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!!! Competitive knights (Introduced in ''Maria Nearl'')

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!!! Competitive !!!Competitive knights (Introduced set A (introduced in ''Maria Nearl'')



->'''Other variations:''' Nameless Elite Knight

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->'''Other variations:''' variations''': Nameless Elite Knight



* 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.



->'''Other variations:''' Vicious Training Pincerbeast

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->'''Other variations:''' variations''': Vicious Training Pincerbeast



->'''Other variations:''' Roar Knightclub Elite, "Plastic" Szewczyk

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->'''Other variations:''' variations''': Roar Knightclub Elite, "Plastic" Szewczyk



->'''Other variations:''' Elite Knight Shielder

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->'''Other variations:''' variations''': Elite Knight Shielder



->'''Other variations:''' Bloodboil Knightclub Elite, "Brassrust" Olmer Ingra

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->'''Other variations:''' variations''': Bloodboil Knightclub Elite, "Brassrust" Olmer Ingra



->'''Other variations:''' Bladehelm Knightclub Elite, "Left-Hand" Tytus Topola

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->'''Other variations:''' variations''': Bladehelm Knightclub Elite, "Left-Hand" Tytus Topola



->'''Other variations:''' Luxury Sponsor Drone, Cheering Sponsor Drone

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->'''Other variations:''' variations''': Luxury Sponsor Drone, Cheering Sponsor Drone



!!!Armorless Union and Competitive knights (introduced in ''Near Light'')

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!!!Armorless Union and Competitive !!!Competitive knights set B (introduced in ''Near Light'')



->'''Other variations:''' Undertide Gloompincer α

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->'''Other variations:''' variations''': Undertide Gloompincer α



->'''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.



->'''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'')



->'''Other variations:''' Armorless Union Assassin Leader

to:

->'''Other variations:''' variations''': Armorless Union Assassin Leader



->'''Other variations:''' Armorless Union Crossbowman Leader

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->'''Other variations:''' variations''': Armorless Union Crossbowman Leader



->'''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



->'''Other variations:''' Pathfinder Legionarius Prefect

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->'''Other variations:''' variations''': Pathfinder Legionarius Prefect



->'''Other variations:''' Pathfinder Sagittarius Prefect

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->'''Other variations:''' variations''': Pathfinder Sagittarius Prefect



->'''Other variations:''' Pathfinder Artifex Prefect

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->'''Other variations:''' variations''': Pathfinder Artifex Prefect



->'''Other variations:''' Pathfinder Ballistarius Prefect

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->'''Other variations:''' variations''': Pathfinder Ballistarius Prefect



->'''Other variations:''' Pathfinder Veles Prefect

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->'''Other variations:''' variations''': Pathfinder Veles Prefect



->'''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.



->'''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]]).


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->'''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.


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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.



->'''Other variations:''' Crossbowman Leader

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->'''Other variations:''' variations''': Crossbowman Leader



* 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.



->'''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



->'''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



->'''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:''' 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

to:

->'''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



* 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.

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.



* 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.



* 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.

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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.
Arts.



* 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:

* MightyGlacier:
* ShieldBash: The only weapon they have is
MightyGlacier: 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.



* 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.



* 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.



* 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.



!Sargon Units
!!!Tiacauh Tribe (Introduced in ''Gavial the Great Chief Returns'')
[[folder:General]]
* LizardFolk: They are Acahuallan tribesmen that bear an appearance to alligators.

to:

!Sargon Units
!!!Tiacauh Tribe (Introduced in ''Gavial the Great Chief Returns'')
[[folder:General]]
[[folder:Guerrilla Fighter]]
-> '''Other variations''': Guerrilla Fighter Leader

Basic Guerilla soldiers armed with a combat axe.
----
* LizardFolk: StatusBuff: Upon being Inspired by Patriot or a Herald, they gain an extra movement speed.
* UndergroundMonkey:
They are Acahuallan tribesmen that bear essentially Reunion Soldiers in proper combat gear, and swaps their machete with an appearance axe. However, years of military training makes them superior to alligators.the rank-and-file fodder, and an added benefit of gaining movement speed once they are Inspired.



[[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:

[[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.
[[folder:Guerrilla Sniper]]
-> '''Other variations''': Guerrilla Sniper Leader

Guerilla soldiers armed with a sniper crossbow.



* 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.

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* 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 nature
wield 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.



[[folder:Tiacauh Lancer]]
->'''Other variations:''' Tiacauh Sniper
Archosaurus warriors who throw ranged spear attacks.

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[[folder:Tiacauh Lancer]]
[[folder:Guerrilla Herald]]
->'''Other variations:''' Tiacauh Sniper
Archosaurus warriors who throw ranged spear attacks.
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.



* 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,
their spears global buffing abilities make them a priority target to take out whenever they appear.
* StatusBuff: Grants all enemies +10% ATK and +100 DEF
as their 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.



[[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.

to:

[[folder:Tiacauh Fanatic]]
[[folder:Guerilla Siegebreaker]]
->'''Other variations:''' Tiacauh Ripper
Archosaurus warriors who wield acid-coated gauntlets, giving them both fast attack speed and the ability to apply
variations''': Guerilla Siegebreaker Leader

Elite Guerilla commandos under Patriot equipped with
a permanent stacking DEF debuff on targets.single use jet pack.



* 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.



[[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.

to:

[[folder:Tiacauh Ritualist]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_071.png]]
[[folder:Guerilla Shieldguard]]
->'''Other variations:''' Tiacauh Shaman
Archosaurus casters
variations''': Guerilla Shieldguard Leader

Patriot's elite defender
that use Arts attacks. If they are blocked, they will gain increased DEF and start using melee attacks that deal significantly higher physical damage.serve under him, sporting the best equipment owing to their status as ex-Ursus Imperial Army defenders.



* 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 will resort 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
their staff, 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.



[[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.

to:

[[folder:Tiacauh Shredder]]
[[folder:Sarkaz Guerilla Fighter]]
->'''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
variations''': Sarkaz Guerilla Fighter Leader

A Sarkaz Guerilla warrior who supports Patriot, they don't take damage from Originium Altars
and making it impossible to deploy units there. will benefit from them.



* 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
with dual 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.



[[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.

to:

[[folder:Tiacauh Brave]]
->'''Other variations:''' Tiacauh Champion
The strongest of
!Sargon Units
!!!Tiacauh Tribe (introduced in ''Gavial
the Tiacauh warriors who only partake in one-on-one duels. If blocked, they will reduce both their own DEF and Great Chief Returns'')
[[folder:General]]
* LizardFolk: They are Acahuallan tribesmen
that of their target by 70%, draw aggro from the blocker, and become immune bear an appearance 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.
alligators.



!!!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.

to:

!!!Drudge's Mercenaries & Originiutants (Introduced in ''Originium Dust'')

[[folder:Originiutant Puppet]]
[[quoteright:150:https://static.
[[folder:Tiacauh Warrior]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/arknights_originiutantpuppet.png]]

Human remains parasitized and reanimated by Originiutants. Divides into two Originiutant Excrescences on death.
org/pmwiki/pub/images/avg_npc_070.png]]
->'''Other variations:''' Tiacauh Guard
Archosaurus melee fighters who will gain additional DEF while being blocked.



* 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
as the Possessed Soldiers and Junkmen are half-dead (but self-aware) people controlled through Mephisto's Arts.tribesmen, they fight with a crudely built spear.



[[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.

to:

[[folder:Mutant Sand Beast]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantsandbeast.png]]
[[folder:Tiacauh Lancer]]
->'''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.
Tiacauh Sniper
Archosaurus warriors who throw ranged spear attacks.



* 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.



[[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.

to:

[[folder:Mutant Rock Spider]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantrockspider.png]]
[[folder:Tiacauh Fanatic]]
->'''Other variations:''' Mutant Rock Spider α

Sargonian arachnids parasitized by Originiutants. Divides into three Originiutant Excrescences
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 death, or Tumors if it's an α variant.targets.



* 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.



[[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.

to:

[[folder:Mutant Giant Rock Spider]]
[[quoteright:150:https://static.
[[folder:Tiacauh Ritualist]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/arknights_mutantgiantrockspider.png]]
org/pmwiki/pub/images/avg_npc_071.png]]
->'''Other variations:''' Mutant Giant Rock Spider α

A subspecies of Rock Spider native to Sargon with a bulky abdomen
Tiacauh Shaman
Archosaurus casters
that stores energy, infected by Originiutants. A bulky ranged enemy use Arts attacks. If they are blocked, they will gain increased DEF and start using melee attacks that continuously spawns Originiutant Excrescences (Tumors if it's an α variant), and explodes into four of them upon death.deal significantly higher physical damage.



* 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.

to:

* BigCreepyCrawlies: Even bigger and meaner than a regular Rock Spider.
* MookMaker: Spits out an Originiutant Excrescence or Tumor every 5 seconds, which
MagicStaff: 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.



[[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.

to:

[[folder:Originiutant]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutant.png]]
[[folder:Tiacauh Shredder]]
->'''Other variations:''' Originiutant α

A heavily mutated Originium behemoth used as a living weapon. Although they are very slow,
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 exoskeletons give them ungodly resilience effects and devastating melee Arts attacks.making it impossible to deploy units there.



* 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.

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.



[[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.

to:

[[folder:"Redmark" Eradicator]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkeradicator.png]]
[[folder:Tiacauh Brave]]
->'''Other variations:''' Elite "Redsign" Eradicator

A camouflaged mercenary sniper
Tiacauh Champion
The strongest of the Tiacauh warriors
who uses extraordinarily lethal attacks 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 anywhere on the map, but can only attack Operators exposed blocker, and become immune to a sandstorm.all damage outside of that from their opponent.



* 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".

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 only use 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
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".
each other.



[[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.

to:

[[folder:"Redmark" Infiltrator]]
!!!Drudge's Mercenaries & Originiutants (Introduced in ''Originium Dust'')

[[folder:Originiutant Puppet]]
[[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
org/pmwiki/pub/images/arknights_originiutantpuppet.png]]

Human remains parasitized
and immunity to blocking, letting them sneak past. They'll also get a significant amount of evasion if they're exposed to a sandstorm.reanimated by Originiutants. Divides into two Originiutant Excrescences on death.



* 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.



[[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.

to:

[[folder:Originiutant Excrescence]]
[[folder:Mutant Sand Beast]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantexcrescence.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 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
Excrescences on death, or Tumors if they escape; the stronger Tumor variant has it's an additional ability to massively lower the attack speed of any Operator blocking them.α variant.



* 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''.



!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.''

to:

!Siesta Units
!!!Little Black Sheep (introduced in ''So Long, Adele'')

[[folder:General]]
[[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.
----
* 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
BigCreepyCrawlies: Although they're actually deadly and are just as capable in doing damage unrelated 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.''
more common Infused Originium Slugs.



[[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.

to:

[[folder:Hot Spring 'Mischievous Rascal']]
[[folder:Mutant Giant Rock Spider]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantgiantrockspider.png]]
->'''Other variations:''' Hot Spring 'Jolly Rascal'
Mutant Giant Rock Spider α

A sheep familiar wearing subspecies of Rock Spider native to Sargon with a traffic cone. Spawns 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.
----
* BigCreepyCrawlies: Even bigger and meaner than
a Carmine Steam on the spot when defeated.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.



[[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.

to:

[[folder:Fashion Street 'Hearty Heavy']]
[[folder:Originiutant]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutant.png]]
->'''Other variations:''' Fashion Street 'Robust Heavy'
Originiutant α

A sheep familiar carrying heavily mutated Originium behemoth used as a frisbee. Has a ranged living weapon. Although they are very slow, their exoskeletons give them ungodly resilience and devastating melee Arts attacks.
----
* 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 also spawns a Carmine Steam on the spot when defeated.move even slower.



[[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.

to:

[[folder:Fashion Street 'Ordinary Aviator']]
[[folder:"Redmark" Eradicator]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkeradicator.png]]
->'''Other variations:''' Fashion Street 'Hyperactive Aviator'
Elite "Redsign" Eradicator

A sheep familiar wearing aviation gear. Has Low-Altitude Hovering and even though they have no camouflaged mercenary sniper who uses extraordinarily lethal attacks from anywhere on the map, but can only attack by themselves, they can grab on a 'Hearty Heavy' Operators exposed to gain a ranged attack.sandstorm.



* 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:

* 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
for pink 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".



[[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.

to:

[[folder:Hot Spring 'Wandering Vagrant']]
[[folder:"Redmark" Infiltrator]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkinfiltrator.png]]
->'''Other variations:''' Hot Spring 'Wandering Slider'
Elite "Redsign" Infiltrator, Holographic Illusion, Holographic Illusion [=MK2=]

A sheep familiar wearing skating equipment. Has invisibility, 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 can carry a 'Mischievous Rascal' on immunity to blocking, letting them which sneak past. They'll also gives them the ability get a significant amount of evasion if they're exposed to spawn Carmine Steam on tiles that they pass through.a sandstorm.



* 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.



[[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.

to:

[[folder:'Big Fella']]
[[folder:Originiutant Excrescence]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantexcrescence.png]]
->'''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.
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.



* 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.



[[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!''

to:

[[folder:Urban 'Whirlwind Walker']]
->'''Other variations:''' Urban 'Tornado Trendsetter'
Two familiars
!Siesta Units
!!!Little Black Sheep (introduced in ''So Long, Adele'')

[[folder:General]]
* PiecesOfGod: These are clones of Dolly
that got entangled with each other from fighting over cotton candy. Explodes on first attack to deal Arts damage, leaving behind a 'Mischievous Rascal' 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 a 'Hearty Heavy'.
----
* ActionBomb: Blows up on the first time they attack, dealing Arts
are just as capable in doing 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.
your operators.
* FlunkyBoss: Spawns a 'Mischievous Rascal' and a 'Hearty Heavy' after death.
RidiculouslyCuteCritter: They are literally ''pink sheep''.
* StickyFingers: Both literally (cotton candy is ''sticky'') and also figuratively Some of the familiars carry man-made items that they picked up off the street or looted from their flavor text.
-->''The main reason
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 Candy House grandpa is so angry is because they snatched his wig off too!''event.
-->''You're going to humiliate me. Don't tell people my clones are kleptomaniacs.''



[[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.

to:

[[folder:'Fluffy Buddy']]
[[folder:Hot Spring 'Mischievous Rascal']]
->'''Other variations:''' Hot Spring 'Jolly Rascal'
A sheep familiar that hides in the map. Appears as wearing 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
traffic cone. Spawns a Carmine Steam, however.Steam on the spot when defeated.



[[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.
----

to:

[[folder:Fashion Street 'Stellar Caster']]
'Hearty Heavy']]
->'''Other variations:''' Fashion Street 'Supernova Caster'
'Robust Heavy'
A sheep familiar carrying a witch'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.



!!Ursus Units
!!!Ursus Imperial Army and civilians (Introduced in Chapter 8)
[[folder:General]]

to:

!!Ursus Units
!!!Ursus Imperial Army
[[folder:Fashion Street 'Ordinary Aviator']]
->'''Other variations:''' Fashion Street 'Hyperactive Aviator'
A sheep familiar wearing aviation gear. Has Low-Altitude Hovering
and civilians (Introduced in Chapter 8)
[[folder:General]]
even though they have no attack by themselves, they can grab on a 'Hearty Heavy' to gain a ranged attack.



* 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.



[[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.

to:

[[folder:Ursus Civilian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_081.png]]

Harmless civilians
[[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 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. they pass through.



* 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.

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.



[[folder:Ursus Mangler]]
->'''Other variations:''' Ursus Mangler Packmother

A ruthless pack beast trained by the Ursus military.

to:

[[folder:Ursus Mangler]]
[[folder:'Big Fella']]
->'''Other variations:''' Ursus Mangler Packmother

'Big Man'
A ruthless pack beast trained by the Ursus military.large fluffy critter that sometimes unintentionally eats its own kin. Spawns a 'Mischievous Rascal' on first attack, or when defeated.



* 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.



[[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.

to:

[[folder:Infected Patrol Captain]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_082.png]]
[[folder:Urban 'Whirlwind Walker']]
->'''Other variations''': Elite Infected Patrol Captain

Vanguards
variations:''' Urban 'Tornado Trendsetter'
Two familiars that got entangled with each other
from the Ursus Army in charge of hunting down infected civilians.fighting over cotton candy. Explodes on first attack to deal Arts damage, leaving behind a 'Mischievous Rascal' and a 'Hearty Heavy'.



* 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.]]

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
the army.
* SociopathicSoldier: Described as greedy and cold-blooded, the patrols don't give a crap about human life, as
Candy 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!''



[[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.

to:

[[folder:Ursus Assault Crossbowman]]
-> '''Other variations''': Elite Ursus Assault Crossbowman

Ranged attackers for
[[folder:'Fluffy Buddy']]
A sheep familiar that hides in
the Ursus Imperial Army, carrying map. Appears as a jet pack to launch surprise attacks.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.



* 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.

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.



[[folder:Ursus Armored Caster]]
-> '''Other variations''': Elite Ursus Armored Caster

Casters that serve under the Ursus Imperial Army.

to:

[[folder:Ursus Armored Caster]]
-> '''Other variations''': Elite Ursus Armored Caster

Casters that serve under the Ursus Imperial Army.
[[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.



* 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.



[[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.

to:

[[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.
!!Ursus Units
!!!Ursus Imperial Army and civilians (Introduced in Chapter 8)
[[folder:General]]



* 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.

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: While
use 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% ATK
only 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.



[[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.

to:

[[folder:Ursus Raider]]
->'''Other variations:''' Ursus Raider Leader

Imperial soldiers trained to break enemy lines. They prioritize attacking
Civilian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_081.png]]

Harmless
civilians and 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.



* 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.

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
them a threat die is equivalent to those with only one block as they simply pass through them.
* LongRangeFighter: Like Captains, they will pull out a knife
leaking 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
Civilians and Talulah the Fighter.at least get a quicker death.



[[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.

to:

[[folder:Imperial Striker]]
[[folder:Ursus Mangler]]
->'''Other variations:''' Elite Imperial Striker

The heavy soldiers of
Ursus Mangler Packmother

A ruthless pack beast trained by
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.military.



* 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.

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.



[[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.

to:

[[folder:Imperial Artillery Targeteer]]
[[folder:Infected Patrol Captain]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_082.png]]
->'''Other variations:''' Imperial Artillery Core Targeteer

Heavily armored drones who don't attack manually but mark targets for
variations''': Elite Infected Patrol Captain

Vanguards from the
Ursus artillery bombardment, calling Army in explosive airstrikes that deal severe area damage to their targets. charge of hunting down infected civilians.



* 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.

to:

* DeathFromAbove: Calls in artillery strikes from above to do massive splash damage.
* MightyGlacier: They deal massive damage, have sturdy defenses, and pack massive amounts
ZeroPercentApprovalRating: 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
to compensate.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.]]



!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.

to:

!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
[[folder:Ursus Assault Crossbowman]]
-> '''Other variations''': Elite Ursus Assault Crossbowman

Ranged attackers for
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.Ursus Imperial Army, carrying a jet pack to launch surprise attacks.




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.



[[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.

to:

[[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.
[[folder:Ursus Armored Caster]]
-> '''Other variations''': Elite Ursus Armored Caster

Casters that serve under the Ursus Imperial Army.




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.



[[folder:"Stabby"]]
->'''Other variations:''' Flanking "Stabby"

A prideful Ink Spirit whose ranged attacks prioritize attacking Operators with the opposite attribute as itself.

to:

[[folder:"Stabby"]]
[[folder:Ursus Raider]]
->'''Other variations:''' Flanking "Stabby"

A prideful Ink Spirit whose ranged attacks
Ursus Raider Leader

Imperial soldiers trained to break enemy lines. They
prioritize attacking civilians and can only be blocked by Operators with the opposite attribute as itself.2 block or higher.




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.



[[folder:"Lazy"]]
->'''Other variations:''' Unmoving "Lazy"

A massive, sedentary Ink Spirit with equally massive bulk and the ability to draw Operator fire to itself.

to:

[[folder:"Lazy"]]
[[folder:Imperial Striker]]
->'''Other variations:''' Unmoving "Lazy"

A massive, sedentary Ink Spirit
Elite Imperial Striker

The heavy soldiers of the Ursus Imperial Army who can launch
with equally massive bulk harpoons at range and the ability to draw Operator fire to itself.use a spiked tip at melee range. Their attack power will double once they drop below half health.




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.



[[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.

to:

[[folder:"Smarty"]]
[[folder:Imperial Artillery Targeteer]]
->'''Other variations:''' Dazzled "Smarty"

A lively Ink Spirit with low stats,
Imperial Artillery Core Targeteer

Heavily armored drones who don't attack manually
but the ability mark targets for Ursus artillery bombardment, calling in explosive airstrikes that deal severe area damage 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.their targets.



* 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.

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
deal anywhere 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 close
have 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.



[[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.

to:

[[folder:"Blindey"]]
!Great Yan Units
!!!Ink Spirits (Introduced in ''Who is Real'')

[[folder:"Angry"]]
->'''Other variations:''' Indefatigable "Blindey"

Anxious "Angry"

A reckless 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 above-average stats the opposite attribute, and the ability to pass through any Operator without decreased damage from those with the same attribute as itself.attribute.



[[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.

to:

[[folder:"Envy"]]
[[folder:"Bitey"]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_143_1.png]]
->'''Other variations:''' Complicated "Envy"

Serious "Bitey"

A frightening, neurotic basic Ink Spirit with powerful Arts attacks. They'll periodically charge up special attacks that deal heavy Arts damage and forcibly change the attribute of their target.a curious, sociable personality.



[[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.

to:

[[folder:"Fury"]]
[[folder:"Stabby"]]
->'''Other variations:''' Unbridled "Fury"

Flanking "Stabby"

A hulking but dimwitted brute of an prideful Ink Spirit that deals massive damage against whose ranged attacks prioritize attacking Operators with the opposite attribute as itself.



* 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.



[[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.

to:

[[folder:"Free"]]

The main boss of "Who is Real". It is the strongest familiar of Dusk, an enormous unforgiving
[[folder:"Lazy"]]
->'''Other variations:''' Unmoving "Lazy"

A massive, sedentary
Ink Spirit with a cold, arrogant, equally massive bulk and domineering presence.the ability to draw Operator fire to itself.



* 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.

to:

* 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.



!!!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.

to:

!!!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
[[folder:"Smarty"]]
->'''Other variations:''' Dazzled "Smarty"

A lively Ink Spirit with low stats, but
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
ability to defeat, regardless of how explode into a powerful those individual hits are. This encourages strategies based around Arts explosion on death. If two Smarties with opposing attributes come into close proximity, they'll instantly detonate in an unfathomably powerful blast.
----
* 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 with high attack speed, attacks that hit multiple times at once, and damage-over-time effects[[note]]since each time get caught in 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.
ensuing blast.



[[folder:Grindstone]]
->'''Other variations:''' Brightmirror

A canine-like Waregeist made from wooden seals. Spawns 2 wooden seals when defeated.

to:

[[folder:Grindstone]]
[[folder:"Blindey"]]
->'''Other variations:''' Brightmirror

Indefatigable "Blindey"

A canine-like Waregeist made from wooden seals. Spawns 2 wooden seals when defeated.reckless Ink Spirit with above-average stats and the ability to pass through any Operator without the same attribute as itself.






[[folder:Vernacularism]]
->'''Other variations:''' Sophistication

A soldier Waregeist made from novel scrolls. Spawns 3 novel scrolls when defeated.

to:

[[folder:Vernacularism]]
[[folder:"Envy"]]
->'''Other variations:''' Sophistication

Complicated "Envy"

A soldier Waregeist made from novel scrolls. Spawns 3 novel scrolls when defeated.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.






[[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.

to:

[[folder:Introspection]]
[[folder:"Fury"]]
->'''Other variations:''' Scantwords

Unbridled "Fury"

A Waregeist created from a mirror hulking but dimwitted brute of an Ink Spirit that resembles a bird. Taunts operators into attacking it, and spawns a mirror when defeated.deals massive damage against Operators with the opposite attribute as itself.



* 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.



[[folder:Inkwave]]
->'''Other variations:''' Heartbillow

A stone lion-shaped Waregeist created from a fusion of multiple paperweights. Spawns 15 wooden paperweights when defeated.

to:

[[folder:Inkwave]]
->'''Other variations:''' Heartbillow

A stone lion-shaped Waregeist created from a fusion
[[folder:"Free"]]

The main boss
of multiple paperweights. Spawns 15 wooden paperweights when defeated."Who is Real". It is the strongest familiar of Dusk, an enormous unforgiving Ink Spirit with a cold, arrogant, and domineering presence.



* 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.

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
attack damage.
* ZergRush: Is the epitome of this among Waregeists as they spawn '''15''' paperweights on defeat
has 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
fully clean 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.



[[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.

to:

[[folder:Fountainboil]]
->'''Other variations:''' Rainbowbrew

A
!!!Waregeists (Introduced in ''Invitation to Wine'')

[[folder:General
Waregeist made from a tea set resembling a hermit crab with a teapot tropes]]
* AnimateInanimateObject: Waregeists are essentially collections of mundane objects (such
as its shell. Deals splash Arts damage on attack paperweights, picture frames, vases etc.) whose spirits have been awakened and explodes upon death driven to debuff nearby 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 slowed high attack speed. Spawns 4 celadon teawares when defeated.
----
* AchillesHeel: Similar to Infused Originium Slugs, Silence status
speed, attacks that hit multiple times at once, and damage-over-time effects[[note]]since each time the effect prevents 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 from exploding on death.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: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.

to:

[[folder:Blueflower]]
[[folder:Grindstone]]
->'''Other variations:''' Scarletmist

Brightmirror

A canine-like Waregeist created made 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. wooden seals. Spawns a celadon vase 2 wooden seals 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: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.

to:

[[folder:Sinkingsand]]
[[folder:Vernacularism]]
->'''Other variations:''' Sharpedge

Sophistication

A soldier 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. novel scrolls. Spawns spearheads based on the amount of remaining Broken Blades it has at the time of defeat.3 novel scrolls when defeated.



[[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.

to:

[[folder:Clarity]]
[[folder:Introspection]]
->'''Other variations:''' Magnificence

Scantwords

A Waregeist made created from a lampstand mirror that resembles a bird statue. Periodically grants nearby enemies invisibility. Spawns bird. Taunts operators into attacking it, and spawns a bronze lampstand on defeat.mirror when defeated.



* 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".



[[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.

to:

[[folder:Wisp]]

Fragments
[[folder:Inkwave]]
->'''Other variations:''' Heartbillow

A stone lion-shaped Waregeist created from a fusion
of Sui's main body. Increases Sui-Xiang's max HP and reduces the charging time of its special ability multiple paperweights. Spawns 15 wooden paperweights when absorbed.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.



!!! 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.

to:

!!! 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]]
[[folder:Fountainboil]]
->'''Other variations:''' Raging Di Beast

Beasts created by Ya that serve
Rainbowbrew

A Waregeist made from a tea set resembling a hermit crab with a teapot
as Its eyes its shell. Deals splash Arts damage on attack and ears.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: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.

to:

[[folder:Shanhaizhong Skirmisher]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongskirmisher.png]]
[[folder:Blueflower]]
->'''Other variations:''' Shanhaizhong Vigilante

Ordinary members of Shanhaizhong with
Scarletmist

A Waregeist created from
a complex past. Gain vase that appears as a dragon riding on the vase. Can inflict a debuff that causes operators to take increased range Arts damage over time. Spawns a celadon vase when standing on Yumen Catastrophe Defenses.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: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.

to:

[[folder:Shanhaizhong Relayer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongrelayertalksprite.png]]
[[folder:Sinkingsand]]
->'''Other variations:''' Shanhaizhong Harbringer

Tacticians specialized in relaying orders via ciphers. Deploy
Sharpedge

A Waregeist resembling
a Shanhaizhong Cipher 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 first unoccupied Yumen Catastrophe Defense tile that they pass through.amount of remaining Broken Blades it has at the time of defeat.



* 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: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.

to:

[[folder:Shanhaizhong Desperado]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdesperado.png]]
[[folder:Clarity]]
->'''Other variations:''' Shanhaizhong Phalanx

Large, burly Shanhaizhong members tasked with defense.
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: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.

to:

[[folder:Shanhaizhong Ringleader]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongringleaderelitetalk.png]]
->'''Other variations:''' Shanhaizhong Secret-Keeper

Leaders
[[folder:Wisp]]

Fragments
of Sui's main body. Increases Sui-Xiang's max HP and reduces the Shanhaizhong disguised as normal members. Is invisible until their first attack, and the strike that breaks invisibility deals double damage to the target.charging time of its special ability when absorbed.



[[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.

to:

[[folder:Shanhaizhong Seer]]
[[quoteright:150:https://static.
!!! Shanhaizhong (introduced in ''Where Vernal Winds Will Never Blow'')

[[folder:Di Beast]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongseer.org/pmwiki/pub/images/arknights_shanhaizhongdibeast_sprite.png]]
->'''Other variations:''' Shanhaizhong Oracle

Casters trained
Raging Di Beast

Beasts created
by the Feranmuts in Originium Arts. They can lock onto a target Ya that serve as Its eyes and channel to create a large burst of Arts damage, which also buffs their ASPD afterwards.ears.



* ChargedAttack: Their main gimmick.
* MalevolentMaskedMen: Wear golden masks over their upper faces, resembling animal skulls.



[[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.

to:

[[folder:'Wallbreaker']]
[[folder:Shanhaizhong Skirmisher]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizongwallbreaker.org/pmwiki/pub/images/arknights_shanhaizhongskirmisher.png]]
->'''Other variations:''' 'Fortbreaker'

Yumen siege machines stolen by the Shanhaizhong. Prioritize attacking roadblocks and operators located
Shanhaizhong Vigilante

Ordinary members of Shanhaizhong with a complex past. Gain increased range when standing
on Yumen Catastrophe Defenses.



[[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.

to:

[[folder:'Sandwalker']]
[[quoteright:150:https://static.
[[folder:Shanhaizhong Relayer]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongsandwalker.org/pmwiki/pub/images/arknights_shanhaizhongrelayertalksprite.png]]
->'''Other variations:''' 'Sand Voyager'

Shanhaizhong Harbringer

Tacticians specialized in relaying orders via ciphers. Deploy a Shanhaizhong Cipher on the first unoccupied
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.Catastrophe Defense tile that they pass through.


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.


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]]

Added: 15774

Changed: 31451

Removed: 5808

Is there an issue? Send a MessageReason:
None


!!!Introduced in the "Reunion Arc" (Chapters 0 to 8), or ''Grani and the Knights' Treasure''

to:

!!!Introduced !!!Standard Reunion Forces (Introduced in the "Reunion Arc" (Chapters Chapters 0 to 8), 5, or ''Grani and the Knights' Treasure''Treasure'')



->'''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



* 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.



* 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.

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.



* 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.



->'''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



->'''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.



->'''Other variations:''' Wraith Leader

to:

->'''Other variations:''' variations''': Wraith Leader



->'''Other variations:''' Monster Mk II, Raptor

to:

->'''Other variations:''' variations''': Monster Mk II, Raptor




to:

->'''Other variations''': N/A




to:

->'''Other variations''': N/A



* 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.



->'''Other variations:''' Hateful Avenger

to:

->'''Other variations:''' variations''': Hateful Avenger



* 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.



->'''Other variations:''' Arts Guard Leader

to:

->'''Other variations:''' variations''': Arts Guard Leader



* MagicKnight: They're capable of infusing arts into their swords.

to:

* MagicKnight: They're capable of infusing arts Arts into their swords.



->'''Other variations:''' Bladed Fighter Leader

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 their fist-mounted wrist-mounted shield blades to deliver rapid, hard-hitting strikes.



* 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"]].



->'''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.



->'''Other variations:''' Breaker Leader

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.



* 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.



[[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.

to:

[[folder:Yeti Icecleaver]]
[[folder:Demolitionist]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_yetiicecleaver.org/pmwiki/pub/images/arknights_demolitionist.png]]
->'''Other variations:''' Yeti Icecleaver Demolitionist Leader

Yeti Squadron soldiers who wield long katanas. Reunion elites clad in heavy blast suits and wielding huge Originium sledgehammers. They have high stats and can use explosive strikes that deal massive severe damage to frozen operators.in an area around their target.



* 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.

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
in 1-2 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 hit for 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.



[[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.

to:

[[folder:Demolitionist]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_demolitionist.png]]
->'''Other variations:''' Demolitionist Leader

Reunion elites clad
!!!Yeti Squadron (introduced in heavy blast suits and wielding huge Chapter 06)

[[folder:Infused Glacial
Originium sledgehammers. They use explosive strikes Slug]]
-> '''Other variations''': Infused Glacial Originium Slug α
A derivative of the Originium Slug
that deal severe damage lives in an area around their target.colder and snowy climates.



* 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.

to:

* AchillesHeel: Just like their Defense Crusher cousins, AnIcePerson: Not a person per se, but they have no Arts resistance whatsoever.
* EarlyBirdCameo: Due to ''Children
release 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 attacks
Yeti 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.



!Sargon Units
!!!Tiacauh Tribe (Introduced in ''Gavial the Great Chief Returns'')
[[folder:General]]
* LizardFolk: They are Acahuallan tribesmen that bear an appearance to alligators.

to:

!Sargon Units
!!!Tiacauh Tribe (Introduced in ''Gavial
[[folder:Yeti Operative]]
->'''Other variations''': N/A

Standard soldiers from
the Great Chief Returns'')
[[folder:General]]
Yeti Squadron specializing in artic warfare.
----
* LizardFolk: ElementalRockPaperScissors: They deal 50% bonus damage to frozen targets, making them a danger if they are paired with a Glacial Slug.
* UndergroundMonkey:
They are Acahuallan tribesmen that bear an appearance to alligators.Reunion Soldiers with better stats, and deal double damage against Frozen Operators and Icecleavers.



[[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:

[[folder:Tiacauh Warrior]]
[[quoteright:350:https://static.
[[folder:Yeti Icecleaver]]
[[quoteright:150:https://static.
tvtropes.org/pmwiki/pub/images/avg_npc_070.png]]
org/pmwiki/pub/images/arknights_yetiicecleaver.png]]
->'''Other variations:''' Tiacauh Guard
Archosaurus melee fighters
variations''': Yeti Icecleaver Leader

Yeti Squadron elite soldiers
who will gain additional DEF while being blocked.wield long katanas. They have high stats and can deal massive damage to frozen operators.



* 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.

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: Befitting
leader. 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
with a 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.



[[folder:Tiacauh Lancer]]
->'''Other variations:''' Tiacauh Sniper
Archosaurus warriors who throw ranged spear attacks.

to:

[[folder:Tiacauh Lancer]]
[[folder:Oneiros]]
->'''Other variations:''' Tiacauh Sniper
Archosaurus warriors who throw ranged spear attacks.
variations''': N/A
[=UAVs=] deployed by the Yeti Squadron.



* 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
their ranged 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.



[[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.

to:

[[folder:Tiacauh Fanatic]]
->'''Other variations:''' Tiacauh Ripper
Archosaurus warriors who wield acid-coated gauntlets, giving them both fast attack speed and
!Sargon Units
!!!Tiacauh Tribe (Introduced in ''Gavial
the ability Great Chief Returns'')
[[folder:General]]
* LizardFolk: They are Acahuallan tribesmen that bear an appearance
to apply a permanent stacking DEF debuff on targets.
----
* AntiArmor: Their attacks apply stacked DEF debuffs to their target, much like Acid Originium Slugs.
alligators.



[[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.

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:''' Tiacauh Shaman
Guard
Archosaurus casters 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.



* 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
their staff, dealing ''quadruple physical'' damage to your operators.nature as tribesmen, they fight with a crudely built spear.



[[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.

to:

[[folder:Tiacauh Shredder]]
Lancer]]
->'''Other variations:''' Tiacauh Annihilator
Elite
Sniper
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. who throw ranged spear attacks.



* ChainsawGood: Fights with dual buzzsaws.

to:

* ChainsawGood: Fights with dual buzzsaws.ThrowingYourSwordAlwaysWorks: They throw their spears as their ranged attack.



[[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.

to:

[[folder:Tiacauh Brave]]
Fanatic]]
->'''Other variations:''' Tiacauh Champion
The strongest of the Tiacauh
Ripper
Archosaurus
warriors who only 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.



* 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:

* 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
AntiArmor: 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.



!!!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.

to:

!!!Drudge's Mercenaries & Originiutants (Introduced in ''Originium Dust'')

[[folder:Originiutant Puppet]]
[[quoteright:150:https://static.
[[folder:Tiacauh Ritualist]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/arknights_originiutantpuppet.png]]

Human remains parasitized
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 reanimated by Originiutants. Divides into two Originiutant Excrescences on death.start using melee attacks that deal significantly higher physical damage.



* 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.



[[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.

to:

[[folder:Mutant Sand Beast]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantsandbeast.png]]
[[folder:Tiacauh Shredder]]
->'''Other variations:''' Mutant Sand Beast α

Swift, omnivorous desert beasts trained by the Sargonians as hunting partners, they have become infected
Tiacauh Annihilator
Elite Archosaurus warriors armed
with Originiutants. Divides into two Originiutant Excrescences on death, military equipment that gives them higher stats. They can also periodically destroy nearby mushroom or Tumors if it's an α variant.stump tiles, disabling their effects and making it impossible to deploy units there.



* 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.



[[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.

to:

[[folder:Mutant Rock Spider]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantrockspider.png]]
[[folder:Tiacauh Brave]]
->'''Other variations:''' Mutant Rock Spider α

Sargonian arachnids parasitized
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 Originiutants. Divides into three Originiutant Excrescences on death, or Tumors if it's an α variant.70%, draw aggro from the blocker, and become immune to all damage outside of that from their opponent.



* 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
the more 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.



[[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.

to:

[[folder:Mutant Giant Rock Spider]]
!!!Drudge's Mercenaries & Originiutants (Introduced in ''Originium Dust'')

[[folder:Originiutant Puppet]]
[[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
org/pmwiki/pub/images/arknights_originiutantpuppet.png]]

Human remains parasitized and reanimated
by Originiutants. A bulky ranged enemy that continuously spawns Divides into two Originiutant Excrescences (Tumors if it's an α variant), and explodes into four of them upon on death.



* 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.

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 Spiders
Flamechaser 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.



[[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.

to:

[[folder:Originiutant]]
[[folder:Mutant Sand Beast]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutant.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 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.
Excrescences on death, or Tumors if it's an α variant.



* 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.

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''.



[[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.

to:

[[folder:"Redmark" Eradicator]]
[[folder:Mutant Rock Spider]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkeradicator.org/pmwiki/pub/images/arknights_mutantrockspider.png]]
->'''Other variations:''' Elite "Redsign" Eradicator

A camouflaged mercenary sniper who uses extraordinarily lethal attacks from anywhere
Mutant Rock Spider α

Sargonian arachnids parasitized by Originiutants. Divides into three Originiutant Excrescences
on the map, but can only attack Operators exposed to a sandstorm.death, or Tumors if it's an α variant.



* 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".

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
BigCreepyCrawlies: 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.



[[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.

to:

[[folder:"Redmark" Infiltrator]]
[[folder:Mutant Giant Rock Spider]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkinfiltrator.png]]
org/pmwiki/pub/images/arknights_mutantgiantrockspider.png]]
->'''Other variations:''' Elite "Redsign" Infiltrator, Holographic Illusion, Holographic Illusion [=MK2=]

Mutant Giant Rock Spider α

A mercenary saboteur who subspecies of Rock Spider native to Sargon with a bulky abdomen that stores energy, infected by Originiutants. A bulky ranged enemy that continuously spawns a hologram to distract targets Originiutant Excrescences (Tumors if it's an α variant), and explodes into four of them 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.death.



* 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
can project 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.



[[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.

to:

[[folder:Originiutant Excrescence]]
[[folder:Originiutant]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantexcrescence.org/pmwiki/pub/images/arknights_originiutant.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
α

A heavily mutated Originium behemoth used as a living weapon. Although
they escape; the stronger Tumor variant has an additional ability to massively lower the attack speed of any Operator blocking them.are very slow, their exoskeletons give them ungodly resilience and devastating melee Arts attacks.



* 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
all but 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.



!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.''

to:

!Siesta Units
!!!Little Black Sheep (introduced in ''So Long, Adele'')

[[folder:General]]
[[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.
----
* PiecesOfGod: These are clones of Dolly that developed their own personalities, AchillesHeel: Operators not unlike the [[spoiler:Sui siblings]]. The finale caught in a sandstorm, if forced into a melee combat, they will only use a melee attack which only deal a small amount of "So Long, Adele" reveals that [[spoiler:their personalities are copies of people that Dolly deemed "interesting" during his long life.]]
damage.
* 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:
ColdSniper: They are literally ''pink sheep''.
* StickyFingers: Some
capable of ''sniping'' Operators caught in the familiars carry man-made items that they picked up off sandstorm anywhere on 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 map. This, coupled with their high ATK stat, makes them extremely dangerous to an affected Operator.
* EliteMook: Unusually for
the event.
-->''You're going to humiliate me. Don't tell people my clones
infantry presented for ''Operation: Originium Dust'', these enemies are kleptomaniacs.''always categorized as an Elite Enemy, making them the only enemy group to lack a Common Enemy representing the "Redmarks".



[[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.

to:

[[folder:Hot Spring 'Mischievous Rascal']]
[[folder:"Redmark" Infiltrator]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkinfiltrator.png]]
->'''Other variations:''' Hot Spring 'Jolly Rascal'
Elite "Redsign" Infiltrator, Holographic Illusion, Holographic Illusion [=MK2=]

A sheep familiar wearing mercenary saboteur who spawns a traffic cone. Spawns a Carmine Steam on hologram to distract targets upon first taking damage; while the spot when defeated.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.
----
* 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.



[[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.

to:

[[folder:Fashion Street 'Hearty Heavy']]
[[folder:Originiutant Excrescence]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantexcrescence.png]]
->'''Other variations:''' Fashion Street 'Robust Heavy'
A sheep familiar carrying a frisbee. Has a ranged
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 and also spawns a Carmine Steam on speed of any Operator blocking them.
----
* ZergRush: Their entire modus operandi; especially
the spot when defeated.Tumors, which can all but paralyze melee Operators.



[[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.

to:

[[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.
----
!Siesta Units
!!!Little Black Sheep (introduced in ''So Long, Adele'')

[[folder:General]]
* AchillesHeel: Disabling status effects (stun, frozen, sleep) will cause the Aviator to lose its Low-Altitude Hovering, becoming a ground unit PiecesOfGod: These are clones of Dolly 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
developed their doom if it receives a disabling status effect while over own personalities, not unlike the pit.
[[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.]]
* MaybeMagicMaybeMundane: 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 often mistaken for pink clouds by Siestans, leading to legends literally ''pink sheep''.
* StickyFingers: Some
of pink clouds surrounding the volcano familiars carry man-made items that were often dismissed as exaggerations.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.''



[[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.

to:

[[folder:Hot Spring 'Wandering Vagrant']]
'Mischievous Rascal']]
->'''Other variations:''' Hot Spring 'Wandering Slider'
'Jolly Rascal'
A sheep familiar wearing skating 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.



[[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.

to:

[[folder:'Big Fella']]
[[folder:Fashion Street 'Hearty Heavy']]
->'''Other variations:''' 'Big Man'
Fashion Street 'Robust Heavy'
A large fluffy critter that sometimes unintentionally eats its own kin. Spawns sheep familiar carrying a 'Mischievous Rascal' frisbee. Has a ranged attack and also spawns a Carmine Steam on first attack, or the spot 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.
defeated.



[[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'.

to:

[[folder:Urban 'Whirlwind Walker']]
[[folder:Fashion Street 'Ordinary Aviator']]
->'''Other variations:''' Urban 'Tornado Trendsetter'
Two familiars that got entangled with each other from fighting over cotton candy. Explodes on first
Fashion Street 'Hyperactive Aviator'
A sheep familiar wearing aviation gear. Has Low-Altitude Hovering and even though they have no
attack to deal Arts damage, leaving behind a 'Mischievous Rascal' and by themselves, they can grab on a 'Hearty Heavy'.Heavy' to gain a ranged attack.



* 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:

* 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: Spawns
effects (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'') and
melee 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
their flavor text.
-->''The main reason
doom 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.



[[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.

to:

[[folder:'Fluffy Buddy']]
[[folder:Hot Spring 'Wandering Vagrant']]
->'''Other variations:''' Hot Spring 'Wandering Slider'
A sheep familiar that hides in the map. Appears as wearing skating equipment. Has invisibility, and can carry a blur of blue static until covered in Steam, at 'Mischievous Rascal' on them which point they explode and either heal or inflict Arts damage, plus leaving behind more also gives them the ability to spawn Carmine Steam of the same color.on tiles that they pass through.



* 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.



[[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.

to:

[[folder:Fashion Street 'Stellar Caster']]
[[folder:'Big Fella']]
->'''Other variations:''' Fashion Street 'Supernova Caster'
'Big Man'
A sheep familiar carrying large fluffy critter that sometimes unintentionally eats its own kin. Spawns a witch's gear from a divination shop. Attack up to three operators at a time if standing in Carmine Steam.'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.



!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.

to:

!Great Yan Units
!!!Ink Spirits (Introduced in ''Who is Real'')

[[folder:"Angry"]]
[[folder:Urban 'Whirlwind Walker']]
->'''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
Urban 'Tornado Trendsetter'
Two familiars that got entangled with each other
from Operators with the opposite attribute, fighting over cotton candy. Explodes on first attack to deal Arts damage, leaving behind a 'Mischievous Rascal' and decreased damage from those with the same attribute.a 'Hearty Heavy'.




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!''



[[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.

to:

[[folder:"Bitey"]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_143_1.png]]
->'''Other variations:''' Serious "Bitey"

[[folder:'Fluffy Buddy']]
A basic Ink Spirit with sheep familiar that hides in the map. Appears as a curious, sociable personality.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:

* 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.



[[folder:"Stabby"]]
->'''Other variations:''' Flanking "Stabby"

A prideful Ink Spirit whose ranged attacks prioritize attacking Operators with the opposite attribute as itself.

to:

[[folder:"Stabby"]]
[[folder:Fashion Street 'Stellar Caster']]
->'''Other variations:''' Flanking "Stabby"

Fashion Street 'Supernova Caster'
A prideful Ink Spirit whose ranged attacks prioritize attacking Operators with the opposite attribute as itself.sheep familiar carrying a witch's gear from a divination shop. Attack up to three operators at a time if standing in Carmine Steam.






[[folder:"Lazy"]]
->'''Other variations:''' Unmoving "Lazy"

A massive, sedentary Ink Spirit with equally massive bulk and the ability to draw Operator fire to itself.

to:

[[folder:"Lazy"]]
->'''Other variations:''' Unmoving "Lazy"

A massive, sedentary Ink Spirit with equally massive bulk
!!Ursus Units
!!!Ursus Imperial Army
and the ability to draw Operator fire to itself.civilians (Introduced in Chapter 8)
[[folder:General]]




to:

* SecretAIMoves: The ability to use ranged attacks, they only use it on allied units (friendly [=NPCs=]) and ''never'' on active Operators.



[[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.

to:

[[folder:"Smarty"]]
->'''Other variations:''' Dazzled "Smarty"

A lively Ink Spirit with low stats, but the ability
[[folder:Ursus Civilian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_081.png]]

Harmless civilians that will attempt
to explode into flee to blue boxes for safety. Players must protect them, as letting 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.Civilian die will be counted as a life loss.



* 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.

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 can
shed 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
get close to each other. Sadly, it ''[[OneHitKill won't be pretty]]'' if your operators get caught in the ensuing blast.a quicker death.



[[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.

to:

[[folder:"Blindey"]]
[[folder:Ursus Mangler]]
->'''Other variations:''' Indefatigable "Blindey"

Ursus Mangler Packmother

A reckless Ink Spirit with above-average stats and ruthless pack beast trained by the ability to pass through any Operator without the same attribute as itself.Ursus military.




to:

* UndergroundMonkey: They are essentially Reunion Hounds that boast better stats, making them more threatening in numbers.



[[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.

to:

[[folder:"Envy"]]
[[folder:Infected Patrol Captain]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_082.png]]
->'''Other variations:''' Complicated "Envy"

A frightening, neurotic Ink Spirit with powerful Arts attacks. They'll periodically
variations''': Elite Infected Patrol Captain

Vanguards from the Ursus Army in
charge up special attacks that deal heavy Arts damage and forcibly change the attribute of their target.hunting down infected civilians.




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.]]



[[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.

to:

[[folder:"Fury"]]
->'''Other variations:''' Unbridled "Fury"

A hulking but dimwitted brute of an Ink Spirit that deals massive damage against Operators with
[[folder:Ursus Assault Crossbowman]]
-> '''Other variations''': Elite Ursus Assault Crossbowman

Ranged attackers for
the opposite attribute as itself.Ursus Imperial Army, carrying a jet pack to launch surprise attacks.



* 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,
but too 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.



[[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.

to:

[[folder:"Free"]]

The main boss of "Who is Real". It is
[[folder:Ursus Armored Caster]]
-> '''Other variations''': Elite Ursus Armored Caster

Casters that serve under
the strongest familiar of Dusk, an enormous unforgiving Ink Spirit with a cold, arrogant, and domineering presence.Ursus Imperial Army.



* 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.

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
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 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 foe
name), 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 addition
protection compared to the other casters.
* WouldNotShootACivilian: Inverted. They will prioritize
using its Weft and Warp ability and basic attack on two targets simultaneously.
ranged Arts at Ursus Civilians over Operators.



!!!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.

to:

!!!Waregeists (Introduced in ''Invitation [[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 Wine'')

[[folder:General Waregeist tropes]]
* AnimateInanimateObject: Waregeists are essentially collections
all foes on the map while activating the special abilities of mundane objects (such as paperweights, picture frames, vases etc.) whose spirits have been awakened most Guerrilla units.
----
* PaletteSwap: Of the Reunion Technical Scout. They sport the same general moveset
and driven to aggression [[spoiler:by aura-based abilities, but whereas Tech Scouts offer the spirit fragment of enemy team TrueSight, Heralds provide a StatusBuff to every non-Herald unit on the Second Brother contained within the black goblet]].
map instead.
* AsteroidsMonster: When defeated, each Waregeist spawns a number of Enchanted Objects that don't attack, SupportPartyMember: While they 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,
fight very well, their nature as {{Asteroids Monster}}s means that if you're not careful, your defensive lines will get overrun by massive numbers of unblockable global buffing abilities make them a priority target to take out whenever they appear.
* StatusBuff: Grants all
enemies that you can't kill fast enough to win.+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.



[[folder:Grindstone]]
->'''Other variations:''' Brightmirror

A canine-like Waregeist made from wooden seals. Spawns 2 wooden seals when defeated.

to:

[[folder:Grindstone]]
[[folder:Ursus Raider]]
->'''Other variations:''' Brightmirror

A canine-like Waregeist made from wooden seals. Spawns
Ursus Raider Leader

Imperial soldiers trained to break enemy lines. They prioritize attacking civilians and can only be blocked by Operators with
2 wooden seals when defeated.block or higher.



* 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.



[[folder:Vernacularism]]
->'''Other variations:''' Sophistication

A soldier Waregeist made from novel scrolls. Spawns 3 novel scrolls when defeated.

to:

[[folder:Vernacularism]]
[[folder:Imperial Striker]]
->'''Other variations:''' Sophistication

A soldier Waregeist made from novel scrolls. Spawns 3 novel scrolls when defeated.
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.



* 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.



[[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.

to:

[[folder:Introspection]]
[[folder:Imperial Artillery Targeteer]]
->'''Other variations:''' Scantwords

A Waregeist created from a mirror
Imperial Artillery Core Targeteer

Heavily armored drones who don't attack manually but mark targets for Ursus artillery bombardment, calling in explosive airstrikes
that resembles a bird. Taunts operators into attacking it, and spawns a mirror when defeated.deal severe area damage to their targets.



* 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.



[[folder:Inkwave]]
->'''Other variations:''' Heartbillow

A stone lion-shaped Waregeist created from a fusion of multiple paperweights. Spawns 15 wooden paperweights when defeated.

to:

[[folder:Inkwave]]
!Great Yan Units
!!!Ink Spirits (Introduced in ''Who is Real'')

[[folder:"Angry"]]
->'''Other variations:''' Heartbillow

Anxious "Angry"

A stone lion-shaped Waregeist created 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 a fusion of multiple paperweights. Spawns 15 wooden paperweights when defeated.Operators with the opposite attribute, and decreased damage from those with the same attribute.



* 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.

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.



[[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.

to:

[[folder:Fountainboil]]
[[folder:"Bitey"]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_143_1.png]]
->'''Other variations:''' Rainbowbrew

Serious "Bitey"

A Waregeist made from a tea set resembling a hermit crab basic Ink Spirit 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. curious, sociable personality.



* 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 from exploding on death.



[[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.

to:

[[folder:Blueflower]]
[[folder:"Stabby"]]
->'''Other variations:''' Scarletmist

Flanking "Stabby"

A Waregeist created from a vase that appears as a dragon riding on prideful Ink Spirit whose ranged attacks prioritize attacking Operators with the vase. Can inflict a debuff that causes operators to take increased Arts damage over time. Spawns a celadon vase when defeated.opposite attribute as itself.



* 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:

* 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: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.

to:

[[folder:Sinkingsand]]
[[folder:"Lazy"]]
->'''Other variations:''' Sharpedge

Unmoving "Lazy"

A Waregeist resembling a warrior made from bronze spearheads. Has four "Broken Blades" on spawn, which buffs its attack by 70% massive, sedentary Ink Spirit with equally massive bulk and consumes one "Broken Blade" per attack. Spawns spearheads based on the amount of remaining Broken Blades it has at the time of defeat.ability to draw Operator fire to itself.






[[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.

to:

[[folder:Clarity]]
[[folder:"Smarty"]]
->'''Other variations:''' Magnificence

Dazzled "Smarty"

A Waregeist made from lively Ink Spirit with low stats, but the ability to explode into a lampstand that resembles a bird statue. Periodically grants nearby enemies invisibility. Spawns a bronze lampstand powerful Arts explosion on defeat.death. If two Smarties with opposing attributes come into close proximity, they'll instantly detonate in an unfathomably powerful blast.



* 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
can produce 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.



[[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.

to:

[[folder:Wisp]]

Fragments of Sui's main body. Increases Sui-Xiang's max HP
[[folder:"Blindey"]]
->'''Other variations:''' Indefatigable "Blindey"

A reckless Ink Spirit with above-average stats
and reduces the charging time of its special ability when absorbed.to pass through any Operator without the same attribute as itself.






!!! 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.

to:

!!! 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]]
[[folder:"Envy"]]
->'''Other variations:''' Raging Di Beast

Beasts created by Ya
Complicated "Envy"

A frightening, neurotic Ink Spirit with powerful Arts attacks. They'll periodically charge up special attacks
that serve as Its eyes deal heavy Arts damage and ears.forcibly change the attribute of their target.






[[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.

to:

[[folder:Shanhaizhong Skirmisher]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongskirmisher.png]]
[[folder:"Fury"]]
->'''Other variations:''' Shanhaizhong Vigilante

Ordinary members
Unbridled "Fury"

A hulking but dimwitted brute
of Shanhaizhong an Ink Spirit that deals massive damage against Operators with a complex past. Gain increased range when standing on Yumen Catastrophe Defenses.the opposite attribute as itself.



* DumbMuscle: Extremely powerful, but too stupid to make good decisions in combat.



[[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.

to:

[[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
[[folder:"Free"]]

The main boss of "Who is Real". It is
the first unoccupied Yumen Catastrophe Defense tile that they pass through.strongest familiar of Dusk, an enormous unforgiving Ink Spirit with a cold, arrogant, and domineering presence.



* 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.

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
that give 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.



[[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.
----

to:

[[folder:Shanhaizhong Desperado]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdesperado.png]]
->'''Other variations:''' Shanhaizhong Phalanx

Large, burly Shanhaizhong members tasked
!!!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 defense.
----
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: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.

to:

[[folder:Shanhaizhong Ringleader]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongringleaderelitetalk.png]]
[[folder:Grindstone]]
->'''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.
Brightmirror

A canine-like Waregeist made from wooden seals. Spawns 2 wooden seals when defeated.



[[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.

to:

[[folder:Shanhaizhong Seer]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongseer.png]]
[[folder:Vernacularism]]
->'''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.
Sophistication

A soldier Waregeist made from novel scrolls. Spawns 3 novel scrolls when defeated.



* ChargedAttack: Their main gimmick.
* MalevolentMaskedMen: Wear golden masks over their upper faces, resembling animal skulls.



[[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.

to:

[[folder:'Wallbreaker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizongwallbreaker.png]]
[[folder:Introspection]]
->'''Other variations:''' 'Fortbreaker'

Yumen siege machines stolen by the Shanhaizhong. Prioritize
Scantwords

A Waregeist created from a mirror that resembles a bird. Taunts operators into
attacking roadblocks it, and operators located on Yumen Catastrophe Defenses.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:'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.

to:

[[folder:'Sandwalker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongsandwalker.png]]
[[folder:Inkwave]]
->'''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
Heartbillow

A stone lion-shaped Waregeist created from a fusion of multiple paperweights. Spawns 15 wooden paperweights
when reaching a Ladder.defeated.


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.


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]]

Added: 45154

Changed: 123562

Removed: 36037

Is there an issue? Send a MessageReason:
None


->'''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.

to:

->'''Other variations:''' variations''': Dor-α Failure

Arrowhead-shaped objects made out
Failure, 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.



* AIIsACrapshoot: The Dors encountered by Silence, Astgenne, Greyy, and co. will indiscriminately attack anyone who isn't their creator.



* 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.



[[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.

to:

[[folder:Dor-2 Replica]]
[[folder:Experimental Power Armor]]
->'''Other variations:''' Dor-β Replica

Blobs of 'Transmitter' reagent made from Dorothy's repeated experiments. Absorbed by
variations''': Test Power Armors Armor

A set of power armor designed
to gain SP.function without a pilot.



* 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.



[[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.

to:

[[folder:Dor-3 Bionic]]
[[folder:R-31 Heavy Power Armor]]
->'''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
R-31a Heavy Power Armors to 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 SP.enough SP from absorbing Dor enemies.



* 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.



[[folder:Experimental Power Armor]]
->'''Other variations:''' Test Power Armor

A set of power armor designed to function without a pilot.

to:

[[folder:Experimental [[folder:R-11 Assault Power Armor]]
->'''Other variations:''' Test variations''': R-11a Assault Power Armor

A set of empty power armor designed to function without a pilot.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.



* 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.

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.



[[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.

to:

[[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
!!!Union Army (Introduced in levels, but will become active when they gain enough SP from absorbing Dor enemies.''Lone Trail'')
[[folder:General]]



* 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.

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.



[[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.

to:

[[folder:R-11 Assault Power Armor]]
[[folder:Trimounts City Defender]]
->'''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
variations''': Trimounts City Defender Captain
Union Army rank-and-file soldiers stationed
in levels, but will become active when they gain enough SP from absorbing Dor enemies.Trimounts.



* 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.

to:

* GiantMook: It is much taller and larger than the Experimental Power Armor.
* MacrossMissileMassacre: They
MovesetClone: 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''.



!!!Union Army (Introduced in ''Lone Trail'')
[[folder:General]]

to:

!!!Union [[folder:Arc Commando]]
->'''Other variations''': Arc Commando Captain
Union
Army (Introduced in ''Lone Trail'')
[[folder:General]]
soldiers that operate a jet-pack and armed with a directed-energy handgun.



* 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.

to:

* CityGuards: The Union Army soldiers fought in ''Lone Trail'' are AirborneMook: Unlike the reserve forces stationed in Trimounts.
* TechnologicallyAdvancedFoe: As
one-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
with all a handgun that fires direct-energy rounds, courtesy of the tech companies within Columbia.Project Horizon Arc.



[[folder:Trimounts City Defender]]
->'''Other variations''': Trimounts City Defender Captain
Union Army rank-and-file soldiers stationed in Trimounts.

to:

[[folder:Trimounts City Defender]]
[[folder:Arc Screenguard]]
->'''Other variations''': Trimounts City Defender Variations''': Arc Screenguard Captain
Muscular and imposing Union Army rank-and-file soldiers stationed in Trimounts.soldiers, donning an experimental unit that grants them formidable defenses.



* 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 are this 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.



[[folder:Arc Commando]]
->'''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''': Arc Commando Captain
Frontier Leader
Elite
Union Army soldiers that operate a jet-pack and armed equipped with a directed-energy handgun.powerful laser sword and cutting-edge equipment.



* 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.

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 a handgun cutting-edge laser sword, that fires direct-energy rounds, courtesy of the Project Horizon Arc. deals Arts damage, made with pure technology and science.



[[folder:Arc Screenguard]]
->'''Other Variations''': Arc Screenguard Captain
Muscular and imposing Union Army soldiers, donning an experimental unit that grants them formidable defenses.

to:

[[folder:Arc Screenguard]]
[[folder:"Offender" Production Model]]
->'''Other Variations''': Arc Screenguard Captain
Muscular and imposing
variations''': "Offender" Prototype
A UGV (Unmanned Ground Vehicle) developed Volvort Kochinski for the C.U.D.O.D. (Columbian
Union Army soldiers, donning an experimental unit that grants them formidable defenses.Department of Defense).



* 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.

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 everytime
LogicalWeakness: 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
are attacked repeatedly, they can tank through blows and allow their allies to pass through.completely unmanned.



[[folder:Arc Frontier]]
->'''Other variations''': Arc Frontier Leader
Elite Union Army soldiers equipped with a powerful laser sword and cutting-edge equipment.

to:

[[folder:Arc Frontier]]
[[folder:"Crossroads" Production Model]]
->'''Other variations''': Arc Frontier Leader
Elite
"Crossroads" Prototype
Unmanned Defense units developed by Volvort Kochinski for the C.U.D.O.D. (Columbian
Union Army soldiers equipped with a powerful laser sword and cutting-edge equipment.Department of Defense).



* 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.

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
they take 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 equipment
block 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).



[[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).

to:

[[folder:"Offender" [[folder:"Traffic Tower" Production Model]]
->'''Other variations''': "Offender" Prototype
A UGV (Unmanned Ground Vehicle)
"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).



* 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.

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 are notable 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 are
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 unmanned.trumping the Power Armor is that their DEF lowers whenever they take damage.



[[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).

to:

[[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
!!!Davistown Gangsters {Introduced in ''Come Catastrophes or Wakes of Defense).Vultures'')
[[folder:General]]



* 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).

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 (unless
CatsAreMean: 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.



[[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).

to:

[[folder:"Traffic Tower" Production Model]]
[[folder:Paramilitary Gangster]]
->'''Other variations''': "Traffic Tower" Prototype, "Traffic Officer", "Traffic Officer Captain"
Humanoid pilot-assisted combat robot developed
variations''' Paramilitary Gangster Leader

A Feline gangster hired
by Volvort Kochinski for the C.U.D.O.D. (Columbian Union Department of Defense).a corrupt banker to cause trouble.



* 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.

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 glow
blades 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
their armor, 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 (as
identity 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; compared
to 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.



!!!Davistown Gangsters {Introduced in ''Come Catastrophes or Wakes of Vultures'')
[[folder:General]]

to:

!!!Davistown Gangsters {Introduced in ''Come Catastrophes or Wakes [[folder:Paramilitary Defender]]
A burly Feline mercenary hired to cause a lot
of Vultures'')
[[folder:General]]
trouble.



* 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:

* 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.



[[folder:Paramilitary Gangster]]
->'''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]]
A Feline gangster hired by a corrupt banker to cause trouble.more interested in looting than harming others.



* 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.

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
they start carry are not actually field-tested to cause a ruckus.see if they are safe to use.



[[folder:Paramilitary Defender]]
A burly Feline mercenary hired to cause a lot of trouble.

to:

[[folder:Paramilitary Defender]]
Axeman]]
A burly Feline mercenary hired to cause a lot of trouble.outlaw armed with an energy axe.



* 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.

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,
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
axes 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).



[[folder:Paramilitary Thief]]
A gangster more interested in looting than harming others.

to:

[[folder:Paramilitary Thief]]
A gangster more interested
!Dublinn Units

!!!County Hillock assailants (Introduced
in looting than harming others.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.



* 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.

to:


* UndergroundMonkey: AntiMagic: They act as an equivalent to Reunion Wraiths and wear Arts-refracting masks that greatly increase their related brethren, with the difference being that they possess a Thermal Amplifier that boosts RES. The masks can be temporarily disabled by Silencing them.
* BlindfoldedVision: Their masks cover
their stats if Overloaded.
eyes.
* UnfinishedUntestedUsedAnyway: The thermal device that they carry are not actually field-tested DefectorFromDecadence: Ronan (Damian's cousin) tried to see if they are safe defect Dublinn, but was captured by their soldiers and handed over to use.their leader to be executed.



[[folder:Paramilitary Axeman]]
A hired outlaw armed with an energy axe.

to:

[[folder:Paramilitary Axeman]]
A hired outlaw armed with an energy axe.
[[folder:Dublinn Sniffer Hound]]
->'''Other variations:''' Dublinn Sniffer Hound Pro

Creatures controlled by Dublinn forces.



* 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).

to:


* 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
AntiMagic: They wear Arts-refracting masks that greatly increase their axes RES. The masks can hurt really bad (especially if they are Overloaded, where they can make short work on even the sturdiest of 6-star Defenders).be temporarily disabled by Silencing them.



!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.

to:

!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]]
Sniper]]
->'''Other variations:''' Elite Dublinn Scout

Sniper

Crossbowmen of the
Dublinn soldiers with outstanding camouflage skills that make them remain out forces. Their weapons have traces of sight. Columbian technical modifications.



* 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.



[[folder:Dublinn Sniffer Hound]]
->'''Other variations:''' Dublinn Sniffer Hound Pro

Creatures controlled by Dublinn forces.

to:

[[folder:Dublinn Sniffer Hound]]
Shadowcaster]]
->'''Other variations:''' Elite Dublinn Sniffer Hound Pro

Creatures controlled by
Shadowcaster

Casters of the
Dublinn forces.forces, responsible for making the refracting masks for their allies.



* 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.



[[folder:Dublinn Sniper]]
->'''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 the
Phalanx Commander
Special
Dublinn forces. 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.




* AntiMagic: They wear Arts-refracting masks that greatly increase their RES. The masks can be temporarily disabled by Silencing them.

to:

\n* AntiMagic: They wear Arts-refracting masks that greatly increase their RES. RES, which is problematic since they can significantly buff their own DEF as well. The masks can be temporarily disabled by Silencing them.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.



[[folder:Dublinn Shadowcaster]]
->'''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 the
Flying Squad Leader
Dublinn forces, 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.




* 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:

\n* AntiMagic: In addition AchillesHeel: Hitting them with something like a stun, sleep or freeze will crash them, turning them from a flying ranged unit to most Casters having A-ranked RES or higher, they wear Arts-refracting masks a relatively bog-standard melee unit 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.dispatched with ease. Furthermore, doing this above a {{Bottomless Pit|s}} will make them instantly fall to their deaths.



[[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.

to:

[[folder:Dublinn Phalanx Infantry]]
Flamerazer]]
->'''Other variations:''' Dublinn Phalanx Commander
Special
Flamerazer Leader
Elite
Dublinn soldiers who use 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.



* 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.

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
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
cause accumulated burning damage.



[[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.

to:

[[folder:Dublinn Flying Soldier]]
Companion Guard]]
->'''Other variations:''' Dublinn Flying Squad Leader
Elite Companion Guard
Elite
Dublinn ranged 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.



* 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 their deaths.nonexistent RES, and hit very hard on top of further crippling Operator attack speed if a Shadowblade is nearby. Fortunately, they're rather slow.



[[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.

to:

[[folder:Dublinn Flamerazer]]
Companion Shadowblade]]
->'''Other variations:''' Dublinn Flamerazer Leader
Elite Companion Shadowblade
Elite Dublinn soldiers who wield 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.



* 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.

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 heavy
sheer 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.



[[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.

to:

[[folder:Dublinn Companion Guard]]
Evocator]]
->'''Other variations:''' Dublinn Elite Companion Guard
Evocator Leader
Elite Dublinn soldiers 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.



* 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.

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: They boast 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.



[[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.

to:

[[folder:Dublinn Companion Shadowblade]]
[[folder:Tombkeeper Grotesque]]
->'''Other variations:''' Dublinn Elite Companion Shadowblade
Elite Dublinn soldiers who use an ancient Minoan military formation. They threaten
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 melee Arts and can't be attacked until blocked or revealed, on top of gaining attack speed if a Companion Guard is nearby.ranged Arts.



* 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.

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:
They make 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 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.
made by Mandragora.



[[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.

to:

[[folder:Dublinn Evocator]]
!!!Eblana and Duke of Wellington's forces (introduced in ''What The Firelight Casts'')

[[folder:Special Forces Soldier]]
->'''Other variations:''' Dublinn Evocator Leader
Elite Dublinn casters who cannot attack normally, but summon flames which travel along fixed paths before exploding
Special Forces Captain
Mercenaries hired by the Duke of Wellington. Turn invisible when standing
on impact. The flames deal heavy Arts and Burn damage in an area, but lose damage as they travel.Reeds.



* 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.

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.



[[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.

to:

[[folder:Tombkeeper Grotesque]]
[[folder:Swamp Gloompincer]]
->'''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.
Swamp Gloompincer
Gloompincers adapted to living in the swamps of Victoria. Gain increased movement speed instead of being slowed when walking on Mire.



* 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.



!!!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.

to:

!!!Eblana and Duke of Wellington's forces (introduced in ''What The Firelight Casts'')

[[folder:Special Forces
[[folder:Dublinn Flamechaser Soldier]]
->'''Other variations:''' Special Forces Captain
Mercenaries hired
Dublinn Flamechaser Elite Soldier
Corpses of Dublinn soldiers reanimated
by the Duke Eblana's Originium Arts. Deal Arts damage in melee, cause Burn Damage if near a Burning Reed, and leave behind an Ember of Wellington. Turn invisible when standing on Reeds.Resentment that will revive them if not destroyed in time.



* 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.



[[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.

to:

[[folder:Swamp Gloompincer]]
[[folder:Dublinn Cannoneer]]
->'''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.
Dublinn Cannoneer Captain
Dublinn soldiers armed with crossbows and grenade launchers. Periodically launch long-range grenade rounds that deal splash damage.



[[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.

to:

[[folder:Dublinn Flamechaser Soldier]]
[[folder:Swamp Rover]]
->'''Other variations:''' Heavy Swamp Rover
Military vehicles used by
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,
to traverse the Victorian swamps. Immune to Mire's slowing effects and leave behind an Ember of Resentment that will revive them if not destroyed in time.nullifies Camouflage on operators.



* 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.



[[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.

to:

[[folder:Dublinn Cannoneer]]
Flamecaller]]
->'''Other variations:''' Dublinn Cannoneer Flamecaller Captain
Dublinn soldiers 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.



* 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.



[[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.

to:

[[folder:Swamp Rover]]
[[folder:Dublinn Flamechaser Guard]]
->'''Other variations:''' Heavy Swamp Rover
Military vehicles used by
Dublinn to traverse the Victorian swamps. Immune to Mire's slowing effects 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 nullifies Camouflage on operators.leave behind an Ember of Avarice that will revive them if not destroyed in time.



* 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.



[[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.

to:

[[folder:Dublinn Flamecaller]]
Spec Ops]]
->'''Other variations:''' Dublinn Flamecaller Captain
Dublinn casters skilled in pyrokinetic Originium Arts, though to a different extent than
Elite Spec Ops
Soldiers under
the Evocators 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.



* 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.

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.



[[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.

to:

[[folder:Dublinn Flamechaser Guard]]
!Durin Units
!!!Zeruertza Civilians (introduced in ''Ideal City'')

[[folder:Alcohol Lover]]
->'''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.
Alcohol Association Member

A Durin citizen drunk enough to think they are fighting some evil creature.



* 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
the Flamechaser 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?!"''



[[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.

to:

[[folder:Dublinn Spec Ops]]
[[folder:Lakeside Volunteer]]
->'''Other variations:''' Dublinn Elite Spec Ops
Soldiers under the command
Lakeside Lifeguard

An amateur lifeguard that picked up boxing in lieu
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.their actual job.



* 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,
they unleash 5 consecutive slashes at the operator.actually can't swim.



!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.

to:

!Durin Units
!!!Zeruertza Civilians (introduced in ''Ideal City'')

[[folder:Alcohol Lover]]
[[folder:Sandcastle Builder]]
->'''Other variations:''' Alcohol Association Member

Sandcastle Architect

A Durin citizen drunk enough with an Arts Unit built into their sandcastle tool to think they are fighting some evil creature.protect their sandcastles.



* 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?!"''

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, hence
installing 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.



[[folder:Lakeside Volunteer]]
->'''Other variations:''' Lakeside Lifeguard

An amateur lifeguard that picked up boxing in lieu of their actual job.

to:

[[folder:Lakeside Volunteer]]
[[folder:Volleyball Serving Cart]]
->'''Other variations:''' Lakeside Lifeguard

Volleyball Spiking Cart

An amateur lifeguard automated serving cart that picked up boxing in lieu fell out of their actual job.use. Gains ramping ATK every time they attack, but the buff is reset upon receiving status effects.



* 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.

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 to
prevent 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.



[[folder:Sandcastle Builder]]
->'''Other variations:''' Sandcastle Architect

A Durin with an Arts Unit built into their sandcastle tool to protect their sandcastles.

to:

[[folder:Sandcastle Builder]]
[[folder:Full Metal Surfing Instructor]]
->'''Other variations:''' Sandcastle Architect

Alloy Surfing Instructor
A Durin with an Arts Unit built into their sandcastle tool robot designed to protect their sandcastles.teach surfing. Cannot be run over by Self-Driving Carts.



* 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
to deter 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
Arts Units into their tools - ones that fire Arts strong enough to actually hurt other people.damage if not blocked.



[[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.

to:

[[folder:Volleyball Serving Cart]]
[[folder:Fully-Enclosed Beach Buggy]]
->'''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.
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.



* 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.

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 of
taking 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.



[[folder:Full Metal Surfing Instructor]]
->'''Other variations:''' Alloy Surfing Instructor
A robot designed to teach surfing. Cannot be run over by Self-Driving Carts.

to:

[[folder:Full Metal Surfing Instructor]]
[[folder:Mead-Grade Waker-Upper]]
->'''Other variations:''' Alloy Surfing Instructor
Whiskey-Grade Waker-Upper
A robot designed to teach surfing. Cannot be run over water cannon truck for the purpose of waking up drunkards by Self-Driving Carts.splashing them with water. Gains massively increased ATK and ASPD for a while upon the first time taking damage.



* 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.

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.



[[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.

to:

[[folder:Fully-Enclosed Beach Buggy]]
!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:''' Competitive-Grade Beach Buggy
A transport buggy for carrying exhausted beachgoers around. Can only be blocked
Rioter Leader, Cocktail Thrower, Firebomb Thrower

Untrained troops that attack
with operators having 3 block or higher, picks up other Durin enemies when it travels over them and drops them when it dies.crude weapons.



* 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
are both 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.



[[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.

to:

[[folder:Mead-Grade Waker-Upper]]
[[folder:Junkman]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_junkman.png]]
->'''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
Veteran Junkman, Possessed Junkman, Possessed Veteran Junkman

Mercenaries posing as drifters to disguise themselves. They use fierce attacks
and ASPD for a while upon the first time taking damage.are quite sturdy.



* {{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:
The Whiskey-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
and now 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.



!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.

to:

!Independent Units
!!!Rioters, Junkmen, and Loggers (Introduced in Chapters 0 to 8, or ''Grani and the Knights' Treasure'')
[[folder:Rioter]]
[[folder:Logger]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_rioter.org/pmwiki/pub/images/arknights_logger.png]]
->'''Other variations:''' Rioter Leader, Cocktail Thrower, Firebomb Thrower

Untrained troops
Veteran Logger

Unidentified axe-wielding combatants
that have significant attack power and durability, albeit with crude weapons.low defense.



* 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.

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 as
SmashMook: A step up over Junkmen, Loggers still retain their weapon.role as living battering rams against your operators.



[[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.

to:

[[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
!!!Mercenary forces (introduced in ''Heart of Surging Flame'' 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.
''Code of Brawl'')
[[folder:General]]
* HiredGuns: The description wiki states that they are mercenaries rather than full-time Reunion members, as such it is implied that hired by various Terran faction (including Siesta for security work), sure enough, not only are they joined 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 paycheck.
* SmashMook: The first one a player will encounter. Junkmen possess high health
latter's lack of their own Casters 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.
on their ranks).



[[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.

to:

[[folder:Logger]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_logger.png]]
[[folder:Infantry]]
->'''Other variations:''' Veteran Logger

Unidentified axe-wielding combatants that have significant attack power and durability, albeit
Infantry Leader
Basic soldiers, equipped
with low defense.special armor designed to mitigate Arts damage.



* 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.

to:

* ExactlyWhatItSaysOnTheTin: Loggers wield lumber axes and wear logging equipment.
* SmashMook: A step up over Junkmen, Loggers still retain their role as living battering rams
AntiMagic: 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.



!!!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).

to:

!!!Mercenary forces (introduced in ''Heart [[folder:Sniper]]
->'''Other variations:''' Sniper Leader
Long-ranged soldiers armed with sniper rifles. Every third shot
of Surging Flame'' and ''Code of Brawl'')
[[folder:General]]
theirs will stun the target.
----
* HiredGuns: The wiki states that TranquilizerDart: Implied to be how they are mercenaries hired by various Terran faction (including Siesta for security work), sure enough, not only are they encountered in both Side Stories 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 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).stun your operators.



[[folder:Infantry]]
->'''Other variations:''' Infantry Leader
Basic soldiers, equipped with special armor designed to mitigate Arts damage.

to:

[[folder:Infantry]]
->'''Other variations:''' Infantry Leader
Basic soldiers, equipped with special armor designed to mitigate
[[folder:Agent]]
Sword-wielding casters that can deal melee
Arts damage.damage. They will temporarily reduce the block count of operators struck by their attacks.



* 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.

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
is designed 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.



[[folder:Sniper]]
->'''Other variations:''' Sniper Leader
Long-ranged soldiers armed with sniper rifles. Every third shot of theirs will stun the target.

to:

[[folder:Sniper]]
[[folder:Shielded Guard]]
->'''Other variations:''' Sniper Shielded Guard Leader
Long-ranged soldiers armed with sniper rifles. Every third shot of theirs will stun the target.Soldiers that wield swords and shields, which allow them to soak up physical damage.



* 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.

to:

* TranquilizerDart: Implied to be how they stun operators.
* StatusEffects: Stun, on every third shot. Unlike
HiredGuns: 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.



[[folder:Agent]]
Sword-wielding casters that can deal melee Arts damage. They will temporarily reduce the block count of operators struck by their attacks.

to:

[[folder:Agent]]
Sword-wielding casters
[[folder:Ergate]]
->'''Other variations:''' Ergate Leader
Engineers
that can deal melee Arts damage. They will temporarily reduce the block count of operators struck cannot be blocked by their attacks.operators.



* 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.

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.



[[folder:Shielded Guard]]
->'''Other variations:''' Shielded Guard Leader
Soldiers that wield swords and shields, which allow them to soak up physical damage.

to:

[[folder:Shielded Guard]]
[[folder:Authorized Caster]]
->'''Other variations:''' Shielded Guard Authorized Caster Leader
Soldiers Casters that wield swords and shields, which allow them to soak up physical damage.have been specifically adapted for military service.



* 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.

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: Of Light-Armored Soldiers, the only difference being their slightly lower ATK.Reunion Casters, albeit packing higher overall stats.



[[folder:Ergate]]
->'''Other variations:''' Ergate Leader
Engineers that cannot be blocked by operators.

to:

[[folder:Ergate]]
[[folder:Rockbreaker]]
->'''Other variations:''' Ergate Rockbreaker Leader
Engineers that cannot be blocked by operators.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.



* 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.

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
they are 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.



[[folder:Authorized Caster]]
->'''Other variations:''' Authorized Caster Leader
Casters that have been specifically adapted for military service.

to:

[[folder:Authorized Caster]]
[[folder:Heavy Defender Type N]]
->'''Other variations:''' Authorized Caster Leader
Casters that have been specifically adapted for military service.
Heavy Defender Type S
Heavily armored soldiers with significant HP and DEF.



* 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.

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 Reunion Casters, Heavy Defenders, albeit packing higher overall stats.



[[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.

to:

[[folder:Rockbreaker]]
->'''Other variations:''' Rockbreaker Leader
Melee soldiers who have high HP and use their axes
!Kazdel Units
!!!Reunion-affiliated Sarkaz mercenaries (Main story)
[[folder:General]]
* TheBigGuy: Compared
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
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 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.
category.



[[folder:Heavy Defender Type N]]
->'''Other variations:''' Heavy Defender Type S
Heavily armored soldiers with significant HP and DEF.

to:

[[folder:Heavy Defender Type N]]
[[folder:Sarkaz Greatswordsman]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_054.png]]
->'''Other variations:''' Heavy Defender Type S
Heavily armored soldiers with significant HP
Sarkaz Greatswordsman Leader
Sarkaz mercenaries employed by Reunion, who have both towering durability
and DEF.powerful melee strikes. Their Sarkaz biology also gives them a high resistance to Arts damage.



* 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.

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.



!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.

to:

!Kazdel Units
!!!Reunion-affiliated
[[folder:Sarkaz Caster]]
->'''Other variations:''' Sarkaz Caster Leader
Sarkaz mercenaries (Main story)
[[folder:General]]
* TheBigGuy: Compared to
that have high HP and use high-power Arts attacks. When they see an enemy for the other common 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.
----
* 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 ranks (first introduced in ''Darknights Memoir'', or ''Children of Ursus'' in Global), all of Caster can only use their ChainPain ability once per operation. If it's wasted on a decoy unit, then the Reunion-aligned 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 mercs seen are much taller and possess a larger build. Fittingly, this puts them Caster Leader is listed in the Elite enemies category.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).



[[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.

to:

[[folder:Sarkaz Greatswordsman]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_054.png]]
Crossbowman]]
->'''Other variations:''' Sarkaz Greatswordsman Crossbowman Leader
Sarkaz mercenaries employed 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.



* 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.

to:

* 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.



[[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.

to:

!!!Independent Sarkaz mercenaries (introduced in ''Darknights' Memoir'')

[[folder:Sarkaz Caster]]
Swordsman]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_053.png]]
->'''Other variations:''' Sarkaz Caster Leader
Blademaster
Basic
Sarkaz mercenaries 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.



* 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).

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
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 bodyguard.
* WouldntHurtAChild: In TW-8, one
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).
briefly holds Suzuran hostage, while mentioning if she was older, he would have sliced off her hand.



[[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.

to:

[[folder:Sarkaz Crossbowman]]
Lancer]]
->'''Other variations:''' Sarkaz Crossbowman Lancer Leader
Sarkaz mercenaries that 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.




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.



!!!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.

to:

!!!Independent Sarkaz mercenaries (introduced in ''Darknights' Memoir'')

[[folder:Sarkaz Swordsman]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_053.png]]
Sentinel]]
->'''Other variations:''' Sarkaz Blademaster
Basic
Sentinel Leader
Special
Sarkaz melee soldiers. Like units that are completely harmless by themselves. However, if attacked, they will activate - permanently buffing the rest ATK and DEF of their kind, their biology gives them heightened Arts resistance.every enemy on the map while commanding all passive Sarkaz to turn hostile.



* 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.

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
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
scouts, Sarkaz bodyguard.
* WouldntHurtAChild: In TW-8, one
Sentinels 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.



[[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.

to:

[[folder:Sarkaz Lancer]]
Grudgebearer]]
->'''Other variations:''' Sarkaz Lancer Leader
Worldcurser
Sarkaz mercenaries who wield lances. 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.



* 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.

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
BodyHorror: 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, if
as they can be seen violently twitching in their Standby state and when aggravated.
* CastFromLifeSpan: The Arts that Grudgebearers cast
are moving 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:
Sarkaz Lancer 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 to
have crystallized their acceleration mechanic, resentment into raw power to amplify their Arts.
* PersonOfMassDestruction:
Sarkaz Lancers 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
with her 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.



[[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.

to:

[[folder:Sarkaz Sentinel]]
Bladeweaver]]
->'''Other variations:''' Sarkaz Sentinel 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.



* 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.

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
in one 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 in
attacked 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.



[[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.

to:

[[folder:Sarkaz Grudgebearer]]
[[folder:Guerilla Sarkaz Fighter]]
->'''Other variations:''' Guerilla Sarkaz Worldcurser
Fighter Leader, Mercenary Sarkaz mercenaries who wield powerful Fighter
Sarkaz units with bladed claws. If an Originium Altar activates near them, they will be buffed to deal
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.



* 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.

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.



[[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.

to:

[[folder:Sarkaz Bladeweaver]]
[[folder:Guerrilla Sarkaz Caster]]
->'''Other variations:''' Guerrilla Sarkaz Bladeweaver Leader
Caster Leader, Mercenary Sarkaz mercenaries who wield Originium-powered swords capable of Caster
Special Sarkaz casters that use periodic Arts pulses,
dealing Arts damage. They will remain in a passive standby state until provoked by damage or to all Operators in a Sentinel's signal, or until enough time has passed.radius. If an Originium Altar activates near them, the radius of their Arts attacks will be buffed.



* 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.

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 start
to all foes in standby mode, where a wide area around it.
* WeaksauceWeakness: Because
they will 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.



[[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.

to:

[[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.
!!!Sarkaz Crimson Court and the Sanguinarch's creations (Introduced in Episode 10 and 13)

[[folder:General]]



* MagicKnight: Only when buffed by an Originium Altar.
* 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 pair
AllYourBaseAreBelongToUs: 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.



[[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.

to:

[[folder:Guerrilla Sarkaz Caster]]
[[folder:Sarkaz Royal Court Soldier]]
->'''Other variations:''' Guerrilla Sarkaz Caster Leader, Mercenary Royal Court Elite Soldier
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,
soldiers working under Manfred, armed with equipment produced by the radius of their Arts attacks will be buffed.Londinium factories.



* 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.



!!!Sarkaz Crimson Court and the Sanguinarch's creations (Introduced in Episode 10 and 13)

[[folder:General]]

to:

!!!Sarkaz Crimson Court and [[folder:Touch of the Sanguinarch's creations (Introduced in Episode 10 and 13)

[[folder:General]]
Sanguinarch]]
->'''Other variations:''' Touch of Benevolence
Creations born of the Sanguinarch of Vampires' Originium Arts.



* 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.

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 immune
a 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 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.
shots.]]



[[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.

to:

[[folder:Sarkaz Royal Court Soldier]]
Heirbearer Warrior]]
->'''Other variations:''' Sarkaz Royal Court Elite Soldier
Sarkaz soldiers working under Manfred, armed
Heirbearer Warrior Captain
A soldier infused
with equipment produced by the Londinium factories. Sanguinarch's Arts. Spawns a Touch enemy on death.



[[folder:Touch of the Sanguinarch]]
->'''Other variations:''' Touch of Benevolence
Creations born of the Sanguinarch of Vampires' Originium Arts.

to:

[[folder:Touch of the Sanguinarch]]
[[folder:Sarkaz Heirbearer ASV]]
->'''Other variations:''' Touch of Benevolence
Creations born of
Sarkaz Heirbearer Retrofit ASV
A supply vehicle carrying
the Sanguinarch of Vampires' Originium Arts.Sanguinarch's Arts. Buffs all reborn creations on the field and causes them to deal Necrosis damage with their attacks.



* 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.]]



[[folder:Sarkaz Heirbearer Warrior]]
->'''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 infused
Artificer]]
An artificer imbued
with the Sanguinarch's Arts. 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.



[[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.

to:

[[folder:Sarkaz Heirbearer ASV]]
[[folder:Gift of the Sanguinarch]]
->'''Other variations:''' Gift of Magnanimity
More powerful creations born from the blood of
Sarkaz Heirbearer Retrofit ASV
A supply vehicle carrying
soldiers reshaped by the Sanguinarch's Arts. Buffs all reborn creations on the field and causes them to deal Necrosis damage with their attacks.Originium Arts.



* 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.



[[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.

to:

[[folder:Sarkaz Heirbearer Artificer]]
An artificer imbued with
Hatedrinker]]
->'''Other variations:''' Sarkaz Heirbearer Wrathgorger
Sarkaz soldiers bearing
the Sanguinarch's Arts and 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.



* 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.



[[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.

to:

[[folder:Gift of the Sanguinarch]]
[[folder:Sarkaz Heirbearer Chain Caster]]
->'''Other variations:''' Gift of Magnanimity
More powerful creations born from the blood of
Sarkaz soldiers reshaped Heirbearer Chain Caster Captain
A caster trained
by the Royal Court and infused with the Sanguinarch's Originium Arts.Arts. Attacks jump between enemies and spawns a Gift upon death.



* 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.

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 set
Sarkaz equivalent of Royal Court armor with bones sticking out of the face.Chain Caster operators.



[[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.

to:

[[folder:Sarkaz Heirbearer Hatedrinker]]
->'''Other variations:''' Sarkaz Heirbearer Wrathgorger
Sarkaz soldiers bearing
[[folder:Bloodthirsty Heir]]
Creations of
the Sanguinarch's Arts that absorb the wrath drain blood from their fallen kin others to strengthen sustain themselves.



* 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.



[[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.

to:

[[folder:Sarkaz Heirbearer Chain Caster]]
->'''Other variations:'''
Requisitioned Engineering Drone]]
A Londinium engineering drone repurposed by the
Sarkaz Heirbearer Chain Caster Captain
A caster trained by the
Royal 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.



* 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.



[[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.

to:

[[folder:Bloodthirsty Heir]]
Creations
!!!Members of the Sanguinarch's Arts 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 drain blood from others deals Pure DamageOverTime to sustain themselves.
----
nearby player units.
* LifeDrain: They deal Arts ManaBurn: Some enemies inflict Necrosis damage and heal themselves by a proportion buildup, which drains the SP of affected operators in addition to causing damage dealt.over time.



[[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.

to:

[[folder:Sarkaz Requisitioned Engineering Drone]]
A Londinium engineering drone repurposed by the Sarkaz
Royal Court Caster]]
A Sarkaz caster serving the Royal Court. Can lock on to an allied unit
and modified 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.



* 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.



!!!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.

to:

!!!Members [[folder:Sarkaz Witherer]]
->'''Other variations:'' Sarkaz Witherer Captain
A foot soldier
of the Nachzehrer Army (Introduced in Episode 11)

[[folder:General]]
* AllYourBaseAreBelongToUs: Much like
army. Spread Corruption on 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.
land upon death.
----



[[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.

to:

[[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,
[[folder:Steam Tank]]
Armored vehicles equipped
with a large burst of [=AoE=] Necrosis damage at the end of the channel.Victorian technology.



* 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.



[[folder:Sarkaz Witherer]]
->'''Other variations:'' Sarkaz Witherer Captain
A foot soldier of the Nachzehrer army. Spread Corruption on the land upon death.

to:

[[folder:Sarkaz Witherer]]
[[folder:Seed of Withering]]
->'''Other variations:'' Sarkaz Witherer Captain
A foot soldier
variations:''' Seed of Decay
Arts Creations
of the Nachzehrer army. Spread Corruption on King. Mindless creations meant to create death to feed the land upon death.other soldiers.



* 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.



[[folder:Steam Tank]]
Armored vehicles equipped with Victorian technology.

to:

[[folder:Steam Tank]]
Armored vehicles equipped with Victorian technology.
[[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.



* 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.



[[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.

to:

[[folder:Seed of Withering]]
->'''Other variations:''' Seed of Decay
Arts Creations
[[folder:Sarkaz Wither Caster]]
Casters
of the Nachzehrer King. Mindless creations meant to create death to feed King's army. Capable of healing the other soldiers.Twigs That Crave.



* 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.



[[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.

to:

[[folder:Twigs That Crave]]
Large stationary roots that host a Rot Eater within them. Releases the Rot Eater when destroyed or when all other
[[folder:Rot Eater]]
Powerful
enemies are defeated.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.



* 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.



[[folder:Sarkaz Wither Caster]]
Casters of the Nachzehrer King's army. Capable of healing the Twigs That Crave.

to:

[[folder:Sarkaz Wither Caster]]
Casters
[[folder:Rotchaser]]
Arts Creations
of the Nachzehrer King's army. Capable of healing King. Fast melee enemies that deal Arts damage over time to the Twigs That Crave.target, but is removed when the target receives healing.



* CombatMedic: They both deal Arts damage and restore the HP of any damaged Twigs That Crave.



[[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.

to:

[[folder:Rot Eater]]
Powerful enemies that feed on their fallen allies from within Twigs That Crave. Gain HP, ATK
[[folder:Sarkaz Wither Tank]]
Siege weapons in service of the Nachzehrer King. Deal more damage with melee attacks
and DEF for each enemy defeated before they spawn, and continuously radiates release Corruption around itself.after several attacks.



* 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.



[[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.

to:

[[folder:Rotchaser]]
Arts Creations
[[folder:Londinium Mobile Defense Artillery]]
->'''Other variations:''' Londinium Precision Mobile Defense Artillery
Miniaturized mobile versions
of the Nachzehrer King. Fast melee enemies that deal artillery cannon from chapter 10. Lock on and bombard the highest HP unit and the area surrounding them with Arts damage over time to the target, but is removed when the target receives healing.damage.



[[folder:Sarkaz Wither Tank]]
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 service
Witherer Devourer]]
A soldier
of the Nachzehrer King. 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.



* 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.



[[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.
----

to:

[[folder:Londinium Mobile Defense Artillery]]
->'''Other variations:''' Londinium Precision Mobile Defense Artillery
Miniaturized mobile versions
!!!Norport spies and followers of the artillery cannon from chapter 10. Lock on 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 bombard the highest HP unit and the area surrounding some of them with Arts damage.
----
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: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.

to:

[[folder:Sarkaz Witherer Devourer]]
A soldier
[[folder:Norport Civilian]]
Victorian civilians caught in the chaos
of the Nachzehrer King's army with insatiable hunger. Devours Sarkaz blockade at Norport. Cannot be attacked, and increase the first operator that blocks it, gaining DEF but losing movement speed in the process.maximum DP cap by 2 upon reaching a Protection Objective if identified.



* 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.



!!!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.

to:

!!!Norport [[folder:Pathfinder Spy]]
->'''Other variations:''' Pathfinder Spymaster
Rookie
spies and followers of the Damazti (Introduced in Episode 12)

[[folder:General]]
* MysteriousEmployer: It is
sent by an unknown who hired the various spies infiltrating Norport.
* TheSneakyGuy: The Spies disguise themselves
employer to infiltrate Norport. Appears as civilians to bypass the Sarkaz blockade around Norport, until identified, and some of them even become invisible after being identified.
* SpotTheImposter: The Spies must be identified by spending enough time in an operator's
their first attack range before they can be attacked.after losing their disguise deals double damage.



[[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.

to:

[[folder:Norport Civilian]]
Victorian
[[folder:Sentry Spy]]
->'''Other variations:''' Sentry Spymaster
Rookie spies sent by an unknown employer to infiltrate Norport. Appears as
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
until identified, allowing the player to deploy DP intensive operators if enough civilians are identified.turns invisible after losing their disguise.



[[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.

to:

[[folder:Pathfinder [[folder:Armed Spy]]
->'''Other variations:''' Pathfinder Armed Spymaster
Rookie Elite spies sent by an unknown employer to infiltrate Norport. Appears as civilians until identified, and has greater stats comparing to their first attack after losing their disguise deals double damage.fellow spies.



[[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.

to:

[[folder:Sentry Spy]]
[[folder:Sarkaz Absurdist Tyrant]]
->'''Other variations:''' Sentry Spymaster
Rookie spies sent
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 an unknown employer to infiltrate Norport. Appears operators with 3 block, and their first attack deals splash damage.
----
* ShoutOut: To the Tyrants of ''Franchise/ResidentEvil'',
as civilians until identified, turns invisible after individuals that turned themselves into powerful hulking monsters but losing their disguise.cognitive functions.



[[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.

to:

[[folder:Armed Spy]]
[[folder:Sarkaz Absurdist Operative]]
->'''Other variations:''' Armed Spymaster
Elite spies sent by an unknown employer to infiltrate Norport. Appears as civilians until identified, has greater stats comparing to
Sarkaz Absurdist Operative Leader
Sarkaz intelligence officers imbued with Damazti Arts. Ranged attacks with
their fellow spies.bow reduce DP upon hitting an operator.



[[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.

to:

[[folder:Sarkaz Absurdist Tyrant]]
Splitcaster Apprentice]]
->'''Other variations:''' Sarkaz Absurdist Tyrant Captain
Splitcaster
Sarkaz soldiers 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.



[[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.

to:

[[folder:Sarkaz Absurdist Operative]]
[[folder:"Trilby Asher"]]
->'''Other variations:''' Sarkaz Absurdist Operative Leader
Sarkaz intelligence officers imbued with Damazti Arts. Ranged attacks with
"Shadowing Trilby Asher"
Members of the Duke of Caster's elite guards. Dash forward in
their bow reduce DP upon hitting an operator.path after every third melee attack.



[[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.

to:

[[folder:Sarkaz Absurdist Splitcaster Apprentice]]
[[folder:Rebellion Instigator]]
->'''Other variations:''' Rebellion Agitator
A suspected
Sarkaz Absurdist Splitcaster
Sarkaz casters trained in Damazti Arts, allowing them to perform self-splitting similar to
saboteur that incites the Damazti Cluster. Spawns a clone upon reaching half health.Norport populace to rebel. Causes all civilians and unidentified spies to become unblockable if self is not blocked.



[[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.

to:

[[folder:"Trilby Asher"]]
->'''Other variations:''' "Shadowing Trilby Asher"
Members
[[folder:Withering Collector Disciple]]
An unmanned Nachzehrer vehicle designed to spread death and decay on the battlefield using the essence
of the Duke deceased. Periodically spawns Seeds of Caster's elite guards. Dash forward in their path after every third melee attack.Withering.



[[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]]



!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.

to:

!Leithanien Units
!!!Rioters & Mudrock's Squad (Introduced
!!Laterano Units

!!!Pathfinders Soldiers (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.
''Guide Ahead'')
[[folder:General]]



* ArmorPiercingAttack: Their Arts damage ignores DEF and targets RES instead.
* 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'
and targets 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.



[[folder:Leithanien Whisperer]]
->'''Other variations:''' Leithanien Psalmist
Extra-long-ranged casters who can also "contest" Gramophones in an attempt to capture them.

to:

[[folder:Leithanien Whisperer]]
[[folder:Pathfinder Legionarius]]
->'''Other variations:''' Leithanien Psalmist
Extra-long-ranged casters who can also "contest" Gramophones in an attempt to capture them.
Pathfinder Legionarius Prefect
A Pathfinder Liberi soldier.



* 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.

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.



[[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.

to:

[[folder:Winterwisp Blood Shaman]]
[[folder:Pathfinder Sagittarius]]
->'''Other variations:''' Winterwisp Blood Magister
Powerful Leithanian berserkers
Pathfinder Sagittarius Prefect

A Pathfinder Sankta rifleman. Carries one special ammo
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.doubles the damage of their next attack.



* 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.

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.



[[folder:Mudrock Matterllurgist]]
->'''Other variations:''' Mudrock Matterllurgist Leader
Ranged physical units commanded by Mudrock. They will prioritize foes capturing Gramophones.

to:

[[folder:Mudrock Matterllurgist]]
[[folder:Pathfinder Artifex]]
->'''Other variations:''' Mudrock Matterllurgist Leader
Ranged physical units commanded by Mudrock. They will prioritize foes capturing Gramophones.
Pathfinder Artifex Prefect

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.



[[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.

to:

[[folder:Mudrock Zealot]]
[[folder:Pathfinder Ballistarius]]
->'''Other variations:''' Mudrock Zealot Leader
Powerful melee soldiers commanded by Mudrock. They spawn with a shield
Pathfinder Ballistarius Prefect

A Pathfinders Liberi heavy weapons specialist. Carries two shells
that protects let them do splash damage against operators from Arts damage, while raising their attack speed and max HP as long as it's active.range.



* 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.



[[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.

to:

[[folder:Mudrock Colossus]]
[[folder:Pathfinder Veles]]
->'''Other variations:''' Hexed Colossus
Pathfinder Veles Prefect

A towering stone behemoth summoned by Mudrock's Arts. They're extremely slow Pathfinders Sankta rifleman. Acts similar to the Sagittarius, but absolutely powerful - packing high defenses, ''monumental'' HP, parachutes into the map instead of spawning from Incursion Points and enough ATK to instantly kill most targets.prioritizes attacking 'Gelato Stops'.



* 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.

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
their power, 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 owing
compared to their PercentDamageAttack.rifle-toting brethren.



!!!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.

to:

!!!Witch King Remnants (Introduced in ''Lingering Echoes'')
[[folder:'Street Layabout']]
[[folder:Pathfinder Dessert Vendor]]
->'''Other variations:''' Street Drunk
Armed militants
Reowned Pathfinder Dessert Vendor

A Pathfinders Sankta soldier
disguised as Infected Afterglow civilians. Deals additional Arts damage to operators not connected to Realigned Flux.a regular dessert vendor. Spawns with three "Snack Carts" that they periodically launch at the Protection Objective.



* MightyGlacier: Not particularly fast, but deal a lot of damage through a combination of their attacks and the Snack Carts that they launch.



[[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.

to:

[[folder:'Street Performer']]
[[folder:Snack Cart]]
->'''Other variations:''' Street Musician
Armed militants
Luscious Snack Cart

A concealed explosive device
disguised as Infected Afterglow civilians. Deals an additional hit a harmless dessert cart. Explodes to operators not connected deal Arts and Burn damage when blocked, and does extra damage to Realigned Flux.'Gelato Stops'.



* 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.



[[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.

to:

[[folder:Mass-Produced Colossus]]
->'''Other variations:''' Enhanced Mass-Produced Colossus
[[folder:Pathfinder Nuncio]]
An Originium Arts creation designed for breaching through enemy lines. Loses its defenses when standing in Realigned Flux.elite Pathfinders Sankta soldier. Carries special ammo that can prevent an operator from attacking and healing.



* AchillesHeel: They lose 1000 DEF and 50 RES when they are standing in a Realigned Flux line, making operator positioning crucial for defeating them.



[[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.

to:

[[folder:Spire Caster]]
->'''Other variations:''' Battleworn Spire Caster
Casters employed by
!!!Bandits attacking the Leithanien army specializing Sanctilaminium Ambrosii (introduced in area-of-effect damage.
----
''Hortus de Escapismo'')

[[folder:General]]
* HerdHittingAttack: They attack 2 operators at once, BanditClan: With the exception of the Gnawbeast and deal splash damage if Vesperwing being animals living in the depths of the monastery, the other enemies are part of a bandit gang operating in the wastelands that has set their target is not connected sights on the Sanctilaminium Ambrosii.
* LevelDrain: These enemies introduce the DP steal mechanic, which hampers the player's ability
to a Realigned Flux.deploy Operators, close holes with timber and use Holy Statues to calm residents.



[[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.

to:

[[folder:Remnant Violinist]]
[[folder:Gnawbeast]]
->'''Other variations:''' Remnant Principal Violinist
Formerly violinists
Starving Gnawbeast

A large Infected rodent living
in the Leithanien capital orchestra, these violinists have spent a long time laying low to conceal their status as followers of the Witch King.monastery.



* 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.



[[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.

to:

[[folder:Remnant Field Caster]]
[[folder:Vesperwing]]
->'''Other variations:''' Remnant Elite Field Caster
Formerly composers
Startled Vesperwing

Infected bats living
in the Leithanien capital orchestra, they have turned to researching depths of the Witch King's Originium Arts but without success.monastery.



* DamageOverTime: Similar to the Gnawbeast, their attacks also inflict the Bleed status effect.



[[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.

to:

[[folder:Remnant Saxophonist]]
[[folder:Wasteland Skulker]]
->'''Other variations:''' Remnant Official Saxophonist
These failed musicians tried to bribe their way into
Elite Wasteland Skulker

Members of
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.bandit gang, originally pickpockets before they became bandits.



* 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.



[[folder:Blackwater Originium Slug]]
->'''Other variations:''' Blackwater Originium Slug α
A type of Originium slug that lives in the sewers of Vyseheim.

to:

[[folder:Blackwater Originium Slug]]
[[folder:Wasteland Robber]]
->'''Other variations:''' Blackwater Originium Slug α
A type
Elite Wasteland Robber

Members
of Originium slug that lives in the sewers bandit gang, specializing in theft due to their lack of Vyseheim.combat training.



* 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".

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).



!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.

to:

!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]]
[[folder:Wasteland Plunderer]]
->'''Other variations:''' Elite Sicilian
Basic soldiers who serve in
Wasteland Plunderer

Members of
the Siracusan mafia.bandit gang equipped with heavy gear.



* HealThyself: They steal 3 DP and restore 5% of their health every second attack.



[[folder:Brawler]]
->'''Other variations:''' Elite Brawler
Siracusan mafiosi who launch flurries of rapid-fire punches.

to:

[[folder:Brawler]]
[[folder:Bounty Hunter Crossbowman]]
->'''Other variations:''' Elite Brawler
Siracusan mafiosi who launch flurries of rapid-fire punches.
Bounty Hunter Crossbowman Captain

Bounty hunters equipped with automatic crossbows, they moonlight as bandits when there are no bounties to hunt.



* 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.

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 to
HerdHittingAttack: 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 on
cross shape and steals 1 DP for every Operator hit by the enemy side.attack.



[[folder:Marksman]]
->'''Other variations:''' Elite Marksman
Siracusan mafiosi who use ranged crossbow attacks. They will prioritize attacking Command Terminals.

to:

[[folder:Marksman]]
[[folder:Bounty Hunter Disruptor]]
->'''Other variations:''' Elite Marksman
Siracusan mafiosi who use ranged crossbow attacks. They will prioritize attacking Command Terminals.
Bounty Hunter Disruptor Captain

Bounty hunters armed with machetes and innate Originium Arts, they moonlight as bandits when there are no bounties to hunt.



* 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.



[[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.

to:

[[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.
[[folder:Monastery Inhabitant]]

Civilians living in the Sanctilaminium Ambrosii.



* 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.



[[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.

to:

[[folder:Fanatic]]
!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:''' 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.
Leithanien Rebel Leader
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.



[[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.

to:

[[folder:Greytail]]
[[folder:Leithanien Whisperer]]
->'''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
Leithanien Psalmist
Extra-long-ranged casters who
can only be destroyed by a significant amount of Arts damage. Once their shields are down, their speed increases greatly.also "contest" Gramophones in an attempt to capture them.



* 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.

to:

* BatterUp: They wield metal bats as weapons.
* DeflectorShields: They will enter combat with a sand barrier
ChainPain: 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
Arts damage.
* MightyGlacier: While their shields are up, they're borderline immune to physical damage
attack 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.



!!!Famiglia members (introduced in ''Il Siracusano'')

[[folder:General]]

to:

!!!Famiglia members (introduced [[folder:Winterwisp Blood Shaman]]
->'''Other variations:''' Winterwisp Blood Magister
Powerful Leithanian berserkers that pack high stats and potent Arts attacks
in ''Il Siracusano'')

[[folder:General]]
exchange for losing HP over time. Upon death, they will explode in a powerful Arts burst that also instantly captures any Gramophones in range.



* 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.

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 when
ActionBomb: 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 "Code
take 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.



[[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.

to:

[[folder:Famiglia Soldier]]
[[folder:Mudrock Matterllurgist]]
->'''Other variations:''' Elite Famiglia Soldier
Low-level mafiosi under the orders of their superiors. Increase "Blood Debt"
Mudrock Matterllurgist Leader
Ranged physical units commanded
by a small amount on death.Mudrock. They will prioritize foes capturing Gramophones.



* DeviousDaggers: They wield small knives as personal weapons.



[[folder:Famiglia Crossbowman]]
->'''Other variations:''' Elite Famiglia Crossbowman
Trained snipers armed with crossbows using sophisticated technology. Deal Arts damage during "Asset Liquidation".

to:

[[folder:Famiglia Crossbowman]]
[[folder:Mudrock Zealot]]
->'''Other variations:''' Elite Famiglia Crossbowman
Trained snipers armed
Mudrock Zealot Leader
Powerful melee soldiers commanded by Mudrock. They spawn
with crossbows using sophisticated technology. Deal a shield that protects them from Arts damage during "Asset Liquidation".damage, while raising their attack speed and max HP as long as it's active.



* MageMarksman: They deal Arts damage when an "Asset Liquidation" is running.
* 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:
They deal 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.



[[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.

to:

[[folder:Famiglia Cleaner]]
[[folder:Mudrock Colossus]]
->'''Other variations:''' Famiglia Silent Cleaner
Massively
Hexed Colossus
A towering stone behemoth summoned by Mudrock's Arts. They're extremely slow but absolutely
powerful Archosaurian hitmen tasked with delivering "regards" towards those that angered the ''famiglia''. Only spawn when "Asset Liquidation" starts - packing high defenses, ''monumental'' HP, and gain massive buffs in its duration.enough ATK to instantly kill most targets.



* 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.

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 is
deal 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 alive
Gramophones 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 guys
harder 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
the enemy 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
when the "Blood Ledger" gauge hits maximum. They will still deduct life seals if allowed into a Protection Objective, however.
* TheSneakyGuy: They
facing 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.



[[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.

to:

[[folder:Famiglia Intimidator]]
!!!Witch King Remnants (Introduced in ''Lingering Echoes'')
[[folder:'Street Layabout']]
->'''Other variations:''' Famiglia Terrorizer
Strongmen employed by the ''famiglia''
Street Drunk
Armed militants disguised as Infected Afterglow civilians. Deals additional Arts damage
to intimidate others with their stature and smooth-talking, only resorting operators not connected to violence as a last resort. Draws fire when alive and increase "Blood Debt" by a large amount when defeated.Realigned Flux.



* 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.



[[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".

to:

[[folder:Famiglia Caster]]
[[folder:'Street Performer']]
->'''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
Street Musician
Armed militants disguised as Infected Afterglow civilians. Deals an additional hit
to rapidly incite hatred. Can stop attacking operators not connected to speed up the filling of "Blood Debt".Realigned Flux.



* 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.
----



[[folder:Famiglia Limo]]
->'''Other variations:''' Famiglia Luxury Limo
Limos used by the ''famiglia'' for transportation. Spawns 3 Famiglia Soldiers if defeated when blocked.

to:

[[folder:Famiglia Limo]]
[[folder:Mass-Produced Colossus]]
->'''Other variations:''' Famiglia Luxury Limo
Limos used by the ''famiglia''
Enhanced Mass-Produced Colossus
An Originium Arts creation designed
for transportation. Spawns 3 Famiglia Soldiers if defeated breaching through enemy lines. Loses its defenses when blocked.standing in Realigned Flux.



* 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.



[[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.

to:

[[folder:Famiglia Capo]]
[[folder:Spire Caster]]
->'''Other variations:''' Famiglia Heavy Capo
A [[https://en.wikipedia.org/wiki/Caporegime caporegime]] of
Battleworn Spire Caster
Casters employed by
the ''famiglia''. Increases "Blood Debt" if any ''famiglia'' member is defeated Leithanien army specializing in a radius around them.area-of-effect damage.



* MagicKnight: They emit noxious smoke that deals Arts damage as their melee attack.
* 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 weapon
target is concealed inside their cigar.not connected to a Realigned Flux.



[[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.

to:

[[folder:Siracusan Civilian]]
Normal civilians that got mixed up into
[[folder:Remnant Violinist]]
->'''Other variations:''' Remnant Principal Violinist
Formerly violinists in
the fighting on Leithanien capital orchestra, these violinists have spent a long time laying low to conceal their status as followers of 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.Witch King.



* 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.

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 increases
Realigned 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.



!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.

to:

!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]]
[[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 Slug α, Originium Slug β

Infected wild slugs, often controlled by Reunion casters for use as cannon fodder.
Arts but without success.



* 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.



[[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.

to:

[[folder:Acid Originium Slug]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiumslugacid.png]]
[[folder:Remnant Saxophonist]]
->'''Other variations:''' Acid Originium Slug β

Special Originium Slugs
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 can secrete highly corrosive fluids. Their attacks inflict remains is a permanent, stacking DEF debuff on operators they hit.desire to rip their enemies apart with their music.



* 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.



[[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.

to:

[[folder:Infused [[folder:Blackwater Originium Slug]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiumsluginfused.png]]
->'''Other variations:''' Infused Blackwater Originium Slug β, Infused Glacial Originium Slug, Infused Glacial Originium Slug β

Originium Slugs that absorbed dangerous amounts
α
A type
of Originium into their bodies and became unstable. They explode violently upon death, dealing massive splash damage.slug that lives in the sewers of Vyseheim.



* 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]].

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 variant
Incursion 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 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 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".



[[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.

to:

[[folder:Hound]]
[[quoteright:150:https://static.
!Lungmen & Siracusan Units
!!!Sicilian Mafia & Lungmenites (Introduced in ''Code of Brawl'')

[[folder:Sicilian]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/arknights_hound.org/pmwiki/pub/images/avg_npc_031.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.
Elite Sicilian
Basic mafiosi who serve in the Siracusan mafia.



* 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.

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* 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.



[[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.

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[[folder:Soldier]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/char_1002_nsabr_2.png]]
[[folder:Brawler]]
->'''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.
Elite Brawler
Siracusan mafiosi who launch flurries of rapid-fire punches.



* 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.

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* 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 join
very 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 when
they 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 as in ''CE-4: Prisoner Transfer Escort'' where they can land Contingency Contract.
* RapidFireFisticuffs: Imagine Beehunter but
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.
enemy side.



[[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.

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[[folder:Crossbowman]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_crossbowman.png]]
[[folder:Marksman]]
->'''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
Elite Marksman
Siracusan mafiosi who use
ranged damage.crossbow attacks. They will prioritize attacking Command Terminals.



* 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.

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* 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.



[[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.

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[[folder:Caster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/char_1011_wizard_1.png]]
[[folder:Bully]]
->'''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
variations''': Bulldozer
Hulking enemies
that use the Originium from their infection pack significant HP, ATK, and DEF while charging at relatively fast speeds. They count as three enemies when it comes to cast Arts attacks, dealing ranged damage that ignores defense.being blocked, and operators with less than 3 block will not be able to block them at all.



* 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''.

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* 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 difficult
allow 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 Arts
a ''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 use
double as means of attack.
* DefectorFromDecadence: Yila, along
a 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).



[[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.

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[[folder:Mortar Gunner]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mortargunner.png]]
[[folder:Fanatic]]
->'''Other variations:''' Mortar Gunner Leader, Guerilla Mortar, Guerilla Mortar Leader

Reunion soldiers
variations''': Desperate Fanatic
Brutish mobsters
that attack from extremely long range with mortar shells that deal area damage.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.



* 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.



[[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.

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[[folder:Dual Swordsman]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_dualswordsman.png]]
[[folder:Greytail]]
->'''Other variations:''' Dual Swordsman Leader

Trained soldiers who use fast blade attacks to cause
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 damage.amount of Arts damage. Once their shields are down, their speed increases greatly.



* 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.

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* 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
of straight-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
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
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 arms held back and head tilted forwards.speed ''hugely'' increases at the cost of being extremely squishy without their barrier.



[[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.

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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.
!!!Famiglia members (introduced in ''Il Siracusano'')

[[folder:General]]



* 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.

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* AchillesHeel:
** One of the first of many examples of a bulky unit
BadassInANiceSuit: 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.
the units 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 they first appear), but very weak die), several mooks can also attack civilians themselves and forcing the player to Arts. save them.
* TheMafia:
These guys should be your first lesson in using Arts to take out armored units.
** Painfully averted with
put 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
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
"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 Elite
gauge 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 like
civilians 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 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.
PurpleIsPowerful: Several units' special ability effects are purple.



[[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.

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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.
[[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.



* 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.

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.



[[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.

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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.
[[folder:Famiglia Crossbowman]]
->'''Other variations:''' Elite Famiglia Crossbowman
Trained snipers armed with crossbows using sophisticated technology. Deal Arts damage during "Asset Liquidation".



* 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 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.



[[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.

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[[folder:Wraith]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_wraith.png]]
[[folder:Famiglia Cleaner]]
->'''Other variations:''' Wraith Leader

Stealthy Reunion engineers who cannot be blocked by melee operators.
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.



* 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.

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
to directly 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
operators in 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.



[[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.

to:

[[folder:Monster]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_monster.png]]
[[folder:Famiglia Intimidator]]
->'''Other variations:''' Monster Mk II, Raptor

Aerial drones remotely controlled
Famiglia Terrorizer
Strongmen employed
by Reunion casters. As aerial units, they can't be blocked, and can also only be targeted by ranged attacks. Some are unarmed, while the ''famiglia'' to intimidate others have mounted firearms that give them ranged attacks.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.



* 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.

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
in a blue moon, the Siracusan language over raw violence.
* StoneWall: They have good HP
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, 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, making
low RES makes them harmless vulnerable to your operators. Arts damage.



[[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.

to:

[[folder:Defender-4]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_defender4.png]]

An unmanned drone
[[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 significantly boost rapidly incite hatred. Can stop attacking to speed up the defense filling of nearby allies."Blood Debt".



* NonActionGuy: It has no offensive capabilities whatsoever.
* SupportPartyMember: Boosts the defense of nearby enemy units by 300, significantly increasing their survivability.

to:

* NonActionGuy: It has no offensive capabilities whatsoever.
* SupportPartyMember: Boosts
InTheHood: They wear hoods instead of the defense of nearby enemy units by 300, significantly increasing their survivability. top hats seen on other members.



[[folder:Technical Scout]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_technicalscout.png]]

Reunion engineers that can reveal all nearby invisible operators.

to:

[[folder:Technical Scout]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_technicalscout.png]]

Reunion engineers that can reveal all nearby invisible operators.
[[folder:Famiglia Limo]]
->'''Other variations:''' Famiglia Luxury Limo
Limos used by the ''famiglia'' for transportation. Spawns 3 Famiglia Soldiers if defeated when blocked.



* 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.

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 mounted
continue on their backs are able to reveal invisible operators in their vicinity.the Limo's path.



[[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.

to:

[[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]]
[[folder:Famiglia Capo]]
->'''Other variations:''' Hateful Avenger
Unique katana-wielding soldiers that significantly buff their ATK once falling below half health.
Famiglia Heavy Capo
A unique one titled "Hateful Avenger" (quotes included) is [[https://en.wikipedia.org/wiki/Caporegime caporegime]] of the FinalBoss of Operation Basepoint and Contingency Contract as ''famiglia''. Increases "Blood Debt" if any ''famiglia'' member is defeated in a whole.radius around them.



* {{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'''.

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
MagicKnight: 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 starting
deals Arts damage as their melee attack.
* ThisBananaIsArmed: Their weapon
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'''.
concealed inside their cigar.



[[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.

to:

[[folder:Arts Guard]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_artsguard.png]]
->'''Other variations:''' Arts Guard Leader

Reunion soldiers
[[folder:Siracusan Civilian]]
Normal civilians
that can infuse their swords with Originium Arts, allowing their slashes got mixed up into the fighting on the street. Does not deplete Life Seals if allowed to deal Arts damage.escape, reduce "Blood Debt" when alive but increase it by a large amount on death.



* 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.

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"
by Resistance 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.



[[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.

to:

[[folder:Bladed Fighter]]
!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_bladedfighter.org/pmwiki/pub/images/arknights_originiumslug.png]]
->'''Other variations:''' Bladed Fighter Leader

Originium Slug α, Originium Slug β

Infected wild slugs, often controlled by
Reunion soldiers who casters for use their fist-mounted blades to deliver rapid, hard-hitting strikes.as cannon fodder.



* 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.

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 typical
TheGoomba: 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
they have pretty decent C-ranked DEF.can threaten a well-prepared defensive line is to attack with numbers.



[[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.

to:

[[folder:Butcher]]
[[folder:Acid Originium Slug]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_butcher.org/pmwiki/pub/images/arknights_originiumslugacid.png]]
->'''Other variations:''' Veteran Butcher

Unidentified combatants wielding huge axes, capable of dealing severe damage while taking just as much in return.
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.



* 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:
Like Loggers 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.



[[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.

to:

[[folder:Armed Militant]]
[[folder:Infused Originium Slug]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_armedmilitant.org/pmwiki/pub/images/arknights_originiumsluginfused.png]]
->'''Other variations:''' Senior Armed Militant

Unidentified combatants armed with huge axes
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 heavy armor. While they are very slow, they can inflict became unstable. They explode violently upon death, dealing massive damage with each strike, and their armor gives them very high defenses.splash damage.



* 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.

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
the tank mounted in their back.
* MightyGlacier: Their HP
Infused 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]].



[[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.

to:

[[folder:Breaker]]
[[folder:Hound]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_breaker.png]]
org/pmwiki/pub/images/arknights_hound.png]]
->'''Other variations:''' Breaker Leader

Well-trained soldiers who use their incredible speed
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 decent attack power to spearhead assaults.equipped with surveillance gear.



* 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.

to:

* LightningBruiser: These guys ElementalRockPaperScissors: Frostfangs and Razorfrosts deal 50% bonus damage to frozen targets.
* FragileSpeedster: They move extremely quickly, but
are fast, 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.



[[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.

to:

[[folder:Bombtail]]
[[quoteright:150:https://static.
[[folder:Soldier]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/arknights_bombtail.png]]
org/pmwiki/pub/images/char_1002_nsabr_2.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.
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.



* 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.

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=] physical
Yeti variants deal 50% bonus damage to frozen targets.
* DefectorFromDecadence: Galles, along with Yila and Boone, defected Reunion to join
the target 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.



[[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.

to:

[[folder:Arts Master [=A1=]]]
[[folder:Crossbowman]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_artsmastera1.png]]
org/pmwiki/pub/images/arknights_crossbowman.png]]
->'''Other variations:''' Arts Master A2

Enemy drones
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 special weapons that allow them to launch long-ranged Arts attacks, while giving them potent Arts resistance in the process.crossbows, capable of ranged damage.



* 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.

to:

* AntiMagic: Their weapon modules give them significant Arts protection, making them significantly resistant to magical damage.
* ArmorPiercingAttack: The purple lasers they fire
ElementalRockPaperScissors: 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 Arts
50% 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
operators in a few hits at most, A2 Drones are one of once.
* PistolWhipping: If blocked, they will resort to whacking operators with
the most common reasons for losses in Annihilation 3.butt of their crossbows.



[[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.

to:

[[folder:Frost]]
[[quoteright:150:https://static.
[[folder:Caster]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/arknights_frostdrone.png]]

Unmanned, unarmed drones
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 have heavy armor and a device use the Originium from their infection to cast Arts attacks, dealing ranged damage that severely lowers the temperature around them, significantly slowing down the attack speed of operators nearby.ignores defense.



* 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.

to:

* 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
and severely 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
damage output.
* NonActionGuy: It
they do is not armed harder to resist than physical damage. It's often subverted with any damage dealing equipment.
* OneSteveLimit: Averted. The guitarist
higher-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''.



[[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.

to:

[[folder:Defense Crusher]]
[[folder:Mortar Gunner]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_defensecrusher.org/pmwiki/pub/images/arknights_mortargunner.png]]
->'''Other variations:''' Defense Crusher Mortar Gunner Leader, Guerilla Mortar, Guerilla Mortar 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.soldiers that attack from extremely long range with mortar shells that deal area damage.



* 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.

to:

* 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
they have ''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.



[[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.

to:

[[folder:Enraged Possessed Soldier]]
[[folder:Dual Swordsman]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_enragedpossessedsoldier.org/pmwiki/pub/images/arknights_dualswordsman.png]]
->'''Other variations:''' Enraged Possessed Dual Swordsman Leader

Possessed Soldiers who've had their infection forcibly accelerated Trained soldiers who use fast blade attacks 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.cause significant damage.



* 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.

to:

* 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
Reunion to 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 their self-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.



[[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.

to:

[[folder:Enraged Possessed Thrower]]
[[folder:Heavy Defender]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_enragedpossessedthrower.org/pmwiki/pub/images/arknights_heavydefender.png]]
->'''Other variations:''' Enraged Heavy Defender Leader, Heavy Defender Lieutenant, Possessed Bonethrower

Heavy Defender, Possessed Soldiers who have gotten their infection forcibly accelerated 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 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.same can't be said about Arts.



* 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.

to:

* 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
HP over time. Due to and DEF.
* AntiMagic: The Dublinn variants wear Arts-refracting masks that greatly increase
their behavior, 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
from certain 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
operators when 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.



[[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.

to:

[[folder:Yeti Icecleaver]]
[[folder:Metal Crab]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_yetiicecleaver.org/pmwiki/pub/images/arknights_metalcrab.png]]
->'''Other variations:''' Yeti Icecleaver Leader

Yeti Squadron soldiers who wield long katanas. They have high stats and can deal massive damage
Infected creatures covered in metal armor that makes them highly resistant to frozen operators.all conventional weapons. However, they're not as heavy as they look.



* 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.

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 using
normally, 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't very fast.that great, but they have a high defense of B and an ''even higher'' resistance of S.



[[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.

to:

[[folder:Demolitionist]]
[[folder:Lurker]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_demolitionist.org/pmwiki/pub/images/arknights_lurker.png]]
->'''Other variations:''' Demolitionist Leader

Special Reunion elites clad in heavy blast suits and wielding huge Originium sledgehammers. They use explosive strikes that deal severe damage in an area around soldiers who can't be detected or harmed until their target.stealth is removed, usually by being blocked.



* 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.

to:

* 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
StealthyMook: Lurkers cannot be attacked normally unless they're supposed to.
* MightyGlacier: Demolitionists have slightly less DEF than the Crushers, but compensate
no 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 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, 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).



!Sargon Units
!!!Tiacauh Tribe (Introduced in ''Gavial the Great Chief Returns'')
[[folder:General]]
* LizardFolk: They are Acahuallan tribesmen that bear an appearance to alligators.

to:

!Sargon Units
!!!Tiacauh Tribe (Introduced
[[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.
----
* NonActionGuy: Wraiths are unable to directly damage your operators
in ''Gavial 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 Great Chief Returns'')
[[folder:General]]
* LizardFolk: They are Acahuallan tribesmen that bear an appearance to alligators.
battlefield.



[[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:

[[folder:Tiacauh Warrior]]
[[quoteright:350:https://static.
[[folder:Monster]]
[[quoteright:150:https://static.
tvtropes.org/pmwiki/pub/images/avg_npc_070.png]]
org/pmwiki/pub/images/arknights_monster.png]]
->'''Other variations:''' Tiacauh Guard
Archosaurus melee fighters who will gain additional DEF
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 being blocked.others have mounted firearms that give them ranged attacks.



* 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.

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 a fight.
* WeaponsOfTheirTrade: Befitting
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 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.



[[folder:Tiacauh Lancer]]
->'''Other variations:''' Tiacauh Sniper
Archosaurus warriors who throw ranged spear attacks.

to:

[[folder:Tiacauh Lancer]]
->'''Other variations:''' Tiacauh Sniper
Archosaurus warriors who throw ranged spear attacks.
[[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.



* 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
their spears as their ranged attack.survivability.



[[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.

to:

[[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.
[[folder:Technical Scout]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_technicalscout.png]]

Reunion engineers that can reveal all nearby invisible operators.



* 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
their target, much like Acid Originium Slugs.backs are able to reveal invisible operators in their vicinity.



[[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.

to:

[[folder:Tiacauh Ritualist]]
[[quoteright:350:https://static.
[[folder:Avenger]]
[[quoteright:150:https://static.
tvtropes.org/pmwiki/pub/images/avg_npc_071.png]]
org/pmwiki/pub/images/arknights_avenger.png]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_avengerboss.png]]
->'''Other variations:''' Tiacauh Shaman
Archosaurus casters
Hateful Avenger
Unique katana-wielding soldiers
that use Arts attacks. If they are blocked, they will gain increased DEF and start using melee attacks that deal significantly higher physical damage.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.



* 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
their staff, 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
damage to 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'''.



[[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.

to:

[[folder:Tiacauh Shredder]]
[[folder:Arts Guard]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_artsguard.png]]
->'''Other variations:''' Tiacauh Annihilator
Elite Archosaurus warriors armed with military equipment
Arts Guard Leader

Reunion soldiers
that gives them higher stats. They can also periodically destroy nearby mushroom or stump tiles, disabling infuse their effects and making it impossible swords with Originium Arts, allowing their slashes to deploy units there. deal Arts damage.



* 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.



[[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.

to:

[[folder:Tiacauh Brave]]
[[folder:Bladed Fighter]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_bladedfighter.png]]
->'''Other variations:''' Tiacauh Champion
The strongest of the Tiacauh warriors
Bladed Fighter Leader

Reunion soldiers
who only partake in one-on-one duels. If blocked, they will reduce both use their own DEF and that of their target by 70%, draw aggro from the blocker, and become immune fist-mounted blades to all damage outside of that from their opponent.deliver rapid, hard-hitting strikes.



* 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:

* 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.



!!!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.

to:

!!!Drudge's Mercenaries & Originiutants (Introduced in ''Originium Dust'')

[[folder:Originiutant Puppet]]
[[folder:Butcher]]
[[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.
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.



* 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.



[[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.

to:

[[folder:Mutant Sand Beast]]
[[folder:Armed Militant]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantsandbeast.org/pmwiki/pub/images/arknights_armedmilitant.png]]
->'''Other variations:''' Mutant Sand Beast α

Swift, omnivorous desert beasts trained by the Sargonians as hunting partners,
Senior Armed Militant

Unidentified combatants armed with huge axes and heavy armor. While
they have become infected are very slow, they can inflict massive damage with Originiutants. Divides into two Originiutant Excrescences on death, or Tumors if it's an α variant.each strike, and their armor gives them very high defenses.



* 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
and it'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
with something 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.



[[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.

to:

[[folder:Mutant Rock Spider]]
[[folder:Breaker]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantrockspider.org/pmwiki/pub/images/arknights_breaker.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.
Breaker Leader

Well-trained soldiers who use their incredible speed and decent attack power to spearhead assaults.



* 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're actually unrelated to the more common Infused Originium Slugs.being blocked by your ground operators.



[[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.

to:

[[folder:Mutant Giant Rock Spider]]
[[folder:Bombtail]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantgiantrockspider.org/pmwiki/pub/images/arknights_bombtail.png]]
->'''Other variations:''' Mutant Giant Rock Spider α

A subspecies of Rock Spider native to Sargon with a bulky abdomen
Bombtail-G, Oneiros

Special drones
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.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.



* 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.

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 a regular 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.



[[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.

to:

[[folder:Originiutant]]
[[folder:Arts Master [=A1=]]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutant.org/pmwiki/pub/images/arknights_artsmastera1.png]]
->'''Other variations:''' Originiutant α

A heavily mutated Originium behemoth used as a living weapon. Although they are very slow, their exoskeletons give
Arts Master A2

Enemy drones armed with special weapons that allow
them ungodly resilience and devastating melee to launch long-ranged Arts attacks.attacks, while giving them potent Arts resistance in the process.



* 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.

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.



[[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.

to:

[[folder:"Redmark" Eradicator]]
[[folder:Frost]]
[[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
org/pmwiki/pub/images/arknights_frostdrone.png]]

Unmanned, unarmed drones that have heavy armor and a device that severely lowers
the map, but can only temperature around them, significantly slowing down the attack Operators exposed to a sandstorm.speed of operators nearby.



* 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".

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 are capable 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.



[[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.

to:

[[folder:"Redmark" Infiltrator]]
[[folder:Defense Crusher]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkinfiltrator.png]]
org/pmwiki/pub/images/arknights_defensecrusher.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
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 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.target operator.



* 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
a defensive line.while to kill. Fortunately, they're slow as hell, and their heavy armor doesn't offer them any Arts resistance.



[[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.

to:

[[folder:Originiutant Excrescence]]
[[folder:Enraged Possessed Soldier]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantexcrescence.org/pmwiki/pub/images/arknights_enragedpossessedsoldier.png]]
->'''Other variations:''' Originiutant Tumor

Twisted life-forms created by Levi Klitschko's experiments with radiation
Enraged Possessed Leader

Possessed Soldiers who've had their infection forcibly accelerated to the point that they've descended into primal madness,
and Originium, capable of parasitizing others and mutating them. have developed extreme aggression as a result. They do not count towards the enemy counter and only spawn from certain other enemies, have ''extremely'' high stats, 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.gradually lose HP over time.



* 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.



!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.''

to:

!Siesta Units
!!!Little Black Sheep (introduced in ''So Long, Adele'')

[[folder:General]]
* PiecesOfGod: These are clones of Dolly that developed
[[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 own personalities, not 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.
----
* 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 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
other ranged enemy units they picked up off the street or looted from human shops, and Eyjafjalla spent a remain stationary 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.''
attacking, keeping them out of reach of melee attacks.



[[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.

to:

[[folder:Hot Spring 'Mischievous Rascal']]
[[folder:Yeti Icecleaver]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_yetiicecleaver.png]]
->'''Other variations:''' Hot Spring 'Jolly Rascal'
A sheep familiar wearing
Yeti Icecleaver Leader

Yeti Squadron soldiers who wield long katanas. They have high stats and can deal massive damage to frozen operators.
----
* ElementalRockPaperScissors: They deal
a traffic cone. Spawns whopping 250% bonus damage to frozen targets - 300% if it's a Carmine Steam on leader. Combined with their naturally high ATK, they can usually kill frozen units in 1-2 hits.
* KatanasAreJustBetter: Like
the spot when defeated.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.



[[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.

to:

[[folder:Fashion Street 'Hearty Heavy']]
[[folder:Demolitionist]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_demolitionist.png]]
->'''Other variations:''' Fashion Street 'Robust Heavy'
A sheep familiar carrying
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.
----
* 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 frisbee. Has 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 attack and also spawns a Carmine Steam on the spot when defeated.units.



[[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.

to:

[[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
!Sargon Units
!!!Tiacauh Tribe (Introduced in ''Gavial
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.
Great Chief Returns'')
[[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 their doom if it receives a disabling status effect while over the pit.
* MaybeMagicMaybeMundane:
LizardFolk: They are often mistaken for pink clouds by Siestans, leading to legends of pink clouds surrounding the volcano Acahuallan tribesmen that were often dismissed as exaggerations.bear an appearance to alligators.



[[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.

to:

[[folder:Hot Spring 'Wandering Vagrant']]
[[folder:Tiacauh Warrior]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_070.png]]
->'''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.
Tiacauh Guard
Archosaurus melee fighters who will gain additional DEF while being blocked.



* 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.



[[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.

to:

[[folder:'Big Fella']]
[[folder:Tiacauh Lancer]]
->'''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.
Tiacauh Sniper
Archosaurus warriors who throw ranged spear attacks.



* 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.



[[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'.

to:

[[folder:Urban 'Whirlwind Walker']]
[[folder:Tiacauh Fanatic]]
->'''Other variations:''' Urban 'Tornado Trendsetter'
Two familiars that got entangled with each other from fighting over cotton candy. Explodes on first
Tiacauh Ripper
Archosaurus warriors who wield acid-coated gauntlets, giving them both fast
attack to deal Arts damage, leaving behind a 'Mischievous Rascal' speed and the ability to apply a 'Hearty Heavy'.permanent stacking DEF debuff on targets.



* 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:

* 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.



[[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.

to:

[[folder:'Fluffy Buddy']]
A sheep familiar
[[folder:Tiacauh Ritualist]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_071.png]]
->'''Other variations:''' Tiacauh Shaman
Archosaurus casters
that hides in the map. Appears as a blur of blue static until covered in Steam, at which point use Arts attacks. If they explode are blocked, they will gain increased DEF and either heal or inflict Arts damage, plus leaving behind more Steam of the same color.start using melee attacks that deal significantly higher physical damage.



* 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.



[[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.

to:

[[folder:Fashion Street 'Stellar Caster']]
[[folder:Tiacauh Shredder]]
->'''Other variations:''' Fashion Street 'Supernova Caster'
A sheep familiar carrying a witch's gear from a divination shop. Attack up
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 three operators at a time if standing in Carmine Steam.deploy units there.



* ChainsawGood: Fights with dual buzzsaws.



!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.

to:

!Great Yan Units
!!!Ink Spirits (Introduced in ''Who is Real'')

[[folder:"Angry"]]
[[folder:Tiacauh Brave]]
->'''Other variations:''' Anxious "Angry"

A fast-moving, ill-tempered Ink Spirit. Like all
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 Ink Spirit brethren, they can exploit target by 70%, draw aggro from the Hui/Ming mechanic found in their event, dealing blocker, and taking bonus become immune to all damage outside of that from Operators with the opposite attribute, and decreased damage from those with the same attribute.their opponent.




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.



[[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.

to:

[[folder:"Bitey"]]
[[quoteright:350:https://static.
!!!Drudge's Mercenaries & Originiutants (Introduced in ''Originium Dust'')

[[folder:Originiutant Puppet]]
[[quoteright:150: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.
org/pmwiki/pub/images/arknights_originiutantpuppet.png]]

Human remains parasitized and reanimated by Originiutants. Divides into two Originiutant Excrescences on death.




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.



[[folder:"Stabby"]]
->'''Other variations:''' Flanking "Stabby"

A prideful Ink Spirit whose ranged attacks prioritize attacking Operators with the opposite attribute as itself.

to:

[[folder:"Stabby"]]
[[folder:Mutant Sand Beast]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantsandbeast.png]]
->'''Other variations:''' Flanking "Stabby"

A prideful Ink Spirit whose ranged attacks prioritize attacking Operators
Mutant Sand Beast α

Swift, omnivorous desert beasts trained by the Sargonians as hunting partners, they have become infected
with the opposite attribute as itself.Originiutants. Divides into two Originiutant Excrescences on death, or Tumors if it's an α variant.




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''.



[[folder:"Lazy"]]
->'''Other variations:''' Unmoving "Lazy"

A massive, sedentary Ink Spirit with equally massive bulk and the ability to draw Operator fire to itself.

to:

[[folder:"Lazy"]]
[[folder:Mutant Rock Spider]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantrockspider.png]]
->'''Other variations:''' Unmoving "Lazy"

A massive, sedentary Ink Spirit with equally massive bulk and the ability to draw Operator fire to itself.
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:

* BigCreepyCrawlies: Although they're actually unrelated to the more common Infused Originium Slugs.



[[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.

to:

[[folder:"Smarty"]]
[[folder:Mutant Giant Rock Spider]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantgiantrockspider.png]]
->'''Other variations:''' Dazzled "Smarty"

Mutant Giant Rock Spider α

A lively Ink Spirit subspecies of Rock Spider native to Sargon with low stats, but the ability to explode 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 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.four of them upon death.



* 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.

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,
which will almost certainly one-shot whatever is in range.
* HoistByTheirOwnPetard: They
can 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.



[[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.

to:

[[folder:"Blindey"]]
[[folder:Originiutant]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutant.png]]
->'''Other variations:''' Indefatigable "Blindey"

Originiutant α

A reckless Ink Spirit with above-average stats heavily mutated Originium behemoth used as a living weapon. Although they are very slow, their exoskeletons give them ungodly resilience and the ability to pass through any Operator without the same attribute as itself.devastating melee Arts attacks.




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.



[[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.

to:

[[folder:"Envy"]]
[[folder:"Redmark" Eradicator]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkeradicator.png]]
->'''Other variations:''' Complicated "Envy"

Elite "Redsign" Eradicator

A frightening, neurotic Ink Spirit with powerful Arts attacks. They'll periodically charge up special camouflaged mercenary sniper who uses extraordinarily lethal attacks that deal heavy Arts damage and forcibly change from anywhere on the attribute of their target.map, but can only attack Operators exposed to a sandstorm.




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".



[[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.

to:

[[folder:"Fury"]]
[[folder:"Redmark" Infiltrator]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkinfiltrator.png]]
->'''Other variations:''' Unbridled "Fury"

Elite "Redsign" Infiltrator, Holographic Illusion, Holographic Illusion [=MK2=]

A hulking but dimwitted brute of an Ink Spirit that deals massive damage against Operators with mercenary saboteur who spawns a hologram to distract targets upon first taking damage; while the opposite attribute as itself.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.



* 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.



[[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.

to:

[[folder:"Free"]]

The main boss of "Who is Real". It is the strongest familiar of Dusk, an enormous unforgiving Ink Spirit
[[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 a cold, arrogant, radiation and domineering presence.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.



* 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.

to:

* BarrierChangeBoss: Switches its attribute from Ming (white) to Hui (black) when it TurnsRed, changing its strength and weakness to match.
* DeflectorShields: Its Break
ZergRush: 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.



!!!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.

to:

!!!Waregeists (Introduced !Siesta Units
!!!Little Black Sheep (introduced
in ''Invitation to Wine'')

[[folder:General Waregeist tropes]]
''So Long, Adele'')

[[folder:General]]
* AnimateInanimateObject: Waregeists PiecesOfGod: These are essentially collections clones 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
Dolly that don't attack, can't be blocked, and require a certain number developed their own personalities, not unlike the [[spoiler:Sui siblings]]. The finale of hits to defeat, regardless of how powerful those individual hits are. This encourages strategies based around operators with high attack speed, attacks "So Long, Adele" reveals 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
[[spoiler:their personalities are copies 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 that Dolly deemed "interesting" during his long life.]]
* KillerRabbit: Despite looking like cute pink-colored sheep, these guys are
actually are.
deadly and are just as capable in doing damage to your operators.
* ZergRush: In-story, individual Waregeists aren't particularly powerful, but RidiculouslyCuteCritter: They are literally ''pink sheep''.
* StickyFingers: Some of the familiars carry man-made items that
they appear in great numbers picked up off the street or looted from human shops, and don't stop coming. In-game, their nature as {{Asteroids Monster}}s means Eyjafjalla spent a while in "So Long, Adele" chasing down one 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 stole random items from other people. Dolly even lampshades it early into the event.
-->''You're going
to win.humiliate me. Don't tell people my clones are kleptomaniacs.''



[[folder:Grindstone]]
->'''Other variations:''' Brightmirror

A canine-like Waregeist made from wooden seals. Spawns 2 wooden seals when defeated.
----

to:

[[folder:Grindstone]]
[[folder:Hot Spring 'Mischievous Rascal']]
->'''Other variations:''' Brightmirror

Hot Spring 'Jolly Rascal'
A canine-like Waregeist made from wooden seals. sheep familiar wearing a traffic cone. Spawns 2 wooden seals a Carmine Steam on the spot when defeated.
----
defeated.



[[folder:Vernacularism]]
->'''Other variations:''' Sophistication

A soldier Waregeist made from novel scrolls. Spawns 3 novel scrolls when defeated.
----

to:

[[folder:Vernacularism]]
[[folder:Fashion Street 'Hearty Heavy']]
->'''Other variations:''' Sophistication

Fashion Street 'Robust Heavy'
A soldier Waregeist made from novel scrolls. Spawns 3 novel scrolls sheep familiar carrying a frisbee. Has a ranged attack and also spawns a Carmine Steam on the spot when defeated.
----
defeated.



[[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.

to:

[[folder:Introspection]]
[[folder:Fashion Street 'Ordinary Aviator']]
->'''Other variations:''' Scantwords

Fashion Street 'Hyperactive Aviator'
A Waregeist created from a mirror that resembles a bird. Taunts operators into attacking it, sheep familiar wearing aviation gear. Has Low-Altitude Hovering and spawns even though they have no attack by themselves, they can grab on a mirror when defeated.'Hearty Heavy' to gain a ranged attack.



* 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
over other 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.



[[folder:Inkwave]]
->'''Other variations:''' Heartbillow

A stone lion-shaped Waregeist created from a fusion of multiple paperweights. Spawns 15 wooden paperweights when defeated.

to:

[[folder:Inkwave]]
[[folder:Hot Spring 'Wandering Vagrant']]
->'''Other variations:''' Heartbillow

Hot Spring 'Wandering Slider'
A stone lion-shaped Waregeist created from sheep familiar wearing skating equipment. Has invisibility, and can carry a fusion of multiple paperweights. Spawns 15 wooden paperweights when defeated.'Mischievous Rascal' on them which also gives them the ability to spawn Carmine Steam on tiles that they pass through.



* 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.

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.



[[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.

to:

[[folder:Fountainboil]]
[[folder:'Big Fella']]
->'''Other variations:''' Rainbowbrew

'Big Man'
A Waregeist made from a tea set resembling a hermit crab with a teapot as large fluffy critter that sometimes unintentionally eats its shell. Deals splash Arts damage on attack and explodes upon death to debuff nearby operators with slowed attack speed. own kin. Spawns 4 celadon teawares a 'Mischievous Rascal' on first attack, or when defeated. defeated.



* 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.



[[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.

to:

[[folder:Blueflower]]
[[folder:Urban 'Whirlwind Walker']]
->'''Other variations:''' Scarletmist

A Waregeist created
Urban 'Tornado Trendsetter'
Two familiars that got entangled with each other
from a vase that appears as a dragon riding fighting over cotton candy. Explodes on the vase. Can inflict a debuff that causes operators first attack to take increased deal Arts damage over time. Spawns damage, leaving behind a celadon vase when defeated.'Mischievous Rascal' and a 'Hearty Heavy'.



* 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:

* 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
from using its debuffing attack as well as freezing the attack count, removing its their flavor text.
-->''The
main source 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!''



[[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.

to:

[[folder:Sinkingsand]]
->'''Other variations:''' Sharpedge

[[folder:'Fluffy Buddy']]
A Waregeist resembling sheep familiar that hides in the map. Appears as a warrior made from bronze spearheads. Has four "Broken Blades" on spawn, blur of blue static until covered in Steam, at which buffs its attack by 70% point they explode and consumes one "Broken Blade" per attack. Spawns spearheads based on either heal or inflict Arts damage, plus leaving behind more Steam of the amount of remaining Broken Blades it has at the time of defeat.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.



[[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.

to:

[[folder:Clarity]]
[[folder:Fashion Street 'Stellar Caster']]
->'''Other variations:''' Magnificence

Fashion Street 'Supernova Caster'
A Waregeist made sheep familiar carrying a witch's gear from a lampstand that resembles divination shop. Attack up to three operators at a bird statue. Periodically grants nearby enemies invisibility. Spawns a bronze lampstand on defeat.time if standing in Carmine Steam.



* TheSneakyGuy: Not itself, but Clarity can produce a smokescreen that grants invisibility to nearby Waregeists.



[[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.

to:

[[folder:Wisp]]

Fragments
!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 Sui's main body. Increases Sui-Xiang's max HP their Ink Spirit brethren, they can exploit the Hui/Ming mechanic found in their event, dealing and reduces taking bonus damage from Operators with the charging time of its special ability when absorbed.opposite attribute, and decreased damage from those with the same attribute.






!!! 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.

to:

!!! Shanhaizhong (introduced in ''Where Vernal Winds Will Never Blow'')

[[folder:Di Beast]]
[[folder:"Bitey"]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdibeast_sprite.org/pmwiki/pub/images/avg_avg_npc_143_1.png]]
->'''Other variations:''' Raging Di Beast

Beasts created by Ya that serve as Its eyes and ears.
Serious "Bitey"

A basic Ink Spirit with a curious, sociable personality.






[[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.

to:

[[folder:Shanhaizhong Skirmisher]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongskirmisher.png]]
[[folder:"Stabby"]]
->'''Other variations:''' Shanhaizhong Vigilante

Ordinary members of Shanhaizhong
Flanking "Stabby"

A prideful Ink Spirit whose ranged attacks prioritize attacking Operators
with a complex past. Gain increased range when standing on Yumen Catastrophe Defenses.the opposite attribute as itself.






[[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.

to:

[[folder:Shanhaizhong Relayer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongrelayertalksprite.png]]
[[folder:"Lazy"]]
->'''Other variations:''' Shanhaizhong Harbringer

Tacticians specialized in relaying orders via ciphers. Deploy a Shanhaizhong Cipher on
Unmoving "Lazy"

A massive, sedentary Ink Spirit with equally massive bulk and
the first unoccupied Yumen Catastrophe Defense tile that they pass through.ability to draw Operator fire to itself.



* 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.

to:

* 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: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.

to:

[[folder:Shanhaizhong Desperado]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdesperado.png]]
[[folder:"Smarty"]]
->'''Other variations:''' Shanhaizhong Phalanx

Large, burly Shanhaizhong members tasked
Dazzled "Smarty"

A lively Ink Spirit
with defense.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.



* 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.



[[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.

to:

[[folder:Shanhaizhong Ringleader]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongringleaderelitetalk.png]]
[[folder:"Blindey"]]
->'''Other variations:''' Shanhaizhong Secret-Keeper

Leaders of the Shanhaizhong disguised as normal members. Is invisible until their first attack,
Indefatigable "Blindey"

A reckless Ink Spirit with above-average stats
and the strike that breaks invisibility deals double damage ability to pass through any Operator without the target.same attribute as itself.






[[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.

to:

[[folder:Shanhaizhong Seer]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongseer.png]]
[[folder:"Envy"]]
->'''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
Complicated "Envy"

A frightening, neurotic Ink Spirit with powerful
Arts damage, which also buffs attacks. They'll periodically charge up special attacks that deal heavy Arts damage and forcibly change the attribute of their ASPD afterwards.target.



* ChargedAttack: Their main gimmick.
* MalevolentMaskedMen: Wear golden masks over their upper faces, resembling animal skulls.

to:

* ChargedAttack: Their main gimmick.
* MalevolentMaskedMen: Wear golden masks over their upper faces, resembling animal skulls.



[[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.

to:

[[folder:'Wallbreaker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizongwallbreaker.png]]
[[folder:"Fury"]]
->'''Other variations:''' 'Fortbreaker'

Yumen siege machines stolen by
Unbridled "Fury"

A hulking but dimwitted brute of an Ink Spirit that deals massive damage against Operators with
the Shanhaizhong. Prioritize attacking roadblocks and operators located on Yumen Catastrophe Defenses.opposite attribute as itself.



* DumbMuscle: Extremely powerful, but too stupid to make good decisions in combat.



[[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.

to:

[[folder:'Sandwalker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongsandwalker.png]]
->'''Other variations:''' 'Sand Voyager'

Yumen desert transportation stolen by
[[folder:"Free"]]

The main boss of "Who is Real". It is
the Shanhaizhong. Can only be blocked by operators strongest familiar of Dusk, an enormous unforgiving Ink Spirit with 4 block, picks up non-Leader a cold, arrogant, and non-Machine enemies up to 3 max, and will unload its cargo when reaching a Ladder.domineering presence.


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.


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]]

Added: 42960

Changed: 124243

Removed: 36548

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[[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]]




to:

* TheGoomba: As far as inmates go, they are the weakest of the ranks.




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.




to:

* GoodOldFisticuffs: They fight like Brawlers, using their fist alongside their chains. Befitting as scrappy fighters in a maximum mobile prison.




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).




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.



[[folder:Hardened Criminal]]

to:

[[folder:Hardened Criminal]][[folder:Recidivist]]




to:

* 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).



* 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.



!!!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.

to:

!!!Davistown Gangsters {Introduced [[folder:Trimounts City Defender]]
->'''Other variations''': Trimounts City Defender Captain
Union Army rank-and-file soldiers stationed
in ''Come Catastrophes or Wakes of Vultures'')
[[folder:General]]
Trimounts.
----
* CatsAreMean: Bar MovesetClone: For a Normal enemy, they are this to Agents as their Snipers, Thieves, and (possibly) Axemen, attacks will reduce an Operator's block count by one. One major difference is that, when attacking an Operator on a Gravity Switch, the majority of them are Felines and are hired by a corrupt banker block count will be reduced 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.
''zero''.



[[folder:Paramilitary Gangster]]
->'''Other variations''' Paramilitary Gangster Leader

A Feline gangster hired by a corrupt banker to cause trouble.

to:

[[folder:Paramilitary Gangster]]
[[folder:Arc Commando]]
->'''Other variations''' Paramilitary Gangster Leader

A Feline gangster hired by
variations''': Arc Commando Captain
Union Army soldiers that operate
a corrupt banker to cause trouble.jet-pack and armed with a directed-energy handgun.



* 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.

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.



[[folder:Paramilitary Defender]]
A burly Feline mercenary hired to cause a lot of trouble.

to:

[[folder:Paramilitary Defender]]
A burly Feline mercenary hired to cause a lot of trouble.
[[folder:Arc Screenguard]]
->'''Other Variations''': Arc Screenguard Captain
Muscular and imposing Union Army soldiers, donning an experimental unit that grants them formidable defenses.



* 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.

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 to
effectiveness 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.



[[folder:Paramilitary Thief]]
A gangster more interested in looting than harming others.

to:

[[folder:Paramilitary Thief]]
A gangster more interested in looting than harming others.
[[folder:Arc Frontier]]
->'''Other variations''': Arc Frontier Leader
Elite Union Army soldiers equipped with a powerful laser sword and cutting-edge equipment.



* 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.

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
they possess 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 if
good 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.



[[folder:Paramilitary Axeman]]
A hired outlaw armed with an energy axe.

to:

[[folder:Paramilitary Axeman]]
[[folder:"Offender" Production Model]]
->'''Other variations''': "Offender" Prototype
A hired outlaw armed with an energy axe.UGV (Unmanned Ground Vehicle) developed Volvort Kochinski for the C.U.D.O.D. (Columbian Union Department of Defense).



* 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).

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: Slow
notable 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
are Overloaded, where they can make short work on even the sturdiest of 6-star Defenders).completely unmanned.



!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.

to:

!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]]
[[folder:"Crossroads" Production Model]]
->'''Other variations:''' Elite Dublinn Scout

Dublinn soldiers with outstanding camouflage skills that make them remain out
variations''': "Crossroads" Prototype
Unmanned Defense units developed by Volvort Kochinski for the C.U.D.O.D. (Columbian Union Department
of sight. Defense).




* 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:

\n* AntiMagic: 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 wear Arts-refracting masks that greatly increase cannot be shifted, and they simply pass through even Defender Operators (unless 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.
block count is four through certain abilities).



[[folder:Dublinn Sniffer Hound]]
->'''Other variations:''' Dublinn Sniffer Hound Pro

Creatures controlled by Dublinn forces.

to:

[[folder:Dublinn Sniffer Hound]]
[[folder:"Traffic Tower" Production Model]]
->'''Other variations:''' Dublinn Sniffer Hound Pro

Creatures controlled
variations''': "Traffic Tower" Prototype, "Traffic Officer", "Traffic Officer Captain"
Humanoid pilot-assisted combat robot developed
by Dublinn forces.Volvort Kochinski for the C.U.D.O.D. (Columbian Union Department of Defense).




* AntiMagic: They wear Arts-refracting masks that greatly increase their RES. The masks can be temporarily disabled by Silencing them.

to:

\n* AntiMagic: They wear Arts-refracting masks that greatly increase 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 RES. defense.
* GlowingEyesOfDoom:
The masks can "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 temporarily disabled by Silencing them.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.



[[folder:Dublinn Sniper]]
->'''Other variations:''' Elite Dublinn Sniper

Crossbowmen of the Dublinn forces. Their weapons have traces of Columbian technical modifications.

to:

[[folder:Dublinn Sniper]]
->'''Other variations:''' Elite Dublinn Sniper

Crossbowmen
!!!Davistown Gangsters {Introduced in ''Come Catastrophes or Wakes of the Dublinn forces. Their weapons have traces of Columbian technical modifications.Vultures'')
[[folder:General]]




* AntiMagic: They wear Arts-refracting masks that greatly increase their RES. The masks can be temporarily disabled by Silencing them.

to:

\n* AntiMagic: They wear Arts-refracting masks that greatly increase CatsAreMean: Bar their RES. The masks 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 be temporarily disabled by Silencing them.give even Blacksteel Operatives a headache.
* WhiteGangBangers: They represent the local gangs in Davistown, and all of them are caucasian in appearance.



[[folder:Dublinn Shadowcaster]]
->'''Other variations:''' Elite Dublinn Shadowcaster

Casters of the Dublinn forces, responsible for making the refracting masks for their allies.

to:

[[folder:Dublinn Shadowcaster]]
[[folder:Paramilitary Gangster]]
->'''Other variations:''' Elite Dublinn Shadowcaster

Casters of the Dublinn forces, responsible for making the refracting masks for their allies.
variations''' Paramilitary Gangster Leader

A Feline gangster hired by a corrupt banker to cause trouble.




* 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:

\n* AntiMagic: In addition to most Casters having A-ranked RES or higher, HotBlade: Their blades generate electricity and, once they enter an Overloaded state, will deal a moderate amount of damage.
* MalevolentMaskedMen: They all
wear Arts-refracting masks bandanna's that greatly increase cover their RES. They are responsible for creating these masks for the Dublinn forces face, in order to wear. The masks can be temporarily disabled by Silencing them.conceal their identity once they start to cause a ruckus.



[[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.

to:

[[folder:Dublinn Phalanx Infantry]]
->'''Other variations:''' Dublinn Phalanx Commander
Special Dublinn soldiers who use archaic Gallic battle formations. In addition
[[folder:Paramilitary Defender]]
A burly Feline mercenary hired
to their special masks boosting their Arts resistance, they will grant each other cause a stacking DEF buff when in close proximity.lot of trouble.



* 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.

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:
The masks can be temporarily disabled by Silencing them.
* ZergRush: Fitting for soldiers who get stronger with the more of
description refers to them in an area, as mercenaries, rather than gangsters.
* ManlyFacialHair: They are fully bearded and moustached, complimenting
their primary tactic is to advance in huge waves and pile up until they've stacked enough DEF to become NighInvulnerable to physical damage.stout build.



[[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.

to:

[[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.
[[folder:Paramilitary Thief]]
A gangster more interested in looting than harming others.



* 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.



[[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.

to:

[[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.
[[folder:Paramilitary Axeman]]
A hired outlaw armed with an energy axe.



* 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.

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,
and also 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).



[[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.

to:

!Dublinn Units

!!!County Hillock assailants (Introduced in Chapter 9)

[[folder:Dublinn Companion Guard]]
Scout]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_244.png]]
->'''Other variations:''' Elite Dublinn Elite Companion Guard
Elite
Scout

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 outstanding camouflage skills that make them remain out of slowing the ASPD of nearby Operators if a Companion Shadowblade is nearby.sight.



* 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.

to:


* 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:
AntiMagic: They boast large amounts of HP and DEF, have Refraction to significantly beef up wear Arts-refracting masks that greatly increase their nonexistent RES, 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 hit very hard on top of further crippling Operator attack speed if a Shadowblade is nearby. Fortunately, they're rather slow.handed over to their leader to be executed.



[[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.

to:

[[folder:Dublinn Companion Shadowblade]]
Sniffer Hound]]
->'''Other variations:''' Dublinn Elite Companion Shadowblade
Elite
Sniffer Hound Pro

Creatures controlled by
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.forces.



* 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.

to:


* GlassCannon: Downplayed as they still have a hefty amount of HP, but AntiMagic: They wear Arts-refracting masks that greatly increase their DEF is unusually low and their RES is literally nonexistent. They make up for it with the sheer amount of Arts damage they RES. The masks 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.temporarily disabled by Silencing them.



[[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.

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.



* 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.

to:


* KillItWithFire: Summon Purifying Flames which explode on contact with Operators, dealing heavy Arts and Burn damage.
* MightyGlacier:
AntiMagic: 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 wear Arts-refracting masks that have them wait in place for a while.greatly increase their RES. The masks can be temporarily disabled by Silencing them.



[[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.

to:

[[folder:Tombkeeper Grotesque]]
[[folder:Dublinn Shadowcaster]]
->'''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.
Elite Dublinn Shadowcaster

Casters of the Dublinn forces, responsible for making the refracting masks for their allies.



* 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.

to:

* 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: In addition to most Casters having A-ranked RES or higher, they wear Arts-refracting masks that greatly increase their RES. They have are responsible for creating these masks for the ability to refract Arts, giving them significant RES when not Silenced. Notably, they're the only Dublinn enemy so far that forces to wear. The masks can do this without special equipment.
* {{Golem}}: Creations of rock and Originium Arts made
be temporarily disabled by Mandragora.Silencing them.



!!!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.

to:

!!!Eblana and Duke of Wellington's forces (introduced in ''What The Firelight Casts'')

[[folder:Special Forces Soldier]]
[[folder:Dublinn Phalanx Infantry]]
->'''Other variations:''' Dublinn Phalanx Commander
Special Forces Captain
Mercenaries hired by the Duke of Wellington. Turn invisible
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 standing on Reeds.in close proximity.



* 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
become invisible when they are standing on a Reed tile.NighInvulnerable to physical damage.



[[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.

to:

[[folder:Swamp Gloompincer]]
[[folder:Dublinn Flying Soldier]]
->'''Other variations:''' Enraged Swamp Gloompincer
Gloompincers adapted
Dublinn Flying Squad Leader
Dublinn ranged units who can fly using stolen Victorian steam propulsion equipment. They will crash and be forced
to living in the swamps of Victoria. Gain increased movement speed instead of being slowed when walking continue on Mire.foot if they are hit by certain statuses such as stun.



* 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.



[[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.

to:

[[folder:Dublinn Flamechaser Soldier]]
Flamerazer]]
->'''Other variations:''' Dublinn Flamechaser Flamerazer Leader
Elite Soldier
Corpses of
Dublinn 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.



* 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
that continuously revive them when they fall in battle. deal heavy damage from range and can cause accumulated burning damage.



[[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.

to:

[[folder:Dublinn Cannoneer]]
Companion Guard]]
->'''Other variations:''' Dublinn Cannoneer Captain
Elite Companion Guard
Elite
Dublinn soldiers who use an ancient Minoan military formation. They're armored, armed with crossbows 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.



* 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.



[[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.

to:

[[folder:Swamp Rover]]
[[folder:Dublinn Companion Shadowblade]]
->'''Other variations:''' Heavy Swamp Rover
Military vehicles used by
Dublinn to traverse the Victorian swamps. Immune to Mire's slowing effects Elite Companion Shadowblade
Elite Dublinn soldiers who use an ancient Minoan military formation. They threaten with melee Arts
and nullifies Camouflage can't be attacked until blocked or revealed, on operators.top of gaining attack speed if a Companion Guard is nearby.



* 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.



[[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.

to:

[[folder:Dublinn Flamecaller]]
Evocator]]
->'''Other variations:''' Dublinn Flamecaller Captain
Evocator Leader
Elite
Dublinn casters skilled 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.



* 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.

to:

* PlayingWithFire: These guys specialize in lighting Reeds on fire to damage your Operators as well as supporting their allies' special abilities.
* TakingYouWithMe: They
KillItWithFire: 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 and lighting any nearby Reed on fire.often take paths that have them wait in place for a while.



[[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.

to:

[[folder:Dublinn Flamechaser Guard]]
[[folder:Tombkeeper Grotesque]]
->'''Other variations:''' Dublinn Flamechaser Elite Guard
Corpses of Dublinn soldiers reanimated
Enraged Tombkeeper Grotesque
Originium constructs crafted
by Eblana's Arts. They receive reduced damage when near Mandragora using her Arts, slow-moving but very powerful and durable. When first killed, they'll enter a Burning Reed, inflict Burn Damage dormant, defensive state before reviving as flying units with their melee attacks, and leave behind an Ember of Avarice that will revive them if not destroyed in time.ranged Arts.



* 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
the Flamechaser 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
by Eblana's Arts.Mandragora.



[[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.

to:

[[folder:Dublinn Spec Ops]]
!!!Eblana and Duke of Wellington's forces (introduced in ''What The Firelight Casts'')

[[folder:Special Forces Soldier]]
->'''Other variations:''' Dublinn Elite Spec Ops
Soldiers under
Special Forces Captain
Mercenaries hired by
the command Duke of "The Brigadier". Light Reeds on fire Wellington. Turn invisible when they pass by, and every fourth attack will have them perform multiple consecutive slashes at the target.standing on Reeds.



* 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.



!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.

to:

!Durin Units
!!!Zeruertza Civilians (introduced in ''Ideal City'')

[[folder:Alcohol Lover]]
[[folder:Swamp Gloompincer]]
->'''Other variations:''' Alcohol Association Member

A Durin citizen drunk enough
Enraged Swamp Gloompincer
Gloompincers adapted
to think they are fighting some evil creature.living in the swamps of Victoria. Gain increased movement speed instead of being slowed when walking on Mire.



* 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?!"''



[[folder:Lakeside Volunteer]]
->'''Other variations:''' Lakeside Lifeguard

An amateur lifeguard that picked up boxing in lieu of their actual job.

to:

[[folder:Lakeside Volunteer]]
[[folder:Dublinn Flamechaser Soldier]]
->'''Other variations:''' Lakeside Lifeguard

An amateur lifeguard
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 picked up boxing will revive them if not destroyed in lieu of their actual job.time.



* 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.

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.



[[folder:Sandcastle Builder]]
->'''Other variations:''' Sandcastle Architect

A Durin with an Arts Unit built into their sandcastle tool to protect their sandcastles.

to:

[[folder:Sandcastle Builder]]
[[folder:Dublinn Cannoneer]]
->'''Other variations:''' Sandcastle Architect

A Durin
Dublinn Cannoneer Captain
Dublinn soldiers armed
with an Arts Unit built into their sandcastle tool to protect their sandcastles.crossbows and grenade launchers. Periodically launch long-range grenade rounds that deal splash damage.



* 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.



[[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.

to:

[[folder:Volleyball Serving Cart]]
[[folder:Swamp Rover]]
->'''Other variations:''' Volleyball Spiking Cart

An automated serving cart that fell out of use. Gains ramping ATK every time they attack, but
Heavy Swamp Rover
Military vehicles used by Dublinn to traverse
the buff is reset upon receiving status effects.Victorian swamps. Immune to Mire's slowing effects and nullifies Camouflage on operators.



* 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.

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.



[[folder:Full Metal Surfing Instructor]]
->'''Other variations:''' Alloy Surfing Instructor
A robot designed to teach surfing. Cannot be run over by Self-Driving Carts.

to:

[[folder:Full Metal Surfing Instructor]]
[[folder:Dublinn Flamecaller]]
->'''Other variations:''' Alloy Surfing Instructor
A robot designed
Dublinn Flamecaller Captain
Dublinn casters skilled in pyrokinetic Originium Arts, though
to teach surfing. Cannot be run over by Self-Driving Carts.a different extent than the Evocators of Chapter 9. They set Reeds on fire with their attacks as well as their deaths.



* 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.

to:

* GiantMook: PlayingWithFire: These guys specialize in lighting Reeds on fire to damage your Operators as well as supporting their allies' special abilities.
* TakingYouWithMe:
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
explode upon death, dealing Arts damage if not blocked.and lighting any nearby Reed on fire.



[[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.

to:

[[folder:Fully-Enclosed Beach Buggy]]
[[folder:Dublinn Flamechaser Guard]]
->'''Other variations:''' Competitive-Grade Beach Buggy
A transport buggy for carrying exhausted beachgoers around. Can only be blocked
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 operators having 3 block or higher, picks up other Durin enemies when it travels over their melee attacks, and leave behind an Ember of Avarice that will revive them and drops them when it dies.if not destroyed in time.



* 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.



[[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.

to:

[[folder:Mead-Grade Waker-Upper]]
[[folder:Dublinn Spec Ops]]
->'''Other variations:''' Whiskey-Grade Waker-Upper
A water cannon truck for
Dublinn Elite Spec Ops
Soldiers under
the purpose command of waking up drunkards by splashing "The Brigadier". Light Reeds on fire when they pass by, and every fourth attack will have them with water. Gains massively increased ATK and ASPD for a while upon perform multiple consecutive slashes at the first time taking damage.target.



* {{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.



!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.

to:

!Independent !Durin Units
!!!Rioters, Junkmen, and Loggers (Introduced !!!Zeruertza Civilians (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]]
''Ideal City'')

[[folder:Alcohol Lover]]
->'''Other variations:''' Rioter Leader, Cocktail Thrower, Firebomb Thrower

Untrained troops that attack with crude weapons.
Alcohol Association Member

A Durin citizen drunk enough to think they are fighting some evil creature.



* 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.

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 as
AchillesHeel: 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?!"''



[[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.

to:

[[folder:Junkman]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_junkman.png]]
[[folder:Lakeside Volunteer]]
->'''Other variations:''' Veteran Junkman, Possessed Junkman, Possessed Veteran Junkman

Mercenaries posing as drifters to disguise themselves. They use fierce attacks and are quite sturdy.
Lakeside Lifeguard

An amateur lifeguard that picked up boxing in lieu of their actual job.



* 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:

* 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
to regenerate 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.



[[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.

to:

[[folder:Logger]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_logger.png]]
[[folder:Sandcastle Builder]]
->'''Other variations:''' Veteran Logger

Unidentified axe-wielding combatants that have significant attack power and durability, albeit
Sandcastle Architect

A Durin
with low defense.an Arts Unit built into their sandcastle tool to protect their sandcastles.



* 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.

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 retain
destroying 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.



!!!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).

to:

!!!Mercenary forces (introduced in ''Heart of Surging Flame'' and ''Code of Brawl'')
[[folder:General]]
* HiredGuns: The wiki states
[[folder:Volleyball Serving Cart]]
->'''Other variations:''' Volleyball Spiking Cart

An automated serving cart
that fell out of use. Gains ramping ATK every time 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, attack, but the Authorized Casters and Shielded Guards can be found amongst buff is reset upon receiving status effects.
----
* 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 Sicilians in ''Code of Brawl'' (to compensate first place.
* DisproportionateRetribution: The Volleyball Spiking Cart's flavor text indicates that these carts were designed
for the latter's lack purpose of taking revenge on someone by spiking volleyballs at people to ruin their own Casters and Defenders on their ranks).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.



[[folder:Infantry]]
->'''Other variations:''' Infantry Leader
Basic soldiers, equipped with special armor designed to mitigate Arts damage.

to:

[[folder:Infantry]]
[[folder:Full Metal Surfing Instructor]]
->'''Other variations:''' Infantry Leader
Basic soldiers, equipped with special armor
Alloy Surfing Instructor
A robot
designed to mitigate Arts damage.teach surfing. Cannot be run over by Self-Driving Carts.



* 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.

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
them protection against Arts, which instead of passing through them like other Durin enemies.
* OxymoronicBeing: A surfing instructor that
is evident 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.



[[folder:Sniper]]
->'''Other variations:''' Sniper Leader
Long-ranged soldiers armed with sniper rifles. Every third shot of theirs will stun the target.

to:

[[folder:Sniper]]
[[folder:Fully-Enclosed Beach Buggy]]
->'''Other variations:''' Sniper Leader
Long-ranged soldiers armed
Competitive-Grade Beach Buggy
A transport buggy for carrying exhausted beachgoers around. Can only be blocked
with sniper rifles. Every third shot of theirs will stun the target.operators having 3 block or higher, picks up other Durin enemies when it travels over them and drops them when it dies.



* 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.

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.



[[folder:Agent]]
Sword-wielding casters that can deal melee Arts damage. They will temporarily reduce the block count of operators struck by their attacks.

to:

[[folder:Agent]]
Sword-wielding casters that can deal melee Arts damage. They will temporarily reduce
[[folder:Mead-Grade Waker-Upper]]
->'''Other variations:''' Whiskey-Grade Waker-Upper
A water cannon truck for
the block count purpose of operators struck waking up drunkards by their attacks.splashing them with water. Gains massively increased ATK and ASPD for a while upon the first time taking damage.



* 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.

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 them
sober 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.



[[folder:Shielded Guard]]
->'''Other variations:''' Shielded Guard Leader
Soldiers that wield swords and shields, which allow them to soak up physical damage.

to:

[[folder:Shielded Guard]]
!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:''' Shielded Guard Leader
Soldiers
Rioter Leader, Cocktail Thrower, Firebomb Thrower

Untrained troops
that wield swords and shields, which allow them to soak up physical damage.attack with crude weapons.



* 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.

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 of Casters 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
their slightly lower ATK.weapon.



[[folder:Ergate]]
->'''Other variations:''' Ergate Leader
Engineers that cannot be blocked by operators.

to:

[[folder:Ergate]]
[[folder:Junkman]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_junkman.png]]
->'''Other variations:''' Ergate Leader
Engineers that cannot be blocked by operators.
Veteran Junkman, Possessed Junkman, Possessed Veteran Junkman

Mercenaries posing as drifters to disguise themselves. They use fierce attacks and are quite sturdy.



* 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.

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 difference
mercenaries 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.



[[folder:Authorized Caster]]
->'''Other variations:''' Authorized Caster Leader
Casters that have been specifically adapted for military service.

to:

[[folder:Authorized Caster]]
[[folder:Logger]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_logger.png]]
->'''Other variations:''' Authorized Caster Leader
Casters
Veteran Logger

Unidentified axe-wielding combatants
that have been specifically adapted for military service.significant attack power and durability, albeit with low defense.



* 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.

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
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.
role as living battering rams against your operators.



[[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.

to:

[[folder:Rockbreaker]]
->'''Other variations:''' Rockbreaker Leader
Melee soldiers who have high HP
!!!Mercenary forces (introduced in ''Heart of Surging Flame'' 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
''Code 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).
Brawl'')
[[folder:General]]
* 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 HiredGuns: The wiki states 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, 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 physical defense is extremely low.
* MightyGlacier: Slow, tough,
own Casters 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 Defenders on their physical defense takes a huge hit as a result.ranks).



[[folder:Heavy Defender Type N]]
->'''Other variations:''' Heavy Defender Type S
Heavily armored soldiers with significant HP and DEF.

to:

[[folder:Heavy Defender Type N]]
[[folder:Infantry]]
->'''Other variations:''' Heavy Defender Type S
Heavily armored soldiers
Infantry Leader
Basic soldiers, equipped
with significant HP and DEF.special armor designed to mitigate Arts damage.



* 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.

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: Of the Reunion Heavy Defenders, Soldiers, albeit packing higher overall stats.



!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.

to:

!Kazdel Units
!!!Reunion-affiliated Sarkaz mercenaries (Main story)
[[folder:General]]
* TheBigGuy: Compared to
[[folder:Sniper]]
->'''Other variations:''' Sniper Leader
Long-ranged soldiers armed with sniper rifles. Every third shot of theirs will stun
the other common Sarkaz ranks (first introduced in ''Darknights Memoir'', or ''Children of Ursus'' in Global), all of target.
----
* TranquilizerDart: Implied to be how they stun operators.
* StatusEffects: Stun, on every third shot. Unlike
the Reunion-aligned Sarkaz mercs seen are much taller Defense Crushers, these guys don't even have the decency to get up close and possess a larger build. Fittingly, this puts them in the Elite enemies category.stun your operators.



[[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.

to:

[[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
[[folder:Agent]]
Sword-wielding casters that can deal
melee strikes. Their Sarkaz biology also gives them a high resistance to Arts damage.damage. They will temporarily reduce the block count of operators struck by their attacks.



* 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.

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
the Wolumonde 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.



[[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.

to:

[[folder:Sarkaz Caster]]
[[folder:Shielded Guard]]
->'''Other variations:''' Sarkaz Caster Shielded Guard Leader
Sarkaz mercenaries Soldiers that have high HP wield swords 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 shields, which allow them helpless and dealing heavy damage over time for to soak up to 20 seconds.physical damage.



* 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).

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.



[[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.

to:

[[folder:Sarkaz Crossbowman]]
[[folder:Ergate]]
->'''Other variations:''' Sarkaz Crossbowman Ergate Leader
Sarkaz mercenaries Engineers that wield large crossbows. Much tougher and more powerful than normal crossbowmen, they also share their kind's high Arts resistance.cannot be blocked by operators.




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.



!!!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.

to:

!!!Independent Sarkaz mercenaries (introduced in ''Darknights' Memoir'')

[[folder:Sarkaz Swordsman]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_053.png]]
[[folder:Authorized Caster]]
->'''Other variations:''' Sarkaz Blademaster
Basic Sarkaz melee soldiers. Like the rest of their kind, their biology gives them heightened Arts resistance.
Authorized Caster Leader
Casters that have been specifically adapted for military service.



* 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.

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.



[[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.

to:

[[folder:Sarkaz Lancer]]
[[folder:Rockbreaker]]
->'''Other variations:''' Sarkaz Lancer Rockbreaker Leader
Sarkaz mercenaries Melee soldiers who wield lances. When spawned, they will start gradually accelerating along have high HP and use their path, dealing severe initial impact damage depending on how fast they were moving when first 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.



* 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.

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're supposed 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.
** Their
Leader)'', 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 are
extremely prone to throwing themselves off low.
* MightyGlacier: Slow, tough, and capable
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 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.



[[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.

to:

[[folder:Sarkaz Sentinel]]
[[folder:Heavy Defender Type N]]
->'''Other variations:''' Sarkaz Sentinel Leader
Special Sarkaz units that are completely harmless by themselves. However, if attacked, they will activate - permanently buffing the ATK
Heavy Defender Type S
Heavily armored soldiers with significant HP
and DEF of every enemy on the map while commanding all passive Sarkaz to turn hostile.DEF.



* 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.

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 enemies
the 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.



[[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.

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:Sarkaz Grudgebearer]]
Greatswordsman]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_054.png]]
->'''Other variations:''' Sarkaz Worldcurser
Greatswordsman Leader
Sarkaz mercenaries employed by Reunion, who wield 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.



* 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.

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 ravaged
YouAllLookFamiliar: 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.



[[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.

to:

[[folder:Sarkaz Bladeweaver]]
Caster]]
->'''Other variations:''' Sarkaz Bladeweaver Caster Leader
Sarkaz mercenaries who 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.



* 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.

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 on
ItOnlyWorksOnce: 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).



[[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.

to:

[[folder:Guerilla Sarkaz Fighter]]
[[folder:Sarkaz Crossbowman]]
->'''Other variations:''' Guerilla Sarkaz Fighter Leader, Mercenary Crossbowman Leader
Sarkaz Fighter
Sarkaz units with bladed claws. If an Originium Altar activates near them,
mercenaries that wield large crossbows. Much tougher and more powerful than normal crossbowmen, they will be buffed to deal also share their kind's high Arts damage.resistance.



* MagicKnight: Only when buffed by an Originium Altar.
* 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 pair of these, which [[PowerGlows glow purple]] when infused with Arts.



[[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.

to:

[[folder:Guerrilla !!!Independent Sarkaz Caster]]
mercenaries (introduced in ''Darknights' Memoir'')

[[folder:Sarkaz Swordsman]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_053.png]]
->'''Other variations:''' Guerrilla Sarkaz Caster Leader, Mercenary Blademaster
Basic
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,
melee soldiers. Like the radius rest of their kind, their biology gives them heightened Arts attacks will be buffed.resistance.



* 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.

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 roadblock
CN 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 them will render them immobile and totally helpless.briefly holds Suzuran hostage, while mentioning if she was older, he would have sliced off her hand.



!!!Sarkaz Crimson Court and the Sanguinarch's creations (Introduced in Episode 10 and 13)

[[folder:General]]

to:

!!!Sarkaz Crimson Court and the Sanguinarch's creations (Introduced in Episode 10 and 13)

[[folder:General]]
[[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.



* 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.

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
the Kazdel 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
of Theresis' 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
the Sanguinarch 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 carriers
reason 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.



[[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.

to:

[[folder:Sarkaz Royal Court Soldier]]
Sentinel]]
->'''Other variations:''' Sarkaz Royal Court Elite Soldier
Sentinel Leader
Special
Sarkaz soldiers 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.



* 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.



[[folder:Touch of the Sanguinarch]]
->'''Other variations:''' Touch of Benevolence
Creations born of the Sanguinarch of Vampires' Originium Arts.

to:

[[folder:Touch of the Sanguinarch]]
[[folder:Sarkaz Grudgebearer]]
->'''Other variations:''' Touch of Benevolence
Creations born of the Sanguinarch of Vampires' Originium Arts.
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.



* 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.]]

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
with a 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
with a 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.



[[folder:Sarkaz Heirbearer Warrior]]
->'''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:''' Sarkaz Heirbearer Warrior Captain
A soldier infused with the Sanguinarch's Arts. Spawns
Bladeweaver Leader
Sarkaz mercenaries who wield Originium-powered swords capable of dealing Arts damage. They will remain in
a Touch enemy on death.passive standby state until provoked by damage or a Sentinel's signal, or until enough time has passed.



* 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.



[[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.

to:

[[folder:Sarkaz Heirbearer ASV]]
[[folder:Guerilla Sarkaz Fighter]]
->'''Other variations:''' Guerilla Sarkaz Heirbearer Retrofit ASV
A supply vehicle carrying the Sanguinarch's Arts. Buffs all reborn creations on the field and causes them
Fighter Leader, Mercenary Sarkaz Fighter
Sarkaz units with bladed claws. If an Originium Altar activates near them, they will be buffed
to deal Necrosis damage with their attacks.Arts damage.



* MagicKnight: Only when buffed by an Originium Altar.
* WolverineClaws: Sports a pair of these, which [[PowerGlows glow purple]] when infused with Arts.



[[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.

to:

[[folder:Sarkaz Heirbearer Artificer]]
An artificer imbued with the Sanguinarch's
[[folder:Guerrilla Sarkaz Caster]]
->'''Other variations:''' Guerrilla Sarkaz Caster Leader, Mercenary Sarkaz Caster
Special Sarkaz casters that use periodic
Arts and knowledge on operating pulses, dealing damage to all Operators in a radius. If an Originium Altar activates near them, the Londinium artillery cannons. Charge the cannon when they are present on the field and spawns a Touch enemy on death.radius of their Arts attacks will be buffed.



* 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.



[[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.

to:

[[folder:Gift of the Sanguinarch]]
->'''Other variations:''' Gift of Magnanimity
More powerful creations born from the blood of Sarkaz soldiers reshaped by
!!!Sarkaz Crimson Court and the Sanguinarch's Originium Arts.creations (Introduced in Episode 10 and 13)

[[folder:General]]



* 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.

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 artillery cannon.
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.



[[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.

to:

[[folder:Sarkaz Heirbearer Hatedrinker]]
Royal Court Soldier]]
->'''Other variations:''' Sarkaz Heirbearer Wrathgorger
Royal Court Elite Soldier
Sarkaz soldiers bearing 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.



* 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.



[[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.

to:

[[folder:Sarkaz Heirbearer Chain Caster]]
[[folder:Touch of the Sanguinarch]]
->'''Other variations:''' Sarkaz Heirbearer Chain Caster Captain
A caster trained by
Touch of Benevolence
Creations born of
the Royal Court and infused with the Sanguinarch's Arts. Attacks jump between enemies and spawns a Gift upon death.Sanguinarch of Vampires' Originium Arts.



* 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:
They are 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.]]



[[folder:Bloodthirsty Heir]]
Creations of the Sanguinarch's Arts that drain blood from others to sustain themselves.

to:

[[folder:Bloodthirsty Heir]]
Creations of
[[folder:Sarkaz Heirbearer Warrior]]
->'''Other variations:''' Sarkaz Heirbearer Warrior Captain
A soldier infused with
the Sanguinarch's Arts that drain blood from others to sustain themselves.Arts. Spawns a Touch enemy on death.



* LifeDrain: They deal Arts damage and heal themselves by a proportion of damage dealt.



[[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.

to:

[[folder:Sarkaz Requisitioned Engineering Drone]]
A Londinium engineering drone repurposed by the
Heirbearer ASV]]
->'''Other variations:'''
Sarkaz Royal Court Heirbearer Retrofit ASV
A supply vehicle carrying the Sanguinarch's Arts. Buffs all reborn creations on the field
and modified causes them to have stealth, at the cost of greater wear-and-tear.deal Necrosis damage with their attacks.



* 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.



!!!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.

to:

!!!Members of [[folder:Sarkaz Heirbearer Artificer]]
An artificer imbued with
the Nachzehrer Army (Introduced in Episode 11)

[[folder:General]]
* AllYourBaseAreBelongToUs: Much like
Sanguinarch's Arts and knowledge on operating the Crimson Court, these enemies are also occupying Londinium under orders of artillery cannons. Charge 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
cannon when they are present on the SP of affected operators in addition to causing damage over time.field and spawns a Touch enemy on death.
----



[[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.

to:

[[folder:Sarkaz Royal Court Caster]]
A
[[folder:Gift of the Sanguinarch]]
->'''Other variations:''' Gift of Magnanimity
More powerful creations born from the blood of
Sarkaz caster serving soldiers reshaped by 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.Sanguinarch's Originium Arts.



* 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.



[[folder:Sarkaz Witherer]]
->'''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]]
->'''Other variations:'' variations:''' Sarkaz Witherer Captain
A foot soldier of
Heirbearer Wrathgorger
Sarkaz soldiers bearing
the Nachzehrer army. Spread Corruption on Sanguinarch's Arts that absorb the land upon death.wrath from their fallen kin to strengthen themselves.



* 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.



[[folder:Steam Tank]]
Armored vehicles equipped with Victorian technology.

to:

[[folder:Steam Tank]]
Armored vehicles equipped
[[folder:Sarkaz Heirbearer Chain Caster]]
->'''Other variations:''' Sarkaz Heirbearer Chain Caster Captain
A caster trained by the Royal Court and infused
with Victorian technology.the Sanguinarch's Arts. Attacks jump between enemies and spawns a Gift upon death.



* 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.

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
EvilCounterpart: They are below half health.essentially the Sarkaz equivalent of Chain Caster operators.



[[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.

to:

[[folder:Seed of Withering]]
->'''Other variations:''' Seed of Decay
Arts
[[folder:Bloodthirsty Heir]]
Creations of the Nachzehrer King. Mindless creations meant Sanguinarch's Arts that drain blood from others to create death to feed the other soldiers.sustain themselves.



* 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.



[[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.

to:

[[folder:Twigs That Crave]]
Large stationary roots that host a Rot Eater within them. Releases
[[folder:Sarkaz Requisitioned Engineering Drone]]
A Londinium engineering drone repurposed by
the Rot Eater when destroyed or when all other enemies are defeated.Sarkaz Royal Court and modified to have stealth, at the cost of greater wear-and-tear.



* 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.



[[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.

to:

[[folder:Sarkaz Wither Caster]]
Casters
!!!Members of the Nachzehrer King's army. Capable of healing Army (Introduced in Episode 11)

[[folder:General]]
* AllYourBaseAreBelongToUs: Much like
the Twigs That Crave.
----
Crimson Court, these enemies are also occupying Londinium under orders of the Royal Court.
* CombatMedic: They both deal Arts 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 and restore buildup, which drains the HP SP of any damaged Twigs That Crave.affected operators in addition to causing damage over time.



[[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.

to:

[[folder:Rot Eater]]
Powerful enemies that feed
[[folder:Sarkaz Royal Court Caster]]
A Sarkaz caster serving the Royal Court. Can lock
on their fallen allies from within Twigs That Crave. Gain HP, ATK to an allied unit and DEF for each enemy defeated before they spawn, and continuously radiates Corruption around itself.deal Necrosis damage over time, with a large burst of [=AoE=] Necrosis damage at the end of the channel.



* 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.



[[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.

to:

[[folder:Rotchaser]]
Arts Creations
[[folder:Sarkaz Witherer]]
->'''Other variations:'' Sarkaz Witherer Captain
A foot soldier
of the Nachzehrer King. Fast melee enemies that deal Arts damage over time to army. Spread Corruption on the target, but is removed when the target receives healing.land upon death.



[[folder:Sarkaz Wither Tank]]
Siege weapons in service of the Nachzehrer King. Deal more damage with melee attacks and release Corruption after several attacks.

to:

[[folder:Sarkaz Wither [[folder:Steam Tank]]
Siege weapons in service of the Nachzehrer King. Deal more damage Armored vehicles equipped with melee attacks and release Corruption after several attacks.Victorian technology.



* 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.



[[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.

to:

[[folder:Londinium Mobile Defense Artillery]]
[[folder:Seed of Withering]]
->'''Other variations:''' Londinium Precision Mobile Defense Artillery
Miniaturized mobile versions
Seed of Decay
Arts Creations
of the artillery cannon from chapter 10. Lock on and bombard Nachzehrer King. Mindless creations meant to create death to feed the highest HP unit and the area surrounding them with Arts damage.other soldiers.



* 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.



[[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.

to:

[[folder:Sarkaz Witherer Devourer]]
A soldier of the Nachzehrer King's army with insatiable hunger. Devours the first operator
[[folder:Twigs That Crave]]
Large stationary roots
that blocks it, gaining DEF but losing movement speed in host a Rot Eater within them. Releases the process.Rot Eater when destroyed or when all other enemies are defeated.



* 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.



!!!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.

to:

!!!Norport spies and followers [[folder:Sarkaz Wither Caster]]
Casters
of the Damazti (Introduced in Episode 12)

[[folder:General]]
* MysteriousEmployer: It is unknown who hired
Nachzehrer King's army. Capable of healing the various spies infiltrating Norport.
Twigs That Crave.
----
* TheSneakyGuy: The Spies disguise themselves as civilians to bypass CombatMedic: They both deal Arts damage and restore the Sarkaz blockade around Norport, and some HP 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.
any damaged Twigs That Crave.



[[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.

to:

[[folder:Norport Civilian]]
Victorian civilians caught in the chaos of the Sarkaz blockade at Norport. Cannot be attacked,
[[folder:Rot Eater]]
Powerful enemies that feed on their fallen allies from within Twigs That Crave. Gain HP, ATK
and increase the maximum DP cap by 2 upon reaching a Protection Objective if identified.DEF for each enemy defeated before they spawn, and continuously radiates Corruption around itself.



* 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.



[[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.

to:

[[folder:Pathfinder Spy]]
->'''Other variations:''' Pathfinder Spymaster
Rookie spies sent by an unknown employer
[[folder:Rotchaser]]
Arts Creations of the Nachzehrer King. Fast melee enemies that deal Arts damage over time
to infiltrate Norport. Appears as civilians until identified, and their first attack after losing their disguise deals double damage.the target, but is removed when the target receives healing.
----



[[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.

to:

[[folder:Sentry Spy]]
->'''Other variations:''' Sentry Spymaster
Rookie spies sent by an unknown employer to infiltrate Norport. Appears as civilians until identified, turns invisible
[[folder:Sarkaz Wither Tank]]
Siege weapons in service of the Nachzehrer King. Deal more damage with melee attacks and release Corruption
after losing their disguise.several attacks.
----



[[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.

to:

[[folder:Armed Spy]]
[[folder:Londinium Mobile Defense Artillery]]
->'''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.
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.
----



[[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.

to:

[[folder:Sarkaz Absurdist Tyrant]]
->'''Other variations:''' Sarkaz Absurdist Tyrant Captain
Sarkaz soldiers utilizing Damazti Arts to enhance their physical attributes at
Witherer Devourer]]
A soldier of
the cost 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.



* 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.



[[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.

to:

[[folder:Sarkaz Absurdist Operative]]
->'''Other variations:''' Sarkaz Absurdist Operative Leader
Sarkaz intelligence officers imbued with
!!!Norport spies and followers of the Damazti Arts. Ranged attacks with their bow reduce DP upon hitting (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.operator's attack range before they can be attacked.



[[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.

to:

[[folder:Sarkaz Absurdist Splitcaster Apprentice]]
->'''Other variations:'''
[[folder:Norport Civilian]]
Victorian civilians caught in the chaos of the
Sarkaz Absurdist Splitcaster
Sarkaz casters trained in Damazti Arts, allowing them to perform self-splitting similar to
blockade at Norport. Cannot be attacked, and increase the Damazti Cluster. Spawns a clone maximum DP cap by 2 upon reaching half health.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.



[[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.

to:

[[folder:"Trilby Asher"]]
[[folder:Pathfinder Spy]]
->'''Other variations:''' "Shadowing Trilby Asher"
Members of the Duke of Caster's elite guards. Dash forward in
Pathfinder Spymaster
Rookie spies sent by an unknown employer to infiltrate Norport. Appears as civilians until identified, and
their path first attack after every third melee attack.losing their disguise deals double damage.



[[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.

to:

[[folder:Rebellion Instigator]]
[[folder:Sentry Spy]]
->'''Other variations:''' Rebellion Agitator
A suspected Sarkaz saboteur that incites the Norport populace
Sentry Spymaster
Rookie spies sent by an unknown employer
to rebel. Causes all infiltrate Norport. Appears as civilians and unidentified spies to become unblockable if self is not blocked. until identified, turns invisible after losing their disguise.



[[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.

to:

[[folder:Withering Collector Disciple]]
An unmanned Nachzehrer vehicle designed
[[folder:Armed Spy]]
->'''Other variations:''' Armed Spymaster
Elite spies sent by an unknown employer
to spread death and decay on the battlefield using the essence of the deceased. Periodically spawns Seeds of Withering.infiltrate Norport. Appears as civilians until identified, has greater stats comparing to their fellow spies.



!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.

to:

!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]]
[[folder:Sarkaz Absurdist Tyrant]]
->'''Other variations:''' Nameless Elite Knight

Low-ranking knights of
Sarkaz Absurdist Tyrant Captain
Sarkaz soldiers utilizing Damazti Arts to enhance their physical attributes at
the Kazimierz Major.cost of their cognitive abilities. Can only be blocked by operators with 3 block, and their first attack deals splash damage.



* 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.



[[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.
----

to:

[[folder:Training Pincerbeast]]
[[folder:Sarkaz Absurdist Operative]]
->'''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.
----
Sarkaz Absurdist Operative Leader
Sarkaz intelligence officers imbued with Damazti Arts. Ranged attacks with their bow reduce DP upon hitting an operator.



[[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.

to:

[[folder:Roar Knightclub Trainee]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_216_9.png]]
[[folder:Sarkaz Absurdist Splitcaster Apprentice]]
->'''Other variations:''' Roar Knightclub Elite, "Plastic" Szewczyk

Kazimierzian knights who wield crossbows and wear experimental armor. Their prototype armor grants
Sarkaz Absurdist Splitcaster
Sarkaz casters trained in Damazti Arts, allowing
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
to perform self-splitting similar to 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.
Damazti Cluster. Spawns a clone upon reaching half health.



[[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.

to:

[[folder:Independent Knight Shielder]]
[[folder:"Trilby Asher"]]
->'''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
"Shadowing Trilby Asher"
Members of the Duke of Caster's elite guards. Dash forward in
their Heavy Defender cousins.path after every third melee attack.



[[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.

to:

[[folder:Bloodboil Knightclub Trainee]]
[[folder:Rebellion Instigator]]
->'''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
Rebellion Agitator
A suspected Sarkaz saboteur
that die on incites the field while they're active, up Norport populace to a cap.
----
* KingMook: "Brassrust" Olmer Ingra is both a relevant character in the plot
rebel. Causes all civilians 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
unidentified spies to ten times, meaning killing lots of enemies before them can result in these enemies becoming a much bigger threat.become unblockable if self is not blocked.



[[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.

to:

[[folder:Bladehelm Knightclub Trainee]]
->'''Other variations:''' Bladehelm Knightclub Elite, "Left-Hand" Tytus Topola

Knights who have high stats
[[folder:Withering Collector Disciple]]
An unmanned Nachzehrer vehicle designed to spread death
and wield ranged Arts. They can periodically halve decay on the attack battlefield using the essence 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.
deceased. Periodically spawns Seeds of Withering.



[[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.

to:

[[folder:Sponsor Drone]]
!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:''' Luxury Sponsor Drone, Cheering Sponsor Drone

Corporate advertisement drones that appear during matches in
Nameless Elite Knight

Low-ranking knights of
the Kazimierz Major. While they're harmless optional to kill, defeating them grants the player anything from resources to a temporary power boost.Major.



* 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.

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
PaletteSwap: 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.



!!!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.

to:

!!!Armorless Union and Competitive knights (introduced in ''Near Light'')

[[folder:Undertide Gloompincer]]
[[folder:Training Pincerbeast]]
->'''Other variations:''' Undertide Gloompincer α

Gloompincers that escaped
Vicious Training Pincerbeast

Infected wild creatures used to train
the arenas and live in fighters of the city sewers. Their affinity Kazimierz arena. While they're rather weak, they have surprisingly high defenses for dark spaces gives them increased speed when in areas with no visibility.a fodder unit.



[[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.

to:

[[folder:Nova [[folder:Roar Knightclub Trainee]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_216_9.png]]
->'''Other variations:''' Nova Roar Knightclub Elite, The Candle Knight Viviana

Trainees of the Nova Knightclub led by the Candle Knight,
"Plastic" Szewczyk

Kazimierzian knights
who imitate her signature Arts. Can periodically charge up Glimmering Touch, which deals massive area damage at the cost of wield crossbows and wear experimental armor. Their prototype armor grants them becoming fully visible while charging.a gigantic amount of DEF and RES when they first spawn, but this will expire quickly.



* 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.

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
their respective 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 large
up, 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.



[[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.

to:

[[folder:Knight Territory Wanderer]]
[[folder:Independent Knight Shielder]]
->'''Other variations:''' Elite Knight Territory Hibernator

Competition knights
Shielder

Knights
who lack focus on defensive equipment, packing high durability but 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.weakness to Arts.



* PaletteSwap: Of Reunion Heavy Defenders, packing almost identical stats.
* HeavilyArmoredMook: Much like their Heavy Defender cousins.



[[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.

to:

[[folder:Nightzmora Imitator]]
[[folder:Bloodboil Knightclub Trainee]]
->'''Other variations:''' Nightzmora Follower, "The Last Kheshig", Tola

Fans
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 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.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.



[[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.

to:

[[folder:Armorless Union Assassin]]
[[folder:Bladehelm Knightclub Trainee]]
->'''Other variations:''' Armorless Union Assassin Leader

Assassins
Bladehelm Knightclub Elite, "Left-Hand" Tytus Topola

Knights who have high stats and wield ranged Arts. They can periodically halve the attack
of the Armorless Union who specialize in sneak attacks. Their ATK gradually increases the longer they spend in regions Operator with no visibility, but the highest ATK on the field, and will reset after they attack once.fully revive themselves when defeated for the first time.



* 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
in an 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.



[[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.

to:

[[folder:Armorless Union Crossbowman]]
[[folder:Sponsor Drone]]
->'''Other variations:''' Armorless Union Crossbowman Leader

A crossbow user hired by
Luxury Sponsor Drone, Cheering Sponsor Drone

Corporate advertisement drones that appear during matches in
the Armorless Union who is adept at attacking from shadows. Their attacks deal Arts damage if Kazimierz Major. While they're in regions with no visibility.harmless optional to kill, defeating them grants the player anything from resources to a temporary power boost.



* 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 are in 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.



[[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.

to:

[[folder:Armorless !!!Armorless Union Cleanup Squad / Third Squad]]
and Competitive knights (introduced in ''Near Light'')

[[folder:Undertide Gloompincer]]
->'''Other variations:''' Armorless Union Cleanup/Third Squad Leader, Lazurite Roy, Lazurite Monique

Elite archers of
Undertide Gloompincer α

Gloompincers that escaped
the Armorless Union under arenas and live in the direct command of the Lazurites Roy and Monique respectively. city sewers. 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.affinity for dark spaces gives them increased speed when in areas with no visibility.



* 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.



!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.

to:

!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]]
[[folder:Nova Knightclub Trainee]]
->'''Other variations:''' Leithanien Rebel Leader
Rioters wielding Arts swords. Their lack
Nova Knightclub Elite, The Candle Knight Viviana

Trainees
of training makes 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 weaker than the Reunion Arts Guards.becoming fully visible while charging.



* ArmorPiercingAttack: Their Arts damage ignores DEF and targets RES instead.
* 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 damage ignores DEF and targets RES instead.
* MagicKnight: Their swords deal Arts damage.
in a luminescent burst.



[[folder:Leithanien Whisperer]]
->'''Other variations:''' Leithanien Psalmist
Extra-long-ranged casters who can also "contest" Gramophones in an attempt to capture them.

to:

[[folder:Leithanien Whisperer]]
[[folder:Knight Territory Wanderer]]
->'''Other variations:''' Leithanien Psalmist
Extra-long-ranged casters
Knight Territory Hibernator

Competition knights
who can also "contest" Gramophones lack a Knightclub and are periodically found in an attempt to capture them.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.



* 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.



[[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.

to:

[[folder:Winterwisp Blood Shaman]]
[[folder:Nightzmora Imitator]]
->'''Other variations:''' Winterwisp Blood Magister
Powerful Leithanian berserkers that pack high stats
Nightzmora Follower, "The Last Kheshig", Tola

Fans of the Nightmare Knight who began imitating his appearance
and potent signature Arts attacks in exchange for losing HP over time. Upon death, they will explode in a abilities out of fascination. They're powerful Arts burst that also instantly captures any Gramophones in range.melee warriors who can periodically cast Coalescing Fear, which targets all Operators who lack vision immediately behind them for heavy physical damage.



* 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.



[[folder:Mudrock Matterllurgist]]
->'''Other variations:''' Mudrock Matterllurgist Leader
Ranged physical units commanded by Mudrock. They will prioritize foes capturing Gramophones.

to:

[[folder:Mudrock Matterllurgist]]
[[folder:Armorless Union Assassin]]
->'''Other variations:''' Mudrock Matterllurgist Leader
Ranged physical units commanded by Mudrock. They
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 prioritize foes capturing Gramophones.reset after they attack once.



* 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.



[[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.

to:

[[folder:Mudrock Zealot]]
[[folder:Armorless Union Crossbowman]]
->'''Other variations:''' Mudrock Zealot Leader
Powerful melee soldiers commanded
Armorless Union Crossbowman Leader

A crossbow user hired
by Mudrock. They spawn the Armorless Union who is adept at attacking from shadows. Their attacks deal Arts damage if they're in regions with a shield that protects them from Arts damage, while raising their attack speed and max HP as long as it's active.no visibility.



* 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.

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.



[[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.

to:

[[folder:Mudrock Colossus]]
[[folder:Armorless Union Cleanup Squad / Third Squad]]
->'''Other variations:''' Hexed Colossus
A towering stone behemoth summoned by Mudrock's Arts. They're extremely slow
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 absolutely powerful - packing high defenses, ''monumental'' HP, and enough ATK to instantly kill most targets.the Third Squad members attack faster.



* 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.

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 deal Arts 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 them
dealing 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.



!!!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.

to:

!!!Witch King Remnants !Leithanien Units
!!!Rioters & Mudrock's Squad
(Introduced in ''Lingering Echoes'')
[[folder:'Street Layabout']]
''Twilight of Wolumonde'')
[[folder:Leithanien Rebel]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_067.png]]
->'''Other variations:''' Street Drunk
Armed militants disguised as Infected Afterglow civilians. Deals additional
Leithanien Rebel Leader
Rioters wielding
Arts damage to operators not connected to Realigned Flux.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.



[[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.

to:

[[folder:'Street Performer']]
[[folder:Leithanien Whisperer]]
->'''Other variations:''' Street Musician
Armed militants disguised as Infected Afterglow civilians. Deals
Leithanien Psalmist
Extra-long-ranged casters who can also "contest" Gramophones in
an additional hit attempt to operators not connected to Realigned Flux.capture them.



* 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.



[[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.

to:

[[folder:Mass-Produced Colossus]]
[[folder:Winterwisp Blood Shaman]]
->'''Other variations:''' Enhanced Mass-Produced Colossus
An Originium
Winterwisp Blood Magister
Powerful Leithanian berserkers that pack high stats and potent
Arts creation designed attacks in exchange for breaching through enemy lines. Loses its defenses when standing losing HP over time. Upon death, they will explode in Realigned Flux.a powerful Arts burst that also instantly captures any Gramophones in range.



* 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.



[[folder:Spire Caster]]
->'''Other variations:''' Battleworn Spire Caster
Casters employed by the Leithanien army specializing in area-of-effect damage.

to:

[[folder:Spire Caster]]
[[folder:Mudrock Matterllurgist]]
->'''Other variations:''' Battleworn Spire Caster
Casters employed
Mudrock Matterllurgist Leader
Ranged physical units commanded
by the Leithanien army specializing in area-of-effect damage.Mudrock. They will prioritize foes capturing Gramophones.



* HerdHittingAttack: They attack 2 operators at once, and deal splash damage if their target is not connected to a Realigned Flux.



[[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.

to:

[[folder:Remnant Violinist]]
[[folder:Mudrock Zealot]]
->'''Other variations:''' Remnant Principal Violinist
Formerly violinists in the Leithanien capital orchestra, these violinists have spent
Mudrock Zealot Leader
Powerful melee soldiers commanded by Mudrock. They spawn with
a long time laying low to conceal shield that protects them from Arts damage, while raising their status attack speed and max HP as followers of the Witch King.long as it's active.



* 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,
that Flux 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.



[[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.

to:

[[folder:Remnant Field Caster]]
[[folder:Mudrock Colossus]]
->'''Other variations:''' Remnant Elite Field Caster
Formerly composers in the Leithanien capital orchestra, they have turned to researching the Witch King's Originium Arts
Hexed Colossus
A towering stone behemoth summoned by Mudrock's Arts. They're extremely slow
but without success.absolutely powerful - packing high defenses, ''monumental'' HP, and enough ATK to instantly kill most targets.



* 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.



[[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.

to:

[[folder:Remnant Saxophonist]]
!!!Witch King Remnants (Introduced in ''Lingering Echoes'')
[[folder:'Street Layabout']]
->'''Other variations:''' Remnant Official Saxophonist
These failed musicians tried
Street Drunk
Armed militants disguised as Infected Afterglow civilians. Deals additional Arts damage
to bribe their way into the Leithanien capital orchestra, and had lost their sanity in the modern day. All that remains is a desire operators not connected to rip their enemies apart with their music.Realigned Flux.



[[folder:Blackwater Originium Slug]]
->'''Other variations:''' Blackwater Originium Slug α
A type of Originium slug that lives in the sewers of Vyseheim.

to:

[[folder:Blackwater Originium Slug]]
[[folder:'Street Performer']]
->'''Other variations:''' Blackwater Originium Slug α
A type of Originium slug that lives in the sewers of Vyseheim.
Street Musician
Armed militants disguised as Infected Afterglow civilians. Deals an additional hit to operators not connected to Realigned Flux.



* 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".

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 this
Leithanien Originium Arts, which is not seen in gameplay. Czerny coughs up blood after inhaling the fumes in "Lingering Echoes".casted through music.
----



!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.

to:

!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]]
[[folder:Mass-Produced Colossus]]
->'''Other variations:''' Elite Sicilian
Basic soldiers who serve
Enhanced Mass-Produced Colossus
An Originium Arts creation designed for breaching through enemy lines. Loses its defenses when standing
in the Siracusan mafia.Realigned Flux.



* AchillesHeel: They lose 1000 DEF and 50 RES when they are standing in a Realigned Flux line, making operator positioning crucial for defeating them.



[[folder:Brawler]]
->'''Other variations:''' Elite Brawler
Siracusan mafiosi who launch flurries of rapid-fire punches.

to:

[[folder:Brawler]]
[[folder:Spire Caster]]
->'''Other variations:''' Elite Brawler
Siracusan mafiosi who launch flurries of rapid-fire punches.
Battleworn Spire Caster
Casters employed by the Leithanien army specializing in area-of-effect damage.



* 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.

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 to
HerdHittingAttack: 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.



[[folder:Marksman]]
->'''Other variations:''' Elite Marksman
Siracusan mafiosi who use ranged crossbow attacks. They will prioritize attacking Command Terminals.

to:

[[folder:Marksman]]
[[folder:Remnant Violinist]]
->'''Other variations:''' Elite Marksman
Siracusan mafiosi who use ranged crossbow attacks. They will prioritize attacking Command Terminals.
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.



* 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.



[[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.

to:

[[folder:Bully]]
[[folder:Remnant Field Caster]]
->'''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
Remnant Elite Field Caster
Formerly composers in the Leithanien capital orchestra, they have turned
to being blocked, and operators with less than 3 block will not be able to block them at all.researching the Witch King's Originium Arts but without success.



* 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.



[[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.

to:

[[folder:Fanatic]]
[[folder:Remnant Saxophonist]]
->'''Other variations:''' Desperate Fanatic
Brutish mobsters that have high HP/ATK/DEF and use
Remnant Official Saxophonist
These failed musicians tried to bribe
their sledgehammers way into the Leithanien capital orchestra, and had lost their sanity in the modern day. All that remains is a desire to deliver powerful attacks which can hit ranged tiles. When blocked, they will get a significant ATK boost. Prioritizes attacking Command Terminals.rip their enemies apart with their music.



[[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.

to:

[[folder:Greytail]]
[[folder:Blackwater Originium Slug]]
->'''Other variations:''' Greytail Leader
Hard-hitting mobsters
Blackwater Originium Slug α
A type of Originium slug
that serve lives in the Rat King. They have a sand shield that massively boosts their DEF while active, and can only be destroyed by a significant amount sewers of Arts damage. Once their shields are down, their speed increases greatly.Vyseheim.



* 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.

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. Once
inhaling 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".



!!!Famiglia members (introduced in ''Il Siracusano'')

[[folder:General]]

to:

!!!Famiglia members (introduced !Lungmen & Siracusan Units
!!!Siracusan Mafia & Lungmenites (Introduced
in ''Il Siracusano'')

[[folder:General]]
''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.



* 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.



[[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.

to:

[[folder:Famiglia Soldier]]
[[folder:Brawler]]
->'''Other variations:''' Elite Famiglia Soldier
Low-level
Brawler
Siracusan
mafiosi under the orders who launch flurries of their superiors. Increase "Blood Debt" by a small amount on death.rapid-fire punches.



* 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
as personal weapons.Contingency Contract.
* RapidFireFisticuffs: Imagine Beehunter but on the enemy side.



[[folder:Famiglia Crossbowman]]
->'''Other variations:''' Elite Famiglia Crossbowman
Trained snipers armed with crossbows using sophisticated technology. Deal Arts damage during "Asset Liquidation".

to:

[[folder:Famiglia Crossbowman]]
[[folder:Marksman]]
->'''Other variations:''' Elite Famiglia Crossbowman
Trained snipers armed with crossbows using sophisticated technology. Deal Arts damage during "Asset Liquidation".
Marksman
Siracusan mafiosi who use ranged crossbow attacks. They will prioritize attacking Command Terminals.



* MageMarksman: They deal Arts damage when an "Asset Liquidation" is running.
* 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.



[[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.

to:

[[folder:Famiglia Cleaner]]
[[folder:Bully]]
->'''Other variations:''' Famiglia Silent Cleaner
Massively powerful Archosaurian hitmen tasked
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 delivering "regards" towards those that angered the ''famiglia''. Only spawn when "Asset Liquidation" starts and gain massive buffs in its duration.less than 3 block will not be able to block them at all.



* 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.

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, 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
bypass 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.



[[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.

to:

[[folder:Famiglia Intimidator]]
[[folder:Fanatic]]
->'''Other variations:''' Famiglia Terrorizer
Strongmen employed by the ''famiglia'' to intimidate others with
Desperate Fanatic
Brutish mobsters that have high HP/ATK/DEF and use
their stature and smooth-talking, only resorting sledgehammers to violence as deliver powerful attacks which can hit ranged tiles. When blocked, they will get a last resort. Draws fire when alive and increase "Blood Debt" by a large amount when defeated.significant ATK boost. Prioritizes attacking Command Terminals.



* 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.



[[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".

to:

[[folder:Famiglia Caster]]
[[folder:Greytail]]
->'''Other variations:''' Elite Famiglia Caster
''Famiglia'' members trained in
Greytail Leader
Hard-hitting mobsters that serve
the use of Originium Arts. Rat King. They compensate for have a sand shield that massively boosts their mediocre skill at DEF while active, and can only be destroyed by a significant amount of Arts with the ability to rapidly incite hatred. Can stop attacking to damage. Once their shields are down, their speed up the filling of "Blood Debt".increases greatly.



* 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
the top 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.



[[folder:Famiglia Limo]]
->'''Other variations:''' Famiglia Luxury Limo
Limos used by the ''famiglia'' for transportation. Spawns 3 Famiglia Soldiers if defeated when blocked.

to:

[[folder:Famiglia Limo]]
->'''Other variations:''' Famiglia Luxury Limo
Limos used by the ''famiglia'' for transportation. Spawns 3 Famiglia Soldiers if defeated when blocked.
!!!Famiglia members (introduced in ''Il Siracusano'')

[[folder:General]]



* 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
they are 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 the Limo'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.



[[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.

to:

[[folder:Famiglia Capo]]
Soldier]]
->'''Other variations:''' Elite Famiglia Heavy Capo
A [[https://en.wikipedia.org/wiki/Caporegime caporegime]] of
Soldier
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.



* MagicKnight: They emit noxious smoke that deals Arts damage as their melee attack.
* 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.



[[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.

to:

[[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.
[[folder:Famiglia Crossbowman]]
->'''Other variations:''' Elite Famiglia Crossbowman
Trained snipers armed with crossbows using sophisticated technology. Deal Arts damage during "Asset Liquidation".



* 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.

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.



!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.

to:

!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]]
[[folder:Famiglia Cleaner]]
->'''Other variations:''' Originium Slug α, Originium Slug β

Infected wild slugs, often controlled by Reunion casters for use as cannon fodder.
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.



* 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.

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
a Doctor 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 face. 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 most 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.



[[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.

to:

[[folder:Acid Originium Slug]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiumslugacid.png]]
[[folder:Famiglia Intimidator]]
->'''Other variations:''' Acid Originium Slug β

Special Originium Slugs that can secrete highly corrosive fluids. Their attacks inflict
Famiglia Terrorizer
Strongmen employed by the ''famiglia'' to intimidate others with their stature and smooth-talking, only resorting to violence as
a permanent, stacking DEF debuff on operators they hit.last resort. Draws fire when alive and increase "Blood Debt" by a large amount when defeated.



* 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.

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
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
low RES makes them vulnerable to overwhelm foes.Arts damage.



[[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.

to:

[[folder:Infused Originium Slug]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiumsluginfused.png]]
[[folder:Famiglia Caster]]
->'''Other variations:''' Infused Originium Slug β, Infused Glacial Originium Slug, Infused Glacial Originium Slug β

Originium Slugs that absorbed dangerous amounts
Elite Famiglia Caster
''Famiglia'' members trained in the use
of Originium into Arts. They compensate for their bodies and became unstable. They explode violently upon death, dealing massive splash damage.mediocre skill at Arts with the ability to rapidly incite hatred. Can stop attacking to speed up the filling of "Blood Debt".



* 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]].

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
InTheHood: 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.



[[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.

to:

[[folder:Hound]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_hound.png]]
[[folder:Famiglia Limo]]
->'''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
Famiglia Luxury Limo
Limos used
by Reunion casters and equipped with surveillance gear.the ''famiglia'' for transportation. Spawns 3 Famiglia Soldiers if defeated when blocked.



* 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.

to:

* ElementalRockPaperScissors: Frostfangs and Razorfrosts deal 50% bonus damage to frozen targets.
* FragileSpeedster: They move extremely quickly, but
FlunkyBoss: If they are easily taken down by any sort of damage.
* GlassCannon: Hounds deal relatively high damage for their size, especially the Yeti Squad variants
defeated 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 groups
leave 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.



[[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.

to:

[[folder:Soldier]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/char_1002_nsabr_2.png]]
[[folder:Famiglia Capo]]
->'''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.
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.



* 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.

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 Arts
as 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.



[[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.

to:

[[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.
[[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.



* 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.

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,
their crossbows.death increases the "Blood Debt" by a huge amount, which can be potentially game-ending if a Cleaner chews through the player's defenses.



[[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.

to:

[[folder:Caster]]
[[quoteright:350:https://static.
!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/char_1011_wizard_1.png]]
org/pmwiki/pub/images/arknights_originiumslug.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.Slug α, Originium Slug β

Infected wild slugs, often controlled by Reunion casters for use as cannon fodder.



* 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''.

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
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
can 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, 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''.
numbers.



[[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.

to:

[[folder:Mortar Gunner]]
[[folder:Acid Originium Slug]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mortargunner.org/pmwiki/pub/images/arknights_originiumslugacid.png]]
->'''Other variations:''' Mortar Gunner Leader, Guerilla Mortar, Guerilla Mortar Leader

Reunion soldiers
Acid Originium Slug β

Special Originium Slugs
that attack from extremely long range with mortar shells that deal area damage.can secrete highly corrosive fluids. Their attacks inflict a permanent, stacking DEF debuff on operators they hit.



* 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.

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.



[[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.

to:

[[folder:Dual Swordsman]]
[[folder:Infused Originium Slug]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_dualswordsman.org/pmwiki/pub/images/arknights_originiumsluginfused.png]]
->'''Other variations:''' Dual Swordsman Leader

Trained soldiers who use fast blade attacks to cause significant
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.



* 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.

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
the curved blades Infused Originium Slug applies the Frost effect on top of their regular cousins.
* ExactlyWhatItSaysOnTheTin: They're Reunion soldiers
the 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 speculates
the 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]].



[[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.

to:

[[folder:Heavy Defender]]
[[folder:Hound]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_heavydefender.png]]
org/pmwiki/pub/images/arknights_hound.png]]
->'''Other variations:''' Heavy Defender Leader, Heavy Defender Lieutenant, Possessed Heavy Defender, Possessed Heavy Defender Leader, Hound Pro, Rabid Hound Pro, Frostfang, Razorfrost, Guerilla Shieldguard, Hound, Guerilla Shieldguard Leader, Dublinn Heavy Defender, Elite Dublinn Heavy Defender

Heavily armored and trained
Hound Pro, Winterwisp Hound, Winterwisp Hound Pro, Tactical Hound, Tactical Hound Pro, Shell Sea Runner, Nourished Runner

Fast creatures that are controlled by
Reunion soldiers casters and equipped with massive shields. Their sturdy defense makes them highly resistant to physical damage, although the same can't be said about Arts.surveillance gear.



* 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.

to:

* AchillesHeel:
** One of the first of many examples of a bulky unit with huge DEF
ElementalRockPaperScissors: 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 an
FragileSpeedster: 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
damage and lack the special abilities most bosses have.
* EliteMook: They're considered Elite enemies in all of
for 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
a snail.
* HealingFactor: Possessed Heavy Defenders
step 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 bashing
operators 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.



[[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.

to:

[[folder:Metal Crab]]
[[quoteright:150:https://static.
[[folder:Soldier]]
[[quoteright:350: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.
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.



* 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.

to:

* 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
light weight 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 to being 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
of arachnid covered in metal how he ended up fighting for Reunion Movement's cause.
* UndergroundMonkey: Later stages introduce variants of both shielded
and originium 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.



[[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.

to:

[[folder:Lurker]]
[[folder:Crossbowman]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_lurker.png]]
Special
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 who can't be detected or harmed until their stealth is removed, usually by being blocked.armed with crossbows, capable of ranged damage.



* 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 ElementalRockPaperScissors: Yeti Snipers and Leaders deal 50% bonus damage to frozen units.
* GlassCannon: They deal a lot of damage
with a 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
operators can remove at once.
* PistolWhipping: If blocked, they will resort to whacking operators with the butt of
their Invisibility without blocking them (SilverAsh and Tsukinogi), or can simply ignore them being Invisible in the first place (Totter).crossbows.



[[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.

to:

[[folder:Wraith]]
[[quoteright:150:https://static.
[[folder:Caster]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/arknights_wraith.png]]
org/pmwiki/pub/images/char_1011_wizard_1.png]]
->'''Other variations:''' Wraith Leader

Stealthy
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 engineers who cannot be blocked by melee operators.soldiers that use the Originium from their infection to cast Arts attacks, dealing ranged damage that ignores defense.



* 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.

to:

* 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
to directly 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
operators in 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
the battlefield.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''.



[[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.

to:

[[folder:Monster]]
[[folder:Mortar Gunner]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_monster.org/pmwiki/pub/images/arknights_mortargunner.png]]
->'''Other variations:''' Monster Mk II, Raptor

Aerial drones remotely controlled by
Mortar Gunner Leader, Guerilla Mortar, Guerilla Mortar Leader

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 soldiers that give them ranged attacks.attack from extremely long range with mortar shells that deal area damage.



* 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.

to:

* 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]] is
have 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 lacks
any 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.



[[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.

to:

[[folder:Defender-4]]
[[folder:Dual Swordsman]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_defender4.png]]

An unmanned drone with the ability
org/pmwiki/pub/images/arknights_dualswordsman.png]]
->'''Other variations:''' Dual Swordsman Leader

Trained soldiers who use fast blade attacks
to significantly boost the defense of nearby allies.cause significant damage.



* NonActionGuy: It has no offensive capabilities whatsoever.
* SupportPartyMember: Boosts the defense of nearby enemy units by 300, significantly increasing their survivability.

to:

* NonActionGuy: It has no offensive capabilities whatsoever.
* SupportPartyMember: Boosts
DualWielding: 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
units by 300, significantly increasing or police departments.
* NinjaRun: This is how they move towards your defensive line, with
their survivability. arms held back and head tilted forwards.



[[folder:Technical Scout]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_technicalscout.png]]

Reunion engineers that can reveal all nearby invisible operators.

to:

[[folder:Technical Scout]]
[[folder:Heavy Defender]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_technicalscout.png]]

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 engineers that can reveal all nearby invisible operators.soldiers with massive shields. Their sturdy defense makes them highly resistant to physical damage, although the same can't be said about Arts.



* 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.

to:

* 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
also specialize 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
that block 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
operators in is their vicinity.only mean of attacking. It still does more damage than a sword slash from a basic soldier.



[[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.

to:

[[folder:Avenger]]
[[folder:Metal Crab]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_avenger.org/pmwiki/pub/images/arknights_metalcrab.png]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_avengerboss.png]]
->'''Other variations:''' Hateful Avenger
Unique katana-wielding soldiers
Infected creatures covered in metal armor 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 makes them highly resistant to all conventional weapons. However, they're not as a whole.heavy as they look.



* {{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'''.

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,
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 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,
and Blade, especially the red Hateful ones.
** Certain Contingency Contract modifiers can
attack 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.



[[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.

to:

[[folder:Arts Guard]]
[[folder:Lurker]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_artsguard.org/pmwiki/pub/images/arknights_lurker.png]]
->'''Other variations:''' Arts Guard Leader

Special Reunion soldiers that can infuse who can't be detected or harmed until their swords with Originium Arts, allowing their slashes to deal Arts damage.stealth is removed, usually by being blocked.



* 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.

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 into
can remove their swords.Invisibility without blocking them (SilverAsh and Tsukinogi), or can simply ignore them being Invisible in the first place (Totter).



[[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.

to:

[[folder:Bladed Fighter]]
[[folder:Wraith]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_bladedfighter.org/pmwiki/pub/images/arknights_wraith.png]]
->'''Other variations:''' Bladed Fighter Wraith Leader

Stealthy Reunion soldiers engineers who use their fist-mounted blades to deliver rapid, hard-hitting strikes.cannot be blocked by melee operators.



* 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.

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.



[[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.

to:

[[folder:Butcher]]
[[folder:Monster]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_butcher.org/pmwiki/pub/images/arknights_monster.png]]
->'''Other variations:''' Veteran Butcher

Unidentified combatants wielding huge axes, capable of dealing severe damage
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 taking just as much in return.others have mounted firearms that give them ranged attacks.



* 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,
and Junkmen, 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
the process.name, the Mk I variant completely lacks any sort of attack, making them harmless to your operators.



[[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.

to:

[[folder:Armed Militant]]
[[folder:Defender-4]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_armedmilitant.png]]
->'''Other variations:''' Senior Armed Militant

Unidentified combatants armed
org/pmwiki/pub/images/arknights_defender4.png]]

An unmanned drone
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.the ability to significantly boost the defense of nearby allies.



* 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.

to:

* GasMaskMooks: They wear a rebreather that is connected to NonActionGuy: It has no offensive capabilities whatsoever.
* SupportPartyMember: Boosts
the tank 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.



[[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.

to:

[[folder:Breaker]]
[[folder:Technical Scout]]
[[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.
org/pmwiki/pub/images/arknights_technicalscout.png]]

Reunion engineers that can reveal all nearby invisible operators.



* 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.

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
their size, 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.



[[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.

to:

[[folder:Bombtail]]
[[folder:Avenger]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_bombtail.org/pmwiki/pub/images/arknights_avenger.png]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_avengerboss.png]]
->'''Other variations:''' Bombtail-G, Oneiros

Special drones
Hateful Avenger
Unique katana-wielding soldiers
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 buff their ATK once falling below half health. A unique one titled "Hateful Avenger" (quotes included) is the lightened load.FinalBoss of Operation Basepoint and Contingency Contract as a whole.



* 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.

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 with a 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.
While it 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 break
one, ''+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 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.
state '''as soon as they spawn'''.



[[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.

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:''' Arts Master A2

Enemy drones armed
Guard Leader

Reunion soldiers that can infuse their swords
with special 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.



* 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.

to:

* 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 are countered by Resistance instead of Defense, which many ranged melee operators in a few hits at most, A2 Drones (especially Defenders) lack.
* {{BFS}}: The swords they wield is longer than they
are one tall.
* MagicKnight: They're capable
of the most common reasons for losses in Annihilation 3.infusing arts into their swords.



[[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.

to:

[[folder:Frost]]
[[folder:Bladed Fighter]]
[[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.
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.



* 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.

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 are
martial 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 to
double 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.



[[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.

to:

[[folder:Defense Crusher]]
[[folder:Butcher]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_defensecrusher.org/pmwiki/pub/images/arknights_butcher.png]]
->'''Other variations:''' Defense Crusher Leader

Reunion elites clad in heavy blast suits and
Veteran Butcher

Unidentified combatants
wielding huge sledgehammers, axes, capable of sustaining and dealing huge damage. Every third hit of theirs will stun the target operator.severe damage while taking just as much in return.



* 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.

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.



[[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.

to:

[[folder:Enraged Possessed Soldier]]
[[folder:Armed Militant]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_enragedpossessedsoldier.org/pmwiki/pub/images/arknights_armedmilitant.png]]
->'''Other variations:''' Enraged Possessed Leader

Possessed Soldiers who've had
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 infection forcibly accelerated to the point that they've descended into primal madness, and have developed extreme aggression as a result. They have ''extremely'' armor gives them very high stats, but gradually lose HP over time.defenses.



* 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.

to:

* DefectorFromDecadence: Boone, along with Galles GasMaskMooks: They wear a rebreather that is connected to the tank mounted in their back.
* MightyGlacier: Their HP
and Yila, 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 control
Defenders. 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
them kill themselves with their self-damage.
* LivingOnBorrowedTime: They will lose HP over time; given long enough, this
greater defenses. Their battlefield role is fully capable of killing them.more or less the same.



[[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.

to:

[[folder:Enraged Possessed Thrower]]
[[folder:Breaker]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_enragedpossessedthrower.org/pmwiki/pub/images/arknights_breaker.png]]
->'''Other variations:''' Enraged Possessed Bonethrower

Possessed Soldiers
Breaker Leader

Well-trained soldiers
who have gotten use 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 incredible speed and constant ranged attacks, but will lose HP over time.decent attack power to spearhead assaults.



* 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.

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
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
down while attacking, keeping them out of reach of melee attacks.they're being blocked by your ground operators.



[[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.

to:

[[folder:Yeti Icecleaver]]
[[folder:Bombtail]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_yetiicecleaver.org/pmwiki/pub/images/arknights_bombtail.png]]
->'''Other variations:''' Yeti Icecleaver Leader

Yeti Squadron soldiers who wield long katanas. They have high stats and can deal
Bombtail-G, Oneiros

Special drones that carry warheads, which they will launch to cause
massive area damage to frozen operators.operators. Once they've launched their bomb, they will significantly speed up due to the lightened load.



* 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.

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 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.
target area.



[[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.

to:

[[folder:Demolitionist]]
[[folder:Arts Master [=A1=]]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_demolitionist.org/pmwiki/pub/images/arknights_artsmastera1.png]]
->'''Other variations:''' Demolitionist Leader

Reunion elites clad in heavy blast suits and wielding huge Originium sledgehammers. They use explosive strikes
Arts Master A2

Enemy drones armed with special weapons
that deal severe damage allow them to launch long-ranged Arts attacks, while giving them potent Arts resistance in an area around their target.the process.



* 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.

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
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.
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 deal
stats, 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.



!Sargon Units
!!!Tiacauh Tribe (Introduced in ''Gavial the Great Chief Returns'')
[[folder:General]]
* LizardFolk: They are Acahuallan tribesmen that bear an appearance to alligators.

to:

!Sargon Units
!!!Tiacauh Tribe (Introduced in ''Gavial
[[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 Great Chief Returns'')
[[folder:General]]
temperature around them, significantly slowing down the attack speed of operators nearby.
----
* LizardFolk: 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 Acahuallan tribesmen that bear an appearance quite sturdy, having a B rank in HP, DEF, and RES. Killing them is also problematic, due to alligators.their aforementioned attack speed slow.



[[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:

[[folder:Tiacauh Warrior]]
[[quoteright:350:https://static.
[[folder:Defense Crusher]]
[[quoteright:150:https://static.
tvtropes.org/pmwiki/pub/images/avg_npc_070.png]]
org/pmwiki/pub/images/arknights_defensecrusher.png]]
->'''Other variations:''' Tiacauh Guard
Archosaurus melee fighters who
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 gain additional DEF while being blocked.stun the target operator.



* 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.

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: Befitting
AchillesHeel: 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
a crudely built spear.while to kill. Fortunately, they're slow as hell, and their heavy armor doesn't offer them any Arts resistance.



[[folder:Tiacauh Lancer]]
->'''Other variations:''' Tiacauh Sniper
Archosaurus warriors who throw ranged spear attacks.

to:

[[folder:Tiacauh Lancer]]
[[folder:Enraged Possessed Soldier]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_enragedpossessedsoldier.png]]
->'''Other variations:''' Tiacauh Sniper
Archosaurus warriors who throw ranged spear attacks.
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.



* 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
ranged attack.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.



[[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.

to:

[[folder:Tiacauh Fanatic]]
[[folder:Enraged Possessed Thrower]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_enragedpossessedthrower.png]]
->'''Other variations:''' Tiacauh Ripper
Archosaurus warriors
Enraged Possessed Bonethrower

Possessed Soldiers
who wield acid-coated gauntlets, giving them both fast attack speed 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 the ability to apply a permanent stacking DEF debuff on targets.constant ranged attacks, but will lose HP over time.



* 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
Originium Slugs.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.



[[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.

to:

[[folder:Tiacauh Ritualist]]
[[quoteright:350:https://static.
[[folder:Yeti Icecleaver]]
[[quoteright:150:https://static.
tvtropes.org/pmwiki/pub/images/avg_npc_071.png]]
org/pmwiki/pub/images/arknights_yetiicecleaver.png]]
->'''Other variations:''' Tiacauh Shaman
Archosaurus casters that use Arts attacks. If they are blocked, they will gain increased DEF
Yeti Icecleaver Leader

Yeti Squadron soldiers who wield long katanas. They have high stats
and start using melee attacks that can deal significantly higher physical damage.massive damage to frozen operators.



* 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.



[[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.

to:

[[folder:Tiacauh Shredder]]
[[folder:Demolitionist]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_demolitionist.png]]
->'''Other variations:''' Tiacauh Annihilator
Elite Archosaurus warriors armed with military equipment
Demolitionist Leader

Reunion elites clad in heavy blast suits and wielding huge Originium sledgehammers. They use explosive strikes
that gives them higher stats. They can also periodically destroy nearby mushroom or stump tiles, disabling deal severe damage in an area around their effects and making it impossible to deploy units there. target.



* 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
with dual 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.



[[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.

to:

[[folder:Tiacauh Brave]]
->'''Other variations:''' Tiacauh Champion
The strongest of
!Sargon Units
!!!Tiacauh Tribe (Introduced in ''Gavial
the Tiacauh warriors who only partake in one-on-one duels. If blocked, they will reduce both their own DEF and Great Chief Returns'')
[[folder:General]]
* LizardFolk: They are Acahuallan tribesmen
that of their target by 70%, draw aggro from the blocker, and become immune bear an appearance 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.
alligators.



!!!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.

to:

!!!Drudge's Mercenaries & Originiutants (Introduced in ''Originium Dust'')

[[folder:Originiutant Puppet]]
[[quoteright:150:https://static.
[[folder:Tiacauh Warrior]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/arknights_originiutantpuppet.png]]

Human remains parasitized and reanimated by Originiutants. Divides into two Originiutant Excrescences on death.
org/pmwiki/pub/images/avg_npc_070.png]]
->'''Other variations:''' Tiacauh Guard
Archosaurus melee fighters who will gain additional DEF while being blocked.



* 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
as the Possessed Soldiers and Junkmen are half-dead (but self-aware) people controlled through Mephisto's Arts.tribesmen, they fight with a crudely built spear.



[[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.

to:

[[folder:Mutant Sand Beast]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantsandbeast.png]]
[[folder:Tiacauh Lancer]]
->'''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.
Tiacauh Sniper
Archosaurus warriors who throw ranged spear attacks.



* 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.



[[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.

to:

[[folder:Mutant Rock Spider]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantrockspider.png]]
[[folder:Tiacauh Fanatic]]
->'''Other variations:''' Mutant Rock Spider α

Sargonian arachnids parasitized by Originiutants. Divides into three Originiutant Excrescences
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 death, or Tumors if it's an α variant.targets.



* 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.



[[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.

to:

[[folder:Mutant Giant Rock Spider]]
[[quoteright:150:https://static.
[[folder:Tiacauh Ritualist]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/arknights_mutantgiantrockspider.png]]
org/pmwiki/pub/images/avg_npc_071.png]]
->'''Other variations:''' Mutant Giant Rock Spider α

A subspecies of Rock Spider native to Sargon with a bulky abdomen
Tiacauh Shaman
Archosaurus casters
that stores energy, infected by Originiutants. A bulky ranged enemy use Arts attacks. If they are blocked, they will gain increased DEF and start using melee attacks that continuously spawns Originiutant Excrescences (Tumors if it's an α variant), and explodes into four of them upon death.deal significantly higher physical damage.



* 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.

to:

* BigCreepyCrawlies: Even bigger and meaner than a regular Rock Spider.
* MookMaker: Spits out an Originiutant Excrescence or Tumor every 5 seconds, which
MagicStaff: 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.



[[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.

to:

[[folder:Originiutant]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutant.png]]
[[folder:Tiacauh Shredder]]
->'''Other variations:''' Originiutant α

A heavily mutated Originium behemoth used as a living weapon. Although they are very slow,
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 exoskeletons give them ungodly resilience effects and devastating melee Arts attacks.making it impossible to deploy units there.



* 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.

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.



[[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.

to:

[[folder:"Redmark" Eradicator]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkeradicator.png]]
[[folder:Tiacauh Brave]]
->'''Other variations:''' Elite "Redsign" Eradicator

A camouflaged mercenary sniper
Tiacauh Champion
The strongest of the Tiacauh warriors
who uses extraordinarily lethal attacks 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 anywhere on the map, but can only attack Operators exposed blocker, and become immune to a sandstorm.all damage outside of that from their opponent.



* 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".

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 only use 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
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".
each other.



[[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.

to:

[[folder:"Redmark" Infiltrator]]
!!!Drudge's Mercenaries & Originiutants (Introduced in ''Originium Dust'')

[[folder:Originiutant Puppet]]
[[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
org/pmwiki/pub/images/arknights_originiutantpuppet.png]]

Human remains parasitized
and immunity to blocking, letting them sneak past. They'll also get a significant amount of evasion if they're exposed to a sandstorm.reanimated by Originiutants. Divides into two Originiutant Excrescences on death.



* 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.



[[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.

to:

[[folder:Originiutant Excrescence]]
[[folder:Mutant Sand Beast]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantexcrescence.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 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
Excrescences on death, or Tumors if they escape; the stronger Tumor variant has it's an additional ability to massively lower the attack speed of any Operator blocking them.α variant.



* 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''.



!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.''

to:

!Siesta Units
!!!Little Black Sheep (introduced in ''So Long, Adele'')

[[folder:General]]
[[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.
----
* 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
BigCreepyCrawlies: Although they're actually deadly and are just as capable in doing damage unrelated 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.''
more common Infused Originium Slugs.



[[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.

to:

[[folder:Hot Spring 'Mischievous Rascal']]
[[folder:Mutant Giant Rock Spider]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantgiantrockspider.png]]
->'''Other variations:''' Hot Spring 'Jolly Rascal'
Mutant Giant Rock Spider α

A sheep familiar wearing subspecies of Rock Spider native to Sargon with a traffic cone. Spawns 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.
----
* BigCreepyCrawlies: Even bigger and meaner than
a Carmine Steam on the spot when defeated.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.



[[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.

to:

[[folder:Fashion Street 'Hearty Heavy']]
[[folder:Originiutant]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutant.png]]
->'''Other variations:''' Fashion Street 'Robust Heavy'
Originiutant α

A sheep familiar carrying heavily mutated Originium behemoth used as a frisbee. Has a ranged living weapon. Although they are very slow, their exoskeletons give them ungodly resilience and devastating melee Arts attacks.
----
* 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 also spawns a Carmine Steam on the spot when defeated.move even slower.



[[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.

to:

[[folder:Fashion Street 'Ordinary Aviator']]
[[folder:"Redmark" Eradicator]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkeradicator.png]]
->'''Other variations:''' Fashion Street 'Hyperactive Aviator'
Elite "Redsign" Eradicator

A sheep familiar wearing aviation gear. Has Low-Altitude Hovering and even though they have no camouflaged mercenary sniper who uses extraordinarily lethal attacks from anywhere on the map, but can only attack by themselves, they can grab on a 'Hearty Heavy' Operators exposed to gain a ranged attack.sandstorm.



* 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:

* 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
for pink 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".



[[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.

to:

[[folder:Hot Spring 'Wandering Vagrant']]
[[folder:"Redmark" Infiltrator]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkinfiltrator.png]]
->'''Other variations:''' Hot Spring 'Wandering Slider'
Elite "Redsign" Infiltrator, Holographic Illusion, Holographic Illusion [=MK2=]

A sheep familiar wearing skating equipment. Has invisibility, 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 can carry a 'Mischievous Rascal' on immunity to blocking, letting them which sneak past. They'll also gives them the ability get a significant amount of evasion if they're exposed to spawn Carmine Steam on tiles that they pass through.a sandstorm.



* 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.



[[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.

to:

[[folder:'Big Fella']]
[[folder:Originiutant Excrescence]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantexcrescence.png]]
->'''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.
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.



* 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.



[[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!''

to:

[[folder:Urban 'Whirlwind Walker']]
->'''Other variations:''' Urban 'Tornado Trendsetter'
Two familiars
!Siesta Units
!!!Little Black Sheep (introduced in ''So Long, Adele'')

[[folder:General]]
* PiecesOfGod: These are clones of Dolly
that got entangled with each other from fighting over cotton candy. Explodes on first attack to deal Arts damage, leaving behind a 'Mischievous Rascal' 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 a 'Hearty Heavy'.
----
* ActionBomb: Blows up on the first time they attack, dealing Arts
are just as capable in doing 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.
your operators.
* FlunkyBoss: Spawns a 'Mischievous Rascal' and a 'Hearty Heavy' after death.
RidiculouslyCuteCritter: They are literally ''pink sheep''.
* StickyFingers: Both literally (cotton candy is ''sticky'') and also figuratively Some of the familiars carry man-made items that they picked up off the street or looted from their flavor text.
-->''The main reason
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 Candy House grandpa is so angry is because they snatched his wig off too!''event.
-->''You're going to humiliate me. Don't tell people my clones are kleptomaniacs.''



[[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.

to:

[[folder:'Fluffy Buddy']]
[[folder:Hot Spring 'Mischievous Rascal']]
->'''Other variations:''' Hot Spring 'Jolly Rascal'
A sheep familiar that hides in the map. Appears as wearing 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
traffic cone. Spawns a Carmine Steam, however.Steam on the spot when defeated.



[[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.
----

to:

[[folder:Fashion Street 'Stellar Caster']]
'Hearty Heavy']]
->'''Other variations:''' Fashion Street 'Supernova Caster'
'Robust Heavy'
A sheep familiar carrying a witch'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.



!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.

to:

!Great Yan Units
!!!Ink Spirits (Introduced in ''Who is Real'')

[[folder:"Angry"]]
[[folder:Fashion Street 'Ordinary Aviator']]
->'''Other variations:''' Anxious "Angry"

Fashion Street 'Hyperactive Aviator'
A fast-moving, ill-tempered Ink Spirit. Like all of their Ink Spirit brethren, sheep familiar wearing aviation gear. Has Low-Altitude Hovering and even though they have no attack by themselves, 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.grab on a 'Hearty Heavy' to gain a ranged attack.




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.



[[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.

to:

[[folder:"Bitey"]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_143_1.png]]
[[folder:Hot Spring 'Wandering Vagrant']]
->'''Other variations:''' Serious "Bitey"

Hot Spring 'Wandering Slider'
A basic Ink Spirit with sheep familiar wearing skating equipment. Has invisibility, and can carry a curious, sociable personality.'Mischievous Rascal' on them which also gives them the ability to spawn Carmine Steam on tiles that they pass through.




to:

* TheSneakyGuy: They are invisible until blocked.



[[folder:"Stabby"]]
->'''Other variations:''' Flanking "Stabby"

A prideful Ink Spirit whose ranged attacks prioritize attacking Operators with the opposite attribute as itself.

to:

[[folder:"Stabby"]]
[[folder:'Big Fella']]
->'''Other variations:''' Flanking "Stabby"

'Big Man'
A prideful Ink Spirit whose ranged attacks prioritize attacking Operators with the opposite attribute as itself.large fluffy critter that sometimes unintentionally eats its own kin. Spawns a 'Mischievous Rascal' on first attack, or when defeated.




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.



[[folder:"Lazy"]]
->'''Other variations:''' Unmoving "Lazy"

A massive, sedentary Ink Spirit with equally massive bulk and the ability to draw Operator fire to itself.

to:

[[folder:"Lazy"]]
[[folder:Urban 'Whirlwind Walker']]
->'''Other variations:''' Unmoving "Lazy"

A massive, sedentary Ink Spirit
Urban 'Tornado Trendsetter'
Two familiars that got entangled
with equally massive bulk each other from fighting over cotton candy. Explodes on first attack to deal Arts damage, leaving behind a 'Mischievous Rascal' and the ability to draw Operator fire to itself.a 'Hearty Heavy'.




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!''



[[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.

to:

[[folder:"Smarty"]]
->'''Other variations:''' Dazzled "Smarty"

[[folder:'Fluffy Buddy']]
A lively Ink Spirit with low stats, but sheep familiar that hides in the ability to map. Appears as a blur of blue static until covered in Steam, at which point they explode into a powerful and either heal or inflict Arts explosion on death. If two Smarties with opposing attributes come into close proximity, they'll instantly detonate in an unfathomably powerful blast.damage, plus leaving behind more Steam of the same color.



* 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.

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]]'' if
heal 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.



[[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.

to:

[[folder:"Blindey"]]
[[folder:Fashion Street 'Stellar Caster']]
->'''Other variations:''' Indefatigable "Blindey"

Fashion Street 'Supernova Caster'
A reckless Ink Spirit with above-average stats and the ability sheep familiar carrying a witch's gear from a divination shop. Attack up to pass through any Operator without the same attribute as itself.three operators at a time if standing in Carmine Steam.






[[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.

to:

[[folder:"Envy"]]
!Great Yan Units
!!!Ink Spirits (Introduced in ''Who is Real'')

[[folder:"Angry"]]
->'''Other variations:''' Complicated "Envy"

Anxious "Angry"

A frightening, neurotic fast-moving, ill-tempered Ink Spirit. Like all of their Ink Spirit with powerful Arts attacks. They'll periodically charge up special attacks that deal heavy Arts brethren, they can exploit the Hui/Ming mechanic found in their event, dealing and taking bonus damage from Operators with the opposite attribute, and forcibly change decreased damage from those with the attribute of their target.same attribute.



[[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.

to:

[[folder:"Fury"]]
[[folder:"Bitey"]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_143_1.png]]
->'''Other variations:''' Unbridled "Fury"

Serious "Bitey"

A hulking but dimwitted brute of an basic Ink Spirit that deals massive damage against Operators with the opposite attribute as itself.a curious, sociable personality.



* 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.



[[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.

to:

[[folder:"Free"]]

The main boss of "Who is Real". It is the strongest familiar of Dusk, an enormous unforgiving
[[folder:"Stabby"]]
->'''Other variations:''' Flanking "Stabby"

A prideful
Ink Spirit whose ranged attacks prioritize attacking Operators with a cold, arrogant, and domineering presence.the opposite attribute as itself.



* 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.

to:

* 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.



!!!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.

to:

!!!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
[[folder:"Lazy"]]
->'''Other variations:''' Unmoving "Lazy"

A massive, sedentary Ink Spirit
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
equally massive numbers of unblockable enemies that you can't kill fast enough bulk and the ability to win.draw Operator fire to itself.
----



[[folder:Grindstone]]
->'''Other variations:''' Brightmirror

A canine-like Waregeist made from wooden seals. Spawns 2 wooden seals when defeated.

to:

[[folder:Grindstone]]
[[folder:"Smarty"]]
->'''Other variations:''' Brightmirror

Dazzled "Smarty"

A canine-like Waregeist made from wooden seals. Spawns 2 wooden seals when defeated.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.



* 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.



[[folder:Vernacularism]]
->'''Other variations:''' Sophistication

A soldier Waregeist made from novel scrolls. Spawns 3 novel scrolls when defeated.

to:

[[folder:Vernacularism]]
[[folder:"Blindey"]]
->'''Other variations:''' Sophistication

Indefatigable "Blindey"

A soldier Waregeist made from novel scrolls. Spawns 3 novel scrolls when defeated.reckless Ink Spirit with above-average stats and the ability to pass through any Operator without the same attribute as itself.






[[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.

to:

[[folder:Introspection]]
[[folder:"Envy"]]
->'''Other variations:''' Scantwords

Complicated "Envy"

A Waregeist created from a mirror frightening, neurotic Ink Spirit with powerful Arts attacks. They'll periodically charge up special attacks that resembles a bird. Taunts operators into attacking it, deal heavy Arts damage and spawns a mirror when defeated.forcibly change the attribute of their target.



* 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 in their truest form".



[[folder:Inkwave]]
->'''Other variations:''' Heartbillow

A stone lion-shaped Waregeist created from a fusion of multiple paperweights. Spawns 15 wooden paperweights when defeated.

to:

[[folder:Inkwave]]
[[folder:"Fury"]]
->'''Other variations:''' Heartbillow

Unbridled "Fury"

A stone lion-shaped Waregeist created from a fusion hulking but dimwitted brute of multiple paperweights. Spawns 15 wooden paperweights when defeated.an Ink Spirit that deals massive damage against Operators with the opposite attribute as itself.



* 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.

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.



[[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.

to:

[[folder:Fountainboil]]
->'''Other variations:''' Rainbowbrew

A Waregeist made from a tea set resembling a hermit crab
[[folder:"Free"]]

The main boss of "Who is Real". It is the strongest familiar of Dusk, an enormous unforgiving Ink Spirit
with a teapot as its shell. Deals splash Arts damage on attack cold, arrogant, and explodes upon death to debuff nearby operators with slowed attack speed. Spawns 4 celadon teawares when defeated. domineering presence.



* 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
on death.two targets simultaneously.



[[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.

to:

[[folder:Blueflower]]
->'''Other variations:''' Scarletmist

A
!!!Waregeists (Introduced in ''Invitation to Wine'')

[[folder:General
Waregeist created from 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 vase number of Enchanted Objects that appears as don't attack, can't be blocked, and require a dragon riding on the vase. Can inflict a debuff that causes certain number of hits to defeat, regardless of how powerful those individual hits are. This encourages strategies based around 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
with high attack as well as freezing speed, attacks that hit multiple times at once, and damage-over-time effects[[note]]since each time the attack count, removing its main source of danger.
effect triggers is considered a separate "hit"[[/note]].
* DamageOverTime: After a few attacks, ItsProbablyNothing: In the Blueflower can launch early story segments of "Invitation to Wine," a stronger attack (shown by the attack coming out 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 vase instead light, a fatigue-induced hallucination, or some manner of mundane animal. It's only when the dragon) things start to swarm that inflicts increasing Arts damage over time on the victim.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: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.

to:

[[folder:Sinkingsand]]
[[folder:Grindstone]]
->'''Other variations:''' Sharpedge

Brightmirror

A canine-like 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. wooden seals. Spawns spearheads based on the amount of remaining Broken Blades it has at the time of defeat.2 wooden seals when defeated.



[[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.

to:

[[folder:Clarity]]
[[folder:Vernacularism]]
->'''Other variations:''' Magnificence

Sophistication

A soldier Waregeist made from a lampstand that resembles a bird statue. Periodically grants nearby enemies invisibility. novel scrolls. Spawns a bronze lampstand on defeat.3 novel scrolls when defeated.



* TheSneakyGuy: Not itself, but Clarity can produce a smokescreen that grants invisibility to nearby Waregeists.



[[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.

to:

[[folder:Wisp]]

Fragments of Sui's main body. Increases Sui-Xiang's max HP
[[folder:Introspection]]
->'''Other variations:''' Scantwords

A Waregeist created from a mirror that resembles a bird. Taunts operators into attacking it,
and reduces the charging time of its special ability spawns a mirror when absorbed.defeated.



* IShallTauntYou: It taunts operators into attacking it over other enemies by "revealing their inner secrets in their truest form".



!!! 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.

to:

!!! 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]]
[[folder:Inkwave]]
->'''Other variations:''' Raging Di Beast

Beasts
Heartbillow

A stone lion-shaped Waregeist
created by Ya that serve as Its eyes and ears.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: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.

to:

[[folder:Shanhaizhong Skirmisher]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongskirmisher.png]]
[[folder:Fountainboil]]
->'''Other variations:''' Shanhaizhong Vigilante

Ordinary members of Shanhaizhong
Rainbowbrew

A Waregeist made from a tea set resembling a hermit crab
with a complex past. Gain increased range 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 standing on Yumen Catastrophe Defenses.defeated.



* AchillesHeel: Similar to Infused Originium Slugs, Silence status effect prevents it from exploding on death.



[[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.

to:

[[folder:Shanhaizhong Relayer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongrelayertalksprite.png]]
[[folder:Blueflower]]
->'''Other variations:''' Shanhaizhong Harbringer

Tacticians specialized in relaying orders via ciphers. Deploy
Scarletmist

A Waregeist created from
a Shanhaizhong Cipher vase that appears as a dragon riding on the first unoccupied Yumen Catastrophe Defense tile vase. Can inflict a debuff that they pass through.causes operators to take increased Arts damage over time. Spawns a celadon vase when defeated.



* 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.

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)
that give 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.



[[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.

to:

[[folder:Shanhaizhong Desperado]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdesperado.png]]
[[folder:Sinkingsand]]
->'''Other variations:''' Shanhaizhong Phalanx

Large, burly Shanhaizhong members tasked with defense.
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: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.

to:

[[folder:Shanhaizhong Ringleader]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongringleaderelitetalk.png]]
[[folder:Clarity]]
->'''Other variations:''' Shanhaizhong Secret-Keeper

Leaders of the Shanhaizhong disguised as normal members. Is invisible until their first attack, and the strike
Magnificence

A Waregeist made from a lampstand
that breaks invisibility deals double damage to the target.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: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.

to:

[[folder:Shanhaizhong Seer]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongseer.png]]
->'''Other variations:''' Shanhaizhong Oracle

Casters trained by
[[folder:Wisp]]

Fragments of Sui's main body. Increases Sui-Xiang's max HP and reduces
the Feranmuts in Originium Arts. They can lock onto a target and channel to create a large burst charging time of Arts damage, which also buffs their ASPD afterwards.its special ability when absorbed.



* ChargedAttack: Their main gimmick.
* MalevolentMaskedMen: Wear golden masks over their upper faces, resembling animal skulls.



[[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.

to:

[[folder:'Wallbreaker']]
[[quoteright:150:https://static.
!!! Shanhaizhong (introduced in ''Where Vernal Winds Will Never Blow'')

[[folder:Di Beast]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/arknights_shanhaizongwallbreaker.org/pmwiki/pub/images/arknights_shanhaizhongdibeast_sprite.png]]
->'''Other variations:''' 'Fortbreaker'

Yumen siege machines stolen
Raging Di Beast

Beasts created
by the Shanhaizhong. Prioritize attacking roadblocks Ya that serve as Its eyes and operators located on Yumen Catastrophe Defenses.ears.



[[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.

to:

[[folder:'Sandwalker']]
[[folder:Shanhaizhong Skirmisher]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongsandwalker.org/pmwiki/pub/images/arknights_shanhaizhongskirmisher.png]]
->'''Other variations:''' 'Sand Voyager'

Shanhaizhong Vigilante

Ordinary members of Shanhaizhong with a complex past. Gain increased range when standing on
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.Catastrophe Defenses.


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]]

Added: 29979

Changed: 69207

Removed: 23031

Is there an issue? Send a MessageReason:
None


!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.

to:

!Leithanien !Kazimierz Units
!!!Rioters & Mudrock's Squad !!! Competitive knights (Introduced in ''Twilight of Wolumonde'')
[[folder:Leithanien Rebel]]
''Maria Nearl'')
[[folder:Nameless Independent Knight]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_067.org/pmwiki/pub/images/avg_avg_npc_217_6.png]]
->'''Other variations:''' Leithanien Rebel Leader
Rioters wielding Arts swords. Their lack
Nameless Elite Knight

Low-ranking knights
of training makes them weaker than the Reunion Arts Guards.Kazimierz Major.



* ArmorPiercingAttack: Their Arts damage ignores DEF and targets RES instead.
* 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.



[[folder:Leithanien Whisperer]]
->'''Other variations:''' Leithanien Psalmist
Extra-long-ranged casters who can also "contest" Gramophones in an attempt to capture them.

to:

[[folder:Leithanien Whisperer]]
[[folder:Training Pincerbeast]]
->'''Other variations:''' Leithanien Psalmist
Extra-long-ranged casters who can also "contest" Gramophones in an attempt
Vicious Training Pincerbeast

Infected wild creatures used
to capture them.train the fighters of the Kazimierz arena. While they're rather weak, they have surprisingly high defenses for a fodder unit.



* 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.



[[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.

to:

[[folder:Winterwisp Blood Shaman]]
[[folder:Roar Knightclub Trainee]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_216_9.png]]
->'''Other variations:''' Winterwisp Blood Magister
Powerful Leithanian berserkers that pack high stats
Roar Knightclub Elite, "Plastic" Szewczyk

Kazimierzian knights who wield crossbows
and potent Arts attacks in exchange for losing HP over time. Upon death, wear experimental armor. Their prototype armor grants them a gigantic amount of DEF and RES when they first spawn, but this will explode in a powerful Arts burst that also instantly captures any Gramophones in range.expire quickly.



* 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.

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,
they will 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.



[[folder:Mudrock Matterllurgist]]
->'''Other variations:''' Mudrock Matterllurgist Leader
Ranged physical units commanded by Mudrock. They will prioritize foes capturing Gramophones.

to:

[[folder:Mudrock Matterllurgist]]
[[folder:Independent Knight Shielder]]
->'''Other variations:''' Mudrock Matterllurgist Leader
Ranged physical units commanded by Mudrock. They will prioritize foes capturing Gramophones.
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.



[[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.

to:

[[folder:Mudrock Zealot]]
[[folder:Bloodboil Knightclub Trainee]]
->'''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
Bloodboil Knightclub Elite, "Brassrust" Olmer Ingra

Brutish knights of Kazimierz who gain stacking damage and
attack speed and max HP as long as it's active.buffs with each of their allies that die on the field while they're active, up to a cap.



* 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.

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
while their 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.



[[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.

to:

[[folder:Mudrock Colossus]]
[[folder:Bladehelm Knightclub Trainee]]
->'''Other variations:''' Hexed Colossus
A towering stone behemoth summoned by Mudrock's
Bladehelm Knightclub Elite, "Left-Hand" Tytus Topola

Knights who have high stats and wield ranged
Arts. They're extremely slow but absolutely powerful - packing high defenses, ''monumental'' HP, They can periodically halve the attack of the Operator with the highest ATK on the field, and enough ATK to instantly kill most targets.will fully revive themselves when defeated for the first time.



* 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.

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 to
first 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
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,
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.



!!!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.

to:

!!!Witch King Remnants (Introduced in ''Lingering Echoes'')
[[folder:'Street Layabout']]
[[folder:Sponsor Drone]]
->'''Other variations:''' Street Drunk
Armed militants disguised as Infected Afterglow civilians. Deals additional Arts damage
Luxury Sponsor Drone, Cheering Sponsor Drone

Corporate advertisement drones that appear during matches in the Kazimierz Major. While they're harmless optional
to operators not connected kill, defeating them grants the player anything from resources to Realigned Flux.a temporary power boost.



* 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.



[[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.

to:

[[folder:'Street Performer']]
!!!Armorless Union and Competitive knights (introduced in ''Near Light'')

[[folder:Undertide Gloompincer]]
->'''Other variations:''' Street Musician
Armed militants disguised as Infected Afterglow civilians. Deals an additional hit to operators not connected to Realigned Flux.
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.



* MusicalAssassin: They carry a triangle to fire off Leithanien Originium Arts, which is casted through music.
----



[[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.

to:

[[folder:Mass-Produced Colossus]]
[[folder:Nova Knightclub Trainee]]
->'''Other variations:''' Enhanced Mass-Produced Colossus
An Originium Arts creation designed for breaching through enemy lines. Loses its defenses when standing in Realigned Flux.
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.



* 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 a Realigned Flux line, making operator positioning crucial for defeating them.luminescent burst.



[[folder:Spire Caster]]
->'''Other variations:''' Battleworn Spire Caster
Casters employed by the Leithanien army specializing in area-of-effect damage.

to:

[[folder:Spire Caster]]
[[folder:Knight Territory Wanderer]]
->'''Other variations:''' Battleworn Spire Caster
Casters employed by
Knight Territory Hibernator

Competition knights who lack a Knightclub and are periodically found in a drunken daze in
the Leithanien army specializing backstreets. They spawn in area-of-effect damage.dark regions and remain passive until they are lit up or enough time passes, upon which they will violently retaliate.



* HerdHittingAttack: They attack 2 operators at once, and deal splash damage if their target is not connected to a Realigned Flux.



[[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.

to:

[[folder:Remnant Violinist]]
[[folder:Nightzmora Imitator]]
->'''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
Nightzmora Follower, "The Last Kheshig", Tola

Fans
of the Witch King.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.



* HerdHittingAttack: Their attacks travel along the Realigned Flux, damaging all operators connected to that Flux for half the damage.



[[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.

to:

[[folder:Remnant Field Caster]]
[[folder:Armorless Union Assassin]]
->'''Other variations:''' Remnant Elite Field Caster
Formerly composers in
Armorless Union Assassin Leader

Assassins of
the Leithanien capital orchestra, Armorless Union who specialize in sneak attacks. Their ATK gradually increases the longer they have turned to researching the Witch King's Originium Arts spend in regions with no visibility, but without success.will reset after they attack once.



* 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.



[[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.

to:

[[folder:Remnant Saxophonist]]
[[folder:Armorless Union Crossbowman]]
->'''Other variations:''' Remnant Official Saxophonist
These failed musicians tried to bribe their way into
Armorless Union Crossbowman Leader

A crossbow user hired by
the Leithanien capital orchestra, and had lost their sanity Armorless Union who is adept at attacking from shadows. Their attacks deal Arts damage if they're in the modern day. All that remains is a desire to rip their enemies apart regions with their music.no visibility.



* AbnormalAmmo: If they are in an area with no visibility, they'll switch their normal bolts with those that deal Arts damage.



[[folder:Blackwater Originium Slug]]
->'''Other variations:''' Blackwater Originium Slug α
A type of Originium slug that lives in the sewers of Vyseheim.

to:

[[folder:Blackwater Originium Slug]]
[[folder:Armorless Union Cleanup Squad / Third Squad]]
->'''Other variations:''' Blackwater Originium Slug α
A type
Armorless Union Cleanup/Third Squad Leader, Lazurite Roy, Lazurite Monique

Elite archers
of Originium slug that lives in the sewers Armorless Union under the direct command of Vyseheim.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.



* 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".

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 emit
Lazurites, 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
the Infected 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.



!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.

to:

!Lungmen !Leithanien Units
!!!Rioters
& Siracusan Units
!!!Siracusan Mafia & Lungmenites
Mudrock's Squad (Introduced in ''Code ''Twilight of Brawl'')

[[folder:Sicilian]]
Wolumonde'')
[[folder:Leithanien Rebel]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_031.org/pmwiki/pub/images/avg_npc_067.png]]
->'''Other variations:''' Elite Sicilian
Basic soldiers who serve in
Leithanien Rebel Leader
Rioters wielding Arts swords. Their lack of training makes them weaker than
the Siracusan mafia.Reunion Arts Guards.



* ArmorPiercingAttack: Their Arts damage ignores DEF and targets RES instead.
* MagicKnight: Their swords deal Arts damage.



[[folder:Brawler]]
->'''Other variations:''' Elite Brawler
Siracusan mafiosi who launch flurries of rapid-fire punches.

to:

[[folder:Brawler]]
[[folder:Leithanien Whisperer]]
->'''Other variations:''' Elite Brawler
Siracusan mafiosi
Leithanien Psalmist
Extra-long-ranged casters
who launch flurries of rapid-fire punches.can also "contest" Gramophones in an attempt to capture them.



* 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.

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 fact
they share the same animation frames with her.
* HelpfulMook: With some high level strategy, these enemies can be abused by forcing them
would use this to try and take control of Gramophones.
* MagicStaff: Wields one of these, both for ranged Arts
attack Liskarm, 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.



[[folder:Marksman]]
->'''Other variations:''' Elite Marksman
Siracusan mafiosi who use ranged crossbow attacks. They will prioritize attacking Command Terminals.

to:

[[folder:Marksman]]
[[folder:Winterwisp Blood Shaman]]
->'''Other variations:''' Elite Marksman
Siracusan mafiosi who use ranged crossbow attacks. They
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 prioritize attacking Command Terminals.explode in a powerful Arts burst that also instantly captures any Gramophones in range.



* 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.



[[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.

to:

[[folder:Bully]]
[[folder:Mudrock Matterllurgist]]
->'''Other variations:''' Bulldozer
Hulking enemies that pack significant HP, ATK, and DEF while charging at relatively fast speeds.
Mudrock Matterllurgist Leader
Ranged physical units commanded by Mudrock.
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.prioritize foes capturing Gramophones.



* 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.



[[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.

to:

[[folder:Fanatic]]
[[folder:Mudrock Zealot]]
->'''Other variations:''' Desperate Fanatic
Brutish mobsters
Mudrock Zealot Leader
Powerful melee soldiers commanded by Mudrock. They spawn with a shield
that have high HP/ATK/DEF and use protects them from Arts damage, while raising their sledgehammers to deliver powerful attacks which can hit ranged tiles. When blocked, they will get a significant ATK boost. Prioritizes attacking Command Terminals.attack speed and max HP as long as it's active.



* 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.



[[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.

to:

[[folder:Greytail]]
[[folder:Mudrock Colossus]]
->'''Other variations:''' Greytail Leader
Hard-hitting mobsters that serve the Rat King. They have a sand shield that massively boosts their DEF while active,
Hexed Colossus
A towering stone behemoth summoned by Mudrock's Arts. They're extremely slow but absolutely powerful - packing high defenses, ''monumental'' HP,
and can only be destroyed by a significant amount of Arts damage. Once their shields are down, their speed increases greatly.enough ATK to instantly kill most targets.



* 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.

to:

* BatterUp: They wield metal bats as weapons.
* DeflectorShields: They will enter combat
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 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 their shields 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.



!!!Famiglia members (introduced in ''Il Siracusano'')

[[folder:General]]

to:

!!!Famiglia members (introduced !!!Witch King Remnants (Introduced in ''Il Siracusano'')

[[folder:General]]
''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.



* 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.



[[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.

to:

[[folder:Famiglia Soldier]]
[[folder:'Street Performer']]
->'''Other variations:''' Elite Famiglia Soldier
Low-level mafiosi under the orders of their superiors. Increase "Blood Debt" by a small amount on death.
Street Musician
Armed militants disguised as Infected Afterglow civilians. Deals an additional hit to operators not connected to Realigned Flux.



* 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.
----



[[folder:Famiglia Crossbowman]]
->'''Other variations:''' Elite Famiglia Crossbowman
Trained snipers armed with crossbows using sophisticated technology. Deal Arts damage during "Asset Liquidation".

to:

[[folder:Famiglia Crossbowman]]
[[folder:Mass-Produced Colossus]]
->'''Other variations:''' Elite Famiglia Crossbowman
Trained snipers armed with crossbows using sophisticated technology. Deal
Enhanced Mass-Produced Colossus
An Originium
Arts damage during "Asset Liquidation".creation designed for breaching through enemy lines. Loses its defenses when standing in Realigned Flux.



* MageMarksman: They deal Arts damage when an "Asset Liquidation" is running.
* 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.



[[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.

to:

[[folder:Famiglia Cleaner]]
[[folder:Spire Caster]]
->'''Other variations:''' Famiglia Silent Cleaner
Massively powerful Archosaurian hitmen tasked with delivering "regards" towards those that angered
Battleworn Spire Caster
Casters employed by
the ''famiglia''. Only spawn when "Asset Liquidation" starts and gain massive buffs Leithanien army specializing in its duration.area-of-effect damage.



* 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.

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 ground
attack 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 seals
at 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 will
their target civilians over player operators.is not connected to a Realigned Flux.



[[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.

to:

[[folder:Famiglia Intimidator]]
[[folder:Remnant Violinist]]
->'''Other variations:''' Famiglia Terrorizer
Strongmen employed by
Remnant Principal Violinist
Formerly violinists in
the ''famiglia'' Leithanien capital orchestra, these violinists have spent a long time laying low to intimidate others with conceal their stature and smooth-talking, only resorting to violence status as a last resort. Draws fire when alive and increase "Blood Debt" by a large amount when defeated.followers of the Witch King.



* 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.

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 vulnerable
Realigned Flux, damaging all operators connected to Arts that Flux for half the damage.



[[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".

to:

[[folder:Famiglia [[folder:Remnant Field Caster]]
->'''Other variations:''' Remnant Elite Famiglia Field Caster
''Famiglia'' members trained Formerly composers in the use of Leithanien capital orchestra, they have turned to researching the Witch King's 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".but without success.



* InTheHood: They wear hoods instead of the top hats seen on other members.



[[folder:Famiglia Limo]]
->'''Other variations:''' Famiglia Luxury Limo
Limos used by the ''famiglia'' for transportation. Spawns 3 Famiglia Soldiers if defeated when blocked.

to:

[[folder:Famiglia Limo]]
[[folder:Remnant Saxophonist]]
->'''Other variations:''' Famiglia Luxury Limo
Limos used by
Remnant Official Saxophonist
These failed musicians tried to bribe their way into
the ''famiglia'' for transportation. Spawns 3 Famiglia Soldiers if defeated when blocked.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.



* FlunkyBoss: If they are defeated when blocked, they leave behind 3 Famiglia Soldiers that continue on the Limo's path.



[[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.

to:

[[folder:Famiglia Capo]]
[[folder:Blackwater Originium Slug]]
->'''Other variations:''' Famiglia Heavy Capo
Blackwater Originium Slug α
A [[https://en.wikipedia.org/wiki/Caporegime caporegime]] type of Originium slug that lives in the ''famiglia''. Increases "Blood Debt" if any ''famiglia'' member is defeated in a radius around them.sewers of Vyseheim.



* MagicKnight: They emit noxious smoke that deals Arts damage as their melee attack.
* 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
emit noxious smoke a poisonous fume that deals Arts damage as their melee attack.
* ThisBananaIsArmed: Their weapon
has 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".



[[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.

to:

[[folder:Siracusan Civilian]]
Normal civilians that got mixed up into
!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 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.Siracusan mafia.



* 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.



!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.

to:

!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]]
[[folder:Brawler]]
->'''Other variations:''' Originium Slug α, Originium Slug β

Infected wild slugs, often controlled by Reunion casters for use as cannon fodder.
Elite Brawler
Siracusan mafiosi who launch flurries of rapid-fire punches.



* 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.

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
can threaten 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.



[[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.

to:

[[folder:Acid Originium Slug]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiumslugacid.png]]
[[folder:Marksman]]
->'''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.
Elite Marksman
Siracusan mafiosi who use ranged crossbow attacks. They will prioritize attacking Command Terminals.



* 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.

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.



[[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.

to:

[[folder:Infused Originium Slug]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiumsluginfused.png]]
[[folder:Bully]]
->'''Other variations:''' Infused Originium Slug β, Infused Glacial Originium Slug, Infused Glacial Originium Slug β

Originium Slugs
Bulldozer
Hulking enemies
that absorbed dangerous amounts of Originium into their bodies pack significant HP, ATK, and became unstable. DEF while charging at relatively fast speeds. They explode violently upon death, dealing massive splash damage.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.



* 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]].

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 arachnids
to block and not "slugs", no matter which way you slice it.
* KillItWithIce: The Glacial variant of
can 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.



[[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.

to:

[[folder:Hound]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_hound.png]]
[[folder:Fanatic]]
->'''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
Desperate Fanatic
Brutish mobsters
that are controlled by Reunion casters have high HP/ATK/DEF and equipped with surveillance gear.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.



* 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.



[[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.

to:

[[folder:Soldier]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/char_1002_nsabr_2.png]]
[[folder:Greytail]]
->'''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.
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.



* 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.

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
in Operation 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 largely
shield goes down, this turns into FragileSpeedster, as their speed ''hugely'' increases at the same.cost of being extremely squishy without their barrier.



[[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.

to:

[[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.
!!!Famiglia members (introduced in ''Il Siracusano'')

[[folder:General]]



* 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.

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.



[[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.

to:

[[folder:Caster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/char_1011_wizard_1.png]]
[[folder:Famiglia Soldier]]
->'''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
Famiglia Soldier
Low-level mafiosi under
the Originium from orders of their infection to cast Arts attacks, dealing ranged damage that ignores defense.superiors. Increase "Blood Debt" by a small amount on death.



* 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''.

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 use
DeviousDaggers: 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.



[[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.

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[[folder:Mortar Gunner]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mortargunner.png]]
[[folder:Famiglia Crossbowman]]
->'''Other variations:''' Mortar Gunner Leader, Guerilla Mortar, Guerilla Mortar Leader

Reunion soldiers that attack from extremely long range
Elite Famiglia Crossbowman
Trained snipers armed
with mortar shells that deal area damage.crossbows using sophisticated technology. Deal Arts damage during "Asset Liquidation".



* 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.

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, dealing
deal 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.



[[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.

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[[folder:Dual Swordsman]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_dualswordsman.png]]
[[folder:Famiglia Cleaner]]
->'''Other variations:''' Dual Swordsman Leader

Trained soldiers who use fast blade attacks to cause significant damage.
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.



* 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.

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
their regular 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, with
LightningBruiser: 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.



[[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.

to:

[[folder:Heavy Defender]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_heavydefender.png]]
[[folder:Famiglia Intimidator]]
->'''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
Famiglia Terrorizer
Strongmen employed by the ''famiglia'' to intimidate others
with massive shields. Their sturdy defense makes them highly resistant their stature and smooth-talking, only resorting to physical damage, although the same can't be said about Arts.violence as a last resort. Draws fire when alive and increase "Blood Debt" by a large amount when defeated.



* 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.

to:

* AchillesHeel:
** One of
TheBigGuy: 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 Defenders
DrawAggro: 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 target
prioritize attacking them over any other enemies enemies.
* MartialPacifist: Their description surprisingly paints them as this, valuing one's skill
in range, 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 they
StoneWall: 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.



[[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.

to:

[[folder:Metal Crab]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_metalcrab.png]]
Infected creatures covered
[[folder:Famiglia Caster]]
->'''Other variations:''' Elite Famiglia Caster
''Famiglia'' members trained
in metal armor that makes them highly resistant the use of Originium Arts. They compensate for their mediocre skill at Arts with the ability to all conventional weapons. However, they're not as heavy as they look.rapidly incite hatred. Can stop attacking to speed up the filling of "Blood Debt".



* 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.

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
InTheHood: 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.



[[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.

to:

[[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
[[folder:Famiglia Limo]]
->'''Other variations:''' Famiglia Luxury Limo
Limos used
by being the ''famiglia'' for transportation. Spawns 3 Famiglia Soldiers if defeated when blocked.



* 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.



[[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.

to:

[[folder:Wraith]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_wraith.png]]
[[folder:Famiglia Capo]]
->'''Other variations:''' Wraith Leader

Stealthy Reunion engineers who cannot be blocked by melee operators.
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.



* 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.

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 blocking
melee 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.



[[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.

to:

[[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
[[folder:Siracusan Civilian]]
Normal civilians
that give them ranged attacks.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.



* 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.

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:
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
do 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: Despite
death 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.



[[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.

to:

[[folder:Defender-4]]
!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_defender4.png]]

An unmanned drone with the ability to significantly boost the defense of nearby allies.
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.



* NonActionGuy: It has no offensive capabilities whatsoever.
* SupportPartyMember: Boosts the defense of nearby enemy units by 300, significantly increasing their survivability.

to:

* NonActionGuy: It has no offensive capabilities whatsoever.
* SupportPartyMember: Boosts
TheGoomba: 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.



[[folder:Technical Scout]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_technicalscout.png]]

Reunion engineers that can reveal all nearby invisible operators.

to:

[[folder:Technical Scout]]
[[folder:Acid Originium Slug]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_technicalscout.png]]

Reunion engineers
org/pmwiki/pub/images/arknights_originiumslugacid.png]]
->'''Other variations:''' Acid Originium Slug β

Special Originium Slugs
that can reveal all nearby invisible operators.secrete highly corrosive fluids. Their attacks inflict a permanent, stacking DEF debuff on operators they hit.



* 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.

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 on
reducing 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
their vicinity.weaker brethren, they rely on numbers to overwhelm foes.



[[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.

to:

[[folder:Avenger]]
[[folder:Infused Originium Slug]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_avenger.org/pmwiki/pub/images/arknights_originiumsluginfused.png]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_avengerboss.png]]
->'''Other variations:''' Hateful Avenger
Unique katana-wielding soldiers
Infused Originium Slug β, Infused Glacial Originium Slug, Infused Glacial Originium Slug β

Originium Slugs
that significantly buff absorbed dangerous amounts of Originium into their ATK once falling below half health. A unique one titled "Hateful Avenger" (quotes included) is the FinalBoss of Operation Basepoint bodies and Contingency Contract as a whole.became unstable. They explode violently upon death, dealing massive splash damage.



* {{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'''.

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
are big 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, and
explosion damage they make deadly use of them.
* TurnsRed:
** Avengers
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 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, up
to starting in this state '''as soon as they spawn'''.operators that are frozen]].



[[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.

to:

[[folder:Arts Guard]]
[[folder:Hound]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_artsguard.png]]
org/pmwiki/pub/images/arknights_hound.png]]
->'''Other variations:''' Arts Guard Leader

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 soldiers that can infuse their swords casters and equipped with Originium Arts, allowing their slashes to deal Arts damage.surveillance gear.



* 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.

to:

* ArmorPiercingAttack: Arts ElementalRockPaperScissors: Frostfangs and Razorfrosts deal 50% bonus damage to frozen targets.
* FragileSpeedster: They move extremely quickly, but
are countered 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.



[[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.

to:

[[folder:Bladed Fighter]]
[[quoteright:150:https://static.
[[folder:Soldier]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/arknights_bladedfighter.png]]
org/pmwiki/pub/images/char_1002_nsabr_2.png]]
->'''Other variations:''' Bladed 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 who use their fist-mounted blades to deliver rapid, hard-hitting strikes.with illegally obtained gear.



* 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.

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 wield a 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
and more 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.



[[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.

to:

[[folder:Butcher]]
[[folder:Crossbowman]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_butcher.png]]
org/pmwiki/pub/images/arknights_crossbowman.png]]
->'''Other variations:''' Veteran Butcher

Unidentified combatants wielding huge axes,
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 dealing severe damage while taking just as much in return.ranged damage.



* 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
to dust and tank huge amounts of damage in whacking operators with the process.butt of their crossbows.



[[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.

to:

[[folder:Armed Militant]]
[[quoteright:150:https://static.
[[folder:Caster]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/arknights_armedmilitant.png]]
org/pmwiki/pub/images/char_1011_wizard_1.png]]
->'''Other variations:''' Caster Leader, Senior Armed Militant

Unidentified combatants armed with huge axes and heavy armor. While they are very slow, they can inflict massive
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 with each strike, and their armor gives them very high defenses.that ignores defense.



* 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.

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 while
attack 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
have a 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 Butchers
physical 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''.



[[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.

to:

[[folder:Breaker]]
[[folder:Mortar Gunner]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_breaker.org/pmwiki/pub/images/arknights_mortargunner.png]]
->'''Other variations:''' Breaker Mortar Gunner Leader, Guerilla Mortar, Guerilla Mortar Leader

Well-trained Reunion soldiers who use their incredible speed and decent that attack power to spearhead assaults.from extremely long range with mortar shells that deal area damage.



* 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.

to:

* 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 bumrushing
hammer 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
with brute 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.



[[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.

to:

[[folder:Bombtail]]
[[folder:Dual Swordsman]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_bombtail.org/pmwiki/pub/images/arknights_dualswordsman.png]]
->'''Other variations:''' Bombtail-G, Oneiros

Special drones that carry warheads, which they will launch
Dual Swordsman Leader

Trained soldiers who use fast blade attacks
to cause massive area damage to operators. Once they've launched their bomb, they will significantly speed up due to the lightened load.significant damage.



* 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.

to:

* ItOnlyWorksOnce: They are only equipped with a single bomb and nothing else.
* KillItWithIce: The Oneiros variant drops a special bomb that detonates
DualWielding: 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 once
curved 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
a break 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
is within 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.



[[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.

to:

[[folder:Arts Master [=A1=]]]
[[folder:Heavy Defender]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_artsmastera1.org/pmwiki/pub/images/arknights_heavydefender.png]]
->'''Other variations:''' Arts Master A2

Enemy drones armed
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 special weapons that allow massive shields. Their sturdy defense makes them highly resistant to launch long-ranged Arts attacks, while giving them potent Arts resistance in physical damage, although the process.same can't be said about Arts.



* 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.

to:

* 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 of
RES, 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
their A1 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
to handily 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
operators in 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.



[[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.

to:

[[folder:Frost]]
[[folder:Metal Crab]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_frostdrone.png]]

Unmanned, unarmed drones
org/pmwiki/pub/images/arknights_metalcrab.png]]
Infected creatures covered in metal armor
that have makes them highly resistant to all conventional weapons. However, they're not as heavy armor and a device that severely lowers the temperature around them, significantly slowing down the attack speed of operators nearby.as they look.



* 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.

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.



[[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.

to:

[[folder:Defense Crusher]]
[[folder:Lurker]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_defensecrusher.org/pmwiki/pub/images/arknights_lurker.png]]
->'''Other variations:''' Defense Crusher Leader

Special 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.soldiers who can't be detected or harmed until their stealth is removed, usually by being blocked.



* 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.

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).



[[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.

to:

[[folder:Enraged Possessed Soldier]]
[[folder:Wraith]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_enragedpossessedsoldier.org/pmwiki/pub/images/arknights_wraith.png]]
->'''Other variations:''' Enraged Possessed Wraith 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.Stealthy Reunion engineers who cannot be blocked by melee operators.



* 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.

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 ranged
directly 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
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.
your operators are busy engaging other threats in the battlefield.



[[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.

to:

[[folder:Enraged Possessed Thrower]]
[[folder:Monster]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_enragedpossessedthrower.org/pmwiki/pub/images/arknights_monster.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
Monster Mk II, Raptor

Aerial drones remotely controlled by Reunion casters. As aerial units,
they will tear Originium shards off their bodies to throw at enemies. They have very high stats can't be blocked, and constant can also only be targeted by ranged attacks, but will lose HP over time.attacks. Some are unarmed, while others have mounted firearms that give them ranged attacks.



* 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.

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 other
represent 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
units they 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
them out of reach of melee attacks.harmless to your operators.



[[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.

to:

[[folder:Yeti Icecleaver]]
[[folder:Defender-4]]
[[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
org/pmwiki/pub/images/arknights_defender4.png]]

An unmanned drone with the ability
to frozen operators.significantly boost the defense of nearby allies.



* 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.

to:

* 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
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.
survivability.



[[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.

to:

[[folder:Demolitionist]]
[[folder:Technical Scout]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_demolitionist.png]]
->'''Other variations:''' Demolitionist Leader

org/pmwiki/pub/images/arknights_technicalscout.png]]

Reunion elites clad in heavy blast suits and wielding huge Originium sledgehammers. They use explosive strikes engineers that deal severe damage in an area around their target.can reveal all nearby invisible operators.



* 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.

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 fittingly
are 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.



!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.

to:

!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.
[[folder:Avenger]]
[[quoteright:150:https://static.
tvtropes.org/pmwiki/pub/images/avg_npc_070.png]]
org/pmwiki/pub/images/arknights_avenger.png]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_avengerboss.png]]
->'''Other variations:''' Tiacauh Guard
Archosaurus melee fighters who will gain additional DEF while being blocked.
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.



* 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.

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 a significant 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, they
your 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
a crudely built spear.higher HP threshold, up to starting in this state '''as soon as they spawn'''.



[[folder:Tiacauh Lancer]]
->'''Other variations:''' Tiacauh Sniper
Archosaurus warriors who throw ranged spear attacks.

to:

[[folder:Tiacauh Lancer]]
[[folder:Arts Guard]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_artsguard.png]]
->'''Other variations:''' Tiacauh Sniper
Archosaurus warriors who throw ranged spear attacks.
Arts Guard Leader

Reunion soldiers that can infuse their swords with Originium Arts, allowing their slashes to deal Arts damage.



* 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
their spears as their ranged attack.swords.



[[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.

to:

[[folder:Tiacauh Fanatic]]
[[folder:Bladed Fighter]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_bladedfighter.png]]
->'''Other variations:''' Tiacauh Ripper
Archosaurus warriors
Bladed Fighter Leader

Reunion soldiers
who wield acid-coated gauntlets, giving them both fast attack speed and the ability use their fist-mounted blades to apply a permanent stacking DEF debuff on targets.deliver rapid, hard-hitting strikes.



* 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.
Their attacks 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.



[[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.

to:

[[folder:Tiacauh Ritualist]]
[[quoteright:350:https://static.
[[folder:Butcher]]
[[quoteright:150:https://static.
tvtropes.org/pmwiki/pub/images/avg_npc_071.png]]
org/pmwiki/pub/images/arknights_butcher.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.
Veteran Butcher

Unidentified combatants wielding huge axes, capable of dealing severe damage while taking just as much in return.



* 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.



[[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.

to:

[[folder:Tiacauh Shredder]]
[[folder:Armed Militant]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_armedmilitant.png]]
->'''Other variations:''' Tiacauh Annihilator
Elite Archosaurus warriors
Senior Armed Militant

Unidentified combatants
armed with military equipment that huge axes and heavy armor. While they are very slow, they can inflict massive damage with each strike, and their armor 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. very high defenses.



* 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
with dual buzzsaws.proper protective equipment, which affords them greater defenses. Their battlefield role is more or less the same.



[[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.

to:

[[folder:Tiacauh Brave]]
[[folder:Breaker]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_breaker.png]]
->'''Other variations:''' Tiacauh Champion
The strongest of the Tiacauh warriors
Breaker Leader

Well-trained soldiers
who only partake in one-on-one duels. If blocked, they will reduce both use their own DEF incredible speed and that of their target by 70%, draw aggro from the blocker, and become immune decent attack power to all damage outside of that from their opponent.spearhead assaults.



* 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:

* DrawAggro: From whoever's blocking them.
* DuelBoss: Once they
LightningBruiser: 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
damage from the blocking Operator, making it a 1v1 battle.
* DuelToTheDeath: What happens when you try
output 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.



!!!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.

to:

!!!Drudge's Mercenaries & Originiutants (Introduced in ''Originium Dust'')

[[folder:Originiutant Puppet]]
[[folder:Bombtail]]
[[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.
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.



* 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
the first (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
the Possessed 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.



[[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.

to:

[[folder:Mutant Sand Beast]]
[[folder:Arts Master [=A1=]]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantsandbeast.org/pmwiki/pub/images/arknights_artsmastera1.png]]
->'''Other variations:''' Mutant Sand Beast α

Swift, omnivorous desert beasts trained by the Sargonians as hunting partners, they have become infected
Arts Master A2

Enemy drones armed
with Originiutants. Divides into two Originiutant Excrescences on death, or Tumors if it's an α variant.special weapons that allow them to launch long-ranged Arts attacks, while giving them potent Arts resistance in the process.



* 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
and it's infected with something that seems dangerous than their regular Monster counterparts.
* MightyGlacier: Due
to be 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.



[[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.

to:

[[folder:Mutant Rock Spider]]
[[folder:Frost]]
[[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.
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.



* 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.



[[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.

to:

[[folder:Mutant Giant Rock Spider]]
[[folder:Defense Crusher]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantgiantrockspider.org/pmwiki/pub/images/arknights_defensecrusher.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),
Defense Crusher Leader

Reunion elites clad in heavy blast suits
and explodes into four wielding huge sledgehammers, capable of them upon death.sustaining and dealing huge damage. Every third hit of theirs will stun the target operator.



* 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.

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
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.
while to kill. Fortunately, they're slow as hell, and their heavy armor doesn't offer them any Arts resistance.



[[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.

to:

[[folder:Originiutant]]
[[folder:Enraged Possessed Soldier]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutant.org/pmwiki/pub/images/arknights_enragedpossessedsoldier.png]]
->'''Other variations:''' Originiutant α

A heavily mutated Originium behemoth used as a living weapon. Although they are very slow,
Enraged Possessed Leader

Possessed Soldiers who've had
their exoskeletons give them ungodly resilience infection forcibly accelerated to the point that they've descended into primal madness, and devastating melee Arts attacks.have developed extreme aggression as a result. They have ''extremely'' high stats, but gradually lose HP over time.



* 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.

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.



[[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.

to:

[[folder:"Redmark" Eradicator]]
[[folder:Enraged Possessed Thrower]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkeradicator.org/pmwiki/pub/images/arknights_enragedpossessedthrower.png]]
->'''Other variations:''' Elite "Redsign" Eradicator

A camouflaged mercenary sniper
Enraged Possessed Bonethrower

Possessed Soldiers
who uses extraordinarily lethal attacks from anywhere on have gotten their infection forcibly accelerated to the map, 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 can only attack Operators exposed to a sandstorm.will lose HP over time.



* 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".

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 with
lose 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.



[[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.

to:

[[folder:"Redmark" Infiltrator]]
[[folder:Yeti Icecleaver]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkinfiltrator.png]]
org/pmwiki/pub/images/arknights_yetiicecleaver.png]]
->'''Other variations:''' Elite "Redsign" Infiltrator, Holographic Illusion, Holographic Illusion [=MK2=]

A mercenary saboteur
Yeti Icecleaver Leader

Yeti Squadron soldiers
who spawns a hologram to distract targets upon first taking damage; while the hologram is active, they'll gain negative targeting priority wield long katanas. They have high stats and immunity can deal massive damage to blocking, letting them sneak past. They'll also get a significant amount of evasion if they're exposed to a sandstorm.frozen operators.



* 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.



[[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.

to:

[[folder:Originiutant Excrescence]]
[[folder:Demolitionist]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantexcrescence.org/pmwiki/pub/images/arknights_demolitionist.png]]
->'''Other variations:''' Originiutant Tumor

Twisted life-forms created by Levi Klitschko's experiments with radiation
Demolitionist Leader

Reunion elites clad in heavy blast suits
and Originium, capable of parasitizing others and mutating them. wielding huge Originium sledgehammers. 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 use explosive strikes that deal severe damage in an additional ability to massively lower the attack speed of any Operator blocking them.area around their target.



* 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:
Their entire 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.



!Siesta Units
!!!Little Black Sheep (introduced in ''So Long, Adele'')

to:

!Siesta !Sargon Units
!!!Little Black Sheep (introduced !!!Tiacauh Tribe (Introduced in ''So Long, Adele'')
''Gavial the Great Chief Returns'')



* 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:

* 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 items
Acahuallan 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 going
bear an appearance to humiliate me. Don't tell people my clones are kleptomaniacs.''alligators.



[[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.

to:

[[folder:Hot Spring 'Mischievous Rascal']]
[[folder:Tiacauh Warrior]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_070.png]]
->'''Other variations:''' Hot Spring 'Jolly Rascal'
A sheep familiar wearing
Tiacauh Guard
Archosaurus melee fighters who will gain additional DEF while being blocked.
----
* StatusBuff: Whenever an Operator blocks them they receive
a traffic cone. Spawns significant DEF boost, this makes them dangerous to non-Defender Operators that attempt to engage them in a Carmine Steam on the spot when defeated.fight.
* WeaponsOfTheirTrade: Befitting their nature as tribesmen, they fight with a crudely built spear.



[[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.

to:

[[folder:Fashion Street 'Hearty Heavy']]
[[folder:Tiacauh Lancer]]
->'''Other variations:''' Fashion Street 'Robust Heavy'
A sheep familiar carrying a frisbee. Has a
Tiacauh Sniper
Archosaurus warriors who throw
ranged attack and also spawns a Carmine Steam on the spot when defeated.spear attacks.
----
* ThrowingYourSwordAlwaysWorks: They throw their spears as their ranged attack.



[[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.

to:

[[folder:Fashion Street 'Ordinary Aviator']]
[[folder:Tiacauh Fanatic]]
->'''Other variations:''' Fashion Street 'Hyperactive Aviator'
A sheep familiar wearing aviation gear. Has Low-Altitude Hovering and even though they have no
Tiacauh Ripper
Archosaurus warriors who wield acid-coated gauntlets, giving them both fast
attack by themselves, they can grab speed and the ability to apply a permanent stacking DEF debuff on a 'Hearty Heavy' to gain a ranged attack.targets.



* 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:

* 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.



[[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.

to:

[[folder:Hot Spring 'Wandering Vagrant']]
[[folder:Tiacauh Ritualist]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_071.png]]
->'''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
Tiacauh Shaman
Archosaurus casters
that use Arts attacks. If they pass through.are blocked, they will gain increased DEF and start using melee attacks that deal significantly higher physical damage.



* 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.



[[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.

to:

[[folder:'Big Fella']]
[[folder:Tiacauh Shredder]]
->'''Other variations:''' 'Big Man'
A large fluffy critter
Tiacauh Annihilator
Elite Archosaurus warriors armed with military equipment
that sometimes unintentionally eats its own kin. Spawns a 'Mischievous Rascal' on first attack, gives them higher stats. They can also periodically destroy nearby mushroom or when defeated.stump tiles, disabling their effects and making it impossible to deploy units there.



* 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.



[[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'.

to:

[[folder:Urban 'Whirlwind Walker']]
[[folder:Tiacauh Brave]]
->'''Other variations:''' Urban 'Tornado Trendsetter'
Two familiars
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 got entangled with each other of their target by 70%, draw aggro from fighting over cotton candy. Explodes on first attack to deal Arts damage, leaving behind a 'Mischievous Rascal' the blocker, and a 'Hearty Heavy'.become immune to all damage outside of that from their opponent.



* 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:

* ActionBomb: Blows up on the first time DrawAggro: From whoever's blocking them.
* DuelBoss: Once
they attack, 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 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
one. 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.



[[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.

to:

[[folder:'Fluffy Buddy']]
A sheep familiar that hides
!!!Drudge's Mercenaries & Originiutants (Introduced in the map. Appears as a blur of blue static until covered in Steam, at which point they explode ''Originium Dust'')

[[folder:Originiutant Puppet]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantpuppet.png]]

Human remains parasitized
and either heal or inflict Arts damage, plus leaving behind more Steam of the same color.reanimated by Originiutants. Divides into two Originiutant Excrescences on death.



* 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.



[[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.

to:

[[folder:Fashion Street 'Stellar Caster']]
[[folder:Mutant Sand Beast]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantsandbeast.png]]
->'''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
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 standing in Carmine Steam.it's an α variant.



* 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''.



!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.

to:

!Great Yan Units
!!!Ink Spirits (Introduced in ''Who is Real'')

[[folder:"Angry"]]
[[folder:Mutant Rock Spider]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantrockspider.png]]
->'''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.
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:

* BigCreepyCrawlies: Although they're actually unrelated to the more common Infused Originium Slugs.



[[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.

to:

[[folder:"Bitey"]]
[[quoteright:350:https://static.
[[folder:Mutant Giant Rock Spider]]
[[quoteright:150:https://static.
tvtropes.org/pmwiki/pub/images/avg_avg_npc_143_1.org/pmwiki/pub/images/arknights_mutantgiantrockspider.png]]
->'''Other variations:''' Serious "Bitey"

Mutant Giant Rock Spider α

A basic Ink Spirit subspecies of Rock Spider native to Sargon with a curious, sociable personality.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:

* 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.



[[folder:"Stabby"]]
->'''Other variations:''' Flanking "Stabby"

A prideful Ink Spirit whose ranged attacks prioritize attacking Operators with the opposite attribute as itself.

to:

[[folder:"Stabby"]]
[[folder:Originiutant]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutant.png]]
->'''Other variations:''' Flanking "Stabby"

Originiutant α

A prideful Ink Spirit whose ranged attacks prioritize attacking Operators with the opposite attribute heavily mutated Originium behemoth used as itself.a living weapon. Although they are very slow, their exoskeletons give them ungodly resilience and devastating melee Arts attacks.




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.



[[folder:"Lazy"]]
->'''Other variations:''' Unmoving "Lazy"

A massive, sedentary Ink Spirit with equally massive bulk and the ability to draw Operator fire to itself.

to:

[[folder:"Lazy"]]
[[folder:"Redmark" Eradicator]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkeradicator.png]]
->'''Other variations:''' Unmoving "Lazy"

Elite "Redsign" Eradicator

A massive, sedentary Ink Spirit with equally massive bulk and camouflaged mercenary sniper who uses extraordinarily lethal attacks from anywhere on the ability map, but can only attack Operators exposed to draw Operator fire to itself.a sandstorm.




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".



[[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.

to:

[[folder:"Smarty"]]
[[folder:"Redmark" Infiltrator]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkinfiltrator.png]]
->'''Other variations:''' Dazzled "Smarty"

Elite "Redsign" Infiltrator, Holographic Illusion, Holographic Illusion [=MK2=]

A lively Ink Spirit with low stats, but mercenary saboteur who spawns a hologram to distract targets upon first taking damage; while the ability to explode into a powerful Arts explosion on death. If two Smarties with opposing attributes come into close proximity, hologram is active, they'll instantly detonate in an unfathomably powerful blast.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.



* 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.

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.



[[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.

to:

[[folder:"Blindey"]]
[[folder:Originiutant Excrescence]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantexcrescence.png]]
->'''Other variations:''' Indefatigable "Blindey"

A reckless Ink Spirit
Originiutant Tumor

Twisted life-forms created by Levi Klitschko's experiments
with above-average stats 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 pass through massively lower the attack speed of any Operator without the same attribute as itself.blocking them.




to:

* ZergRush: Their entire modus operandi; especially the Tumors, which can all but paralyze melee Operators.



[[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.
----

to:

[[folder:"Envy"]]
->'''Other variations:''' Complicated "Envy"

A frightening, neurotic Ink Spirit with powerful Arts attacks. They'll periodically charge up special attacks
!Siesta Units
!!!Little Black Sheep (introduced in ''So Long, Adele'')

[[folder:General]]
* PiecesOfGod: These are clones of Dolly
that deal heavy Arts 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 forcibly change 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 attribute of their target.
----
event.
-->''You're going to humiliate me. Don't tell people my clones are kleptomaniacs.''



[[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.

to:

[[folder:"Fury"]]
[[folder:Hot Spring 'Mischievous Rascal']]
->'''Other variations:''' Unbridled "Fury"

Hot Spring 'Jolly Rascal'
A hulking but dimwitted brute of an Ink Spirit that deals massive damage against Operators with sheep familiar wearing a traffic cone. Spawns a Carmine Steam on the opposite attribute as itself.
----
* DumbMuscle: Extremely powerful, but too stupid to make good decisions in combat.
spot when defeated.



[[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.

to:

[[folder:"Free"]]

The main boss of "Who is Real". It is the strongest
[[folder:Fashion Street 'Hearty Heavy']]
->'''Other variations:''' Fashion Street 'Robust Heavy'
A sheep
familiar of Dusk, an enormous unforgiving Ink Spirit with carrying a cold, arrogant, frisbee. Has a ranged attack and domineering presence.also spawns a Carmine Steam on the spot when defeated.
[[/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.



* 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.

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 Chains
Low-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 Warp
ability to carry Hearty Heavies.
* DisneyDeath: Their path in some operations take them over bottomless pits, which can result in the Aviator
and basic 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.



!!!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.

to:

!!!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
[[folder:Hot Spring 'Wandering Vagrant']]
->'''Other variations:''' Hot Spring 'Wandering Slider'
A sheep familiar wearing skating equipment. Has invisibility,
and driven to aggression [[spoiler:by can carry a 'Mischievous Rascal' on them which also gives them the spirit fragment of the Second Brother contained within the black goblet]].
* AsteroidsMonster: When defeated, each Waregeist spawns a number of Enchanted Objects
ability to spawn Carmine Steam on tiles 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.
pass through.
----
* 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.TheSneakyGuy: They are invisible until blocked.



[[folder:Grindstone]]
->'''Other variations:''' Brightmirror

A canine-like Waregeist made from wooden seals. Spawns 2 wooden seals when defeated.

to:

[[folder:Grindstone]]
[[folder:'Big Fella']]
->'''Other variations:''' Brightmirror

'Big Man'
A canine-like Waregeist made from wooden seals. large fluffy critter that sometimes unintentionally eats its own kin. Spawns 2 wooden seals 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.



[[folder:Vernacularism]]
->'''Other variations:''' Sophistication

A soldier Waregeist made from novel scrolls. Spawns 3 novel scrolls when defeated.

to:

[[folder:Vernacularism]]
[[folder:Urban 'Whirlwind Walker']]
->'''Other variations:''' Sophistication

A soldier Waregeist made
Urban 'Tornado Trendsetter'
Two familiars that got entangled with each other
from novel scrolls. Spawns 3 novel scrolls when defeated.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!''



[[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.

to:

[[folder:Introspection]]
->'''Other variations:''' Scantwords

[[folder:'Fluffy Buddy']]
A Waregeist created from a mirror sheep familiar that resembles hides in the map. Appears as a bird. Taunts operators into attacking it, blur of blue static until covered in Steam, at which point they explode and spawns a mirror when defeated.either heal or inflict Arts damage, plus leaving behind more Steam of the same color.



* 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.



[[folder:Inkwave]]
->'''Other variations:''' Heartbillow

A stone lion-shaped Waregeist created from a fusion of multiple paperweights. Spawns 15 wooden paperweights when defeated.

to:

[[folder:Inkwave]]
[[folder:Fashion Street 'Stellar Caster']]
->'''Other variations:''' Heartbillow

Fashion Street 'Supernova Caster'
A stone lion-shaped Waregeist created sheep familiar carrying a witch's gear from a fusion of multiple paperweights. Spawns 15 wooden paperweights when defeated.divination shop. Attack up to three operators at a time if standing in Carmine Steam.



* 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: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.

to:

[[folder:Fountainboil]]
!Great Yan Units
!!!Ink Spirits (Introduced in ''Who is Real'')

[[folder:"Angry"]]
->'''Other variations:''' Rainbowbrew

Anxious "Angry"

A Waregeist made from a tea set resembling a hermit crab with a teapot as its shell. Deals splash Arts 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 on attack and explodes upon death to debuff nearby operators from Operators with slowed attack speed. Spawns 4 celadon teawares when defeated. the opposite attribute, and decreased damage from those with the same attribute.



* 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 from exploding on death.



[[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.

to:

[[folder:Blueflower]]
[[folder:"Bitey"]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_143_1.png]]
->'''Other variations:''' Scarletmist

Serious "Bitey"

A Waregeist created from basic Ink Spirit with 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.curious, sociable personality.



* 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:

* 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: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.

to:

[[folder:Sinkingsand]]
[[folder:"Stabby"]]
->'''Other variations:''' Sharpedge

Flanking "Stabby"

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 prideful Ink Spirit whose ranged attacks prioritize attacking Operators with the amount of remaining Broken Blades it has at the time of defeat.opposite attribute as itself.






[[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.

to:

[[folder:Clarity]]
[[folder:"Lazy"]]
->'''Other variations:''' Magnificence

Unmoving "Lazy"

A Waregeist made from a lampstand that resembles a bird statue. Periodically grants nearby enemies invisibility. Spawns a bronze lampstand on defeat.massive, sedentary Ink Spirit with equally massive bulk and the ability to draw Operator fire to itself.



* 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.



[[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.

to:

[[folder:Wisp]]

Fragments of Sui's main body. Increases Sui-Xiang's max HP and reduces
[[folder:"Smarty"]]
->'''Other variations:''' Dazzled "Smarty"

A lively Ink Spirit with low stats, but
the charging time of its special ability when absorbed.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.



* 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.



!!! 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.

to:

!!! 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]]
[[folder:"Blindey"]]
->'''Other variations:''' Raging Di Beast

Beasts created by Ya that serve as Its eyes
Indefatigable "Blindey"

A reckless Ink Spirit with above-average stats
and ears.the ability to pass through any Operator without the same attribute as itself.






[[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.

to:

[[folder:Shanhaizhong Skirmisher]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongskirmisher.png]]
[[folder:"Envy"]]
->'''Other variations:''' Shanhaizhong Vigilante

Ordinary members of Shanhaizhong
Complicated "Envy"

A frightening, neurotic Ink Spirit
with a complex past. Gain increased range when standing on Yumen Catastrophe Defenses.powerful Arts attacks. They'll periodically charge up special attacks that deal heavy Arts damage and forcibly change the attribute of their target.






[[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.

to:

[[folder:Shanhaizhong Relayer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongrelayertalksprite.png]]
[[folder:"Fury"]]
->'''Other variations:''' Shanhaizhong Harbringer

Tacticians specialized in relaying orders via ciphers. Deploy a Shanhaizhong Cipher on the first unoccupied Yumen Catastrophe Defense tile
Unbridled "Fury"

A hulking but dimwitted brute of an Ink Spirit
that they pass through.deals massive damage against Operators with the opposite attribute as itself.



* 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.

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.



[[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.

to:

[[folder:Shanhaizhong Desperado]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdesperado.png]]
->'''Other variations:''' Shanhaizhong Phalanx

Large, burly Shanhaizhong members tasked
[[folder:"Free"]]

The main boss of "Who is Real". It is the strongest familiar of Dusk, an enormous unforgiving Ink Spirit
with defense.a cold, arrogant, and domineering presence.



* 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.



[[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.
----

to:

[[folder:Shanhaizhong Ringleader]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongringleaderelitetalk.png]]
->'''Other variations:''' Shanhaizhong Secret-Keeper

Leaders
!!!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 Shanhaizhong disguised as normal members. Is invisible until their first 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 the strike 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 breaks invisibility deals double damage to hit multiple times at once, and damage-over-time effects[[note]]since each time the target.
----
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: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.

to:

[[folder:Shanhaizhong Seer]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongseer.png]]
[[folder:Grindstone]]
->'''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.
Brightmirror

A canine-like Waregeist made from wooden seals. Spawns 2 wooden seals when defeated.



* ChargedAttack: Their main gimmick.
* MalevolentMaskedMen: Wear golden masks over their upper faces, resembling animal skulls.



[[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.

to:

[[folder:'Wallbreaker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizongwallbreaker.png]]
[[folder:Vernacularism]]
->'''Other variations:''' 'Fortbreaker'

Yumen siege machines stolen by the Shanhaizhong. Prioritize attacking roadblocks and operators located on Yumen Catastrophe Defenses.
Sophistication

A soldier Waregeist made from novel scrolls. Spawns 3 novel scrolls when defeated.



[[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.

to:

[[folder:'Sandwalker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongsandwalker.png]]
[[folder:Introspection]]
->'''Other variations:''' 'Sand Voyager'

Yumen desert transportation stolen by the Shanhaizhong. Can only be blocked by
Scantwords

A Waregeist created from a mirror that resembles a bird. Taunts
operators with 4 block, picks up non-Leader into attacking it, and non-Machine enemies up to 3 max, and will unload its cargo spawns a mirror when reaching a Ladder.defeated.


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]]

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