melee, cause Burn Damage if near a Burning Reed, and leave behind an Ember of Resentment that will revive them if not destroyed in time.
to:
[[folder:Dublinn Flamechaser Soldier]]
Flamerazer]]
->'''Other variations:''' DublinnFlamechaser Flamerazer Leader
EliteSoldier
Corpses ofDublinn soldiers reanimated by Eblana's Originium Arts. Deal who wield flamethrowers to deal constant Arts and Burn damage to targets. When killed, they will explode in melee, cause Burn Damage if near a Burning Reed, and leave behind an Ember of Resentment blast that will revive them if not destroyed in time.instantly detonates all nearby Flamerazers and breaks nearby Ruined Columns.
->'''Other variations:''' Dublinn
Elite
Corpses of
Changed line(s) 291 (click to see context) from:
* OurZombiesAreDifferent: 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.
to:
* OurZombiesAreDifferent: ActionBomb: They are long-dead Dublinn soldiers imbued with an ember made out of Eblana's Arts 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.
* KillItWithFire: Wield flamethrowers thatcontinuously revive them when they fall in battle. deal heavy damage from range and can cause accumulated burning damage.
* KillItWithFire: Wield flamethrowers that
Changed line(s) 294,296 (click to see context) from:
[[folder:Dublinn Cannoneer]]
->'''Other variations:''' Dublinn Cannoneer Captain
Dublinn soldiers armed with crossbows and grenade launchers. Periodically launch long-range grenade rounds that deal splash damage.
->'''Other variations:''' Dublinn Cannoneer Captain
Dublinn soldiers armed with crossbows and grenade launchers. Periodically launch long-range grenade rounds that deal splash damage.
to:
[[folder:Dublinn Cannoneer]]
Companion Guard]]
->'''Other variations:''' DublinnCannoneer Captain
Elite Companion Guard
Elite Dublinn soldiers who use an ancient Minoan military formation. They're armored, armed withcrossbows Arts-refracting masks, and grenade launchers. Periodically launch long-range grenade rounds that deal splash damage.can draw aggro from Operators, on top of slowing the ASPD of nearby Operators if a Companion Shadowblade is nearby.
->'''Other variations:''' Dublinn
Elite Dublinn soldiers who use an ancient Minoan military formation. They're armored, armed with
* DrawAggro: 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.
* MightyGlacier: 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.
* MightyGlacier: 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.
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[[folder:Swamp Rover]]
->'''Other variations:''' Heavy Swamp Rover
Military vehicles used by Dublinn to traverse the Victorian swamps. Immune to Mire's slowing effects and nullifies Camouflage on operators.
->'''Other variations:''' Heavy Swamp Rover
Military vehicles used by Dublinn to traverse the Victorian swamps. Immune to Mire's slowing effects and nullifies Camouflage on operators.
to:
->'''Other variations:'''
Military vehicles used by
Elite Dublinn soldiers who use an ancient Minoan military formation. They threaten with melee Arts and
Changed line(s) 304 (click to see context) from:
* TrueSight: Reveals Camouflaged operators (whether by standing in Reeds or from their own kits) in range.
to:
* TrueSight: Reveals Camouflaged operators (whether by standing in Reeds or from GlassCannon: Downplayed as they still have a hefty amount of HP, but their own kits) in range.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.
* TheSneakyGuy: Cannot be hit until blocked or revealed.
* TheSneakyGuy: Cannot be hit until blocked or revealed.
Changed line(s) 307,309 (click to see context) from:
[[folder:Dublinn Flamecaller]]
->'''Other variations:''' Dublinn Flamecaller Captain
Dublinn casters skilled in pyrokinetic Originium Arts, though to a different extent than the Evocators of Chapter 9. They set Reeds on fire with their attacks as well as their deaths.
->'''Other variations:''' Dublinn Flamecaller Captain
Dublinn casters skilled in pyrokinetic Originium Arts, though to a different extent than the Evocators of Chapter 9. They set Reeds on fire with their attacks as well as their deaths.
to:
[[folder:Dublinn Flamecaller]]
Evocator]]
->'''Other variations:''' DublinnFlamecaller Captain
Evocator Leader
Elite Dublinn castersskilled who cannot attack normally, but summon flames which travel along fixed paths before exploding on impact. The flames deal heavy Arts and Burn damage in pyrokinetic Originium Arts, though to a different extent than the Evocators of Chapter 9. They set Reeds on fire with their attacks an area, but lose damage as well as their deaths.they travel.
->'''Other variations:''' Dublinn
Elite Dublinn casters
Changed line(s) 311,312 (click to see context) from:
* PlayingWithFire: These guys specialize in lighting Reeds on fire to damage your Operators as well as supporting their allies' special abilities.
* TakingYouWithMe: They explode upon death, dealing Arts damage and lighting any nearby Reed on fire.
* TakingYouWithMe: They explode upon death, dealing Arts damage and lighting any nearby Reed on fire.
to:
* PlayingWithFire: These guys specialize in lighting Reeds on fire to damage your Operators as well as supporting their allies' special abilities.
* TakingYouWithMe: TheyKillItWithFire: Summon Purifying Flames which explode upon death, on contact with Operators, dealing heavy Arts and Burn damage.
* MightyGlacier: They have very high HP, decent defenses, and deal colossal amounts of area damage over an extremely long range. However, they're incredibly slow andlighting any nearby Reed on fire.often take paths that have them wait in place for a while.
* TakingYouWithMe: They
* MightyGlacier: 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
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[[folder:Dublinn Flamechaser Guard]]
->'''Other variations:''' Dublinn Flamechaser Elite Guard
Corpses of Dublinn soldiers reanimated by Eblana's Arts. They receive reduced damage when near a Burning Reed, inflict Burn Damage with their melee attacks, and leave behind an Ember of Avarice that will revive them if not destroyed in time.
->'''Other variations:''' Dublinn Flamechaser Elite Guard
Corpses of Dublinn soldiers reanimated by Eblana's Arts. They receive reduced damage when near a Burning Reed, inflict Burn Damage with their melee attacks, and leave behind an Ember of Avarice that will revive them if not destroyed in time.
to:
->'''Other variations:'''
Corpses of Dublinn soldiers reanimated
Originium constructs crafted by
Changed line(s) 319 (click to see context) from:
* OurZombiesAreDifferent: Similar to the Flamechaser Soldier, these guys are dead bodies constantly revived by Eblana's Arts.
to:
* OurZombiesAreDifferent: Similar AchillesHeel: 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.
* AntiMagic: They have theFlamechaser Soldier, these guys are dead bodies constantly revived 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 byEblana's Arts.Mandragora.
* AntiMagic: They have the
* {{Golem}}: Creations of rock and Originium Arts made by
Changed line(s) 322,324 (click to see context) from:
[[folder:Dublinn Spec Ops]]
->'''Other variations:''' Dublinn Elite Spec Ops
Soldiers under the command of "The Brigadier". Light Reeds on fire when they pass by, and every fourth attack will have them perform multiple consecutive slashes at the target.
->'''Other variations:''' Dublinn Elite Spec Ops
Soldiers under the command of "The Brigadier". Light Reeds on fire when they pass by, and every fourth attack will have them perform multiple consecutive slashes at the target.
to:
[[folder:Special Forces Soldier]]
->'''Other variations:'''
Soldiers under
Mercenaries hired by the
Changed line(s) 326 (click to see context) from:
* GatheringSteam: After every 3 attacks, they unleash 5 consecutive slashes at the operator.
to:
* GatheringSteam: After every 3 attacks, TheSneakyGuy: They become invisible when they unleash 5 consecutive slashes at the operator.are standing on a Reed tile.
Changed line(s) 329,335 (click to see context) from:
!Durin Units
!!!Zeruertza Civilians (introduced in ''Ideal City'')
[[folder:Alcohol Lover]]
->'''Other variations:''' Alcohol Association Member
A Durin citizen drunk enough to think they are fighting some evil creature.
!!!Zeruertza Civilians (introduced in ''Ideal City'')
[[folder:Alcohol Lover]]
->'''Other variations:''' Alcohol Association Member
A Durin citizen drunk enough to think they are fighting some evil creature.
to:
!!!Zeruertza Civilians (introduced in ''Ideal City'')
[[folder:Alcohol Lover]]
->'''Other variations:'''
A Durin citizen drunk enough
Gloompincers adapted to
Deleted line(s) 337,340 (click to see context) :
* AchillesHeel: The Silence status effect disables their physical damage evasion, making them much easier to take down.
* AlcoholInducedIdiocy: 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.
* SuspiciouslySpecificDenial: From the Alcohol Association Member's flavor text.
-->''A piss-drunk Durin. "I'm not drunk! Who said I was drunk? Was it you?!"''
* AlcoholInducedIdiocy: 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.
* SuspiciouslySpecificDenial: From the Alcohol Association Member's flavor text.
-->''A piss-drunk Durin. "I'm not drunk! Who said I was drunk? Was it you?!"''
Changed line(s) 343,346 (click to see context) from:
[[folder:Lakeside Volunteer]]
->'''Other variations:''' Lakeside Lifeguard
An amateur lifeguard that picked up boxing in lieu of their actual job.
->'''Other variations:''' Lakeside Lifeguard
An amateur lifeguard that picked up boxing in lieu of their actual job.
to:
->'''Other variations:'''
An amateur lifeguard
Corpses of Dublinn soldiers reanimated by Eblana's Originium Arts. Deal Arts damage in melee, cause Burn Damage if near a Burning Reed, and leave behind an Ember of Resentment that
Changed line(s) 348,350 (click to see context) from:
* AchillesHeel: Like the Alcohol Lover, their evasion is also disabled when Silenced.
* DrunkenBoxing: 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.
* DrunkenBoxing: 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.
to:
* AchillesHeel: Like the Alcohol Lover, their evasion is also disabled OurZombiesAreDifferent: They are long-dead Dublinn soldiers imbued with an ember made out of Eblana's Arts that continuously revive them when Silenced.
* DrunkenBoxing: 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.fall in battle.
* DrunkenBoxing: 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,
Changed line(s) 353,356 (click to see context) from:
[[folder:Sandcastle Builder]]
->'''Other variations:''' Sandcastle Architect
A Durin with an Arts Unit built into their sandcastle tool to protect their sandcastles.
->'''Other variations:''' Sandcastle Architect
A Durin with an Arts Unit built into their sandcastle tool to protect their sandcastles.
to:
->'''Other variations:'''
A Durin
Dublinn soldiers armed with
Deleted line(s) 358 (click to see context) :
* DisproportionateRetribution: 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.
Changed line(s) 361,364 (click to see context) from:
[[folder:Volleyball Serving Cart]]
->'''Other variations:''' Volleyball Spiking Cart
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.
->'''Other variations:''' Volleyball Spiking Cart
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.
to:
->'''Other variations:'''
An automated serving cart that fell out of use. Gains ramping ATK every time they attack, but
Military vehicles used by Dublinn to traverse the
Changed line(s) 366,368 (click to see context) from:
* AchillesHeel: 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.
* DisproportionateRetribution: 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.
* GatheringSteam: Much like the Nethersea Reefbreakers, these carts gain ramping up ATK every time they attack.
* DisproportionateRetribution: 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.
* GatheringSteam: Much like the Nethersea Reefbreakers, these carts gain ramping up ATK every time they attack.
to:
* AchillesHeel: 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.
* DisproportionateRetribution: 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''TrueSight: Reveals Camouflaged operators (or at least knock them out), this likely counts.
* GatheringSteam: Much like the Nethersea Reefbreakers, these carts gain ramping up ATK every time they attack.(whether by standing in Reeds or from their own kits) in range.
* DisproportionateRetribution: 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''
* GatheringSteam: Much like the Nethersea Reefbreakers, these carts gain ramping up ATK every time they attack.
Changed line(s) 371,373 (click to see context) from:
[[folder:Full Metal Surfing Instructor]]
->'''Other variations:''' Alloy Surfing Instructor
A robot designed to teach surfing. Cannot be run over by Self-Driving Carts.
->'''Other variations:''' Alloy Surfing Instructor
A robot designed to teach surfing. Cannot be run over by Self-Driving Carts.
to:
->'''Other variations:'''
A robot designed
Dublinn casters skilled in pyrokinetic Originium Arts, though to
Changed line(s) 375,378 (click to see context) from:
* GiantMook: They are of the Durin's creations, a towering robot with an imposing appearance.
* NoSell: Self-Driving Carts are stopped when they collide with them instead of passing through them like other Durin enemies.
* OxymoronicBeing: A surfing instructor that is unable to float in the water, and still rusts easily despite its anti-rust coating.
* StoneWall: Take reduced physical and Arts damage if not blocked.
* NoSell: Self-Driving Carts are stopped when they collide with them instead of passing through them like other Durin enemies.
* OxymoronicBeing: A surfing instructor that is unable to float in the water, and still rusts easily despite its anti-rust coating.
* StoneWall: Take reduced physical and Arts damage if not blocked.
to:
* GiantMook: PlayingWithFire: These guys specialize in lighting Reeds on fire to damage your Operators as well as supporting their allies' special abilities.
* TakingYouWithMe: Theyare of the Durin's creations, a towering robot with an imposing appearance.
* NoSell: Self-Driving Carts are stopped when they collide with them instead of passing through them like other Durin enemies.
* OxymoronicBeing: A surfing instructor that is unable to float in the water, and still rusts easily despite its anti-rust coating.
* StoneWall: Take reduced physical andexplode upon death, dealing Arts damage if not blocked.and lighting any nearby Reed on fire.
* TakingYouWithMe: They
* NoSell: Self-Driving Carts are stopped when they collide with them instead of passing through them like other Durin enemies.
* OxymoronicBeing: A surfing instructor that is unable to float in the water, and still rusts easily despite its anti-rust coating.
* StoneWall: Take reduced physical and
Changed line(s) 381,383 (click to see context) from:
[[folder:Fully-Enclosed Beach Buggy]]
->'''Other variations:''' Competitive-Grade Beach Buggy
A transport buggy for carrying exhausted beachgoers around. Can only be blocked with operators having 3 block or higher, picks up other Durin enemies when it travels over them and drops them when it dies.
->'''Other variations:''' Competitive-Grade Beach Buggy
A transport buggy for carrying exhausted beachgoers around. Can only be blocked with operators having 3 block or higher, picks up other Durin enemies when it travels over them and drops them when it dies.
to:
->'''Other variations:'''
A transport buggy for carrying exhausted beachgoers around. Can only be blocked
Corpses of Dublinn soldiers reanimated by Eblana's Arts. They receive reduced damage when near a Burning Reed, inflict Burn Damage with
Changed line(s) 385 (click to see context) from:
* LightningBruiser: These buggies are both fast and durable, and protects the enemies inside them from taking damage until they die.
to:
* LightningBruiser: These buggies OurZombiesAreDifferent: Similar to the Flamechaser Soldier, these guys are both fast and durable, and protects the enemies inside them from taking damage until they die.dead bodies constantly revived by Eblana's Arts.
Changed line(s) 388,390 (click to see context) from:
[[folder:Mead-Grade Waker-Upper]]
->'''Other variations:''' Whiskey-Grade Waker-Upper
A water cannon truck for the purpose of waking up drunkards by splashing them with water. Gains massively increased ATK and ASPD for a while upon the first time taking damage.
->'''Other variations:''' Whiskey-Grade Waker-Upper
A water cannon truck for the purpose of waking up drunkards by splashing them with water. Gains massively increased ATK and ASPD for a while upon the first time taking damage.
to:
->'''Other variations:'''
A water cannon truck for
Soldiers under the
Changed line(s) 392 (click to see context) from:
* {{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.
to:
* {{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.GatheringSteam: After every 3 attacks, they unleash 5 consecutive slashes at the operator.
Changed line(s) 395,401 (click to see context) from:
!Independent Units
!!!Rioters, Junkmen, and Loggers (Introduced in Chapters 0 to 8, or ''Grani and the Knights' Treasure'')
[[folder:Rioter]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_rioter.png]]
->'''Other variations:''' Rioter Leader, Cocktail Thrower, Firebomb Thrower
Untrained troops that attack with crude weapons.
!!!Rioters, Junkmen, and Loggers (Introduced in Chapters 0 to 8, or ''Grani and the Knights' Treasure'')
[[folder:Rioter]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_rioter.png]]
->'''Other variations:''' Rioter Leader, Cocktail Thrower, Firebomb Thrower
Untrained troops that attack with crude weapons.
to:
[[folder:Rioter]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_rioter.png]]
[[folder:Alcohol Lover]]
->'''Other variations:'''
Untrained troops that attack with crude weapons.
A Durin citizen drunk enough to think they are fighting some evil creature.
Changed line(s) 403,406 (click to see context) from:
* TheGoomba: 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.
* EarlyInstallmentWeirdness: Due to a lack of a proper 2D model for Bounty Hunters (prior to ''Hortus de Escapismo''), Rioters are used to represent them in ''Grani and the Knights' Treasure''.
* MolotovCocktail: Cocktail Throwers are the earliest threat to your long-range units, being just under Crossbowmen in terms of effectiveness.
* PipePain: Melee Rioters carry bent pipes as their weapon.
* EarlyInstallmentWeirdness: Due to a lack of a proper 2D model for Bounty Hunters (prior to ''Hortus de Escapismo''), Rioters are used to represent them in ''Grani and the Knights' Treasure''.
* MolotovCocktail: Cocktail Throwers are the earliest threat to your long-range units, being just under Crossbowmen in terms of effectiveness.
* PipePain: Melee Rioters carry bent pipes as their weapon.
to:
* TheGoomba: 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.
* EarlyInstallmentWeirdness: Due to a lack of a proper 2D model for Bounty Hunters (prior to ''Hortus de Escapismo''), Rioters are used to represent them in ''Grani and the Knights' Treasure''.
* MolotovCocktail: Cocktail Throwers are the earliest threat to your long-range units, being just under Crossbowmen in terms of effectiveness.
* PipePain: Melee Rioters carry bent pipes asAchillesHeel: The Silence status effect disables their weapon.physical damage evasion, making them much easier to take down.
* AlcoholInducedIdiocy: 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.
* SuspiciouslySpecificDenial: From the Alcohol Association Member's flavor text.
-->''A piss-drunk Durin. "I'm not drunk! Who said I was drunk? Was it you?!"''
* EarlyInstallmentWeirdness: Due to a lack of a proper 2D model for Bounty Hunters (prior to ''Hortus de Escapismo''), Rioters are used to represent them in ''Grani and the Knights' Treasure''.
* MolotovCocktail: Cocktail Throwers are the earliest threat to your long-range units, being just under Crossbowmen in terms of effectiveness.
* PipePain: Melee Rioters carry bent pipes as
* AlcoholInducedIdiocy: 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.
* SuspiciouslySpecificDenial: From the Alcohol Association Member's flavor text.
-->''A piss-drunk Durin. "I'm not drunk! Who said I was drunk? Was it you?!"''
Changed line(s) 409,413 (click to see context) from:
[[folder:Junkman]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_junkman.png]]
->'''Other variations:''' Veteran Junkman, Possessed Junkman, Possessed Veteran Junkman
Mercenaries posing as drifters to disguise themselves. They use fierce attacks and are quite sturdy.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_junkman.png]]
->'''Other variations:''' Veteran Junkman, Possessed Junkman, Possessed Veteran Junkman
Mercenaries posing as drifters to disguise themselves. They use fierce attacks and are quite sturdy.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_junkman.png]]
->'''Other variations:'''
Mercenaries posing as drifters to disguise themselves. They use fierce attacks and are quite sturdy.
An amateur lifeguard that picked up boxing in lieu of their actual job.
Changed line(s) 415,418 (click to see context) from:
* HealingFactor: 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.
* HiredGuns: The description states that they are mercenaries rather than full-time Reunion members, as such it is implied that they joined for the paycheck.
* SmashMook: 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.
* WildMan: Invoked. Junkmen are mercenaries who wear ragged clothing to disguise themselves as drifters to avoid suspicion.
* HiredGuns: The description states that they are mercenaries rather than full-time Reunion members, as such it is implied that they joined for the paycheck.
* SmashMook: 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.
* WildMan: Invoked. Junkmen are mercenaries who wear ragged clothing to disguise themselves as drifters to avoid suspicion.
to:
* HealingFactor: Possessed Junkmen and Veterans have AchillesHeel: Like the ability Alcohol Lover, their evasion is also disabled when Silenced.
* DrunkenBoxing: Implied. Even if they're not actually drunk, their 100% dodge is similar toregenerate HP over time, making them harder to kill. Their regen will be doubled if Mephisto is currently alive on the map.
one the Alcohol Lovers have.
*HiredGuns: {{Irony}}: The description states Lakeside Lifeguard's flavor text indicates that despite their title as a lifeguard, they are mercenaries rather than full-time Reunion members, as such it is implied that they joined for the paycheck.
* SmashMook: 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.
* WildMan: Invoked. Junkmen are mercenaries who wear ragged clothing to disguise themselves as drifters to avoid suspicion.actually can't swim.
* DrunkenBoxing: Implied. Even if they're not actually drunk, their 100% dodge is similar to
*
* SmashMook: 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.
* WildMan: Invoked. Junkmen are mercenaries who wear ragged clothing to disguise themselves as drifters to avoid suspicion.
Changed line(s) 421,425 (click to see context) from:
[[folder:Logger]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_logger.png]]
->'''Other variations:''' Veteran Logger
Unidentified axe-wielding combatants that have significant attack power and durability, albeit with low defense.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_logger.png]]
->'''Other variations:''' Veteran Logger
Unidentified axe-wielding combatants that have significant attack power and durability, albeit with low defense.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_logger.png]]
->'''Other variations:'''
Unidentified axe-wielding combatants that have significant attack power and durability, albeit
A Durin with
Changed line(s) 427,428 (click to see context) from:
* ExactlyWhatItSaysOnTheTin: Loggers wield lumber axes and wear logging equipment.
* SmashMook: A step up over Junkmen, Loggers still retain their role as living battering rams against your operators.
* SmashMook: A step up over Junkmen, Loggers still retain their role as living battering rams against your operators.
to:
* ExactlyWhatItSaysOnTheTin: Loggers wield lumber axes DisproportionateRetribution: In a sense. In an attempt to deter people from kicking up water in the lake and wear logging equipment.
* SmashMook: A step up over Junkmen, Loggers still retaindestroying their role as living battering rams against your operators.sandcastles, these Durins have taken to installing Arts Units into their tools - ones that fire Arts strong enough to actually hurt other people.
* SmashMook: A step up over Junkmen, Loggers still retain
Changed line(s) 431,433 (click to see context) from:
!!!Mercenary forces (introduced in ''Heart of Surging Flame'' and ''Code of Brawl'')
[[folder:General]]
* HiredGuns: The wiki states that they are mercenaries hired by various Terran faction (including Siesta for security work), sure enough, not only are they encountered in both Side Stories and Intermezzi, but the Authorized Casters and Shielded Guards can be found amongst the Sicilians in ''Code of Brawl'' (to compensate for the latter's lack of their own Casters and Defenders on their ranks).
[[folder:General]]
* HiredGuns: The wiki states that they are mercenaries hired by various Terran faction (including Siesta for security work), sure enough, not only are they encountered in both Side Stories and Intermezzi, but the Authorized Casters and Shielded Guards can be found amongst the Sicilians in ''Code of Brawl'' (to compensate for the latter's lack of their own Casters and Defenders on their ranks).
to:
[[folder:General]]
* HiredGuns: The wiki states
->'''Other variations:''' Volleyball Spiking Cart
An automated serving cart that fell out of use. Gains ramping ATK every time they
----
* AchillesHeel: Negative status effects (stun, cold, freeze) immediately reset their ATK ramp up stacks. Immobilize effects will also prevent them from ramping up in the
* DisproportionateRetribution: The Volleyball Spiking Cart's flavor text indicates that these carts were designed for the
* GatheringSteam: Much like the Nethersea Reefbreakers, these carts gain ramping up ATK every time they attack.
Changed line(s) 436,438 (click to see context) from:
[[folder:Infantry]]
->'''Other variations:''' Infantry Leader
Basic soldiers, equipped with special armor designed to mitigate Arts damage.
->'''Other variations:''' Infantry Leader
Basic soldiers, equipped with special armor designed to mitigate Arts damage.
to:
->'''Other variations:'''
Basic soldiers, equipped with special armor
A robot designed to
Changed line(s) 440,441 (click to see context) from:
* AntiMagic: 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.
* PaletteSwap: Of Reunion Soldiers, albeit packing higher overall stats.
* PaletteSwap: Of Reunion Soldiers, albeit packing higher overall stats.
to:
* AntiMagic: Their armor is designed to give GiantMook: They are of the Durin's creations, a towering robot with an imposing appearance.
* NoSell: Self-Driving Carts are stopped when they collide with themprotection against Arts, which instead of passing through them like other Durin enemies.
* OxymoronicBeing: A surfing instructor that isevident considering they have 40 RES compared unable to a normal soldier's 0.
float in the water, and still rusts easily despite its anti-rust coating.
*PaletteSwap: Of Reunion Soldiers, albeit packing higher overall stats.StoneWall: Take reduced physical and Arts damage if not blocked.
* NoSell: Self-Driving Carts are stopped when they collide with them
* OxymoronicBeing: A surfing instructor that is
*
Changed line(s) 444,446 (click to see context) from:
[[folder:Sniper]]
->'''Other variations:''' Sniper Leader
Long-ranged soldiers armed with sniper rifles. Every third shot of theirs will stun the target.
->'''Other variations:''' Sniper Leader
Long-ranged soldiers armed with sniper rifles. Every third shot of theirs will stun the target.
to:
->'''Other variations:'''
Long-ranged soldiers armed
A transport buggy for carrying exhausted beachgoers around. Can only be blocked with
Changed line(s) 448,449 (click to see context) from:
* TranquilizerDart: Implied to be how they stun operators.
* StatusEffects: 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.
* StatusEffects: 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.
to:
* TranquilizerDart: Implied to be how LightningBruiser: These buggies are both fast and durable, and protects the enemies inside them from taking damage until they stun operators.
* StatusEffects: 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.die.
* StatusEffects: 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.
Changed line(s) 452,453 (click to see context) from:
[[folder:Agent]]
Sword-wielding casters that can deal melee Arts damage. They will temporarily reduce the block count of operators struck by their attacks.
Sword-wielding casters that can deal melee Arts damage. They will temporarily reduce the block count of operators struck by their attacks.
to:
Sword-wielding casters that can deal melee Arts damage. They will temporarily reduce
->'''Other variations:''' Whiskey-Grade Waker-Upper
A water cannon truck for the
Changed line(s) 455,456 (click to see context) from:
* MagicKnight: They're casters who just happen to favor melee combat.
* StatusEffects: 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.
* StatusEffects: 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.
to:
* MagicKnight: They're casters who just happen {{Irony}}: The Whiskey-Grade Waker-Upper was designed to favor melee combat.
* StatusEffects: 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 themsober up drunk people, but its targeting logic was tampered with and other enemies to slip through your lines more easily, and renders single-block units all but pointless. Fortunately, now it doesn't stack, but an Agent can permanently keep this active on whoever they're attacking.only targets sober people.
* StatusEffects: 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
Changed line(s) 459,461 (click to see context) from:
[[folder:Shielded Guard]]
->'''Other variations:''' Shielded Guard Leader
Soldiers that wield swords and shields, which allow them to soak up physical damage.
->'''Other variations:''' Shielded Guard Leader
Soldiers that wield swords and shields, which allow them to soak up physical damage.
to:
!!!Rioters, Junkmen, and Loggers (Introduced in Chapters 0 to 8, or ''Grani and the Knights' Treasure'')
[[folder:Rioter]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_rioter.png]]
->'''Other variations:'''
Soldiers
Untrained troops that
Changed line(s) 463,464 (click to see context) from:
* HiredGuns: Often hired by the Sicilians in ''Code of Brawl'' to compensate for the latter's lack of Casters and Defenders.
* PaletteSwap: Of Light-Armored Soldiers, the only difference being their slightly lower ATK.
* PaletteSwap: Of Light-Armored Soldiers, the only difference being their slightly lower ATK.
to:
* HiredGuns: Often hired by TheGoomba: In terms of enemy humanoid troops, they're among the Sicilians in ''Code of Brawl'' easiest to compensate for the latter's defeat. Justified - they're barely trained (if at all) rabble with minimum equipment and support.
* EarlyInstallmentWeirdness: Due to a lack ofCasters a proper 2D model for Bounty Hunters (prior to ''Hortus de Escapismo''), Rioters are used to represent them in ''Grani and Defenders.
* PaletteSwap: Of Light-Armored Soldiers,the only difference Knights' Treasure''.
* MolotovCocktail: Cocktail Throwers are the earliest threat to your long-range units, being just under Crossbowmen in terms of effectiveness.
* PipePain: Melee Rioters carry bent pipes as theirslightly lower ATK.weapon.
* EarlyInstallmentWeirdness: Due to a lack of
* PaletteSwap: Of Light-Armored Soldiers,
* MolotovCocktail: Cocktail Throwers are the earliest threat to your long-range units, being just under Crossbowmen in terms of effectiveness.
* PipePain: Melee Rioters carry bent pipes as their
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[[folder:Ergate]]
->'''Other variations:''' Ergate Leader
Engineers that cannot be blocked by operators.
->'''Other variations:''' Ergate Leader
Engineers that cannot be blocked by operators.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_junkman.png]]
->'''Other variations:'''
Engineers that cannot be blocked by operators.
Mercenaries posing as drifters to disguise themselves. They use fierce attacks and are quite sturdy.
Changed line(s) 471,472 (click to see context) from:
* HiredGuns: Befitting of their mercenary nature, they are often hired by various Terran groups. The Sicilians are the only faction without an Ergate on their ranks.
* PaletteSwap: Of the garden variety Wraiths. Their only difference is that the Ergates have slightly more RES.
* PaletteSwap: Of the garden variety Wraiths. Their only difference is that the Ergates have slightly more RES.
to:
* HealingFactor: 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.
* HiredGuns:Befitting of their mercenary nature, The description states that they are often hired by various Terran groups. The Sicilians are the only faction without an Ergate on their ranks.
* PaletteSwap: Of the garden variety Wraiths. Their only differencemercenaries rather than full-time Reunion members, as such it is implied that they joined for the Ergates have slightly more RES.paycheck.
* SmashMook: 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.
* WildMan: Invoked. Junkmen are mercenaries who wear ragged clothing to disguise themselves as drifters to avoid suspicion.
* HiredGuns:
* PaletteSwap: Of the garden variety Wraiths. Their only difference
* SmashMook: 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.
* WildMan: Invoked. Junkmen are mercenaries who wear ragged clothing to disguise themselves as drifters to avoid suspicion.
Changed line(s) 475,477 (click to see context) from:
[[folder:Authorized Caster]]
->'''Other variations:''' Authorized Caster Leader
Casters that have been specifically adapted for military service.
->'''Other variations:''' Authorized Caster Leader
Casters that have been specifically adapted for military service.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_logger.png]]
->'''Other variations:'''
Casters
Unidentified axe-wielding combatants that have
Changed line(s) 479,480 (click to see context) from:
* HiredGuns: Alongside Shielded Guards and (rarely) Heavy Defender Type-N's, they are hired by Sicilians in ''Code of Brawl'' to help bolster their forces (and to compensate for the mafioso's lack of Casters and Defenders among their ranks).
* PaletteSwap: Of Reunion Casters, albeit packing higher overall stats.
* PaletteSwap: Of Reunion Casters, albeit packing higher overall stats.
to:
* HiredGuns: Alongside Shielded Guards ExactlyWhatItSaysOnTheTin: Loggers wield lumber axes and (rarely) Heavy Defender Type-N's, they are hired by Sicilians in ''Code of Brawl'' to help bolster wear logging equipment.
* SmashMook: A step up over Junkmen, Loggers still retain theirforces (and to compensate for the mafioso's lack of Casters and Defenders among their ranks).
* PaletteSwap: Of Reunion Casters, albeit packing higher overall stats.role as living battering rams against your operators.
* SmashMook: A step up over Junkmen, Loggers still retain their
* PaletteSwap: Of Reunion Casters, albeit packing higher overall stats.
Changed line(s) 483,489 (click to see context) from:
[[folder:Rockbreaker]]
->'''Other variations:''' Rockbreaker Leader
Melee soldiers who have high HP and use their axes to inflict heavy damage. While their defense is low, their special armor gives them significant Arts resistance, which will greatly increase if they're blocked.
----
* AchillesHeel: 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).
* AntiMagic: 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.
* MightyGlacier: Slow, tough, and capable of dealing huge damage. Unlike most of the SmashMook 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.
->'''Other variations:''' Rockbreaker Leader
Melee soldiers who have high HP and use their axes to inflict heavy damage. While their defense is low, their special armor gives them significant Arts resistance, which will greatly increase if they're blocked.
----
* AchillesHeel: 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).
* AntiMagic: 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.
* MightyGlacier: Slow, tough, and capable of dealing huge damage. Unlike most of the SmashMook 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.
to:
->'''Other variations:''' Rockbreaker Leader
Melee soldiers who have high HP
----
* AchillesHeel: Inverted compared to most
[[folder:General]]
*
* MightyGlacier: Slow, tough,
Changed line(s) 492,494 (click to see context) from:
[[folder:Heavy Defender Type N]]
->'''Other variations:''' Heavy Defender Type S
Heavily armored soldiers with significant HP and DEF.
->'''Other variations:''' Heavy Defender Type S
Heavily armored soldiers with significant HP and DEF.
to:
->'''Other variations:'''
Heavily armored soldiers
Basic soldiers, equipped with
Changed line(s) 496,497 (click to see context) from:
* HiredGuns: Of the mercenaries hired by the Sicilians in ''Code of Brawl'', only a pair of them are bought to bolster their ranks. This makes them the rarest of the mercenary ranks fielded by the Sicilians (more Type-N's are encountered in other Side Stories, such as ''Ideal City'' and ''Twilight of Wolumonde'').
* PaletteSwap: Of the Reunion Heavy Defenders, albeit packing higher overall stats.
* PaletteSwap: Of the Reunion Heavy Defenders, albeit packing higher overall stats.
to:
* HiredGuns: Of the mercenaries hired by the Sicilians in ''Code of Brawl'', only a pair of AntiMagic: Their armor is designed to give them are bought protection against Arts, which is evident considering they have 40 RES compared to bolster their ranks. This makes them the rarest of the mercenary ranks fielded by the Sicilians (more Type-N's are encountered in other Side Stories, such as ''Ideal City'' and ''Twilight of Wolumonde'').
a normal soldier's 0.
* PaletteSwap: Ofthe Reunion Heavy Defenders, Soldiers, albeit packing higher overall stats.
* PaletteSwap: Of
Changed line(s) 500,503 (click to see context) from:
!Kazdel Units
!!!Reunion-affiliated Sarkaz mercenaries (Main story)
[[folder:General]]
* TheBigGuy: Compared to the other common Sarkaz ranks (first introduced in ''Darknights Memoir'', or ''Children of Ursus'' in Global), all of the Reunion-aligned Sarkaz mercs seen are much taller and possess a larger build. Fittingly, this puts them in the Elite enemies category.
!!!Reunion-affiliated Sarkaz mercenaries (Main story)
[[folder:General]]
* TheBigGuy: Compared to the other common Sarkaz ranks (first introduced in ''Darknights Memoir'', or ''Children of Ursus'' in Global), all of the Reunion-aligned Sarkaz mercs seen are much taller and possess a larger build. Fittingly, this puts them in the Elite enemies category.
to:
!!!Reunion-affiliated Sarkaz mercenaries (Main story)
[[folder:General]]
* TheBigGuy: Compared to
->'''Other variations:''' Sniper Leader
Long-ranged soldiers armed with sniper rifles. Every third shot of theirs will stun the
----
* TranquilizerDart: Implied to be how they stun operators.
* StatusEffects: Stun, on every third shot. Unlike the
Changed line(s) 506,509 (click to see context) from:
[[folder:Sarkaz Greatswordsman]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_054.png]]
->'''Other variations:''' Sarkaz Greatswordsman Leader
Sarkaz mercenaries employed by Reunion, who have both towering durability and powerful melee strikes. Their Sarkaz biology also gives them a high resistance to Arts damage.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_054.png]]
->'''Other variations:''' Sarkaz Greatswordsman Leader
Sarkaz mercenaries employed by Reunion, who have both towering durability and powerful melee strikes. Their Sarkaz biology also gives them a high resistance to Arts damage.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_054.png]]
->'''Other variations:''' Sarkaz Greatswordsman Leader
Sarkaz mercenaries employed by Reunion, who have both towering durability and powerful
Sword-wielding casters that can deal melee
Changed line(s) 511,512 (click to see context) from:
* RememberTheNewGuy: 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''.
* YouAllLookFamiliar: This enemy's artwork is reused by Garcin, Marco, and Chainsmoke.
* YouAllLookFamiliar: This enemy's artwork is reused by Garcin, Marco, and Chainsmoke.
to:
* RememberTheNewGuy: Sarkaz mercenary Chainsmoke (a close friend of Big Bob and Mudrock) is mentioned in ''Rewinding Breeze'' having taken part in MagicKnight: They're casters who just happen to favor melee combat.
* StatusEffects: They can inflict a unique debuff that temporarily reduces theWolumonde uprising despite not having an actual onscreen appearance in ''Twilight block count of Wolumonde''.
* YouAllLookFamiliar:any operators they strike by 1. This enemy's artwork is reused by Garcin, Marco, especially annoying, as it allows them and Chainsmoke.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.
* StatusEffects: They can inflict a unique debuff that temporarily reduces the
* YouAllLookFamiliar:
Changed line(s) 515,517 (click to see context) from:
[[folder:Sarkaz Caster]]
->'''Other variations:''' Sarkaz Caster Leader
Sarkaz mercenaries that have high HP and use high-power Arts attacks. When they see an enemy for the first time, they will use a chain attack to paralyze them, rendering them helpless and dealing heavy damage over time for up to 20 seconds.
->'''Other variations:''' Sarkaz Caster Leader
Sarkaz mercenaries that have high HP and use high-power Arts attacks. When they see an enemy for the first time, they will use a chain attack to paralyze them, rendering them helpless and dealing heavy damage over time for up to 20 seconds.
to:
->'''Other variations:'''
Changed line(s) 519,521 (click to see context) from:
* ChainPain: They will use magic chains to stun operators for a lengthy period of time, dealing heavy damage and leaving them helpless.
* ItOnlyWorksOnce: Each Sarkaz Caster can only use their ChainPain 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 them into using this move.
* MissingSecret: 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).
* ItOnlyWorksOnce: Each Sarkaz Caster can only use their ChainPain 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 them into using this move.
* MissingSecret: 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).
to:
* ChainPain: They will use magic chains HiredGuns: Often hired by the Sicilians in ''Code of Brawl'' to stun operators compensate for a lengthy period the latter's lack of time, dealing heavy damage Casters and leaving them helpless.
Defenders.
*ItOnlyWorksOnce: Each Sarkaz Caster can PaletteSwap: Of Light-Armored Soldiers, the only use difference being their ChainPain 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 them into using this move.
* MissingSecret: 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).slightly lower ATK.
*
* MissingSecret: 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).
Changed line(s) 524,526 (click to see context) from:
[[folder:Sarkaz Crossbowman]]
->'''Other variations:''' Sarkaz Crossbowman Leader
Sarkaz mercenaries that wield large crossbows. Much tougher and more powerful than normal crossbowmen, they also share their kind's high Arts resistance.
->'''Other variations:''' Sarkaz Crossbowman Leader
Sarkaz mercenaries that wield large crossbows. Much tougher and more powerful than normal crossbowmen, they also share their kind's high Arts resistance.
to:
->'''Other variations:'''
Changed line(s) 528 (click to see context) from:
to:
* HiredGuns: Befitting of their mercenary nature, they are often hired by various Terran groups. The Sicilians are the only faction without an Ergate on their ranks.
* PaletteSwap: Of the garden variety Wraiths. Their only difference is that the Ergates have slightly more RES.
* PaletteSwap: Of the garden variety Wraiths. Their only difference is that the Ergates have slightly more RES.
Changed line(s) 531,536 (click to see context) from:
!!!Independent Sarkaz mercenaries (introduced in ''Darknights' Memoir'')
[[folder:Sarkaz Swordsman]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_053.png]]
->'''Other variations:''' Sarkaz Blademaster
Basic Sarkaz melee soldiers. Like the rest of their kind, their biology gives them heightened Arts resistance.
[[folder:Sarkaz Swordsman]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_053.png]]
->'''Other variations:''' Sarkaz Blademaster
Basic Sarkaz melee soldiers. Like the rest of their kind, their biology gives them heightened Arts resistance.
to:
[[folder:Sarkaz Swordsman]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_053.png]]
->'''Other variations:'''
Basic Sarkaz melee soldiers. Like the rest of their kind, their biology gives them heightened Arts resistance.
Casters that have been specifically adapted for military service.
Changed line(s) 538,541 (click to see context) from:
* EarlyBirdCameo: Due to ''Children of Ursus'' being pushed up ahead of ''Darknights' Memoir''[[note]]Their debut event in CN servers[[/note]] on Global servers, these guys ended up appearing much earlier than they're supposed to.
* HeroicSuicide: 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.
* YouAllLookFamiliar: This enemy's artwork is reused by Pallas's unnamed Sarkaz bodyguard.
* WouldntHurtAChild: In TW-8, one of them briefly holds Suzuran hostage, while mentioning if she was older, he would have sliced off her hand.
* HeroicSuicide: 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.
* YouAllLookFamiliar: This enemy's artwork is reused by Pallas's unnamed Sarkaz bodyguard.
* WouldntHurtAChild: In TW-8, one of them briefly holds Suzuran hostage, while mentioning if she was older, he would have sliced off her hand.
to:
* EarlyBirdCameo: Due HiredGuns: Alongside Shielded Guards and (rarely) Heavy Defender Type-N's, they are hired by Sicilians in ''Code of Brawl'' to ''Children help bolster their forces (and to compensate for the mafioso's lack of Ursus'' being pushed up ahead of ''Darknights' Memoir''[[note]]Their debut event in CN servers[[/note]] on Global servers, these guys ended up appearing much earlier than they're supposed to.
Casters and Defenders among their ranks).
*HeroicSuicide: 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.
* YouAllLookFamiliar: This enemy's artwork is reused by Pallas's unnamed Sarkaz bodyguard.
* WouldntHurtAChild: In TW-8, one of them briefly holds Suzuran hostage, while mentioning if she was older, he would have sliced off her hand.PaletteSwap: Of Reunion Casters, albeit packing higher overall stats.
*
* YouAllLookFamiliar: This enemy's artwork is reused by Pallas's unnamed Sarkaz bodyguard.
* WouldntHurtAChild: In TW-8, one of them briefly holds Suzuran hostage, while mentioning if she was older, he would have sliced off her hand.
Changed line(s) 544,546 (click to see context) from:
[[folder:Sarkaz Lancer]]
->'''Other variations:''' Sarkaz Lancer Leader
Sarkaz mercenaries who wield lances. When spawned, they will start gradually accelerating along their path, dealing severe initial impact damage depending on how fast they were moving when first blocked.
->'''Other variations:''' Sarkaz Lancer Leader
Sarkaz mercenaries who wield lances. When spawned, they will start gradually accelerating along their path, dealing severe initial impact damage depending on how fast they were moving when first blocked.
to:
->'''Other variations:'''
Changed line(s) 548,552 (click to see context) from:
* EarlyBirdCameo: Due to ''Children of Ursus'' being pushed up ahead of ''Darknights' Memoir''[[note]]Their debut event in CN servers[[/note]] on Global servers, these guys ended up appearing much earlier than they're supposed to.
* GatheringSteam: 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 OneHitKill 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 them.
* HoistByHisOwnPetard: Due to their acceleration mechanic, Sarkaz Lancers are extremely prone to throwing themselves off of cliffs into BottomlessPits 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 EasyLevelTrick, since with her block reduced to 0, the three Lancer Leaders will simply charge right off of the cliff and die.
* GatheringSteam: 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 OneHitKill 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 them.
* HoistByHisOwnPetard: Due to their acceleration mechanic, Sarkaz Lancers are extremely prone to throwing themselves off of cliffs into BottomlessPits 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 EasyLevelTrick, since with her block reduced to 0, the three Lancer Leaders will simply charge right off of the cliff and die.
to:
* EarlyBirdCameo: Due AchillesHeel: Inverted compared to ''Children most of Ursus'' being pushed up ahead of ''Darknights' Memoir''[[note]]Their debut event in CN servers[[/note]] on Global servers, these guys ended up appearing much earlier than 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).
* AntiMagic: Their Arts resistance is already significant for a heavy unit, but their armor will generate an Arts shield to protect them further when they'resupposed to.
* GatheringSteam: Their common behavior involves running around the map to build up speed,blocked. Considering that they have 40 RES already, which can translate into increases to ''80 (90 if it's a very hard hitting first attack depending on how fast they were moving before colliding into an operator.
** TheirLeader)'', Arts 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 often does little 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,nothing against them. Fortunately, 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 OneHitKill on all but the absolute beefiest operator, or those with innate Evasion. Thankfully, a Lancer's speed physical defense is reset if he's stunned or bound by an operator's attack, making Trapmaster Specialists and those with stun skills valuable when engaging them.
* HoistByHisOwnPetard: Due to their acceleration mechanic, Sarkaz Lancers areextremely prone to throwing themselves off low.
* MightyGlacier: Slow, tough, and capable ofcliffs into BottomlessPits if they run directly at one, netting the player easy kills. There is a reason why putting Myrtle right in front dealing huge damage. Unlike most of the lower blue base in DM-3 of ''Darknights Memoir'' is considered to be an EasyLevelTrick, since with her block reduced to 0, SmashMook variants the three Lancer Leaders will simply charge right off of the cliff and die.game has to offer, these guys are supremely resistant to Arts too, although their physical defense takes a huge hit as a result.
* AntiMagic: 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
* GatheringSteam: Their common behavior involves running around the map to build up speed,
** Their
** Worse still, if they are moving in the flowing direction of an Originium Jetstream,
* HoistByHisOwnPetard: Due to their acceleration mechanic, Sarkaz Lancers are
* MightyGlacier: Slow, tough, and capable of
Changed line(s) 555,557 (click to see context) from:
[[folder:Sarkaz Sentinel]]
->'''Other variations:''' Sarkaz Sentinel Leader
Special Sarkaz units that are completely harmless by themselves. However, if attacked, they will activate - permanently buffing the ATK and DEF of every enemy on the map while commanding all passive Sarkaz to turn hostile.
->'''Other variations:''' Sarkaz Sentinel Leader
Special Sarkaz units that are completely harmless by themselves. However, if attacked, they will activate - permanently buffing the ATK and DEF of every enemy on the map while commanding all passive Sarkaz to turn hostile.
to:
->'''Other variations:'''
Special Sarkaz units that are completely harmless by themselves. However, if attacked, they will activate - permanently buffing the ATK
Heavily armored soldiers with significant HP and
Changed line(s) 559,562 (click to see context) from:
* LastChanceHitPoint: 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.
* NonActionGuy: 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.
* SupportPartyMember: They will increase the ATK and DEF of all enemy units on the map if provoked.
* UnusuallyUninterestingSight: 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.
* NonActionGuy: 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.
* SupportPartyMember: They will increase the ATK and DEF of all enemy units on the map if provoked.
* UnusuallyUninterestingSight: 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.
to:
* LastChanceHitPoint: Sentinels who haven't been triggered yet technically cannot be killed HiredGuns: Of the mercenaries hired by the Sicilians in one hit from full health, no matter how powerful your burst attack is. Their coding forces ''Code of Brawl'', only a pair of them are bought 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 bolster their ranks. This makes them one after another within the span rarest 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.
* NonActionGuy: They can't fight, but hitting them will cause them to buff enemiesthe mercenary ranks fielded by the Sicilians (more Type-N's are encountered in other Side Stories, such as ''Ideal City'' and will prompt those in a "standby" state to become actively aggressive.
''Twilight of Wolumonde'').
*SupportPartyMember: They will increase PaletteSwap: Of the ATK and DEF of all enemy units on the map if provoked.
* UnusuallyUninterestingSight: 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.Reunion Heavy Defenders, albeit packing higher overall stats.
* NonActionGuy: They can't fight, but hitting them will cause them to buff enemies
*
* UnusuallyUninterestingSight: 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.
Changed line(s) 565,567 (click to see context) from:
[[folder:Sarkaz Grudgebearer]]
->'''Other variations:''' Sarkaz Worldcurser
Sarkaz mercenaries who wield powerful Arts that can target two Operators simultaneously. They will remain in a passive standby state until provoked by damage or a Sentinel's signal, or until enough time has passed.
->'''Other variations:''' Sarkaz Worldcurser
Sarkaz mercenaries who wield powerful Arts that can target two Operators simultaneously. They will remain in a passive standby state until provoked by damage or a Sentinel's signal, or until enough time has passed.
to:
!Kazdel Units
!!!Reunion-affiliated Sarkaz mercenaries (Main story)
[[folder:General]]
* TheBigGuy: Compared to the other common Sarkaz ranks (first introduced in ''Darknights Memoir'', or ''Children of Ursus'' in Global), all of the Reunion-aligned Sarkaz mercs seen are much taller and possess a larger build. Fittingly, this puts them in the Elite enemies category.
[[/folder]]
[[folder:SarkazGrudgebearer]]
Greatswordsman]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_054.png]]
->'''Other variations:''' SarkazWorldcurser
Greatswordsman Leader
Sarkaz mercenaries employed by Reunion, whowield have both towering durability and powerful melee strikes. Their Sarkaz biology also gives them a high resistance to Arts that can target two Operators simultaneously. They will remain in a passive standby state until provoked by damage or a Sentinel's signal, or until enough time has passed.damage.
!!!Reunion-affiliated Sarkaz mercenaries (Main story)
[[folder:General]]
* TheBigGuy: Compared to the other common Sarkaz ranks (first introduced in ''Darknights Memoir'', or ''Children of Ursus'' in Global), all of the Reunion-aligned Sarkaz mercs seen are much taller and possess a larger build. Fittingly, this puts them in the Elite enemies category.
[[/folder]]
[[folder:Sarkaz
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_054.png]]
->'''Other variations:''' Sarkaz
Sarkaz mercenaries employed by Reunion, who
Changed line(s) 569,573 (click to see context) from:
* BodyHorror: 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.
* CastFromLifeSpan: The Arts that Grudgebearers cast are described as them expending their own life force to damage the enemy, perhaps in a frenzied attempt to [[TakingYouWithMe take their targets with them]]. They aren't actually CastFromHitPoints [[GameplayAndStorySegregation in the actual levels themselves, however]].
* ThePowerOfHate: Sarkaz Worldcursers are said to have crystallized their resentment into raw power to amplify their Arts.
* PersonOfMassDestruction: 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.
* SavageSetpiece: Zig-Zagged. Shared with Bladeweavers, they start out on standby (making it risky to attack a Sentinel unless sufficiently prepared). They eventually start to go an attack if enough time passes.
* CastFromLifeSpan: The Arts that Grudgebearers cast are described as them expending their own life force to damage the enemy, perhaps in a frenzied attempt to [[TakingYouWithMe take their targets with them]]. They aren't actually CastFromHitPoints [[GameplayAndStorySegregation in the actual levels themselves, however]].
* ThePowerOfHate: Sarkaz Worldcursers are said to have crystallized their resentment into raw power to amplify their Arts.
* PersonOfMassDestruction: 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.
* SavageSetpiece: Zig-Zagged. Shared with Bladeweavers, they start out on standby (making it risky to attack a Sentinel unless sufficiently prepared). They eventually start to go an attack if enough time passes.
to:
* BodyHorror: Implied. RememberTheNewGuy: 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 mercenary Chainsmoke (a close friend of Big Bob and physical damage, as they can be seen violently twitching Mudrock) is mentioned in their Standby state and when aggravated.
* CastFromLifeSpan: The Arts that Grudgebearers cast are described as them expending their own life force to damage the enemy, perhaps in a frenzied attempt to [[TakingYouWithMe take their targets with them]]. They aren't actually CastFromHitPoints [[GameplayAndStorySegregation''Rewinding Breeze'' having taken part in the Wolumonde uprising despite not having an actual levels themselves, however]].
onscreen appearance in ''Twilight of Wolumonde''.
*ThePowerOfHate: Sarkaz Worldcursers are said to have crystallized their resentment into raw power to amplify their Arts.
* PersonOfMassDestruction: Sarkaz Grudgebearers are noted to be so extremely ravagedYouAllLookFamiliar: This enemy's artwork is reused by Oripathy, that they can fire devastating Arts from their own flesh instead of having to use conventional Arts units, such as staves.
* SavageSetpiece: Zig-Zagged. Shared with Bladeweavers, they start out on standby (making it risky to attack a Sentinel unless sufficiently prepared). They eventually start to go an attack if enough time passes.Garcin, Marco, and Chainsmoke.
* CastFromLifeSpan: The Arts that Grudgebearers cast are described as them expending their own life force to damage the enemy, perhaps in a frenzied attempt to [[TakingYouWithMe take their targets with them]]. They aren't actually CastFromHitPoints [[GameplayAndStorySegregation
*
* PersonOfMassDestruction: Sarkaz Grudgebearers are noted to be so extremely ravaged
* SavageSetpiece: Zig-Zagged. Shared with Bladeweavers, they start out on standby (making it risky to attack a Sentinel unless sufficiently prepared). They eventually start to go an attack if enough time passes.
Changed line(s) 576,578 (click to see context) from:
[[folder:Sarkaz Bladeweaver]]
->'''Other variations:''' Sarkaz Bladeweaver Leader
Sarkaz mercenaries who wield Originium-powered swords capable of dealing Arts damage. They will remain in a passive standby state until provoked by damage or a Sentinel's signal, or until enough time has passed.
->'''Other variations:''' Sarkaz Bladeweaver Leader
Sarkaz mercenaries who wield Originium-powered swords capable of dealing Arts damage. They will remain in a passive standby state until provoked by damage or a Sentinel's signal, or until enough time has passed.
to:
[[folder:Sarkaz Bladeweaver]]
Caster]]
->'''Other variations:''' SarkazBladeweaver Caster Leader
Sarkaz mercenarieswho wield Originium-powered swords capable of that have high HP and use high-power Arts attacks. When they see an enemy for the first time, they will use a chain attack to paralyze them, rendering them helpless and dealing Arts damage. They will remain in a passive standby state until provoked by heavy damage or a Sentinel's signal, or until enough over time has passed.for up to 20 seconds.
->'''Other variations:''' Sarkaz
Sarkaz mercenaries
Changed line(s) 580,582 (click to see context) from:
* ArmorPiercingAttack: Arts damage are countered by Resistance instead of Defense, which many melee operators (especially Defenders) lack.
* MagicKnight: Their swords deal Arts damage.
* SavageSetpiece: Zig-Zagged. They start in standby mode, where they will not attack unless attacked first. This makes attacking a Sentinel risky, unless Doctors are prepared accordingly. They will eventually start to march on their own accord if enough timed has passed.
* MagicKnight: Their swords deal Arts damage.
* SavageSetpiece: Zig-Zagged. They start in standby mode, where they will not attack unless attacked first. This makes attacking a Sentinel risky, unless Doctors are prepared accordingly. They will eventually start to march on their own accord if enough timed has passed.
to:
* ArmorPiercingAttack: Arts damage are countered by Resistance instead of Defense, which many melee ChainPain: They will use magic chains to stun operators (especially Defenders) lack.
for a lengthy period of time, dealing heavy damage and leaving them helpless.
*MagicKnight: Their swords deal Arts damage.
* SavageSetpiece: Zig-Zagged. They start in standby mode, where they will not attack unless attacked first. This makes attacking a Sentinel risky, unless Doctors are prepared accordingly. They will eventually start to march onItOnlyWorksOnce: Each Sarkaz Caster can only use their own accord if enough timed has passed.ChainPain 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 them into using this move.
* MissingSecret: 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).
*
* SavageSetpiece: Zig-Zagged. They start in standby mode, where they will not attack unless attacked first. This makes attacking a Sentinel risky, unless Doctors are prepared accordingly. They will eventually start to march on
* MissingSecret: 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).
Changed line(s) 585,587 (click to see context) from:
[[folder:Guerilla Sarkaz Fighter]]
->'''Other variations:''' Guerilla Sarkaz Fighter Leader, Mercenary Sarkaz Fighter
Sarkaz units with bladed claws. If an Originium Altar activates near them, they will be buffed to deal Arts damage.
->'''Other variations:''' Guerilla Sarkaz Fighter Leader, Mercenary Sarkaz Fighter
Sarkaz units with bladed claws. If an Originium Altar activates near them, they will be buffed to deal Arts damage.
to:
->'''Other variations:'''
Sarkaz
Sarkaz units with bladed claws. If an Originium Altar activates near them,
Changed line(s) 589,590 (click to see context) from:
* MagicKnight: Only when buffed by an Originium Altar.
* WolverineClaws: Sports a pair of these, which [[PowerGlows glow purple]] when infused with Arts.
* WolverineClaws: Sports a pair of these, which [[PowerGlows glow purple]] when infused with Arts.
to:
* WolverineClaws: Sports a pair of these, which [[PowerGlows glow purple]] when infused with Arts.
Changed line(s) 593,595 (click to see context) from:
[[folder:Guerrilla Sarkaz Caster]]
->'''Other variations:''' Guerrilla Sarkaz Caster Leader, Mercenary Sarkaz Caster
Special Sarkaz casters that use periodic Arts pulses, dealing damage to all Operators in a radius. If an Originium Altar activates near them, the radius of their Arts attacks will be buffed.
->'''Other variations:''' Guerrilla Sarkaz Caster Leader, Mercenary Sarkaz Caster
Special Sarkaz casters that use periodic Arts pulses, dealing damage to all Operators in a radius. If an Originium Altar activates near them, the radius of their Arts attacks will be buffed.
to:
[[folder:Sarkaz Swordsman]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_053.png]]
->'''Other variations:'''
Basic Sarkaz
Special Sarkaz casters that use periodic Arts pulses, dealing damage to all Operators in a radius. If an Originium Altar activates near them,
Changed line(s) 597,598 (click to see context) from:
* SplashDamageAbuse: Causes damage to all foes in a wide area around it.
* WeaksauceWeakness: 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.
* WeaksauceWeakness: 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.
to:
* SplashDamageAbuse: Causes damage EarlyBirdCameo: Due to all foes ''Children of Ursus'' being pushed up ahead of ''Darknights' Memoir''[[note]]Their debut event in a wide area around it.
* WeaksauceWeakness: Because they can't attack normally, and their Arts explosions exclusively harm friendly ''units'', placing a roadblockCN servers[[/note]] on top Global servers, these guys ended up appearing much earlier than they're supposed to.
* HeroicSuicide: 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.
* YouAllLookFamiliar: This enemy's artwork is reused by Pallas's unnamed Sarkaz bodyguard.
* WouldntHurtAChild: In TW-8, one of themwill render them immobile and totally helpless.briefly holds Suzuran hostage, while mentioning if she was older, he would have sliced off her hand.
* WeaksauceWeakness: Because they can't attack normally, and their Arts explosions exclusively harm friendly ''units'', placing a roadblock
* HeroicSuicide: 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.
* YouAllLookFamiliar: This enemy's artwork is reused by Pallas's unnamed Sarkaz bodyguard.
* WouldntHurtAChild: In TW-8, one of them
Changed line(s) 601,603 (click to see context) from:
!!!Sarkaz Crimson Court and the Sanguinarch's creations (Introduced in Episode 10 and 13)
[[folder:General]]
[[folder:General]]
to:
[[folder:General]]
->'''Other variations:''' Sarkaz Lancer Leader
Sarkaz mercenaries who wield lances. When spawned, they will start gradually accelerating along their path, dealing severe initial impact damage depending on how fast they were moving when first blocked.
Changed line(s) 605,608 (click to see context) from:
* AllYourBaseAreBelongToUs: They are part of the Kazdel army that occupies Londinium as part of Theresis' plan to annex Victoria as a vassal state of Kazdel.
* BodyHorror: Several enemies are "blessed" with the blood of the Sanguinarch and have extra tentacles poking out of them.
* HoistByHisOwnPetard: 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 StoneWall reborn creations and the invisible engineering drones.
* MookMaker: 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.
* BodyHorror: Several enemies are "blessed" with the blood of the Sanguinarch and have extra tentacles poking out of them.
* HoistByHisOwnPetard: 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 StoneWall reborn creations and the invisible engineering drones.
* MookMaker: 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.
to:
* AllYourBaseAreBelongToUs: They are part EarlyBirdCameo: Due to ''Children of Ursus'' being pushed up ahead of ''Darknights' Memoir''[[note]]Their debut event in CN servers[[/note]] on Global servers, these guys ended up appearing much earlier than they're supposed to.
* GatheringSteam: Their common behavior involves running around theKazdel army that occupies Londinium as part 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 ofTheresis' plan ''1,250%'' movement speed, enough to annex Victoria as cover about three and a vassal state half tiles (3.375) per second. This ''tile[=/=]s'' value is then multiplied by an impact damage of Kazdel.
* BodyHorror: Several enemies are "blessed"600, with the blood 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 theSanguinarch 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 have extra tentacles poking out of up to '''''5900''''' on a Leader, a OneHitKill 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 them.
* HoistByHisOwnPetard:Enemies in chapter 10 and 13 Due to their acceleration mechanic, Sarkaz Lancers are not immune extremely prone to damage from Londinium artillery shots, which makes intentionally getting your operator hit by throwing themselves off of cliffs into BottomlessPits if they run directly at one, netting the artillery player easy kills. There is a viable way to kill these enemies - especially the StoneWall reborn creations and the invisible engineering drones.
* MookMaker: The various "heirbearer" enemies are carriersreason why putting Myrtle right in front of the Sanguinarch's parasitic blood Arts, which animate their blood into a separate entity lower blue base in DM-3 of ''Darknights Memoir'' is considered to continue fighting after they fall in battle. This is represented ingame as a Touch/Gift enemy spawning at be an EasyLevelTrick, since with her block reduced to 0, the location a Heirbearer enemy (except three Lancer Leaders will simply charge right off of the ASV) dies.cliff and die.
* GatheringSteam: Their common behavior involves running around the
** 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
* BodyHorror: Several enemies are "blessed"
** Worse still, if they are moving in the
* HoistByHisOwnPetard:
* MookMaker: The various "heirbearer" enemies are carriers
Changed line(s) 611,613 (click to see context) from:
[[folder:Sarkaz Royal Court Soldier]]
->'''Other variations:''' Sarkaz Royal Court Elite Soldier
Sarkaz soldiers working under Manfred, armed with equipment produced by the Londinium factories.
->'''Other variations:''' Sarkaz Royal Court Elite Soldier
Sarkaz soldiers working under Manfred, armed with equipment produced by the Londinium factories.
to:
[[folder:Sarkaz Royal Court Soldier]]
Sentinel]]
->'''Other variations:''' SarkazRoyal Court Elite Soldier
Sentinel Leader
Special Sarkazsoldiers working under Manfred, armed with equipment produced units that are completely harmless by themselves. However, if attacked, they will activate - permanently buffing the Londinium factories. ATK and DEF of every enemy on the map while commanding all passive Sarkaz to turn hostile.
->'''Other variations:''' Sarkaz
Special Sarkaz
* LastChanceHitPoint: 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.
* NonActionGuy: 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.
* SupportPartyMember: They will increase the ATK and DEF of all enemy units on the map if provoked.
* UnusuallyUninterestingSight: 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.
* NonActionGuy: 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.
* SupportPartyMember: They will increase the ATK and DEF of all enemy units on the map if provoked.
* UnusuallyUninterestingSight: 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.
Changed line(s) 617,619 (click to see context) from:
[[folder:Touch of the Sanguinarch]]
->'''Other variations:''' Touch of Benevolence
Creations born of the Sanguinarch of Vampires' Originium Arts.
->'''Other variations:''' Touch of Benevolence
Creations born of the Sanguinarch of Vampires' Originium Arts.
to:
->'''Other variations:'''
Creations born of the Sanguinarch of Vampires' Originium Arts.
Sarkaz mercenaries who wield powerful Arts that can target two Operators simultaneously. They will remain in a passive standby state until provoked by damage or a Sentinel's signal, or until enough time has passed.
Changed line(s) 621,624 (click to see context) from:
* ArmoredButFrail: 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.
* BlobMonster: They look like white formless masa with red tentacles.
* HelpfulMook: 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 [[DeathFromAbove Londinium artillery shots.]]
* BlobMonster: They look like white formless masa with red tentacles.
* HelpfulMook: 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 [[DeathFromAbove Londinium artillery shots.]]
to:
* ArmoredButFrail: 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 BodyHorror: 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 killed seen violently twitching in their Standby state and when aggravated.
* CastFromLifeSpan: The Arts that Grudgebearers cast are described as them expending their own life force to damage the enemy, perhaps in a frenzied attempt to [[TakingYouWithMe take their targets witha single shot of them]]. They aren't actually CastFromHitPoints [[GameplayAndStorySegregation in the Londinium defense artillery cannon, making grouping them up actual levels themselves, however]].
* ThePowerOfHate: Sarkaz Worldcursers are said to have crystallized their resentment into raw power to amplify their Arts.
* PersonOfMassDestruction: 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.
* SavageSetpiece: Zig-Zagged. Shared witha sacrificial unit Bladeweavers, they start out on standby (making it risky to get attack a large crowd killed using cannon shots a legitimate strategy.
* BlobMonster:Sentinel unless sufficiently prepared). They look like white formless masa with red tentacles.
* HelpfulMook: 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 [[DeathFromAbove Londinium artillery shots.]]
eventually start to go an attack if enough time passes.
* CastFromLifeSpan: The Arts that Grudgebearers cast are described as them expending their own life force to damage the enemy, perhaps in a frenzied attempt to [[TakingYouWithMe take their targets with
* ThePowerOfHate: Sarkaz Worldcursers are said to have crystallized their resentment into raw power to amplify their Arts.
* PersonOfMassDestruction: 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.
* SavageSetpiece: Zig-Zagged. Shared with
* BlobMonster:
* HelpfulMook: 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 [[DeathFromAbove Londinium artillery shots.]]
Changed line(s) 627,629 (click to see context) from:
[[folder:Sarkaz Heirbearer Warrior]]
->'''Other variations:''' Sarkaz Heirbearer Warrior Captain
A soldier infused with the Sanguinarch's Arts. Spawns a Touch enemy on death.
->'''Other variations:''' Sarkaz Heirbearer Warrior Captain
A soldier infused with the Sanguinarch's Arts. Spawns a Touch enemy on death.
to:
[[folder:Sarkaz Heirbearer Warrior]]
Bladeweaver]]
->'''Other variations:''' SarkazHeirbearer Warrior Captain
A soldier infused with the Sanguinarch's Arts. SpawnsBladeweaver Leader
Sarkaz mercenaries who wield Originium-powered swords capable of dealing Arts damage. They will remain in aTouch enemy on death.passive standby state until provoked by damage or a Sentinel's signal, or until enough time has passed.
->'''Other variations:''' Sarkaz
A soldier infused with the Sanguinarch's Arts. Spawns
Sarkaz mercenaries who wield Originium-powered swords capable of dealing Arts damage. They will remain in a
* ArmorPiercingAttack: Arts damage are countered by Resistance instead of Defense, which many melee operators (especially Defenders) lack.
* MagicKnight: Their swords deal Arts damage.
* SavageSetpiece: Zig-Zagged. They start in standby mode, where they will not attack unless attacked first. This makes attacking a Sentinel risky, unless Doctors are prepared accordingly. They will eventually start to march on their own accord if enough timed has passed.
* MagicKnight: Their swords deal Arts damage.
* SavageSetpiece: Zig-Zagged. They start in standby mode, where they will not attack unless attacked first. This makes attacking a Sentinel risky, unless Doctors are prepared accordingly. They will eventually start to march on their own accord if enough timed has passed.
Changed line(s) 633,635 (click to see context) from:
[[folder:Sarkaz Heirbearer ASV]]
->'''Other variations:''' Sarkaz Heirbearer Retrofit ASV
A supply vehicle carrying the Sanguinarch's Arts. Buffs all reborn creations on the field and causes them to deal Necrosis damage with their attacks.
->'''Other variations:''' Sarkaz Heirbearer Retrofit ASV
A supply vehicle carrying the Sanguinarch's Arts. Buffs all reborn creations on the field and causes them to deal Necrosis damage with their attacks.
to:
->'''Other variations:''' Guerilla Sarkaz
A supply vehicle carrying the Sanguinarch's Arts. Buffs all reborn creations on the field and causes them
Sarkaz units with bladed claws. If an Originium Altar activates near them, they will be buffed to deal
* MagicKnight: Only when buffed by an Originium Altar.
* WolverineClaws: Sports a pair of these, which [[PowerGlows glow purple]] when infused with Arts.
* WolverineClaws: Sports a pair of these, which [[PowerGlows glow purple]] when infused with Arts.
Changed line(s) 639,640 (click to see context) from:
[[folder:Sarkaz Heirbearer Artificer]]
An artificer imbued with the Sanguinarch's Arts and knowledge on operating the Londinium artillery cannons. Charge the cannon when they are present on the field and spawns a Touch enemy on death.
An artificer imbued with the Sanguinarch's Arts and knowledge on operating the Londinium artillery cannons. Charge the cannon when they are present on the field and spawns a Touch enemy on death.
to:
An artificer imbued with the Sanguinarch's
->'''Other variations:''' Guerrilla Sarkaz Caster Leader, Mercenary Sarkaz Caster
Special Sarkaz casters that use periodic Arts
* SplashDamageAbuse: Causes damage to all foes in a wide area around it.
* WeaksauceWeakness: 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.
* WeaksauceWeakness: 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.
Changed line(s) 644,646 (click to see context) from:
[[folder:Gift of the Sanguinarch]]
->'''Other variations:''' Gift of Magnanimity
More powerful creations born from the blood of Sarkaz soldiers reshaped by the Sanguinarch's Originium Arts.
->'''Other variations:''' Gift of Magnanimity
More powerful creations born from the blood of Sarkaz soldiers reshaped by the Sanguinarch's Originium Arts.
to:
->'''Other variations:''' Gift of Magnanimity
More powerful creations born from the blood of Sarkaz soldiers reshaped by
[[folder:General]]
Changed line(s) 648,649 (click to see context) from:
* ArmoredButFrail: 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.
* BodyHorror: Their form is a set of Royal Court armor with bones sticking out of the face.
* BodyHorror: Their form is a set of Royal Court armor with bones sticking out of the face.
to:
* ArmoredButFrail: Much like the Touches, the Gifts also take only 10% incoming Physical and Arts damage. AllYourBaseAreBelongToUs: They can also be one-shotted are part of the Kazdel army that occupies Londinium as part of Theresis' plan to annex Victoria as a vassal state of Kazdel.
* BodyHorror: Several enemies are "blessed" with the blood of the Sanguinarch and have extra tentacles poking out of them.
* HoistByHisOwnPetard: Enemies in chapter 10 and 13 are not immune to damage from Londinium artillery shots, which makes intentionally getting your operator hit by the artillerycannon.
a viable way to kill these enemies - especially the StoneWall reborn creations and the invisible engineering drones.
*BodyHorror: Their form is a set of Royal Court armor with bones sticking out MookMaker: The various "heirbearer" enemies are carriers of the face.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.
* BodyHorror: Several enemies are "blessed" with the blood of the Sanguinarch and have extra tentacles poking out of them.
* HoistByHisOwnPetard: 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
*
Changed line(s) 652,654 (click to see context) from:
[[folder:Sarkaz Heirbearer Hatedrinker]]
->'''Other variations:''' Sarkaz Heirbearer Wrathgorger
Sarkaz soldiers bearing the Sanguinarch's Arts that absorb the wrath from their fallen kin to strengthen themselves.
->'''Other variations:''' Sarkaz Heirbearer Wrathgorger
Sarkaz soldiers bearing the Sanguinarch's Arts that absorb the wrath from their fallen kin to strengthen themselves.
to:
[[folder:Sarkaz Heirbearer Hatedrinker]]
Royal Court Soldier]]
->'''Other variations:''' SarkazHeirbearer Wrathgorger
Royal Court Elite Soldier
Sarkaz soldiersbearing working under Manfred, armed with equipment produced by the Sanguinarch's Arts that absorb the wrath from their fallen kin to strengthen themselves.Londinium factories.
->'''Other variations:''' Sarkaz
Sarkaz soldiers
Deleted line(s) 656 (click to see context) :
* ThePowerOfHate: 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.
Changed line(s) 659,661 (click to see context) from:
[[folder:Sarkaz Heirbearer Chain Caster]]
->'''Other variations:''' Sarkaz Heirbearer Chain Caster Captain
A caster trained by the Royal Court and infused with the Sanguinarch's Arts. Attacks jump between enemies and spawns a Gift upon death.
->'''Other variations:''' Sarkaz Heirbearer Chain Caster Captain
A caster trained by the Royal Court and infused with the Sanguinarch's Arts. Attacks jump between enemies and spawns a Gift upon death.
to:
->'''Other variations:'''
A caster trained by
Creations born of the
Changed line(s) 663 (click to see context) from:
* EvilCounterpart: They are essentially the Sarkaz equivalent of Chain Caster operators.
to:
* EvilCounterpart: ArmoredButFrail: 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.
* BlobMonster: Theyare essentially the Sarkaz equivalent of Chain Caster operators.look like white formless masa with red tentacles.
* HelpfulMook: 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 [[DeathFromAbove Londinium artillery shots.]]
* BlobMonster: They
* HelpfulMook: 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 [[DeathFromAbove Londinium artillery shots.]]
Changed line(s) 666,667 (click to see context) from:
[[folder:Bloodthirsty Heir]]
Creations of the Sanguinarch's Arts that drain blood from others to sustain themselves.
Creations of the Sanguinarch's Arts that drain blood from others to sustain themselves.
to:
Creations of
->'''Other variations:''' Sarkaz Heirbearer Warrior Captain
A soldier infused with the Sanguinarch's
Deleted line(s) 669 (click to see context) :
* LifeDrain: They deal Arts damage and heal themselves by a proportion of damage dealt.
Changed line(s) 672,673 (click to see context) from:
[[folder:Sarkaz Requisitioned Engineering Drone]]
A Londinium engineering drone repurposed by the Sarkaz Royal Court and modified to have stealth, at the cost of greater wear-and-tear.
A Londinium engineering drone repurposed by the Sarkaz Royal Court and modified to have stealth, at the cost of greater wear-and-tear.
to:
[[folder:Sarkaz Requisitioned Engineering Drone]]
A Londinium engineering drone repurposed by theHeirbearer ASV]]
->'''Other variations:''' SarkazRoyal Court Heirbearer Retrofit ASV
A supply vehicle carrying the Sanguinarch's Arts. Buffs all reborn creations on the field andmodified causes them to have stealth, at the cost of greater wear-and-tear.deal Necrosis damage with their attacks.
A Londinium engineering drone repurposed by the
->'''Other variations:''' Sarkaz
A supply vehicle carrying the Sanguinarch's Arts. Buffs all reborn creations on the field and
Deleted line(s) 675,676 (click to see context) :
* HoistByTheirOwnPetard: 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.
* LivingOnBorrowedTime: These drones lose health over time and will eventually kill themselves.
* LivingOnBorrowedTime: These drones lose health over time and will eventually kill themselves.
Changed line(s) 679,684 (click to see context) from:
!!!Members of the Nachzehrer Army (Introduced in Episode 11)
[[folder:General]]
* AllYourBaseAreBelongToUs: Much like the Crimson Court, these enemies are also occupying Londinium under orders of the Royal Court.
* TheCorrupter: The enemies in chapter 11 introduce a new mechanic called "Corruption", which is an aura that deals Pure DamageOverTime to nearby player units.
* ManaBurn: Some enemies inflict Necrosis damage buildup, which drains the SP of affected operators in addition to causing damage over time.
[[folder:General]]
* AllYourBaseAreBelongToUs: Much like the Crimson Court, these enemies are also occupying Londinium under orders of the Royal Court.
* TheCorrupter: The enemies in chapter 11 introduce a new mechanic called "Corruption", which is an aura that deals Pure DamageOverTime to nearby player units.
* ManaBurn: Some enemies inflict Necrosis damage buildup, which drains the SP of affected operators in addition to causing damage over time.
to:
An artificer imbued with the
[[folder:General]]
* AllYourBaseAreBelongToUs: Much like
* TheCorrupter: The enemies in chapter 11 introduce a new mechanic called "Corruption", which is an aura that deals Pure DamageOverTime to nearby player units.
* ManaBurn: Some enemies inflict Necrosis damage buildup, which drains
----
Changed line(s) 687,688 (click to see context) from:
[[folder:Sarkaz Royal Court Caster]]
A Sarkaz caster serving the Royal Court. Can lock on to an allied unit and deal Necrosis damage over time, with a large burst of [=AoE=] Necrosis damage at the end of the channel.
A Sarkaz caster serving the Royal Court. Can lock on to an allied unit and deal Necrosis damage over time, with a large burst of [=AoE=] Necrosis damage at the end of the channel.
to:
A
->'''Other variations:''' Gift of Magnanimity
More powerful creations born from the blood of Sarkaz
* ArmoredButFrail: 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.
* BodyHorror: Their form is a set of Royal Court armor with bones sticking out of the face.
* BodyHorror: Their form is a set of Royal Court armor with bones sticking out of the face.
Changed line(s) 692,694 (click to see context) from:
[[folder:Sarkaz Witherer]]
->'''Other variations:'' Sarkaz Witherer Captain
A foot soldier of the Nachzehrer army. Spread Corruption on the land upon death.
->'''Other variations:'' Sarkaz Witherer Captain
A foot soldier of the Nachzehrer army. Spread Corruption on the land upon death.
to:
[[folder:Sarkaz Witherer]]
Heirbearer Hatedrinker]]
->'''Othervariations:'' variations:''' Sarkaz Witherer Captain
A foot soldier ofHeirbearer Wrathgorger
Sarkaz soldiers bearing theNachzehrer army. Spread Corruption on Sanguinarch's Arts that absorb the land upon death.wrath from their fallen kin to strengthen themselves.
->'''Other
A foot soldier of
Sarkaz soldiers bearing the
* ThePowerOfHate: 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.
Changed line(s) 698,699 (click to see context) from:
[[folder:Steam Tank]]
Armored vehicles equipped with Victorian technology.
Armored vehicles equipped with Victorian technology.
to:
Armored vehicles equipped
->'''Other variations:''' Sarkaz Heirbearer Chain Caster Captain
A caster trained by the Royal Court and infused with
Changed line(s) 701,702 (click to see context) from:
* TurnsRed: When they hit 50% HP, they gain a buff to their ASPD and movement speed as well as crowd control immunity.
* NoSell: Becomes immune to most crowd control effects once they are below half health.
* NoSell: Becomes immune to most crowd control effects once they are below half health.
to:
* TurnsRed: When they hit 50% HP, they gain a buff to their ASPD and movement speed as well as crowd control immunity.
* NoSell: Becomes immune to most crowd control effects once theyEvilCounterpart: They are below half health.essentially the Sarkaz equivalent of Chain Caster operators.
* NoSell: Becomes immune to most crowd control effects once they
Changed line(s) 705,707 (click to see context) from:
[[folder:Seed of Withering]]
->'''Other variations:''' Seed of Decay
Arts Creations of the Nachzehrer King. Mindless creations meant to create death to feed the other soldiers.
->'''Other variations:''' Seed of Decay
Arts Creations of the Nachzehrer King. Mindless creations meant to create death to feed the other soldiers.
to:
->'''Other variations:''' Seed of Decay
Arts
Creations of the
Changed line(s) 709 (click to see context) from:
* ActionBomb: 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.
to:
* ActionBomb: LifeDrain: They dive bomb the first operator in range and deal massive Physical Arts damage to the target. This makes baiting them with Executor Specialists or Defenders and heal themselves by a viable strategy.proportion of damage dealt.
Changed line(s) 712,713 (click to see context) from:
[[folder:Twigs That Crave]]
Large stationary roots that host a Rot Eater within them. Releases the Rot Eater when destroyed or when all other enemies are defeated.
Large stationary roots that host a Rot Eater within them. Releases the Rot Eater when destroyed or when all other enemies are defeated.
to:
Large stationary roots that host a Rot Eater within them. Releases
A Londinium engineering drone repurposed by the
* HoistByTheirOwnPetard: 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.
* LivingOnBorrowedTime: These drones lose health over time and will eventually kill themselves.
* LivingOnBorrowedTime: These drones lose health over time and will eventually kill themselves.
Changed line(s) 717,720 (click to see context) from:
[[folder:Sarkaz Wither Caster]]
Casters of the Nachzehrer King's army. Capable of healing the Twigs That Crave.
----
* CombatMedic: They both deal Arts damage and restore the HP of any damaged Twigs That Crave.
Casters of the Nachzehrer King's army. Capable of healing the Twigs That Crave.
----
* CombatMedic: They both deal Arts damage and restore the HP of any damaged Twigs That Crave.
to:
Casters
[[folder:General]]
* AllYourBaseAreBelongToUs: Much like the
----
*
* ManaBurn: Some enemies inflict Necrosis damage
Changed line(s) 723,724 (click to see context) from:
[[folder:Rot Eater]]
Powerful enemies that feed on their fallen allies from within Twigs That Crave. Gain HP, ATK and DEF for each enemy defeated before they spawn, and continuously radiates Corruption around itself.
Powerful enemies that feed on their fallen allies from within Twigs That Crave. Gain HP, ATK and DEF for each enemy defeated before they spawn, and continuously radiates Corruption around itself.
to:
Powerful enemies that feed
A Sarkaz caster serving the Royal Court. Can lock on
Deleted line(s) 726 (click to see context) :
* GatheringSteam: 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.
Changed line(s) 729,730 (click to see context) from:
[[folder:Rotchaser]]
Arts Creations of the Nachzehrer King. Fast melee enemies that deal Arts damage over time to the target, but is removed when the target receives healing.
Arts Creations of the Nachzehrer King. Fast melee enemies that deal Arts damage over time to the target, but is removed when the target receives healing.
to:
Arts Creations
->'''Other variations:'' Sarkaz Witherer Captain
A foot soldier of the Nachzehrer
Changed line(s) 734,735 (click to see context) from:
[[folder:Sarkaz Wither Tank]]
Siege weapons in service of the Nachzehrer King. Deal more damage with melee attacks and release Corruption after several attacks.
Siege weapons in service of the Nachzehrer King. Deal more damage with melee attacks and release Corruption after several attacks.
to:
* TurnsRed: When they hit 50% HP, they gain a buff to their ASPD and movement speed as well as crowd control immunity.
* NoSell: Becomes immune to most crowd control effects once they are below half health.
* NoSell: Becomes immune to most crowd control effects once they are below half health.
Changed line(s) 739,741 (click to see context) from:
[[folder:Londinium Mobile Defense Artillery]]
->'''Other variations:''' Londinium Precision Mobile Defense Artillery
Miniaturized mobile versions of the artillery cannon from chapter 10. Lock on and bombard the highest HP unit and the area surrounding them with Arts damage.
->'''Other variations:''' Londinium Precision Mobile Defense Artillery
Miniaturized mobile versions of the artillery cannon from chapter 10. Lock on and bombard the highest HP unit and the area surrounding them with Arts damage.
to:
->'''Other variations:'''
Miniaturized mobile versions
Arts Creations of the
* ActionBomb: 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.
Changed line(s) 745,746 (click to see context) from:
[[folder:Sarkaz Witherer Devourer]]
A soldier of the Nachzehrer King's army with insatiable hunger. Devours the first operator that blocks it, gaining DEF but losing movement speed in the process.
A soldier of the Nachzehrer King's army with insatiable hunger. Devours the first operator that blocks it, gaining DEF but losing movement speed in the process.
to:
A soldier of the Nachzehrer King's army with insatiable hunger. Devours the first operator
Large stationary roots that
Deleted line(s) 748 (click to see context) :
* ExtremeOmnivore: 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.
Changed line(s) 751,756 (click to see context) from:
!!!Norport spies and followers of the Damazti (Introduced in Episode 12)
[[folder:General]]
* MysteriousEmployer: It is unknown who hired the various spies infiltrating Norport.
* TheSneakyGuy: The Spies disguise themselves as civilians to bypass the Sarkaz blockade around Norport, and some of them even become invisible after being identified.
* SpotTheImposter: The Spies must be identified by spending enough time in an operator's attack range before they can be attacked.
[[folder:General]]
* MysteriousEmployer: It is unknown who hired the various spies infiltrating Norport.
* TheSneakyGuy: The Spies disguise themselves as civilians to bypass the Sarkaz blockade around Norport, and some of them even become invisible after being identified.
* SpotTheImposter: The Spies must be identified by spending enough time in an operator's attack range before they can be attacked.
to:
Casters of the
[[folder:General]]
* MysteriousEmployer: It is unknown who hired
----
*
* SpotTheImposter: The Spies must be identified by spending enough time in an operator's attack range before they can be attacked.
Changed line(s) 759,760 (click to see context) from:
[[folder:Norport Civilian]]
Victorian civilians caught in the chaos of the Sarkaz blockade at Norport. Cannot be attacked, and increase the maximum DP cap by 2 upon reaching a Protection Objective if identified.
Victorian civilians caught in the chaos of the Sarkaz blockade at Norport. Cannot be attacked, and increase the maximum DP cap by 2 upon reaching a Protection Objective if identified.
to:
Victorian civilians caught in the chaos of the Sarkaz blockade at Norport. Cannot be attacked,
Powerful enemies that feed on their fallen allies from within Twigs That Crave. Gain HP, ATK and
Changed line(s) 762 (click to see context) from:
* FriendlyEnemy: 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.
to:
* FriendlyEnemy: Although technically classified as an enemy, civilians do not pose any threat to operators and will increase GatheringSteam: Enemies killed before the DP cap if identified, allowing Rot Eater is released help reduce the player 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 deploy DP intensive operators if enough civilians are identified.release them early so they dont chew through your defense line.
Changed line(s) 765,767 (click to see context) from:
[[folder:Pathfinder Spy]]
->'''Other variations:''' Pathfinder Spymaster
Rookie spies sent by an unknown employer to infiltrate Norport. Appears as civilians until identified, and their first attack after losing their disguise deals double damage.
->'''Other variations:''' Pathfinder Spymaster
Rookie spies sent by an unknown employer to infiltrate Norport. Appears as civilians until identified, and their first attack after losing their disguise deals double damage.
to:
->'''Other variations:''' Pathfinder Spymaster
Rookie spies sent by an unknown employer
Arts Creations of the Nachzehrer King. Fast melee enemies that deal Arts damage over time to
----
Changed line(s) 770,772 (click to see context) from:
[[folder:Sentry Spy]]
->'''Other variations:''' Sentry Spymaster
Rookie spies sent by an unknown employer to infiltrate Norport. Appears as civilians until identified, turns invisible after losing their disguise.
->'''Other variations:''' Sentry Spymaster
Rookie spies sent by an unknown employer to infiltrate Norport. Appears as civilians until identified, turns invisible after losing their disguise.
to:
->'''Other variations:''' Sentry Spymaster
Rookie spies sent by an unknown employer to infiltrate Norport. Appears as civilians until identified, turns invisible
Siege weapons in service of the Nachzehrer King. Deal more damage with melee attacks and release Corruption after
----
Changed line(s) 775,777 (click to see context) from:
[[folder:Armed Spy]]
->'''Other variations:''' Armed Spymaster
Elite spies sent by an unknown employer to infiltrate Norport. Appears as civilians until identified, has greater stats comparing to their fellow spies.
->'''Other variations:''' Armed Spymaster
Elite spies sent by an unknown employer to infiltrate Norport. Appears as civilians until identified, has greater stats comparing to their fellow spies.
to:
->'''Other variations:'''
Elite spies sent by an unknown employer to infiltrate Norport. Appears as civilians until identified, has greater stats comparing to their fellow spies.
Miniaturized mobile versions of the artillery cannon from chapter 10. Lock on and bombard the highest HP unit and the area surrounding them with Arts damage.
----
Changed line(s) 780,782 (click to see context) from:
[[folder:Sarkaz Absurdist Tyrant]]
->'''Other variations:''' Sarkaz Absurdist Tyrant Captain
Sarkaz soldiers utilizing Damazti Arts to enhance their physical attributes at the cost of their cognitive abilities. Can only be blocked by operators with 3 block, and their first attack deals splash damage.
->'''Other variations:''' Sarkaz Absurdist Tyrant Captain
Sarkaz soldiers utilizing Damazti Arts to enhance their physical attributes at the cost of their cognitive abilities. Can only be blocked by operators with 3 block, and their first attack deals splash damage.
to:
[[folder:Sarkaz Absurdist Tyrant]]
->'''Other variations:''' Sarkaz Absurdist Tyrant Captain
Sarkaz soldiers utilizing Damazti Arts to enhance their physical attributes atWitherer Devourer]]
A soldier of thecost of their cognitive abilities. Can only be blocked by operators Nachzehrer King's army with 3 block, and their insatiable hunger. Devours the first attack deals splash damage.operator that blocks it, gaining DEF but losing movement speed in the process.
->'''Other variations:''' Sarkaz Absurdist Tyrant Captain
Sarkaz soldiers utilizing Damazti Arts to enhance their physical attributes at
A soldier of the
Changed line(s) 784 (click to see context) from:
* ShoutOut: To the Tyrants of ''Franchise/ResidentEvil'', as individuals that turned themselves into powerful hulking monsters but losing their cognitive functions.
to:
* ShoutOut: To ExtremeOmnivore: Much like the Tyrants of ''Franchise/ResidentEvil'', as individuals Endspeaker from "Stultifera Navis", they eat the first operator that turned themselves into powerful hulking monsters but losing their cognitive functions.blocks them and the operator becomes unavailable until the Devourer is defeated.
Changed line(s) 787,789 (click to see context) from:
[[folder:Sarkaz Absurdist Operative]]
->'''Other variations:''' Sarkaz Absurdist Operative Leader
Sarkaz intelligence officers imbued with Damazti Arts. Ranged attacks with their bow reduce DP upon hitting an operator.
->'''Other variations:''' Sarkaz Absurdist Operative Leader
Sarkaz intelligence officers imbued with Damazti Arts. Ranged attacks with their bow reduce DP upon hitting an operator.
to:
->'''Other variations:''' Sarkaz Absurdist Operative Leader
Sarkaz intelligence officers imbued with
[[folder:General]]
* MysteriousEmployer: It is unknown who hired the various spies infiltrating Norport.
* TheSneakyGuy: The Spies disguise themselves as civilians to bypass the Sarkaz blockade around Norport, and some of them even become invisible after being identified.
* SpotTheImposter: The Spies must be identified by spending enough time in an
Changed line(s) 792,794 (click to see context) from:
[[folder:Sarkaz Absurdist Splitcaster Apprentice]]
->'''Other variations:''' Sarkaz Absurdist Splitcaster
Sarkaz casters trained in Damazti Arts, allowing them to perform self-splitting similar to the Damazti Cluster. Spawns a clone upon reaching half health.
->'''Other variations:''' Sarkaz Absurdist Splitcaster
Sarkaz casters trained in Damazti Arts, allowing them to perform self-splitting similar to the Damazti Cluster. Spawns a clone upon reaching half health.
to:
->'''Other variations:'''
Victorian civilians caught in the chaos of the Sarkaz
Sarkaz casters trained in Damazti Arts, allowing them to perform self-splitting similar to
----
* FriendlyEnemy: 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.
Changed line(s) 797,799 (click to see context) from:
[[folder:"Trilby Asher"]]
->'''Other variations:''' "Shadowing Trilby Asher"
Members of the Duke of Caster's elite guards. Dash forward in their path after every third melee attack.
->'''Other variations:''' "Shadowing Trilby Asher"
Members of the Duke of Caster's elite guards. Dash forward in their path after every third melee attack.
to:
->'''Other variations:'''
Members of the Duke of Caster's elite guards. Dash forward in
Rookie spies sent by an unknown employer to infiltrate Norport. Appears as civilians until identified, and their
Changed line(s) 802,804 (click to see context) from:
[[folder:Rebellion Instigator]]
->'''Other variations:''' Rebellion Agitator
A suspected Sarkaz saboteur that incites the Norport populace to rebel. Causes all civilians and unidentified spies to become unblockable if self is not blocked.
->'''Other variations:''' Rebellion Agitator
A suspected Sarkaz saboteur that incites the Norport populace to rebel. Causes all civilians and unidentified spies to become unblockable if self is not blocked.
to:
->'''Other variations:'''
A suspected Sarkaz saboteur that incites the Norport populace
Rookie spies sent by an unknown employer to
Changed line(s) 807,808 (click to see context) from:
[[folder:Withering Collector Disciple]]
An unmanned Nachzehrer vehicle designed to spread death and decay on the battlefield using the essence of the deceased. Periodically spawns Seeds of Withering.
An unmanned Nachzehrer vehicle designed to spread death and decay on the battlefield using the essence of the deceased. Periodically spawns Seeds of Withering.
to:
An unmanned Nachzehrer vehicle designed
->'''Other variations:''' Armed Spymaster
Elite spies sent by an unknown employer to
Changed line(s) 811,817 (click to see context) from:
!Kazimierz Units
!!! Competitive knights (Introduced in ''Maria Nearl'')
[[folder:Nameless Independent Knight]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_217_6.png]]
->'''Other variations:''' Nameless Elite Knight
Low-ranking knights of the Kazimierz Major.
!!! Competitive knights (Introduced in ''Maria Nearl'')
[[folder:Nameless Independent Knight]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_217_6.png]]
->'''Other variations:''' Nameless Elite Knight
Low-ranking knights of the Kazimierz Major.
to:
!!! Competitive knights (Introduced in ''Maria Nearl'')
[[folder:Nameless Independent Knight]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_217_6.png]]
->'''Other variations:'''
Low-ranking knights of
Sarkaz soldiers utilizing Damazti Arts to enhance their physical attributes at the
Changed line(s) 819 (click to see context) from:
* PaletteSwap: Of the basic Reunion Soldier, packing similarly pathetic stats.
to:
* PaletteSwap: Of ShoutOut: To the basic Reunion Soldier, packing similarly pathetic stats.Tyrants of ''Franchise/ResidentEvil'', as individuals that turned themselves into powerful hulking monsters but losing their cognitive functions.
Changed line(s) 822,826 (click to see context) from:
[[folder:Training Pincerbeast]]
->'''Other variations:''' Vicious Training Pincerbeast
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.
----
->'''Other variations:''' Vicious Training Pincerbeast
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.
----
to:
->'''Other variations:'''
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.
----
Sarkaz intelligence officers imbued with Damazti Arts. Ranged attacks with their bow reduce DP upon hitting an operator.
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[[folder:Roar Knightclub Trainee]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_216_9.png]]
->'''Other variations:''' Roar Knightclub Elite, "Plastic" Szewczyk
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.
----
* KingMook: "Plastic" Szewczyk is both a relevant character in the plot and considerably stronger than even the Roar Knightclub Elites.
* StoneWall: While their shield is up, they get an utterly ridiculous '''3000 Defense and 95% Arts Resistance''', which is '''more''' than [[DamageSpongeBoss the already-infamous Patriot.]] After their shield expires, they're complete pushovers.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_216_9.png]]
->'''Other variations:''' Roar Knightclub Elite, "Plastic" Szewczyk
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.
----
* KingMook: "Plastic" Szewczyk is both a relevant character in the plot and considerably stronger than even the Roar Knightclub Elites.
* StoneWall: While their shield is up, they get an utterly ridiculous '''3000 Defense and 95% Arts Resistance''', which is '''more''' than [[DamageSpongeBoss the already-infamous Patriot.]] After their shield expires, they're complete pushovers.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_216_9.png]]
->'''Other variations:'''
Kazimierzian knights who wield crossbows and wear experimental armor. Their prototype armor grants
Sarkaz casters trained in Damazti Arts, allowing them
----
* KingMook: "Plastic" Szewczyk is both a relevant character in
* StoneWall: While their shield is up, they get an utterly ridiculous '''3000 Defense and 95% Arts Resistance''', which is '''more''' than [[DamageSpongeBoss the already-infamous Patriot.]] After their shield expires, they're complete pushovers.
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[[folder:Independent Knight Shielder]]
->'''Other variations:''' Elite Knight Shielder
Knights who focus on defensive equipment, packing high durability but a weakness to Arts.
----
* PaletteSwap: Of Reunion Heavy Defenders, packing almost identical stats.
* HeavilyArmoredMook: Much like their Heavy Defender cousins.
->'''Other variations:''' Elite Knight Shielder
Knights who focus on defensive equipment, packing high durability but a weakness to Arts.
----
* PaletteSwap: Of Reunion Heavy Defenders, packing almost identical stats.
* HeavilyArmoredMook: Much like their Heavy Defender cousins.
to:
->'''Other variations:'''
Knights who focus on defensive equipment, packing high durability but a weakness to Arts.
----
* PaletteSwap: Of Reunion Heavy Defenders, packing almost identical stats.
* HeavilyArmoredMook: Much like
Members of the Duke of Caster's elite guards. Dash forward in their
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[[folder:Bloodboil Knightclub Trainee]]
->'''Other variations:''' Bloodboil Knightclub Elite, "Brassrust" Olmer Ingra
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.
----
* KingMook: "Brassrust" Olmer Ingra is both a relevant character in the plot and considerably stronger than even the Bloodboil Knightclub Elites.
* TurnsRed: 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.
->'''Other variations:''' Bloodboil Knightclub Elite, "Brassrust" Olmer Ingra
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.
----
* KingMook: "Brassrust" Olmer Ingra is both a relevant character in the plot and considerably stronger than even the Bloodboil Knightclub Elites.
* TurnsRed: 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.
to:
->'''Other variations:'''
Brutish knights of Kazimierz who gain stacking damage and attack speed buffs with each of their allies
A suspected Sarkaz saboteur that
----
* KingMook: "Brassrust" Olmer Ingra is both a relevant character in the plot
* TurnsRed: For every enemy unit you kill while they're alive, they'll get +10% ATK and +5 ASPD. This stacks up
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[[folder:Bladehelm Knightclub Trainee]]
->'''Other variations:''' Bladehelm Knightclub Elite, "Left-Hand" Tytus Topola
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.
----
* BackFromTheDead: Will revive themselves once they're killed for the first time, being the first non-boss enemy to possess such an ability.
* KingMook: "Left-Hand" Tytus Topola is both a relevant character in the plot and considerably stronger than even the Bladehelm Knightclub Elites.
->'''Other variations:''' Bladehelm Knightclub Elite, "Left-Hand" Tytus Topola
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.
----
* BackFromTheDead: Will revive themselves once they're killed for the first time, being the first non-boss enemy to possess such an ability.
* KingMook: "Left-Hand" Tytus Topola is both a relevant character in the plot and considerably stronger than even the Bladehelm Knightclub Elites.
to:
->'''Other variations:''' Bladehelm Knightclub Elite, "Left-Hand" Tytus Topola
Knights who have high stats
An unmanned Nachzehrer vehicle designed to spread death and
----
* BackFromTheDead: Will revive themselves once they're killed for the first time, being the first non-boss enemy to possess such an ability.
* KingMook: "Left-Hand" Tytus Topola is both a relevant character in the plot and considerably stronger than even the Bladehelm Knightclub Elites.
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[[folder:Sponsor Drone]]
->'''Other variations:''' Luxury Sponsor Drone, Cheering Sponsor Drone
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.
->'''Other variations:''' Luxury Sponsor Drone, Cheering Sponsor Drone
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.
to:
!!! Competitive knights (Introduced in ''Maria Nearl'')
[[folder:Nameless Independent Knight]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_217_6.png]]
->'''Other variations:'''
Corporate advertisement drones that appear during matches in
Low-ranking knights of the Kazimierz
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* NonActionGuy: They are not designed to deal any damage to opposing operators, and don't deduct any lives if they get away.
* SupportPartyMember: 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.
* SupportPartyMember: 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.
to:
* NonActionGuy: They are not designed to deal any damage to opposing operators, and don't deduct any lives if they get away.
* SupportPartyMember: Surprisingly enough, they arePaletteSwap: Of 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.basic Reunion Soldier, packing similarly pathetic stats.
* SupportPartyMember: Surprisingly enough, they are
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!!!Armorless Union and Competitive knights (introduced in ''Near Light'')
[[folder:Undertide Gloompincer]]
->'''Other variations:''' Undertide Gloompincer α
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.
[[folder:Undertide Gloompincer]]
->'''Other variations:''' Undertide Gloompincer α
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.
to:
[[folder:Undertide Gloompincer]]
->'''Other variations:'''
Gloompincers that escaped
Infected wild creatures used to train the
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[[folder:Nova Knightclub Trainee]]
->'''Other variations:''' Nova Knightclub Elite, The Candle Knight Viviana
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.
->'''Other variations:''' Nova Knightclub Elite, The Candle Knight Viviana
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.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_216_9.png]]
->'''Other variations:'''
Trainees of the Nova Knightclub led by the Candle Knight,
Kazimierzian knights who
Changed line(s) 889,890 (click to see context) from:
* KingMook: 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.
* LightEmUp: Their Glimmering Touch attack, hitting anyone in the target area with large Arts damage in a luminescent burst.
* LightEmUp: Their Glimmering Touch attack, hitting anyone in the target area with large Arts damage in a luminescent burst.
to:
* KingMook: Like "Plastic" Szewczyk is both a relevant character in the other plot and considerably stronger than even the Roar Knightclub Trainee types of enemies and Elites.
* StoneWall: While theirrespective named [=NPCs=], The Candle Knight Viviana shield 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.
* LightEmUp: Their Glimmering Touch attack, hitting anyone in the target area with largeup, they get an utterly ridiculous '''3000 Defense and 95% Arts damage in a luminescent burst.Resistance''', which is '''more''' than [[DamageSpongeBoss the already-infamous Patriot.]] After their shield expires, they're complete pushovers.
* StoneWall: While their
* LightEmUp: Their Glimmering Touch attack, hitting anyone in the target area with large
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[[folder:Knight Territory Wanderer]]
->'''Other variations:''' Knight Territory Hibernator
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.
->'''Other variations:''' Knight Territory Hibernator
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.
to:
->'''Other variations:''' Elite Knight
Competition knights
Knights who
* PaletteSwap: Of Reunion Heavy Defenders, packing almost identical stats.
* HeavilyArmoredMook: Much like their Heavy Defender cousins.
* HeavilyArmoredMook: Much like their Heavy Defender cousins.
Changed line(s) 900,903 (click to see context) from:
[[folder:Nightzmora Imitator]]
->'''Other variations:''' Nightzmora Follower, "The Last Kheshig", Tola
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.
->'''Other variations:''' Nightzmora Follower, "The Last Kheshig", Tola
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.
to:
->'''Other variations:'''
Fans
Brutish knights of Kazimierz who gain stacking damage and attack speed buffs with each of their allies that die on the
* KingMook: "Brassrust" Olmer Ingra is both a relevant character in the plot and considerably stronger than even the Bloodboil Knightclub Elites.
* TurnsRed: 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.
* TurnsRed: 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.
Changed line(s) 907,910 (click to see context) from:
[[folder:Armorless Union Assassin]]
->'''Other variations:''' Armorless Union Assassin Leader
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.
->'''Other variations:''' Armorless Union Assassin Leader
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.
to:
->'''Other variations:'''
Assassins
Knights who have high stats and wield ranged Arts. They can periodically halve the attack of the
Changed line(s) 912 (click to see context) from:
* PowerGlows: Whenever they are in an area with no visibility, their shortswords will glow orange and increases the damage potential of their ATK stat the more they remain in darkness.
to:
* PowerGlows: Whenever they are BackFromTheDead: Will revive themselves once they're killed for the first time, being the first non-boss enemy to possess such an ability.
* KingMook: "Left-Hand" Tytus Topola is both a relevant character inan area with no visibility, their shortswords will glow orange the plot and increases considerably stronger than even the damage potential of their ATK stat the more they remain in darkness.Bladehelm Knightclub Elites.
* KingMook: "Left-Hand" Tytus Topola is both a relevant character in
Changed line(s) 915,918 (click to see context) from:
[[folder:Armorless Union Crossbowman]]
->'''Other variations:''' Armorless Union Crossbowman Leader
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.
->'''Other variations:''' Armorless Union Crossbowman Leader
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.
to:
->'''Other variations:'''
A crossbow user hired by
Corporate advertisement drones that appear during matches in the
Changed line(s) 920 (click to see context) from:
* AbnormalAmmo: If they are in an area with no visibility, they'll switch their normal bolts with those that deal Arts damage.
to:
* AbnormalAmmo: If NonActionGuy: They are not designed to deal any damage to opposing operators, and don't deduct any lives if they get away.
* SupportPartyMember: Surprisingly enough, they arein an area with no visibility, they'll switch their normal bolts with those that deal Arts damage.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.
* SupportPartyMember: Surprisingly enough, they are
Changed line(s) 923,926 (click to see context) from:
[[folder:Armorless Union Cleanup Squad / Third Squad]]
->'''Other variations:''' Armorless Union Cleanup/Third Squad Leader, Lazurite Roy, Lazurite Monique
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.
->'''Other variations:''' Armorless Union Cleanup/Third Squad Leader, Lazurite Roy, Lazurite Monique
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.
to:
[[folder:Undertide Gloompincer]]
->'''Other variations:'''
Elite archers of
Gloompincers that escaped the
Deleted line(s) 928,929 (click to see context) :
* EliteMook: Possessing better training and equipment compared to their Armorless rank-and-files and are personally under the command of the Lazurites, they are much more lethal and their aim with a bow is so precise that they can attack from anywhere.
* PoisonedWeapons: Implied by how they deal corrosion damage upon hitting their target, and if the meter goes to full, it will deal devastating damage to them. Wandering Medics are a must when dealing with them.
* PoisonedWeapons: Implied by how they deal corrosion damage upon hitting their target, and if the meter goes to full, it will deal devastating damage to them. Wandering Medics are a must when dealing with them.
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!Leithanien Units
!!!Rioters & Mudrock's Squad (Introduced in ''Twilight of Wolumonde'')
[[folder:Leithanien Rebel]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_067.png]]
->'''Other variations:''' Leithanien Rebel Leader
Rioters wielding Arts swords. Their lack of training makes them weaker than the Reunion Arts Guards.
!!!Rioters & Mudrock's Squad (Introduced in ''Twilight of Wolumonde'')
[[folder:Leithanien Rebel]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_067.png]]
->'''Other variations:''' Leithanien Rebel Leader
Rioters wielding Arts swords. Their lack of training makes them weaker than the Reunion Arts Guards.
to:
!!!Rioters & Mudrock's Squad (Introduced in ''Twilight of Wolumonde'')
[[folder:Leithanien Rebel]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_067.png]]
->'''Other variations:'''
Rioters wielding Arts swords. Their lack
Trainees of
Changed line(s) 939,940 (click to see context) from:
* ArmorPiercingAttack: Their Arts damage ignores DEF and targets RES instead.
* MagicKnight: Their swords deal Arts damage.
* MagicKnight: Their swords deal Arts damage.
to:
* ArmorPiercingAttack: KingMook: 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.
* LightEmUp: Their Glimmering Touch attack, hitting anyone in the target area with large Arts damageignores DEF and targets RES instead.
* MagicKnight: Their swords deal Arts damage.in a luminescent burst.
* LightEmUp: Their Glimmering Touch attack, hitting anyone in the target area with large Arts damage
* MagicKnight: Their swords deal Arts damage.
Changed line(s) 943,945 (click to see context) from:
[[folder:Leithanien Whisperer]]
->'''Other variations:''' Leithanien Psalmist
Extra-long-ranged casters who can also "contest" Gramophones in an attempt to capture them.
->'''Other variations:''' Leithanien Psalmist
Extra-long-ranged casters who can also "contest" Gramophones in an attempt to capture them.
to:
->'''Other variations:'''
Extra-long-ranged casters
Competition knights who
Deleted line(s) 947,948 (click to see context) :
* ChainPain: 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.
* MagicStaff: Wields one of these, both for ranged Arts attack and to take control of Gramophones.
* MagicStaff: Wields one of these, both for ranged Arts attack and to take control of Gramophones.
Changed line(s) 951,953 (click to see context) from:
[[folder:Winterwisp Blood Shaman]]
->'''Other variations:''' Winterwisp Blood Magister
Powerful Leithanian berserkers that pack high stats and potent Arts attacks in exchange for losing HP over time. Upon death, they will explode in a powerful Arts burst that also instantly captures any Gramophones in range.
->'''Other variations:''' Winterwisp Blood Magister
Powerful Leithanian berserkers that pack high stats and potent Arts attacks in exchange for losing HP over time. Upon death, they will explode in a powerful Arts burst that also instantly captures any Gramophones in range.
to:
->'''Other variations:'''
Powerful Leithanian berserkers that pack high stats
Fans of the Nightmare Knight who began imitating his appearance and
Deleted line(s) 955,956 (click to see context) :
* ActionBomb: Upon death, they will deal 200% ''Arts'' damage to the surrounding tiles, which can also take complete control of any Gramophones in range.
* LivingOnBorrowedTime: Their HP will slowly drain over time.
* LivingOnBorrowedTime: Their HP will slowly drain over time.
Changed line(s) 959,961 (click to see context) from:
[[folder:Mudrock Matterllurgist]]
->'''Other variations:''' Mudrock Matterllurgist Leader
Ranged physical units commanded by Mudrock. They will prioritize foes capturing Gramophones.
->'''Other variations:''' Mudrock Matterllurgist Leader
Ranged physical units commanded by Mudrock. They will prioritize foes capturing Gramophones.
to:
->'''Other variations:'''
Ranged physical units commanded by Mudrock. They
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
* PowerGlows: Whenever they are in an area with no visibility, their shortswords will glow orange and increases the damage potential of their ATK stat the more they remain in darkness.
Changed line(s) 965,967 (click to see context) from:
[[folder:Mudrock Zealot]]
->'''Other variations:''' Mudrock Zealot Leader
Powerful melee soldiers commanded by Mudrock. They spawn with a shield that protects them from Arts damage, while raising their attack speed and max HP as long as it's active.
->'''Other variations:''' Mudrock Zealot Leader
Powerful melee soldiers commanded by Mudrock. They spawn with a shield that protects them from Arts damage, while raising their attack speed and max HP as long as it's active.
to:
->'''Other variations:'''
Powerful melee soldiers commanded
A crossbow user hired by
Changed line(s) 969,970 (click to see context) from:
* LightningBruiser: As if their attacks don't hurt more than enough already, they will gain an increase in attack speed while their shield is active.
* StoneWall: 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.
* StoneWall: 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.
to:
* LightningBruiser: As if AbnormalAmmo: If they are in an area with no visibility, they'll switch their attacks don't hurt more than enough already, they will gain an increase in attack speed while their shield is active.
* StoneWall: They are exorbitantly sturdy,normal bolts with an A in HP, ATK, and DEF. Despite their RES being lower, those that is alleviated by the fact that they have a shield which can protect them from deal Arts damage, and also happens to increase their HP and ASPD as well.damage.
* StoneWall: They are exorbitantly sturdy,
Changed line(s) 973,975 (click to see context) from:
[[folder:Mudrock Colossus]]
->'''Other variations:''' Hexed Colossus
A towering stone behemoth summoned by Mudrock's Arts. They're extremely slow but absolutely powerful - packing high defenses, ''monumental'' HP, and enough ATK to instantly kill most targets.
->'''Other variations:''' Hexed Colossus
A towering stone behemoth summoned by Mudrock's Arts. They're extremely slow but absolutely powerful - packing high defenses, ''monumental'' HP, and enough ATK to instantly kill most targets.
to:
->'''Other variations:'''
A towering stone behemoth summoned by Mudrock's Arts. They're extremely slow
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
Changed line(s) 977,979 (click to see context) from:
* AchillesHeel: 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 [[OhCrap don't give you any...]]
* MightyGlacier: Colossi are ridiculously sturdy and they hit ''incredibly hard'', often enough to OneHitKill 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.
* StoneWall: 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 ScratchDamage 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 PercentDamageAttack.
* MightyGlacier: Colossi are ridiculously sturdy and they hit ''incredibly hard'', often enough to OneHitKill 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.
* StoneWall: 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 ScratchDamage 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 PercentDamageAttack.
to:
* AchillesHeel: For all EliteMook: Possessing better training and equipment compared to their power, they're extremely vulnerable to Armorless rank-and-files and are personally under the Gramophone turrets found on most command of the Lazurites, they are much more lethal and their maps, since aim with a bow is so precise that they can attack from anywhere.
* PoisonedWeapons: Implied by how they dealArts corrosion damage based on a percentage of the target's max HP - meaning that even with upon hitting their staggering HP values, they'll die about as fast as any other enemy. Controlling target, and if the Gramophones is key meter goes to beating levels that they're on - but the problem arises full, it will deal devastating damage to them. Wandering Medics are a must when some of the harder stages [[OhCrap don't give you any...]]
* MightyGlacier: Colossi are ridiculously sturdy and they hit ''incredibly hard'', often enough to OneHitKill all but the toughest Defenders, and even then only leaving themdealing 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.
* StoneWall: 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 ScratchDamage 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 PercentDamageAttack.them.
* PoisonedWeapons: Implied by how they deal
* MightyGlacier: Colossi are ridiculously sturdy and they hit ''incredibly hard'', often enough to OneHitKill all but the toughest Defenders, and even then only leaving them
* StoneWall: 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 ScratchDamage 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 PercentDamageAttack.
Changed line(s) 982,985 (click to see context) from:
!!!Witch King Remnants (Introduced in ''Lingering Echoes'')
[[folder:'Street Layabout']]
->'''Other variations:''' Street Drunk
Armed militants disguised as Infected Afterglow civilians. Deals additional Arts damage to operators not connected to Realigned Flux.
[[folder:'Street Layabout']]
->'''Other variations:''' Street Drunk
Armed militants disguised as Infected Afterglow civilians. Deals additional Arts damage to operators not connected to Realigned Flux.
to:
!!!Rioters & Mudrock's Squad (Introduced in
[[folder:'Street Layabout']]
[[folder:Leithanien Rebel]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_067.png]]
->'''Other variations:'''
Armed militants disguised as Infected Afterglow civilians. Deals additional
Rioters wielding Arts
* ArmorPiercingAttack: Their Arts damage ignores DEF and targets RES instead.
* MagicKnight: Their swords deal Arts damage.
* MagicKnight: Their swords deal Arts damage.
Changed line(s) 989,991 (click to see context) from:
[[folder:'Street Performer']]
->'''Other variations:''' Street Musician
Armed militants disguised as Infected Afterglow civilians. Deals an additional hit to operators not connected to Realigned Flux.
->'''Other variations:''' Street Musician
Armed militants disguised as Infected Afterglow civilians. Deals an additional hit to operators not connected to Realigned Flux.
to:
->'''Other variations:'''
Armed militants disguised as Infected Afterglow civilians. Deals
Extra-long-ranged casters who can also "contest" Gramophones in an
Changed line(s) 993,994 (click to see context) from:
* MusicalAssassin: They carry a triangle to fire off Leithanien Originium Arts, which is casted through music.
----
----
to:
* MusicalAssassin: They carry a triangle ChainPain: Different from the Sarkaz Casters in that instead of trying to fire off Leithanien Originium Arts, which is casted through music.
----bind and ensnare operators, they would use this to try and take control of Gramophones.
* MagicStaff: Wields one of these, both for ranged Arts attack and to take control of Gramophones.
----
* MagicStaff: Wields one of these, both for ranged Arts attack and to take control of Gramophones.
Changed line(s) 997,999 (click to see context) from:
[[folder:Mass-Produced Colossus]]
->'''Other variations:''' Enhanced Mass-Produced Colossus
An Originium Arts creation designed for breaching through enemy lines. Loses its defenses when standing in Realigned Flux.
->'''Other variations:''' Enhanced Mass-Produced Colossus
An Originium Arts creation designed for breaching through enemy lines. Loses its defenses when standing in Realigned Flux.
to:
->'''Other variations:'''
An Originium
Powerful Leithanian berserkers that pack high stats and potent Arts
Changed line(s) 1001 (click to see context) from:
* AchillesHeel: They lose 1000 DEF and 50 RES when they are standing in a Realigned Flux line, making operator positioning crucial for defeating them.
to:
* AchillesHeel: They lose 1000 DEF and 50 RES when ActionBomb: Upon death, they are standing will deal 200% ''Arts'' damage to the surrounding tiles, which can also take complete control of any Gramophones in a Realigned Flux line, making operator positioning crucial for defeating them.range.
* LivingOnBorrowedTime: Their HP will slowly drain over time.
* LivingOnBorrowedTime: Their HP will slowly drain over time.
Changed line(s) 1004,1006 (click to see context) from:
[[folder:Spire Caster]]
->'''Other variations:''' Battleworn Spire Caster
Casters employed by the Leithanien army specializing in area-of-effect damage.
->'''Other variations:''' Battleworn Spire Caster
Casters employed by the Leithanien army specializing in area-of-effect damage.
to:
->'''Other variations:'''
Casters employed
Ranged physical units commanded by
Deleted line(s) 1008 (click to see context) :
* HerdHittingAttack: They attack 2 operators at once, and deal splash damage if their target is not connected to a Realigned Flux.
Changed line(s) 1011,1013 (click to see context) from:
[[folder:Remnant Violinist]]
->'''Other variations:''' Remnant Principal Violinist
Formerly violinists in the Leithanien capital orchestra, these violinists have spent a long time laying low to conceal their status as followers of the Witch King.
->'''Other variations:''' Remnant Principal Violinist
Formerly violinists in the Leithanien capital orchestra, these violinists have spent a long time laying low to conceal their status as followers of the Witch King.
to:
->'''Other variations:'''
Formerly violinists in the Leithanien capital orchestra, these violinists have spent
Powerful melee soldiers commanded by Mudrock. They spawn with a
Changed line(s) 1015 (click to see context) from:
* HerdHittingAttack: Their attacks travel along the Realigned Flux, damaging all operators connected to that Flux for half the damage.
to:
* HerdHittingAttack: Their LightningBruiser: As if their attacks travel along the Realigned Flux, damaging all operators connected to don't hurt more than enough already, they will gain an increase in attack speed while their shield is active.
* StoneWall: They are exorbitantly sturdy, with an A in HP, ATK, and DEF. Despite their RES being lower, thatFlux for half is alleviated by the damage.fact that they have a shield which can protect them from Arts damage, and also happens to increase their HP and ASPD as well.
* StoneWall: They are exorbitantly sturdy, with an A in HP, ATK, and DEF. Despite their RES being lower, that
Changed line(s) 1018,1020 (click to see context) from:
[[folder:Remnant Field Caster]]
->'''Other variations:''' Remnant Elite Field Caster
Formerly composers in the Leithanien capital orchestra, they have turned to researching the Witch King's Originium Arts but without success.
->'''Other variations:''' Remnant Elite Field Caster
Formerly composers in the Leithanien capital orchestra, they have turned to researching the Witch King's Originium Arts but without success.
to:
->'''Other variations:'''
Formerly composers in the Leithanien capital orchestra, they have turned to researching the Witch King's Originium Arts
A towering stone behemoth summoned by Mudrock's Arts. They're extremely slow but
* AchillesHeel: 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 [[OhCrap don't give you any...]]
* MightyGlacier: Colossi are ridiculously sturdy and they hit ''incredibly hard'', often enough to OneHitKill 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.
* StoneWall: 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 ScratchDamage 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 PercentDamageAttack.
* MightyGlacier: Colossi are ridiculously sturdy and they hit ''incredibly hard'', often enough to OneHitKill 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.
* StoneWall: 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 ScratchDamage 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 PercentDamageAttack.
Changed line(s) 1024,1026 (click to see context) from:
[[folder:Remnant Saxophonist]]
->'''Other variations:''' Remnant Official Saxophonist
These failed musicians tried to bribe their way into the Leithanien capital orchestra, and had lost their sanity in the modern day. All that remains is a desire to rip their enemies apart with their music.
->'''Other variations:''' Remnant Official Saxophonist
These failed musicians tried to bribe their way into the Leithanien capital orchestra, and had lost their sanity in the modern day. All that remains is a desire to rip their enemies apart with their music.
to:
[[folder:'Street Layabout']]
->'''Other variations:'''
These failed musicians tried
Armed militants disguised as Infected Afterglow civilians. Deals additional Arts damage to
Changed line(s) 1030,1032 (click to see context) from:
[[folder:Blackwater Originium Slug]]
->'''Other variations:''' Blackwater Originium Slug α
A type of Originium slug that lives in the sewers of Vyseheim.
->'''Other variations:''' Blackwater Originium Slug α
A type of Originium slug that lives in the sewers of Vyseheim.
to:
->'''Other variations:'''
A type of Originium slug that lives in the sewers of Vyseheim.
Armed militants disguised as Infected Afterglow civilians. Deals an additional hit to operators not connected to Realigned Flux.
Changed line(s) 1034,1035 (click to see context) from:
* AmbushingEnemy: 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.
* DeadlyGas: 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".
* DeadlyGas: 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".
to:
* AmbushingEnemy: MusicalAssassin: They don't spawn from Incursion Points like normal enemies, but instead pop out of the ground at set points. This can catch players carry a triangle to fire off guard.
* DeadlyGas: These slugs emit a poisonous fume that has a stronger effect on the Infected than the uninfected, though thisLeithanien Originium Arts, which is not seen in gameplay. Czerny coughs up blood after inhaling the fumes in "Lingering Echoes".casted through music.
----
* DeadlyGas: These slugs emit a poisonous fume that has a stronger effect on the Infected than the uninfected, though this
----
Changed line(s) 1038,1044 (click to see context) from:
!Lungmen & Siracusan Units
!!!Siracusan Mafia & Lungmenites (Introduced in ''Code of Brawl'')
[[folder:Sicilian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_031.png]]
->'''Other variations:''' Elite Sicilian
Basic soldiers who serve in the Siracusan mafia.
!!!Siracusan Mafia & Lungmenites (Introduced in ''Code of Brawl'')
[[folder:Sicilian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_031.png]]
->'''Other variations:''' Elite Sicilian
Basic soldiers who serve in the Siracusan mafia.
to:
!!!Siracusan Mafia & Lungmenites (Introduced in ''Code of Brawl'')
[[folder:Sicilian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_031.png]]
->'''Other variations:'''
Basic soldiers who serve
An Originium Arts creation designed for breaching through enemy lines. Loses its defenses when standing in
* AchillesHeel: They lose 1000 DEF and 50 RES when they are standing in a Realigned Flux line, making operator positioning crucial for defeating them.
Changed line(s) 1048,1050 (click to see context) from:
[[folder:Brawler]]
->'''Other variations:''' Elite Brawler
Siracusan mafiosi who launch flurries of rapid-fire punches.
->'''Other variations:''' Elite Brawler
Siracusan mafiosi who launch flurries of rapid-fire punches.
to:
->'''Other variations:'''
Siracusan mafiosi who launch flurries of rapid-fire punches.
Casters employed by the Leithanien army specializing in area-of-effect damage.
Changed line(s) 1052,1055 (click to see context) from:
* DeathOfAThousandCuts: 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.
* EvilCounterpart: Of Beehunter. In fact they share the same animation frames with her.
* HelpfulMook: 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.
* RapidFireFisticuffs: Imagine Beehunter but on the enemy side.
* EvilCounterpart: Of Beehunter. In fact they share the same animation frames with her.
* HelpfulMook: 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.
* RapidFireFisticuffs: Imagine Beehunter but on the enemy side.
to:
* DeathOfAThousandCuts: 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.
* EvilCounterpart: Of Beehunter. In fact they share the same animation frames with her.
* HelpfulMook: With some high level strategy, these enemies can be abused by forcing them toHerdHittingAttack: They attack Liskarm, who feeds SP to your 2 operators when she gets hit. This at once, and deal splash damage if their target is not connected to a very effective strategy on some harder stages, such as Contingency Contract.
* RapidFireFisticuffs: Imagine Beehunter but on the enemy side.Realigned Flux.
* EvilCounterpart: Of Beehunter. In fact they share the same animation frames with her.
* HelpfulMook: With some high level strategy, these enemies can be abused by forcing them to
* RapidFireFisticuffs: Imagine Beehunter but on the enemy side.
Changed line(s) 1058,1060 (click to see context) from:
[[folder:Marksman]]
->'''Other variations:''' Elite Marksman
Siracusan mafiosi who use ranged crossbow attacks. They will prioritize attacking Command Terminals.
->'''Other variations:''' Elite Marksman
Siracusan mafiosi who use ranged crossbow attacks. They will prioritize attacking Command Terminals.
to:
->'''Other variations:'''
Siracusan mafiosi who use ranged crossbow attacks. They will prioritize attacking Command Terminals.
Formerly violinists in the Leithanien capital orchestra, these violinists have spent a long time laying low to conceal their status as followers of the Witch King.
Changed line(s) 1062 (click to see context) from:
* AutomaticCrossbows: They wield rapid-fire crossbows that even have drum clips.
to:
* AutomaticCrossbows: They wield rapid-fire crossbows HerdHittingAttack: Their attacks travel along the Realigned Flux, damaging all operators connected to that even have drum clips.Flux for half the damage.
Changed line(s) 1065,1067 (click to see context) from:
[[folder:Bully]]
->'''Other variations:''' Bulldozer
Hulking enemies that pack significant HP, ATK, and DEF while charging at relatively fast speeds. They count as three enemies when it comes to being blocked, and operators with less than 3 block will not be able to block them at all.
->'''Other variations:''' Bulldozer
Hulking enemies that pack significant HP, ATK, and DEF while charging at relatively fast speeds. They count as three enemies when it comes to being blocked, and operators with less than 3 block will not be able to block them at all.
to:
->'''Other variations:'''
Hulking enemies that pack significant HP, ATK, and DEF while charging at relatively fast speeds. They count as three enemies when it comes
Formerly composers in the Leithanien capital orchestra, they have turned to
Deleted line(s) 1069 (click to see context) :
* TheJuggernaut: 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.
Changed line(s) 1072,1074 (click to see context) from:
[[folder:Fanatic]]
->'''Other variations:''' Desperate Fanatic
Brutish mobsters that have high HP/ATK/DEF and use their sledgehammers to deliver powerful attacks which can hit ranged tiles. When blocked, they will get a significant ATK boost. Prioritizes attacking Command Terminals.
->'''Other variations:''' Desperate Fanatic
Brutish mobsters that have high HP/ATK/DEF and use their sledgehammers to deliver powerful attacks which can hit ranged tiles. When blocked, they will get a significant ATK boost. Prioritizes attacking Command Terminals.
to:
->'''Other variations:'''
Brutish mobsters that have high HP/ATK/DEF and use
These failed musicians tried to bribe their
Changed line(s) 1078,1080 (click to see context) from:
[[folder:Greytail]]
->'''Other variations:''' Greytail Leader
Hard-hitting mobsters that serve the Rat King. They have a sand shield that massively boosts their DEF while active, and can only be destroyed by a significant amount of Arts damage. Once their shields are down, their speed increases greatly.
->'''Other variations:''' Greytail Leader
Hard-hitting mobsters that serve the Rat King. They have a sand shield that massively boosts their DEF while active, and can only be destroyed by a significant amount of Arts damage. Once their shields are down, their speed increases greatly.
to:
->'''Other variations:'''
Hard-hitting mobsters
A type of Originium slug that
Changed line(s) 1082,1084 (click to see context) from:
* BatterUp: They wield metal bats as weapons.
* DeflectorShields: 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.
* MightyGlacier: 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 FragileSpeedster, as their speed ''hugely'' increases at the cost of being extremely squishy without their barrier.
* DeflectorShields: 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.
* MightyGlacier: 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 FragileSpeedster, as their speed ''hugely'' increases at the cost of being extremely squishy without their barrier.
to:
* BatterUp: AmbushingEnemy: They wield metal bats as weapons.
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.
*DeflectorShields: They will enter combat with DeadlyGas: These slugs emit a sand barrier poisonous fume that gives them has a massive amount of physical defense while active, but can be shattered stronger effect on the Infected than the uninfected, though this is not seen in gameplay. Czerny coughs up blood after taking a certain amount of Arts damage.
* MightyGlacier: 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. Onceinhaling the shield goes down, this turns into FragileSpeedster, as their speed ''hugely'' increases at the cost of being extremely squishy without their barrier.fumes in "Lingering Echoes".
*
* MightyGlacier: 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
Changed line(s) 1087,1089 (click to see context) from:
!!!Famiglia members (introduced in ''Il Siracusano'')
[[folder:General]]
[[folder:General]]
to:
!!!Siracusan Mafia & Lungmenites (Introduced in
[[folder:General]]
[[folder:Sicilian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_031.png]]
->'''Other variations:''' Elite Sicilian
Basic soldiers who serve in the Siracusan mafia.
Deleted line(s) 1091,1096 (click to see context) :
* BadassInANiceSuit: They all wear suits to go with their ''mafioso'' image.
* DeadlyEuphemism: 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.
* TheMafia: These guys put the ones from "Code of Brawl" to shame.
* ThePowerOfHate: 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 [[EliteMook Cleaner]] spawns, symbolizing the ''famiglia'' taking revenge on the one messing around with their members and civilians under their protection.
* PurpleIsPowerful: Several units' special ability effects are purple.
* DeadlyEuphemism: 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.
* TheMafia: These guys put the ones from "Code of Brawl" to shame.
* ThePowerOfHate: 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 [[EliteMook Cleaner]] spawns, symbolizing the ''famiglia'' taking revenge on the one messing around with their members and civilians under their protection.
* PurpleIsPowerful: Several units' special ability effects are purple.
Changed line(s) 1099,1101 (click to see context) from:
[[folder:Famiglia Soldier]]
->'''Other variations:''' Elite Famiglia Soldier
Low-level mafiosi under the orders of their superiors. Increase "Blood Debt" by a small amount on death.
->'''Other variations:''' Elite Famiglia Soldier
Low-level mafiosi under the orders of their superiors. Increase "Blood Debt" by a small amount on death.
to:
->'''Other variations:''' Elite
Low-level
Siracusan mafiosi
Changed line(s) 1103 (click to see context) from:
* DeviousDaggers: They wield small knives as personal weapons.
to:
* DeviousDaggers: They wield small knives DeathOfAThousandCuts: 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.
* EvilCounterpart: Of Beehunter. In fact they share the same animation frames with her.
* HelpfulMook: 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 aspersonal weapons.Contingency Contract.
* RapidFireFisticuffs: Imagine Beehunter but on the enemy side.
* EvilCounterpart: Of Beehunter. In fact they share the same animation frames with her.
* HelpfulMook: 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
* RapidFireFisticuffs: Imagine Beehunter but on the enemy side.
Changed line(s) 1106,1108 (click to see context) from:
[[folder:Famiglia Crossbowman]]
->'''Other variations:''' Elite Famiglia Crossbowman
Trained snipers armed with crossbows using sophisticated technology. Deal Arts damage during "Asset Liquidation".
->'''Other variations:''' Elite Famiglia Crossbowman
Trained snipers armed with crossbows using sophisticated technology. Deal Arts damage during "Asset Liquidation".
to:
->'''Other variations:''' Elite
Trained snipers armed with crossbows using sophisticated technology. Deal Arts damage during "Asset Liquidation".
Siracusan mafiosi who use ranged crossbow attacks. They will prioritize attacking Command Terminals.
Changed line(s) 1110,1111 (click to see context) from:
* MageMarksman: They deal Arts damage when an "Asset Liquidation" is running.
* WouldNotShootACivilian: Inverted. They prioritize attacking Siracusan Civilians over player controlled units.
* WouldNotShootACivilian: Inverted. They prioritize attacking Siracusan Civilians over player controlled units.
to:
* MageMarksman: AutomaticCrossbows: They deal Arts damage when an "Asset Liquidation" is running.
* WouldNotShootACivilian: Inverted. They prioritize attacking Siracusan Civilians over player controlled units.wield rapid-fire crossbows that even have drum clips.
* WouldNotShootACivilian: Inverted. They prioritize attacking Siracusan Civilians over player controlled units.
Changed line(s) 1114,1116 (click to see context) from:
[[folder:Famiglia Cleaner]]
->'''Other variations:''' Famiglia Silent Cleaner
Massively powerful Archosaurian hitmen tasked with delivering "regards" towards those that angered the ''famiglia''. Only spawn when "Asset Liquidation" starts and gain massive buffs in its duration.
->'''Other variations:''' Famiglia Silent Cleaner
Massively powerful Archosaurian hitmen tasked with delivering "regards" towards those that angered the ''famiglia''. Only spawn when "Asset Liquidation" starts and gain massive buffs in its duration.
to:
->'''Other variations:'''
Massively powerful Archosaurian hitmen tasked
Hulking enemies that pack significant HP, ATK, and DEF while charging at relatively fast speeds. They count as three enemies when it comes to being blocked, and operators with
Changed line(s) 1118,1124 (click to see context) from:
* EliteMook: 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 [[Franchise/{{Hitman}} Agent 47]].
* GatheringSteam: 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.
* LightningBruiser: They walk fast, shoot fast, and their shots will ''hurt'' - being able to one shot high ground operators with lower DEF.
* OptionalBoss: 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.
* TheSneakyGuy: They are invisible until blocked.
* WouldNotShootACivilian: Inverted much like the Crossbowmen, Cleaners will target civilians over player operators.
* {{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 [[Franchise/{{Hitman}} Agent 47]].
* GatheringSteam: 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.
* LightningBruiser: They walk fast, shoot fast, and their shots will ''hurt'' - being able to one shot high ground operators with lower DEF.
* OptionalBoss: 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.
* TheSneakyGuy: They are invisible until blocked.
* WouldNotShootACivilian: Inverted much like the Crossbowmen, Cleaners will target civilians over player operators.
to:
* EliteMook: TheJuggernaut: 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)count as 3 enemies to block 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 [[Franchise/{{Hitman}} Agent 47]].
* GatheringSteam: 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, Cleanerscan easily slaughter their way through the player's defense lineup.
* LightningBruiser: They walk fast, shoot fast, and their shots will ''hurt'' - being able to one shot high ground operatorsbypass frontline blockers occupied with lower DEF.
* OptionalBoss: These guys don't appear in{{Mooks}}. Their presence almost necessitates dedicated 3-block operator behind 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.
* TheSneakyGuy: They are invisible until blocked.
* WouldNotShootACivilian: Inverted much like the Crossbowmen, Cleaners will target civilians over player operators.line just to stop them.
* {{Expy}}: The Famiglia Cleaner is a bald, pale, suit-wearing hitman with a prominent barcode motif, armed with a silver pistol (crossbow)
* GatheringSteam: 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
* LightningBruiser: They walk fast, shoot fast, and their shots will ''hurt'' - being able to one shot high ground operators
* OptionalBoss: These guys don't appear in
* TheSneakyGuy: They are invisible until blocked.
* WouldNotShootACivilian: Inverted much like the Crossbowmen, Cleaners will target civilians over player operators.
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[[folder:Famiglia Intimidator]]
->'''Other variations:''' Famiglia Terrorizer
Strongmen employed by the ''famiglia'' to intimidate others with their stature and smooth-talking, only resorting to violence as a last resort. Draws fire when alive and increase "Blood Debt" by a large amount when defeated.
->'''Other variations:''' Famiglia Terrorizer
Strongmen employed by the ''famiglia'' to intimidate others with their stature and smooth-talking, only resorting to violence as a last resort. Draws fire when alive and increase "Blood Debt" by a large amount when defeated.
to:
->'''Other variations:'''
Strongmen employed by the ''famiglia'' to intimidate others with
Brutish mobsters that have high HP/ATK/DEF and use their
Deleted line(s) 1131,1134 (click to see context) :
* TheBigGuy: They serve as this to the ''famiglia''.
* DrawAggro: Operators will prioritize attacking them over other enemies.
* MartialPacifist: Their description surprisingly paints them as this, valuing one's skill in the Siracusan language over raw violence.
* StoneWall: They have good HP and DEF, though their low RES makes them vulnerable to Arts damage.
* DrawAggro: Operators will prioritize attacking them over other enemies.
* MartialPacifist: Their description surprisingly paints them as this, valuing one's skill in the Siracusan language over raw violence.
* StoneWall: They have good HP and DEF, though their low RES makes them vulnerable to Arts damage.
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[[folder:Famiglia Caster]]
->'''Other variations:''' Elite Famiglia Caster
''Famiglia'' members trained in the use of Originium Arts. They compensate for their mediocre skill at Arts with the ability to rapidly incite hatred. Can stop attacking to speed up the filling of "Blood Debt".
->'''Other variations:''' Elite Famiglia Caster
''Famiglia'' members trained in the use of Originium Arts. They compensate for their mediocre skill at Arts with the ability to rapidly incite hatred. Can stop attacking to speed up the filling of "Blood Debt".
to:
->'''Other variations:'''
''Famiglia'' members trained in
Hard-hitting mobsters that serve the
Changed line(s) 1141 (click to see context) from:
* InTheHood: They wear hoods instead of the top hats seen on other members.
to:
* InTheHood: BatterUp: They wear hoods instead wield metal bats as weapons.
* DeflectorShields: 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.
* MightyGlacier: 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 thetop hats seen on other members.shield goes down, this turns into FragileSpeedster, as their speed ''hugely'' increases at the cost of being extremely squishy without their barrier.
* DeflectorShields: 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.
* MightyGlacier: 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
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[[folder:Famiglia Limo]]
->'''Other variations:''' Famiglia Luxury Limo
Limos used by the ''famiglia'' for transportation. Spawns 3 Famiglia Soldiers if defeated when blocked.
->'''Other variations:''' Famiglia Luxury Limo
Limos used by the ''famiglia'' for transportation. Spawns 3 Famiglia Soldiers if defeated when blocked.
to:
->'''Other variations:''' Famiglia Luxury Limo
Limos used by the ''famiglia'' for transportation. Spawns 3 Famiglia Soldiers if defeated when blocked.
[[folder:General]]
Changed line(s) 1148 (click to see context) from:
* FlunkyBoss: If they are defeated when blocked, they leave behind 3 Famiglia Soldiers that continue on the Limo's path.
to:
* FlunkyBoss: If BadassInANiceSuit: They all wear suits to go with their ''mafioso'' image.
* DeadlyEuphemism: 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 theyare defeated when blocked, they leave behind 3 Famiglia Soldiers that continue die), several mooks can also attack civilians themselves and forcing the player to save them.
* TheMafia: These guys put the ones from "Code of Brawl" to shame.
* ThePowerOfHate: 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 theLimo's path.field gain a buff and a [[EliteMook Cleaner]] spawns, symbolizing the ''famiglia'' taking revenge on the one messing around with their members and civilians under their protection.
* PurpleIsPowerful: Several units' special ability effects are purple.
* DeadlyEuphemism: 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
* TheMafia: These guys put the ones from "Code of Brawl" to shame.
* ThePowerOfHate: 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
* PurpleIsPowerful: Several units' special ability effects are purple.
Changed line(s) 1151,1153 (click to see context) from:
[[folder:Famiglia Capo]]
->'''Other variations:''' Famiglia Heavy Capo
A [[https://en.wikipedia.org/wiki/Caporegime caporegime]] of the ''famiglia''. Increases "Blood Debt" if any ''famiglia'' member is defeated in a radius around them.
->'''Other variations:''' Famiglia Heavy Capo
A [[https://en.wikipedia.org/wiki/Caporegime caporegime]] of the ''famiglia''. Increases "Blood Debt" if any ''famiglia'' member is defeated in a radius around them.
to:
[[folder:Famiglia Capo]]
Soldier]]
->'''Other variations:''' Elite FamigliaHeavy Capo
A [[https://en.wikipedia.org/wiki/Caporegime caporegime]] ofSoldier
Low-level mafiosi under the''famiglia''. Increases orders of their superiors. Increase "Blood Debt" if any ''famiglia'' member is defeated in by a radius around them.small amount on death.
->'''Other variations:''' Elite Famiglia
A [[https://en.wikipedia.org/wiki/Caporegime caporegime]] of
Low-level mafiosi under the
Changed line(s) 1155,1156 (click to see context) from:
* MagicKnight: They emit noxious smoke that deals Arts damage as their melee attack.
* ThisBananaIsArmed: Their weapon is concealed inside their cigar.
* ThisBananaIsArmed: Their weapon is concealed inside their cigar.
to:
* MagicKnight: DeviousDaggers: They emit noxious smoke that deals Arts damage wield small knives as their melee attack.
* ThisBananaIsArmed: Their weapon is concealed inside their cigar.personal weapons.
* ThisBananaIsArmed: Their weapon is concealed inside their cigar.
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[[folder:Siracusan Civilian]]
Normal civilians that got mixed up into the fighting on the street. Does not deplete Life Seals if allowed to escape, reduce "Blood Debt" when alive but increase it by a large amount on death.
Normal civilians that got mixed up into the fighting on the street. Does not deplete Life Seals if allowed to escape, reduce "Blood Debt" when alive but increase it by a large amount on death.
to:
Normal civilians that got mixed up into the fighting on the street. Does not deplete Life Seals if allowed to escape, reduce "Blood Debt" when alive but increase it by a large amount on death.
->'''Other variations:''' Elite Famiglia Crossbowman
Trained snipers armed with crossbows using sophisticated technology. Deal Arts damage during "Asset Liquidation".
Changed line(s) 1162,1163 (click to see context) from:
* EscortMission: Players are encouraged to keep them alive since they will reduce "Blood Debt" when alive on the field.
* VideoGameCrueltyPunishment: 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.
* VideoGameCrueltyPunishment: 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.
to:
* EscortMission: Players are encouraged to keep them alive since they will reduce "Blood Debt" MageMarksman: They deal Arts damage when alive on the field.
an "Asset Liquidation" is running.
*VideoGameCrueltyPunishment: WouldNotShootACivilian: Inverted. 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.prioritize attacking Siracusan Civilians over player controlled units.
*
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!Reunion Units
!!!Introduced in the "Reunion Arc" (Chapters 0 to 8), or ''Grani and the Knights' Treasure''
[[folder:Originium Slug]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiumslug.png]]
->'''Other variations:''' Originium Slug α, Originium Slug β
Infected wild slugs, often controlled by Reunion casters for use as cannon fodder.
!!!Introduced in the "Reunion Arc" (Chapters 0 to 8), or ''Grani and the Knights' Treasure''
[[folder:Originium Slug]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiumslug.png]]
->'''Other variations:''' Originium Slug α, Originium Slug β
Infected wild slugs, often controlled by Reunion casters for use as cannon fodder.
to:
!!!Introduced in the "Reunion Arc" (Chapters 0 to 8), or ''Grani and the Knights' Treasure''
[[folder:Originium Slug]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiumslug.png]]
->'''Other variations:'''
Infected wild slugs, often controlled by Reunion casters for use as cannon fodder.
Massively powerful Archosaurian hitmen tasked with delivering "regards" towards those that angered the ''famiglia''. Only spawn when "Asset Liquidation" starts and gain massive buffs in its duration.
Changed line(s) 1174,1176 (click to see context) from:
* TheGoomba: By far the weakest Reunion units a Doctor will face. They are most common in early maps, gradually giving way to more threatening units.
* ZergRush: The only way they can threaten a well-prepared defensive line is to attack with numbers.
* ZergRush: The only way they can threaten a well-prepared defensive line is to attack with numbers.
to:
* TheGoomba: By far EliteMook: They have high base stats plus the weakest Reunion units bonuses they receive during "Asset Liquidation".
* {{Expy}}: The Famiglia Cleaner is aDoctor 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 [[Franchise/{{Hitman}} Agent 47]].
* GatheringSteam: If they are alive when a second "Asset Liquidation" starts, they willface. 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.
* LightningBruiser: They walk fast, shoot fast, and their shots will ''hurt'' - being able to one shot high ground operators with lower DEF.
* OptionalBoss: 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.
* TheSneakyGuy: They aremost common in early maps, gradually giving way to more threatening units.
invisible until blocked.
*ZergRush: The only way they can threaten a well-prepared defensive line is to attack with numbers.
WouldNotShootACivilian: Inverted much like the Crossbowmen, Cleaners will target civilians over player operators.
* {{Expy}}: The Famiglia Cleaner is a
* GatheringSteam: If they are alive when a second "Asset Liquidation" starts, they will
* LightningBruiser: They walk fast, shoot fast, and their shots will ''hurt'' - being able to one shot high ground operators with lower DEF.
* OptionalBoss: 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.
* TheSneakyGuy: They are
*
Changed line(s) 1179,1183 (click to see context) from:
[[folder:Acid Originium Slug]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiumslugacid.png]]
->'''Other variations:''' Acid Originium Slug β
Special Originium Slugs that can secrete highly corrosive fluids. Their attacks inflict a permanent, stacking DEF debuff on operators they hit.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiumslugacid.png]]
->'''Other variations:''' Acid Originium Slug β
Special Originium Slugs that can secrete highly corrosive fluids. Their attacks inflict a permanent, stacking DEF debuff on operators they hit.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiumslugacid.png]]
->'''Other variations:'''
Special Originium Slugs that can secrete highly corrosive fluids. Their attacks inflict
Strongmen employed by the ''famiglia'' to intimidate others with their stature and smooth-talking, only resorting to violence as a
Changed line(s) 1185,1186 (click to see context) from:
* AcidAttack: 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.
* ZergRush: Like their weaker brethren, they rely on numbers to overwhelm foes.
* ZergRush: Like their weaker brethren, they rely on numbers to overwhelm foes.
to:
* AcidAttack: Acid Originium Slugs are capable of reducing an operator's defense with TheBigGuy: They serve as this to the ''famiglia''.
* DrawAggro: Operators will prioritize attacking them over other enemies.
* MartialPacifist: Their description surprisingly paints them as this, valuing one's skill in the Siracusan language over raw violence.
* StoneWall: They have good HP and DEF, though theirattacks. 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.
* ZergRush: Like their weaker brethren, they rely on numberslow RES makes them vulnerable to overwhelm foes.Arts damage.
* DrawAggro: Operators will prioritize attacking them over other enemies.
* MartialPacifist: Their description surprisingly paints them as this, valuing one's skill in the Siracusan language over raw violence.
* StoneWall: They have good HP and DEF, though their
* ZergRush: Like their weaker brethren, they rely on numbers
Changed line(s) 1189,1193 (click to see context) from:
[[folder:Infused Originium Slug]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiumsluginfused.png]]
->'''Other variations:''' Infused Originium Slug β, Infused Glacial Originium Slug, Infused Glacial Originium Slug β
Originium Slugs that absorbed dangerous amounts of Originium into their bodies and became unstable. They explode violently upon death, dealing massive splash damage.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiumsluginfused.png]]
->'''Other variations:''' Infused Originium Slug β, Infused Glacial Originium Slug, Infused Glacial Originium Slug β
Originium Slugs that absorbed dangerous amounts of Originium into their bodies and became unstable. They explode violently upon death, dealing massive splash damage.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiumsluginfused.png]]
->'''Other variations:'''
Originium Slugs that absorbed dangerous amounts
''Famiglia'' members trained in the use of Originium
Changed line(s) 1195,1197 (click to see context) from:
* ActionBomb: Infused Originium Slugs detonate upon death, dealing large amounts of physical damage in an area. Other enemies unfortunately receive FriendlyFireproof treatment from them.
* CallASmeerpARabbit: Infused Originium Slugs are obviously arachnids and not "slugs", no matter which way you slice it.
* KillItWithIce: 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 [[DamageIncreasingDebuff deal significantly higher damage to operators that are frozen]].
* CallASmeerpARabbit: Infused Originium Slugs are obviously arachnids and not "slugs", no matter which way you slice it.
* KillItWithIce: 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 [[DamageIncreasingDebuff deal significantly higher damage to operators that are frozen]].
to:
* ActionBomb: Infused Originium Slugs detonate upon death, dealing large amounts of physical damage in an area. Other enemies unfortunately receive FriendlyFireproof treatment from them.
* CallASmeerpARabbit: Infused Originium Slugs are obviously arachnids and not "slugs", no matter which way you slice it.
* KillItWithIce: The Glacial variantInTheHood: They wear hoods instead 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 [[DamageIncreasingDebuff deal significantly higher damage to operators that are frozen]].hats seen on other members.
* CallASmeerpARabbit: Infused Originium Slugs are obviously arachnids and not "slugs", no matter which way you slice it.
* KillItWithIce: The Glacial variant
Changed line(s) 1200,1204 (click to see context) from:
[[folder:Hound]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_hound.png]]
->'''Other variations:''' Hound Pro, Rabid Hound Pro, Frostfang, Razorfrost, Guerilla Hound, Guerilla Hound Pro, Winterwisp Hound, Winterwisp Hound Pro, Tactical Hound, Tactical Hound Pro, Shell Sea Runner, Nourished Runner
Fast creatures that are controlled by Reunion casters and equipped with surveillance gear.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_hound.png]]
->'''Other variations:''' Hound Pro, Rabid Hound Pro, Frostfang, Razorfrost, Guerilla Hound, Guerilla Hound Pro, Winterwisp Hound, Winterwisp Hound Pro, Tactical Hound, Tactical Hound Pro, Shell Sea Runner, Nourished Runner
Fast creatures that are controlled by Reunion casters and equipped with surveillance gear.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_hound.png]]
->'''Other variations:'''
Fast creatures that are controlled
Limos used by
Changed line(s) 1206,1209 (click to see context) from:
* ElementalRockPaperScissors: Frostfangs and Razorfrosts deal 50% bonus damage to frozen targets.
* FragileSpeedster: They move extremely quickly, but are easily taken down by any sort of damage.
* GlassCannon: 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.
* ZergRush: 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.
* FragileSpeedster: They move extremely quickly, but are easily taken down by any sort of damage.
* GlassCannon: 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.
* ZergRush: 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.
to:
* ElementalRockPaperScissors: Frostfangs and Razorfrosts deal 50% bonus damage to frozen targets.
* FragileSpeedster: They move extremely quickly, butFlunkyBoss: If they are easily taken down by any sort of damage.
* GlassCannon: Hounds deal relatively high damage for their size, especially the Yeti Squad variantsdefeated when attacking frozen operators. However blocked, they aren't durable themselves, and unless buffed by event/challenge modifiers, they should not be too hard to kill.
* ZergRush: Hounds are a step up from Originium Slugs, and they also come in sizable groupsleave behind 3 Famiglia Soldiers that will pose a significant threat to operators who cannot thin them out quickly enough.continue on the Limo's path.
* FragileSpeedster: They move extremely quickly, but
* GlassCannon: Hounds deal relatively high damage for their size, especially the Yeti Squad variants
* ZergRush: Hounds are a step up from Originium Slugs, and they also come in sizable groups
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[[folder:Soldier]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/char_1002_nsabr_2.png]]
->'''Other variations:''' Airborne Soldier, Airborne Soldier Leader, Light-Armored Soldier, Light-Armored Soldier Leader, Shielded Soldier, Shielded Soldier Leader, Spec Ops Soldier, Possessed Soldier, Possessed Soldier Leader, Yeti Operative, Yeti Operative Leader, Guerilla Fighter, Guerilla Fighter Leader, Guerilla Assault Fighter, Guerilla Assault Fighter Leader
Basic Reunion soldiers with illegally obtained gear.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/char_1002_nsabr_2.png]]
->'''Other variations:''' Airborne Soldier, Airborne Soldier Leader, Light-Armored Soldier, Light-Armored Soldier Leader, Shielded Soldier, Shielded Soldier Leader, Spec Ops Soldier, Possessed Soldier, Possessed Soldier Leader, Yeti Operative, Yeti Operative Leader, Guerilla Fighter, Guerilla Fighter Leader, Guerilla Assault Fighter, Guerilla Assault Fighter Leader
Basic Reunion soldiers with illegally obtained gear.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/char_1002_nsabr_2.png]]
->'''Other variations:'''
Basic Reunion soldiers with illegally obtained gear.
A [[https://en.wikipedia.org/wiki/Caporegime caporegime]] of the ''famiglia''. Increases "Blood Debt" if any ''famiglia'' member is defeated in a radius around them.
Changed line(s) 1218,1226 (click to see context) from:
* ElementalRockPaperScissors: The Yeti variants deal 50% bonus damage to frozen targets.
* DefectorFromDecadence: Galles, along with Yila and Boone, defected Reunion to join the Rusthammer organization after the Chernobog Incident.
* FreudianExcuse: 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.
* HealingFactor: 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.
* JetPack: Airborne Soldiers and Guerilla Assault Fighters have the ability [[ItsRainingMen 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 JetPack they use is disposable, they cannot just jump around the map.
* LuckilyMyShieldWillProtectMe: 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.
* MacheteMayhem: They wield machete-like swords.
* NominalImportance: 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.
* UndergroundMonkey: 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.
* DefectorFromDecadence: Galles, along with Yila and Boone, defected Reunion to join the Rusthammer organization after the Chernobog Incident.
* FreudianExcuse: 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.
* HealingFactor: 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.
* JetPack: Airborne Soldiers and Guerilla Assault Fighters have the ability [[ItsRainingMen 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 JetPack they use is disposable, they cannot just jump around the map.
* LuckilyMyShieldWillProtectMe: 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.
* MacheteMayhem: They wield machete-like swords.
* NominalImportance: 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.
* UndergroundMonkey: 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.
to:
* ElementalRockPaperScissors: The Yeti variants deal 50% bonus MagicKnight: They emit noxious smoke that deals Arts damage to frozen targets.
* DefectorFromDecadence: Galles, along with Yila and Boone, defected Reunion to join the Rusthammer organization after the Chernobog Incident.
* FreudianExcuse: 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.
* HealingFactor: 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.
* JetPack: Airborne Soldiers and Guerilla Assault Fighters have the ability [[ItsRainingMen 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 JetPack they use is disposable, they cannot just jump around the map.
* LuckilyMyShieldWillProtectMe: Shielded variants of basic Reunion soldiers appear in later maps. They possess higher health and defenses, but are just as vulnerable to Artsas their unshielded counterparts.
melee attack.
*MacheteMayhem: They wield machete-like swords.
* NominalImportance: 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.
* UndergroundMonkey: Later stages introduce variants of both shielded and unshielded Reunion soldiers, usually belonging to a another faction/group, with different name, appearance and stats.ThisBananaIsArmed: Their behavior weapon is largely the same.concealed inside their cigar.
* DefectorFromDecadence: Galles, along with Yila and Boone, defected Reunion to join the Rusthammer organization after the Chernobog Incident.
* FreudianExcuse: 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.
* HealingFactor: 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.
* JetPack: Airborne Soldiers and Guerilla Assault Fighters have the ability [[ItsRainingMen 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 JetPack they use is disposable, they cannot just jump around the map.
* LuckilyMyShieldWillProtectMe: Shielded variants of basic Reunion soldiers appear in later maps. They possess higher health and defenses, but are just as vulnerable to Arts
*
* NominalImportance: 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.
* UndergroundMonkey: Later stages introduce variants of both shielded and unshielded Reunion soldiers, usually belonging to a another faction/group, with different name, appearance and stats.
Changed line(s) 1229,1233 (click to see context) from:
[[folder:Crossbowman]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_crossbowman.png]]
->'''Other variations:''' Crossbowman Leader, Invisible Crossbowman, Invisible Crossbowman Leader, Yeti Sniper, Yeti Sniper Leader, Guerilla Sniper, Guerilla Sniper Leader, Ursus Assault Crossbowman, Senior Ursus Assault Crossbowman
Reunion soldiers armed with crossbows, capable of ranged damage.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_crossbowman.png]]
->'''Other variations:''' Crossbowman Leader, Invisible Crossbowman, Invisible Crossbowman Leader, Yeti Sniper, Yeti Sniper Leader, Guerilla Sniper, Guerilla Sniper Leader, Ursus Assault Crossbowman, Senior Ursus Assault Crossbowman
Reunion soldiers armed with crossbows, capable of ranged damage.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_crossbowman.png]]
->'''Other variations:''' Crossbowman Leader, Invisible Crossbowman, Invisible Crossbowman Leader, Yeti Sniper, Yeti Sniper Leader, Guerilla Sniper, Guerilla Sniper Leader, Ursus Assault Crossbowman, Senior Ursus Assault Crossbowman
Reunion soldiers armed with crossbows, capable of ranged damage.
Normal civilians that got mixed up into the fighting on the street. Does not deplete Life Seals if allowed to escape, reduce "Blood Debt" when alive but increase it by a large amount on death.
Changed line(s) 1235,1239 (click to see context) from:
* ElementalRockPaperScissors: Yeti Snipers and Leaders deal 50% bonus damage to frozen units.
* GlassCannon: They deal a lot of damage with their crossbows, but can't take much in return.
* JetPack: 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.
* PistolWhipping: If blocked, they will resort to whacking operators with the butt of their crossbows.
* GlassCannon: They deal a lot of damage with their crossbows, but can't take much in return.
* JetPack: 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.
* PistolWhipping: If blocked, they will resort to whacking operators with the butt of their crossbows.
to:
* ElementalRockPaperScissors: Yeti Snipers and Leaders deal 50% bonus damage EscortMission: Players are encouraged to frozen units.
* GlassCannon: They deal a lot of damage with their crossbows, but can't take much in return.
* JetPack: 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.
* PistolWhipping: If blocked,keep them alive since they will resort to whacking operators with reduce "Blood Debt" when alive on the butt of field.
* VideoGameCrueltyPunishment: They do not deduct Life Seals when killed unlike Ursus Civilians. However, theircrossbows.death increases the "Blood Debt" by a huge amount, which can be potentially game-ending if a Cleaner chews through the player's defenses.
* GlassCannon: They deal a lot of damage with their crossbows, but can't take much in return.
* JetPack: 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.
* PistolWhipping: If blocked,
* VideoGameCrueltyPunishment: They do not deduct Life Seals when killed unlike Ursus Civilians. However, their
Changed line(s) 1242,1246 (click to see context) from:
[[folder:Caster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/char_1011_wizard_1.png]]
->'''Other variations:''' Caster Leader, Senior Caster, Senior Caster Leader, Invisible Caster, Invisible Caster Leader, Shielded Senior Caster, Spec Ops Caster, Spec Ops Caster Leader, Yeti Caster, Yeti Caster Leader, Ursus Armored Caster, Elite Ursus Armored Caster
Reunion soldiers that use the Originium from their infection to cast Arts attacks, dealing ranged damage that ignores defense.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/char_1011_wizard_1.png]]
->'''Other variations:''' Caster Leader, Senior Caster, Senior Caster Leader, Invisible Caster, Invisible Caster Leader, Shielded Senior Caster, Spec Ops Caster, Spec Ops Caster Leader, Yeti Caster, Yeti Caster Leader, Ursus Armored Caster, Elite Ursus Armored Caster
Reunion soldiers that use the Originium from their infection to cast Arts attacks, dealing ranged damage that ignores defense.
to:
[[quoteright:350:https://static.
!!!Introduced in the "Reunion Arc" (Chapters 0 to 8), or ''Grani and the Knights' Treasure''
[[folder:Originium Slug]]
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
Reunion soldiers that use the
Infected wild slugs, often controlled by Reunion casters for use as cannon fodder.
Changed line(s) 1248,1255 (click to see context) from:
* AnIcePerson: 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.
* AntiMagic: 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.
* AreaOfEffect: Senior Casters utilize complex Arts that can hit multiple operators at once.
* ChunkyUpdraft: Senior Casters are surrounded by floating originium stones, which they use as means of attack.
* DefectorFromDecadence: Yila, along with Galles and Boone, defected Reunion to join the Rusthammer organization after the Chernobog Incident.
* KungFuProofMook: Like crossbowmen, invisible variants of them cannot be targeted by ranged attacks.
* RedEyesTakeWarning: Senior Caster Leaders have glowing red eyes, and have dangerously potent [=AoE=] attacks.
* SquishyWizard: 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''.
* AntiMagic: 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.
* AreaOfEffect: Senior Casters utilize complex Arts that can hit multiple operators at once.
* ChunkyUpdraft: Senior Casters are surrounded by floating originium stones, which they use as means of attack.
* DefectorFromDecadence: Yila, along with Galles and Boone, defected Reunion to join the Rusthammer organization after the Chernobog Incident.
* KungFuProofMook: Like crossbowmen, invisible variants of them cannot be targeted by ranged attacks.
* RedEyesTakeWarning: Senior Caster Leaders have glowing red eyes, and have dangerously potent [=AoE=] attacks.
* SquishyWizard: 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''.
to:
* AnIcePerson: Every third attack from TheGoomba: By far the weakest Reunion units a Yeti Caster Doctor will chill a target, halving their attack speed. If face. They are most common in early maps, gradually giving way to more threatening units.
* ZergRush: The only way theyare chilled again, they will be frozen solid instead.
* AntiMagic: Casters have fairly high RES, making it difficult to take them out with your own casters. You're encouragedcan threaten a well-prepared defensive line is to attack them using physical fighters instead.
* AreaOfEffect: Senior Casters utilize complex Arts that can hit multiple operators at once.
* ChunkyUpdraft: Senior Casters are surrounded by floating originium stones, which they use as means of attack.
* DefectorFromDecadence: Yila, alongwith Galles and Boone, defected Reunion to join the Rusthammer organization after the Chernobog Incident.
* KungFuProofMook: Like crossbowmen, invisible variants of them cannot be targeted by ranged attacks.
* RedEyesTakeWarning: Senior Caster Leaders have glowing red eyes, and have dangerously potent [=AoE=] attacks.
* SquishyWizard: 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''.numbers.
* ZergRush: The only way they
* AntiMagic: Casters have fairly high RES, making it difficult to take them out with your own casters. You're encouraged
* AreaOfEffect: Senior Casters utilize complex Arts that can hit multiple operators at once.
* ChunkyUpdraft: Senior Casters are surrounded by floating originium stones, which they use as means of attack.
* DefectorFromDecadence: Yila, along
* KungFuProofMook: Like crossbowmen, invisible variants of them cannot be targeted by ranged attacks.
* RedEyesTakeWarning: Senior Caster Leaders have glowing red eyes, and have dangerously potent [=AoE=] attacks.
* SquishyWizard: 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''.
Changed line(s) 1258,1262 (click to see context) from:
[[folder:Mortar Gunner]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mortargunner.png]]
->'''Other variations:''' Mortar Gunner Leader, Guerilla Mortar, Guerilla Mortar Leader
Reunion soldiers that attack from extremely long range with mortar shells that deal area damage.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mortargunner.png]]
->'''Other variations:''' Mortar Gunner Leader, Guerilla Mortar, Guerilla Mortar Leader
Reunion soldiers that attack from extremely long range with mortar shells that deal area damage.
to:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
Reunion soldiers
Special Originium Slugs that
Changed line(s) 1264,1265 (click to see context) from:
* LongRangeFighter: 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.
* StuffBlowingUp: The shells they fire are packed with Originium-based explosives, dealing damage to an area around its point of impact.
* StuffBlowingUp: The shells they fire are packed with Originium-based explosives, dealing damage to an area around its point of impact.
to:
* LongRangeFighter: AcidAttack: Acid Originium Slugs are capable of reducing an operator's defense with their attacks. 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 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 other end of the map, and frequently doing so from a safe corner you can't do anything about.
level.
*StuffBlowingUp: The shells ZergRush: Like their weaker brethren, they fire are packed with Originium-based explosives, dealing damage rely on numbers to an area around its point of impact.overwhelm foes.
*
Changed line(s) 1268,1272 (click to see context) from:
[[folder:Dual Swordsman]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_dualswordsman.png]]
->'''Other variations:''' Dual Swordsman Leader
Trained soldiers who use fast blade attacks to cause significant damage.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_dualswordsman.png]]
->'''Other variations:''' Dual Swordsman Leader
Trained soldiers who use fast blade attacks to cause significant damage.
to:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
Trained soldiers who use fast blade attacks to cause significant
Originium Slugs that absorbed dangerous amounts of Originium into their bodies and became unstable. They explode violently upon death, dealing massive splash damage.
Changed line(s) 1274,1277 (click to see context) from:
* DualWielding: A pair of straight-bladed swords held in ReverseGrip, contrasting the curved blades of their regular cousins.
* ExactlyWhatItSaysOnTheTin: They're Reunion soldiers who wield a pair of swords.
* FromCamouflageToCriminal: Their description speculates that they came from mutinous military units or police departments.
* NinjaRun: This is how they move towards your defensive line, with their arms held back and head tilted forwards.
* ExactlyWhatItSaysOnTheTin: They're Reunion soldiers who wield a pair of swords.
* FromCamouflageToCriminal: Their description speculates that they came from mutinous military units or police departments.
* NinjaRun: This is how they move towards your defensive line, with their arms held back and head tilted forwards.
to:
* DualWielding: A pair ActionBomb: Infused Originium Slugs detonate upon death, dealing large amounts of straight-bladed swords held physical damage in ReverseGrip, contrasting an area. Other enemies unfortunately receive FriendlyFireproof treatment from them.
* CallASmeerpARabbit: Infused Originium Slugs are obviously arachnids and not "slugs", no matter which way you slice it.
* KillItWithIce: The Glacial variant of thecurved blades Infused Originium Slug applies the Frost effect on top of their regular cousins.
* ExactlyWhatItSaysOnTheTin: They're Reunion soldiersthe explosion damage they would normally deal. Operators who wield a pair 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 swords.
* FromCamouflageToCriminal: Their description speculatesthe new enemies introduced alongside them in Chapter 6 will [[DamageIncreasingDebuff deal significantly higher damage to operators that they came from mutinous military units or police departments.
* NinjaRun: This is how they move towards your defensive line, with their arms held back and head tilted forwards.are frozen]].
* CallASmeerpARabbit: Infused Originium Slugs are obviously arachnids and not "slugs", no matter which way you slice it.
* KillItWithIce: The Glacial variant of the
* ExactlyWhatItSaysOnTheTin: They're Reunion soldiers
* FromCamouflageToCriminal: Their description speculates
* NinjaRun: This is how they move towards your defensive line, with their arms held back and head tilted forwards.
Changed line(s) 1280,1284 (click to see context) from:
[[folder:Heavy Defender]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_heavydefender.png]]
->'''Other variations:''' Heavy Defender Leader, Heavy Defender Lieutenant, Possessed Heavy Defender, Possessed Heavy Defender Leader, Guerilla Shieldguard, Guerilla Shieldguard Leader, Dublinn Heavy Defender, Elite Dublinn Heavy Defender
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_heavydefender.png]]
->'''Other variations:''' Heavy Defender Leader, Heavy Defender Lieutenant, Possessed Heavy Defender, Possessed Heavy Defender Leader, Guerilla Shieldguard, Guerilla Shieldguard Leader, Dublinn Heavy Defender, Elite Dublinn Heavy Defender
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.
to:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
Heavily armored and trained
Fast creatures that are controlled by Reunion
Changed line(s) 1286,1299 (click to see context) from:
* AchillesHeel:
** 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.
* AntiMagic: The Dublinn variants wear Arts-refracting masks that greatly increase their RES, eliminating their AchillesHeel. The masks can be temporarily disabled by Silencing them.
* BossInMookClothing: Heavy Defender Lieutenants, identifiable by their darker armor and GlowingEyesOfDoom, are an extremely rare Heavy Defender variant (until Crimson Solitaire, [[UniqueEnemy 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 enemies''[[note]]In the normal variant of GT-HX-3, the Lieutenant has 40,000 HP, 1,000 ATK, and 1,200 DEF - for comparison, Mudrock has 45,000/800/1,000[[/note]], although they share their lesser brethren's AchillesHeel to Arts damage and lack the special abilities most bosses have.
* EliteMook: They're considered Elite enemies in all of their variations.
* GiantMook: Significantly larger than a typical Reunion soldier, possessing greater health, defenses, and attack power, but as slow as a snail.
* HealingFactor: 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.
* HeavilyArmoredMook: The riot armor they wear offers incredible defense against physical attack, but not against Arts (unless they're a Guerilla Shielder).
* HelpfulMook: 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.
* IShallTauntYou: 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.
* LuckilyMyShieldWillProtectMe: Besides being decked from head to toe in heavy armor, these guys also carry formidable tower shields for extra protection.
* MightyGlacier:
* ShieldBash: 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.
** 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.
* AntiMagic: The Dublinn variants wear Arts-refracting masks that greatly increase their RES, eliminating their AchillesHeel. The masks can be temporarily disabled by Silencing them.
* BossInMookClothing: Heavy Defender Lieutenants, identifiable by their darker armor and GlowingEyesOfDoom, are an extremely rare Heavy Defender variant (until Crimson Solitaire, [[UniqueEnemy 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 enemies''[[note]]In the normal variant of GT-HX-3, the Lieutenant has 40,000 HP, 1,000 ATK, and 1,200 DEF - for comparison, Mudrock has 45,000/800/1,000[[/note]], although they share their lesser brethren's AchillesHeel to Arts damage and lack the special abilities most bosses have.
* EliteMook: They're considered Elite enemies in all of their variations.
* GiantMook: Significantly larger than a typical Reunion soldier, possessing greater health, defenses, and attack power, but as slow as a snail.
* HealingFactor: 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.
* HeavilyArmoredMook: The riot armor they wear offers incredible defense against physical attack, but not against Arts (unless they're a Guerilla Shielder).
* HelpfulMook: 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.
* IShallTauntYou: 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.
* LuckilyMyShieldWillProtectMe: Besides being decked from head to toe in heavy armor, these guys also carry formidable tower shields for extra protection.
* MightyGlacier:
* ShieldBash: 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.
to:
* AchillesHeel:
** One of the first of many examples of a bulky unit with huge DEFElementalRockPaperScissors: Frostfangs and no RES, making them borderline impervious to physical Razorfrosts deal 50% bonus 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.
frozen targets.
*AntiMagic: The Dublinn variants wear Arts-refracting masks that greatly increase their RES, eliminating their AchillesHeel. The masks can be temporarily disabled by Silencing them.
* BossInMookClothing: Heavy Defender Lieutenants, identifiable by their darker armor and GlowingEyesOfDoom, are anFragileSpeedster: They move extremely rare Heavy Defender variant (until Crimson Solitaire, [[UniqueEnemy 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 quickly, but are massive and surpass even that easily taken down by any sort of most ''boss enemies''[[note]]In the normal variant of GT-HX-3, the Lieutenant has 40,000 HP, 1,000 ATK, and 1,200 DEF - for comparison, Mudrock has 45,000/800/1,000[[/note]], although they share their lesser brethren's AchillesHeel to Arts damage.
* GlassCannon: Hounds deal relatively high damageand lack the special abilities most bosses have.
* EliteMook: They're considered Elite enemies in all offor their variations.
* GiantMook: Significantly larger than a typical Reunion soldier, possessing greater health, defenses,size, especially the Yeti Squad variants when attacking frozen operators. However they aren't durable themselves, and attack power, but as slow as unless buffed by event/challenge modifiers, they should not be too hard to kill.
* ZergRush: Hounds are asnail.
* HealingFactor: Possessed Heavy Defendersstep up from Originium Slugs, and they also come in sizable groups that will regenerate HP over time like their brethren, which can become pose a problem quick if you don't have Arts significant threat to overwhelm their defense.
* HeavilyArmoredMook: The riot armor they wear offers incredible defense against physical attack, but not against Arts (unless they're a Guerilla Shielder).
* HelpfulMook: 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.
* IShallTauntYou: 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.
* LuckilyMyShieldWillProtectMe: Besides being decked from head to toe in heavy armor, these guys also carry formidable tower shields for extra protection.
* MightyGlacier:
* ShieldBash: The only weapon they have is their shields, so bashingoperators is their only mean of attacking. It still does more damage than a sword slash from a basic soldier.who cannot thin them out quickly enough.
** One of the first of many examples of a bulky unit with huge DEF
** 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.
*
* BossInMookClothing: Heavy Defender Lieutenants, identifiable by their darker armor and GlowingEyesOfDoom, are an
* GlassCannon: Hounds deal relatively high damage
* EliteMook: They're considered Elite enemies in all of
* GiantMook: Significantly larger than a typical Reunion soldier, possessing greater health, defenses,
* ZergRush: Hounds are a
* HealingFactor: Possessed Heavy Defenders
* HeavilyArmoredMook: The riot armor they wear offers incredible defense against physical attack, but not against Arts (unless they're a Guerilla Shielder).
* HelpfulMook: 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.
* IShallTauntYou: 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.
* LuckilyMyShieldWillProtectMe: Besides being decked from head to toe in heavy armor, these guys also carry formidable tower shields for extra protection.
* MightyGlacier:
* ShieldBash: The only weapon they have is their shields, so bashing
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[[folder:Metal Crab]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_metalcrab.png]]
Infected creatures covered in metal armor that makes them highly resistant to all conventional weapons. However, they're not as heavy as they look.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_metalcrab.png]]
Infected creatures covered in metal armor that makes them highly resistant to all conventional weapons. However, they're not as heavy as they look.
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[[quoteright:350:https://static.tvtropes.
Infected creatures covered in metal armor that makes them highly resistant to all conventional weapons. However, they're not as heavy as they look.
->'''Other variations:''' Airborne Soldier, Airborne Soldier Leader, Light-Armored Soldier, Light-Armored Soldier Leader, Shielded Soldier, Shielded Soldier Leader, Spec Ops Soldier, Possessed Soldier, Possessed Soldier Leader, Yeti Operative, Yeti Operative Leader, Guerilla Fighter, Guerilla Fighter Leader, Guerilla Assault Fighter, Guerilla Assault Fighter Leader
Basic Reunion soldiers with illegally obtained gear.
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* AchillesHeel: While their high defenses make them hard to kill normally, their light weight makes them vulnerable to being pulled or pushed into BottomlessPits, which will instantly kill them.
* CallASmeerpARabbit: 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.
* StoneWall: 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.
* CallASmeerpARabbit: 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.
* StoneWall: 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.
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* AchillesHeel: While their high defenses make them hard ElementalRockPaperScissors: The Yeti variants deal 50% bonus damage to kill normally, their frozen targets.
* DefectorFromDecadence: Galles, along with Yila and Boone, defected Reunion to join the Rusthammer organization after the Chernobog Incident.
* FreudianExcuse: 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 lightweight makes of a punishment.
* HealingFactor: 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.
* JetPack: Airborne Soldiers and Guerilla Assault Fighters have the ability [[ItsRainingMen 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 JetPack they use is disposable, they cannot just jump around the map.
* LuckilyMyShieldWillProtectMe: Shielded variants of basic Reunion soldiers appear in later maps. They possess higher health and defenses, but are just as vulnerable tobeing pulled or pushed into BottomlessPits, which will instantly kill them.
Arts as their unshielded counterparts.
*CallASmeerpARabbit: No matter which way you slice it, these things are definitely not "crabs". If anything, they look closer to some kind MacheteMayhem: They wield machete-like swords.
* NominalImportance: 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 ofarachnid covered in metal how he ended up fighting for Reunion Movement's cause.
* UndergroundMonkey: Later stages introduce variants of both shielded andoriginium flakes.
* StoneWall:unshielded Reunion soldiers, usually belonging to a another faction/group, with different name, appearance and stats. 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.behavior is largely the same.
* DefectorFromDecadence: Galles, along with Yila and Boone, defected Reunion to join the Rusthammer organization after the Chernobog Incident.
* FreudianExcuse: 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
* HealingFactor: 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.
* JetPack: Airborne Soldiers and Guerilla Assault Fighters have the ability [[ItsRainingMen 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 JetPack they use is disposable, they cannot just jump around the map.
* LuckilyMyShieldWillProtectMe: Shielded variants of basic Reunion soldiers appear in later maps. They possess higher health and defenses, but are just as vulnerable to
*
* NominalImportance: 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
* UndergroundMonkey: Later stages introduce variants of both shielded and
* StoneWall:
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[[folder:Lurker]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_lurker.png]]
Special Reunion soldiers who can't be detected or harmed until their stealth is removed, usually by being blocked.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_lurker.png]]
Special Reunion soldiers who can't be detected or harmed until their stealth is removed, usually by being blocked.
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Special
->'''Other variations:''' Crossbowman Leader, Invisible Crossbowman, Invisible Crossbowman Leader, Yeti Sniper, Yeti Sniper Leader, Guerilla Sniper, Guerilla Sniper Leader, Ursus Assault Crossbowman, Senior Ursus Assault Crossbowman
Reunion soldiers
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* StealthyMook: 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 (SilverAsh and Tsukinogi), or can simply ignore them being Invisible in the first place (Totter).
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* StealthyMook: Lurkers cannot be attacked normally unless they're no longer Invisible. This is most easily done by blocking them ElementalRockPaperScissors: Yeti Snipers and Leaders deal 50% bonus damage to frozen units.
* GlassCannon: They deal a lot of damage witha melee operator; however, some their crossbows, but can't take much in return.
* JetPack: 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 operatorscan remove at once.
* PistolWhipping: If blocked, they will resort to whacking operators with the butt of theirInvisibility without blocking them (SilverAsh and Tsukinogi), or can simply ignore them being Invisible in the first place (Totter).crossbows.
* GlassCannon: They deal a lot of damage with
* JetPack: 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
* PistolWhipping: If blocked, they will resort to whacking operators with the butt of their
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[[folder:Wraith]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_wraith.png]]
->'''Other variations:''' Wraith Leader
Stealthy Reunion engineers who cannot be blocked by melee operators.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_wraith.png]]
->'''Other variations:''' Wraith Leader
Stealthy Reunion engineers who cannot be blocked by melee operators.
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->'''Other variations:'''
Stealthy
Reunion
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* NonActionGuy: 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.
* StealthyMook: 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.
* StealthyMook: 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.
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* NonActionGuy: Wraiths AnIcePerson: Every third attack from a Yeti Caster will chill a target, halving their attack speed. If they are unable chilled again, they will be frozen solid instead.
* AntiMagic: Casters have fairly high RES, making it difficult todirectly damage take them out with your own casters. You're encouraged to attack them using physical fighters instead.
* AreaOfEffect: Senior Casters utilize complex Arts that can hit multiple operatorsin any way. Justified - they're completely unarmed engineers, and their role is to infiltrate enemy lines and perform sabotage on support equipment.
at once.
*StealthyMook: Different from Invisible Crossbowmen[=/=]Casters and Lurkers, Wraiths ''can'' be attacked normally, but ChunkyUpdraft: Senior Casters are surrounded by floating originium stones, which they ignore blocking melee operators. A single Wraith can very easily slip by while your operators are busy engaging other threats in use as means of attack.
* DefectorFromDecadence: Yila, along with Galles and Boone, defected Reunion to join thebattlefield.Rusthammer organization after the Chernobog Incident.
* KungFuProofMook: Like crossbowmen, invisible variants of them cannot be targeted by ranged attacks.
* RedEyesTakeWarning: Senior Caster Leaders have glowing red eyes, and have dangerously potent [=AoE=] attacks.
* SquishyWizard: 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''.
* AntiMagic: Casters have fairly high RES, making it difficult to
* AreaOfEffect: Senior Casters utilize complex Arts that can hit multiple operators
*
* DefectorFromDecadence: Yila, along with Galles and Boone, defected Reunion to join the
* KungFuProofMook: Like crossbowmen, invisible variants of them cannot be targeted by ranged attacks.
* RedEyesTakeWarning: Senior Caster Leaders have glowing red eyes, and have dangerously potent [=AoE=] attacks.
* SquishyWizard: 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''.
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[[folder:Monster]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_monster.png]]
->'''Other variations:''' Monster Mk II, Raptor
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_monster.png]]
->'''Other variations:''' Monster Mk II, Raptor
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.
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->'''Other variations:'''
Aerial drones remotely controlled by
Reunion
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* AttackDrone: 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.
* BossInMookClothing: The [[MightyGlacier 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.
* DeathbringerTheAdorable: Despite the name, the Mk I variant completely lacks any sort of attack, making them harmless to your operators.
* BossInMookClothing: The [[MightyGlacier 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.
* DeathbringerTheAdorable: Despite the name, the Mk I variant completely lacks any sort of attack, making them harmless to your operators.
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* AttackDrone: Gun-armed drones controlled by Reunion casters using long-range Arts receiver. LongRangeFighter: They represent the basic aerial threat that can only be taken down with ranged attacks.
* BossInMookClothing: The [[MightyGlacier Raptor]] ishave 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 attack range of HP that rivals ''seven tiles'', longer than that of most bosses. Fortunately, their defenses are low, but expect to focus a lot of your effort into taking it down.
* DeathbringerTheAdorable: Despite the name, the Mk I variant completely lacksany sort of attack, making them harmless to your 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.
* StuffBlowingUp: The shells they fire are packed with Originium-based explosives, dealing damage to an area around its point of impact.
* BossInMookClothing: The [[MightyGlacier Raptor]] is
* DeathbringerTheAdorable: Despite the name, the Mk I variant completely lacks
* StuffBlowingUp: The shells they fire are packed with Originium-based explosives, dealing damage to an area around its point of impact.
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[[folder:Defender-4]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_defender4.png]]
An unmanned drone with the ability to significantly boost the defense of nearby allies.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_defender4.png]]
An unmanned drone with the ability to significantly boost the defense of nearby allies.
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An unmanned drone with the ability
->'''Other variations:''' Dual Swordsman Leader
Trained soldiers who use fast blade attacks to
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* NonActionGuy: It has no offensive capabilities whatsoever.
* SupportPartyMember: Boosts the defense of nearby enemy units by 300, significantly increasing their survivability.
* SupportPartyMember: Boosts the defense of nearby enemy units by 300, significantly increasing their survivability.
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* NonActionGuy: It has no offensive capabilities whatsoever.
* SupportPartyMember: BoostsDualWielding: A pair of straight-bladed swords held in ReverseGrip, contrasting the defense curved blades of nearby enemy their regular cousins.
* ExactlyWhatItSaysOnTheTin: They're Reunion soldiers who wield a pair of swords.
* FromCamouflageToCriminal: Their description speculates that they came from mutinous military unitsby 300, significantly increasing or police departments.
* NinjaRun: This is how they move towards your defensive line, with theirsurvivability. arms held back and head tilted forwards.
* SupportPartyMember: Boosts
* ExactlyWhatItSaysOnTheTin: They're Reunion soldiers who wield a pair of swords.
* FromCamouflageToCriminal: Their description speculates that they came from mutinous military units
* NinjaRun: This is how they move towards your defensive line, with their
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[[folder:Technical Scout]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_technicalscout.png]]
Reunion engineers that can reveal all nearby invisible operators.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_technicalscout.png]]
Reunion engineers that can reveal all nearby invisible operators.
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->'''Other variations:''' Heavy Defender Leader, Heavy Defender Lieutenant, Possessed Heavy Defender, Possessed Heavy Defender Leader, Guerilla Shieldguard, Guerilla Shieldguard Leader, Dublinn Heavy Defender, Elite Dublinn Heavy Defender
Heavily armored and trained Reunion
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* NonActionGuy: 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.
* TrueSight: The devices mounted on their backs are able to reveal invisible operators in their vicinity.
* TrueSight: The devices mounted on their backs are able to reveal invisible operators in their vicinity.
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* NonActionGuy: Averted. They are completely unarmed like Wraiths, AchillesHeel:
** 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 alsospecialize in electronics like them. But they are capable of defending themselves by kicking at any foes have less HP and DEF.
* AntiMagic: The Dublinn variants wear Arts-refracting masks thatblock greatly increase their RES, eliminating their AchillesHeel. The masks can be temporarily disabled by Silencing them.
*TrueSight: The devices mounted on BossInMookClothing: Heavy Defender Lieutenants, identifiable by their backs darker armor and GlowingEyesOfDoom, are able an extremely rare Heavy Defender variant (until Crimson Solitaire, [[UniqueEnemy 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 enemies''[[note]]In the normal variant of GT-HX-3, the Lieutenant has 40,000 HP, 1,000 ATK, and 1,200 DEF - for comparison, Mudrock has 45,000/800/1,000[[/note]], although they share their lesser brethren's AchillesHeel to reveal invisible Arts damage and lack the special abilities most bosses have.
* EliteMook: They're considered Elite enemies in all of their variations.
* GiantMook: Significantly larger than a typical Reunion soldier, possessing greater health, defenses, and attack power, but as slow as a snail.
* HealingFactor: 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.
* HeavilyArmoredMook: The riot armor they wear offers incredible defense against physical attack, but not against Arts (unless they're a Guerilla Shielder).
* HelpfulMook: 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.
* IShallTauntYou: 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.
* LuckilyMyShieldWillProtectMe: Besides being decked from head to toe in heavy armor, these guys also carry formidable tower shields for extra protection.
* MightyGlacier:
* ShieldBash: The only weapon they have is their shields, so bashing operatorsin is their vicinity.only mean of attacking. It still does more damage than a sword slash from a basic soldier.
** 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
* AntiMagic: The Dublinn variants wear Arts-refracting masks that
*
* EliteMook: They're considered Elite enemies in all of their variations.
* GiantMook: Significantly larger than a typical Reunion soldier, possessing greater health, defenses, and attack power, but as slow as a snail.
* HealingFactor: 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.
* HeavilyArmoredMook: The riot armor they wear offers incredible defense against physical attack, but not against Arts (unless they're a Guerilla Shielder).
* HelpfulMook: 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.
* IShallTauntYou: 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.
* LuckilyMyShieldWillProtectMe: Besides being decked from head to toe in heavy armor, these guys also carry formidable tower shields for extra protection.
* MightyGlacier:
* ShieldBash: The only weapon they have is their shields, so bashing operators
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[[folder:Avenger]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_avenger.png]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_avengerboss.png]]
->'''Other variations:''' Hateful Avenger
Unique katana-wielding soldiers that significantly buff their ATK once falling below half health. A unique one titled "Hateful Avenger" (quotes included) is the FinalBoss of Operation Basepoint and Contingency Contract as a whole.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_avenger.png]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_avengerboss.png]]
->'''Other variations:''' Hateful Avenger
Unique katana-wielding soldiers that significantly buff their ATK once falling below half health. A unique one titled "Hateful Avenger" (quotes included) is the FinalBoss of Operation Basepoint and Contingency Contract as a whole.
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->'''Other variations:''' Hateful Avenger
Unique katana-wielding soldiers
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* {{BFS}}: Their katana are big enough to qualify as an ōdachi.
* BookEnds: 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 [[RememberTheNewGuy who is explicitly one of the survivors of the first battle in the Area 59 Ruins]] after training and returning for revenge.
* FlamingSword: 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.
* FinalBoss: 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 TurnsRed functionality that made them infamous being buffed up to boss levels, he also becomes an absurd LightningBruiser who can rush down defenders with his newfound DashAttack. 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 DamageReduction, and even [[ContractualBossImmunity 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 AutoRevive 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, [[AscendedMeme he brings to mind the number one reason why players feared his normal part in the first place]].
* KatanasAreJustBetter: Avengers are equipped with these, and they make deadly use of them.
* TurnsRed:
** 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'''.
* BookEnds: 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 [[RememberTheNewGuy who is explicitly one of the survivors of the first battle in the Area 59 Ruins]] after training and returning for revenge.
* FlamingSword: 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.
* FinalBoss: 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 TurnsRed functionality that made them infamous being buffed up to boss levels, he also becomes an absurd LightningBruiser who can rush down defenders with his newfound DashAttack. 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 DamageReduction, and even [[ContractualBossImmunity 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 AutoRevive 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, [[AscendedMeme he brings to mind the number one reason why players feared his normal part in the first place]].
* KatanasAreJustBetter: Avengers are equipped with these, and they make deadly use of them.
* TurnsRed:
** 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'''.
to:
* {{BFS}}: Their katana are big enough to qualify as an ōdachi.
* BookEnds: 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 [[RememberTheNewGuy who is explicitly one of the survivors of the first battle in the Area 59 Ruins]] after training and returning for revenge.
* FlamingSword: 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.
* FinalBoss: 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 TurnsRed functionality that made them infamous being buffed up to boss levels, he also becomes an absurd LightningBruiser who can rush down defenders with his newfound DashAttack. 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 DamageReduction, and even [[ContractualBossImmunity 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 AutoRevive 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, [[AscendedMeme he brings to mind the number one reason why players feared his normal part in the first place]].
* KatanasAreJustBetter: Avengers are equipped with these, and they make deadly use of them.
* TurnsRed:
** Avengers are deceptively strong.AchillesHeel: While their starting damage is laughable, high defenses make them hard to kill normally, their light weight makes them vulnerable to being pulled or pushed into BottomlessPits, which will instantly kill them.
* CallASmeerpARabbit: No matter which way you slice it, these things are definitely not "crabs". If anything, theyreceive 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 look closer to some kind of arachnid covered 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 metal and high-risk runs of ''Contingency Contract'' Beta originium flakes.
* StoneWall: Their health, speed, andBlade, especially the red Hateful ones.
** Certain Contingency Contract modifiers canattack power aren't that great, but they have them turn red ''earlier'' at a higher HP threshold, up to starting in this state '''as soon as they spawn'''.high defense of B and an ''even higher'' resistance of S.
* BookEnds: 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 [[RememberTheNewGuy who is explicitly one of the survivors of the first battle in the Area 59 Ruins]] after training and returning for revenge.
* FlamingSword: 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.
* FinalBoss: 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 TurnsRed functionality that made them infamous being buffed up to boss levels, he also becomes an absurd LightningBruiser who can rush down defenders with his newfound DashAttack. 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 DamageReduction, and even [[ContractualBossImmunity 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 AutoRevive 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, [[AscendedMeme he brings to mind the number one reason why players feared his normal part in the first place]].
* KatanasAreJustBetter: Avengers are equipped with these, and they make deadly use of them.
* TurnsRed:
** Avengers are deceptively strong.
* CallASmeerpARabbit: No matter which way you slice it, these things are definitely not "crabs". If anything, they
* StoneWall: Their health, speed, and
** Certain Contingency Contract modifiers can
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[[folder:Arts Guard]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_artsguard.png]]
->'''Other variations:''' Arts Guard Leader
Reunion soldiers that can infuse their swords with Originium Arts, allowing their slashes to deal Arts damage.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_artsguard.png]]
->'''Other variations:''' Arts Guard Leader
Reunion soldiers that can infuse their swords with Originium Arts, allowing their slashes to deal Arts damage.
to:
[[quoteright:150:https://static.tvtropes.
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* ArmorPiercingAttack: 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.
* MagicKnight: They're capable of infusing arts into their swords.
* {{BFS}}: The swords they wield is longer than they are tall.
* MagicKnight: They're capable of infusing arts into their swords.
to:
* ArmorPiercingAttack: Arts damage are countered StealthyMook: Lurkers cannot be attacked normally unless they're no longer Invisible. This is most easily done by Resistance instead of Defense, which many blocking them with a melee operator; however, some operators (especially Defenders) lack.
* {{BFS}}: The swords they wield is longer than they are tall.
* MagicKnight: They're capable of infusing arts intocan remove their swords.Invisibility without blocking them (SilverAsh and Tsukinogi), or can simply ignore them being Invisible in the first place (Totter).
* {{BFS}}: The swords they wield is longer than they are tall.
* MagicKnight: They're capable of infusing arts into
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[[folder:Bladed Fighter]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_bladedfighter.png]]
->'''Other variations:''' Bladed Fighter Leader
Reunion soldiers who use their fist-mounted blades to deliver rapid, hard-hitting strikes.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_bladedfighter.png]]
->'''Other variations:''' Bladed Fighter Leader
Reunion soldiers who use their fist-mounted blades to deliver rapid, hard-hitting strikes.
to:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
Stealthy Reunion
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* BladeBelowTheShoulder: They wield a pair of bladed gauntlets to enhance their martial arts strikes. They also double as shields, justifying their slightly higher defense.
* RapidFireFisticuffs: 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.
* RapidFireFisticuffs: 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.
to:
* BladeBelowTheShoulder: They wield a pair of bladed gauntlets NonActionGuy: Wraiths are unable to enhance directly damage your operators in any way. Justified - they're completely unarmed engineers, and their martial arts strikes. They also double as shields, justifying their slightly higher defense.
role is to infiltrate enemy lines and perform sabotage on support equipment.
*RapidFireFisticuffs: Downplayed. Their punches are nowhere near as fast as Beehunter's, StealthyMook: Different from Invisible Crossbowmen[=/=]Casters and Lurkers, Wraiths ''can'' be attacked normally, but they still hit harder and more often than typical Reunion soldiers, and they have pretty decent C-ranked DEF.ignore blocking melee operators. A single Wraith can very easily slip by while your operators are busy engaging other threats in the battlefield.
*
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[[folder:Butcher]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_butcher.png]]
->'''Other variations:''' Veteran Butcher
Unidentified combatants wielding huge axes, capable of dealing severe damage while taking just as much in return.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_butcher.png]]
->'''Other variations:''' Veteran Butcher
Unidentified combatants wielding huge axes, capable of dealing severe damage while taking just as much in return.
to:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
Unidentified combatants wielding huge axes, capable of dealing severe damage
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
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* SmashMook: Like Loggers and Junkmen, Butchers exist to pound your melee operators to dust and tank huge amounts of damage in the process.
to:
* SmashMook: Like Loggers AttackDrone: 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.
* BossInMookClothing: The [[MightyGlacier Raptor]] is an elite drone that shows up once in a blue moon, andJunkmen, Butchers exist 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 pound focus a lot of your melee operators to dust and tank huge amounts of damage in effort into taking it down.
* DeathbringerTheAdorable: Despite theprocess.name, the Mk I variant completely lacks any sort of attack, making them harmless to your operators.
* BossInMookClothing: The [[MightyGlacier Raptor]] is an elite drone that shows up once in a blue moon, and
* DeathbringerTheAdorable: Despite the
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[[folder:Armed Militant]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_armedmilitant.png]]
->'''Other variations:''' Senior Armed Militant
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_armedmilitant.png]]
->'''Other variations:''' Senior Armed Militant
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.
to:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:''' Senior Armed Militant
Unidentified combatants armed
An unmanned drone with
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* GasMaskMooks: They wear a rebreather that is connected to the tank mounted in their back.
* MightyGlacier: 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.
* SmashMook: Essentially Butchers with proper protective equipment, which affords them greater defenses. Their battlefield role is more or less the same.
* MightyGlacier: 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.
* SmashMook: Essentially Butchers with proper protective equipment, which affords them greater defenses. Their battlefield role is more or less the same.
to:
* GasMaskMooks: They wear a rebreather that is connected to NonActionGuy: It has no offensive capabilities whatsoever.
* SupportPartyMember: Boosts thetank mounted in defense of nearby enemy units by 300, significantly increasing their back.
* MightyGlacier: 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.
* SmashMook: Essentially Butchers with proper protective equipment, which affords them greater defenses. Their battlefield role is more or less the same.survivability.
* SupportPartyMember: Boosts the
* MightyGlacier: 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.
* SmashMook: Essentially Butchers with proper protective equipment, which affords them greater defenses. Their battlefield role is more or less the same.
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[[folder:Breaker]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_breaker.png]]
->'''Other variations:''' Breaker Leader
Well-trained soldiers who use their incredible speed and decent attack power to spearhead assaults.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_breaker.png]]
->'''Other variations:''' Breaker Leader
Well-trained soldiers who use their incredible speed and decent attack power to spearhead assaults.
to:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:''' Breaker Leader
Well-trained soldiers who use their incredible speed and decent attack power to spearhead assaults.
Reunion engineers that can reveal all nearby invisible operators.
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* LightningBruiser: These guys are fast, tough, and hit surprisingly hard for their size, made worse by their tendency to come in groups.
* ZergRush: 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.
* ZergRush: 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.
to:
* LightningBruiser: These guys NonActionGuy: Averted. They are fast, tough, completely unarmed like Wraiths, and hit surprisingly hard for also specialize in electronics like them. But they are capable of defending themselves by kicking at any foes that block them.
* TrueSight: The devices mounted on theirsize, made worse by backs are able to reveal invisible operators in their tendency to come in groups.
* ZergRush: 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.vicinity.
* TrueSight: The devices mounted on their
* ZergRush: 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.
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[[folder:Bombtail]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_bombtail.png]]
->'''Other variations:''' Bombtail-G, Oneiros
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_bombtail.png]]
->'''Other variations:''' Bombtail-G, Oneiros
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.
to:
[[quoteright:150:https://static.tvtropes.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_avengerboss.png]]
->'''Other variations:'''
Special drones
Unique katana-wielding soldiers that
Changed line(s) 1430,1433 (click to see context) from:
* ItOnlyWorksOnce: They are only equipped with a single bomb and nothing else.
* KillItWithIce: 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.
* FragileSpeedster: 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.
* StuffBlowingUp: When an operator is within range, the Bombtail will launch its explosive charge, dealing massive [=AoE=] physical damage to the target area.
* KillItWithIce: 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.
* FragileSpeedster: 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.
* StuffBlowingUp: When an operator is within range, the Bombtail will launch its explosive charge, dealing massive [=AoE=] physical damage to the target area.
to:
* ItOnlyWorksOnce: They {{BFS}}: Their katana are big enough to qualify as an ōdachi.
* BookEnds: 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 [[RememberTheNewGuy who is explicitly one of the survivors of the first battle in the Area 59 Ruins]] after training and returning for revenge.
* FlamingSword: 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.
* FinalBoss: 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 TurnsRed functionality that made them infamous being buffed up to boss levels, he also becomes an absurd LightningBruiser who can rush down defenders with his newfound DashAttack. 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 DamageReduction, and even [[ContractualBossImmunity 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 AutoRevive 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, [[AscendedMeme he brings to mind the number one reason why players feared his normal part in the first place]].
* KatanasAreJustBetter: Avengers are equipped witha single bomb these, and nothing else.
they make deadly use of them.
*KillItWithIce: The Oneiros variant drops a special bomb that detonates in a freezing Arts blast on impact. TurnsRed:
** Avengers are deceptively strong. Whileit deals a lot less their starting damage is laughable, they receive a ''massive'' ATK buff at less than the 50% HP (+100% for a 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.
* FragileSpeedster: They become this once their attack has been used up, making it slightly easier for them to make a breakone, ''+180%'' for the blue base. The Oneiros variant does not 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 thistrait.
* StuffBlowingUp: When an operator is within range, the Bombtail will launch its explosive charge, dealing massive [=AoE=] physical damage to the target area.state '''as soon as they spawn'''.
* BookEnds: 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 [[RememberTheNewGuy who is explicitly one of the survivors of the first battle in the Area 59 Ruins]] after training and returning for revenge.
* FlamingSword: 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.
* FinalBoss: 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 TurnsRed functionality that made them infamous being buffed up to boss levels, he also becomes an absurd LightningBruiser who can rush down defenders with his newfound DashAttack. 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 DamageReduction, and even [[ContractualBossImmunity 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 AutoRevive 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, [[AscendedMeme he brings to mind the number one reason why players feared his normal part in the first place]].
* KatanasAreJustBetter: Avengers are equipped with
*
** Avengers are deceptively strong. While
* FragileSpeedster: They become this once their attack has been used up, making it slightly easier for them to make a break
** Certain Contingency Contract modifiers can have them turn red ''earlier'' at a higher HP threshold, up to starting in this
* StuffBlowingUp: When an operator is within range, the Bombtail will launch its explosive charge, dealing massive [=AoE=] physical damage to the target area.
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[[folder:Arts Master [=A1=]]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_artsmastera1.png]]
->'''Other variations:''' Arts Master A2
Enemy drones armed with special weapons that allow them to launch long-ranged Arts attacks, while giving them potent Arts resistance in the process.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_artsmastera1.png]]
->'''Other variations:''' Arts Master A2
Enemy drones armed with special weapons that allow them to launch long-ranged Arts attacks, while giving them potent Arts resistance in the process.
to:
[[folder:Arts Master [=A1=]]]
Guard]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_artsmastera1.org/pmwiki/pub/images/arknights_artsguard.png]]
->'''Other variations:''' ArtsMaster A2
Enemy drones armedGuard Leader
Reunion soldiers that can infuse their swords withspecial weapons that allow them Originium Arts, allowing their slashes to launch long-ranged deal Arts attacks, while giving them potent Arts resistance in the process.damage.
[[quoteright:150:https://static.tvtropes.
->'''Other variations:''' Arts
Enemy drones armed
Reunion soldiers that can infuse their swords with
Changed line(s) 1442,1444 (click to see context) from:
* AntiMagic: Their weapon modules give them significant Arts protection, making them significantly resistant to magical damage.
* ArmorPiercingAttack: 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.
* MightyGlacier: 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.
* ArmorPiercingAttack: 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.
* MightyGlacier: 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.
to:
* MightyGlacier: 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
* {{BFS}}: The swords they wield is longer than they are
* MagicKnight: They're capable of
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[[folder:Frost]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_frostdrone.png]]
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_frostdrone.png]]
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.
to:
[[quoteright:150:https://static.tvtropes.
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.
->'''Other variations:''' Bladed Fighter Leader
Reunion soldiers who use their fist-mounted blades to deliver rapid, hard-hitting strikes.
Changed line(s) 1452,1455 (click to see context) from:
* AnIcePerson: It reduces the temperature around itself, halving the attack speed of operators and severely hampering their damage output.
* NonActionGuy: It is not armed with any damage dealing equipment.
* OneSteveLimit: Averted. The guitarist of Alive Until Sunset ''and'' the Specialist Operator of Team Rainbow are also named Frost.
* StoneWall: 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.
* NonActionGuy: It is not armed with any damage dealing equipment.
* OneSteveLimit: Averted. The guitarist of Alive Until Sunset ''and'' the Specialist Operator of Team Rainbow are also named Frost.
* StoneWall: 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.
to:
* AnIcePerson: It reduces the temperature around itself, halving the attack speed BladeBelowTheShoulder: They wield a pair of operators and severely hampering bladed gauntlets to enhance their damage output.
* NonActionGuy: It is not armed with any damage dealing equipment.
* OneSteveLimit: Averted. The guitarist of Alive Until Sunset ''and'' the Specialist Operator of Team Rainbow aremartial arts strikes. They also named Frost.
* StoneWall: They are quite sturdy, having a B rank in HP, DEF, and RES. Killing them is also problematic, due todouble as shields, justifying their aforementioned attack speed slow.slightly higher defense.
* RapidFireFisticuffs: 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.
* NonActionGuy: It is not armed with any damage dealing equipment.
* OneSteveLimit: Averted. The guitarist of Alive Until Sunset ''and'' the Specialist Operator of Team Rainbow are
* StoneWall: They are quite sturdy, having a B rank in HP, DEF, and RES. Killing them is also problematic, due to
* RapidFireFisticuffs: 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.
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[[folder:Defense Crusher]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_defensecrusher.png]]
->'''Other variations:''' Defense Crusher Leader
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_defensecrusher.png]]
->'''Other variations:''' Defense Crusher Leader
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.
to:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
Reunion elites clad in heavy blast suits and
Unidentified combatants wielding huge
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* AchillesHeel: Despite their disturbingly high health, attack power, and defense, they have ''0'' RES, making them highly vulnerable to Arts damage.
* MightyGlacier: 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.
* MightyGlacier: 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.
to:
* AchillesHeel: Despite their disturbingly high health, attack power, SmashMook: Like Loggers and defense, they have ''0'' RES, making them highly vulnerable Junkmen, Butchers exist to Arts damage.
* MightyGlacier: With 10,000 HP, 1,000 ATK,pound your melee operators to dust 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.tank huge amounts of damage in the process.
* MightyGlacier: With 10,000 HP, 1,000 ATK,
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[[folder:Enraged Possessed Soldier]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_enragedpossessedsoldier.png]]
->'''Other variations:''' Enraged Possessed Leader
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_enragedpossessedsoldier.png]]
->'''Other variations:''' Enraged Possessed Leader
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.
to:
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->'''Other variations:'''
Possessed Soldiers who've had
Unidentified combatants armed with huge axes and heavy armor. While they are very slow, they can inflict massive damage with each strike, and their
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* DefectorFromDecadence: Boone, along with Galles and Yila, defected Reunion to join the Rusthammer organization after the Chernobog Incident.
* LightningBruiser: 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.
* LivingOnBorrowedTime: They will lose HP over time; given long enough, this is fully capable of killing them.
* LightningBruiser: 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.
* LivingOnBorrowedTime: They will lose HP over time; given long enough, this is fully capable of killing them.
to:
* DefectorFromDecadence: Boone, along with Galles GasMaskMooks: They wear a rebreather that is connected to the tank mounted in their back.
* MightyGlacier: Their HP andYila, defected Reunion to join ATK (A and A+ respectively) are higher than the Rusthammer organization after the Chernobog Incident.
* LightningBruiser: 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 controlDefenders. And while letting 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.
* SmashMook: Essentially Butchers with proper protective equipment, which affords themkill themselves with their self-damage.
* LivingOnBorrowedTime: They will lose HP over time; given long enough, thisgreater defenses. Their battlefield role is fully capable of killing them.more or less the same.
* MightyGlacier: Their HP and
* LightningBruiser: 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
* SmashMook: Essentially Butchers with proper protective equipment, which affords them
* LivingOnBorrowedTime: They will lose HP over time; given long enough, this
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[[folder:Enraged Possessed Thrower]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_enragedpossessedthrower.png]]
->'''Other variations:''' Enraged Possessed Bonethrower
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_enragedpossessedthrower.png]]
->'''Other variations:''' Enraged Possessed Bonethrower
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.
to:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
Possessed Soldiers
Well-trained soldiers who
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* LivingOnBorrowedTime: 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.
* ThrowingYourSwordAlwaysWorks: 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.
* ThrowingYourSwordAlwaysWorks: 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.
to:
* LivingOnBorrowedTime: They will lose HP over time. Due to LightningBruiser: These guys are fast, tough, and hit surprisingly hard for their behavior, sometimes allowing size, made worse by their tendency to come in groups.
* ZergRush: 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 themto drop dead naturally is an optimal way of eliminating them, apart from certain challenge mode conditions.
* ThrowingYourSwordAlwaysWorks: They hurl Originium crystals at operators when within range; notably, unlike other ranged enemy units they remain stationarydown while attacking, keeping them out of reach of melee attacks.they're being blocked by your ground operators.
* ZergRush: 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
* ThrowingYourSwordAlwaysWorks: They hurl Originium crystals at operators when within range; notably, unlike other ranged enemy units they remain stationary
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[[folder:Yeti Icecleaver]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_yetiicecleaver.png]]
->'''Other variations:''' Yeti Icecleaver Leader
Yeti Squadron soldiers who wield long katanas. They have high stats and can deal massive damage to frozen operators.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_yetiicecleaver.png]]
->'''Other variations:''' Yeti Icecleaver Leader
Yeti Squadron soldiers who wield long katanas. They have high stats and can deal massive damage to frozen operators.
to:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
Yeti Squadron soldiers who wield long katanas. They have high stats and can deal
Special drones that carry warheads, which they will launch to cause massive area damage to
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* ElementalRockPaperScissors: 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.
* KatanasAreJustBetter: Like the Avengers before them, they wield katanas and are skilled with using them.
* MightyGlacier: They have very high HP, surprisingly good mixed defenses, and can hit for severe damage, but aren't very fast.
* KatanasAreJustBetter: Like the Avengers before them, they wield katanas and are skilled with using them.
* MightyGlacier: They have very high HP, surprisingly good mixed defenses, and can hit for severe damage, but aren't very fast.
to:
* ElementalRockPaperScissors: ItOnlyWorksOnce: They deal are only equipped with a whopping 250% bonus single bomb and nothing else.
* KillItWithIce: 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.
* FragileSpeedster: 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.
* StuffBlowingUp: When an operator is within range, the Bombtail will launch its explosive charge, dealing massive [=AoE=] physical damage tofrozen targets - 300% if it's a leader. Combined with their naturally high ATK, they can usually kill frozen units in 1-2 hits.
* KatanasAreJustBetter: Likethe Avengers before them, they wield katanas and are skilled with using them.
* MightyGlacier: They have very high HP, surprisingly good mixed defenses, and can hit for severe damage, but aren't very fast.target area.
* KillItWithIce: 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.
* FragileSpeedster: 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.
* StuffBlowingUp: When an operator is within range, the Bombtail will launch its explosive charge, dealing massive [=AoE=] physical damage to
* KatanasAreJustBetter: Like
* MightyGlacier: They have very high HP, surprisingly good mixed defenses, and can hit for severe damage, but aren't very fast.
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[[folder:Demolitionist]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_demolitionist.png]]
->'''Other variations:''' Demolitionist Leader
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_demolitionist.png]]
->'''Other variations:''' Demolitionist Leader
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.
to:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
Reunion elites clad in heavy blast suits and wielding huge Originium sledgehammers. They use explosive strikes
Enemy drones armed with special weapons that
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* AchillesHeel: Just like their Defense Crusher cousins, they have no Arts resistance whatsoever.
* EarlyBirdCameo: Due to ''Children of Ursus'' being pushed up ahead of ''Darknights' Memoir''[[note]]Their debut event in CN servers[[/note]] on Global servers, these guys ended up appearing much earlier than they're supposed to.
* MightyGlacier: 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.
* SplashDamageAbuse: 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.
* EarlyBirdCameo: Due to ''Children of Ursus'' being pushed up ahead of ''Darknights' Memoir''[[note]]Their debut event in CN servers[[/note]] on Global servers, these guys ended up appearing much earlier than they're supposed to.
* MightyGlacier: 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.
* SplashDamageAbuse: 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.
to:
* AchillesHeel: Just like AntiMagic: Their weapon modules give them significant Arts protection, making them significantly resistant to magical damage.
* ArmorPiercingAttack: The purple lasers they fire deal Arts damage, targeting an operator's RES instead of DEF, making them more lethal and dangerous than theirDefense Crusher cousins, they have no Arts resistance whatsoever.
* EarlyBirdCameo: Due to ''Children of Ursus'' being pushed up ahead of ''Darknights' Memoir''[[note]]Their debut event in CN servers[[/note]] on Global servers, these guys ended up appearing much earlier than they're supposed to.
regular Monster counterparts.
* MightyGlacier:Demolitionists 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 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.
* SplashDamageAbuse: Their attacks dealstats, particularly range, HP, and ATK. Due to them taking a while to kill while doing enough Arts 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 handily kill many ranged operators up on in a few hits at most, A2 Drones are one of the high ground, so plan carefully where you're placing your Medics and other ranged units.most common reasons for losses in Annihilation 3.
* ArmorPiercingAttack: The purple lasers they fire deal Arts damage, targeting an operator's RES instead of DEF, making them more lethal and dangerous than their
* EarlyBirdCameo: Due to ''Children of Ursus'' being pushed up ahead of ''Darknights' Memoir''[[note]]Their debut event in CN servers[[/note]] on Global servers, these guys ended up appearing much earlier than they're supposed to.
* MightyGlacier:
* SplashDamageAbuse: Their attacks deal
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!Sargon Units
!!!Tiacauh Tribe (Introduced in ''Gavial the Great Chief Returns'')
[[folder:General]]
* LizardFolk: They are Acahuallan tribesmen that bear an appearance to alligators.
!!!Tiacauh Tribe (Introduced in ''Gavial the Great Chief Returns'')
[[folder:General]]
* LizardFolk: They are Acahuallan tribesmen that bear an appearance to alligators.
to:
!!!Tiacauh Tribe (Introduced in ''Gavial
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_frostdrone.png]]
Unmanned, unarmed drones that have heavy armor and a device that severely lowers the
[[folder:General]]
----
*
* NonActionGuy: It is not armed with any damage dealing equipment.
* OneSteveLimit: Averted. The guitarist of Alive Until Sunset ''and'' the Specialist Operator of Team Rainbow are also named Frost.
* StoneWall: They are
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[[folder:Tiacauh Warrior]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_070.png]]
->'''Other variations:''' Tiacauh Guard
Archosaurus melee fighters who will gain additional DEF while being blocked.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_070.png]]
->'''Other variations:''' Tiacauh Guard
Archosaurus melee fighters who will gain additional DEF while being blocked.
to:
[[quoteright:350:https://static.
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
Archosaurus melee fighters who
Reunion elites clad in heavy blast suits and wielding huge sledgehammers, capable of sustaining and dealing huge damage. Every third hit of theirs will
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* StatusBuff: Whenever an Operator blocks them they receive a significant DEF boost, this makes them dangerous to non-Defender Operators that attempt to engage them in a fight.
* WeaponsOfTheirTrade: Befitting their nature as tribesmen, they fight with a crudely built spear.
* WeaponsOfTheirTrade: Befitting their nature as tribesmen, they fight with a crudely built spear.
to:
* StatusBuff: Whenever an Operator blocks them they receive a significant DEF boost, this makes them dangerous to non-Defender Operators that attempt to engage them in a fight.
* WeaponsOfTheirTrade: BefittingAchillesHeel: Despite their nature as tribesmen, disturbingly high health, attack power, and defense, they fight with have ''0'' RES, making them highly vulnerable to Arts damage.
* MightyGlacier: With 10,000 HP, 1,000 ATK, and 1,000 DEF, Defense Crushers hit like trucks and take acrudely built spear.while to kill. Fortunately, they're slow as hell, and their heavy armor doesn't offer them any Arts resistance.
* WeaponsOfTheirTrade: Befitting
* MightyGlacier: With 10,000 HP, 1,000 ATK, and 1,000 DEF, Defense Crushers hit like trucks and take a
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[[folder:Tiacauh Lancer]]
->'''Other variations:''' Tiacauh Sniper
Archosaurus warriors who throw ranged spear attacks.
->'''Other variations:''' Tiacauh Sniper
Archosaurus warriors who throw ranged spear attacks.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_enragedpossessedsoldier.png]]
->'''Other variations:'''
Archosaurus warriors who throw ranged spear attacks.
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.
Changed line(s) 1531 (click to see context) from:
* ThrowingYourSwordAlwaysWorks: They throw their spears as their ranged attack.
to:
* ThrowingYourSwordAlwaysWorks: They throw their spears as their DefectorFromDecadence: Boone, along with Galles and Yila, defected Reunion to join the Rusthammer organization after the Chernobog Incident.
* LightningBruiser: Fast, extremely bulky, and will handily dismantle most defenders in 2-3 hits. Most strategies usually involve bursting them down with rangedattack.damage and hamstringing them with crowd control while letting them kill themselves with their self-damage.
* LivingOnBorrowedTime: They will lose HP over time; given long enough, this is fully capable of killing them.
* LightningBruiser: Fast, extremely bulky, and will handily dismantle most defenders in 2-3 hits. Most strategies usually involve bursting them down with ranged
* LivingOnBorrowedTime: They will lose HP over time; given long enough, this is fully capable of killing them.
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[[folder:Tiacauh Fanatic]]
->'''Other variations:''' Tiacauh Ripper
Archosaurus warriors who wield acid-coated gauntlets, giving them both fast attack speed and the ability to apply a permanent stacking DEF debuff on targets.
->'''Other variations:''' Tiacauh Ripper
Archosaurus warriors who wield acid-coated gauntlets, giving them both fast attack speed and the ability to apply a permanent stacking DEF debuff on targets.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_enragedpossessedthrower.png]]
->'''Other variations:'''
Archosaurus warriors
Possessed Soldiers who
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* AntiArmor: Their attacks apply stacked DEF debuffs to their target, much like Acid Originium Slugs.
to:
* AntiArmor: Their attacks apply stacked DEF debuffs LivingOnBorrowedTime: They will lose HP over time. Due to their target, much like Acid behavior, sometimes allowing them to drop dead naturally is an optimal way of eliminating them, apart from certain challenge mode conditions.
* ThrowingYourSwordAlwaysWorks: They hurl OriginiumSlugs.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.
* ThrowingYourSwordAlwaysWorks: They hurl Originium
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[[folder:Tiacauh Ritualist]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_071.png]]
->'''Other variations:''' Tiacauh Shaman
Archosaurus casters that use Arts attacks. If they are blocked, they will gain increased DEF and start using melee attacks that deal significantly higher physical damage.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_071.png]]
->'''Other variations:''' Tiacauh Shaman
Archosaurus casters that use Arts attacks. If they are blocked, they will gain increased DEF and start using melee attacks that deal significantly higher physical damage.
to:
[[quoteright:350:https://static.
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
Archosaurus casters that use Arts attacks. If they are blocked, they will gain increased DEF
Yeti Squadron soldiers who wield long katanas. They have high stats and
Changed line(s) 1546 (click to see context) from:
* MagicStaff: 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.
to:
* MagicStaff: Not only can they fire ranged Arts attacks with it, but ElementalRockPaperScissors: They deal a whopping 250% bonus damage to frozen targets - 300% if they get blocked, they will resort to melee attacks it's a leader. Combined with their staff, dealing ''quadruple physical'' damage to your operators.naturally high ATK, they can usually kill frozen units in 1-2 hits.
* KatanasAreJustBetter: Like the Avengers before them, they wield katanas and are skilled with using them.
* MightyGlacier: They have very high HP, surprisingly good mixed defenses, and can hit for severe damage, but aren't very fast.
* KatanasAreJustBetter: Like the Avengers before them, they wield katanas and are skilled with using them.
* MightyGlacier: They have very high HP, surprisingly good mixed defenses, and can hit for severe damage, but aren't very fast.
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[[folder:Tiacauh Shredder]]
->'''Other variations:''' Tiacauh Annihilator
Elite Archosaurus warriors armed with military equipment that gives them higher stats. They can also periodically destroy nearby mushroom or stump tiles, disabling their effects and making it impossible to deploy units there.
->'''Other variations:''' Tiacauh Annihilator
Elite Archosaurus warriors armed with military equipment that gives them higher stats. They can also periodically destroy nearby mushroom or stump tiles, disabling their effects and making it impossible to deploy units there.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_demolitionist.png]]
->'''Other variations:'''
Elite Archosaurus warriors armed with military equipment
Reunion elites clad in heavy blast suits and wielding huge Originium sledgehammers. They use explosive strikes that
Changed line(s) 1553 (click to see context) from:
* ChainsawGood: Fights with dual buzzsaws.
to:
* ChainsawGood: Fights AchillesHeel: Just like their Defense Crusher cousins, they have no Arts resistance whatsoever.
* EarlyBirdCameo: Due to ''Children of Ursus'' being pushed up ahead of ''Darknights' Memoir''[[note]]Their debut event in CN servers[[/note]] on Global servers, these guys ended up appearing much earlier than they're supposed to.
* MightyGlacier: Demolitionists have slightly less DEF than the Crushers, but compensate withdual buzzsaws.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.
* SplashDamageAbuse: 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.
* EarlyBirdCameo: Due to ''Children of Ursus'' being pushed up ahead of ''Darknights' Memoir''[[note]]Their debut event in CN servers[[/note]] on Global servers, these guys ended up appearing much earlier than they're supposed to.
* MightyGlacier: Demolitionists have slightly less DEF than the Crushers, but compensate with
* SplashDamageAbuse: 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.
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[[folder:Tiacauh Brave]]
->'''Other variations:''' Tiacauh Champion
The strongest of the Tiacauh warriors who only partake in one-on-one duels. If blocked, they will reduce both their own DEF and that of their target by 70%, draw aggro from the blocker, and become immune to all damage outside of that from their opponent.
----
* DrawAggro: From whoever's blocking them.
* DuelBoss: Once they are blocked, they will only take damage from the blocking Operator, making it a 1v1 battle.
* DuelToTheDeath: 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.
->'''Other variations:''' Tiacauh Champion
The strongest of the Tiacauh warriors who only partake in one-on-one duels. If blocked, they will reduce both their own DEF and that of their target by 70%, draw aggro from the blocker, and become immune to all damage outside of that from their opponent.
----
* DrawAggro: From whoever's blocking them.
* DuelBoss: Once they are blocked, they will only take damage from the blocking Operator, making it a 1v1 battle.
* DuelToTheDeath: 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.
to:
->'''Other variations:''' Tiacauh Champion
The strongest of
!!!Tiacauh Tribe (Introduced in ''Gavial the
[[folder:General]]
* LizardFolk: They are Acahuallan tribesmen that
----
* DrawAggro: From whoever's blocking them.
* DuelBoss: Once they are blocked, they will only take damage from the blocking Operator, making it a 1v1 battle.
* DuelToTheDeath: 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.
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!!!Drudge's Mercenaries & Originiutants (Introduced in ''Originium Dust'')
[[folder:Originiutant Puppet]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantpuppet.png]]
Human remains parasitized and reanimated by Originiutants. Divides into two Originiutant Excrescences on death.
[[folder:Originiutant Puppet]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantpuppet.png]]
Human remains parasitized and reanimated by Originiutants. Divides into two Originiutant Excrescences on death.
to:
[[folder:Originiutant Puppet]]
[[quoteright:150:https://static.
[[quoteright:350:https://static.tvtropes.
Human remains parasitized and reanimated by Originiutants. Divides into two Originiutant Excrescences on death.
->'''Other variations:''' Tiacauh Guard
Archosaurus melee fighters who will gain additional DEF while being blocked.
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* OurZombiesAreDifferent: 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 (but self-aware) people controlled through Mephisto's Arts.
to:
* OurZombiesAreDifferent: They are the first (and only, until the introduction of Dublinn Flamecallers and Flamechaser Guards) true undead unit introduced, StatusBuff: Whenever an Operator blocks them they receive a significant DEF boost, this makes them dangerous to non-Defender Operators that attempt to engage them in a fight.
* WeaponsOfTheirTrade: Befitting their nature asthe Possessed Soldiers and Junkmen are half-dead (but self-aware) people controlled through Mephisto's Arts.tribesmen, they fight with a crudely built spear.
* WeaponsOfTheirTrade: Befitting their nature as
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[[folder:Mutant Sand Beast]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantsandbeast.png]]
->'''Other variations:''' Mutant Sand Beast α
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantsandbeast.png]]
->'''Other variations:''' Mutant Sand Beast α
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.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantsandbeast.png]]
->'''Other variations:'''
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.
Archosaurus warriors who throw ranged spear attacks.
Changed line(s) 1581 (click to see context) from:
* BearsAreBadNews: 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 [[EldritchAbomination Seaborn]] from ''Under Tides''.
to:
* BearsAreBadNews: Its model appears to be based upon a bear, and it's infected with something that seems to be on the same threat level ThrowingYourSwordAlwaysWorks: They throw their spears as the [[EldritchAbomination Seaborn]] from ''Under Tides''.their ranged attack.
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[[folder:Mutant Rock Spider]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantrockspider.png]]
->'''Other variations:''' Mutant Rock Spider α
Sargonian arachnids parasitized by Originiutants. Divides into three Originiutant Excrescences on death, or Tumors if it's an α variant.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantrockspider.png]]
->'''Other variations:''' Mutant Rock Spider α
Sargonian arachnids parasitized by Originiutants. Divides into three Originiutant Excrescences on death, or Tumors if it's an α variant.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantrockspider.png]]
->'''Other variations:'''
Sargonian arachnids parasitized by Originiutants. Divides into three Originiutant Excrescences
Archosaurus warriors who wield acid-coated gauntlets, giving them both fast attack speed and the ability to apply a permanent stacking DEF debuff on
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* BigCreepyCrawlies: Although they're actually unrelated to the more common Infused Originium Slugs.
to:
* BigCreepyCrawlies: Although they're actually unrelated AntiArmor: Their attacks apply stacked DEF debuffs to the more common Infused their target, much like Acid Originium Slugs.
Changed line(s) 1593,1597 (click to see context) from:
[[folder:Mutant Giant Rock Spider]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantgiantrockspider.png]]
->'''Other variations:''' Mutant Giant Rock Spider α
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantgiantrockspider.png]]
->'''Other variations:''' Mutant Giant Rock Spider α
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.
to:
[[quoteright:150:https://static.
[[quoteright:350:https://static.tvtropes.
->'''Other variations:'''
A subspecies of Rock Spider native to Sargon with a bulky abdomen
Archosaurus casters that
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* BigCreepyCrawlies: Even bigger and meaner than a regular Rock Spider.
* MookMaker: Spits out an Originiutant Excrescence or Tumor every 5 seconds, which can build up quickly if multiple Giant Rock Spiders are active at once.
* MookMaker: Spits out an Originiutant Excrescence or Tumor every 5 seconds, which can build up quickly if multiple Giant Rock Spiders are active at once.
to:
* BigCreepyCrawlies: Even bigger and meaner than a regular Rock Spider.
* MookMaker: Spits out an Originiutant Excrescence or Tumor every 5 seconds, whichMagicStaff: Not only can build up quickly they fire ranged Arts attacks with it, but if multiple Giant Rock Spiders are active at once.they get blocked, they will resort to melee attacks with their staff, dealing ''quadruple physical'' damage to your operators.
* MookMaker: Spits out an Originiutant Excrescence or Tumor every 5 seconds, which
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[[folder:Originiutant]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutant.png]]
->'''Other variations:''' Originiutant α
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutant.png]]
->'''Other variations:''' Originiutant α
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.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutant.png]]
->'''Other variations:'''
A heavily mutated Originium behemoth used as a living weapon. Although they are very slow,
Elite Archosaurus warriors armed with military equipment that gives them higher stats. They can also periodically destroy nearby mushroom or stump tiles, disabling their
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* ArmoredButFrail: 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.
* MightyGlacier: 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.
* MightyGlacier: 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.
to:
* ArmoredButFrail: 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, ChainsawGood: Fights with even the strongest variant of them having less health than an ordinary Heavy Defender.
* MightyGlacier: 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.dual buzzsaws.
* MightyGlacier: 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.
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[[folder:"Redmark" Eradicator]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkeradicator.png]]
->'''Other variations:''' Elite "Redsign" Eradicator
A camouflaged mercenary sniper who uses extraordinarily lethal attacks from anywhere on the map, but can only attack Operators exposed to a sandstorm.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkeradicator.png]]
->'''Other variations:''' Elite "Redsign" Eradicator
A camouflaged mercenary sniper who uses extraordinarily lethal attacks from anywhere on the map, but can only attack Operators exposed to a sandstorm.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkeradicator.png]]
->'''Other variations:'''
A camouflaged mercenary sniper
The strongest of the Tiacauh warriors who
Changed line(s) 1619,1621 (click to see context) from:
* AchillesHeel: Operators not caught in a sandstorm, if forced into a melee combat, they will only use a melee attack which only deal a small amount of damage.
* ColdSniper: They are capable of ''sniping'' Operators caught in the sandstorm anywhere on the map. This, coupled with their high ATK stat, makes them extremely dangerous to an affected Operator.
* EliteMook: 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".
* ColdSniper: They are capable of ''sniping'' Operators caught in the sandstorm anywhere on the map. This, coupled with their high ATK stat, makes them extremely dangerous to an affected Operator.
* EliteMook: 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".
to:
* AchillesHeel: Operators not caught in a sandstorm, if forced into a melee combat, DrawAggro: From whoever's blocking them.
* DuelBoss: Once they are blocked, they will onlyuse take damage from the blocking Operator, making it a melee 1v1 battle.
* DuelToTheDeath: What happens when you try to block one. The Brave/Champion will force the blocking operator into an 1v1, with both forced to attackwhich only deal a small amount of damage.
* ColdSniper: They are capable of ''sniping'' Operators caught in the sandstorm anywhere on the map. This, coupled with their high ATK stat, makes them extremely dangerous to an affected Operator.
* EliteMook: 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".each other.
* DuelBoss: Once they are blocked, they will only
* DuelToTheDeath: What happens when you try to block one. The Brave/Champion will force the blocking operator into an 1v1, with both forced to attack
* ColdSniper: They are capable of ''sniping'' Operators caught in the sandstorm anywhere on the map. This, coupled with their high ATK stat, makes them extremely dangerous to an affected Operator.
* EliteMook: 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".
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[[folder:"Redmark" Infiltrator]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkinfiltrator.png]]
->'''Other variations:''' Elite "Redsign" Infiltrator, Holographic Illusion, Holographic Illusion [=MK2=]
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkinfiltrator.png]]
->'''Other variations:''' Elite "Redsign" Infiltrator, Holographic Illusion, Holographic Illusion [=MK2=]
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.
to:
[[folder:Originiutant Puppet]]
[[quoteright:150:https://static.tvtropes.
->'''Other variations:''' Elite "Redsign" Infiltrator, Holographic Illusion, Holographic Illusion [=MK2=]
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
Human remains parasitized and
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* MesACrowd: They can project a holographic copy of them if attacked for the first time, until the copy is destroyed, they can easily pass through a defensive line.
to:
* MesACrowd: OurZombiesAreDifferent: They can project a holographic copy of them if attacked for are the first time, (and only, until the copy is destroyed, they can easily pass introduction of Dublinn Flamecallers and Flamechaser Guards) true undead unit introduced, as the Possessed Soldiers and Junkmen are half-dead (but self-aware) people controlled through a defensive line.Mephisto's Arts.
Changed line(s) 1633,1637 (click to see context) from:
[[folder:Originiutant Excrescence]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantexcrescence.png]]
->'''Other variations:''' Originiutant Tumor
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantexcrescence.png]]
->'''Other variations:''' Originiutant Tumor
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.
to:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:''' Mutant Sand Beast α
Swift, omnivorous desert beasts trained by the Sargonians as hunting partners, they have become infected with Originiutants. Divides into two Originiutant
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
Changed line(s) 1639 (click to see context) from:
* ZergRush: Their entire modus operandi; especially the Tumors, which can all but paralyze melee Operators.
to:
* ZergRush: Their entire modus operandi; especially BearsAreBadNews: Its model appears to be based upon a bear, and it's infected with something that seems to be on the Tumors, which can all but paralyze melee Operators.same threat level as the [[EldritchAbomination Seaborn]] from ''Under Tides''.
Changed line(s) 1642,1650 (click to see context) from:
!Siesta Units
!!!Little Black Sheep (introduced in ''So Long, Adele'')
[[folder:General]]
* PiecesOfGod: These are clones of Dolly that developed their own personalities, not unlike the [[spoiler:Sui siblings]]. The finale of "So Long, Adele" reveals that [[spoiler:their personalities are copies of people that Dolly deemed "interesting" during his long life.]]
* KillerRabbit: Despite looking like cute pink-colored sheep, these guys are actually deadly and are just as capable in doing damage to your operators.
* RidiculouslyCuteCritter: They are literally ''pink sheep''.
* StickyFingers: 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.''
!!!Little Black Sheep (introduced in ''So Long, Adele'')
[[folder:General]]
* PiecesOfGod: These are clones of Dolly that developed their own personalities, not unlike the [[spoiler:Sui siblings]]. The finale of "So Long, Adele" reveals that [[spoiler:their personalities are copies of people that Dolly deemed "interesting" during his long life.]]
* KillerRabbit: Despite looking like cute pink-colored sheep, these guys are actually deadly and are just as capable in doing damage to your operators.
* RidiculouslyCuteCritter: They are literally ''pink sheep''.
* StickyFingers: 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.''
to:
!!!Little Black Sheep (introduced in ''So Long, Adele'')
[[folder:General]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantrockspider.png]]
->'''Other variations:''' Mutant Rock Spider α
Sargonian arachnids parasitized by Originiutants. Divides into three Originiutant Excrescences on death, or Tumors if it's an α variant.
----
*
* KillerRabbit: Despite looking like cute pink-colored sheep, these guys are
* RidiculouslyCuteCritter: They are literally ''pink sheep''.
* StickyFingers: Some of
-->''You're going to humiliate me. Don't tell people my clones are kleptomaniacs.''
Changed line(s) 1653,1655 (click to see context) from:
[[folder:Hot Spring 'Mischievous Rascal']]
->'''Other variations:''' Hot Spring 'Jolly Rascal'
A sheep familiar wearing a traffic cone. Spawns a Carmine Steam on the spot when defeated.
->'''Other variations:''' Hot Spring 'Jolly Rascal'
A sheep familiar wearing a traffic cone. Spawns a Carmine Steam on the spot when defeated.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantgiantrockspider.png]]
->'''Other variations:'''
A
----
* BigCreepyCrawlies: Even bigger and meaner than a
* MookMaker: Spits out an Originiutant Excrescence or Tumor every 5 seconds, which can build up quickly if multiple Giant Rock Spiders are active at once.
Changed line(s) 1658,1660 (click to see context) from:
[[folder:Fashion Street 'Hearty Heavy']]
->'''Other variations:''' Fashion Street 'Robust Heavy'
A sheep familiar carrying a frisbee. Has a ranged attack and also spawns a Carmine Steam on the spot when defeated.
->'''Other variations:''' Fashion Street 'Robust Heavy'
A sheep familiar carrying a frisbee. Has a ranged attack and also spawns a Carmine Steam on the spot when defeated.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutant.png]]
->'''Other variations:'''
A
----
* ArmoredButFrail: 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.
* MightyGlacier: 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
Changed line(s) 1663,1665 (click to see context) from:
[[folder:Fashion Street 'Ordinary Aviator']]
->'''Other variations:''' Fashion Street 'Hyperactive Aviator'
A sheep familiar wearing aviation gear. Has Low-Altitude Hovering and even though they have no attack by themselves, they can grab on a 'Hearty Heavy' to gain a ranged attack.
->'''Other variations:''' Fashion Street 'Hyperactive Aviator'
A sheep familiar wearing aviation gear. Has Low-Altitude Hovering and even though they have no attack by themselves, they can grab on a 'Hearty Heavy' to gain a ranged attack.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkeradicator.png]]
->'''Other variations:'''
A
Changed line(s) 1667,1669 (click to see context) from:
* AchillesHeel: 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.
* DisneyDeath: 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.
* MaybeMagicMaybeMundane: They are often mistaken for pink clouds by Siestans, leading to legends of pink clouds surrounding the volcano that were often dismissed as exaggerations.
* DisneyDeath: 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.
* MaybeMagicMaybeMundane: They are often mistaken for pink clouds by Siestans, leading to legends of pink clouds surrounding the volcano that were often dismissed as exaggerations.
to:
* AchillesHeel: Disabling status effects (stun, frozen, sleep) Operators not caught in a sandstorm, if forced into a melee combat, they will cause the Aviator to lose its Low-Altitude Hovering, becoming a ground unit that uses only use a melee attack when blocked. This also disables its ability to carry Hearty Heavies.
* DisneyDeath: 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 only deal a disabling status effect while over the pit.
small amount of damage.
*MaybeMagicMaybeMundane: ColdSniper: They are often mistaken capable of ''sniping'' Operators caught in the sandstorm anywhere on the map. This, coupled with their high ATK stat, makes them extremely dangerous to an affected Operator.
* EliteMook: Unusually forpink clouds by Siestans, leading to legends of pink clouds surrounding the volcano that were often dismissed infantry presented for ''Operation: Originium Dust'', these enemies are always categorized as exaggerations.an Elite Enemy, making them the only enemy group to lack a Common Enemy representing the "Redmarks".
* DisneyDeath: Their path in some operations take them over bottomless pits,
*
* EliteMook: Unusually for
Changed line(s) 1672,1674 (click to see context) from:
[[folder:Hot Spring 'Wandering Vagrant']]
->'''Other variations:''' Hot Spring 'Wandering Slider'
A sheep familiar wearing skating equipment. Has invisibility, and can carry a 'Mischievous Rascal' on them which also gives them the ability to spawn Carmine Steam on tiles that they pass through.
->'''Other variations:''' Hot Spring 'Wandering Slider'
A sheep familiar wearing skating equipment. Has invisibility, and can carry a 'Mischievous Rascal' on them which also gives them the ability to spawn Carmine Steam on tiles that they pass through.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkinfiltrator.png]]
->'''Other variations:'''
A
Changed line(s) 1676 (click to see context) from:
* TheSneakyGuy: They are invisible until blocked.
to:
* TheSneakyGuy: MesACrowd: They are invisible can project a holographic copy of them if attacked for the first time, until blocked.the copy is destroyed, they can easily pass through a defensive line.
Changed line(s) 1679,1681 (click to see context) from:
[[folder:'Big Fella']]
->'''Other variations:''' 'Big Man'
A large fluffy critter that sometimes unintentionally eats its own kin. Spawns a 'Mischievous Rascal' on first attack, or when defeated.
->'''Other variations:''' 'Big Man'
A large fluffy critter that sometimes unintentionally eats its own kin. Spawns a 'Mischievous Rascal' on first attack, or when defeated.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantexcrescence.png]]
->'''Other variations:'''
A large fluffy critter that sometimes unintentionally eats its own kin. Spawns a 'Mischievous Rascal' on first attack, or when defeated.
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.
Changed line(s) 1683 (click to see context) from:
* BigEater: 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.
to:
* BigEater: Is not picky with what it eats, to ZergRush: Their entire modus operandi; especially the point that it will sometimes eat the other familiars and then spit them back out as ammo for their attacks.Tumors, which can all but paralyze melee Operators.
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[[folder:Urban 'Whirlwind Walker']]
->'''Other variations:''' Urban 'Tornado Trendsetter'
Two familiars that got entangled with each other from fighting over cotton candy. Explodes on first attack to deal Arts damage, leaving behind a 'Mischievous Rascal' and a 'Hearty Heavy'.
----
* ActionBomb: 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.
* FlunkyBoss: Spawns a 'Mischievous Rascal' and a 'Hearty Heavy' after death.
* StickyFingers: 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!''
->'''Other variations:''' Urban 'Tornado Trendsetter'
Two familiars that got entangled with each other from fighting over cotton candy. Explodes on first attack to deal Arts damage, leaving behind a 'Mischievous Rascal' and a 'Hearty Heavy'.
----
* ActionBomb: 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.
* FlunkyBoss: Spawns a 'Mischievous Rascal' and a 'Hearty Heavy' after death.
* StickyFingers: 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!''
to:
->'''Other variations:''' Urban 'Tornado Trendsetter'
Two familiars
!!!Little Black Sheep (introduced in ''So Long, Adele'')
[[folder:General]]
* PiecesOfGod: These are clones of Dolly that
* KillerRabbit: Despite looking like cute pink-colored sheep, these guys are actually deadly and
----
* ActionBomb: Blows up on the first time they attack, dealing Arts
*
* StickyFingers:
-->''The main reason
-->''You're going to humiliate me. Don't tell people my clones are kleptomaniacs.''
Changed line(s) 1696,1699 (click to see context) from:
[[folder:'Fluffy Buddy']]
A sheep familiar that hides in the map. Appears as a blur of blue static until covered in Steam, at which point they explode and either heal or inflict Arts damage, plus leaving behind more Steam of the same color.
----
* HelpfulMook: 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.
A sheep familiar that hides in the map. Appears as a blur of blue static until covered in Steam, at which point they explode and either heal or inflict Arts damage, plus leaving behind more Steam of the same color.
----
* HelpfulMook: 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.
to:
->'''Other variations:''' Hot Spring 'Jolly Rascal'
A sheep familiar
----
* HelpfulMook: 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
Changed line(s) 1702,1705 (click to see context) from:
[[folder:Fashion Street 'Stellar Caster']]
->'''Other variations:''' Fashion Street 'Supernova Caster'
A sheep familiar carrying a witch's gear from a divination shop. Attack up to three operators at a time if standing in Carmine Steam.
----
->'''Other variations:''' Fashion Street 'Supernova Caster'
A sheep familiar carrying a witch's gear from a divination shop. Attack up to three operators at a time if standing in Carmine Steam.
----
to:
[[folder:Fashion Street 'Stellar Caster']]
'Hearty Heavy']]
->'''Other variations:''' Fashion Street'Supernova Caster'
'Robust Heavy'
A sheep familiar carrying awitch's gear from frisbee. Has a divination shop. Attack up to three operators at ranged attack and also spawns a time if standing in Carmine Steam.
----Steam on the spot when defeated.
->'''Other variations:''' Fashion Street
A sheep familiar carrying a
----
Changed line(s) 1708,1714 (click to see context) from:
!Great Yan Units
!!!Ink Spirits (Introduced in ''Who is Real'')
[[folder:"Angry"]]
->'''Other variations:''' Anxious "Angry"
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.
!!!Ink Spirits (Introduced in ''Who is Real'')
[[folder:"Angry"]]
->'''Other variations:''' Anxious "Angry"
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.
to:
!!!Ink Spirits (Introduced in ''Who is Real'')
[[folder:"Angry"]]
->'''Other variations:'''
A
Changed line(s) 1716 (click to see context) from:
to:
* AchillesHeel: 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.
* DisneyDeath: 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.
* MaybeMagicMaybeMundane: They are often mistaken for pink clouds by Siestans, leading to legends of pink clouds surrounding the volcano that were often dismissed as exaggerations.
* DisneyDeath: 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.
* MaybeMagicMaybeMundane: They are often mistaken for pink clouds by Siestans, leading to legends of pink clouds surrounding the volcano that were often dismissed as exaggerations.
Changed line(s) 1719,1723 (click to see context) from:
[[folder:"Bitey"]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_143_1.png]]
->'''Other variations:''' Serious "Bitey"
A basic Ink Spirit with a curious, sociable personality.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_143_1.png]]
->'''Other variations:''' Serious "Bitey"
A basic Ink Spirit with a curious, sociable personality.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_143_1.png]]
->'''Other variations:'''
A
Changed line(s) 1725 (click to see context) from:
to:
* TheSneakyGuy: They are invisible until blocked.
Changed line(s) 1728,1731 (click to see context) from:
[[folder:"Stabby"]]
->'''Other variations:''' Flanking "Stabby"
A prideful Ink Spirit whose ranged attacks prioritize attacking Operators with the opposite attribute as itself.
->'''Other variations:''' Flanking "Stabby"
A prideful Ink Spirit whose ranged attacks prioritize attacking Operators with the opposite attribute as itself.
to:
->'''Other variations:'''
A
Changed line(s) 1733 (click to see context) from:
to:
* BigEater: 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.
Changed line(s) 1736,1739 (click to see context) from:
[[folder:"Lazy"]]
->'''Other variations:''' Unmoving "Lazy"
A massive, sedentary Ink Spirit with equally massive bulk and the ability to draw Operator fire to itself.
->'''Other variations:''' Unmoving "Lazy"
A massive, sedentary Ink Spirit with equally massive bulk and the ability to draw Operator fire to itself.
to:
->'''Other variations:'''
A massive, sedentary Ink Spirit
Two familiars that got entangled with
Changed line(s) 1741 (click to see context) from:
to:
* ActionBomb: 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.
* FlunkyBoss: Spawns a 'Mischievous Rascal' and a 'Hearty Heavy' after death.
* StickyFingers: 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!''
* FlunkyBoss: Spawns a 'Mischievous Rascal' and a 'Hearty Heavy' after death.
* StickyFingers: 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!''
Changed line(s) 1744,1747 (click to see context) from:
[[folder:"Smarty"]]
->'''Other variations:''' Dazzled "Smarty"
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.
->'''Other variations:''' Dazzled "Smarty"
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.
to:
->'''Other variations:''' Dazzled "Smarty"
A
Changed line(s) 1749,1750 (click to see context) from:
* ActionBomb: 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.
* HoistByTheirOwnPetard: They can get themselves killed by their own carelessness if two "Smarties" with different Hui/Ming attributes get close to each other. Sadly, it ''[[OneHitKill won't be pretty]]'' if your operators get caught in the ensuing blast.
* HoistByTheirOwnPetard: They can get themselves killed by their own carelessness if two "Smarties" with different Hui/Ming attributes get close to each other. Sadly, it ''[[OneHitKill won't be pretty]]'' if your operators get caught in the ensuing blast.
to:
* ActionBomb: It HelpfulMook: If covered in Pure White Steam, they 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.
* HoistByTheirOwnPetard: They can get themselves killed by their own carelessness if two "Smarties" with different Hui/Ming attributes get close to each other. Sadly, it ''[[OneHitKill won't be pretty]]'' ifheal your operators get caught and leave behind more Pure White Steam. They will explode for Arts damage if covered in the ensuing blast.Carmine Steam, however.
* HoistByTheirOwnPetard: They can get themselves killed by their own carelessness if two "Smarties" with different Hui/Ming attributes get close to each other. Sadly, it ''[[OneHitKill won't be pretty]]'' if
Changed line(s) 1753,1756 (click to see context) from:
[[folder:"Blindey"]]
->'''Other variations:''' Indefatigable "Blindey"
A reckless Ink Spirit with above-average stats and the ability to pass through any Operator without the same attribute as itself.
->'''Other variations:''' Indefatigable "Blindey"
A reckless Ink Spirit with above-average stats and the ability to pass through any Operator without the same attribute as itself.
to:
->'''Other variations:'''
A
Deleted line(s) 1758 (click to see context) :
Changed line(s) 1761,1764 (click to see context) from:
[[folder:"Envy"]]
->'''Other variations:''' Complicated "Envy"
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.
->'''Other variations:''' Complicated "Envy"
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.
to:
!!!Ink Spirits (Introduced in ''Who is Real'')
[[folder:"Angry"]]
->'''Other variations:'''
A
Changed line(s) 1769,1772 (click to see context) from:
[[folder:"Fury"]]
->'''Other variations:''' Unbridled "Fury"
A hulking but dimwitted brute of an Ink Spirit that deals massive damage against Operators with the opposite attribute as itself.
->'''Other variations:''' Unbridled "Fury"
A hulking but dimwitted brute of an Ink Spirit that deals massive damage against Operators with the opposite attribute as itself.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_143_1.png]]
->'''Other variations:'''
A
Changed line(s) 1774 (click to see context) from:
* DumbMuscle: Extremely powerful, but too stupid to make good decisions in combat.
to:
Changed line(s) 1777,1779 (click to see context) from:
[[folder:"Free"]]
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.
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.
to:
The main boss of "Who is Real". It is the strongest familiar of Dusk, an enormous unforgiving
->'''Other variations:''' Flanking "Stabby"
A prideful Ink Spirit whose ranged attacks prioritize attacking Operators with
Changed line(s) 1781,1786 (click to see context) from:
* BarrierChangeBoss: Switches its attribute from Ming (white) to Hui (black) when it TurnsRed, changing its strength and weakness to match.
* DeflectorShields: 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 [[ActionBomb explode]] with enough damage to OneHitKill 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.
* LargeAndInCharge: The biggest of the Ink Spirits, and by far the most powerful.
* LaterInstallmentWeirdness: 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.
* TurnsRed: 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.
* DeflectorShields: 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 [[ActionBomb explode]] with enough damage to OneHitKill 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.
* LargeAndInCharge: The biggest of the Ink Spirits, and by far the most powerful.
* LaterInstallmentWeirdness: 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.
* TurnsRed: 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.
to:
* DeflectorShields: 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 [[ActionBomb explode]] with enough damage to OneHitKill 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.
* LargeAndInCharge: The biggest of the Ink Spirits, and by far the most powerful.
* LaterInstallmentWeirdness: 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.
* TurnsRed: 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.
Changed line(s) 1789,1795 (click to see context) from:
!!!Waregeists (Introduced in ''Invitation to Wine'')
[[folder:General Waregeist tropes]]
* AnimateInanimateObject: Waregeists are essentially collections of mundane objects (such as paperweights, picture frames, vases etc.) whose spirits have been awakened and driven to aggression [[spoiler:by the spirit fragment of the Second Brother contained within the black goblet]].
* AsteroidsMonster: 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 effects[[note]]since each time the effect triggers is considered a separate "hit"[[/note]].
* ItsProbablyNothing: 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.
* ZergRush: 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 Monster}}s 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.
[[folder:General Waregeist tropes]]
* AnimateInanimateObject: Waregeists are essentially collections of mundane objects (such as paperweights, picture frames, vases etc.) whose spirits have been awakened and driven to aggression [[spoiler:by the spirit fragment of the Second Brother contained within the black goblet]].
* AsteroidsMonster: 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 effects[[note]]since each time the effect triggers is considered a separate "hit"[[/note]].
* ItsProbablyNothing: 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.
* ZergRush: 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 Monster}}s 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.
to:
[[folder:General Waregeist tropes]]
* AnimateInanimateObject: Waregeists are essentially collections of mundane objects (such as paperweights, picture frames, vases etc.) whose spirits have been awakened and driven to aggression [[spoiler:by the spirit fragment of the Second Brother contained within the black goblet]].
* AsteroidsMonster: 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
->'''Other variations:''' Unmoving "Lazy"
A massive, sedentary Ink Spirit with
* ItsProbablyNothing: 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.
* ZergRush: 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 Monster}}s means that if you're not careful, your defensive lines will get overrun by
----
Changed line(s) 1798,1801 (click to see context) from:
[[folder:Grindstone]]
->'''Other variations:''' Brightmirror
A canine-like Waregeist made from wooden seals. Spawns 2 wooden seals when defeated.
->'''Other variations:''' Brightmirror
A canine-like Waregeist made from wooden seals. Spawns 2 wooden seals when defeated.
to:
->'''Other variations:'''
A
* ActionBomb: 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.
* HoistByTheirOwnPetard: They can get themselves killed by their own carelessness if two "Smarties" with different Hui/Ming attributes get close to each other. Sadly, it ''[[OneHitKill won't be pretty]]'' if your operators get caught in the ensuing blast.
* HoistByTheirOwnPetard: They can get themselves killed by their own carelessness if two "Smarties" with different Hui/Ming attributes get close to each other. Sadly, it ''[[OneHitKill won't be pretty]]'' if your operators get caught in the ensuing blast.
Changed line(s) 1805,1808 (click to see context) from:
[[folder:Vernacularism]]
->'''Other variations:''' Sophistication
A soldier Waregeist made from novel scrolls. Spawns 3 novel scrolls when defeated.
->'''Other variations:''' Sophistication
A soldier Waregeist made from novel scrolls. Spawns 3 novel scrolls when defeated.
to:
->'''Other variations:'''
A
Changed line(s) 1812,1815 (click to see context) from:
[[folder:Introspection]]
->'''Other variations:''' Scantwords
A Waregeist created from a mirror that resembles a bird. Taunts operators into attacking it, and spawns a mirror when defeated.
->'''Other variations:''' Scantwords
A Waregeist created from a mirror that resembles a bird. Taunts operators into attacking it, and spawns a mirror when defeated.
to:
->'''Other variations:'''
A
Changed line(s) 1817 (click to see context) from:
* IShallTauntYou: It taunts operators into attacking it over other enemies by "revealing their inner secrets in their truest form".
to:
Changed line(s) 1820,1823 (click to see context) from:
[[folder:Inkwave]]
->'''Other variations:''' Heartbillow
A stone lion-shaped Waregeist created from a fusion of multiple paperweights. Spawns 15 wooden paperweights when defeated.
->'''Other variations:''' Heartbillow
A stone lion-shaped Waregeist created from a fusion of multiple paperweights. Spawns 15 wooden paperweights when defeated.
to:
->'''Other variations:'''
A
Changed line(s) 1825,1826 (click to see context) from:
* MightyGlacier: Not particularly fast moving, but they have good HP and DEF as well as high attack damage.
* ZergRush: 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.
* ZergRush: 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.
to:
* MightyGlacier: Not particularly fast moving, DumbMuscle: Extremely powerful, but they have too stupid to make good HP and DEF as well as high attack damage.
* ZergRush: 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.decisions in combat.
* ZergRush: 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.
Changed line(s) 1829,1832 (click to see context) from:
[[folder:Fountainboil]]
->'''Other variations:''' Rainbowbrew
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.
->'''Other variations:''' Rainbowbrew
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.
to:
->'''Other variations:''' Rainbowbrew
A Waregeist made from a tea set resembling a hermit crab
The main boss of "Who is Real". It is the strongest familiar of Dusk, an enormous unforgiving Ink Spirit with a
Changed line(s) 1834 (click to see context) from:
* AchillesHeel: Similar to Infused Originium Slugs, Silence status effect prevents it from exploding on death.
to:
* AchillesHeel: Similar to Infused Originium Slugs, Silence status effect prevents it BarrierChangeBoss: Switches its attribute from exploding Ming (white) to Hui (black) when it TurnsRed, changing its strength and weakness to match.
* DeflectorShields: 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 [[ActionBomb explode]] with enough damage to OneHitKill 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.
* LargeAndInCharge: The biggest of the Ink Spirits, and by far the most powerful.
* LaterInstallmentWeirdness: 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.
* TurnsRed: 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 ondeath.two targets simultaneously.
* DeflectorShields: 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 [[ActionBomb explode]] with enough damage to OneHitKill 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.
* LargeAndInCharge: The biggest of the Ink Spirits, and by far the most powerful.
* LaterInstallmentWeirdness: 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.
* TurnsRed: 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
Changed line(s) 1837,1843 (click to see context) from:
[[folder:Blueflower]]
->'''Other variations:''' Scarletmist
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.
----
* AchillesHeel: Silence status effects prevents the Blueflower from using its debuffing attack as well as freezing the attack count, removing its main source of danger.
* DamageOverTime: 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.
->'''Other variations:''' Scarletmist
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.
----
* AchillesHeel: Silence status effects prevents the Blueflower from using its debuffing attack as well as freezing the attack count, removing its main source of danger.
* DamageOverTime: 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.
to:
->'''Other variations:''' Scarletmist
A
[[folder:General Waregeist
* AnimateInanimateObject: Waregeists are essentially collections of mundane objects (such as paperweights, picture frames, vases etc.) whose spirits have been awakened and driven to aggression [[spoiler:by the spirit fragment of the Second Brother contained within the black goblet]].
* AsteroidsMonster: When defeated, each Waregeist spawns a
----
* AchillesHeel: Silence status effects prevents the Blueflower from using its debuffing
*
* ZergRush: 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 Monster}}s 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.
Changed line(s) 1846,1849 (click to see context) from:
[[folder:Sinkingsand]]
->'''Other variations:''' Sharpedge
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.
->'''Other variations:''' Sharpedge
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.
to:
->'''Other variations:'''
A canine-like Waregeist
Changed line(s) 1853,1856 (click to see context) from:
[[folder:Clarity]]
->'''Other variations:''' Magnificence
A Waregeist made from a lampstand that resembles a bird statue. Periodically grants nearby enemies invisibility. Spawns a bronze lampstand on defeat.
->'''Other variations:''' Magnificence
A Waregeist made from a lampstand that resembles a bird statue. Periodically grants nearby enemies invisibility. Spawns a bronze lampstand on defeat.
to:
->'''Other variations:'''
A soldier Waregeist made from
Deleted line(s) 1858 (click to see context) :
* TheSneakyGuy: Not itself, but Clarity can produce a smokescreen that grants invisibility to nearby Waregeists.
Changed line(s) 1861,1863 (click to see context) from:
[[folder:Wisp]]
Fragments of Sui's main body. Increases Sui-Xiang's max HP and reduces the charging time of its special ability when absorbed.
Fragments of Sui's main body. Increases Sui-Xiang's max HP and reduces the charging time of its special ability when absorbed.
to:
Fragments of Sui's main body. Increases Sui-Xiang's max HP
->'''Other variations:''' Scantwords
A Waregeist created from a mirror that resembles a bird. Taunts operators into attacking it, and
* IShallTauntYou: It taunts operators into attacking it over other enemies by "revealing their inner secrets in their truest form".
Changed line(s) 1867,1873 (click to see context) from:
!!! Shanhaizhong (introduced in ''Where Vernal Winds Will Never Blow'')
[[folder:Di Beast]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdibeast_sprite.png]]
->'''Other variations:''' Raging Di Beast
Beasts created by Ya that serve as Its eyes and ears.
[[folder:Di Beast]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdibeast_sprite.png]]
->'''Other variations:''' Raging Di Beast
Beasts created by Ya that serve as Its eyes and ears.
to:
[[folder:Di Beast]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdibeast_sprite.png]]
->'''Other variations:'''
Beasts
A stone lion-shaped Waregeist created
* MightyGlacier: Not particularly fast moving, but they have good HP and DEF as well as high attack damage.
* ZergRush: 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.
* ZergRush: 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.
Changed line(s) 1877,1881 (click to see context) from:
[[folder:Shanhaizhong Skirmisher]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongskirmisher.png]]
->'''Other variations:''' Shanhaizhong Vigilante
Ordinary members of Shanhaizhong with a complex past. Gain increased range when standing on Yumen Catastrophe Defenses.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongskirmisher.png]]
->'''Other variations:''' Shanhaizhong Vigilante
Ordinary members of Shanhaizhong with a complex past. Gain increased range when standing on Yumen Catastrophe Defenses.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongskirmisher.png]]
->'''Other variations:'''
Ordinary members of Shanhaizhong
A Waregeist made from a tea set resembling a hermit crab with a
* AchillesHeel: Similar to Infused Originium Slugs, Silence status effect prevents it from exploding on death.
Changed line(s) 1885,1889 (click to see context) from:
[[folder:Shanhaizhong Relayer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongrelayertalksprite.png]]
->'''Other variations:''' Shanhaizhong Harbringer
Tacticians specialized in relaying orders via ciphers. Deploy a Shanhaizhong Cipher on the first unoccupied Yumen Catastrophe Defense tile that they pass through.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongrelayertalksprite.png]]
->'''Other variations:''' Shanhaizhong Harbringer
Tacticians specialized in relaying orders via ciphers. Deploy a Shanhaizhong Cipher on the first unoccupied Yumen Catastrophe Defense tile that they pass through.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongrelayertalksprite.png]]
->'''Other variations:'''
Tacticians specialized in relaying orders via ciphers. Deploy
A Waregeist created from a
Changed line(s) 1891,1892 (click to see context) from:
* DroneDeployer: 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.
* MalevolentMaskedMen: Wear golden full-face masks that resemble animal skulls.
* MalevolentMaskedMen: Wear golden full-face masks that resemble animal skulls.
to:
* DroneDeployer: They put down stationary ciphers AchillesHeel: Silence status effects prevents the Blueflower from using its debuffing attack as well as freezing the attack count, removing its main source of danger.
* DamageOverTime: After a few attacks, the Blueflower can launch a stronger attack (shown by the attack coming out of the vase instead of the dragon) thatgive a movement speed and ASPD buff to all enemy units inflicts increasing Arts damage over time on the field, making it imperative to either stop them from reaching Yumen Catastrophe Defense tiles or destroy the deployed ciphers.
* MalevolentMaskedMen: Wear golden full-face masks that resemble animal skulls.victim.
* DamageOverTime: 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
* MalevolentMaskedMen: Wear golden full-face masks that resemble animal skulls.
Changed line(s) 1895,1899 (click to see context) from:
[[folder:Shanhaizhong Desperado]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdesperado.png]]
->'''Other variations:''' Shanhaizhong Phalanx
Large, burly Shanhaizhong members tasked with defense.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdesperado.png]]
->'''Other variations:''' Shanhaizhong Phalanx
Large, burly Shanhaizhong members tasked with defense.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdesperado.png]]
->'''Other variations:'''
Large, burly Shanhaizhong members tasked with defense.
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.
Changed line(s) 1903,1907 (click to see context) from:
[[folder:Shanhaizhong Ringleader]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongringleaderelitetalk.png]]
->'''Other variations:''' Shanhaizhong Secret-Keeper
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.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongringleaderelitetalk.png]]
->'''Other variations:''' Shanhaizhong Secret-Keeper
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.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongringleaderelitetalk.png]]
->'''Other variations:'''
Leaders of the Shanhaizhong disguised as normal members. Is invisible until their first attack, and the strike
A Waregeist made from a lampstand that
* TheSneakyGuy: Not itself, but Clarity can produce a smokescreen that grants invisibility to nearby Waregeists.
Changed line(s) 1911,1915 (click to see context) from:
[[folder:Shanhaizhong Seer]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongseer.png]]
->'''Other variations:''' Shanhaizhong Oracle
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongseer.png]]
->'''Other variations:''' Shanhaizhong Oracle
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.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongseer.png]]
->'''Other variations:''' Shanhaizhong Oracle
Casters trained by
Fragments of Sui's main body. Increases Sui-Xiang's max HP and reduces the
Deleted line(s) 1917,1918 (click to see context) :
* ChargedAttack: Their main gimmick.
* MalevolentMaskedMen: Wear golden masks over their upper faces, resembling animal skulls.
* MalevolentMaskedMen: Wear golden masks over their upper faces, resembling animal skulls.
Changed line(s) 1921,1925 (click to see context) from:
[[folder:'Wallbreaker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizongwallbreaker.png]]
->'''Other variations:''' 'Fortbreaker'
Yumen siege machines stolen by the Shanhaizhong. Prioritize attacking roadblocks and operators located on Yumen Catastrophe Defenses.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizongwallbreaker.png]]
->'''Other variations:''' 'Fortbreaker'
Yumen siege machines stolen by the Shanhaizhong. Prioritize attacking roadblocks and operators located on Yumen Catastrophe Defenses.
to:
[[quoteright:150:https://static.
[[folder:Di Beast]]
[[quoteright:350:https://static.tvtropes.
->'''Other variations:'''
Yumen siege machines stolen
Beasts created by
Changed line(s) 1929,1933 (click to see context) from:
[[folder:'Sandwalker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongsandwalker.png]]
->'''Other variations:''' 'Sand Voyager'
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongsandwalker.png]]
->'''Other variations:''' 'Sand Voyager'
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.
to:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
Ordinary members of Shanhaizhong with a complex past. Gain increased range when standing on Yumen
Added DiffLines:
[[folder:Shanhaizhong Relayer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongrelayertalksprite.png]]
->'''Other variations:''' Shanhaizhong Harbringer
Tacticians specialized in relaying orders via ciphers. Deploy a Shanhaizhong Cipher on the first unoccupied Yumen Catastrophe Defense tile that they pass through.
----
* DroneDeployer: 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.
* MalevolentMaskedMen: Wear golden full-face masks that resemble animal skulls.
[[/folder]]
[[folder:Shanhaizhong Desperado]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdesperado.png]]
->'''Other variations:''' Shanhaizhong Phalanx
Large, burly Shanhaizhong members tasked with defense.
----
[[/folder]]
[[folder:Shanhaizhong Ringleader]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongringleaderelitetalk.png]]
->'''Other variations:''' Shanhaizhong Secret-Keeper
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.
----
[[/folder]]
[[folder:Shanhaizhong Seer]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongseer.png]]
->'''Other variations:''' Shanhaizhong Oracle
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.
----
* ChargedAttack: Their main gimmick.
* MalevolentMaskedMen: Wear golden masks over their upper faces, resembling animal skulls.
[[/folder]]
[[folder:'Wallbreaker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizongwallbreaker.png]]
->'''Other variations:''' 'Fortbreaker'
Yumen siege machines stolen by the Shanhaizhong. Prioritize attacking roadblocks and operators located on Yumen Catastrophe Defenses.
----
[[/folder]]
[[folder:'Sandwalker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongsandwalker.png]]
->'''Other variations:''' 'Sand Voyager'
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.
----
[[/folder]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongrelayertalksprite.png]]
->'''Other variations:''' Shanhaizhong Harbringer
Tacticians specialized in relaying orders via ciphers. Deploy a Shanhaizhong Cipher on the first unoccupied Yumen Catastrophe Defense tile that they pass through.
----
* DroneDeployer: 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.
* MalevolentMaskedMen: Wear golden full-face masks that resemble animal skulls.
[[/folder]]
[[folder:Shanhaizhong Desperado]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdesperado.png]]
->'''Other variations:''' Shanhaizhong Phalanx
Large, burly Shanhaizhong members tasked with defense.
----
[[/folder]]
[[folder:Shanhaizhong Ringleader]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongringleaderelitetalk.png]]
->'''Other variations:''' Shanhaizhong Secret-Keeper
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.
----
[[/folder]]
[[folder:Shanhaizhong Seer]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongseer.png]]
->'''Other variations:''' Shanhaizhong Oracle
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.
----
* ChargedAttack: Their main gimmick.
* MalevolentMaskedMen: Wear golden masks over their upper faces, resembling animal skulls.
[[/folder]]
[[folder:'Wallbreaker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizongwallbreaker.png]]
->'''Other variations:''' 'Fortbreaker'
Yumen siege machines stolen by the Shanhaizhong. Prioritize attacking roadblocks and operators located on Yumen Catastrophe Defenses.
----
[[/folder]]
[[folder:'Sandwalker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongsandwalker.png]]
->'''Other variations:''' 'Sand Voyager'
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.
----
[[/folder]]
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Changed line(s) 811,816 (click to see context) from:
!Leithanien Units
!!!Rioters & Mudrock's Squad (Introduced in ''Twilight of Wolumonde'')
[[folder:Leithanien Rebel]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_067.png]]
->'''Other variations:''' Leithanien Rebel Leader
Rioters wielding Arts swords. Their lack of training makes them weaker than the Reunion Arts Guards.
!!!Rioters & Mudrock's Squad (Introduced in ''Twilight of Wolumonde'')
[[folder:Leithanien Rebel]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_067.png]]
->'''Other variations:''' Leithanien Rebel Leader
Rioters wielding Arts swords. Their lack of training makes them weaker than the Reunion Arts Guards.
to:
[[folder:Leithanien Rebel]]
[[folder:Nameless Independent Knight]]
[[quoteright:350:https://static.tvtropes.
->'''Other variations:'''
Rioters wielding Arts swords. Their lack
Low-ranking knights of
Changed line(s) 818,819 (click to see context) from:
* ArmorPiercingAttack: Their Arts damage ignores DEF and targets RES instead.
* MagicKnight: Their swords deal Arts damage.
* MagicKnight: Their swords deal Arts damage.
to:
* ArmorPiercingAttack: Their Arts damage ignores DEF and targets RES instead.
* MagicKnight: Their swords deal Arts damage.PaletteSwap: Of the basic Reunion Soldier, packing similarly pathetic stats.
* MagicKnight: Their swords deal Arts damage.
Changed line(s) 822,824 (click to see context) from:
[[folder:Leithanien Whisperer]]
->'''Other variations:''' Leithanien Psalmist
Extra-long-ranged casters who can also "contest" Gramophones in an attempt to capture them.
->'''Other variations:''' Leithanien Psalmist
Extra-long-ranged casters who can also "contest" Gramophones in an attempt to capture them.
to:
->'''Other variations:'''
Extra-long-ranged casters who can also "contest" Gramophones in an attempt
Infected wild creatures used to
Deleted line(s) 826,827 (click to see context) :
* ChainPain: 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.
* MagicStaff: Wields one of these, both for ranged Arts attack and to take control of Gramophones.
* MagicStaff: Wields one of these, both for ranged Arts attack and to take control of Gramophones.
Changed line(s) 830,832 (click to see context) from:
[[folder:Winterwisp Blood Shaman]]
->'''Other variations:''' Winterwisp Blood Magister
Powerful Leithanian berserkers that pack high stats and potent Arts attacks in exchange for losing HP over time. Upon death, they will explode in a powerful Arts burst that also instantly captures any Gramophones in range.
->'''Other variations:''' Winterwisp Blood Magister
Powerful Leithanian berserkers that pack high stats and potent Arts attacks in exchange for losing HP over time. Upon death, they will explode in a powerful Arts burst that also instantly captures any Gramophones in range.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_216_9.png]]
->'''Other variations:'''
Powerful Leithanian berserkers that pack high stats
Kazimierzian knights who wield crossbows and
Changed line(s) 834,835 (click to see context) from:
* ActionBomb: Upon death, they will deal 200% ''Arts'' damage to the surrounding tiles, which can also take complete control of any Gramophones in range.
* LivingOnBorrowedTime: Their HP will slowly drain over time.
* LivingOnBorrowedTime: Their HP will slowly drain over time.
to:
* ActionBomb: Upon death, KingMook: "Plastic" Szewczyk is both a relevant character in the plot and considerably stronger than even the Roar Knightclub Elites.
* StoneWall: While their shield is up, theywill deal 200% ''Arts'' damage to the surrounding tiles, get an utterly ridiculous '''3000 Defense and 95% Arts Resistance''', which can also take is '''more''' than [[DamageSpongeBoss the already-infamous Patriot.]] After their shield expires, they're complete control of any Gramophones in range.
* LivingOnBorrowedTime: Their HP will slowly drain over time.pushovers.
* StoneWall: While their shield is up, they
* LivingOnBorrowedTime: Their HP will slowly drain over time.
Changed line(s) 838,840 (click to see context) from:
[[folder:Mudrock Matterllurgist]]
->'''Other variations:''' Mudrock Matterllurgist Leader
Ranged physical units commanded by Mudrock. They will prioritize foes capturing Gramophones.
->'''Other variations:''' Mudrock Matterllurgist Leader
Ranged physical units commanded by Mudrock. They will prioritize foes capturing Gramophones.
to:
->'''Other variations:'''
Ranged physical units commanded by Mudrock. They will prioritize foes capturing Gramophones.
Knights who focus on defensive equipment, packing high durability but a weakness to Arts.
* PaletteSwap: Of Reunion Heavy Defenders, packing almost identical stats.
* HeavilyArmoredMook: Much like their Heavy Defender cousins.
* HeavilyArmoredMook: Much like their Heavy Defender cousins.
Changed line(s) 844,846 (click to see context) from:
[[folder:Mudrock Zealot]]
->'''Other variations:''' Mudrock Zealot Leader
Powerful melee soldiers commanded by Mudrock. They spawn with a shield that protects them from Arts damage, while raising their attack speed and max HP as long as it's active.
->'''Other variations:''' Mudrock Zealot Leader
Powerful melee soldiers commanded by Mudrock. They spawn with a shield that protects them from Arts damage, while raising their attack speed and max HP as long as it's active.
to:
->'''Other variations:'''
Powerful melee soldiers commanded by Mudrock. They spawn with a shield that protects them from Arts damage, while raising their
Brutish knights of Kazimierz who gain stacking damage and attack speed
Changed line(s) 848,849 (click to see context) from:
* LightningBruiser: As if their attacks don't hurt more than enough already, they will gain an increase in attack speed while their shield is active.
* StoneWall: 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.
* StoneWall: 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.
to:
* LightningBruiser: As if their attacks don't hurt more KingMook: "Brassrust" Olmer Ingra is both a relevant character in the plot and considerably stronger than enough already, they will gain an increase in attack speed even the Bloodboil Knightclub Elites.
* TurnsRed: For every enemy unit you kill whiletheir shield is active.
* StoneWall: They are exorbitantly sturdy, with an A in HP, ATK,they're alive, they'll get +10% ATK and DEF. Despite their RES being lower, that is alleviated by the fact that they have a shield which can protect +5 ASPD. This stacks up to ten times, meaning killing lots of enemies before them from Arts damage, and also happens to increase their HP and ASPD as well.can result in these enemies becoming a much bigger threat.
* TurnsRed: For every enemy unit you kill while
* StoneWall: They are exorbitantly sturdy, with an A in HP, ATK,
Changed line(s) 852,854 (click to see context) from:
[[folder:Mudrock Colossus]]
->'''Other variations:''' Hexed Colossus
A towering stone behemoth summoned by Mudrock's Arts. They're extremely slow but absolutely powerful - packing high defenses, ''monumental'' HP, and enough ATK to instantly kill most targets.
->'''Other variations:''' Hexed Colossus
A towering stone behemoth summoned by Mudrock's Arts. They're extremely slow but absolutely powerful - packing high defenses, ''monumental'' HP, and enough ATK to instantly kill most targets.
to:
->'''Other variations:'''
A towering stone behemoth summoned by Mudrock's
Knights who have high stats and wield ranged Arts.
Changed line(s) 856,858 (click to see context) from:
* AchillesHeel: 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 [[OhCrap don't give you any...]]
* MightyGlacier: Colossi are ridiculously sturdy and they hit ''incredibly hard'', often enough to OneHitKill 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.
* StoneWall: 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 ScratchDamage 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 PercentDamageAttack.
* MightyGlacier: Colossi are ridiculously sturdy and they hit ''incredibly hard'', often enough to OneHitKill 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.
* StoneWall: 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 ScratchDamage 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 PercentDamageAttack.
to:
* AchillesHeel: For all their power, BackFromTheDead: Will revive themselves once they're extremely vulnerable to killed for 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 [[OhCrap don't give you any...]]
* MightyGlacier: Colossi are ridiculously sturdy and they hit ''incredibly hard'', often enough to OneHitKill 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 tofirst time, being pelted to death by the capturable Gramophone towers, first non-boss enemy to possess such an ability.
* KingMook: "Left-Hand" Tytus Topola is both a relevant character in the plot andSlow-type Supporters can hamstring them even further.
* StoneWall: 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,considerably stronger than even the toughest operators constantly wailing on them with their skills would only do ScratchDamage 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 PercentDamageAttack.Bladehelm Knightclub Elites.
* MightyGlacier: Colossi are ridiculously sturdy and they hit ''incredibly hard'', often enough to OneHitKill 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
* KingMook: "Left-Hand" Tytus Topola is both a relevant character in the plot and
* StoneWall: 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,
Changed line(s) 861,864 (click to see context) from:
!!!Witch King Remnants (Introduced in ''Lingering Echoes'')
[[folder:'Street Layabout']]
->'''Other variations:''' Street Drunk
Armed militants disguised as Infected Afterglow civilians. Deals additional Arts damage to operators not connected to Realigned Flux.
[[folder:'Street Layabout']]
->'''Other variations:''' Street Drunk
Armed militants disguised as Infected Afterglow civilians. Deals additional Arts damage to operators not connected to Realigned Flux.
to:
[[folder:'Street Layabout']]
->'''Other variations:'''
Armed militants disguised as Infected Afterglow civilians. Deals additional Arts damage
Corporate advertisement drones that appear during matches in the Kazimierz Major. While they're harmless optional to
* NonActionGuy: They are not designed to deal any damage to opposing operators, and don't deduct any lives if they get away.
* SupportPartyMember: 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.
* SupportPartyMember: 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.
Changed line(s) 868,870 (click to see context) from:
[[folder:'Street Performer']]
->'''Other variations:''' Street Musician
Armed militants disguised as Infected Afterglow civilians. Deals an additional hit to operators not connected to Realigned Flux.
->'''Other variations:''' Street Musician
Armed militants disguised as Infected Afterglow civilians. Deals an additional hit to operators not connected to Realigned Flux.
to:
[[folder:Undertide Gloompincer]]
->'''Other variations:'''
Armed militants disguised as Infected Afterglow civilians. Deals an additional hit to operators not connected to Realigned Flux.
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.
Deleted line(s) 872,873 (click to see context) :
* MusicalAssassin: They carry a triangle to fire off Leithanien Originium Arts, which is casted through music.
----
----
Changed line(s) 876,878 (click to see context) from:
[[folder:Mass-Produced Colossus]]
->'''Other variations:''' Enhanced Mass-Produced Colossus
An Originium Arts creation designed for breaching through enemy lines. Loses its defenses when standing in Realigned Flux.
->'''Other variations:''' Enhanced Mass-Produced Colossus
An Originium Arts creation designed for breaching through enemy lines. Loses its defenses when standing in Realigned Flux.
to:
->'''Other variations:'''
An Originium Arts creation designed for breaching through enemy lines. Loses its defenses when standing in Realigned Flux.
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.
Changed line(s) 880 (click to see context) from:
* AchillesHeel: They lose 1000 DEF and 50 RES when they are standing in a Realigned Flux line, making operator positioning crucial for defeating them.
to:
* AchillesHeel: They lose 1000 DEF KingMook: Like the other Knightclub Trainee types of enemies and 50 RES when they are standing 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.
* LightEmUp: Their Glimmering Touch attack, hitting anyone in the target area with large Arts damage in aRealigned Flux line, making operator positioning crucial for defeating them.luminescent burst.
* LightEmUp: Their Glimmering Touch attack, hitting anyone in the target area with large Arts damage in a
Changed line(s) 883,885 (click to see context) from:
[[folder:Spire Caster]]
->'''Other variations:''' Battleworn Spire Caster
Casters employed by the Leithanien army specializing in area-of-effect damage.
->'''Other variations:''' Battleworn Spire Caster
Casters employed by the Leithanien army specializing in area-of-effect damage.
to:
->'''Other variations:'''
Casters employed by
Competition knights who lack a Knightclub and are periodically found in a drunken daze in the
Deleted line(s) 887 (click to see context) :
* HerdHittingAttack: They attack 2 operators at once, and deal splash damage if their target is not connected to a Realigned Flux.
Changed line(s) 890,892 (click to see context) from:
[[folder:Remnant Violinist]]
->'''Other variations:''' Remnant Principal Violinist
Formerly violinists in the Leithanien capital orchestra, these violinists have spent a long time laying low to conceal their status as followers of the Witch King.
->'''Other variations:''' Remnant Principal Violinist
Formerly violinists in the Leithanien capital orchestra, these violinists have spent a long time laying low to conceal their status as followers of the Witch King.
to:
->'''Other variations:'''
Formerly violinists in the Leithanien capital orchestra, these violinists have spent a long time laying low to conceal their status as followers
Fans of the
Deleted line(s) 894 (click to see context) :
* HerdHittingAttack: Their attacks travel along the Realigned Flux, damaging all operators connected to that Flux for half the damage.
Changed line(s) 897,899 (click to see context) from:
[[folder:Remnant Field Caster]]
->'''Other variations:''' Remnant Elite Field Caster
Formerly composers in the Leithanien capital orchestra, they have turned to researching the Witch King's Originium Arts but without success.
->'''Other variations:''' Remnant Elite Field Caster
Formerly composers in the Leithanien capital orchestra, they have turned to researching the Witch King's Originium Arts but without success.
to:
->'''Other variations:'''
Formerly composers in
Assassins of the
* PowerGlows: Whenever they are in an area with no visibility, their shortswords will glow orange and increases the damage potential of their ATK stat the more they remain in darkness.
Changed line(s) 903,905 (click to see context) from:
[[folder:Remnant Saxophonist]]
->'''Other variations:''' Remnant Official Saxophonist
These failed musicians tried to bribe their way into the Leithanien capital orchestra, and had lost their sanity in the modern day. All that remains is a desire to rip their enemies apart with their music.
->'''Other variations:''' Remnant Official Saxophonist
These failed musicians tried to bribe their way into the Leithanien capital orchestra, and had lost their sanity in the modern day. All that remains is a desire to rip their enemies apart with their music.
to:
->'''Other variations:'''
These failed musicians tried to bribe their way into
A crossbow user hired by the
* AbnormalAmmo: If they are in an area with no visibility, they'll switch their normal bolts with those that deal Arts damage.
Changed line(s) 909,911 (click to see context) from:
[[folder:Blackwater Originium Slug]]
->'''Other variations:''' Blackwater Originium Slug α
A type of Originium slug that lives in the sewers of Vyseheim.
->'''Other variations:''' Blackwater Originium Slug α
A type of Originium slug that lives in the sewers of Vyseheim.
to:
->'''Other variations:'''
A type
Elite archers of
Changed line(s) 913,914 (click to see context) from:
* AmbushingEnemy: 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.
* DeadlyGas: 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".
* DeadlyGas: 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".
to:
* AmbushingEnemy: They don't spawn from Incursion Points like normal enemies, but instead pop out EliteMook: Possessing better training and equipment compared to their Armorless rank-and-files and are personally under the command of the ground at set points. This can catch players off guard.
* DeadlyGas: These slugs emitLazurites, they are much more lethal and their aim with a poisonous fume bow is so precise that has a stronger effect on they can attack from anywhere.
* PoisonedWeapons: Implied by how they deal corrosion damage upon hitting their target, and if theInfected than the uninfected, though this is not seen in gameplay. Czerny coughs up blood after inhaling the fumes in "Lingering Echoes".meter goes to full, it will deal devastating damage to them. Wandering Medics are a must when dealing with them.
* DeadlyGas: These slugs emit
* PoisonedWeapons: Implied by how they deal corrosion damage upon hitting their target, and if the
Changed line(s) 917,923 (click to see context) from:
!Lungmen & Siracusan Units
!!!Siracusan Mafia & Lungmenites (Introduced in ''Code of Brawl'')
[[folder:Sicilian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_031.png]]
->'''Other variations:''' Elite Sicilian
Basic soldiers who serve in the Siracusan mafia.
!!!Siracusan Mafia & Lungmenites (Introduced in ''Code of Brawl'')
[[folder:Sicilian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_031.png]]
->'''Other variations:''' Elite Sicilian
Basic soldiers who serve in the Siracusan mafia.
to:
!!!Rioters &
!!!Siracusan Mafia & Lungmenites
[[folder:Sicilian]]
[[folder:Leithanien Rebel]]
[[quoteright:350:https://static.tvtropes.
->'''Other variations:'''
Basic soldiers who serve in
Rioters wielding Arts swords. Their lack of training makes them weaker than the
* ArmorPiercingAttack: Their Arts damage ignores DEF and targets RES instead.
* MagicKnight: Their swords deal Arts damage.
* MagicKnight: Their swords deal Arts damage.
Changed line(s) 927,929 (click to see context) from:
[[folder:Brawler]]
->'''Other variations:''' Elite Brawler
Siracusan mafiosi who launch flurries of rapid-fire punches.
->'''Other variations:''' Elite Brawler
Siracusan mafiosi who launch flurries of rapid-fire punches.
to:
->'''Other variations:'''
Siracusan mafiosi
Extra-long-ranged casters who
Changed line(s) 931,934 (click to see context) from:
* DeathOfAThousandCuts: 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.
* EvilCounterpart: Of Beehunter. In fact they share the same animation frames with her.
* HelpfulMook: 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.
* RapidFireFisticuffs: Imagine Beehunter but on the enemy side.
* EvilCounterpart: Of Beehunter. In fact they share the same animation frames with her.
* HelpfulMook: 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.
* RapidFireFisticuffs: Imagine Beehunter but on the enemy side.
to:
* DeathOfAThousandCuts: Each of their individual punches deal very little damage. The real danger is ChainPain: Different from the sheer rate at which they land these hits on your Sarkaz Casters in that instead of trying to bind and ensnare operators, and with enough of them mobbing your units at once, not even dedicated tanks can survive without some serious Medic support.
* EvilCounterpart: Of Beehunter. In factthey share the same animation frames with her.
* HelpfulMook: With some high level strategy, these enemies can be abused by forcing themwould use this to try and take control of Gramophones.
* MagicStaff: Wields one of these, both for ranged Arts attackLiskarm, who feeds SP and to your operators when she gets hit. This is a very effective strategy on some harder stages, such as Contingency Contract.
* RapidFireFisticuffs: Imagine Beehunter but on the enemy side.take control of Gramophones.
* EvilCounterpart: Of Beehunter. In fact
* HelpfulMook: With some high level strategy, these enemies can be abused by forcing them
* MagicStaff: Wields one of these, both for ranged Arts attack
* RapidFireFisticuffs: Imagine Beehunter but on the enemy side.
Changed line(s) 937,939 (click to see context) from:
[[folder:Marksman]]
->'''Other variations:''' Elite Marksman
Siracusan mafiosi who use ranged crossbow attacks. They will prioritize attacking Command Terminals.
->'''Other variations:''' Elite Marksman
Siracusan mafiosi who use ranged crossbow attacks. They will prioritize attacking Command Terminals.
to:
->'''Other variations:'''
Siracusan mafiosi who use ranged crossbow attacks. They
Powerful Leithanian berserkers that pack high stats and potent Arts attacks in exchange for losing HP over time. Upon death, they will
Changed line(s) 941 (click to see context) from:
* AutomaticCrossbows: They wield rapid-fire crossbows that even have drum clips.
to:
* AutomaticCrossbows: They wield rapid-fire crossbows that even have drum clips.ActionBomb: Upon death, they will deal 200% ''Arts'' damage to the surrounding tiles, which can also take complete control of any Gramophones in range.
* LivingOnBorrowedTime: Their HP will slowly drain over time.
* LivingOnBorrowedTime: Their HP will slowly drain over time.
Changed line(s) 944,946 (click to see context) from:
[[folder:Bully]]
->'''Other variations:''' Bulldozer
Hulking enemies that pack significant HP, ATK, and DEF while charging at relatively fast speeds. They count as three enemies when it comes to being blocked, and operators with less than 3 block will not be able to block them at all.
->'''Other variations:''' Bulldozer
Hulking enemies that pack significant HP, ATK, and DEF while charging at relatively fast speeds. They count as three enemies when it comes to being blocked, and operators with less than 3 block will not be able to block them at all.
to:
->'''Other variations:'''
Hulking enemies that pack significant HP, ATK, and DEF while charging at relatively fast speeds.
Ranged physical units commanded by Mudrock. They
Deleted line(s) 948 (click to see context) :
* TheJuggernaut: 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.
Changed line(s) 951,953 (click to see context) from:
[[folder:Fanatic]]
->'''Other variations:''' Desperate Fanatic
Brutish mobsters that have high HP/ATK/DEF and use their sledgehammers to deliver powerful attacks which can hit ranged tiles. When blocked, they will get a significant ATK boost. Prioritizes attacking Command Terminals.
->'''Other variations:''' Desperate Fanatic
Brutish mobsters that have high HP/ATK/DEF and use their sledgehammers to deliver powerful attacks which can hit ranged tiles. When blocked, they will get a significant ATK boost. Prioritizes attacking Command Terminals.
to:
->'''Other variations:'''
Brutish mobsters
Powerful melee soldiers commanded by Mudrock. They spawn with a shield that
* LightningBruiser: As if their attacks don't hurt more than enough already, they will gain an increase in attack speed while their shield is active.
* StoneWall: 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.
* StoneWall: 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.
Changed line(s) 957,959 (click to see context) from:
[[folder:Greytail]]
->'''Other variations:''' Greytail Leader
Hard-hitting mobsters that serve the Rat King. They have a sand shield that massively boosts their DEF while active, and can only be destroyed by a significant amount of Arts damage. Once their shields are down, their speed increases greatly.
->'''Other variations:''' Greytail Leader
Hard-hitting mobsters that serve the Rat King. They have a sand shield that massively boosts their DEF while active, and can only be destroyed by a significant amount of Arts damage. Once their shields are down, their speed increases greatly.
to:
->'''Other variations:'''
Hard-hitting mobsters that serve the Rat King. They have a sand shield that massively boosts their DEF while active,
A towering stone behemoth summoned by Mudrock's Arts. They're extremely slow but absolutely powerful - packing high defenses, ''monumental'' HP, and
Changed line(s) 961,963 (click to see context) from:
* BatterUp: They wield metal bats as weapons.
* DeflectorShields: 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.
* MightyGlacier: 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 FragileSpeedster, as their speed ''hugely'' increases at the cost of being extremely squishy without their barrier.
* DeflectorShields: 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.
* MightyGlacier: 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 FragileSpeedster, as their speed ''hugely'' increases at the cost of being extremely squishy without their barrier.
to:
* BatterUp: They wield metal bats as weapons.
* DeflectorShields: They will enter combatAchillesHeel: 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 a sand barrier their staggering HP values, they'll die about as fast as any other enemy. Controlling the Gramophones is key to beating levels that gives them a massive amount of physical defense while active, they're on - but can be shattered after taking a certain amount the problem arises when some of Arts damage.
the harder stages [[OhCrap don't give you any...]]
* MightyGlacier: Colossi are ridiculously sturdy and they hit ''incredibly hard'', often enough to OneHitKill 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.
* StoneWall: 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 theirshields skills would only do ScratchDamage at best. The proper procedure when facing these things is to wield Gramophone towers against them, which 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 FragileSpeedster, as effective against them owing to their speed ''hugely'' increases at the cost of being extremely squishy without their barrier.PercentDamageAttack.
* DeflectorShields: They will enter combat
* MightyGlacier: Colossi are ridiculously sturdy and they hit ''incredibly hard'', often enough to OneHitKill 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.
* StoneWall: 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
Changed line(s) 966,968 (click to see context) from:
!!!Famiglia members (introduced in ''Il Siracusano'')
[[folder:General]]
[[folder:General]]
to:
[[folder:General]]
[[folder:'Street Layabout']]
->'''Other variations:''' Street Drunk
Armed militants disguised as Infected Afterglow civilians. Deals additional Arts damage to operators not connected to Realigned Flux.
Deleted line(s) 970,975 (click to see context) :
* BadassInANiceSuit: They all wear suits to go with their ''mafioso'' image.
* DeadlyEuphemism: 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.
* TheMafia: These guys put the ones from "Code of Brawl" to shame.
* ThePowerOfHate: 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 [[EliteMook Cleaner]] spawns, symbolizing the ''famiglia'' taking revenge on the one messing around with their members and civilians under their protection.
* PurpleIsPowerful: Several units' special ability effects are purple.
* DeadlyEuphemism: 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.
* TheMafia: These guys put the ones from "Code of Brawl" to shame.
* ThePowerOfHate: 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 [[EliteMook Cleaner]] spawns, symbolizing the ''famiglia'' taking revenge on the one messing around with their members and civilians under their protection.
* PurpleIsPowerful: Several units' special ability effects are purple.
Changed line(s) 978,980 (click to see context) from:
[[folder:Famiglia Soldier]]
->'''Other variations:''' Elite Famiglia Soldier
Low-level mafiosi under the orders of their superiors. Increase "Blood Debt" by a small amount on death.
->'''Other variations:''' Elite Famiglia Soldier
Low-level mafiosi under the orders of their superiors. Increase "Blood Debt" by a small amount on death.
to:
->'''Other variations:'''
Low-level mafiosi under the orders of their superiors. Increase "Blood Debt" by a small amount on death.
Armed militants disguised as Infected Afterglow civilians. Deals an additional hit to operators not connected to Realigned Flux.
Changed line(s) 982 (click to see context) from:
* DeviousDaggers: They wield small knives as personal weapons.
to:
* DeviousDaggers: MusicalAssassin: They wield small knives as personal weapons.carry a triangle to fire off Leithanien Originium Arts, which is casted through music.
----
----
Changed line(s) 985,987 (click to see context) from:
[[folder:Famiglia Crossbowman]]
->'''Other variations:''' Elite Famiglia Crossbowman
Trained snipers armed with crossbows using sophisticated technology. Deal Arts damage during "Asset Liquidation".
->'''Other variations:''' Elite Famiglia Crossbowman
Trained snipers armed with crossbows using sophisticated technology. Deal Arts damage during "Asset Liquidation".
to:
->'''Other variations:'''
Trained snipers armed with crossbows using sophisticated technology. Deal
An Originium Arts
Changed line(s) 989,990 (click to see context) from:
* MageMarksman: They deal Arts damage when an "Asset Liquidation" is running.
* WouldNotShootACivilian: Inverted. They prioritize attacking Siracusan Civilians over player controlled units.
* WouldNotShootACivilian: Inverted. They prioritize attacking Siracusan Civilians over player controlled units.
to:
* MageMarksman: AchillesHeel: They deal Arts damage lose 1000 DEF and 50 RES when an "Asset Liquidation" is running.
* WouldNotShootACivilian: Inverted. They prioritize attacking Siracusan Civilians over player controlled units.they are standing in a Realigned Flux line, making operator positioning crucial for defeating them.
* WouldNotShootACivilian: Inverted. They prioritize attacking Siracusan Civilians over player controlled units.
Changed line(s) 993,995 (click to see context) from:
[[folder:Famiglia Cleaner]]
->'''Other variations:''' Famiglia Silent Cleaner
Massively powerful Archosaurian hitmen tasked with delivering "regards" towards those that angered the ''famiglia''. Only spawn when "Asset Liquidation" starts and gain massive buffs in its duration.
->'''Other variations:''' Famiglia Silent Cleaner
Massively powerful Archosaurian hitmen tasked with delivering "regards" towards those that angered the ''famiglia''. Only spawn when "Asset Liquidation" starts and gain massive buffs in its duration.
to:
->'''Other variations:'''
Massively powerful Archosaurian hitmen tasked with delivering "regards" towards those that angered
Casters employed by the
Changed line(s) 997,1003 (click to see context) from:
* EliteMook: 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 [[Franchise/{{Hitman}} Agent 47]].
* GatheringSteam: 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.
* LightningBruiser: They walk fast, shoot fast, and their shots will ''hurt'' - being able to one shot high ground operators with lower DEF.
* OptionalBoss: 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.
* TheSneakyGuy: They are invisible until blocked.
* WouldNotShootACivilian: Inverted much like the Crossbowmen, Cleaners will target civilians over player operators.
* {{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 [[Franchise/{{Hitman}} Agent 47]].
* GatheringSteam: 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.
* LightningBruiser: They walk fast, shoot fast, and their shots will ''hurt'' - being able to one shot high ground operators with lower DEF.
* OptionalBoss: 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.
* TheSneakyGuy: They are invisible until blocked.
* WouldNotShootACivilian: Inverted much like the Crossbowmen, Cleaners will target civilians over player operators.
to:
* EliteMook: HerdHittingAttack: 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 [[Franchise/{{Hitman}} Agent 47]].
* GatheringSteam: 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.
* LightningBruiser: They walk fast, shoot fast, and their shots will ''hurt'' - being able to one shot high groundattack 2 operators with lower DEF.
* OptionalBoss: 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 sealsat once, and deal splash damage if allowed into a Protection Objective, however.
* TheSneakyGuy: They are invisible until blocked.
* WouldNotShootACivilian: Inverted much like the Crossbowmen, Cleaners willtheir target civilians over player operators.is not connected to a Realigned Flux.
* {{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 [[Franchise/{{Hitman}} Agent 47]].
* GatheringSteam: 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.
* LightningBruiser: They walk fast, shoot fast, and their shots will ''hurt'' - being able to one shot high ground
* OptionalBoss: 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
* TheSneakyGuy: They are invisible until blocked.
* WouldNotShootACivilian: Inverted much like the Crossbowmen, Cleaners will
Changed line(s) 1006,1008 (click to see context) from:
[[folder:Famiglia Intimidator]]
->'''Other variations:''' Famiglia Terrorizer
Strongmen employed by the ''famiglia'' to intimidate others with their stature and smooth-talking, only resorting to violence as a last resort. Draws fire when alive and increase "Blood Debt" by a large amount when defeated.
->'''Other variations:''' Famiglia Terrorizer
Strongmen employed by the ''famiglia'' to intimidate others with their stature and smooth-talking, only resorting to violence as a last resort. Draws fire when alive and increase "Blood Debt" by a large amount when defeated.
to:
->'''Other variations:'''
Strongmen employed by
Formerly violinists in the
Changed line(s) 1010,1013 (click to see context) from:
* TheBigGuy: They serve as this to the ''famiglia''.
* DrawAggro: Operators will prioritize attacking them over other enemies.
* MartialPacifist: Their description surprisingly paints them as this, valuing one's skill in the Siracusan language over raw violence.
* StoneWall: They have good HP and DEF, though their low RES makes them vulnerable to Arts damage.
* DrawAggro: Operators will prioritize attacking them over other enemies.
* MartialPacifist: Their description surprisingly paints them as this, valuing one's skill in the Siracusan language over raw violence.
* StoneWall: They have good HP and DEF, though their low RES makes them vulnerable to Arts damage.
to:
* TheBigGuy: They serve as this to the ''famiglia''.
* DrawAggro: Operators will prioritize attacking them over other enemies.
* MartialPacifist:HerdHittingAttack: Their description surprisingly paints them as this, valuing one's skill in attacks travel along the Siracusan language over raw violence.
* StoneWall: They have good HP and DEF, though their low RES makes them vulnerableRealigned Flux, damaging all operators connected to Arts that Flux for half the damage.
* DrawAggro: Operators will prioritize attacking them over other enemies.
* MartialPacifist:
* StoneWall: They have good HP and DEF, though their low RES makes them vulnerable
Changed line(s) 1016,1018 (click to see context) from:
[[folder:Famiglia Caster]]
->'''Other variations:''' Elite Famiglia Caster
''Famiglia'' members trained in the use of Originium Arts. They compensate for their mediocre skill at Arts with the ability to rapidly incite hatred. Can stop attacking to speed up the filling of "Blood Debt".
->'''Other variations:''' Elite Famiglia Caster
''Famiglia'' members trained in the use of Originium Arts. They compensate for their mediocre skill at Arts with the ability to rapidly incite hatred. Can stop attacking to speed up the filling of "Blood Debt".
to:
->'''Other variations:''' Remnant Elite
Deleted line(s) 1020 (click to see context) :
* InTheHood: They wear hoods instead of the top hats seen on other members.
Changed line(s) 1023,1025 (click to see context) from:
[[folder:Famiglia Limo]]
->'''Other variations:''' Famiglia Luxury Limo
Limos used by the ''famiglia'' for transportation. Spawns 3 Famiglia Soldiers if defeated when blocked.
->'''Other variations:''' Famiglia Luxury Limo
Limos used by the ''famiglia'' for transportation. Spawns 3 Famiglia Soldiers if defeated when blocked.
to:
->'''Other variations:'''
Limos used by
These failed musicians tried to bribe their way into the
Deleted line(s) 1027 (click to see context) :
* FlunkyBoss: If they are defeated when blocked, they leave behind 3 Famiglia Soldiers that continue on the Limo's path.
Changed line(s) 1030,1032 (click to see context) from:
[[folder:Famiglia Capo]]
->'''Other variations:''' Famiglia Heavy Capo
A [[https://en.wikipedia.org/wiki/Caporegime caporegime]] of the ''famiglia''. Increases "Blood Debt" if any ''famiglia'' member is defeated in a radius around them.
->'''Other variations:''' Famiglia Heavy Capo
A [[https://en.wikipedia.org/wiki/Caporegime caporegime]] of the ''famiglia''. Increases "Blood Debt" if any ''famiglia'' member is defeated in a radius around them.
to:
->'''Other variations:'''
A
Changed line(s) 1034,1035 (click to see context) from:
* MagicKnight: They emit noxious smoke that deals Arts damage as their melee attack.
* ThisBananaIsArmed: Their weapon is concealed inside their cigar.
* ThisBananaIsArmed: Their weapon is concealed inside their cigar.
to:
* MagicKnight: AmbushingEnemy: 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.
* DeadlyGas: These slugs emitnoxious smoke a poisonous fume that deals Arts damage as their melee attack.
* ThisBananaIsArmed: Their weaponhas a stronger effect on the Infected than the uninfected, though this is concealed inside their cigar.not seen in gameplay. Czerny coughs up blood after inhaling the fumes in "Lingering Echoes".
* DeadlyGas: These slugs emit
* ThisBananaIsArmed: Their weapon
Changed line(s) 1038,1039 (click to see context) from:
[[folder:Siracusan Civilian]]
Normal civilians that got mixed up into the fighting on the street. Does not deplete Life Seals if allowed to escape, reduce "Blood Debt" when alive but increase it by a large amount on death.
Normal civilians that got mixed up into the fighting on the street. Does not deplete Life Seals if allowed to escape, reduce "Blood Debt" when alive but increase it by a large amount on death.
to:
Normal civilians that got mixed up into
!!!Siracusan Mafia & Lungmenites (Introduced in ''Code of Brawl'')
[[folder:Sicilian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_031.png]]
->'''Other variations:''' Elite Sicilian
Basic soldiers who serve in the
Deleted line(s) 1041,1042 (click to see context) :
* EscortMission: Players are encouraged to keep them alive since they will reduce "Blood Debt" when alive on the field.
* VideoGameCrueltyPunishment: 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.
* VideoGameCrueltyPunishment: 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.
Changed line(s) 1045,1051 (click to see context) from:
!Reunion Units
!!!Introduced in the "Reunion Arc" (Chapters 0 to 8), or ''Grani and the Knights' Treasure''
[[folder:Originium Slug]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiumslug.png]]
->'''Other variations:''' Originium Slug α, Originium Slug β
Infected wild slugs, often controlled by Reunion casters for use as cannon fodder.
!!!Introduced in the "Reunion Arc" (Chapters 0 to 8), or ''Grani and the Knights' Treasure''
[[folder:Originium Slug]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiumslug.png]]
->'''Other variations:''' Originium Slug α, Originium Slug β
Infected wild slugs, often controlled by Reunion casters for use as cannon fodder.
to:
!!!Introduced in the "Reunion Arc" (Chapters 0 to 8), or ''Grani and the Knights' Treasure''
[[folder:Originium Slug]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiumslug.png]]
->'''Other variations:'''
Infected wild slugs, often controlled by Reunion casters for use as cannon fodder.
Siracusan mafiosi who launch flurries of rapid-fire punches.
Changed line(s) 1053,1055 (click to see context) from:
* TheGoomba: By far the weakest Reunion units a Doctor will face. They are most common in early maps, gradually giving way to more threatening units.
* ZergRush: The only way they can threaten a well-prepared defensive line is to attack with numbers.
* ZergRush: The only way they can threaten a well-prepared defensive line is to attack with numbers.
to:
* TheGoomba: By far DeathOfAThousandCuts: Each of their individual punches deal very little damage. The real danger is the weakest Reunion sheer rate at which they land these hits on your operators, and with enough of them mobbing your units a Doctor will face. They are most common in early maps, gradually giving way to more threatening units.
at once, not even dedicated tanks can survive without some serious Medic support.
*ZergRush: The only way EvilCounterpart: Of Beehunter. In fact they share the same animation frames with her.
* HelpfulMook: With some high level strategy, these enemies canthreaten a well-prepared defensive line is be abused by forcing them to attack with numbers.
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.
* RapidFireFisticuffs: Imagine Beehunter but on the enemy side.
*
* HelpfulMook: With some high level strategy, these enemies can
* RapidFireFisticuffs: Imagine Beehunter but on the enemy side.
Changed line(s) 1058,1062 (click to see context) from:
[[folder:Acid Originium Slug]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiumslugacid.png]]
->'''Other variations:''' Acid Originium Slug β
Special Originium Slugs that can secrete highly corrosive fluids. Their attacks inflict a permanent, stacking DEF debuff on operators they hit.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiumslugacid.png]]
->'''Other variations:''' Acid Originium Slug β
Special Originium Slugs that can secrete highly corrosive fluids. Their attacks inflict a permanent, stacking DEF debuff on operators they hit.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiumslugacid.png]]
->'''Other variations:'''
Special Originium Slugs that can secrete highly corrosive fluids. Their attacks inflict a permanent, stacking DEF debuff on operators they hit.
Siracusan mafiosi who use ranged crossbow attacks. They will prioritize attacking Command Terminals.
Changed line(s) 1064,1065 (click to see context) from:
* AcidAttack: 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.
* ZergRush: Like their weaker brethren, they rely on numbers to overwhelm foes.
* ZergRush: Like their weaker brethren, they rely on numbers to overwhelm foes.
to:
* AcidAttack: Acid Originium Slugs are capable of reducing an operator's defense with their attacks. AutomaticCrossbows: 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.
* ZergRush: Like their weaker brethren, they rely on numbers to overwhelm foes.wield rapid-fire crossbows that even have drum clips.
* ZergRush: Like their weaker brethren, they rely on numbers to overwhelm foes.
Changed line(s) 1068,1072 (click to see context) from:
[[folder:Infused Originium Slug]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiumsluginfused.png]]
->'''Other variations:''' Infused Originium Slug β, Infused Glacial Originium Slug, Infused Glacial Originium Slug β
Originium Slugs that absorbed dangerous amounts of Originium into their bodies and became unstable. They explode violently upon death, dealing massive splash damage.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiumsluginfused.png]]
->'''Other variations:''' Infused Originium Slug β, Infused Glacial Originium Slug, Infused Glacial Originium Slug β
Originium Slugs that absorbed dangerous amounts of Originium into their bodies and became unstable. They explode violently upon death, dealing massive splash damage.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiumsluginfused.png]]
->'''Other variations:'''
Originium Slugs
Hulking enemies that
Changed line(s) 1074,1076 (click to see context) from:
* ActionBomb: Infused Originium Slugs detonate upon death, dealing large amounts of physical damage in an area. Other enemies unfortunately receive FriendlyFireproof treatment from them.
* CallASmeerpARabbit: Infused Originium Slugs are obviously arachnids and not "slugs", no matter which way you slice it.
* KillItWithIce: 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 [[DamageIncreasingDebuff deal significantly higher damage to operators that are frozen]].
* CallASmeerpARabbit: Infused Originium Slugs are obviously arachnids and not "slugs", no matter which way you slice it.
* KillItWithIce: 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 [[DamageIncreasingDebuff deal significantly higher damage to operators that are frozen]].
to:
* ActionBomb: Infused Originium Slugs detonate upon death, dealing large amounts of physical damage in an area. Other TheJuggernaut: They count as 3 enemies unfortunately receive FriendlyFireproof treatment from them.
* CallASmeerpARabbit: Infused Originium Slugs are obviously arachnidsto block and not "slugs", no matter which way you slice it.
* KillItWithIce: The Glacial variant ofcan easily bypass frontline blockers occupied with {{Mooks}}. Their presence almost necessitates dedicated 3-block operator behind 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 line just 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 [[DamageIncreasingDebuff deal significantly higher damage to operators that are frozen]].stop them.
* CallASmeerpARabbit: Infused Originium Slugs are obviously arachnids
* KillItWithIce: The Glacial variant of
Changed line(s) 1079,1083 (click to see context) from:
[[folder:Hound]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_hound.png]]
->'''Other variations:''' Hound Pro, Rabid Hound Pro, Frostfang, Razorfrost, Guerilla Hound, Guerilla Hound Pro, Winterwisp Hound, Winterwisp Hound Pro, Tactical Hound, Tactical Hound Pro, Shell Sea Runner, Nourished Runner
Fast creatures that are controlled by Reunion casters and equipped with surveillance gear.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_hound.png]]
->'''Other variations:''' Hound Pro, Rabid Hound Pro, Frostfang, Razorfrost, Guerilla Hound, Guerilla Hound Pro, Winterwisp Hound, Winterwisp Hound Pro, Tactical Hound, Tactical Hound Pro, Shell Sea Runner, Nourished Runner
Fast creatures that are controlled by Reunion casters and equipped with surveillance gear.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_hound.png]]
->'''Other variations:'''
Fast creatures
Brutish mobsters that
Deleted line(s) 1085,1088 (click to see context) :
* ElementalRockPaperScissors: Frostfangs and Razorfrosts deal 50% bonus damage to frozen targets.
* FragileSpeedster: They move extremely quickly, but are easily taken down by any sort of damage.
* GlassCannon: 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.
* ZergRush: 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.
* FragileSpeedster: They move extremely quickly, but are easily taken down by any sort of damage.
* GlassCannon: 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.
* ZergRush: 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.
Changed line(s) 1091,1095 (click to see context) from:
[[folder:Soldier]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/char_1002_nsabr_2.png]]
->'''Other variations:''' Airborne Soldier, Airborne Soldier Leader, Light-Armored Soldier, Light-Armored Soldier Leader, Shielded Soldier, Shielded Soldier Leader, Spec Ops Soldier, Possessed Soldier, Possessed Soldier Leader, Yeti Operative, Yeti Operative Leader, Guerilla Fighter, Guerilla Fighter Leader, Guerilla Assault Fighter, Guerilla Assault Fighter Leader
Basic Reunion soldiers with illegally obtained gear.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/char_1002_nsabr_2.png]]
->'''Other variations:''' Airborne Soldier, Airborne Soldier Leader, Light-Armored Soldier, Light-Armored Soldier Leader, Shielded Soldier, Shielded Soldier Leader, Spec Ops Soldier, Possessed Soldier, Possessed Soldier Leader, Yeti Operative, Yeti Operative Leader, Guerilla Fighter, Guerilla Fighter Leader, Guerilla Assault Fighter, Guerilla Assault Fighter Leader
Basic Reunion soldiers with illegally obtained gear.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/char_1002_nsabr_2.png]]
->'''Other variations:'''
Basic Reunion soldiers with illegally obtained gear.
Hard-hitting mobsters that serve the Rat King. They have a sand shield that massively boosts their DEF while active, and can only be destroyed by a significant amount of Arts damage. Once their shields are down, their speed increases greatly.
Changed line(s) 1097,1105 (click to see context) from:
* ElementalRockPaperScissors: The Yeti variants deal 50% bonus damage to frozen targets.
* DefectorFromDecadence: Galles, along with Yila and Boone, defected Reunion to join the Rusthammer organization after the Chernobog Incident.
* FreudianExcuse: 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.
* HealingFactor: 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.
* JetPack: Airborne Soldiers and Guerilla Assault Fighters have the ability [[ItsRainingMen 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 JetPack they use is disposable, they cannot just jump around the map.
* LuckilyMyShieldWillProtectMe: 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.
* MacheteMayhem: They wield machete-like swords.
* NominalImportance: 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.
* UndergroundMonkey: 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.
* DefectorFromDecadence: Galles, along with Yila and Boone, defected Reunion to join the Rusthammer organization after the Chernobog Incident.
* FreudianExcuse: 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.
* HealingFactor: 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.
* JetPack: Airborne Soldiers and Guerilla Assault Fighters have the ability [[ItsRainingMen 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 JetPack they use is disposable, they cannot just jump around the map.
* LuckilyMyShieldWillProtectMe: 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.
* MacheteMayhem: They wield machete-like swords.
* NominalImportance: 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.
* UndergroundMonkey: 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.
to:
* ElementalRockPaperScissors: The Yeti variants deal 50% bonus damage to frozen targets.
* DefectorFromDecadence: Galles, along with Yila and Boone, defected Reunion to join the Rusthammer organization after the Chernobog Incident.
* FreudianExcuse: 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.
* HealingFactor: 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.
* JetPack: Airborne Soldiers and Guerilla Assault Fighters have the ability [[ItsRainingMen 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 JetPack they use is disposable, they cannot just jump around the map.
* LuckilyMyShieldWillProtectMe: 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.
* MacheteMayhem:BatterUp: They wield machete-like swords.
metal bats as weapons.
*NominalImportance: There's one named (yet still masked) Reunion Soldier in the main story thus far - the guy whom Misha had a conversation DeflectorShields: 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.
* MightyGlacier: While their shields are up, they're borderline immune to physical damage and can soak up Arts while hitting very hard inOperation 3-2 is namedropped as Ivan, telling her response, but aren't very fast. Once the backstory of how he ended up fighting for Reunion Movement's cause.
* UndergroundMonkey: 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 largelyshield goes down, this turns into FragileSpeedster, as their speed ''hugely'' increases at the same.cost of being extremely squishy without their barrier.
* DefectorFromDecadence: Galles, along with Yila and Boone, defected Reunion to join the Rusthammer organization after the Chernobog Incident.
* FreudianExcuse: 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.
* HealingFactor: 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.
* JetPack: Airborne Soldiers and Guerilla Assault Fighters have the ability [[ItsRainingMen 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 JetPack they use is disposable, they cannot just jump around the map.
* LuckilyMyShieldWillProtectMe: 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.
* MacheteMayhem:
*
* MightyGlacier: While their shields are up, they're borderline immune to physical damage and can soak up Arts while hitting very hard in
* UndergroundMonkey: 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
Changed line(s) 1108,1112 (click to see context) from:
[[folder:Crossbowman]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_crossbowman.png]]
->'''Other variations:''' Crossbowman Leader, Invisible Crossbowman, Invisible Crossbowman Leader, Yeti Sniper, Yeti Sniper Leader, Guerilla Sniper, Guerilla Sniper Leader, Ursus Assault Crossbowman, Senior Ursus Assault Crossbowman
Reunion soldiers armed with crossbows, capable of ranged damage.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_crossbowman.png]]
->'''Other variations:''' Crossbowman Leader, Invisible Crossbowman, Invisible Crossbowman Leader, Yeti Sniper, Yeti Sniper Leader, Guerilla Sniper, Guerilla Sniper Leader, Ursus Assault Crossbowman, Senior Ursus Assault Crossbowman
Reunion soldiers armed with crossbows, capable of ranged damage.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_crossbowman.png]]
->'''Other variations:''' Crossbowman Leader, Invisible Crossbowman, Invisible Crossbowman Leader, Yeti Sniper, Yeti Sniper Leader, Guerilla Sniper, Guerilla Sniper Leader, Ursus Assault Crossbowman, Senior Ursus Assault Crossbowman
Reunion soldiers armed with crossbows, capable of ranged damage.
[[folder:General]]
Changed line(s) 1114,1118 (click to see context) from:
* ElementalRockPaperScissors: Yeti Snipers and Leaders deal 50% bonus damage to frozen units.
* GlassCannon: They deal a lot of damage with their crossbows, but can't take much in return.
* JetPack: 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.
* PistolWhipping: If blocked, they will resort to whacking operators with the butt of their crossbows.
* GlassCannon: They deal a lot of damage with their crossbows, but can't take much in return.
* JetPack: 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.
* PistolWhipping: If blocked, they will resort to whacking operators with the butt of their crossbows.
to:
* ElementalRockPaperScissors: Yeti Snipers and Leaders deal 50% bonus damage to frozen units.
* GlassCannon:BadassInANiceSuit: They deal a lot of damage all wear suits to go with their crossbows, but can't take much in return.
''mafioso'' image.
*JetPack: Ursus Assault Crossbowmen will drop from DeadlyEuphemism: The effect that occurs on a filled "Blood Ledger" gauge is called "Asset Liquidation", a.k.a. the sky to launch surprise attacks, much like Airborne Soldiers.
''famiglia'' is out for your head.
*{{Multishot}}: When buffed, Guerilla Snipers can target up to two operators at once.
* PistolWhipping: If blocked, they will resort to whacking operators with{{Hypocrite}}: Even though the butt of civilians are supposedly under their crossbows.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.
* TheMafia: These guys put the ones from "Code of Brawl" to shame.
* ThePowerOfHate: 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 [[EliteMook Cleaner]] spawns, symbolizing the ''famiglia'' taking revenge on the one messing around with their members and civilians under their protection.
* PurpleIsPowerful: Several units' special ability effects are purple.
* GlassCannon:
*
*
* PistolWhipping: If blocked, they will resort to whacking operators with
* TheMafia: These guys put the ones from "Code of Brawl" to shame.
* ThePowerOfHate: 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 [[EliteMook Cleaner]] spawns, symbolizing the ''famiglia'' taking revenge on the one messing around with their members and civilians under their protection.
* PurpleIsPowerful: Several units' special ability effects are purple.
Changed line(s) 1121,1125 (click to see context) from:
[[folder:Caster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/char_1011_wizard_1.png]]
->'''Other variations:''' Caster Leader, Senior Caster, Senior Caster Leader, Invisible Caster, Invisible Caster Leader, Shielded Senior Caster, Spec Ops Caster, Spec Ops Caster Leader, Yeti Caster, Yeti Caster Leader, Ursus Armored Caster, Elite Ursus Armored Caster
Reunion soldiers that use the Originium from their infection to cast Arts attacks, dealing ranged damage that ignores defense.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/char_1011_wizard_1.png]]
->'''Other variations:''' Caster Leader, Senior Caster, Senior Caster Leader, Invisible Caster, Invisible Caster Leader, Shielded Senior Caster, Spec Ops Caster, Spec Ops Caster Leader, Yeti Caster, Yeti Caster Leader, Ursus Armored Caster, Elite Ursus Armored Caster
Reunion soldiers that use the Originium from their infection to cast Arts attacks, dealing ranged damage that ignores defense.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/char_1011_wizard_1.png]]
->'''Other variations:'''
Reunion soldiers that use
Low-level mafiosi under the
Changed line(s) 1127,1134 (click to see context) from:
* AnIcePerson: 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.
* AntiMagic: 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.
* AreaOfEffect: Senior Casters utilize complex Arts that can hit multiple operators at once.
* ChunkyUpdraft: Senior Casters are surrounded by floating originium stones, which they use as means of attack.
* DefectorFromDecadence: Yila, along with Galles and Boone, defected Reunion to join the Rusthammer organization after the Chernobog Incident.
* KungFuProofMook: Like crossbowmen, invisible variants of them cannot be targeted by ranged attacks.
* RedEyesTakeWarning: Senior Caster Leaders have glowing red eyes, and have dangerously potent [=AoE=] attacks.
* SquishyWizard: 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''.
* AntiMagic: 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.
* AreaOfEffect: Senior Casters utilize complex Arts that can hit multiple operators at once.
* ChunkyUpdraft: Senior Casters are surrounded by floating originium stones, which they use as means of attack.
* DefectorFromDecadence: Yila, along with Galles and Boone, defected Reunion to join the Rusthammer organization after the Chernobog Incident.
* KungFuProofMook: Like crossbowmen, invisible variants of them cannot be targeted by ranged attacks.
* RedEyesTakeWarning: Senior Caster Leaders have glowing red eyes, and have dangerously potent [=AoE=] attacks.
* SquishyWizard: 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''.
to:
* AnIcePerson: 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.
* AntiMagic: 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.
* AreaOfEffect: Senior Casters utilize complex Arts that can hit multiple operators at once.
* ChunkyUpdraft: Senior Casters are surrounded by floating originium stones, which they useDeviousDaggers: They wield small knives as means of attack.
* DefectorFromDecadence: Yila, along with Galles and Boone, defected Reunion to join the Rusthammer organization after the Chernobog Incident.
* KungFuProofMook: Like crossbowmen, invisible variants of them cannot be targeted by ranged attacks.
* RedEyesTakeWarning: Senior Caster Leaders have glowing red eyes, and have dangerously potent [=AoE=] attacks.
* SquishyWizard: 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''.personal weapons.
* AntiMagic: 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.
* AreaOfEffect: Senior Casters utilize complex Arts that can hit multiple operators at once.
* ChunkyUpdraft: Senior Casters are surrounded by floating originium stones, which they use
* DefectorFromDecadence: Yila, along with Galles and Boone, defected Reunion to join the Rusthammer organization after the Chernobog Incident.
* KungFuProofMook: Like crossbowmen, invisible variants of them cannot be targeted by ranged attacks.
* RedEyesTakeWarning: Senior Caster Leaders have glowing red eyes, and have dangerously potent [=AoE=] attacks.
* SquishyWizard: 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''.
Changed line(s) 1137,1141 (click to see context) from:
[[folder:Mortar Gunner]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mortargunner.png]]
->'''Other variations:''' Mortar Gunner Leader, Guerilla Mortar, Guerilla Mortar Leader
Reunion soldiers that attack from extremely long range with mortar shells that deal area damage.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mortargunner.png]]
->'''Other variations:''' Mortar Gunner Leader, Guerilla Mortar, Guerilla Mortar Leader
Reunion soldiers that attack from extremely long range with mortar shells that deal area damage.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mortargunner.png]]
->'''Other variations:'''
Reunion soldiers that attack from extremely long range
Trained snipers armed with
Changed line(s) 1143,1144 (click to see context) from:
* LongRangeFighter: 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.
* StuffBlowingUp: The shells they fire are packed with Originium-based explosives, dealing damage to an area around its point of impact.
* StuffBlowingUp: The shells they fire are packed with Originium-based explosives, dealing damage to an area around its point of impact.
to:
* LongRangeFighter: MageMarksman: 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.
* StuffBlowingUp: The shells they fire are packed with Originium-based explosives, dealingdeal Arts damage to when an area around its point of impact."Asset Liquidation" is running.
* WouldNotShootACivilian: Inverted. They prioritize attacking Siracusan Civilians over player controlled units.
* StuffBlowingUp: The shells they fire are packed with Originium-based explosives, dealing
* WouldNotShootACivilian: Inverted. They prioritize attacking Siracusan Civilians over player controlled units.
Changed line(s) 1147,1151 (click to see context) from:
[[folder:Dual Swordsman]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_dualswordsman.png]]
->'''Other variations:''' Dual Swordsman Leader
Trained soldiers who use fast blade attacks to cause significant damage.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_dualswordsman.png]]
->'''Other variations:''' Dual Swordsman Leader
Trained soldiers who use fast blade attacks to cause significant damage.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_dualswordsman.png]]
->'''Other variations:'''
Trained soldiers who use fast blade attacks to cause significant damage.
Massively powerful Archosaurian hitmen tasked with delivering "regards" towards those that angered the ''famiglia''. Only spawn when "Asset Liquidation" starts and gain massive buffs in its duration.
Changed line(s) 1153,1156 (click to see context) from:
* DualWielding: A pair of straight-bladed swords held in ReverseGrip, contrasting the curved blades of their regular cousins.
* ExactlyWhatItSaysOnTheTin: They're Reunion soldiers who wield a pair of swords.
* FromCamouflageToCriminal: Their description speculates that they came from mutinous military units or police departments.
* NinjaRun: This is how they move towards your defensive line, with their arms held back and head tilted forwards.
* ExactlyWhatItSaysOnTheTin: They're Reunion soldiers who wield a pair of swords.
* FromCamouflageToCriminal: Their description speculates that they came from mutinous military units or police departments.
* NinjaRun: This is how they move towards your defensive line, with their arms held back and head tilted forwards.
to:
* DualWielding: A pair of straight-bladed swords held in ReverseGrip, contrasting EliteMook: They have high base stats plus the curved blades 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 [[Franchise/{{Hitman}} Agent 47]].
* GatheringSteam: 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 theirregular cousins.
way through the player's defense lineup.
*ExactlyWhatItSaysOnTheTin: They're Reunion soldiers who wield a pair of swords.
* FromCamouflageToCriminal: Their description speculates that they came from mutinous military units or police departments.
* NinjaRun: This is how they move towards your defensive line, withLightningBruiser: They walk fast, shoot fast, and their arms held back and head tilted forwards.shots will ''hurt'' - being able to one shot high ground operators with lower DEF.
* OptionalBoss: 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.
* TheSneakyGuy: They are invisible until blocked.
* WouldNotShootACivilian: Inverted much like the Crossbowmen, Cleaners will target civilians over player operators.
* {{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 [[Franchise/{{Hitman}} Agent 47]].
* GatheringSteam: 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
*
* FromCamouflageToCriminal: Their description speculates that they came from mutinous military units or police departments.
* NinjaRun: This is how they move towards your defensive line, with
* OptionalBoss: 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.
* TheSneakyGuy: They are invisible until blocked.
* WouldNotShootACivilian: Inverted much like the Crossbowmen, Cleaners will target civilians over player operators.
Changed line(s) 1159,1163 (click to see context) from:
[[folder:Heavy Defender]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_heavydefender.png]]
->'''Other variations:''' Heavy Defender Leader, Heavy Defender Lieutenant, Possessed Heavy Defender, Possessed Heavy Defender Leader, Guerilla Shieldguard, Guerilla Shieldguard Leader, Dublinn Heavy Defender, Elite Dublinn Heavy Defender
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_heavydefender.png]]
->'''Other variations:''' Heavy Defender Leader, Heavy Defender Lieutenant, Possessed Heavy Defender, Possessed Heavy Defender Leader, Guerilla Shieldguard, Guerilla Shieldguard Leader, Dublinn Heavy Defender, Elite Dublinn Heavy Defender
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.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_heavydefender.png]]
->'''Other variations:'''
Heavily armored and trained Reunion soldiers
Strongmen employed by the ''famiglia'' to intimidate others with
Changed line(s) 1165,1178 (click to see context) from:
* AchillesHeel:
** 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.
* AntiMagic: The Dublinn variants wear Arts-refracting masks that greatly increase their RES, eliminating their AchillesHeel. The masks can be temporarily disabled by Silencing them.
* BossInMookClothing: Heavy Defender Lieutenants, identifiable by their darker armor and GlowingEyesOfDoom, are an extremely rare Heavy Defender variant (until Crimson Solitaire, [[UniqueEnemy 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 enemies''[[note]]In the normal variant of GT-HX-3, the Lieutenant has 40,000 HP, 1,000 ATK, and 1,200 DEF - for comparison, Mudrock has 45,000/800/1,000[[/note]], although they share their lesser brethren's AchillesHeel to Arts damage and lack the special abilities most bosses have.
* EliteMook: They're considered Elite enemies in all of their variations.
* GiantMook: Significantly larger than a typical Reunion soldier, possessing greater health, defenses, and attack power, but as slow as a snail.
* HealingFactor: 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.
* HeavilyArmoredMook: The riot armor they wear offers incredible defense against physical attack, but not against Arts (unless they're a Guerilla Shielder).
* HelpfulMook: 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.
* IShallTauntYou: 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.
* LuckilyMyShieldWillProtectMe: Besides being decked from head to toe in heavy armor, these guys also carry formidable tower shields for extra protection.
* MightyGlacier:
* ShieldBash: 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.
** 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.
* AntiMagic: The Dublinn variants wear Arts-refracting masks that greatly increase their RES, eliminating their AchillesHeel. The masks can be temporarily disabled by Silencing them.
* BossInMookClothing: Heavy Defender Lieutenants, identifiable by their darker armor and GlowingEyesOfDoom, are an extremely rare Heavy Defender variant (until Crimson Solitaire, [[UniqueEnemy 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 enemies''[[note]]In the normal variant of GT-HX-3, the Lieutenant has 40,000 HP, 1,000 ATK, and 1,200 DEF - for comparison, Mudrock has 45,000/800/1,000[[/note]], although they share their lesser brethren's AchillesHeel to Arts damage and lack the special abilities most bosses have.
* EliteMook: They're considered Elite enemies in all of their variations.
* GiantMook: Significantly larger than a typical Reunion soldier, possessing greater health, defenses, and attack power, but as slow as a snail.
* HealingFactor: 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.
* HeavilyArmoredMook: The riot armor they wear offers incredible defense against physical attack, but not against Arts (unless they're a Guerilla Shielder).
* HelpfulMook: 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.
* IShallTauntYou: 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.
* LuckilyMyShieldWillProtectMe: Besides being decked from head to toe in heavy armor, these guys also carry formidable tower shields for extra protection.
* MightyGlacier:
* ShieldBash: 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.
to:
* AchillesHeel:
** One ofTheBigGuy: They serve as this to 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.
''famiglia''.
*AntiMagic: The Dublinn variants wear Arts-refracting masks that greatly increase their RES, eliminating their AchillesHeel. The masks can be temporarily disabled by Silencing them.
* BossInMookClothing: Heavy Defender Lieutenants, identifiable by their darker armor and GlowingEyesOfDoom, are an extremely rare Heavy Defender variant (until Crimson Solitaire, [[UniqueEnemy 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 enemies''[[note]]In the normal variant of GT-HX-3, the Lieutenant has 40,000 HP, 1,000 ATK, and 1,200 DEF - for comparison, Mudrock has 45,000/800/1,000[[/note]], although they share their lesser brethren's AchillesHeel to Arts damage and lack the special abilities most bosses have.
* EliteMook: They're considered Elite enemies in all of their variations.
* GiantMook: Significantly larger than a typical Reunion soldier, possessing greater health, defenses, and attack power, but as slow as a snail.
* HealingFactor: Possessed Heavy DefendersDrawAggro: Operators will regenerate HP over time like their brethren, which can become a problem quick if you don't have Arts to overwhelm their defense.
* HeavilyArmoredMook: The riot armor they wear offers incredible defense against physical attack, but not against Arts (unless they're a Guerilla Shielder).
* HelpfulMook: 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.
* IShallTauntYou: Guerilla Shielders passively taunt allied units and force them to targetprioritize attacking them over any other enemies enemies.
* MartialPacifist: Their description surprisingly paints them as this, valuing one's skill inrange, which can prove problematic when they're protecting more dangerous attackers.
the Siracusan language over raw violence.
*LuckilyMyShieldWillProtectMe: Besides being decked from head to toe in heavy armor, these guys also carry formidable tower shields for extra protection.
* MightyGlacier:
* ShieldBash: The only weapon theyStoneWall: They have is good HP and DEF, though their shields, so bashing operators is their only mean of attacking. It still does more damage than a sword slash from a basic soldier.low RES makes them vulnerable to Arts damage.
** One of
** 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.
*
* BossInMookClothing: Heavy Defender Lieutenants, identifiable by their darker armor and GlowingEyesOfDoom, are an extremely rare Heavy Defender variant (until Crimson Solitaire, [[UniqueEnemy 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 enemies''[[note]]In the normal variant of GT-HX-3, the Lieutenant has 40,000 HP, 1,000 ATK, and 1,200 DEF - for comparison, Mudrock has 45,000/800/1,000[[/note]], although they share their lesser brethren's AchillesHeel to Arts damage and lack the special abilities most bosses have.
* EliteMook: They're considered Elite enemies in all of their variations.
* GiantMook: Significantly larger than a typical Reunion soldier, possessing greater health, defenses, and attack power, but as slow as a snail.
* HealingFactor: Possessed Heavy Defenders
* HeavilyArmoredMook: The riot armor they wear offers incredible defense against physical attack, but not against Arts (unless they're a Guerilla Shielder).
* HelpfulMook: 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.
* IShallTauntYou: Guerilla Shielders passively taunt allied units and force them to target
* MartialPacifist: Their description surprisingly paints them as this, valuing one's skill in
*
* MightyGlacier:
* ShieldBash: The only weapon they
Changed line(s) 1181,1183 (click to see context) from:
[[folder:Metal Crab]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_metalcrab.png]]
Infected creatures covered in metal armor that makes them highly resistant to all conventional weapons. However, they're not as heavy as they look.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_metalcrab.png]]
Infected creatures covered in metal armor that makes them highly resistant to all conventional weapons. However, they're not as heavy as they look.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_metalcrab.png]]
Infected creatures covered
->'''Other variations:''' Elite Famiglia Caster
''Famiglia'' members trained in
Changed line(s) 1185,1187 (click to see context) from:
* AchillesHeel: While their high defenses make them hard to kill normally, their light weight makes them vulnerable to being pulled or pushed into BottomlessPits, which will instantly kill them.
* CallASmeerpARabbit: 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.
* StoneWall: 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.
* CallASmeerpARabbit: 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.
* StoneWall: 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.
to:
* AchillesHeel: While their high defenses make them hard to kill normally, their light weight makes them vulnerable to being pulled or pushed into BottomlessPits, which will instantly kill them.
* CallASmeerpARabbit: No matter which way you slice it, these things are definitely not "crabs". If anything, they look closer to some kindInTheHood: They wear hoods instead of arachnid covered in metal and originium flakes.
* StoneWall: 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.the top hats seen on other members.
* CallASmeerpARabbit: No matter which way you slice it, these things are definitely not "crabs". If anything, they look closer to some kind
* StoneWall: 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.
Changed line(s) 1190,1192 (click to see context) from:
[[folder:Lurker]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_lurker.png]]
Special Reunion soldiers who can't be detected or harmed until their stealth is removed, usually by being blocked.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_lurker.png]]
Special Reunion soldiers who can't be detected or harmed until their stealth is removed, usually by being blocked.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_lurker.png]]
Special Reunion soldiers who can't be detected or harmed until their stealth is removed, usually
->'''Other variations:''' Famiglia Luxury Limo
Limos used by
Changed line(s) 1194 (click to see context) from:
* StealthyMook: 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 (SilverAsh and Tsukinogi), or can simply ignore them being Invisible in the first place (Totter).
to:
* StealthyMook: 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 (SilverAsh and Tsukinogi), or can simply ignore them being Invisible in FlunkyBoss: If they are defeated when blocked, they leave behind 3 Famiglia Soldiers that continue on the first place (Totter).Limo's path.
Changed line(s) 1197,1201 (click to see context) from:
[[folder:Wraith]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_wraith.png]]
->'''Other variations:''' Wraith Leader
Stealthy Reunion engineers who cannot be blocked by melee operators.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_wraith.png]]
->'''Other variations:''' Wraith Leader
Stealthy Reunion engineers who cannot be blocked by melee operators.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_wraith.png]]
->'''Other variations:'''
Stealthy Reunion engineers who cannot be blocked by melee operators.
A [[https://en.wikipedia.org/wiki/Caporegime caporegime]] of the ''famiglia''. Increases "Blood Debt" if any ''famiglia'' member is defeated in a radius around them.
Changed line(s) 1203,1204 (click to see context) from:
* NonActionGuy: 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.
* StealthyMook: 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.
* StealthyMook: 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.
to:
* NonActionGuy: Wraiths are unable to directly MagicKnight: They emit noxious smoke that deals Arts damage your operators in any way. Justified - they're completely unarmed engineers, and as their role is to infiltrate enemy lines and perform sabotage on support equipment.
* StealthyMook: Different from Invisible Crossbowmen[=/=]Casters and Lurkers, Wraiths ''can'' be attacked normally, but they ignore blockingmelee operators. A single Wraith can very easily slip by while your operators are busy engaging other threats in the battlefield.attack.
* ThisBananaIsArmed: Their weapon is concealed inside their cigar.
* StealthyMook: Different from Invisible Crossbowmen[=/=]Casters and Lurkers, Wraiths ''can'' be attacked normally, but they ignore blocking
* ThisBananaIsArmed: Their weapon is concealed inside their cigar.
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[[folder:Monster]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_monster.png]]
->'''Other variations:''' Monster Mk II, Raptor
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_monster.png]]
->'''Other variations:''' Monster Mk II, Raptor
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.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_monster.png]]
->'''Other variations:''' Monster Mk II, Raptor
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
Normal civilians that
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* AttackDrone: 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.
* BossInMookClothing: The [[MightyGlacier 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.
* DeathbringerTheAdorable: Despite the name, the Mk I variant completely lacks any sort of attack, making them harmless to your operators.
* BossInMookClothing: The [[MightyGlacier 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.
* DeathbringerTheAdorable: Despite the name, the Mk I variant completely lacks any sort of attack, making them harmless to your operators.
to:
* AttackDrone: Gun-armed drones controlled by Reunion casters using long-range Arts receiver. EscortMission: Players are encouraged to keep them alive since they will reduce "Blood Debt" when alive on the field.
* VideoGameCrueltyPunishment: Theyrepresent the basic aerial threat that can only be taken down with ranged attacks.
* BossInMookClothing: The [[MightyGlacier Raptor]] is an elite drone that shows up once in a blue moon, anddo not deduct Life Seals 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, killed unlike Ursus Civilians. However, their defenses are low, but expect to focus a lot of your effort into taking it down.
* DeathbringerTheAdorable: Despitedeath increases the name, "Blood Debt" by a huge amount, which can be potentially game-ending if a Cleaner chews through the Mk I variant completely lacks any sort of attack, making them harmless to your operators. player's defenses.
* VideoGameCrueltyPunishment: They
* BossInMookClothing: The [[MightyGlacier Raptor]] is an elite drone that shows up once in a blue moon, and
* DeathbringerTheAdorable: Despite
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[[folder:Defender-4]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_defender4.png]]
An unmanned drone with the ability to significantly boost the defense of nearby allies.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_defender4.png]]
An unmanned drone with the ability to significantly boost the defense of nearby allies.
to:
!!!Introduced in the "Reunion Arc" (Chapters 0 to 8), or ''Grani and the Knights' Treasure''
[[folder:Originium Slug]]
[[quoteright:150:https://static.tvtropes.
An unmanned drone with the ability to significantly boost the defense of nearby allies.
->'''Other variations:''' Originium Slug α, Originium Slug β
Infected wild slugs, often controlled by Reunion casters for use as cannon fodder.
Changed line(s) 1223,1224 (click to see context) from:
* NonActionGuy: It has no offensive capabilities whatsoever.
* SupportPartyMember: Boosts the defense of nearby enemy units by 300, significantly increasing their survivability.
* SupportPartyMember: Boosts the defense of nearby enemy units by 300, significantly increasing their survivability.
to:
* NonActionGuy: It has no offensive capabilities whatsoever.
* SupportPartyMember: BoostsTheGoomba: By far the defense of nearby enemy weakest Reunion units by 300, significantly increasing their survivability. a Doctor will face. They are most common in early maps, gradually giving way to more threatening units.
* ZergRush: The only way they can threaten a well-prepared defensive line is to attack with numbers.
* SupportPartyMember: Boosts
* ZergRush: The only way they can threaten a well-prepared defensive line is to attack with numbers.
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[[folder:Technical Scout]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_technicalscout.png]]
Reunion engineers that can reveal all nearby invisible operators.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_technicalscout.png]]
Reunion engineers that can reveal all nearby invisible operators.
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[[quoteright:150:https://static.tvtropes.
Reunion engineers
->'''Other variations:''' Acid Originium Slug β
Special Originium Slugs that can
Changed line(s) 1232,1233 (click to see context) from:
* NonActionGuy: 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.
* TrueSight: The devices mounted on their backs are able to reveal invisible operators in their vicinity.
* TrueSight: The devices mounted on their backs are able to reveal invisible operators in their vicinity.
to:
* NonActionGuy: Averted. They are completely unarmed like Wraiths, and also specialize in electronics like them. But they AcidAttack: Acid Originium Slugs are capable of defending themselves by kicking at any foes that block them.
* TrueSight: The devices mounted onreducing an operator's defense with their backs attacks. They are able to reveal invisible operators in 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.
* ZergRush: Like theirvicinity.weaker brethren, they rely on numbers to overwhelm foes.
* TrueSight: The devices mounted on
* ZergRush: Like their
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[[folder:Avenger]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_avenger.png]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_avengerboss.png]]
->'''Other variations:''' Hateful Avenger
Unique katana-wielding soldiers that significantly buff their ATK once falling below half health. A unique one titled "Hateful Avenger" (quotes included) is the FinalBoss of Operation Basepoint and Contingency Contract as a whole.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_avenger.png]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_avengerboss.png]]
->'''Other variations:''' Hateful Avenger
Unique katana-wielding soldiers that significantly buff their ATK once falling below half health. A unique one titled "Hateful Avenger" (quotes included) is the FinalBoss of Operation Basepoint and Contingency Contract as a whole.
to:
[[quoteright:150:https://static.tvtropes.
Unique katana-wielding soldiers
Originium Slugs that
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* {{BFS}}: Their katana are big enough to qualify as an ōdachi.
* BookEnds: 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 [[RememberTheNewGuy who is explicitly one of the survivors of the first battle in the Area 59 Ruins]] after training and returning for revenge.
* FlamingSword: 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.
* FinalBoss: 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 TurnsRed functionality that made them infamous being buffed up to boss levels, he also becomes an absurd LightningBruiser who can rush down defenders with his newfound DashAttack. 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 DamageReduction, and even [[ContractualBossImmunity 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 AutoRevive 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, [[AscendedMeme he brings to mind the number one reason why players feared his normal part in the first place]].
* KatanasAreJustBetter: Avengers are equipped with these, and they make deadly use of them.
* TurnsRed:
** 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'''.
* BookEnds: 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 [[RememberTheNewGuy who is explicitly one of the survivors of the first battle in the Area 59 Ruins]] after training and returning for revenge.
* FlamingSword: 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.
* FinalBoss: 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 TurnsRed functionality that made them infamous being buffed up to boss levels, he also becomes an absurd LightningBruiser who can rush down defenders with his newfound DashAttack. 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 DamageReduction, and even [[ContractualBossImmunity 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 AutoRevive 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, [[AscendedMeme he brings to mind the number one reason why players feared his normal part in the first place]].
* KatanasAreJustBetter: Avengers are equipped with these, and they make deadly use of them.
* TurnsRed:
** 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'''.
to:
* {{BFS}}: Their katana ActionBomb: Infused Originium Slugs detonate upon death, dealing large amounts of physical damage in an area. Other enemies unfortunately receive FriendlyFireproof treatment from them.
* CallASmeerpARabbit: Infused Originium Slugs arebig enough to qualify as an ōdachi.
obviously arachnids and not "slugs", no matter which way you slice it.
*BookEnds: KillItWithIce: 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 Glacial variant [[RememberTheNewGuy who is explicitly one of the survivors of Infused Originium Slug applies the first battle in the Area 59 Ruins]] after training and returning for revenge.
* FlamingSword: 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.
* FinalBoss: 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;Frost effect on top of their trademark TurnsRed functionality that made them infamous being buffed up to boss levels, he also becomes an absurd LightningBruiser who can rush down defenders with his newfound DashAttack. 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 DamageReduction, and even [[ContractualBossImmunity 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 AutoRevive 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, [[AscendedMeme he brings to mind the number one reason why players feared his normal part in the first place]].
* KatanasAreJustBetter: Avengers are equipped with these, andexplosion damage they make deadly use of them.
* TurnsRed:
** Avengerswould 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 strong. While their starting 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 [[DamageIncreasingDebuff deal significantly higher 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, upto starting in this state '''as soon as they spawn'''.operators that are frozen]].
* CallASmeerpARabbit: Infused Originium Slugs are
*
* FlamingSword: 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.
* FinalBoss: 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;
* KatanasAreJustBetter: Avengers are equipped with these, and
* TurnsRed:
** Avengers
** Certain Contingency Contract modifiers can have them turn red ''earlier'' at a higher HP threshold, up
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[[folder:Arts Guard]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_artsguard.png]]
->'''Other variations:''' Arts Guard Leader
Reunion soldiers that can infuse their swords with Originium Arts, allowing their slashes to deal Arts damage.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_artsguard.png]]
->'''Other variations:''' Arts Guard Leader
Reunion soldiers that can infuse their swords with Originium Arts, allowing their slashes to deal Arts damage.
to:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
Fast creatures that are controlled by Reunion
Changed line(s) 1258,1260 (click to see context) from:
* ArmorPiercingAttack: 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.
* MagicKnight: They're capable of infusing arts into their swords.
* {{BFS}}: The swords they wield is longer than they are tall.
* MagicKnight: They're capable of infusing arts into their swords.
to:
* ArmorPiercingAttack: Arts ElementalRockPaperScissors: Frostfangs and Razorfrosts deal 50% bonus damage to frozen targets.
* FragileSpeedster: They move extremely quickly, but arecountered easily taken down by Resistance instead any sort of Defense, which many melee damage.
* GlassCannon: 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.
* ZergRush: Hounds are a step up from Originium Slugs, and they also come in sizable groups that will pose a significant threat to operators(especially Defenders) lack.
* {{BFS}}: The swords they wield is longer than they are tall.
* MagicKnight: They're capable of infusing arts into their swords.who cannot thin them out quickly enough.
* FragileSpeedster: They move extremely quickly, but are
* GlassCannon: 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.
* ZergRush: Hounds are a step up from Originium Slugs, and they also come in sizable groups that will pose a significant threat to operators
* {{BFS}}: The swords they wield is longer than they are tall.
* MagicKnight: They're capable of infusing arts into their swords.
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[[folder:Bladed Fighter]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_bladedfighter.png]]
->'''Other variations:''' Bladed Fighter Leader
Reunion soldiers who use their fist-mounted blades to deliver rapid, hard-hitting strikes.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_bladedfighter.png]]
->'''Other variations:''' Bladed Fighter Leader
Reunion soldiers who use their fist-mounted blades to deliver rapid, hard-hitting strikes.
to:
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[[quoteright:350:https://static.tvtropes.
->'''Other variations:'''
Basic Reunion soldiers
Changed line(s) 1269,1270 (click to see context) from:
* BladeBelowTheShoulder: They wield a pair of bladed gauntlets to enhance their martial arts strikes. They also double as shields, justifying their slightly higher defense.
* RapidFireFisticuffs: 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.
* RapidFireFisticuffs: 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.
to:
* BladeBelowTheShoulder: ElementalRockPaperScissors: The Yeti variants deal 50% bonus damage to frozen targets.
* DefectorFromDecadence: Galles, along with Yila and Boone, defected Reunion to join the Rusthammer organization after the Chernobog Incident.
* FreudianExcuse: 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.
* HealingFactor: 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.
* JetPack: Airborne Soldiers and Guerilla Assault Fighters have the ability [[ItsRainingMen 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 JetPack they use is disposable, they cannot just jump around the map.
* LuckilyMyShieldWillProtectMe: 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.
* MacheteMayhem: They wielda pair of bladed gauntlets to enhance their martial arts strikes. They also double as shields, justifying their slightly higher defense.
machete-like swords.
*RapidFireFisticuffs: Downplayed. Their punches are nowhere near as fast as Beehunter's, but they NominalImportance: There's one named (yet still hit harder 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.
* UndergroundMonkey: Later stages introduce variants of both shielded andmore often than typical unshielded Reunion soldiers, usually belonging to a another faction/group, with different name, appearance and they have pretty decent C-ranked DEF.stats. Their behavior is largely the same.
* DefectorFromDecadence: Galles, along with Yila and Boone, defected Reunion to join the Rusthammer organization after the Chernobog Incident.
* FreudianExcuse: 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.
* HealingFactor: 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.
* JetPack: Airborne Soldiers and Guerilla Assault Fighters have the ability [[ItsRainingMen 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 JetPack they use is disposable, they cannot just jump around the map.
* LuckilyMyShieldWillProtectMe: 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.
* MacheteMayhem: They wield
*
* UndergroundMonkey: Later stages introduce variants of both shielded and
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[[folder:Butcher]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_butcher.png]]
->'''Other variations:''' Veteran Butcher
Unidentified combatants wielding huge axes, capable of dealing severe damage while taking just as much in return.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_butcher.png]]
->'''Other variations:''' Veteran Butcher
Unidentified combatants wielding huge axes, capable of dealing severe damage while taking just as much in return.
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[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
Unidentified combatants wielding huge axes,
Reunion soldiers armed with crossbows, capable of
Changed line(s) 1279 (click to see context) from:
* SmashMook: Like Loggers and Junkmen, Butchers exist to pound your melee operators to dust and tank huge amounts of damage in the process.
to:
* SmashMook: Like Loggers ElementalRockPaperScissors: Yeti Snipers and Junkmen, Butchers exist Leaders deal 50% bonus damage to pound your melee frozen units.
* GlassCannon: They deal a lot of damage with their crossbows, but can't take much in return.
* JetPack: 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.
* PistolWhipping: If blocked, they will resort todust and tank huge amounts of damage in whacking operators with the process.butt of their crossbows.
* GlassCannon: They deal a lot of damage with their crossbows, but can't take much in return.
* JetPack: 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.
* PistolWhipping: If blocked, they will resort to
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[[folder:Armed Militant]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_armedmilitant.png]]
->'''Other variations:''' Senior Armed Militant
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_armedmilitant.png]]
->'''Other variations:''' Senior Armed Militant
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.
to:
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[[quoteright:350:https://static.tvtropes.
->'''Other variations:''' Caster Leader, Senior
Unidentified combatants armed with huge axes and heavy armor. While they are very slow, they can inflict massive
Reunion soldiers that use the Originium from their infection to cast Arts attacks, dealing ranged damage
Changed line(s) 1288,1290 (click to see context) from:
* GasMaskMooks: They wear a rebreather that is connected to the tank mounted in their back.
* MightyGlacier: 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.
* SmashMook: Essentially Butchers with proper protective equipment, which affords them greater defenses. Their battlefield role is more or less the same.
* MightyGlacier: 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.
* SmashMook: Essentially Butchers with proper protective equipment, which affords them greater defenses. Their battlefield role is more or less the same.
to:
* GasMaskMooks: They wear AnIcePerson: Every third attack from a rebreather that is connected to the tank mounted in Yeti Caster will chill a target, halving their back.
* MightyGlacier: Their HP and ATK (A and A+ respectively) are higher than the Defenders. And whileattack speed. If they are a little squishier than Defenders (their DEF is B), Armed Militants chilled again, they will be frozen solid instead.
* AntiMagic: Casters havea RES of B, fairly high RES, making it difficult to take them out with your own casters. You're encouraged to attack them using physical fighters instead.
* AreaOfEffect: Senior Casters utilize complex Arts that can hit multiple operators at once.
* ChunkyUpdraft: Senior Casters are surrounded by floating originium stones, which they use as means of attack.
* DefectorFromDecadence: Yila, along with Galles and Boone, defected Reunion to join the Rusthammer organization after the Chernobog Incident.
* KungFuProofMook: Like crossbowmen, invisible variants of them cannot be targeted by ranged attacks.
* RedEyesTakeWarning: Senior Caster Leaders have glowing red eyes, and have dangerously potent [=AoE=] attacks.
* SquishyWizard: About as tough as a basic Soldier, but the Arts damage they do is''significantly'' higher harder to resist than Defenders' D-ranked RES.
* SmashMook: Essentially Butchersphysical damage. It's often subverted with proper protective equipment, higher-level Caster variants - which affords them greater defenses. Their battlefield role is more or less the same.have significant amounts of HP - and especially by Ursus Armored Casters, which also have surprisingly high ''defense''.
* MightyGlacier: Their HP and ATK (A and A+ respectively) are higher than the Defenders. And while
* AntiMagic: Casters have
* AreaOfEffect: Senior Casters utilize complex Arts that can hit multiple operators at once.
* ChunkyUpdraft: Senior Casters are surrounded by floating originium stones, which they use as means of attack.
* DefectorFromDecadence: Yila, along with Galles and Boone, defected Reunion to join the Rusthammer organization after the Chernobog Incident.
* KungFuProofMook: Like crossbowmen, invisible variants of them cannot be targeted by ranged attacks.
* RedEyesTakeWarning: Senior Caster Leaders have glowing red eyes, and have dangerously potent [=AoE=] attacks.
* SquishyWizard: About as tough as a basic Soldier, but the Arts damage they do is
* SmashMook: Essentially Butchers
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[[folder:Breaker]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_breaker.png]]
->'''Other variations:''' Breaker Leader
Well-trained soldiers who use their incredible speed and decent attack power to spearhead assaults.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_breaker.png]]
->'''Other variations:''' Breaker Leader
Well-trained soldiers who use their incredible speed and decent attack power to spearhead assaults.
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->'''Other variations:'''
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* LightningBruiser: These guys are fast, tough, and hit surprisingly hard for their size, made worse by their tendency to come in groups.
* ZergRush: 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.
* ZergRush: 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.
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* LightningBruiser: These guys are fast, tough, and hit surprisingly hard for their size, made worse by their tendency LongRangeFighter: 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 come in groups.
* ZergRush: Their fighting tactics seem to be bumrushinghammer your line defenses from the other end of defense the map, and tearing it down frequently doing so from a safe corner you can't do anything about.
* StuffBlowingUp: The shells they fire are packed withbrute force. Failing that, they'll just tear it down with sheer numbers, if your Originium-based explosives, dealing damage output isn't strong enough to wear them down while they're being blocked by your ground operators.an area around its point of impact.
* ZergRush: Their fighting tactics seem to be bumrushing
* StuffBlowingUp: The shells they fire are packed with
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[[folder:Bombtail]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_bombtail.png]]
->'''Other variations:''' Bombtail-G, Oneiros
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_bombtail.png]]
->'''Other variations:''' Bombtail-G, Oneiros
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.
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->'''Other variations:'''
Special drones that carry warheads, which they will launch
Trained soldiers who use fast blade attacks to cause
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* ItOnlyWorksOnce: They are only equipped with a single bomb and nothing else.
* KillItWithIce: 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.
* FragileSpeedster: 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.
* StuffBlowingUp: When an operator is within range, the Bombtail will launch its explosive charge, dealing massive [=AoE=] physical damage to the target area.
* KillItWithIce: 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.
* FragileSpeedster: 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.
* StuffBlowingUp: When an operator is within range, the Bombtail will launch its explosive charge, dealing massive [=AoE=] physical damage to the target area.
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* ItOnlyWorksOnce: They are only equipped with a single bomb and nothing else.
* KillItWithIce: The Oneiros variant drops a special bomb that detonatesDualWielding: A pair of straight-bladed swords held in a freezing Arts blast on impact. While it deals a lot less damage than ReverseGrip, contrasting 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.
* FragileSpeedster: They become this oncecurved blades of their attack has been used up, making it slightly easier for them to make regular cousins.
* ExactlyWhatItSaysOnTheTin: They're Reunion soldiers who wield abreak for the blue base. The Oneiros variant does not have this trait.
pair of swords.
*StuffBlowingUp: When an operator FromCamouflageToCriminal: Their description speculates that they came from mutinous military units or police departments.
* NinjaRun: This iswithin range, the Bombtail will launch its explosive charge, dealing massive [=AoE=] physical damage to the target area.how they move towards your defensive line, with their arms held back and head tilted forwards.
* KillItWithIce: The Oneiros variant drops a special bomb that detonates
* FragileSpeedster: They become this once
* ExactlyWhatItSaysOnTheTin: They're Reunion soldiers who wield a
*
* NinjaRun: This is
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[[folder:Arts Master [=A1=]]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_artsmastera1.png]]
->'''Other variations:''' Arts Master A2
Enemy drones armed with special weapons that allow them to launch long-ranged Arts attacks, while giving them potent Arts resistance in the process.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_artsmastera1.png]]
->'''Other variations:''' Arts Master A2
Enemy drones armed with special weapons that allow them to launch long-ranged Arts attacks, while giving them potent Arts resistance in the process.
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->'''Other variations:'''
Enemy drones armed
Heavily armored and trained Reunion soldiers with
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* AntiMagic: Their weapon modules give them significant Arts protection, making them significantly resistant to magical damage.
* ArmorPiercingAttack: 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.
* MightyGlacier: 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.
* ArmorPiercingAttack: 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.
* MightyGlacier: 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.
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* AchillesHeel:
** 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.
* AntiMagic:Their weapon modules give them significant Arts protection, making them significantly resistant to magical damage.
* ArmorPiercingAttack:The purple lasers they fire deal Arts damage, targeting an operator's RES instead of DEF, making them more lethal and dangerous than Dublinn variants wear Arts-refracting masks that greatly increase their regular Monster counterparts.
* MightyGlacier: Due to trading some ofRES, eliminating their flight modules for a bigger weapon module, Arts Master A2 drones are significantly slower than AchillesHeel. The masks can be temporarily disabled by Silencing them.
* BossInMookClothing: Heavy Defender Lieutenants, identifiable by theirA1 counterparts but have ''much'' darker armor and GlowingEyesOfDoom, are an extremely rare Heavy Defender variant (until Crimson Solitaire, [[UniqueEnemy only one ever appeared in the game]], on GT-HX-3) with monumentally higher stats, particularly range, stats than even the Leader variants. Their HP, ATK, and ATK. Due DEF values are massive and surpass even that of most ''boss enemies''[[note]]In the normal variant of GT-HX-3, the Lieutenant has 40,000 HP, 1,000 ATK, and 1,200 DEF - for comparison, Mudrock has 45,000/800/1,000[[/note]], although they share their lesser brethren's AchillesHeel to them taking a while to kill while doing enough Arts damage and lack the special abilities most bosses have.
* EliteMook: They're considered Elite enemies in all of their variations.
* GiantMook: Significantly larger than a typical Reunion soldier, possessing greater health, defenses, and attack power, but as slow as a snail.
* HealingFactor: Possessed Heavy Defenders will regenerate HP over time like their brethren, which can become a problem quick if you don't have Arts tohandily kill many ranged overwhelm their defense.
* HeavilyArmoredMook: The riot armor they wear offers incredible defense against physical attack, but not against Arts (unless they're a Guerilla Shielder).
* HelpfulMook: 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.
* IShallTauntYou: 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.
* LuckilyMyShieldWillProtectMe: Besides being decked from head to toe in heavy armor, these guys also carry formidable tower shields for extra protection.
* MightyGlacier:
* ShieldBash: The only weapon they have is their shields, so bashing operatorsin a few hits at most, A2 Drones are one is their only mean of the most common reasons for losses in Annihilation 3.attacking. It still does more damage than a sword slash from a basic soldier.
** 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.
* AntiMagic:
* ArmorPiercingAttack:
* MightyGlacier: Due to trading some of
* BossInMookClothing: Heavy Defender Lieutenants, identifiable by their
* EliteMook: They're considered Elite enemies in all of their variations.
* GiantMook: Significantly larger than a typical Reunion soldier, possessing greater health, defenses, and attack power, but as slow as a snail.
* HealingFactor: Possessed Heavy Defenders will regenerate HP over time like their brethren, which can become a problem quick if you don't have Arts to
* HeavilyArmoredMook: The riot armor they wear offers incredible defense against physical attack, but not against Arts (unless they're a Guerilla Shielder).
* HelpfulMook: 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.
* IShallTauntYou: 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.
* LuckilyMyShieldWillProtectMe: Besides being decked from head to toe in heavy armor, these guys also carry formidable tower shields for extra protection.
* MightyGlacier:
* ShieldBash: The only weapon they have is their shields, so bashing operators
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[[folder:Frost]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_frostdrone.png]]
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_frostdrone.png]]
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.
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Unmanned, unarmed drones
Infected creatures covered in metal armor that
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* AnIcePerson: It reduces the temperature around itself, halving the attack speed of operators and severely hampering their damage output.
* NonActionGuy: It is not armed with any damage dealing equipment.
* OneSteveLimit: Averted. The guitarist of Alive Until Sunset ''and'' the Specialist Operator of Team Rainbow are also named Frost.
* StoneWall: 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.
* NonActionGuy: It is not armed with any damage dealing equipment.
* OneSteveLimit: Averted. The guitarist of Alive Until Sunset ''and'' the Specialist Operator of Team Rainbow are also named Frost.
* StoneWall: 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.
to:
* AnIcePerson: It reduces the temperature around itself, halving the attack speed of operators and severely hampering AchillesHeel: While their damage output.
high defenses make them hard to kill normally, their light weight makes them vulnerable to being pulled or pushed into BottomlessPits, which will instantly kill them.
*NonActionGuy: It is CallASmeerpARabbit: No matter which way you slice it, these things are definitely not armed with any damage dealing equipment.
* OneSteveLimit: Averted. The guitarist"crabs". If anything, they look closer to some kind of Alive Until Sunset ''and'' the Specialist Operator of Team Rainbow are also named Frost.
arachnid covered in metal and originium flakes.
* StoneWall:They are quite sturdy, having a B rank in HP, DEF, Their health, speed, and RES. Killing them is also problematic, due to their aforementioned attack speed slow.power aren't that great, but they have a high defense of B and an ''even higher'' resistance of S.
*
* OneSteveLimit: Averted. The guitarist
* StoneWall:
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[[folder:Defense Crusher]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_defensecrusher.png]]
->'''Other variations:''' Defense Crusher Leader
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_defensecrusher.png]]
->'''Other variations:''' Defense Crusher Leader
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.
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* AchillesHeel: Despite their disturbingly high health, attack power, and defense, they have ''0'' RES, making them highly vulnerable to Arts damage.
* MightyGlacier: 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.
* MightyGlacier: 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.
to:
* AchillesHeel: Despite their disturbingly high health, attack power, and defense, they have ''0'' RES, making them highly vulnerable to Arts damage.
* MightyGlacier: With 10,000 HP, 1,000 ATK, and 1,000 DEF, Defense Crushers hit like trucks and take a while to kill. Fortunately,StealthyMook: Lurkers cannot be attacked normally unless they're slow as hell, and no longer Invisible. This is most easily done by blocking them with a melee operator; however, some operators can remove their heavy armor doesn't offer Invisibility without blocking them any Arts resistance.(SilverAsh and Tsukinogi), or can simply ignore them being Invisible in the first place (Totter).
* MightyGlacier: With 10,000 HP, 1,000 ATK, and 1,000 DEF, Defense Crushers hit like trucks and take a while to kill. Fortunately,
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[[folder:Enraged Possessed Soldier]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_enragedpossessedsoldier.png]]
->'''Other variations:''' Enraged Possessed Leader
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_enragedpossessedsoldier.png]]
->'''Other variations:''' Enraged Possessed Leader
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.
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->'''Other variations:'''
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* DefectorFromDecadence: Boone, along with Galles and Yila, defected Reunion to join the Rusthammer organization after the Chernobog Incident.
* LightningBruiser: 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.
* LivingOnBorrowedTime: They will lose HP over time; given long enough, this is fully capable of killing them.
* LightningBruiser: 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.
* LivingOnBorrowedTime: They will lose HP over time; given long enough, this is fully capable of killing them.
to:
* DefectorFromDecadence: Boone, along with Galles and Yila, defected Reunion NonActionGuy: Wraiths are unable to join the Rusthammer organization after the Chernobog Incident.
* LightningBruiser: Fast, extremely bulky, and will handily dismantle most defenders in 2-3 hits. Most strategies usually involve bursting them down with rangeddirectly damage your operators in any way. Justified - they're completely unarmed engineers, and hamstringing them with crowd control their role is to infiltrate enemy lines and perform sabotage on support equipment.
* StealthyMook: 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 whileletting them kill themselves with their self-damage.
* LivingOnBorrowedTime: They will lose HP over time; given long enough, this is fully capable of killing them.your operators are busy engaging other threats in the battlefield.
* LightningBruiser: Fast, extremely bulky, and will handily dismantle most defenders in 2-3 hits. Most strategies usually involve bursting them down with ranged
* StealthyMook: 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
* LivingOnBorrowedTime: They will lose HP over time; given long enough, this is fully capable of killing them.
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[[folder:Enraged Possessed Thrower]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_enragedpossessedthrower.png]]
->'''Other variations:''' Enraged Possessed Bonethrower
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_enragedpossessedthrower.png]]
->'''Other variations:''' Enraged Possessed Bonethrower
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.
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->'''Other variations:'''
Possessed Soldiers who have gotten their infection forcibly accelerated to the point that they've descended into primal madness, to an extent where
Aerial drones remotely controlled by Reunion casters. As aerial units, they
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* LivingOnBorrowedTime: 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.
* ThrowingYourSwordAlwaysWorks: 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.
* ThrowingYourSwordAlwaysWorks: 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.
to:
* LivingOnBorrowedTime: AttackDrone: Gun-armed drones controlled by Reunion casters using long-range Arts receiver. 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.
* ThrowingYourSwordAlwaysWorks: They hurl Originium crystals at operators when within range; notably, unlike otherrepresent the basic aerial threat that can only be taken down with ranged enemy attacks.
* BossInMookClothing: The [[MightyGlacier 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 unitsthey remain stationary while attacking, keeping (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.
* DeathbringerTheAdorable: Despite the name, the Mk I variant completely lacks any sort of attack, making themout of reach of melee attacks.harmless to your operators.
* ThrowingYourSwordAlwaysWorks: They hurl Originium crystals at operators when within range; notably, unlike other
* BossInMookClothing: The [[MightyGlacier 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
* DeathbringerTheAdorable: Despite the name, the Mk I variant completely lacks any sort of attack, making them
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[[folder:Yeti Icecleaver]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_yetiicecleaver.png]]
->'''Other variations:''' Yeti Icecleaver Leader
Yeti Squadron soldiers who wield long katanas. They have high stats and can deal massive damage to frozen operators.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_yetiicecleaver.png]]
->'''Other variations:''' Yeti Icecleaver Leader
Yeti Squadron soldiers who wield long katanas. They have high stats and can deal massive damage to frozen operators.
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->'''Other variations:''' Yeti Icecleaver Leader
Yeti Squadron soldiers who wield long katanas. They have high stats and can deal massive damage
An unmanned drone with the ability to
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* ElementalRockPaperScissors: 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.
* KatanasAreJustBetter: Like the Avengers before them, they wield katanas and are skilled with using them.
* MightyGlacier: They have very high HP, surprisingly good mixed defenses, and can hit for severe damage, but aren't very fast.
* KatanasAreJustBetter: Like the Avengers before them, they wield katanas and are skilled with using them.
* MightyGlacier: They have very high HP, surprisingly good mixed defenses, and can hit for severe damage, but aren't very fast.
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* ElementalRockPaperScissors: They deal a whopping 250% bonus damage to frozen targets - 300% if it's a leader. Combined with NonActionGuy: It has no offensive capabilities whatsoever.
* SupportPartyMember: Boosts the defense of nearby enemy units by 300, significantly increasing theirnaturally high ATK, they can usually kill frozen units in 1-2 hits.
* KatanasAreJustBetter: Like the Avengers before them, they wield katanas and are skilled with using them.
* MightyGlacier: They have very high HP, surprisingly good mixed defenses, and can hit for severe damage, but aren't very fast.survivability.
* SupportPartyMember: Boosts the defense of nearby enemy units by 300, significantly increasing their
* KatanasAreJustBetter: Like the Avengers before them, they wield katanas and are skilled with using them.
* MightyGlacier: They have very high HP, surprisingly good mixed defenses, and can hit for severe damage, but aren't very fast.
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[[folder:Demolitionist]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_demolitionist.png]]
->'''Other variations:''' Demolitionist Leader
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_demolitionist.png]]
->'''Other variations:''' Demolitionist Leader
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.
to:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:''' Demolitionist Leader
Reunion
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* AchillesHeel: Just like their Defense Crusher cousins, they have no Arts resistance whatsoever.
* EarlyBirdCameo: Due to ''Children of Ursus'' being pushed up ahead of ''Darknights' Memoir''[[note]]Their debut event in CN servers[[/note]] on Global servers, these guys ended up appearing much earlier than they're supposed to.
* MightyGlacier: 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.
* SplashDamageAbuse: 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.
* EarlyBirdCameo: Due to ''Children of Ursus'' being pushed up ahead of ''Darknights' Memoir''[[note]]Their debut event in CN servers[[/note]] on Global servers, these guys ended up appearing much earlier than they're supposed to.
* MightyGlacier: 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.
* SplashDamageAbuse: 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.
to:
* AchillesHeel: Just NonActionGuy: Averted. They are completely unarmed like their Defense Crusher cousins, Wraiths, and also specialize in electronics like them. But they have no Arts resistance whatsoever.
* EarlyBirdCameo: Due to ''Children of Ursus'' being pushed up ahead of ''Darknights' Memoir''[[note]]Their debut event in CN servers[[/note]] on Global servers, these guys ended up appearing much earlier than they're supposed to.
* MightyGlacier: 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 fittinglyare capable of ''far'' higher damage output.
defending themselves by kicking at any foes that block them.
*SplashDamageAbuse: Their attacks deal damage to TrueSight: The devices mounted on 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 backs are able 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 reveal invisible operators up on the high ground, so plan carefully where you're placing your Medics and other ranged units.in their vicinity.
* EarlyBirdCameo: Due to ''Children of Ursus'' being pushed up ahead of ''Darknights' Memoir''[[note]]Their debut event in CN servers[[/note]] on Global servers, these guys ended up appearing much earlier than they're supposed to.
* MightyGlacier: 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
*
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!Sargon Units
!!!Tiacauh Tribe (Introduced in ''Gavial the Great Chief Returns'')
[[folder:General]]
* LizardFolk: They are Acahuallan tribesmen that bear an appearance to alligators.
[[/folder]]
[[folder:Tiacauh Warrior]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_070.png]]
->'''Other variations:''' Tiacauh Guard
Archosaurus melee fighters who will gain additional DEF while being blocked.
!!!Tiacauh Tribe (Introduced in ''Gavial the Great Chief Returns'')
[[folder:General]]
* LizardFolk: They are Acahuallan tribesmen that bear an appearance to alligators.
[[/folder]]
[[folder:Tiacauh Warrior]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_070.png]]
->'''Other variations:''' Tiacauh Guard
Archosaurus melee fighters who will gain additional DEF while being blocked.
to:
!!!Tiacauh Tribe (Introduced in ''Gavial the Great Chief Returns'')
[[folder:General]]
* LizardFolk: They are Acahuallan tribesmen that bear an appearance to alligators.
[[/folder]]
[[folder:Tiacauh Warrior]]
[[quoteright:350:https://static.
[[quoteright:150:https://static.tvtropes.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_avengerboss.png]]
->'''Other variations:'''
Archosaurus melee fighters who will gain additional DEF while being blocked.
Unique katana-wielding soldiers that significantly buff their ATK once falling below half health. A unique one titled "Hateful Avenger" (quotes included) is the FinalBoss of Operation Basepoint and Contingency Contract as a whole.
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* StatusBuff: Whenever an Operator blocks them they receive a significant DEF boost, this makes them dangerous to non-Defender Operators that attempt to engage them in a fight.
* WeaponsOfTheirTrade: Befitting their nature as tribesmen, they fight with a crudely built spear.
* WeaponsOfTheirTrade: Befitting their nature as tribesmen, they fight with a crudely built spear.
to:
* StatusBuff: Whenever {{BFS}}: Their katana are big enough to qualify as an Operator blocks ōdachi.
* BookEnds: 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 [[RememberTheNewGuy who is explicitly one of the survivors of the first battle in the Area 59 Ruins]] after training and returning for revenge.
* FlamingSword: 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.
* FinalBoss: 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 TurnsRed functionality that made them infamous being buffed up to boss levels, he also becomes an absurd LightningBruiser who can rush down defenders with his newfound DashAttack. 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 DamageReduction, and even [[ContractualBossImmunity 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 AutoRevive 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, [[AscendedMeme he brings to mind the number one reason why players feared his normal part in the first place]].
* KatanasAreJustBetter: Avengers are equipped with these, and they make deadly use of them.
* TurnsRed:
** Avengers are deceptively strong. While their starting damage is laughable, they receive asignificant DEF boost, this makes ''massive'' ATK buff at less than 50% HP (+100% for a normal one, ''+180%'' for the Hateful version). Being careless around them dangerous to non-Defender Operators that attempt to engage them will result in a fight.
* WeaponsOfTheirTrade: Befitting their nature as tribesmen, theyyour Defenders melting terrifyingly quickly if the fight with 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 acrudely built spear.higher HP threshold, up to starting in this state '''as soon as they spawn'''.
* BookEnds: 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 [[RememberTheNewGuy who is explicitly one of the survivors of the first battle in the Area 59 Ruins]] after training and returning for revenge.
* FlamingSword: 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.
* FinalBoss: 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 TurnsRed functionality that made them infamous being buffed up to boss levels, he also becomes an absurd LightningBruiser who can rush down defenders with his newfound DashAttack. 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 DamageReduction, and even [[ContractualBossImmunity 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 AutoRevive 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, [[AscendedMeme he brings to mind the number one reason why players feared his normal part in the first place]].
* KatanasAreJustBetter: Avengers are equipped with these, and they make deadly use of them.
* TurnsRed:
** Avengers are deceptively strong. While their starting damage is laughable, they receive a
* WeaponsOfTheirTrade: Befitting their nature as tribesmen, they
** Certain Contingency Contract modifiers can have them turn red ''earlier'' at a
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[[folder:Tiacauh Lancer]]
->'''Other variations:''' Tiacauh Sniper
Archosaurus warriors who throw ranged spear attacks.
->'''Other variations:''' Tiacauh Sniper
Archosaurus warriors who throw ranged spear attacks.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_artsguard.png]]
->'''Other variations:'''
Archosaurus warriors who throw ranged spear attacks.
Reunion soldiers that can infuse their swords with Originium Arts, allowing their slashes to deal Arts damage.
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* ThrowingYourSwordAlwaysWorks: They throw their spears as their ranged attack.
to:
* ThrowingYourSwordAlwaysWorks: They throw ArmorPiercingAttack: 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.
* MagicKnight: They're capable of infusing arts into theirspears as their ranged attack.swords.
* {{BFS}}: The swords they wield is longer than they are tall.
* MagicKnight: They're capable of infusing arts into their
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[[folder:Tiacauh Fanatic]]
->'''Other variations:''' Tiacauh Ripper
Archosaurus warriors who wield acid-coated gauntlets, giving them both fast attack speed and the ability to apply a permanent stacking DEF debuff on targets.
->'''Other variations:''' Tiacauh Ripper
Archosaurus warriors who wield acid-coated gauntlets, giving them both fast attack speed and the ability to apply a permanent stacking DEF debuff on targets.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_bladedfighter.png]]
->'''Other variations:'''
Archosaurus warriors
Reunion soldiers who
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* AntiArmor: Their attacks apply stacked DEF debuffs to their target, much like Acid Originium Slugs.
to:
* AntiArmor: BladeBelowTheShoulder: They wield a pair of bladed gauntlets to enhance their martial arts strikes. They also double as shields, justifying their slightly higher defense.
* RapidFireFisticuffs: Downplayed. Theirattacks apply stacked DEF debuffs to their target, much like Acid Originium Slugs.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.
* RapidFireFisticuffs: Downplayed. Their
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[[folder:Tiacauh Ritualist]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_071.png]]
->'''Other variations:''' Tiacauh Shaman
Archosaurus casters that use Arts attacks. If they are blocked, they will gain increased DEF and start using melee attacks that deal significantly higher physical damage.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_071.png]]
->'''Other variations:''' Tiacauh Shaman
Archosaurus casters that use Arts attacks. If they are blocked, they will gain increased DEF and start using melee attacks that deal significantly higher physical damage.
to:
[[quoteright:350:https://static.
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
Archosaurus casters that use Arts attacks. If they are blocked, they will gain increased DEF and start using melee attacks that deal significantly higher physical damage.
Unidentified combatants wielding huge axes, capable of dealing severe damage while taking just as much in return.
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* MagicStaff: 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.
to:
* MagicStaff: Not only can they fire ranged Arts attacks with it, but if they get blocked, they will resort SmashMook: Like Loggers and Junkmen, Butchers exist to pound your melee attacks with their staff, dealing ''quadruple physical'' operators to dust and tank huge amounts of damage to your operators.in the process.
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[[folder:Tiacauh Shredder]]
->'''Other variations:''' Tiacauh Annihilator
Elite Archosaurus warriors armed with military equipment that gives them higher stats. They can also periodically destroy nearby mushroom or stump tiles, disabling their effects and making it impossible to deploy units there.
->'''Other variations:''' Tiacauh Annihilator
Elite Archosaurus warriors armed with military equipment that gives them higher stats. They can also periodically destroy nearby mushroom or stump tiles, disabling their effects and making it impossible to deploy units there.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_armedmilitant.png]]
->'''Other variations:'''
Elite Archosaurus warriors
Unidentified combatants armed with
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* ChainsawGood: Fights with dual buzzsaws.
to:
* ChainsawGood: Fights GasMaskMooks: They wear a rebreather that is connected to the tank mounted in their back.
* MightyGlacier: 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.
* SmashMook: Essentially Butchers withdual buzzsaws.proper protective equipment, which affords them greater defenses. Their battlefield role is more or less the same.
* MightyGlacier: 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.
* SmashMook: Essentially Butchers with
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[[folder:Tiacauh Brave]]
->'''Other variations:''' Tiacauh Champion
The strongest of the Tiacauh warriors who only partake in one-on-one duels. If blocked, they will reduce both their own DEF and that of their target by 70%, draw aggro from the blocker, and become immune to all damage outside of that from their opponent.
->'''Other variations:''' Tiacauh Champion
The strongest of the Tiacauh warriors who only partake in one-on-one duels. If blocked, they will reduce both their own DEF and that of their target by 70%, draw aggro from the blocker, and become immune to all damage outside of that from their opponent.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_breaker.png]]
->'''Other variations:'''
The strongest of the Tiacauh warriors
Well-trained soldiers who
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* DrawAggro: From whoever's blocking them.
* DuelBoss: Once they are blocked, they will only take damage from the blocking Operator, making it a 1v1 battle.
* DuelToTheDeath: 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.
* DuelBoss: Once they are blocked, they will only take damage from the blocking Operator, making it a 1v1 battle.
* DuelToTheDeath: 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.
to:
* DrawAggro: From whoever's blocking them.
* DuelBoss: Once theyLightningBruiser: These guys are blocked, they will only take fast, tough, and hit surprisingly hard for their size, made worse by their tendency to come in groups.
* ZergRush: 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 damagefrom the blocking Operator, making it a 1v1 battle.
* DuelToTheDeath: What happens when you tryoutput isn't strong enough to block one. The Brave/Champion will force the blocking operator into an 1v1, with both forced to attack each other.wear them down while they're being blocked by your ground operators.
* DuelBoss: Once they
* ZergRush: 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
* DuelToTheDeath: What happens when you try
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!!!Drudge's Mercenaries & Originiutants (Introduced in ''Originium Dust'')
[[folder:Originiutant Puppet]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantpuppet.png]]
Human remains parasitized and reanimated by Originiutants. Divides into two Originiutant Excrescences on death.
[[folder:Originiutant Puppet]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantpuppet.png]]
Human remains parasitized and reanimated by Originiutants. Divides into two Originiutant Excrescences on death.
to:
[[folder:Originiutant Puppet]]
[[quoteright:150:https://static.tvtropes.
Human remains parasitized and reanimated by Originiutants. Divides into two Originiutant Excrescences on death.
->'''Other variations:''' Bombtail-G, Oneiros
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.
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* OurZombiesAreDifferent: 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 (but self-aware) people controlled through Mephisto's Arts.
to:
* OurZombiesAreDifferent: ItOnlyWorksOnce: They are only equipped with a single bomb and nothing else.
* KillItWithIce: The Oneiros variant drops a special bomb that detonates in a freezing Arts blast on impact. While it deals a lot less damage than thefirst (and only, until 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 introduction of Dublinn Flamecallers and Flamechaser Guards) true undead unit introduced, as next few seconds.
* FragileSpeedster: They become this once their attack has been used up, making it slightly easier for them to make a break for thePossessed Soldiers and Junkmen are half-dead (but self-aware) people controlled through Mephisto's Arts.blue base. The Oneiros variant does not have this trait.
* StuffBlowingUp: When an operator is within range, the Bombtail will launch its explosive charge, dealing massive [=AoE=] physical damage to the target area.
* KillItWithIce: 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
* FragileSpeedster: They become this once their attack has been used up, making it slightly easier for them to make a break for the
* StuffBlowingUp: When an operator is within range, the Bombtail will launch its explosive charge, dealing massive [=AoE=] physical damage to the target area.
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[[folder:Mutant Sand Beast]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantsandbeast.png]]
->'''Other variations:''' Mutant Sand Beast α
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantsandbeast.png]]
->'''Other variations:''' Mutant Sand Beast α
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.
to:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
Swift, omnivorous desert beasts trained by the Sargonians as hunting partners, they have become infected
Enemy drones armed with
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* BearsAreBadNews: 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 [[EldritchAbomination Seaborn]] from ''Under Tides''.
to:
* BearsAreBadNews: Its model appears AntiMagic: Their weapon modules give them significant Arts protection, making them significantly resistant to be based upon a bear, magical damage.
* ArmorPiercingAttack: The purple lasers they fire deal Arts damage, targeting an operator's RES instead of DEF, making them more lethal andit's infected with something that seems dangerous than their regular Monster counterparts.
* MightyGlacier: Due tobe on 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 same threat level as the [[EldritchAbomination Seaborn]] from ''Under Tides''.most common reasons for losses in Annihilation 3.
* ArmorPiercingAttack: The purple lasers they fire deal Arts damage, targeting an operator's RES instead of DEF, making them more lethal and
* MightyGlacier: Due to
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[[folder:Mutant Rock Spider]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantrockspider.png]]
->'''Other variations:''' Mutant Rock Spider α
Sargonian arachnids parasitized by Originiutants. Divides into three Originiutant Excrescences on death, or Tumors if it's an α variant.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantrockspider.png]]
->'''Other variations:''' Mutant Rock Spider α
Sargonian arachnids parasitized by Originiutants. Divides into three Originiutant Excrescences on death, or Tumors if it's an α variant.
to:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:''' Mutant Rock Spider α
Sargonian arachnids parasitized by Originiutants. Divides into three Originiutant Excrescences on death, or Tumors if it's an α variant.
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.
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* BigCreepyCrawlies: Although they're actually unrelated to the more common Infused Originium Slugs.
to:
* BigCreepyCrawlies: Although they're actually unrelated to AnIcePerson: It reduces the more common Infused Originium Slugs.temperature around itself, halving the attack speed of operators and severely hampering their damage output.
* NonActionGuy: It is not armed with any damage dealing equipment.
* OneSteveLimit: Averted. The guitarist of Alive Until Sunset ''and'' the Specialist Operator of Team Rainbow are also named Frost.
* StoneWall: 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.
* NonActionGuy: It is not armed with any damage dealing equipment.
* OneSteveLimit: Averted. The guitarist of Alive Until Sunset ''and'' the Specialist Operator of Team Rainbow are also named Frost.
* StoneWall: 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.
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[[folder:Mutant Giant Rock Spider]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantgiantrockspider.png]]
->'''Other variations:''' Mutant Giant Rock Spider α
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantgiantrockspider.png]]
->'''Other variations:''' Mutant Giant Rock Spider α
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.
to:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
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),
Reunion elites clad in heavy blast suits and
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* BigCreepyCrawlies: Even bigger and meaner than a regular Rock Spider.
* MookMaker: Spits out an Originiutant Excrescence or Tumor every 5 seconds, which can build up quickly if multiple Giant Rock Spiders are active at once.
* MookMaker: Spits out an Originiutant Excrescence or Tumor every 5 seconds, which can build up quickly if multiple Giant Rock Spiders are active at once.
to:
* BigCreepyCrawlies: Even bigger AchillesHeel: Despite their disturbingly high health, attack power, and meaner than defense, they have ''0'' RES, making them highly vulnerable to Arts damage.
* MightyGlacier: With 10,000 HP, 1,000 ATK, and 1,000 DEF, Defense Crushers hit like trucks and take aregular Rock Spider.
* MookMaker: Spits out an Originiutant Excrescence or Tumor every 5 seconds, which can build up quickly if multiple Giant Rock Spiders are active at once.while to kill. Fortunately, they're slow as hell, and their heavy armor doesn't offer them any Arts resistance.
* MightyGlacier: With 10,000 HP, 1,000 ATK, and 1,000 DEF, Defense Crushers hit like trucks and take a
* MookMaker: Spits out an Originiutant Excrescence or Tumor every 5 seconds, which can build up quickly if multiple Giant Rock Spiders are active at once.
Changed line(s) 1482,1486 (click to see context) from:
[[folder:Originiutant]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutant.png]]
->'''Other variations:''' Originiutant α
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutant.png]]
->'''Other variations:''' Originiutant α
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.
to:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
A heavily mutated Originium behemoth used as a living weapon. Although they are very slow,
Possessed Soldiers who've had their
Changed line(s) 1488,1489 (click to see context) from:
* ArmoredButFrail: 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.
* MightyGlacier: 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.
* MightyGlacier: 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.
to:
* ArmoredButFrail: 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, DefectorFromDecadence: Boone, along with even Galles and Yila, defected Reunion to join the strongest variant of them having less health than an ordinary Heavy Defender.
Rusthammer organization after the Chernobog Incident.
*MightyGlacier: They're LightningBruiser: Fast, extremely resilient to all types of conventional damage, bulky, and deal massive amounts of Arts will handily dismantle most defenders in 2-3 hits. Most strategies usually involve bursting them down with ranged damage and hamstringing them with each strike. To compensate, they attack very slowly and move even slower.crowd control while letting them kill themselves with their self-damage.
* LivingOnBorrowedTime: They will lose HP over time; given long enough, this is fully capable of killing them.
*
* LivingOnBorrowedTime: They will lose HP over time; given long enough, this is fully capable of killing them.
Changed line(s) 1492,1496 (click to see context) from:
[[folder:"Redmark" Eradicator]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkeradicator.png]]
->'''Other variations:''' Elite "Redsign" Eradicator
A camouflaged mercenary sniper who uses extraordinarily lethal attacks from anywhere on the map, but can only attack Operators exposed to a sandstorm.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkeradicator.png]]
->'''Other variations:''' Elite "Redsign" Eradicator
A camouflaged mercenary sniper who uses extraordinarily lethal attacks from anywhere on the map, but can only attack Operators exposed to a sandstorm.
to:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
A camouflaged mercenary sniper
Possessed Soldiers who
Changed line(s) 1498,1500 (click to see context) from:
* AchillesHeel: Operators not caught in a sandstorm, if forced into a melee combat, they will only use a melee attack which only deal a small amount of damage.
* ColdSniper: They are capable of ''sniping'' Operators caught in the sandstorm anywhere on the map. This, coupled with their high ATK stat, makes them extremely dangerous to an affected Operator.
* EliteMook: 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".
* ColdSniper: They are capable of ''sniping'' Operators caught in the sandstorm anywhere on the map. This, coupled with their high ATK stat, makes them extremely dangerous to an affected Operator.
* EliteMook: 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".
to:
* AchillesHeel: Operators not caught in a sandstorm, if forced into a melee combat, they LivingOnBorrowedTime: They will only use a melee attack which only deal a small amount of damage.
* ColdSniper: They are capable of ''sniping'' Operators caught in the sandstorm anywhere on the map. This, coupled withlose HP over time. Due to their high ATK stat, makes behavior, sometimes allowing them extremely dangerous to drop dead naturally is an affected Operator.
optimal way of eliminating them, apart from certain challenge mode conditions.
*EliteMook: Unusually for the infantry presented for ''Operation: ThrowingYourSwordAlwaysWorks: They hurl Originium Dust'', these enemies are always categorized as an Elite Enemy, making them the only crystals at operators when within range; notably, unlike other ranged enemy group to lack a Common Enemy representing the "Redmarks".units they remain stationary while attacking, keeping them out of reach of melee attacks.
* ColdSniper: They are capable of ''sniping'' Operators caught in the sandstorm anywhere on the map. This, coupled with
*
Changed line(s) 1503,1507 (click to see context) from:
[[folder:"Redmark" Infiltrator]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkinfiltrator.png]]
->'''Other variations:''' Elite "Redsign" Infiltrator, Holographic Illusion, Holographic Illusion [=MK2=]
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkinfiltrator.png]]
->'''Other variations:''' Elite "Redsign" Infiltrator, Holographic Illusion, Holographic Illusion [=MK2=]
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.
to:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
A mercenary saboteur
Yeti Squadron soldiers who
Changed line(s) 1509 (click to see context) from:
* MesACrowd: They can project a holographic copy of them if attacked for the first time, until the copy is destroyed, they can easily pass through a defensive line.
to:
* MesACrowd: ElementalRockPaperScissors: They can project deal a holographic copy of them whopping 250% bonus damage to frozen targets - 300% if attacked for the first time, until the copy is destroyed, it's a leader. Combined with their naturally high ATK, they can easily pass through a defensive line.usually kill frozen units in 1-2 hits.
* KatanasAreJustBetter: Like the Avengers before them, they wield katanas and are skilled with using them.
* MightyGlacier: They have very high HP, surprisingly good mixed defenses, and can hit for severe damage, but aren't very fast.
* KatanasAreJustBetter: Like the Avengers before them, they wield katanas and are skilled with using them.
* MightyGlacier: They have very high HP, surprisingly good mixed defenses, and can hit for severe damage, but aren't very fast.
Changed line(s) 1512,1516 (click to see context) from:
[[folder:Originiutant Excrescence]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantexcrescence.png]]
->'''Other variations:''' Originiutant Tumor
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantexcrescence.png]]
->'''Other variations:''' Originiutant Tumor
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.
to:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
Twisted life-forms created by Levi Klitschko's experiments with radiation
Reunion elites clad in heavy blast suits and
Changed line(s) 1518 (click to see context) from:
* ZergRush: Their entire modus operandi; especially the Tumors, which can all but paralyze melee Operators.
to:
* ZergRush: AchillesHeel: Just like their Defense Crusher cousins, they have no Arts resistance whatsoever.
* EarlyBirdCameo: Due to ''Children of Ursus'' being pushed up ahead of ''Darknights' Memoir''[[note]]Their debut event in CN servers[[/note]] on Global servers, these guys ended up appearing much earlier than they're supposed to.
* MightyGlacier: 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.
* SplashDamageAbuse: Theirentire modus operandi; especially attacks deal damage to their primary target and any targets on the Tumors, which 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 all but paralyze melee Operators.hit operators up on the high ground, so plan carefully where you're placing your Medics and other ranged units.
* EarlyBirdCameo: Due to ''Children of Ursus'' being pushed up ahead of ''Darknights' Memoir''[[note]]Their debut event in CN servers[[/note]] on Global servers, these guys ended up appearing much earlier than they're supposed to.
* MightyGlacier: 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.
* SplashDamageAbuse: Their
Changed line(s) 1521,1523 (click to see context) from:
!Siesta Units
!!!Little Black Sheep (introduced in ''So Long, Adele'')
!!!Little Black Sheep (introduced in ''So Long, Adele'')
to:
Changed line(s) 1525,1529 (click to see context) from:
* PiecesOfGod: These are clones of Dolly that developed their own personalities, not unlike the [[spoiler:Sui siblings]]. The finale of "So Long, Adele" reveals that [[spoiler:their personalities are copies of people that Dolly deemed "interesting" during his long life.]]
* KillerRabbit: Despite looking like cute pink-colored sheep, these guys are actually deadly and are just as capable in doing damage to your operators.
* RidiculouslyCuteCritter: They are literally ''pink sheep''.
* StickyFingers: 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.''
* KillerRabbit: Despite looking like cute pink-colored sheep, these guys are actually deadly and are just as capable in doing damage to your operators.
* RidiculouslyCuteCritter: They are literally ''pink sheep''.
* StickyFingers: 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.''
to:
* PiecesOfGod: These are clones of Dolly that developed their own personalities, not unlike the [[spoiler:Sui siblings]]. The finale of "So Long, Adele" reveals that [[spoiler:their personalities are copies of people that Dolly deemed "interesting" during his long life.]]
* KillerRabbit: Despite looking like cute pink-colored sheep, these guys are actually deadly and are just as capable in doing damage to your operators.
* RidiculouslyCuteCritter:LizardFolk: They are literally ''pink sheep''.
* StickyFingers: Some of the familiars carry man-made itemsAcahuallan tribesmen 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 goingbear an appearance to humiliate me. Don't tell people my clones are kleptomaniacs.''alligators.
* KillerRabbit: Despite looking like cute pink-colored sheep, these guys are actually deadly and are just as capable in doing damage to your operators.
* RidiculouslyCuteCritter:
* StickyFingers: Some of the familiars carry man-made items
-->''You're going
Changed line(s) 1532,1534 (click to see context) from:
[[folder:Hot Spring 'Mischievous Rascal']]
->'''Other variations:''' Hot Spring 'Jolly Rascal'
A sheep familiar wearing a traffic cone. Spawns a Carmine Steam on the spot when defeated.
->'''Other variations:''' Hot Spring 'Jolly Rascal'
A sheep familiar wearing a traffic cone. Spawns a Carmine Steam on the spot when defeated.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_070.png]]
->'''Other variations:'''
A sheep familiar wearing
Archosaurus melee fighters who will gain additional DEF while being blocked.
----
* StatusBuff: Whenever an Operator blocks them they receive a
* WeaponsOfTheirTrade: Befitting their nature as tribesmen, they fight with a crudely built spear.
Changed line(s) 1537,1539 (click to see context) from:
[[folder:Fashion Street 'Hearty Heavy']]
->'''Other variations:''' Fashion Street 'Robust Heavy'
A sheep familiar carrying a frisbee. Has a ranged attack and also spawns a Carmine Steam on the spot when defeated.
->'''Other variations:''' Fashion Street 'Robust Heavy'
A sheep familiar carrying a frisbee. Has a ranged attack and also spawns a Carmine Steam on the spot when defeated.
to:
->'''Other variations:'''
A sheep familiar carrying a frisbee. Has a
Archosaurus warriors who throw ranged
----
* ThrowingYourSwordAlwaysWorks: They throw their spears as their ranged attack.
Changed line(s) 1542,1544 (click to see context) from:
[[folder:Fashion Street 'Ordinary Aviator']]
->'''Other variations:''' Fashion Street 'Hyperactive Aviator'
A sheep familiar wearing aviation gear. Has Low-Altitude Hovering and even though they have no attack by themselves, they can grab on a 'Hearty Heavy' to gain a ranged attack.
->'''Other variations:''' Fashion Street 'Hyperactive Aviator'
A sheep familiar wearing aviation gear. Has Low-Altitude Hovering and even though they have no attack by themselves, they can grab on a 'Hearty Heavy' to gain a ranged attack.
to:
->'''Other variations:'''
A sheep familiar wearing aviation gear. Has Low-Altitude Hovering and even though they have no
Archosaurus warriors who wield acid-coated gauntlets, giving them both fast attack
Changed line(s) 1546,1548 (click to see context) from:
* AchillesHeel: 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.
* DisneyDeath: 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.
* MaybeMagicMaybeMundane: They are often mistaken for pink clouds by Siestans, leading to legends of pink clouds surrounding the volcano that were often dismissed as exaggerations.
* DisneyDeath: 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.
* MaybeMagicMaybeMundane: They are often mistaken for pink clouds by Siestans, leading to legends of pink clouds surrounding the volcano that were often dismissed as exaggerations.
to:
* AchillesHeel: 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.
* DisneyDeath:AntiArmor: Their path in some operations take them over bottomless pits, which can result in the Aviator and its potential Heavy passenger falling attacks apply stacked DEF debuffs to their doom if it receives a disabling status effect while over the pit.
* MaybeMagicMaybeMundane: They are often mistaken for pink clouds by Siestans, leading to legends of pink clouds surrounding the volcano that were often dismissed as exaggerations.target, much like Acid Originium Slugs.
* DisneyDeath:
* MaybeMagicMaybeMundane: They are often mistaken for pink clouds by Siestans, leading to legends of pink clouds surrounding the volcano that were often dismissed as exaggerations.
Changed line(s) 1551,1553 (click to see context) from:
[[folder:Hot Spring 'Wandering Vagrant']]
->'''Other variations:''' Hot Spring 'Wandering Slider'
A sheep familiar wearing skating equipment. Has invisibility, and can carry a 'Mischievous Rascal' on them which also gives them the ability to spawn Carmine Steam on tiles that they pass through.
->'''Other variations:''' Hot Spring 'Wandering Slider'
A sheep familiar wearing skating equipment. Has invisibility, and can carry a 'Mischievous Rascal' on them which also gives them the ability to spawn Carmine Steam on tiles that they pass through.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_071.png]]
->'''Other variations:'''
A sheep familiar wearing skating equipment. Has invisibility, and can carry a 'Mischievous Rascal' on them which also gives them the ability to spawn Carmine Steam on tiles
Archosaurus casters that use Arts attacks. If they
Changed line(s) 1555 (click to see context) from:
* TheSneakyGuy: They are invisible until blocked.
to:
* TheSneakyGuy: They are invisible until blocked.MagicStaff: 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.
Changed line(s) 1558,1560 (click to see context) from:
[[folder:'Big Fella']]
->'''Other variations:''' 'Big Man'
A large fluffy critter that sometimes unintentionally eats its own kin. Spawns a 'Mischievous Rascal' on first attack, or when defeated.
->'''Other variations:''' 'Big Man'
A large fluffy critter that sometimes unintentionally eats its own kin. Spawns a 'Mischievous Rascal' on first attack, or when defeated.
to:
->'''Other variations:'''
A large fluffy critter
Elite Archosaurus warriors armed with military equipment that
Changed line(s) 1562 (click to see context) from:
* BigEater: 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.
to:
* BigEater: Is not picky ChainsawGood: Fights 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.dual buzzsaws.
Changed line(s) 1565,1567 (click to see context) from:
[[folder:Urban 'Whirlwind Walker']]
->'''Other variations:''' Urban 'Tornado Trendsetter'
Two familiars that got entangled with each other from fighting over cotton candy. Explodes on first attack to deal Arts damage, leaving behind a 'Mischievous Rascal' and a 'Hearty Heavy'.
->'''Other variations:''' Urban 'Tornado Trendsetter'
Two familiars that got entangled with each other from fighting over cotton candy. Explodes on first attack to deal Arts damage, leaving behind a 'Mischievous Rascal' and a 'Hearty Heavy'.
to:
->'''Other variations:'''
Two familiars
The strongest of the Tiacauh warriors who only partake in one-on-one duels. If blocked, they will reduce both their own DEF and that
Changed line(s) 1569,1572 (click to see context) from:
* ActionBomb: 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.
* FlunkyBoss: Spawns a 'Mischievous Rascal' and a 'Hearty Heavy' after death.
* StickyFingers: 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!''
* FlunkyBoss: Spawns a 'Mischievous Rascal' and a 'Hearty Heavy' after death.
* StickyFingers: 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!''
to:
* ActionBomb: Blows up on the first time DrawAggro: From whoever's blocking them.
* DuelBoss: Once theyattack, dealing Arts are blocked, they will only take damage to whoever is unlucky enough from the blocking Operator, making it a 1v1 battle.
* DuelToTheDeath: What happens when you try to blockthem. And unlike some other enemies that also explode on death (i.e. infused Originium slugs), this ''cannot'' be stopped using Silence status effect.
* FlunkyBoss: Spawns a 'Mischievous Rascal' and a 'Hearty Heavy' after death.
* StickyFingers: Both literally (cotton candy is ''sticky'') and also figuratively from their flavor text.
-->''The main reasonone. The Brave/Champion will force the Candy House grandpa is so angry is because they snatched his wig off too!''blocking operator into an 1v1, with both forced to attack each other.
* DuelBoss: Once they
* DuelToTheDeath: What happens when you try to block
* FlunkyBoss: Spawns a 'Mischievous Rascal' and a 'Hearty Heavy' after death.
* StickyFingers: Both literally (cotton candy is ''sticky'') and also figuratively from their flavor text.
-->''The main reason
Changed line(s) 1575,1576 (click to see context) from:
[[folder:'Fluffy Buddy']]
A sheep familiar that hides in the map. Appears as a blur of blue static until covered in Steam, at which point they explode and either heal or inflict Arts damage, plus leaving behind more Steam of the same color.
A sheep familiar that hides in the map. Appears as a blur of blue static until covered in Steam, at which point they explode and either heal or inflict Arts damage, plus leaving behind more Steam of the same color.
to:
A sheep familiar that hides
[[folder:Originiutant Puppet]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantpuppet.png]]
Human remains parasitized and
Changed line(s) 1578 (click to see context) from:
* HelpfulMook: 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.
to:
* HelpfulMook: If covered in Pure White Steam, they will heal your operators and leave behind more Pure White Steam. OurZombiesAreDifferent: They will explode for Arts damage if covered in Carmine Steam, however.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 (but self-aware) people controlled through Mephisto's Arts.
Changed line(s) 1581,1583 (click to see context) from:
[[folder:Fashion Street 'Stellar Caster']]
->'''Other variations:''' Fashion Street 'Supernova Caster'
A sheep familiar carrying a witch's gear from a divination shop. Attack up to three operators at a time if standing in Carmine Steam.
->'''Other variations:''' Fashion Street 'Supernova Caster'
A sheep familiar carrying a witch's gear from a divination shop. Attack up to three operators at a time if standing in Carmine Steam.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantsandbeast.png]]
->'''Other variations:'''
A sheep familiar carrying a witch's gear from a divination shop. Attack up to three operators at a time
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
* BearsAreBadNews: 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 [[EldritchAbomination Seaborn]] from ''Under Tides''.
Changed line(s) 1587,1593 (click to see context) from:
!Great Yan Units
!!!Ink Spirits (Introduced in ''Who is Real'')
[[folder:"Angry"]]
->'''Other variations:''' Anxious "Angry"
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.
!!!Ink Spirits (Introduced in ''Who is Real'')
[[folder:"Angry"]]
->'''Other variations:''' Anxious "Angry"
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.
to:
!!!Ink Spirits (Introduced in ''Who is Real'')
[[folder:"Angry"]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantrockspider.png]]
->'''Other variations:'''
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.
Sargonian arachnids parasitized by Originiutants. Divides into three Originiutant Excrescences on death, or Tumors if it's an α variant.
Changed line(s) 1595 (click to see context) from:
to:
* BigCreepyCrawlies: Although they're actually unrelated to the more common Infused Originium Slugs.
Changed line(s) 1598,1602 (click to see context) from:
[[folder:"Bitey"]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_143_1.png]]
->'''Other variations:''' Serious "Bitey"
A basic Ink Spirit with a curious, sociable personality.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_143_1.png]]
->'''Other variations:''' Serious "Bitey"
A basic Ink Spirit with a curious, sociable personality.
to:
[[quoteright:350:https://static.
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
A
Changed line(s) 1604 (click to see context) from:
to:
* BigCreepyCrawlies: Even bigger and meaner than a regular Rock Spider.
* MookMaker: Spits out an Originiutant Excrescence or Tumor every 5 seconds, which can build up quickly if multiple Giant Rock Spiders are active at once.
* MookMaker: Spits out an Originiutant Excrescence or Tumor every 5 seconds, which can build up quickly if multiple Giant Rock Spiders are active at once.
Changed line(s) 1607,1610 (click to see context) from:
[[folder:"Stabby"]]
->'''Other variations:''' Flanking "Stabby"
A prideful Ink Spirit whose ranged attacks prioritize attacking Operators with the opposite attribute as itself.
->'''Other variations:''' Flanking "Stabby"
A prideful Ink Spirit whose ranged attacks prioritize attacking Operators with the opposite attribute as itself.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutant.png]]
->'''Other variations:'''
A
Changed line(s) 1612 (click to see context) from:
to:
* ArmoredButFrail: 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.
* MightyGlacier: 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.
* MightyGlacier: 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.
Changed line(s) 1615,1618 (click to see context) from:
[[folder:"Lazy"]]
->'''Other variations:''' Unmoving "Lazy"
A massive, sedentary Ink Spirit with equally massive bulk and the ability to draw Operator fire to itself.
->'''Other variations:''' Unmoving "Lazy"
A massive, sedentary Ink Spirit with equally massive bulk and the ability to draw Operator fire to itself.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkeradicator.png]]
->'''Other variations:'''
A
Changed line(s) 1620 (click to see context) from:
to:
* AchillesHeel: Operators not caught in a sandstorm, if forced into a melee combat, they will only use a melee attack which only deal a small amount of damage.
* ColdSniper: They are capable of ''sniping'' Operators caught in the sandstorm anywhere on the map. This, coupled with their high ATK stat, makes them extremely dangerous to an affected Operator.
* EliteMook: 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".
* ColdSniper: They are capable of ''sniping'' Operators caught in the sandstorm anywhere on the map. This, coupled with their high ATK stat, makes them extremely dangerous to an affected Operator.
* EliteMook: 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".
Changed line(s) 1623,1626 (click to see context) from:
[[folder:"Smarty"]]
->'''Other variations:''' Dazzled "Smarty"
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.
->'''Other variations:''' Dazzled "Smarty"
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.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkinfiltrator.png]]
->'''Other variations:'''
A
Changed line(s) 1628,1629 (click to see context) from:
* ActionBomb: 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.
* HoistByTheirOwnPetard: They can get themselves killed by their own carelessness if two "Smarties" with different Hui/Ming attributes get close to each other. Sadly, it ''[[OneHitKill won't be pretty]]'' if your operators get caught in the ensuing blast.
* HoistByTheirOwnPetard: They can get themselves killed by their own carelessness if two "Smarties" with different Hui/Ming attributes get close to each other. Sadly, it ''[[OneHitKill won't be pretty]]'' if your operators get caught in the ensuing blast.
to:
* ActionBomb: 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.
* HoistByTheirOwnPetard:MesACrowd: They can get themselves killed by their own carelessness project a holographic copy of them if two "Smarties" with different Hui/Ming attributes get close to each other. Sadly, it ''[[OneHitKill won't be pretty]]'' if your operators get caught in attacked for the ensuing blast.first time, until the copy is destroyed, they can easily pass through a defensive line.
* HoistByTheirOwnPetard:
Changed line(s) 1632,1635 (click to see context) from:
[[folder:"Blindey"]]
->'''Other variations:''' Indefatigable "Blindey"
A reckless Ink Spirit with above-average stats and the ability to pass through any Operator without the same attribute as itself.
->'''Other variations:''' Indefatigable "Blindey"
A reckless Ink Spirit with above-average stats and the ability to pass through any Operator without the same attribute as itself.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantexcrescence.png]]
->'''Other variations:'''
A reckless Ink Spirit
Twisted life-forms created by Levi Klitschko's experiments with
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to:
* ZergRush: Their entire modus operandi; especially the Tumors, which can all but paralyze melee Operators.
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[[folder:"Envy"]]
->'''Other variations:''' Complicated "Envy"
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.
----
->'''Other variations:''' Complicated "Envy"
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.
----
to:
->'''Other variations:''' Complicated "Envy"
A frightening, neurotic Ink Spirit with powerful Arts attacks. They'll periodically charge up special attacks
!!!Little Black Sheep (introduced in ''So Long, Adele'')
[[folder:General]]
* PiecesOfGod: These are clones of Dolly that
* KillerRabbit: Despite looking like cute pink-colored sheep, these guys are actually deadly and are just as capable in doing damage to your operators.
* RidiculouslyCuteCritter: They are literally ''pink sheep''.
* StickyFingers: Some of the familiars carry man-made items that they picked up off the street or looted from human shops, and
----
-->''You're going to humiliate me. Don't tell people my clones are kleptomaniacs.''
Changed line(s) 1648,1653 (click to see context) from:
[[folder:"Fury"]]
->'''Other variations:''' Unbridled "Fury"
A hulking but dimwitted brute of an Ink Spirit that deals massive damage against Operators with the opposite attribute as itself.
----
* DumbMuscle: Extremely powerful, but too stupid to make good decisions in combat.
->'''Other variations:''' Unbridled "Fury"
A hulking but dimwitted brute of an Ink Spirit that deals massive damage against Operators with the opposite attribute as itself.
----
* DumbMuscle: Extremely powerful, but too stupid to make good decisions in combat.
to:
->'''Other variations:'''
A
----
* DumbMuscle: Extremely powerful, but too stupid to make good decisions in combat.
Changed line(s) 1656,1658 (click to see context) from:
[[folder:"Free"]]
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.
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.
to:
The main boss of "Who is Real". It is the strongest
->'''Other variations:''' Fashion Street 'Robust Heavy'
A sheep familiar
[[/folder]]
[[folder:Fashion Street 'Ordinary Aviator']]
->'''Other variations:''' Fashion Street 'Hyperactive Aviator'
A sheep familiar wearing aviation gear. Has Low-Altitude Hovering and even though they have no attack by themselves, they can grab on a 'Hearty Heavy' to gain a ranged attack.
Changed line(s) 1660,1665 (click to see context) from:
* BarrierChangeBoss: Switches its attribute from Ming (white) to Hui (black) when it TurnsRed, changing its strength and weakness to match.
* DeflectorShields: 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 [[ActionBomb explode]] with enough damage to OneHitKill 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.
* LargeAndInCharge: The biggest of the Ink Spirits, and by far the most powerful.
* LaterInstallmentWeirdness: 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.
* TurnsRed: 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.
* DeflectorShields: 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 [[ActionBomb explode]] with enough damage to OneHitKill 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.
* LargeAndInCharge: The biggest of the Ink Spirits, and by far the most powerful.
* LaterInstallmentWeirdness: 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.
* TurnsRed: 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.
to:
* BarrierChangeBoss: Switches AchillesHeel: Disabling status effects (stun, frozen, sleep) will cause the Aviator to lose its attribute from Ming (white) to Hui (black) when it TurnsRed, changing its strength and weakness to match.
* DeflectorShields: Its Break the ChainsLow-Altitude Hovering, becoming a ground unit that uses a melee 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 [[ActionBomb explode]] with enough damage to OneHitKill virtually anything caught in the blast. Not breaking the shield at all during when blocked. This also disables its second battle is actually required for one of the event medals.
* LargeAndInCharge: The biggest of the Ink Spirits, and by far the most powerful.
* LaterInstallmentWeirdness: 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.
* TurnsRed: When it's first defeated, it'll fully restore his HP and empower all of its attacks, in addition to using its Weft and Warpability to carry Hearty Heavies.
* DisneyDeath: Their path in some operations take them over bottomless pits, which can result in the Aviator andbasic attack on two targets simultaneously.
its potential Heavy passenger falling to their doom if it receives a disabling status effect while over the pit.
* MaybeMagicMaybeMundane: They are often mistaken for pink clouds by Siestans, leading to legends of pink clouds surrounding the volcano that were often dismissed as exaggerations.
* DeflectorShields: Its Break the Chains
* LargeAndInCharge: The biggest of the Ink Spirits, and by far the most powerful.
* LaterInstallmentWeirdness: 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.
* TurnsRed: 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
* DisneyDeath: Their path in some operations take them over bottomless pits, which can result in the Aviator and
* MaybeMagicMaybeMundane: They are often mistaken for pink clouds by Siestans, leading to legends of pink clouds surrounding the volcano that were often dismissed as exaggerations.
Changed line(s) 1668,1674 (click to see context) from:
!!!Waregeists (Introduced in ''Invitation to Wine'')
[[folder:General Waregeist tropes]]
* AnimateInanimateObject: Waregeists are essentially collections of mundane objects (such as paperweights, picture frames, vases etc.) whose spirits have been awakened and driven to aggression [[spoiler:by the spirit fragment of the Second Brother contained within the black goblet]].
* AsteroidsMonster: 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 effects[[note]]since each time the effect triggers is considered a separate "hit"[[/note]].
* ItsProbablyNothing: 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.
* ZergRush: 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 Monster}}s 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.
[[folder:General Waregeist tropes]]
* AnimateInanimateObject: Waregeists are essentially collections of mundane objects (such as paperweights, picture frames, vases etc.) whose spirits have been awakened and driven to aggression [[spoiler:by the spirit fragment of the Second Brother contained within the black goblet]].
* AsteroidsMonster: 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 effects[[note]]since each time the effect triggers is considered a separate "hit"[[/note]].
* ItsProbablyNothing: 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.
* ZergRush: 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 Monster}}s 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.
to:
[[folder:General Waregeist tropes]]
* AnimateInanimateObject: Waregeists are essentially collections of mundane objects (such as paperweights, picture frames, vases etc.) whose spirits have been awakened
->'''Other variations:''' Hot Spring 'Wandering Slider'
A sheep familiar wearing skating equipment. Has invisibility, and
* AsteroidsMonster: When defeated, each Waregeist spawns a number of Enchanted Objects
* ItsProbablyNothing: In the early story segments of "Invitation to Wine," a number of characters spot Waregeists sneaking around before
----
*
Changed line(s) 1677,1680 (click to see context) from:
[[folder:Grindstone]]
->'''Other variations:''' Brightmirror
A canine-like Waregeist made from wooden seals. Spawns 2 wooden seals when defeated.
->'''Other variations:''' Brightmirror
A canine-like Waregeist made from wooden seals. Spawns 2 wooden seals when defeated.
to:
->'''Other variations:'''
A
* BigEater: 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.
Changed line(s) 1684,1687 (click to see context) from:
[[folder:Vernacularism]]
->'''Other variations:''' Sophistication
A soldier Waregeist made from novel scrolls. Spawns 3 novel scrolls when defeated.
->'''Other variations:''' Sophistication
A soldier Waregeist made from novel scrolls. Spawns 3 novel scrolls when defeated.
to:
->'''Other variations:'''
A soldier Waregeist made
Two familiars that got entangled with each other from
* ActionBomb: 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.
* FlunkyBoss: Spawns a 'Mischievous Rascal' and a 'Hearty Heavy' after death.
* StickyFingers: 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!''
* FlunkyBoss: Spawns a 'Mischievous Rascal' and a 'Hearty Heavy' after death.
* StickyFingers: 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!''
Changed line(s) 1691,1694 (click to see context) from:
[[folder:Introspection]]
->'''Other variations:''' Scantwords
A Waregeist created from a mirror that resembles a bird. Taunts operators into attacking it, and spawns a mirror when defeated.
->'''Other variations:''' Scantwords
A Waregeist created from a mirror that resembles a bird. Taunts operators into attacking it, and spawns a mirror when defeated.
to:
->'''Other variations:''' Scantwords
A
Changed line(s) 1696 (click to see context) from:
* IShallTauntYou: It taunts operators into attacking it over other enemies by "revealing their inner secrets in their truest form".
to:
* IShallTauntYou: It taunts HelpfulMook: If covered in Pure White Steam, they will heal your operators into attacking it over other enemies by "revealing their inner secrets and leave behind more Pure White Steam. They will explode for Arts damage if covered in their truest form".Carmine Steam, however.
Changed line(s) 1699,1702 (click to see context) from:
[[folder:Inkwave]]
->'''Other variations:''' Heartbillow
A stone lion-shaped Waregeist created from a fusion of multiple paperweights. Spawns 15 wooden paperweights when defeated.
->'''Other variations:''' Heartbillow
A stone lion-shaped Waregeist created from a fusion of multiple paperweights. Spawns 15 wooden paperweights when defeated.
to:
->'''Other variations:'''
A
Deleted line(s) 1704,1705 (click to see context) :
* MightyGlacier: Not particularly fast moving, but they have good HP and DEF as well as high attack damage.
* ZergRush: 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.
* ZergRush: 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.
Changed line(s) 1708,1711 (click to see context) from:
[[folder:Fountainboil]]
->'''Other variations:''' Rainbowbrew
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.
->'''Other variations:''' Rainbowbrew
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.
to:
!!!Ink Spirits (Introduced in ''Who is Real'')
[[folder:"Angry"]]
->'''Other variations:'''
A
Changed line(s) 1713 (click to see context) from:
* AchillesHeel: Similar to Infused Originium Slugs, Silence status effect prevents it from exploding on death.
to:
Changed line(s) 1716,1719 (click to see context) from:
[[folder:Blueflower]]
->'''Other variations:''' Scarletmist
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.
->'''Other variations:''' Scarletmist
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.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_143_1.png]]
->'''Other variations:'''
A
Changed line(s) 1721,1722 (click to see context) from:
* AchillesHeel: Silence status effects prevents the Blueflower from using its debuffing attack as well as freezing the attack count, removing its main source of danger.
* DamageOverTime: 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.
* DamageOverTime: 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.
to:
* DamageOverTime: 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.
Changed line(s) 1725,1728 (click to see context) from:
[[folder:Sinkingsand]]
->'''Other variations:''' Sharpedge
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.
->'''Other variations:''' Sharpedge
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.
to:
->'''Other variations:'''
A
Changed line(s) 1732,1735 (click to see context) from:
[[folder:Clarity]]
->'''Other variations:''' Magnificence
A Waregeist made from a lampstand that resembles a bird statue. Periodically grants nearby enemies invisibility. Spawns a bronze lampstand on defeat.
->'''Other variations:''' Magnificence
A Waregeist made from a lampstand that resembles a bird statue. Periodically grants nearby enemies invisibility. Spawns a bronze lampstand on defeat.
to:
->'''Other variations:'''
A
Changed line(s) 1737 (click to see context) from:
* TheSneakyGuy: Not itself, but Clarity can produce a smokescreen that grants invisibility to nearby Waregeists.
to:
Changed line(s) 1740,1742 (click to see context) from:
[[folder:Wisp]]
Fragments of Sui's main body. Increases Sui-Xiang's max HP and reduces the charging time of its special ability when absorbed.
Fragments of Sui's main body. Increases Sui-Xiang's max HP and reduces the charging time of its special ability when absorbed.
to:
Fragments of Sui's main body. Increases Sui-Xiang's max HP and reduces
->'''Other variations:''' Dazzled "Smarty"
A lively Ink Spirit with low stats, but the
* ActionBomb: 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.
* HoistByTheirOwnPetard: They can get themselves killed by their own carelessness if two "Smarties" with different Hui/Ming attributes get close to each other. Sadly, it ''[[OneHitKill won't be pretty]]'' if your operators get caught in the ensuing blast.
* HoistByTheirOwnPetard: They can get themselves killed by their own carelessness if two "Smarties" with different Hui/Ming attributes get close to each other. Sadly, it ''[[OneHitKill won't be pretty]]'' if your operators get caught in the ensuing blast.
Changed line(s) 1746,1752 (click to see context) from:
!!! Shanhaizhong (introduced in ''Where Vernal Winds Will Never Blow'')
[[folder:Di Beast]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdibeast_sprite.png]]
->'''Other variations:''' Raging Di Beast
Beasts created by Ya that serve as Its eyes and ears.
[[folder:Di Beast]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdibeast_sprite.png]]
->'''Other variations:''' Raging Di Beast
Beasts created by Ya that serve as Its eyes and ears.
to:
[[folder:Di Beast]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdibeast_sprite.png]]
->'''Other variations:'''
Beasts created by Ya that serve as Its eyes
A reckless Ink Spirit with above-average stats and
Changed line(s) 1756,1760 (click to see context) from:
[[folder:Shanhaizhong Skirmisher]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongskirmisher.png]]
->'''Other variations:''' Shanhaizhong Vigilante
Ordinary members of Shanhaizhong with a complex past. Gain increased range when standing on Yumen Catastrophe Defenses.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongskirmisher.png]]
->'''Other variations:''' Shanhaizhong Vigilante
Ordinary members of Shanhaizhong with a complex past. Gain increased range when standing on Yumen Catastrophe Defenses.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongskirmisher.png]]
->'''Other variations:'''
Ordinary members of Shanhaizhong
A frightening, neurotic Ink Spirit with
Changed line(s) 1764,1768 (click to see context) from:
[[folder:Shanhaizhong Relayer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongrelayertalksprite.png]]
->'''Other variations:''' Shanhaizhong Harbringer
Tacticians specialized in relaying orders via ciphers. Deploy a Shanhaizhong Cipher on the first unoccupied Yumen Catastrophe Defense tile that they pass through.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongrelayertalksprite.png]]
->'''Other variations:''' Shanhaizhong Harbringer
Tacticians specialized in relaying orders via ciphers. Deploy a Shanhaizhong Cipher on the first unoccupied Yumen Catastrophe Defense tile that they pass through.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongrelayertalksprite.png]]
->'''Other variations:'''
Tacticians specialized in relaying orders via ciphers. Deploy a Shanhaizhong Cipher on the first unoccupied Yumen Catastrophe Defense tile
A hulking but dimwitted brute of an Ink Spirit that
Changed line(s) 1770,1771 (click to see context) from:
* DroneDeployer: 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.
* MalevolentMaskedMen: Wear golden full-face masks that resemble animal skulls.
* MalevolentMaskedMen: Wear golden full-face masks that resemble animal skulls.
to:
* DroneDeployer: They put down stationary ciphers that give a movement speed and ASPD buff DumbMuscle: Extremely powerful, but too stupid 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.
* MalevolentMaskedMen: Wear golden full-face masks that resemble animal skulls.make good decisions in combat.
* MalevolentMaskedMen: Wear golden full-face masks that resemble animal skulls.
Changed line(s) 1774,1778 (click to see context) from:
[[folder:Shanhaizhong Desperado]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdesperado.png]]
->'''Other variations:''' Shanhaizhong Phalanx
Large, burly Shanhaizhong members tasked with defense.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdesperado.png]]
->'''Other variations:''' Shanhaizhong Phalanx
Large, burly Shanhaizhong members tasked with defense.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdesperado.png]]
->'''Other variations:''' Shanhaizhong Phalanx
Large, burly Shanhaizhong members tasked
The main boss of "Who is Real". It is the strongest familiar of Dusk, an enormous unforgiving Ink Spirit with
* BarrierChangeBoss: Switches its attribute from Ming (white) to Hui (black) when it TurnsRed, changing its strength and weakness to match.
* DeflectorShields: 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 [[ActionBomb explode]] with enough damage to OneHitKill 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.
* LargeAndInCharge: The biggest of the Ink Spirits, and by far the most powerful.
* LaterInstallmentWeirdness: 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.
* TurnsRed: 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.
* DeflectorShields: 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 [[ActionBomb explode]] with enough damage to OneHitKill 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.
* LargeAndInCharge: The biggest of the Ink Spirits, and by far the most powerful.
* LaterInstallmentWeirdness: 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.
* TurnsRed: 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.
Changed line(s) 1782,1787 (click to see context) from:
[[folder:Shanhaizhong Ringleader]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongringleaderelitetalk.png]]
->'''Other variations:''' Shanhaizhong Secret-Keeper
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.
----
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongringleaderelitetalk.png]]
->'''Other variations:''' Shanhaizhong Secret-Keeper
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.
----
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongringleaderelitetalk.png]]
->'''Other variations:''' Shanhaizhong Secret-Keeper
Leaders
[[folder:General Waregeist tropes]]
* AnimateInanimateObject: Waregeists are essentially collections of mundane objects (such as paperweights, picture frames, vases etc.) whose spirits have been awakened and driven to aggression [[spoiler:by the spirit fragment of the
* AsteroidsMonster: When defeated, each Waregeist spawns a number of Enchanted Objects that don't attack, can't be blocked, and
----
* ItsProbablyNothing: 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.
* ZergRush: 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 Monster}}s 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.
Changed line(s) 1790,1794 (click to see context) from:
[[folder:Shanhaizhong Seer]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongseer.png]]
->'''Other variations:''' Shanhaizhong Oracle
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongseer.png]]
->'''Other variations:''' Shanhaizhong Oracle
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.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongseer.png]]
->'''Other variations:'''
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.
A canine-like Waregeist made from wooden seals. Spawns 2 wooden seals when defeated.
Deleted line(s) 1796,1797 (click to see context) :
* ChargedAttack: Their main gimmick.
* MalevolentMaskedMen: Wear golden masks over their upper faces, resembling animal skulls.
* MalevolentMaskedMen: Wear golden masks over their upper faces, resembling animal skulls.
Changed line(s) 1800,1804 (click to see context) from:
[[folder:'Wallbreaker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizongwallbreaker.png]]
->'''Other variations:''' 'Fortbreaker'
Yumen siege machines stolen by the Shanhaizhong. Prioritize attacking roadblocks and operators located on Yumen Catastrophe Defenses.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizongwallbreaker.png]]
->'''Other variations:''' 'Fortbreaker'
Yumen siege machines stolen by the Shanhaizhong. Prioritize attacking roadblocks and operators located on Yumen Catastrophe Defenses.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizongwallbreaker.png]]
->'''Other variations:'''
Yumen siege machines stolen by the Shanhaizhong. Prioritize attacking roadblocks and operators located on Yumen Catastrophe Defenses.
A soldier Waregeist made from novel scrolls. Spawns 3 novel scrolls when defeated.
Changed line(s) 1808,1812 (click to see context) from:
[[folder:'Sandwalker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongsandwalker.png]]
->'''Other variations:''' 'Sand Voyager'
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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongsandwalker.png]]
->'''Other variations:''' 'Sand Voyager'
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.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongsandwalker.png]]
->'''Other variations:'''
Yumen desert transportation stolen by the Shanhaizhong. Can only be blocked by
A Waregeist created from a mirror that resembles a bird. Taunts operators
Added DiffLines:
* IShallTauntYou: It taunts operators into attacking it over other enemies by "revealing their inner secrets in their truest form".
Added DiffLines:
[[folder:Inkwave]]
->'''Other variations:''' Heartbillow
A stone lion-shaped Waregeist created from a fusion of multiple paperweights. Spawns 15 wooden paperweights when defeated.
----
* MightyGlacier: Not particularly fast moving, but they have good HP and DEF as well as high attack damage.
* ZergRush: 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.
[[/folder]]
[[folder:Fountainboil]]
->'''Other variations:''' Rainbowbrew
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.
----
* AchillesHeel: Similar to Infused Originium Slugs, Silence status effect prevents it from exploding on death.
[[/folder]]
[[folder:Blueflower]]
->'''Other variations:''' Scarletmist
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.
----
* AchillesHeel: Silence status effects prevents the Blueflower from using its debuffing attack as well as freezing the attack count, removing its main source of danger.
* DamageOverTime: 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.
[[/folder]]
[[folder:Sinkingsand]]
->'''Other variations:''' Sharpedge
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.
----
[[/folder]]
[[folder:Clarity]]
->'''Other variations:''' Magnificence
A Waregeist made from a lampstand that resembles a bird statue. Periodically grants nearby enemies invisibility. Spawns a bronze lampstand on defeat.
----
* TheSneakyGuy: Not itself, but Clarity can produce a smokescreen that grants invisibility to nearby Waregeists.
[[/folder]]
[[folder:Wisp]]
Fragments of Sui's main body. Increases Sui-Xiang's max HP and reduces the charging time of its special ability when absorbed.
----
[[/folder]]
!!! Shanhaizhong (introduced in ''Where Vernal Winds Will Never Blow'')
[[folder:Di Beast]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdibeast_sprite.png]]
->'''Other variations:''' Raging Di Beast
Beasts created by Ya that serve as Its eyes and ears.
----
[[/folder]]
[[folder:Shanhaizhong Skirmisher]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongskirmisher.png]]
->'''Other variations:''' Shanhaizhong Vigilante
Ordinary members of Shanhaizhong with a complex past. Gain increased range when standing on Yumen Catastrophe Defenses.
----
[[/folder]]
[[folder:Shanhaizhong Relayer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongrelayertalksprite.png]]
->'''Other variations:''' Shanhaizhong Harbringer
Tacticians specialized in relaying orders via ciphers. Deploy a Shanhaizhong Cipher on the first unoccupied Yumen Catastrophe Defense tile that they pass through.
----
* DroneDeployer: 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.
* MalevolentMaskedMen: Wear golden full-face masks that resemble animal skulls.
[[/folder]]
[[folder:Shanhaizhong Desperado]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdesperado.png]]
->'''Other variations:''' Shanhaizhong Phalanx
Large, burly Shanhaizhong members tasked with defense.
----
[[/folder]]
[[folder:Shanhaizhong Ringleader]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongringleaderelitetalk.png]]
->'''Other variations:''' Shanhaizhong Secret-Keeper
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.
----
[[/folder]]
[[folder:Shanhaizhong Seer]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongseer.png]]
->'''Other variations:''' Shanhaizhong Oracle
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.
----
* ChargedAttack: Their main gimmick.
* MalevolentMaskedMen: Wear golden masks over their upper faces, resembling animal skulls.
[[/folder]]
[[folder:'Wallbreaker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizongwallbreaker.png]]
->'''Other variations:''' 'Fortbreaker'
Yumen siege machines stolen by the Shanhaizhong. Prioritize attacking roadblocks and operators located on Yumen Catastrophe Defenses.
----
[[/folder]]
[[folder:'Sandwalker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongsandwalker.png]]
->'''Other variations:''' 'Sand Voyager'
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.
----
[[/folder]]
->'''Other variations:''' Heartbillow
A stone lion-shaped Waregeist created from a fusion of multiple paperweights. Spawns 15 wooden paperweights when defeated.
----
* MightyGlacier: Not particularly fast moving, but they have good HP and DEF as well as high attack damage.
* ZergRush: 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.
[[/folder]]
[[folder:Fountainboil]]
->'''Other variations:''' Rainbowbrew
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.
----
* AchillesHeel: Similar to Infused Originium Slugs, Silence status effect prevents it from exploding on death.
[[/folder]]
[[folder:Blueflower]]
->'''Other variations:''' Scarletmist
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.
----
* AchillesHeel: Silence status effects prevents the Blueflower from using its debuffing attack as well as freezing the attack count, removing its main source of danger.
* DamageOverTime: 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.
[[/folder]]
[[folder:Sinkingsand]]
->'''Other variations:''' Sharpedge
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.
----
[[/folder]]
[[folder:Clarity]]
->'''Other variations:''' Magnificence
A Waregeist made from a lampstand that resembles a bird statue. Periodically grants nearby enemies invisibility. Spawns a bronze lampstand on defeat.
----
* TheSneakyGuy: Not itself, but Clarity can produce a smokescreen that grants invisibility to nearby Waregeists.
[[/folder]]
[[folder:Wisp]]
Fragments of Sui's main body. Increases Sui-Xiang's max HP and reduces the charging time of its special ability when absorbed.
----
[[/folder]]
!!! Shanhaizhong (introduced in ''Where Vernal Winds Will Never Blow'')
[[folder:Di Beast]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdibeast_sprite.png]]
->'''Other variations:''' Raging Di Beast
Beasts created by Ya that serve as Its eyes and ears.
----
[[/folder]]
[[folder:Shanhaizhong Skirmisher]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongskirmisher.png]]
->'''Other variations:''' Shanhaizhong Vigilante
Ordinary members of Shanhaizhong with a complex past. Gain increased range when standing on Yumen Catastrophe Defenses.
----
[[/folder]]
[[folder:Shanhaizhong Relayer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongrelayertalksprite.png]]
->'''Other variations:''' Shanhaizhong Harbringer
Tacticians specialized in relaying orders via ciphers. Deploy a Shanhaizhong Cipher on the first unoccupied Yumen Catastrophe Defense tile that they pass through.
----
* DroneDeployer: 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.
* MalevolentMaskedMen: Wear golden full-face masks that resemble animal skulls.
[[/folder]]
[[folder:Shanhaizhong Desperado]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdesperado.png]]
->'''Other variations:''' Shanhaizhong Phalanx
Large, burly Shanhaizhong members tasked with defense.
----
[[/folder]]
[[folder:Shanhaizhong Ringleader]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongringleaderelitetalk.png]]
->'''Other variations:''' Shanhaizhong Secret-Keeper
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.
----
[[/folder]]
[[folder:Shanhaizhong Seer]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongseer.png]]
->'''Other variations:''' Shanhaizhong Oracle
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.
----
* ChargedAttack: Their main gimmick.
* MalevolentMaskedMen: Wear golden masks over their upper faces, resembling animal skulls.
[[/folder]]
[[folder:'Wallbreaker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizongwallbreaker.png]]
->'''Other variations:''' 'Fortbreaker'
Yumen siege machines stolen by the Shanhaizhong. Prioritize attacking roadblocks and operators located on Yumen Catastrophe Defenses.
----
[[/folder]]
[[folder:'Sandwalker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongsandwalker.png]]
->'''Other variations:''' 'Sand Voyager'
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.
----
[[/folder]]