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1%% IMPORTANT NOTE TO EDITORS: As per site guidelines, please do not change character folder images without consulting the Image Pickin' Forums (https://tvtropes.org/pmwiki/conversations.php?topic=images) for image approval first.
2
3[[WMG:[[center: [- ''VideoGame/{{Arknights}}'' '''[[Characters/{{Arknights}} Characters]]'''\
4'''Operators:''' [[Characters/ArknightsVanguards Vanguards]] ([[Characters/ArknightsVanguardsAToM A-M]] | [[Characters/ArknightsVanguardsNToZ N-Z]]) | [[Characters/ArknightsSnipers Snipers]] ([[Characters/ArknightsSnipersAToM A-M]] | [[Characters/ArknightsSnipersNToZ N-Z]]) | [[Characters/ArknightsGuards Guards]] ([[Characters/ArknightsGuardsAToH A-H]] | [[Characters/ArknightsGuardsIToQ I-Q]] | [[Characters/ArknightsGuardsRToZ R-Z]]) | [[Characters/ArknightsDefenders Defenders]] ([[Characters/ArknightsDefendersAToM A-M]] | [[Characters/ArknightsDefendersNToZ N-Z]]) | [[Characters/ArknightsCasters Casters]] ([[Characters/ArknightsCastersAToG A-G]] | [[Characters/ArknightsCastersHToM H-M]] | [[Characters/ArknightsCastersNToZ N-Z]])\
5[[Characters/ArknightsMedics Medics]] ([[Characters/ArknightsMedicsAToM A-M]] | [[Characters/ArknightsMedicsNToZ N-Z]]) | [[Characters/ArknightsSupporters Supporters]] ([[Characters/ArknightsSupportersAToM A-M]] | [[Characters/ArknightsSupportersNToZ N-Z]]) | [[Characters/ArknightsSpecialists Specialists]] ([[Characters/ArknightsSpecialistsAToM A-M]] | [[Characters/ArknightsSpecialistsNToZ N-Z]]) \
6'''Factions:''' [[Characters/ArknightsRhodesIsland Rhodes Island]] | [[Characters/ArknightsReunionMovement The Reunion Movement]] | [[Characters/ArknightsDublinn Dublinn]] | [[Characters/ArknightsMilitaryCommissionOfKazdel The Military Commission of Kazdel]] | [[Characters/ArknightsAllies Allied Factions]] | [[Characters/ArknightsEnemies Enemy Factions]]\
7[[Characters/ArknightsOthers Miscellaneous factions & characters]] | [[Characters/ArknightsNations Nation States]] ([[Characters/ArknightsNationsAToK A-K]] | [[Characters/ArknightsNationsLToS L-S]] | [[Characters/ArknightsNationsTToZ T-Z]]) | '''Enemy Units Index''' ]]-]]]
8
9! Common tropes:
10* ArmorIsUseless: [[SubvertedTrope Subverted]]. Enemies who are more heavily armored tend to have more DEF and a higher weight, meaning that they are less easier pushed than their peers.
11* LawOfChromaticSuperiority: Regardless of faction, most enemy types come in several [[ColorCodedForYourConvenience color-coded tiers]], in order of power level: Black and yellow (basic), red (elite), and white (possessed). Certain factions will skip the first tier entirely, or substitute for it with their own color-coded basics. Either way, if you see a red enemy, it probably means trouble.
12* TheSneakyGuy: Some enemy types are camouflaged when they spawn onto the field. These guys will typically be uncloaked only when they're being blocked, or if revealed by a Detector tower or certain operators' TrueSight. While cloaked, your units will completely disregard them until they are revealed or blocked by someone, making them harder to deal with if they come in large numbers and/or if you lack detectors. In fact, they will NoSell all of your outgoing damage until they're revealed, so blanketing the areas they're standing on with [=AoE=] attacks will not work. They're not immune to the Heated Path GeoEffects though, so they will still get burned even while cloaked, and those who attack certain operators while their AttackReflector is active [[HoistByHisOwnPetard will eventually kill themselves from their own damage]].
13* UndergroundMonkey: Many advanced types of enemy units are merely reskins of a basic type you've met before. However, they typically possess some sort of gimmick as well, which can make them highly dangerous when fought in their own element.
14[[foldercontrol]]
15
16! Unaffiliated Units
17!!!Introduced in the "Reunion Arc" (Chapters 0 to 8), or ''Grani and the Knights' Treasure''
18[[folder:Rioter]]
19[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_rioter.png]]
20->'''Other variations:''' Rioter Leader, Cocktail Thrower, Firebomb Thrower
21
22Untrained troops that attack with crude weapons.
23----
24* 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.
25* MolotovCocktail: Cocktail Throwers are the earliest threat to your long-range units, being just under Crossbowmen in terms of effectiveness.
26* PipePain: Melee Rioters carry bent pipes as their weapon.
27[[/folder]]
28
29[[folder:Junkman]]
30[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_junkman.png]]
31->'''Other variations:''' Veteran Junkman, Possessed Junkman, Possessed Veteran Junkman
32
33Mercenaries posing as drifters to disguise themselves. They use fierce attacks and are quite sturdy.
34----
35* 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.
36* 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.
37* WildMan: Invoked. Junkmen are mercenaries who wear ragged clothing to disguise themselves as drifters.
38[[/folder]]
39
40[[folder:Logger]]
41[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_logger.png]]
42->'''Other variations:''' Veteran Logger
43
44Unidentified axe-wielding combatants that have significant attack power and durability, albeit with low defense.
45----
46* ExactlyWhatItSaysOnTheTin: Loggers wield lumber axes and wear logging equipment.
47* SmashMook: A step up over Junkmen, Loggers still retain their role as living battering rams against your operators.
48[[/folder]]
49
50! Reunion Units
51!!!Introduced in the "Reunion Arc" (Chapters 0 to 8), or ''Grani and the Knights' Treasure''
52[[folder:Originium Slug]]
53[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiumslug.png]]
54->'''Other variations:''' Originium Slug α, Originium Slug β
55
56Infected wild slugs, often controlled by Reunion casters for use as cannon fodder.
57----
58* 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.
59* ZergRush: The only way they can threaten a well-prepared defensive line is to attack with numbers.
60
61[[/folder]]
62
63[[folder:Acid Originium Slug]]
64[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiumslugacid.png]]
65->'''Other variations:''' Acid Originium Slug β
66
67Special Originium Slugs that can secrete highly corrosive fluids. Their attacks inflict a permanent, stacking DEF debuff on operators they hit.
68----
69* 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.
70* ZergRush: Like their weaker brethren, they rely on numbers to overwhelm foes.
71[[/folder]]
72
73[[folder:Infused Originium Slug]]
74[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiumsluginfused.png]]
75->'''Other variations:''' Infused Originium Slug β, Infused Glacial Originium Slug, Infused Glacial Originium Slug β
76
77Originium Slugs that absorbed dangerous amounts of Originium into their bodies and became unstable. They explode violently upon death, dealing massive splash damage.
78----
79* ActionBomb: Infused Originium Slugs detonate upon death, dealing large amounts of physical damage in an area. Other enemies unfortunately receive FriendlyFireproof treatment from them.
80* CallASmeerpARabbit: Infused Originium Slugs are obviously arachnids and not "slugs", no matter which way you slice it.
81* 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]].
82[[/folder]]
83
84[[folder:Hound]]
85[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_hound.png]]
86->'''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
87
88Fast creatures that are controlled by Reunion casters and equipped with surveillance gear.
89----
90* ElementalRockPaperScissors: Frostfangs and Razorfrosts deal 50% bonus damage to frozen targets.
91* FragileSpeedster: They move extremely quickly, but are easily taken down by any sort of damage.
92* 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.
93* 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.
94[[/folder]]
95
96[[folder:Soldier]]
97[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/char_1002_nsabr_2.png]]
98->'''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
99
100Basic Reunion soldiers with illegally obtained gear.
101----
102* ElementalRockPaperScissors: The Yeti variants deal 50% bonus damage to frozen targets.
103* DefectorFromDecadence: Galles, along with Yila and Boone, defected Reunion to join the Rusthammer organization after the Chernobog Incident.
104* 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.
105* 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.
106* 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.
107* 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.
108* MacheteMayhem: They wield machete-like swords.
109* 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.
110* 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.
111[[/folder]]
112
113[[folder:Crossbowman]]
114[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_crossbowman.png]]
115->'''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
116
117Reunion soldiers armed with crossbows, capable of ranged damage.
118----
119* ElementalRockPaperScissors: Yeti Snipers and Leaders deal 50% bonus damage to frozen units.
120* GlassCannon: They deal a lot of damage with their crossbows, but can't take much in return.
121* JetPack: Ursus Assault Crossbowmen will drop from the sky to launch surprise attacks, much like Airborne Soldiers.
122* {{Multishot}}: When buffed, Guerilla Snipers can target up to two operators at once.
123* PistolWhipping: If blocked, they will resort to whacking operators with the butt of their crossbows.
124[[/folder]]
125
126[[folder:Caster]]
127[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/char_1011_wizard_1.png]]
128->'''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
129
130Reunion soldiers that use the Originium from their infection to cast Arts attacks, dealing ranged damage that ignores defense.
131----
132* 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.
133* 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.
134* AreaOfEffect: Senior Casters utilize complex Arts that can hit multiple operators at once.
135* ChunkyUpdraft: Senior Casters are surrounded by floating originium stones, which they use as means of attack.
136* DefectorFromDecadence: Yila, along with Galles and Boone, defected Reunion to join the Rusthammer organization after the Chernobog Incident.
137* KungFuProofMook: Like crossbowmen, invisible variants of them cannot be targeted by ranged attacks.
138* RedEyesTakeWarning: Senior Caster Leaders have glowing red eyes, and have dangerously potent [=AoE=] attacks.
139* 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''.
140[[/folder]]
141
142[[folder:Mortar Gunner]]
143[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mortargunner.png]]
144->'''Other variations:''' Mortar Gunner Leader, Guerilla Mortar, Guerilla Mortar Leader
145
146Reunion soldiers that attack from extremely long range with mortar shells that deal area damage.
147----
148* 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.
149* StuffBlowingUp: The shells they fire are packed with Originium-based explosives, dealing damage to an area around its point of impact.
150[[/folder]]
151
152[[folder:Dual Swordsman]]
153[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_dualswordsman.png]]
154->'''Other variations:''' Dual Swordsman Leader
155
156Trained soldiers who use fast blade attacks to cause significant damage.
157----
158* DualWielding: A pair of straight-bladed swords held in ReverseGrip, contrasting the curved blades of their regular cousins.
159* ExactlyWhatItSaysOnTheTin: They're Reunion soldiers who wield a pair of swords.
160* FromCamouflageToCriminal: Their description speculates that they came from mutinous military units or police departments.
161* NinjaRun: This is how they move towards your defensive line, with their arms held back and head tilted forwards.
162[[/folder]]
163
164[[folder:Heavy Defender]]
165[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_heavydefender.png]]
166->'''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
167
168Heavily 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.
169----
170* AchillesHeel:
171** 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.
172** 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.
173* 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.
174* 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.
175* EliteMook: They're considered Elite enemies in all of their variations.
176* GiantMook: Significantly larger than a typical Reunion soldier, possessing greater health, defenses, and attack power, but as slow as a snail.
177* 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.
178* HeavilyArmoredMook: The riot armor they wear offers incredible defense against physical attack, but not against Arts (unless they're a Guerilla Shielder).
179* 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.
180* 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.
181* LuckilyMyShieldWillProtectMe: Besides being decked from head to toe in heavy armor, these guys also carry formidable tower shields for extra protection.
182* MightyGlacier:
183* 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.
184[[/folder]]
185
186[[folder:Metal Crab]]
187[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_metalcrab.png]]
188Infected creatures covered in metal armor that makes them highly resistant to all conventional weapons. However, they're not as heavy as they look.
189----
190* 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.
191* 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.
192* 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.
193[[/folder]]
194
195[[folder:Lurker]]
196[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_lurker.png]]
197Special Reunion soldiers who can't be detected or harmed until their stealth is removed, usually by being blocked.
198----
199* 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).
200[[/folder]]
201
202[[folder:Wraith]]
203[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_wraith.png]]
204->'''Other variations:''' Wraith Leader
205
206Stealthy Reunion engineers who cannot be blocked by melee operators.
207----
208* 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.
209* 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.
210[[/folder]]
211
212[[folder:Monster]]
213[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_monster.png]]
214->'''Other variations:''' Monster Mk II, Raptor
215
216Aerial 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.
217----
218* 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.
219* 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.
220* DeathbringerTheAdorable: Despite the name, the Mk I variant completely lacks any sort of attack, making them harmless to your operators.
221[[/folder]]
222
223[[folder:Defender-4]]
224[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_defender4.png]]
225
226An unmanned drone with the ability to significantly boost the defense of nearby allies.
227----
228* NonActionGuy: It has no offensive capabilities whatsoever.
229* SupportPartyMember: Boosts the defense of nearby enemy units by 300, significantly increasing their survivability.
230[[/folder]]
231
232[[folder:Technical Scout]]
233[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_technicalscout.png]]
234
235Reunion engineers that can reveal all nearby invisible operators.
236----
237* 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.
238* TrueSight: The devices mounted on their backs are able to reveal invisible operators in their vicinity.
239[[/folder]]
240
241[[folder:Avenger]]
242[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_avenger.png]]
243[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_avengerboss.png]]
244->'''Other variations:''' Hateful Avenger
245Unique 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.
246----
247* {{BFS}}: Their katana are big enough to qualify as an ōdachi.
248* 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.
249* 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.
250* 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]].
251* KatanasAreJustBetter: Avengers are equipped with these, and they make deadly use of them.
252* TurnsRed:
253** 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.
254** 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'''.
255[[/folder]]
256
257[[folder:Arts Guard]]
258[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_artsguard.png]]
259->'''Other variations:''' Arts Guard Leader
260
261Reunion soldiers that can infuse their swords with Originium Arts, allowing their slashes to deal Arts damage.
262----
263* ArmorPiercingAttack: Arts damage are countered by Resistance instead of Defense, which many melee operators (especially Defenders) lack.
264* {{BFS}}: The swords they wield is longer than they are tall.
265* MagicKnight: They're capable of infusing arts into their swords.
266[[/folder]]
267
268[[folder:Bladed Fighter]]
269[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_bladedfighter.png]]
270->'''Other variations:''' Bladed Fighter Leader
271
272Reunion soldiers who use their fist-mounted blades to deliver rapid, hard-hitting strikes.
273----
274* BladeBelowTheShoulder: They wield a pair of bladed gauntlets to enhance their martial arts strikes. They also double as shields, justifying their slightly higher defense.
275* 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.
276[[/folder]]
277
278[[folder:Butcher]]
279[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_butcher.png]]
280->'''Other variations:''' Veteran Butcher
281
282Unidentified combatants wielding huge axes, capable of dealing severe damage while taking just as much in return.
283----
284* SmashMook: Like Loggers and Junkmen, Butchers exist to pound your melee operators to dust and tank huge amounts of damage in the process.
285[[/folder]]
286
287[[folder:Armed Militant]]
288[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_armedmilitant.png]]
289->'''Other variations:''' Senior Armed Militant
290
291Unidentified 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.
292----
293* GasMaskMooks: They wear a rebreather that is connected to the tank mounted in their back.
294* 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.
295* SmashMook: Essentially Butchers with proper protective equipment, which affords them greater defenses. Their battlefield role is more or less the same.
296[[/folder]]
297
298[[folder:Breaker]]
299[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_breaker.png]]
300->'''Other variations:''' Breaker Leader
301
302Well-trained soldiers who use their incredible speed and decent attack power to spearhead assaults.
303----
304* LightningBruiser: These guys are fast, tough, and hit surprisingly hard for their size, made worse by their tendency to come in groups.
305* 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.
306[[/folder]]
307
308[[folder:Bombtail]]
309[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_bombtail.png]]
310->'''Other variations:''' Bombtail-G, Oneiros
311
312Special 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.
313----
314* ItOnlyWorksOnce: They are only equipped with a single bomb and nothing else.
315* 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.
316* 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.
317* StuffBlowingUp: When an operator is within range, the Bombtail will launch its explosive charge, dealing massive [=AoE=] physical damage to the target area.
318[[/folder]]
319
320[[folder:Arts Master [=A1=]]]
321[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_artsmastera1.png]]
322->'''Other variations:''' Arts Master A2
323
324Enemy drones armed with special weapons that allow them to launch long-ranged Arts attacks, while giving them potent Arts resistance in the process.
325----
326* AntiMagic: Their weapon modules give them significant Arts protection, making them significantly resistant to magical damage.
327* 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.
328* 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.
329[[/folder]]
330
331[[folder:Frost]]
332[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_frostdrone.png]]
333
334Unmanned, 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.
335----
336* AnIcePerson: It reduces the temperature around itself, halving the attack speed of operators and severely hampering their damage output.
337* NonActionGuy: It is not armed with any damage dealing equipment.
338* OneSteveLimit: Averted. The guitarist of Alive Until Sunset ''and'' the Specialist Operator of Team Rainbow are also named Frost.
339* 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.
340[[/folder]]
341
342[[folder:Defense Crusher]]
343[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_defensecrusher.png]]
344->'''Other variations:''' Defense Crusher Leader
345
346Reunion 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.
347----
348* AchillesHeel: Despite their disturbingly high health, attack power, and defense, they have ''0'' RES, making them highly vulnerable to Arts damage.
349* 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.
350[[/folder]]
351
352[[folder:Enraged Possessed Soldier]]
353[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_enragedpossessedsoldier.png]]
354->'''Other variations:''' Enraged Possessed Leader
355
356Possessed 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.
357----
358* DefectorFromDecadence: Boone, along with Galles and Yila, defected Reunion to join the Rusthammer organization after the Chernobog Incident.
359* 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.
360* LivingOnBorrowedTime: They will lose HP over time; given long enough, this is fully capable of killing them.
361[[/folder]]
362
363[[folder:Enraged Possessed Thrower]]
364[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_enragedpossessedthrower.png]]
365->'''Other variations:''' Enraged Possessed Bonethrower
366
367Possessed 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.
368----
369* 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.
370* 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.
371[[/folder]]
372
373[[folder:Yeti Icecleaver]]
374[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_yetiicecleaver.png]]
375->'''Other variations:''' Yeti Icecleaver Leader
376
377Yeti Squadron soldiers who wield long katanas. They have high stats and can deal massive damage to frozen operators.
378----
379* 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.
380* KatanasAreJustBetter: Like the Avengers before them, they wield katanas and are skilled with using them.
381* MightyGlacier: They have very high HP, surprisingly good mixed defenses, and can hit for severe damage, but aren't very fast.
382[[/folder]]
383
384[[folder:Demolitionist]]
385[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_demolitionist.png]]
386->'''Other variations:''' Demolitionist Leader
387
388Reunion 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.
389----
390* AchillesHeel: Just like their Defense Crusher cousins, they have no Arts resistance whatsoever.
391* 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.
392* 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.
393* 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.
394[[/folder]]
395
396! Dublinn Units
397
398!!! County Hillock assailants (Introduced in Chapter 9)
399
400[[folder:Dublinn Scout]]
401[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_244.png]]
402->'''Other variations:''' Elite Dublinn Scout
403
404Dublinn soldiers with outstanding camouflage skills that make them remain out of sight.
405----
406
407* AntiMagic: They wear Arts-refracting masks that greatly increase their RES. The masks can be temporarily disabled by Silencing them.
408* BlindfoldedVision: Their masks cover their eyes.
409* DefectorFromDecadence: Ronan (Damian's cousin) tried to defect Dublinn, but was captured by their soldiers and handed over to their leader to be executed.
410[[/folder]]
411
412[[folder:Dublinn Sniffer Hound]]
413->'''Other variations:''' Dublinn Sniffer Hound Pro
414
415Creatures controlled by Dublinn forces.
416----
417
418* AntiMagic: They wear Arts-refracting masks that greatly increase their RES. The masks can be temporarily disabled by Silencing them.
419[[/folder]]
420
421[[folder:Dublinn Sniper]]
422->'''Other variations:''' Elite Dublinn Sniper
423
424Crossbowmen of the Dublinn forces. Their weapons have traces of Columbian technical modifications.
425----
426
427* AntiMagic: They wear Arts-refracting masks that greatly increase their RES. The masks can be temporarily disabled by Silencing them.
428[[/folder]]
429
430[[folder:Dublinn Shadowcaster]]
431->'''Other variations:''' Elite Dublinn Shadowcaster
432
433Casters of the Dublinn forces, responsible for making the refracting masks for their allies.
434----
435
436* 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.
437[[/folder]]
438
439[[folder:Dublinn Phalanx Infantry]]
440->'''Other variations:''' Dublinn Phalanx Commander
441Special 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.
442----
443* 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.
444* 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.
445[[/folder]]
446
447[[folder:Dublinn Flying Soldier]]
448->'''Other variations:''' Dublinn Flying Squad Leader
449Dublinn 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.
450----
451* 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.
452[[/folder]]
453
454[[folder:Dublinn Flamerazer]]
455->'''Other variations:''' Dublinn Flamerazer Leader
456Elite 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.
457----
458* 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.
459* KillItWithFire: Wield flamethrowers that deal heavy damage from range and can cause accumulated burning damage.
460[[/folder]]
461
462[[folder:Dublinn Companion Guard]]
463->'''Other variations:''' Dublinn Elite Companion Guard
464Elite 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.
465----
466* 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.
467* 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.
468[[/folder]]
469
470[[folder:Dublinn Companion Shadowblade]]
471->'''Other variations:''' Dublinn Elite Companion Shadowblade
472Elite 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.
473----
474* 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.
475* TheSneakyGuy: Cannot be hit until blocked or revealed.
476[[/folder]]
477
478[[folder:Dublinn Evocator]]
479->'''Other variations:''' Dublinn Evocator Leader
480Elite 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.
481----
482* KillItWithFire: Summon Purifying Flames which explode on contact with Operators, dealing heavy Arts and Burn damage.
483* 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.
484[[/folder]]
485
486[[folder:Tombkeeper Grotesque]]
487->'''Other variations:''' Enraged Tombkeeper Grotesque
488Originium 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.
489----
490* 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.
491* 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.
492* {{Golem}}: Creations of rock and Originium Arts made by Mandragora.
493[[/folder]]
494
495!!! Eblana and Duke of Wellington's forces (introduced in ''What The Firelight Casts'')
496
497[[folder:Special Forces Soldier]]
498->'''Other variations:''' Special Forces Captain
499Mercenaries hired by the Duke of Wellington. Turn invisible when standing on Reeds.
500----
501* TheSneakyGuy: They become invisible when they are standing on a Reed tile.
502[[/folder]]
503
504[[folder:Swamp Gloompincer]]
505->'''Other variations:''' Enraged Swamp Gloompincer
506Gloompincers adapted to living in the swamps of Victoria. Gain increased movement speed instead of being slowed when walking on Mire.
507----
508[[/folder]]
509
510[[folder:Dublinn Flamechaser Soldier]]
511->'''Other variations:''' Dublinn Flamechaser Elite Soldier
512Corpses 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.
513----
514* 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.
515[[/folder]]
516
517[[folder:Dublinn Cannoneer]]
518->'''Other variations:''' Dublinn Cannoneer Captain
519Dublinn soldiers armed with crossbows and grenade launchers. Periodically launch long-range grenade rounds that deal splash damage.
520----
521[[/folder]]
522
523[[folder:Swamp Rover]]
524->'''Other variations:''' Heavy Swamp Rover
525Military vehicles used by Dublinn to traverse the Victorian swamps. Immune to Mire's slowing effects and nullifies Camouflage on operators.
526----
527* TrueSight: Reveals Camouflaged operators (whether by standing in Reeds or from their own kits) in range.
528[[/folder]]
529
530[[folder:Dublinn Flamecaller]]
531->'''Other variations:''' Dublinn Flamecaller Captain
532Dublinn 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.
533----
534* PlayingWithFire: These guys specialize in lighting Reeds on fire to damage your Operators as well as supporting their allies' special abilities.
535* TakingYouWithMe: They explode upon death, dealing Arts damage and lighting any nearby Reed on fire.
536[[/folder]]
537
538[[folder:Dublinn Flamechaser Guard]]
539->'''Other variations:''' Dublinn Flamechaser Elite Guard
540Corpses 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.
541----
542* OurZombiesAreDifferent: Similar to the Flamechaser Soldier, these guys are dead bodies constantly revived by Eblana's Arts.
543[[/folder]]
544
545[[folder:Dublinn Spec Ops]]
546->'''Other variations:''' Dublinn Elite Spec Ops
547Soldiers 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.
548----
549* GatheringSteam: After every 3 attacks, they unleash 5 consecutive slashes at the operator.
550[[/folder]]
551
552----
553! Kazdel Units
554!!! Reunion-affiliated Sarkaz mercenaries (Main story)
555[[folder:Sarkaz Greatswordsman]]
556[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_054.png]]
557->'''Other variations:''' Sarkaz Greatswordsman Leader
558Sarkaz 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.
559----
560* 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''.
561* YouAllLookFamiliar: This enemy's artwork is reused by Garcin, Marco, and Chainsmoke.
562[[/folder]]
563
564[[folder:Sarkaz Caster]]
565->'''Other variations:''' Sarkaz Caster Leader
566Sarkaz 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.
567----
568* ChainPain: They will use magic chains to stun operators for a lengthy period of time, dealing heavy damage and leaving them helpless.
569* 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 these guys.
570* 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).
571[[/folder]]
572
573[[folder:Sarkaz Crossbowman]]
574->'''Other variations:''' Sarkaz Crossbowman Leader
575Sarkaz mercenaries that wield large crossbows. Much tougher and more powerful than normal crossbowmen, they also share their kind's high Arts resistance.
576----
577[[/folder]]
578
579!!! Independent Sarkaz mercenaries (introduced in ''Darknights' Memoir'')
580
581[[folder:Sarkaz Swordsman]]
582[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_053.png]]
583->'''Other variations:''' Sarkaz Blademaster
584Basic Sarkaz melee soldiers. Like the rest of their kind, their biology gives them heightened Arts resistance.
585----
586* 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.
587* 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.
588* YouAllLookFamiliar: This enemy's artwork is reused by Pallas's unnamed Sarkaz bodyguard.
589* WouldntHurtAChild: In TW-8, one of them briefly holds Suzuran hostage, while mentioning if she was older, he would have sliced off her hand.
590[[/folder]]
591
592[[folder:Sarkaz Lancer]]
593->'''Other variations:''' Sarkaz Lancer Leader
594Sarkaz 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.
595----
596* 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.
597* 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.
598** 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 these guys.
599* 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.
600[[/folder]]
601
602[[folder:Sarkaz Sentinel]]
603->'''Other variations:''' Sarkaz Sentinel Leader
604Special 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.
605----
606* 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.
607* 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.
608* SupportPartyMember: They will increase the ATK and DEF of all enemy units on the map if provoked.
609* 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.
610[[/folder]]
611
612[[folder:Sarkaz Grudgebearer]]
613->'''Other variations:''' Sarkaz Worldcurser
614Sarkaz 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.
615----
616* 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.
617* 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]].
618* ThePowerOfHate: Sarkaz Worldcursers are said to have crystallized their resentment into raw power to amplify their Arts.
619* 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.
620[[/folder]]
621
622[[folder:Sarkaz Bladeweaver]]
623->'''Other variations:''' Sarkaz Bladeweaver Leader
624Sarkaz 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.
625----
626* ArmorPiercingAttack: Arts damage are countered by Resistance instead of Defense, which many melee operators (especially Defenders) lack.
627* MagicKnight: Their swords deal Arts damage.
628[[/folder]]
629
630[[folder:Guerilla Sarkaz Fighter]]
631->'''Other variations:''' Guerilla Sarkaz Fighter Leader, Mercenary Sarkaz Fighter
632Sarkaz units with bladed claws. If an Originium Altar activates near them, they will be buffed to deal Arts damage.
633----
634* MagicKnight: Only when buffed by an Originium Altar.
635* WolverineClaws: Sports a pair of these, which [[PowerGlows glow purple]] when infused with Arts.
636[[/folder]]
637
638[[folder:Guerrilla Sarkaz Caster]]
639->'''Other variations:''' Guerrilla Sarkaz Caster Leader, Mercenary Sarkaz Caster
640Special 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.
641----
642* SplashDamageAbuse: Causes damage to all foes in a wide area around it.
643* 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.
644[[/folder]]
645
646!!! Sarkaz Crimson Court and the Sanguinarch's creations (Introduced in Episode 10 and 13)
647
648[[folder:General]]
649----
650* 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.
651* BodyHorror: Several enemies are "blessed" with the blood of the Sanguinarch and have extra tentacles poking out of them.
652* 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.
653* 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.
654[[/folder]]
655
656[[folder:Sarkaz Royal Court Soldier]]
657->'''Other variations:''' Sarkaz Royal Court Elite Soldier
658Sarkaz soldiers working under Manfred, armed with equipment produced by the Londinium factories.
659----
660[[/folder]]
661
662[[folder:Touch of the Sanguinarch]]
663->'''Other variations:''' Touch of Benevolence
664Creations born of the Sanguinarch of Vampires' Originium Arts.
665----
666* 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.
667* BlobMonster: They look like white formless masa with red tentacles.
668* 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.]]
669
670[[/folder]]
671
672[[folder:Sarkaz Heirbearer Warrior]]
673->'''Other variations:''' Sarkaz Heirbearer Warrior Captain
674A soldier infused with the Sanguinarch's Arts. Spawns a Touch enemy on death.
675----
676[[/folder]]
677
678[[folder:Sarkaz Heirbearer ASV]]
679->'''Other variations:''' Sarkaz Heirbearer Retrofit ASV
680A supply vehicle carrying the Sanguinarch's Arts. Buffs all reborn creations on the field and causes them to deal Necrosis damage with their attacks.
681----
682[[/folder]]
683
684[[folder:Sarkaz Heirbearer Artificer]]
685An 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.
686----
687[[/folder]]
688
689[[folder:Gift of the Sanguinarch]]
690->'''Other variations:''' Gift of Magnanimity
691More powerful creations born from the blood of Sarkaz soldiers reshaped by the Sanguinarch's Originium Arts.
692----
693* 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.
694* BodyHorror: Their form is a set of Royal Court armor with bones sticking out of the face.
695[[/folder]]
696
697[[folder:Sarkaz Heirbearer Hatedrinker]]
698->'''Other variations:''' Sarkaz Heirbearer Wrathgorger
699Sarkaz soldiers bearing the Sanguinarch's Arts that absorb the wrath from their fallen kin to strengthen themselves.
700----
701* 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.
702[[/folder]]
703
704[[folder:Sarkaz Heirbearer Chain Caster]]
705->'''Other variations:''' Sarkaz Heirbearer Chain Caster Captain
706A caster trained by the Royal Court and infused with the Sanguinarch's Arts. Attacks jump between enemies and spawns a Gift upon death.
707----
708* EvilCounterpart: They are essentially the Sarkaz equivalent of Chain Caster operators.
709[[/folder]]
710
711[[folder:Bloodthirsty Heir]]
712Creations of the Sanguinarch's Arts that drain blood from others to sustain themselves.
713----
714* LifeDrain: They deal Arts damage and heal themselves by a proportion of damage dealt.
715[[/folder]]
716
717[[folder:Sarkaz Requisitioned Engineering Drone]]
718A Londinium engineering drone repurposed by the Sarkaz Royal Court and modified to have stealth, at the cost of greater wear-and-tear.
719----
720* 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.
721* LivingOnBorrowedTime: These drones lose health over time and will eventually kill themselves.
722[[/folder]]
723
724!!! Members of the Nachzehrer Army (Introduced in Episode 11)
725
726[[folder:General]]
727* AllYourBaseAreBelongToUs: Much like the Crimson Court, these enemies are also occupying Londinium under orders of the Royal Court.
728* TheCorrupter: The enemies in chapter 11 introduce a new mechanic called "Corruption", which is an aura that deals Pure DamageOverTime to nearby player units.
729* ManaBurn: Some enemies inflict Necrosis damage buildup, which drains the SP of affected operators in addition to causing damage over time.
730[[/folder]]
731
732[[folder:Sarkaz Royal Court Caster]]
733A 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.
734----
735[[/folder]]
736
737[[folder:Sarkaz Witherer]]
738->'''Other variations:'' Sarkaz Witherer Captain
739A foot soldier of the Nachzehrer army. Spread Corruption on the land upon death.
740----
741[[/folder]]
742
743[[folder:Steam Tank]]
744Armored vehicles equipped with Victorian technology.
745----
746* TurnsRed: When they hit 50% HP, they gain a buff to their ASPD and movement speed as well as crowd control immunity.
747* NoSell: Becomes immune to most crowd control effects once they are below half health.
748[[/folder]]
749
750[[folder:Seed of Withering]]
751->'''Other variations:''' Seed of Decay
752Arts Creations of the Nachzehrer King. Mindless creations meant to create death to feed the other soldiers.
753----
754* 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.
755[[/folder]]
756
757[[folder:Twigs That Crave]]
758Large stationary roots that host a Rot Eater within them. Releases the Rot Eater when destroyed or when all other enemies are defeated.
759----
760[[/folder]]
761
762[[folder:Sarkaz Wither Caster]]
763Casters of the Nachzehrer King's army. Capable of healing the Twigs That Crave.
764----
765* CombatMedic: They both deal Arts damage and restore the HP of any damaged Twigs That Crave.
766[[/folder]]
767
768[[folder:Rot Eater]]
769Powerful 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.
770----
771* 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.
772[[/folder]]
773
774[[folder:Rotchaser]]
775Arts 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.
776----
777[[/folder]]
778
779[[folder:Sarkaz Wither Tank]]
780Siege weapons in service of the Nachzehrer King. Deal more damage with melee attacks and release Corruption after several attacks.
781----
782[[/folder]]
783
784[[folder:Londinium Mobile Defense Artillery]]
785->'''Other variations:''' Londinium Precision Mobile Defense Artillery
786Miniaturized 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.
787----
788[[/folder]]
789
790[[folder:Sarkaz Witherer Devourer]]
791A 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.
792----
793* 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.
794[[/folder]]
795
796!!! Norport spies and followers of the Damazti (Introduced in Episode 12)
797
798[[folder:General]]
799* MysteriousEmployer: It is unknown who hired the various spies infiltrating Norport.
800* TheSneakyGuy: The Spies disguise themselves as civilians to bypass the Sarkaz blockade around Norport, and some of them even become invisible after being identified.
801* SpotTheImposter: The Spies must be identified by spending enough time in an operator's attack range before they can be attacked.
802[[/folder]]
803
804[[folder:Norport Civilian]]
805Victorian 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.
806----
807* 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.
808[[/folder]]
809
810[[folder:Pathfinder Spy]]
811->'''Other variations:''' Pathfinder Spymaster
812Rookie 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.
813[[/folder]]
814
815[[folder:Sentry Spy]]
816->'''Other variations:''' Sentry Spymaster
817Rookie spies sent by an unknown employer to infiltrate Norport. Appears as civilians until identified, turns invisible after losing their disguise.
818[[/folder]]
819
820[[folder:Armed Spy]]
821->'''Other variations:''' Armed Spymaster
822Elite spies sent by an unknown employer to infiltrate Norport. Appears as civilians until identified, has greater stats comparing to their fellow spies.
823[[/folder]]
824
825[[folder:Sarkaz Absurdist Tyrant]]
826->'''Other variations:''' Sarkaz Absurdist Tyrant Captain
827Sarkaz 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.
828----
829* ShoutOut: To the Tyrants of ''Franchise/ResidentEvil'', as individuals that turned themselves into powerful hulking monsters but losing their cognitive functions.
830[[/folder]]
831
832[[folder:Sarkaz Absurdist Operative]]
833->'''Other variations:''' Sarkaz Absurdist Operative Leader
834Sarkaz intelligence officers imbued with Damazti Arts. Ranged attacks with their bow reduce DP upon hitting an operator.
835[[/folder]]
836
837[[folder:Sarkaz Absurdist Splitcaster Apprentice]]
838->'''Other variations:''' Sarkaz Absurdist Splitcaster
839Sarkaz casters trained in Damazti Arts, allowing them to perform self-splitting similar to the Damazti Cluster. Spawns a clone upon reaching half health.
840[[/folder]]
841
842[[folder:"Trilby Asher"]]
843->'''Other variations:''' "Shadowing Trilby Asher"
844Members of the Duke of Caster's elite guards. Dash forward in their path after every third melee attack.
845[[/folder]]
846
847[[folder:Rebellion Instigator]]
848->'''Other variations:''' Rebellion Agitator
849A suspected Sarkaz saboteur that incites the Norport populace to rebel. Causes all civilians and unidentified spies to become unblockable if self is not blocked.
850[[/folder]]
851
852[[folder:Withering Collector Disciple]]
853An unmanned Nachzehrer vehicle designed to spread death and decay on the battlefield using the essence of the deceased. Periodically spawns Seeds of Withering.
854[[/folder]]
855
856! Siesta Units
857!!! Siestan security force (Introduced in ''Heart of Surging Flame'')
858[[folder:Infantry]]
859->'''Other variations:''' Infantry Leader
860Basic soldiers, equipped with special armor designed to mitigate Arts damage.
861----
862* 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.
863* PaletteSwap: Of Reunion Soldiers, albeit packing higher overall stats.
864[[/folder]]
865
866[[folder:Sniper]]
867->'''Other variations:''' Sniper Leader
868Long-ranged soldiers armed with sniper rifles. Every third shot of theirs will stun the target.
869----
870* TranquilizerDart: Implied to be how they stun operators.
871* 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.
872[[/folder]]
873
874[[folder:Agent]]
875Sword-wielding casters that can deal melee Arts damage. They will temporarily reduce the block count of operators struck by their attacks.
876----
877* MagicKnight: They're casters who just happen to favor melee combat.
878* 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.
879[[/folder]]
880
881[[folder:Shielded Guard]]
882->'''Other variations:''' Shielded Guard Leader
883Soldiers that wield swords and shields, which allow them to soak up physical damage.
884----
885* PaletteSwap: Of Light-Armored Soldiers, the only difference being their slightly lower ATK.
886[[/folder]]
887
888[[folder:Ergate]]
889->'''Other variations:''' Ergate Leader
890Engineers that cannot be blocked by operators.
891----
892* PaletteSwap: Of the garden variety Wraiths. Their only difference is that the Ergates have slightly more RES.
893[[/folder]]
894
895[[folder:Authorized Caster]]
896->'''Other variations:''' Authorized Caster Leader
897Casters that have been specifically adapted for military service.
898----
899* PaletteSwap: Of Reunion Casters, albeit packing higher overall stats.
900[[/folder]]
901
902[[folder:Rockbreaker]]
903->'''Other variations:''' Rockbreaker Leader
904Melee 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.
905----
906* 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).
907* 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.
908* 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.
909[[/folder]]
910
911[[folder:Heavy Defender Type N]]
912->'''Other variations:''' Heavy Defender Type S
913Heavily armored soldiers with significant HP and DEF.
914----
915* PaletteSwap: Of the Reunion Heavy Defenders, albeit packing higher overall stats.
916[[/folder]]
917
918!!! Little Black Sheep (introduced in ''So Long, Adele'')
919
920[[folder:General]]
921* 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.]]
922* KillerRabbit: Despite looking like cute pink-colored sheep, these guys are actually deadly and are just as capable in doing damage to your operators.
923* RidiculouslyCuteCritter: They are literally ''pink sheep''.
924* 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.
925-->''You're going to humiliate me. Don't tell people my clones are kleptomaniacs.''
926[[/folder]]
927
928[[folder:Hot Spring 'Mischievous Rascal']]
929->'''Other variations:''' Hot Spring 'Jolly Rascal'
930A sheep familiar wearing a traffic cone. Spawns a Carmine Steam on the spot when defeated.
931[[/folder]]
932
933[[folder:Fashion Street 'Hearty Heavy']]
934->'''Other variations:''' Fashion Street 'Robust Heavy'
935A sheep familiar carrying a frisbee. Has a ranged attack and also spawns a Carmine Steam on the spot when defeated.
936[[/folder]]
937
938[[folder:Fashion Street 'Ordinary Aviator']]
939->'''Other variations:''' Fashion Street 'Hyperactive Aviator'
940A 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.
941----
942* 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.
943* 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.
944* 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.
945[[/folder]]
946
947[[folder:Hot Spring 'Wandering Vagrant']]
948->'''Other variations:''' Hot Spring 'Wandering Slider'
949A 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.
950----
951* TheSneakyGuy: They are invisible until blocked.
952[[/folder]]
953
954[[folder:'Big Fella']]
955->'''Other variations:''' 'Big Man'
956A large fluffy critter that sometimes unintentionally eats its own kin. Spawns a 'Mischievous Rascal' on first attack, or when defeated.
957----
958* 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.
959[[/folder]]
960
961[[folder:Urban 'Whirlwind Walker']]
962->'''Other variations:''' Urban 'Tornado Trendsetter'
963Two 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'.
964----
965* 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.
966* FlunkyBoss: Spawns a 'Mischievous Rascal' and a 'Hearty Heavy' after death.
967* StickyFingers: Both literally (cotton candy is ''sticky'') and also figuratively from their flavor text.
968-->''The main reason the Candy House grandpa is so angry is because they snatched his wig off too!''
969[[/folder]]
970
971[[folder:'Fluffy Buddy']]
972A 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.
973----
974* 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.
975[[/folder]]
976
977[[folder:Fashion Street 'Stellar Caster']]
978->'''Other variations:''' Fashion Street 'Supernova Caster'
979A sheep familiar carrying a witch's gear from a divination shop. Attack up to three operators at a time if standing in Carmine Steam.
980----
981[[/folder]]
982
983! Lungmen & Siracusan Units
984!!! Siracusan Mafia & Lungmenites (Introduced in ''Code of Brawl'')
985
986[[folder:Sicilian]]
987[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_031.png]]
988->'''Other variations:''' Elite Sicilian
989Basic soldiers who serve in the Siracusan mafia.
990----
991[[/folder]]
992
993[[folder:Brawler]]
994->'''Other variations:''' Elite Brawler
995Siracusan mafiosi who launch flurries of rapid-fire punches.
996----
997* 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.
998* EvilCounterpart: Of Beehunter. In fact they share the same animation frames with her.
999* 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.
1000* RapidFireFisticuffs: Imagine Beehunter but on the enemy side.
1001[[/folder]]
1002
1003[[folder:Marksman]]
1004->'''Other variations:''' Elite Marksman
1005Siracusan mafiosi who use ranged crossbow attacks. They will prioritize attacking Command Terminals.
1006----
1007* AutomaticCrossbows: They wield rapid-fire crossbows that even have drum clips.
1008[[/folder]]
1009
1010[[folder:Bully]]
1011->'''Other variations:''' Bulldozer
1012Hulking 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.
1013----
1014* 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.
1015[[/folder]]
1016
1017[[folder:Fanatic]]
1018->'''Other variations:''' Desperate Fanatic
1019Brutish 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.
1020----
1021[[/folder]]
1022
1023[[folder:Greytail]]
1024->'''Other variations:''' Greytail Leader
1025Hard-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.
1026----
1027* BatterUp: They wield metal bats as weapons.
1028* 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.
1029* 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.
1030[[/folder]]
1031
1032!!!Famiglia members (introduced in ''Il Siracusano'')
1033
1034[[folder:General]]
1035----
1036* BadassInANiceSuit: They all wear suits to go with their ''mafioso'' image.
1037* 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.
1038* {{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.
1039* TheMafia: These guys put the ones from "Code of Brawl" to shame.
1040* 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.
1041* PurpleIsPowerful: Several units' special ability effects are purple.
1042[[/folder]]
1043
1044[[folder:Famiglia Soldier]]
1045->'''Other variations:''' Elite Famiglia Soldier
1046Low-level mafiosi under the orders of their superiors. Increase "Blood Debt" by a small amount on death.
1047----
1048* DeviousDaggers: They wield small knives as personal weapons.
1049[[/folder]]
1050
1051[[folder:Famiglia Crossbowman]]
1052->'''Other variations:''' Elite Famiglia Crossbowman
1053Trained snipers armed with crossbows using sophisticated technology. Deal Arts damage during "Asset Liquidation".
1054----
1055* MageMarksman: They deal Arts damage when an "Asset Liquidation" is running.
1056* WouldNotShootACivilian: Inverted. They prioritize attacking Siracusan Civilians over player controlled units.
1057[[/folder]]
1058
1059[[folder:Famiglia Cleaner]]
1060->'''Other variations:''' Famiglia Silent Cleaner
1061Massively 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.
1062----
1063* EliteMook: They have high base stats plus the bonuses they receive during "Asset Liquidation".
1064* {{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]].
1065* 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.
1066* LightningBruiser: They walk fast, shoot fast, and their shots will ''hurt'' - being able to one shot high ground operators with lower DEF.
1067* 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.
1068* TheSneakyGuy: They are invisible until blocked.
1069* WouldNotShootACivilian: Inverted much like the Crossbowmen, Cleaners will target civilians over player operators.
1070[[/folder]]
1071
1072[[folder:Famiglia Intimidator]]
1073->'''Other variations:''' Famiglia Terrorizer
1074Strongmen 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.
1075----
1076* TheBigGuy: They serve as this to the ''famiglia''.
1077* DrawAggro: Operators will prioritize attacking them over other enemies.
1078* MartialPacifist: Their description surprisingly paints them as this, valuing one's skill in the Siracusan language over raw violence.
1079* StoneWall: They have good HP and DEF, though their low RES makes them vulnerable to Arts damage.
1080[[/folder]]
1081
1082[[folder:Famiglia Caster]]
1083->'''Other variations:''' Elite Famiglia Caster
1084''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".
1085----
1086* InTheHood: They wear hoods instead of the top hats seen on other members.
1087[[/folder]]
1088
1089[[folder:Famiglia Limo]]
1090->'''Other variations:''' Famiglia Luxury Limo
1091Limos used by the ''famiglia'' for transportation. Spawns 3 Famiglia Soldiers if defeated when blocked.
1092----
1093* FlunkyBoss: If they are defeated when blocked, they leave behind 3 Famiglia Soldiers that continue on the Limo's path.
1094[[/folder]]
1095
1096[[folder:Famiglia Capo]]
1097->'''Other variations:''' Famiglia Heavy Capo
1098A [[https://en.wikipedia.org/wiki/Caporegime caporegime]] of the ''famiglia''. Increases "Blood Debt" if any ''famiglia'' member is defeated in a radius around them.
1099----
1100* MagicKnight: They emit noxious smoke that deals Arts damage as their melee attack.
1101* ThisBananaIsArmed: Their weapon is concealed inside their cigar.
1102[[/folder]]
1103
1104[[folder:Siracusan Civilian]]
1105Normal 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.
1106----
1107* EscortMission: Players are encouraged to keep them alive since they will reduce "Blood Debt" when alive on the field.
1108* 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.
1109[[/folder]]
1110
1111----
1112! Leithanien Units
1113!!! Rioters & Mudrock's Squad (Introduced in ''Twilight of Wolumonde'')
1114[[folder:Leithanien Rebel]]
1115[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_067.png]]
1116->'''Other variations:''' Leithanien Rebel Leader
1117Rioters wielding Arts swords. Their lack of training makes them weaker than the Reunion Arts Guards.
1118----
1119* ArmorPiercingAttack: Their Arts damage ignores DEF and targets RES instead.
1120* MagicKnight: Their swords deal Arts damage.
1121[[/folder]]
1122
1123[[folder:Leithanien Whisperer]]
1124->'''Other variations:''' Leithanien Psalmist
1125Extra-long-ranged casters who can also "contest" Gramophones in an attempt to capture them.
1126----
1127* 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.
1128* MagicStaff: Wields one of these, both for ranged Arts attack and to take control of Gramophones.
1129[[/folder]]
1130
1131[[folder:Winterwisp Blood Shaman]]
1132->'''Other variations:''' Winterwisp Blood Magister
1133Powerful 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.
1134----
1135* ActionBomb: Upon death, they will deal 200% ''Arts'' damage to the surrounding tiles, which can also take complete control of any Gramophones in range.
1136* LivingOnBorrowedTime: Their HP will slowly drain over time.
1137[[/folder]]
1138
1139[[folder:Mudrock Matterllurgist]]
1140->'''Other variations:''' Mudrock Matterllurgist Leader
1141Ranged physical units commanded by Mudrock. They will prioritize foes capturing Gramophones.
1142----
1143[[/folder]]
1144
1145[[folder:Mudrock Zealot]]
1146->'''Other variations:''' Mudrock Zealot Leader
1147Powerful 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.
1148----
1149* 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.
1150* 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.
1151[[/folder]]
1152
1153[[folder:Mudrock Colossus]]
1154->'''Other variations:''' Hexed Colossus
1155A 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.
1156----
1157* 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...]]
1158* 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.
1159* 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.
1160[[/folder]]
1161
1162!!! Witch King Remnants (Introduced in ''Lingering Echoes'')
1163[[folder:'Street Layabout']]
1164->'''Other variations:''' Street Drunk
1165Armed militants disguised as Infected Afterglow civilians. Deals additional Arts damage to operators not connected to Realigned Flux.
1166----
1167[[/folder]]
1168
1169[[folder:'Street Performer']]
1170->'''Other variations:''' Street Musician
1171Armed militants disguised as Infected Afterglow civilians. Deals an additional hit to operators not connected to Realigned Flux.
1172----
1173* MusicalAssassin: They carry a triangle to fire off Leithanien Originium Arts, which is casted through music.
1174----
1175[[/folder]]
1176
1177[[folder:Mass-Produced Colossus]]
1178->'''Other variations:''' Enhanced Mass-Produced Colossus
1179An Originium Arts creation designed for breaching through enemy lines. Loses its defenses when standing in Realigned Flux.
1180----
1181* AchillesHeel: They lose 1000 DEF and 50 RES when they are standing in a Realigned Flux line, making operator positioning crucial for defeating them.
1182[[/folder]]
1183
1184[[folder:Spire Caster]]
1185->'''Other variations:''' Battleworn Spire Caster
1186Casters employed by the Leithanien army specializing in area-of-effect damage.
1187----
1188* HerdHittingAttack: They attack 2 operators at once, and deal splash damage if their target is not connected to a Realigned Flux.
1189[[/folder]]
1190
1191[[folder:Remnant Violinist]]
1192->'''Other variations:''' Remnant Principal Violinist
1193Formerly 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.
1194----
1195* HerdHittingAttack: Their attacks travel along the Realigned Flux, damaging all operators connected to that Flux for half the damage.
1196[[/folder]]
1197
1198[[folder:Remnant Field Caster]]
1199->'''Other variations:''' Remnant Elite Field Caster
1200Formerly composers in the Leithanien capital orchestra, they have turned to researching the Witch King's Originium Arts but without success.
1201----
1202[[/folder]]
1203
1204[[folder:Remnant Saxophonist]]
1205->'''Other variations:''' Remnant Official Saxophonist
1206These 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.
1207----
1208[[/folder]]
1209
1210[[folder:Blackwater Originium Slug]]
1211->'''Other variations:''' Blackwater Originium Slug α
1212A type of Originium slug that lives in the sewers of Vyseheim.
1213----
1214* 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.
1215* 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".
1216[[/folder]]
1217
1218----
1219! Sargon Units
1220!!! Tiacauh Tribe (Introduced in ''Gavial the Great Chief Returns'')
1221
1222[[folder:Tiacauh Warrior]]
1223[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_070.png]]
1224->'''Other variations:''' Tiacauh Guard
1225Archosaurus melee fighters who will gain additional DEF while being blocked.
1226----
1227[[/folder]]
1228
1229[[folder:Tiacauh Lancer]]
1230->'''Other variations:''' Tiacauh Sniper
1231Archosaurus warriors who throw ranged spear attacks.
1232----
1233* ThrowingYourSwordAlwaysWorks: They throw their spears as their ranged attack.
1234[[/folder]]
1235
1236[[folder:Tiacauh Fanatic]]
1237->'''Other variations:''' Tiacauh Ripper
1238Archosaurus warriors who wield acid-coated gauntlets, giving them both fast attack speed and the ability to apply a permanent stacking DEF debuff on targets.
1239----
1240* AntiArmor: Their attacks apply stacked DEF debuffs to their target, much like Acid Originium Slugs.
1241[[/folder]]
1242
1243[[folder:Tiacauh Ritualist]]
1244[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_071.png]]
1245->'''Other variations:''' Tiacauh Shaman
1246Archosaurus 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.
1247----
1248* 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.
1249[[/folder]]
1250
1251[[folder:Tiacauh Shredder]]
1252->'''Other variations:''' Tiacauh Annihilator
1253Elite 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.
1254----
1255* ChainsawGood: Fights with dual buzzsaws.
1256[[/folder]]
1257
1258[[folder:Tiacauh Brave]]
1259->'''Other variations:''' Tiacauh Champion
1260The 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.
1261----
1262* DrawAggro: From whoever's blocking them.
1263* DuelBoss: Once they are blocked, they will only take damage from the blocking Operator, making it a 1v1 battle.
1264* 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.
1265[[/folder]]
1266
1267!!! Drudge's Mercenaries & Originiutants (Introduced in ''Originium Dust'')
1268
1269[[folder:Originiutant Puppet]]
1270[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantpuppet.png]]
1271
1272Human remains parasitized and reanimated by Originiutants. Divides into two Originiutant Excrescences on death.
1273----
1274* 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 people controlled through Mephisto's Arts.
1275[[/folder]]
1276
1277[[folder:Mutant Sand Beast]]
1278[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantsandbeast.png]]
1279->'''Other variations:''' Mutant Sand Beast α
1280
1281Swift, 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.
1282----
1283* 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''.
1284[[/folder]]
1285
1286[[folder:Mutant Rock Spider]]
1287[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantrockspider.png]]
1288->'''Other variations:''' Mutant Rock Spider α
1289
1290Sargonian arachnids parasitized by Originiutants. Divides into three Originiutant Excrescences on death, or Tumors if it's an α variant.
1291----
1292* BigCreepyCrawlies: Although they're actually unrelated to the more common Infused Originium Slugs.
1293[[/folder]]
1294
1295[[folder:Mutant Giant Rock Spider]]
1296[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantgiantrockspider.png]]
1297->'''Other variations:''' Mutant Giant Rock Spider α
1298
1299A 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.
1300----
1301* BigCreepyCrawlies: Even bigger and meaner than a regular Rock Spider.
1302* 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.
1303[[/folder]]
1304
1305[[folder:Originiutant]]
1306[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutant.png]]
1307->'''Other variations:''' Originiutant α
1308
1309A 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.
1310----
1311* 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.
1312* 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.
1313[[/folder]]
1314
1315[[folder:"Redmark" Eradicator]]
1316[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkeradicator.png]]
1317->'''Other variations:''' Elite "Redsign" Eradicator
1318
1319A camouflaged mercenary sniper who uses extraordinarily lethal attacks from anywhere on the map, but can only attack Operators exposed to a sandstorm.
1320----
1321* 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".
1322[[/folder]]
1323
1324[[folder:"Redmark" Infiltrator]]
1325[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkinfiltrator.png]]
1326->'''Other variations:''' Elite "Redsign" Infiltrator, Holographic Illusion, Holographic Illusion [=MK2=]
1327
1328A 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.
1329----
1330
1331[[/folder]]
1332
1333[[folder:Originiutant Excrescence]]
1334[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantexcrescence.png]]
1335->'''Other variations:''' Originiutant Tumor
1336
1337Twisted 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.
1338----
1339* ZergRush: Their entire modus operandi; especially the Tumors, which can all but paralyze melee Operators.
1340[[/folder]]
1341
1342!!! Integrated Strategies Units (Introduced in ''Ceobe's Fungimist'')
1343
1344[[folder:Duck Lord]]
1345[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/e6c0p73zi2j51.png]]
1346-->'''Race:''' Liberi
1347
1348A Columbian Liberi entrepreneur who secretly enjoys toying with people from behind the scenes. He's a bonus enemy that doesn't deduct any lives if he gets through your defenses, but he'll give an extra reward if you kill him before he leaves. While he can't fight back, he'll break into a sprint once initially attacked, passing through all Operators sent to block him.
1349----
1350* CowardlyBoss: Can't attack, and will make a break for it the moment that he takes damage.
1351* MetalSlime: He has unremarkable stats besides reasonably high HP and no means of fighting back, in addition to not causing any life loss if he gets through. However, killing him before he makes a mad dash to the exit point can be difficult if you lack the firepower - hence why he drops a bonus reward if you can take him down in time.
1352* TheSneakyGuy: Can phase through all units, similar to Wraiths.
1353
1354[[/folder]]
1355
1356[[folder:Gopnik]]
1357[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_gopnik.png]]
1358-->'''Race:''' Ursus
1359
1360An ex-military Ursus hired as a bouncer for the Duck Lord. Like the Duck Lord, he's an optional bonus enemy that can be killed for extra loot. Unlike the Duck Lord, the Gopnik is ''very'' capable of fighting back.
1361----
1362* BearsAreBadNews: He's an Ursus who hits like a truck.
1363* DumbMuscle: His description outright states that he's very strong but not too bright, and is usually relegated to just carrying the Duck Lord's baggage.
1364* MetalSlime: While he's designed to be this alongside the Duck Lord, his insanely high combat ability makes him more of a {{Superboss}} than anything.
1365* MightyGlacier: Incredibly slow but incredibly powerful, packing decent defenses, sky-high HP, and an attack stat strong enough to OneHitKill just about anything.
1366* NoSell: Can't be stunned.
1367* OldSoldier: One event in "Phantom and Crimson Solitaire" shows him staring at a photo of himself next to Hellagur during their time in the Ursus Army.
1368* SpannerInTheWorks: If you are doing the EscortMission to get the second ending of ''Mizuki & Caerula Arbor'', Gopnik spawning has a good chance of foiling your attempt, as his extreme damage is going to kill your escortee, unless you kill him first.
1369* TragicKeepsake: His old photo with Hellagur, which is available in the second season of Integrated Strategies onwards as the collectible "Worn-out Group Photo".
1370[[/folder]]
1371
1372[[folder:Lost Colossus]]
1373[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_lostcolossus.png]]
1374
1375An experimental construct made by a Leithanian caster, which eventually went rogue due to a loophole in its creation. A highly durable powerhouse that can also periodically throw a boulder at a nearby Operator to stun them for an extremely long duration.
1376----
1377* AntiFrustrationFeatures: The Lost Colossus will never use its stun on a target that's already stunned, making it impossible for it to permanently lock an Operator in the stunned status. (Doesn't mean it won't stun a target who ''just'' got unstunned, though.)
1378* DubNameChange: Judging from the codename "WDG", its original name was Wandering Giant.
1379* KingMook: A boss variant of Mudrock's Colossi, although this one actually wasn't summoned by her but by a caster from Leithanien ([[PlotHole though its Ceobe's Fungimist mission description says it's a Mudrock Colossus]]; however, its Crimson Solitaire mission description does not say this). Ironically, its stats are all-around lower than the Colossi summoned by Mudrock, but to compensate it now has the ability to Stun operators.
1380* IdiotBall: Its creator made the Colossus as a "servant"... but he forgot to tell it who it was supposed to serve, leaving it to roam around and destroying everything that crosses his path.
1381* StatusEffects: Its boulder attack stuns for ''25 seconds'', the longest of any stun in the game.
1382
1383[[/folder]]
1384
1385[[folder:Jetman]]
1386[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_jetman.png]]
1387
1388A mysterious man that claims to be a skilled thief and genius, although his actual feats remain dubious. If blocked, he can use his jetpack to go airborne for a few seconds, although it has a cooldown.
1389----
1390* AchillesHeel: Stunning him while in midair will prematurely end his flight. In addition, while he's airborne, he'll take extra damage from Operators on Anti-Air runes.
1391* JetPack: Carries one made by himself. When it's in use, he can't be blocked and can only be hit by ranged attacks.
1392* OutsideGenreFoe: Serves as one when fought in Crimson Solitaire. In a mysterious castle filled with a troupe of assassins who can drive people insane, fraught with magic and mystery and illusion... he's just some guy with a jetpack.
1393* RealAfterAll: Like any bosses whose first appearance was in Ceobe's Fungimist, a gamemode taking place only in Ceobe's head during a MushroomSamba.
1394* SelfAppliedNickname: Calls himself a "Master Thief".
1395
1396[[/folder]]
1397
1398[[folder:"Forsaken One"]]
1399[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_forsakenone.png]]
1400
1401A mine security guard that fell victim to a severe form of Oripathy and was nearly completely assimilated by Originium, turning him into a mindless destroyer with huge power. Uses both ranged and melee attacks, and can gradually gain offensive power as long as he keeps attacking constantly, although it'll decay if he doesn't.
1402----
1403* ApocalypticLog: His entry in the enemy database is written by a RIM Billiton miner who witnessed his attack.
1404* AndThenJohnWasAZombie: A former security guard turned into a monster due to his infection.
1405* AutomaticCrossbows: Wields one for his ranged attacks.
1406* GatheringSteam: Every time this boss attacks, it'll gain 7% ATK and 5 ASPD. This stacks up to ''28 times'' for a total of ''+196% ATK and +140 ASPD'', making it all but impossible to survive a sustained onslaught. Fortunately, the buffs will be reset if he doesn't attack for 4 seconds.
1407
1408[[/folder]]
1409
1410[[folder:Rusthammer Warrior]]
1411[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_rusthammerwarrior.png]]
1412
1413The leader of a band of anarchists that abandoned society and live a harsh life in the Terran wastelands. Cannot be blocked, can't be hit for the first minute of his life, and uses hard-hitting, global-ranged physical attacks that will occasionally crit for massive Arts damage.
1414----
1415* CriticalHit: Like Faust, he can fire an arrow every 18 seconds that deals severe damage. Unlike Faust, it deals 300% of his ATK as ''Arts damage'', meaning that even bulky Defenders will have a hard time surviving it.
1416* NonIndicativeName: His name implies he's just a member of the Rusthammer organization, rather than being the leader.
1417* PaletteSwap: Of Faust, including having the same battle pose and skillset. The main differences are that the Rusthammer Warrior has higher stats, a shorter invincibility time, a longer cooldown on his critical attack, a more powerful critical that also deals Arts damage, and he cannot summon ballistas. Ironically, Faust's battle theme doesn't play in his map, but in the one with his group's EliteFour, where the Rusthammer Warrior is absent.
1418* RealAfterAll: Though his first appearance was in Ceobe's Fungimist, a gamemode taking place in Ceobe's head during a MushroomSamba, the appearance of the Rusthammer group in other material implies this.
1419
1420[[/folder]]
1421
1422[[folder:"Frozen Monstrosity"]]
1423[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_frozenmonstrosity.png]]
1424
1425A Sami Snowpriest who tried to defend her home from invasion, only to lose her sanity and fall victim to a demonic curse that turned her into an Originium abomination. A possible TrueFinalBoss of ''Ceobe's Fungimist'' who must be killed to get the second ending - a versatile defensive powerhouse who uses both single-target and [=AoE=] Arts which can chill/freeze operators, can't be hurt for some time after her arrival, can summon ice crystal hazards, doubles the redeployment time of all Operators killed or retreated while frozen, and can revives with buffed stats upon her first defeat.
1426----
1427* AllYourPowersCombined: Wields a wide variety of abilities, which are all modified versions of abilities taken from both of [=FrostNova=]'s battles.
1428* AnIcePerson: Uses ice Arts to deal damage and freeze operators. She can also cast an ice ring to deal heavy freezing damage in a radius around her, which doubles in damage if it hits an Operator that's already frozen.
1429* GeoEffects: Can summon Originium Ice Crystals like [=FrostNova=], invincible hazards that pulse waves of frost to chill all nearby operators.
1430* NoGoodDeedGoesUnpunished: For trying to defend her hometown from a demon invasion, she got infected and became a monster due to a curse. With the release of "Expeditioner's Joklumarkar", she likely succumbed to the [[spoiler:Collapsals]] while fighting them in Sami.
1431* OneDegreeOfSeparation: The description of the Snow Doe miniboss in "Phantom & Crimson Solitaire" implied that Frost Buck and Snow Doe were her bodyguards before she succumbed to TheCorruption and became the monster she is now.
1432* PaletteSwap: Of [=FrostNova=], basically a faceless recolor of her.
1433* PowerFloats: Subverted. Despite being visibly floating, she lacks the Low-Altitude Hovering trait and is treated as a normal ground enemy.
1434* SquishyWizard: Played with. While she does have very low HP, she has a huge ''1500 DEF'' and a staggering ''80 RES'', making it hard to seriously hurt her in the first place.
1435* TurnsRed: After dying the first time, the Frozen Monstrosity will gradually revive herself and roar back into battle. After reviving, she'll have 30 seconds of invulnerability, +90% ATK, and +50% max HP, so taking her down for good will be a tough task.
1436
1437[[/folder]]
1438
1439[[folder:"Gravestone"]]
1440[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_gravestone.png]]
1441
1442Another possible TrueFinalBoss of ''Ceobe's Fungimist'' who must be killed to get the third ending, a ruthless assassin that will stop at nothing to kill their target. In addition to packing high HP, terrifying offensive power, and regenerating shields, he also applies a global debuff that seriously weakens the player's power for his boss battle.
1443----
1444* AmbiguousSituation: It's unclear if Gravestone is actually a real person or just a figment of Ceobe's imagination. Considering that almost all other elements of ''Ceobe's Fungimist'' are surprisingly accurate to Terra's history despite being Ceobe's hallucinations, it makes it all the more surprising that nothing about Gravestone seems to match up with reality. Unlike the Rusthammer Warrior or Frozen Monstrosity (who both turned out to be real figures), his enemy description and questline is also incredibly vague, telling the player nothing about his potential origins outside of a vague connection to the very concept of violence, which then further raises the question of what Gravestone actually is, assuming they're real.
1445* AreaOfEffect: When not blocked, he'll use a grenade launcher like Skullshatterer to inflict heavy physical area damage from range. Thankfully, unlike Skullshatterer, his grenades don't inflict any DEF penalties.
1446* BattleAura: Permanently shrouded by an aura of ominous red light.
1447* DeflectorShields: Periodically, he'll generate (or refresh) a barrier that can absorb damage equal to 10% of his max HP. This must be destroyed before damage can be dealt to him.
1448* DoubleWeapon: Uses a two-sided blade for his melee attack - and it ''hurts.''
1449* FieldPowerEffect: For the whole duration of his level, he'll apply a ''severe'' weakening effect - ''halving'' the ATK and DEF of all Operators, doubling all redeployment times, and cutting DP regeneration in half. While it's said to be his effect, it's actually just a quirk of the stage he's fought on - meaning that even killing him won't dispel it.
1450* MagicalEyeStreamers: Has these, signifying that he's an extremely powerful boss.
1451* RedEyesTakeWarning: Combined with bright GlowingEyesOfDoom.
1452
1453[[/folder]]
1454
1455!!!Ibut mercenaries (introduced in ''A Walk in the Dust'')
1456
1457[[folder:Tactical Crossbowman]]
1458->'''Other variations:''' Tactical Crossbowman Leader
1459
1460A ranged mercenary who can call in Scrap drones to provide supporting fire on their targets.
1461----
1462
1463[[/folder]]
1464
1465[[folder:Tactical Defender]]
1466->'''Other variations:''' Tactical Defender Leader
1467
1468Heavily armored mercenaries who can call in Anvil drones to provide defensive support when injured.
1469----
1470
1471[[/folder]]
1472
1473[[folder:Anti-Armor Infantry]]
1474->'''Other variations:''' Anti-Armor Infantry Leader
1475
1476Mercenaries who carry single-use anti-armor rockets which they launch over long range to deal massive area damage. After they've fired their shot, they will only be able to use melee attacks, but will gain massively increased speed.
1477----
1478
1479[[/folder]]
1480
1481[[folder:War Phantom]]
1482->'''Other variations:''' Legendary War Phantom
1483
1484The cruelest, most powerful mercenaries, who adopt the title of a legendary mercenary band from long ago. Able to use both Scrap and Anvil drones, and will significantly boost their movement speed while alive.
1485----
1486
1487[[/folder]]
1488
1489[[folder:Scrap]]
1490->'''Other variations:''' Scrap Model-U
1491
1492An air support drone used by mercenaries, armed with twin grenade launchers that deal area damage and massively reduce the DEF of targets. While it's difficult to hit, it will disappear by itself after some time.
1493----
1494
1495[[/folder]]
1496
1497[[folder:Anvil]]
1498->'''Other variations:''' Anvil Model-B
1499
1500An air support drone used by mercenaries, able to heal and increase the DEF of all enemies within its range. While it's difficult to hit, it will disappear by itself after some time.
1501----
1502[[/folder]]
1503
1504!!!Reclamation Algorithm units (introduced in ''Fire Within the Sand'')
1505
1506[[folder:Dauntless Linebreaker]]
1507One of the three possible final bosses of ''Fire Within the Sand'', an advance linebreaker officer under the command of a Sargonian Lord Ameer.
1508----
1509* LightningBruiser: He has a whopping 700000 HP that's doubled across his two phases, halves damage taken when not blocked, and attacks pretty fast with a minimum of 1100 ATK. However, he really becomes this after you deplete his HP for the first time and trigger his enraged second form, which gives him +100% ATK and +100 ASPD while making him move 2.5x faster. At that point, you'll need a dedicated tank with well upwards of 1000 DEF and strong Medic support to withstand his assault for more than a few seconds.
1510* UnskilledButStrong: Out of the three final bosses fought in the mode, he lacks any major gimmicks or skills, but makes up for it by being the strongest in terms of sheer stats and power.
1511[[/folder]]
1512
1513[[folder:"The Ruinbringer"]]
1514One of the three possible final bosses of ''Fire Within the Sand'', an elite Caster honored by the local Lord Ameer.
1515----
1516* TheArchmage: As even the local Lord Ameer honors him and his skill, he's by default this. His army also has various casters in its ranks, including the dreaded Dublinn Evocators.
1517* AxCrazy: He lusts for wanton destruction, and sees destroying the enemies of his lord as a mere bonus.
1518* EnemySummoner: His primary gimmick is summoning Infused Originium Slugs, while having negative Taunt. He's surprisingly weak in direct combat, with his only advantages being his [[DamageSpongeBoss monumental HP]] and high RES.
1519* ThisLooksLikeAJobForAquaman: His MookMaker gimmick actually falls straight into [[Characters/ArknightsDefendersNToZ Penance's]] portfolio, as his summoned Infused Originium Slugs will refresh Penance's barrier faster than they can deplete it.
1520* TurnsRed: Once he enters his second phase, he'll start spawning red Infused Originium Slugs along with the originals.
1521[[/folder]]
1522
1523[[folder:"Al-Rafiq"]]
1524One of the three possible final bosses of ''Fire Within the Sand'', elite armored corps of a Lord Ameer operating their self-assembled armor.
1525----
1526* AttackReflector: While the pilot is exposed, Operators attacking him will take half his ATK as physical damage.
1527* MiniMecha: The boss you fight is a small mech piloted by a Sargonian engineer.
1528* ResurrectiveImmortality: If you destroy the mech but fail to kill the pilot that falls out in the allocated time, the mech is revived with full HP. If you lack the DPS to do so, the fight may become outright unwinnable.
1529* TakingYouWithMe: The mech explodes when it dies to inflict damage and a lengthy stun in a wide area, potentially letting enemies through or delaying the retaliation against the now-exposed pilot.
1530* ThreeHitCombo: After 3 attacks, its 4th attack will deal significant bonus damage in a [=AoE=].
1531* ZergRush: It comes in with ''over 250'' enemy units as support, surpassing the raids of even the other final bosses, many of which are tanky heavy hitters like Mudrock Zealots, Originiutants, and Vein Guardians.
1532[[/folder]]
1533
1534[[folder:The Great Wingbeast]]
1535A massive infected predator native to Sargon.
1536----
1537* BreathWeapon: Its fireball breath, which deals massive Arts and Burn damage, but is only used while airborne.
1538* GiantFlyer: A massive creature capable of flight despite its Originium-crusted wings, although the latter do weigh it down to the point that it can't fly for very long.
1539* NonMaliciousMonster: It's mentioned to be a ferocious predator normally, but the one you encounter in-game is satiated and not interested in a fight, hence why it's passive until you attack it.
1540* OptionalBoss: An optional and fairly tough encounter, but will drop 6-10 Marrow Fungi when killed, which are the highest quality cooking ingredient in a quantity that can't be matched by any other source.
1541* PinataEnemy: Although it's not exactly ''easy'', it's generally easier to kill than The Immortal, and drops top-tier cooking ingredients that will be a huge boon in winning an Algorithm.
1542[[/folder]]
1543
1544[[folder:"The Immortal"]]
1545One of the legendary Zhayedans that served Sargon in its infamous Eternal Army. Its presence in the desert and aimless wandering is a mystery, as it does not respond to anything besides to attack threats.
1546----
1547* MightyGlacier: He has ''600,000'' health and a whopping '''4500 ATK''', along with 1000 DEF and the ability to restore 12000 HP each time something dies around him, although he is very weak to Arts. His incredibly slow attack speed is offset by the fact that outside of damage negation or immortality, damn near nothing can survive a blow from him, making him near impossible to tank straight up and encouraging methods of kiting him around instead.
1548* OptionalBoss: You can find him wandering around in a special No Man's Land node, where he's optional to take down and will generally take quite some effort to do so if you choose to fight. If you kill him, he'll reward you with a truckload of gold and building materials, letting you quickly fortify your base infrastructure.
1549* OurZombiesAreDifferent: It's unknown exactly how a Zhayedan is created, but it's implied to involve some form of resurrective Arts to turn the original corpse into a towering superhuman.
1550* SandBlaster: If his target is on high ground, he'll use a sand blast instead of his axe. The blast deals reduced damage, but "reduced" still being 1800 ATK means that squishier ranged units will probably be one shotted anyways.
1551* SuperSoldier: The Zhayedans represent the peak of Sargon's military power, and are specifically used in the far south to prevent the Collapsals from encroaching on Sargon, similar to Ursus' Emperor's Blades.
1552* YourSoulIsMine: Any Operator that dies or is retreated within a certain radius will heal him.
1553[[/folder]]
1554
1555[[folder:"Anything Can Be Broken"]]
1556->'''Other variations:''' "Everything Should Be Smashed"
1557An enemy mobile catapult that prioritizes base constructs and deals significantly increased damage to them.
1558----
1559* AbnormalAmmo: They throw fruits with extremely hard shells rather than rocks.
1560* ArchaicWeaponForAnAdvancedAge: Arknights world is rather advanced, at least comparable and at worst slightly behind earth tech level. But these are virtually medieval era catapults that throw ''fruit''.
1561* SiegeEngines: They prioritize attacking base constructs, and deal bonus damage against structures.
1562[[/folder]]
1563
1564[[folder:Sandfall Crystalhoof]]
1565An extremely rare Sargonian beast sought after for its glittering coat, and a highly valuable food ingredient.
1566----
1567* GetBackHereBoss: It doesn't fight back, and its first reaction upon being hit is to run away. If you don't finish it off in one day, it will move to a different part of the world map altogether. Bring your Fast-Redeploy Operators to chase it around, and hope you can kill it in a single attempt.
1568* KingMook: To the common Leporibeasts and Leporibeast Longhorns, although it's unclear if they're actually related.
1569* PinataEnemy: Killing it grants you 3 Marrow Fungi, and as it doesn't fight back, the only challenge is chasing it around the map.
1570* TooDumbToLive: At times, it would run straight into a BottomlessPit if the map has one, instantly killing it.
1571[[/folder]]
1572
1573[[folder:Sargonian Contract Assassin]]
1574A Sargonian assassin renowned for their agility, and one of the potential 5 enemies in the ''Sickness of the Land'' BossRush stage.
1575----
1576* FlashStep: Shares Crownslayer's dash ability, letting them bypass blockers.
1577* MiniBoss: Though they are listed as merely an Elite, they are faced in a BossRush stage along with other boss-tier opponents such as Dorothy, Mudrock, The Rat King, or The Lost Colossus.
1578* {{Ninja}}: They may not look quite like one (though pretty close), but they definitely act like one. With their ability to bypass blockers like Crownslayer, their primary tactic is to stay invisible at range and pepper your Operators with knives.
1579[[/folder]]
1580
1581[[folder:Vein Guardian]]
1582->'''Other variations:''' Crazed Vein Guardian
1583Originium constructs of unknown origin which fiercely protect Ibut's mineral deposits.
1584----
1585* AttackReflector: Attacking it hits the offender with a backlash of 200 Arts damage, which can spell doom for Operators with rapid/multi-hit attacks and no way to heal off the damage in time.
1586* StoneWall: It has a beefy 25,000 HP (''40,000'' for the Maddened variant), but have little in the way of ATK, DEF, and RES. Its danger comes from its backlash Arts damage.
1587[[/folder]]
1588----
1589! Kazimierz Units
1590!!! Competitive knights (Introduced in ''Maria Nearl'')
1591[[folder:Nameless Independent Knight]]
1592[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_217_6.png]]
1593->'''Other variations:''' Nameless Elite Knight
1594
1595Low-ranking knights of the Kazimierz Major.
1596----
1597* PaletteSwap: Of the basic Reunion Soldier, packing similarly pathetic stats.
1598[[/folder]]
1599
1600[[folder:Training Pincerbeast]]
1601->'''Other variations:''' Vicious Training Pincerbeast
1602
1603Infected 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.
1604----
1605[[/folder]]
1606
1607[[folder:Roar Knightclub Trainee]]
1608[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_216_9.png]]
1609->'''Other variations:''' Roar Knightclub Elite, "Plastic" Szewczyk
1610
1611Kazimierzian 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.
1612----
1613* KingMook: "Plastic" Szewczyk is both a relevant character in the plot and considerably stronger than even the Roar Knightclub Elites.
1614* 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.
1615[[/folder]]
1616
1617[[folder:Independent Knight Shielder]]
1618->'''Other variations:''' Elite Knight Shielder
1619
1620Knights who focus on defensive equipment, packing high durability but a weakness to Arts.
1621----
1622* PaletteSwap: Of Reunion Heavy Defenders, packing almost identical stats.
1623* HeavilyArmoredMook: Much like their Heavy Defender cousins.
1624[[/folder]]
1625
1626[[folder:Bloodboil Knightclub Trainee]]
1627->'''Other variations:''' Bloodboil Knightclub Elite, "Brassrust" Olmer Ingra
1628
1629Brutish 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.
1630----
1631* KingMook: "Brassrust" Olmer Ingra is both a relevant character in the plot and considerably stronger than even the Bloodboil Knightclub Elites.
1632* 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.
1633[[/folder]]
1634
1635[[folder:Bladehelm Knightclub Trainee]]
1636->'''Other variations:''' Bladehelm Knightclub Elite, "Left-Hand" Tytus Topola
1637
1638Knights 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.
1639----
1640* BackFromTheDead: Will revive themselves once they're killed for the first time, being the first non-boss enemy to possess such an ability.
1641* KingMook: "Left-Hand" Tytus Topola is both a relevant character in the plot and considerably stronger than even the Bladehelm Knightclub Elites.
1642[[/folder]]
1643
1644[[folder:Sponsor Drone]]
1645->'''Other variations:''' Luxury Sponsor Drone, Cheering Sponsor Drone
1646
1647Corporate 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.
1648----
1649* NonActionGuy: They are not designed to deal any damage to opposing operators, and don't deduct any lives if they get away.
1650* 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.
1651[[/folder]]
1652
1653!!!Armorless Union and Competitive knights (introduced in ''Near Light'')
1654
1655[[folder:Undertide Gloompincer]]
1656->'''Other variations:''' Undertide Gloompincer α
1657
1658Gloompincers 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.
1659----
1660[[/folder]]
1661
1662[[folder:Nova Knightclub Trainee]]
1663->'''Other variations:''' Nova Knightclub Elite, The Candle Knight Viviana
1664
1665Trainees 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.
1666----
1667* 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.
1668* LightEmUp: Their Glimmering Touch attack, hitting anyone in the target area with large Arts damage in a luminescent burst.
1669[[/folder]]
1670
1671[[folder:Knight Territory Wanderer]]
1672->'''Other variations:''' Knight Territory Hibernator
1673
1674Competition 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.
1675----
1676[[/folder]]
1677
1678[[folder:Nightzmora Imitator]]
1679->'''Other variations:''' Nightzmora Follower, "The Last Kheshig", Tola
1680
1681Fans 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.
1682----
1683[[/folder]]
1684
1685[[folder:Armorless Union Assassin]]
1686->'''Other variations:''' Armorless Union Assassin Leader
1687
1688Assassins 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.
1689----
1690[[/folder]]
1691
1692[[folder:Armorless Union Crossbowman]]
1693->'''Other variations:''' Armorless Union Crossbowman Leader
1694
1695A 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.
1696----
1697[[/folder]]
1698
1699[[folder:Armorless Union Cleanup Squad / Third Squad]]
1700->'''Other variations:''' Armorless Union Cleanup/Third Squad Leader, Lazurite Roy, Lazurite Monique
1701
1702Elite 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.
1703----
1704[[/folder]]
1705
1706! Ursus Units
1707
1708!!! Ursus' army (Introduced in Chapter 8)
1709
1710[[folder:Ursus Civilian]]
1711[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_081.png]]
1712
1713Harmless 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.
1714----
1715* 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]].
1716* 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]]...
1717* 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.
1718[[/folder]]
1719
1720[[folder:Ursus Mangler]]
1721->'''Other variations:''' Ursus Mangler Packmother
1722
1723A ruthless pack beast trained by the Ursus military.
1724----
1725
1726[[/folder]]
1727
1728[[folder:Infected Patrol Captain]]
1729[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_082.png]]
1730->'''Other variations:''' Elite Infected Patrol Captain
1731
1732Vanguards from the Ursus Army in charge of hunting down infected civilians.
1733----
1734* 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.
1735* LongRangeFighter: They can target the Ursus Civilians and Talulah the Fighter with a ranged attack.
1736* 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.
1737* 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.''
1738* WouldHarmASenior: [[spoiler:They have no qualms about offing old people, as Ivan would find out later.]]
1739
1740[[/folder]]
1741
1742[[folder:Guerrilla Herald]]
1743->'''Other variations:''' Guerrilla Herald Leader
1744
1745Special 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.
1746----
1747* 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.
1748* SupportPartyMember: While they can't fight very well, their global buffing abilities make them a priority target to take out whenever they appear.
1749* 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.
1750[[/folder]]
1751
1752[[folder:Ursus Raider]]
1753->'''Other variations:''' Ursus Raider Leader
1754
1755Imperial soldiers trained to break enemy lines. They prioritize attacking civilians and can only be blocked by Operators with 2 block or higher.
1756----
1757* ThrowingYourSwordAlwaysWorks: Throwing your spear always works... especially against Ursus Civilians.
1758[[/folder]]
1759
1760[[folder:Imperial Striker]]
1761->'''Other variations:''' Elite Imperial Striker
1762
1763Heavy soldiers in the Ursus army who can attack with javelins at range and stronger spear strikes at melee range. Their attack power will double once they drop below half health.
1764----
1765* MightyGlacier: Their movement speed isn't that fast, but they make up with high mixed bulk and strong attacks.
1766* 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.
1767[[/folder]]
1768
1769[[folder:Imperial Artillery Targeteer]]
1770->'''Other variations:''' Imperial Artillery Core Targeteer
1771
1772Heavily 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.
1773----
1774* DeathFromAbove: Calls in artillery strikes from above to do massive splash damage.
1775* MightyGlacier: They deal massive damage, have sturdy defenses, and pack massive amounts of HP, but they're extremely slow to compensate.
1776[[/folder]]
1777
1778! Columbian Units
1779!!! Inmates (Introduced in ''Mansfield Break'')
1780[[folder:Ordinary Prisoner]]
1781[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_132.png]]
1782->'''Other variations:''' Seasoned Prisoner
1783
1784A common prisoner held in Mansfield Prison. The imprisonment collars worn by them and all their Mansfield cohorts initially cripple their attack speed, but will be disabled after they attack four times, nullifying the penalty and granting them a substantial ATK boost instead.
1785----
1786
1787[[/folder]]
1788
1789[[folder:Sniper Prisoner]]
1790->'''Other variations:''' Elite Sniper Prisoner
1791
1792Mansfield inmates who wield haphazard bows to attack from range and prioritize destroying Imprisonment Devices. When their collars are disabled, their attacks additionally start to deal Arts damage.
1793----
1794
1795[[/folder]]
1796
1797[[folder:Pugilist Prisoner]]
1798->'''Other variations:''' Elite Pugilist Prisoner
1799
1800A Mansfield inmate who excels in fistfights. When their collars are disabled, they will additionally gain the ability to ignore a large portion of the target's DEF with their attacks.
1801----
1802
1803[[/folder]]
1804
1805[[folder:Strongman Prisoner]]
1806->'''Other variations:''' Herculean Prisoner
1807
1808A towering Mansfield inmate who uses improvised weapons taken from a storage room. When their collars are disabled, they will additionally gain RES and start regenerating health.
1809----
1810
1811[[/folder]]
1812
1813[[folder:Caster Prisoner]]
1814->'''Other variations:''' Deadly Caster Prisoner
1815
1816A frail inmate that passively buffs the ASPD of all active enemies and gains increased DEF when imprisoned. While they uniquely cannot free themselves from their collars, if they are somehow freed, they'll start using long-ranged Arts attacks on two targets at once, prioritizing Imprisonment Devices.
1817----
1818
1819[[/folder]]
1820
1821[[folder:Hardened Criminal]]
1822->'''Other variations:''' Infamous Recidivist
1823
1824A terrifying Mansfield inmate with an imposing criminal record and the constitution to match. When imprisoned, they gain additional DEF, but they will also free every imprisoned enemy on the map should they free themselves by attacking.
1825----
1826
1827[[/folder]]
1828
1829!!! Rhine Lab staff and experiments (Introduced in ''Dorothy's Vision'')
1830
1831[[folder:Rhine Defense Member]]
1832->'''Other variations:''' Rhine Defense Senior Member
1833
1834Members of Rhine Lab's Defense Section, charged with escort duty. Blocks the first instance of Physical or Arts damage they receive.
1835----
1836* BarrierWarrior: Technological version; they possess protective barriers around them that protect them from Physical or Arts damage, but they can only deflect it once before their shield breaks.
1837[[/folder]]
1838
1839[[folder:Rhine Engineering Member]]
1840->'''Other variations:''' Rhine Engineering Senior Member
1841
1842Members of Rhine Lab's Engineering Section, charged with equipment maintenance. Restores HP to inactive Power Armors.
1843----
1844* CombatMedic: They have a ranged Arts attack in addition to being able to repair inactive Power Armors.
1845[[/folder]]
1846
1847[[folder:Dor-1 Failure]]
1848->'''Other variations:''' Dor-α Failure
1849
1850Arrowhead-shaped objects made out of 'Transmitter' reagent as a product of Dorothy's failed experiments. Absorbed by Power Armors to gain SP.
1851----
1852* GreyGoo: They are blob-like beings of a material used in Dorothy's research.
1853* 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.
1854[[/folder]]
1855
1856[[folder:Dor-2 Replica]]
1857->'''Other variations:''' Dor-β Replica
1858
1859Blobs of 'Transmitter' reagent made from Dorothy's repeated experiments. Absorbed by Power Armors to gain SP.
1860----
1861[[/folder]]
1862
1863[[folder:Dor-3 Bionic]]
1864->'''Other variations:''' Dor-γ Bionic
1865
1866Blobs 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.
1867----
1868[[/folder]]
1869
1870[[folder:Experimental Power Armor]]
1871->'''Other variations:''' Test Power Armor
1872
1873A set of power armor designed to function without a pilot.
1874----
1875* AchillesHeel: As a Machina, they boast impressive DEF but low RES, making them vulnerable to Arts damage.
1876* LightningBruiser: It moves slightly faster than the other Power Armors, and, to compensate for its lack of weaponry, possess a relatively fast attack speed.
1877* MechaMooks: They are completely autonomous.
1878[[/folder]]
1879
1880[[folder:R-31 Heavy Power Armor]]
1881->'''Other variations:''' R-31a Heavy Power Armor
1882
1883A 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.
1884----
1885* GiantMook: It is much taller and larger than the Experimental Power Armor.
1886* GroundPound: They will punch the ground that leaves Operators stunned.
1887* 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.
1888[[/folder]]
1889
1890[[folder:R-11 Assault Power Armor]]
1891->'''Other variations:''' R-11a Assault Power Armor
1892
1893A 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.
1894----
1895* GiantMook: It is much taller and larger than the Experimental Power Armor.
1896* MacrossMissileMassacre: They are armed with a missile launcher, and can target up to four Operators present.
1897* MightyGlacier: Just as slow (and tough) as their R-31 counterparts, but it boasts some firepower in exchange.
1898[[/folder]]
1899
1900! Great Yan Units
1901!!! Ink Spirits (Introduced in ''Who is Real'')
1902
1903[[folder:"Angry"]]
1904->'''Other variations:''' Anxious "Angry"
1905
1906A 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.
1907----
1908
1909[[/folder]]
1910
1911[[folder:"Bitey"]]
1912[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_143_1.png]]
1913->'''Other variations:''' Serious "Bitey"
1914
1915A basic Ink Spirit with a curious, sociable personality.
1916----
1917
1918[[/folder]]
1919
1920[[folder:"Stabby"]]
1921->'''Other variations:''' Flanking "Stabby"
1922
1923A prideful Ink Spirit whose ranged attacks prioritize attacking Operators with the opposite attribute as itself.
1924----
1925
1926[[/folder]]
1927
1928[[folder:"Lazy"]]
1929->'''Other variations:''' Unmoving "Lazy"
1930
1931A massive, sedentary Ink Spirit with equally massive bulk and the ability to draw Operator fire to itself.
1932----
1933
1934[[/folder]]
1935
1936[[folder:"Smarty"]]
1937->'''Other variations:''' Dazzled "Smarty"
1938
1939A 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.
1940----
1941* 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.
1942* 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.
1943[[/folder]]
1944
1945[[folder:"Blindey"]]
1946->'''Other variations:''' Indefatigable "Blindey"
1947
1948A reckless Ink Spirit with above-average stats and the ability to pass through any Operator without the same attribute as itself.
1949----
1950
1951[[/folder]]
1952
1953[[folder:"Envy"]]
1954->'''Other variations:''' Complicated "Envy"
1955
1956A 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.
1957----
1958
1959[[/folder]]
1960
1961[[folder:"Fury"]]
1962->'''Other variations:''' Unbridled "Fury"
1963
1964A hulking but dimwitted brute of an Ink Spirit that deals massive damage against Operators with the opposite attribute as itself.
1965----
1966* DumbMuscle: Extremely powerful, but too stupid to make good decisions in combat.
1967[[/folder]]
1968
1969[[folder:"Free"]]
1970
1971The 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.
1972----
1973* BarrierChangeBoss: Switches its attribute from Ming (white) to Hui (black) when it TurnsRed, changing its strength and weakness to match.
1974* 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.
1975* LargeAndInCharge: The biggest of the Ink Spirits, and by far the most powerful.
1976* 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.
1977* 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.
1978
1979[[/folder]]
1980
1981!!! Waregeists (Introduced in ''Invitation to Wine'')
1982
1983[[folder:General Waregeist tropes]]
1984* 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]].
1985* 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]].
1986* 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.
1987* 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.
1988[[/folder]]
1989
1990[[folder:Grindstone]]
1991->'''Other variations:''' Brightmirror
1992
1993A canine-like Waregeist made from wooden seals. Spawns 2 wooden seals when defeated.
1994----
1995[[/folder]]
1996
1997[[folder:Vernacularism]]
1998->'''Other variations:''' Sophistication
1999
2000A soldier Waregeist made from novel scrolls. Spawns 3 novel scrolls when defeated.
2001----
2002[[/folder]]
2003
2004[[folder:Introspection]]
2005->'''Other variations:''' Scantwords
2006
2007A Waregeist created from a mirror that resembles a bird. Taunts operators into attacking it, and spawns a mirror when defeated.
2008----
2009* IShallTauntYou: It taunts operators into attacking it over other enemies by "revealing their inner secrets in their truest form".
2010[[/folder]]
2011
2012[[folder:Inkwave]]
2013->'''Other variations:''' Heartbillow
2014
2015A stone lion-shaped Waregeist created from a fusion of multiple paperweights. Spawns 15 wooden paperweights when defeated.
2016----
2017* MightyGlacier: Not particularly fast moving, but they have good HP and DEF as well as high attack damage.
2018* 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.
2019[[/folder]]
2020
2021[[folder:Fountainboil]]
2022->'''Other variations:''' Rainbowbrew
2023
2024A 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.
2025----
2026* AchillesHeel: Similar to Infused Originium Slugs, Silence status effect prevents it from exploding on death.
2027[[/folder]]
2028
2029[[folder:Blueflower]]
2030->'''Other variations:''' Scarletmist
2031
2032A 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.
2033----
2034* 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.
2035* 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.
2036[[/folder]]
2037
2038[[folder:Sinkingsand]]
2039->'''Other variations:''' Sharpedge
2040
2041A 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.
2042----
2043[[/folder]]
2044
2045[[folder:Clarity]]
2046->'''Other variations:''' Magnificence
2047
2048A Waregeist made from a lampstand that resembles a bird statue. Periodically grants nearby enemies invisibility. Spawns a bronze lampstand on defeat.
2049----
2050* TheSneakyGuy: Not itself, but Clarity can produce a smokescreen that grants invisibility to nearby Waregeists.
2051[[/folder]]
2052
2053[[folder:Wisp]]
2054
2055Fragments of Sui's main body. Increases Sui-Xiang's max HP and reduces the charging time of its special ability when absorbed.
2056----
2057[[/folder]]
2058
2059!!! Shanhaizhong (introduced in ''Where Vernal Winds Will Never Blow'')
2060
2061[[folder:Di Beast]]
2062[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdibeast_sprite.png]]
2063->'''Other variations:''' Raging Di Beast
2064
2065Beasts created by Ya that serve as Its eyes and ears.
2066----
2067[[/folder]]
2068
2069[[folder:Shanhaizhong Skirmisher]]
2070[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongskirmisher.png]]
2071->'''Other variations:''' Shanhaizhong Vigilante
2072
2073Ordinary members of Shanhaizhong with a complex past. Gain increased range when standing on Yumen Catastrophe Defenses.
2074----
2075[[/folder]]
2076
2077[[folder:Shanhaizhong Relayer]]
2078[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongrelayertalksprite.png]]
2079->'''Other variations:''' Shanhaizhong Harbringer
2080
2081Tacticians specialized in relaying orders via ciphers. Deploy a Shanhaizhong Cipher on the first unoccupied Yumen Catastrophe Defense tile that they pass through.
2082----
2083* 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.
2084* MalevolentMaskedMen: Wear golden full-face masks that resemble animal skulls.
2085[[/folder]]
2086
2087[[folder:Shanhaizhong Desperado]]
2088[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdesperado.png]]
2089->'''Other variations:''' Shanhaizhong Phalanx
2090
2091Large, burly Shanhaizhong members tasked with defense.
2092----
2093[[/folder]]
2094
2095[[folder:Shanhaizhong Ringleader]]
2096[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongringleaderelitetalk.png]]
2097->'''Other variations:''' Shanhaizhong Secret-Keeper
2098
2099Leaders 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.
2100----
2101[[/folder]]
2102
2103[[folder:Shanhaizhong Seer]]
2104[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongseer.png]]
2105->'''Other variations:''' Shanhaizhong Oracle
2106
2107Casters 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.
2108----
2109* ChargedAttack: Their main gimmick.
2110* MalevolentMaskedMen: Wear golden masks over their upper faces, resembling animal skulls.
2111[[/folder]]
2112
2113[[folder:'Wallbreaker']]
2114[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizongwallbreaker.png]]
2115->'''Other variations:''' 'Fortbreaker'
2116
2117Yumen siege machines stolen by the Shanhaizhong. Prioritize attacking roadblocks and operators located on Yumen Catastrophe Defenses.
2118----
2119[[/folder]]
2120
2121[[folder:'Sandwalker']]
2122[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongsandwalker.png]]
2123->'''Other variations:''' 'Sand Voyager'
2124
2125Yumen 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.
2126----
2127[[/folder]]
2128
2129! Rhodes Island Units
2130!!! Unmanned RI machinery (introduced in ''Multivariate Cooperation'')
2131
2132[[folder:Retrofitted Gas Truck]]
2133->'''Other variations:''' High-Powered Gas Truck
2134A mobile pesticide sprayer repurposed as a weapon, but gone haywire due to a design flaw. Constantly disperses noxious gas when not blocked, dealing constant Arts damage to all friendly units on the map.
2135----
2136
2137[[/folder]]
2138
2139[[folder:Second-hand Low-cost Drone]]
2140->'''Other variations:''' Modified Second-hand Drone
2141A repurposed Kazimierz arena drone that doesn't deduct lives when escaping, but drops items when destroyed.
2142----
2143
2144[[/folder]]
2145
2146[[folder:Mobile Generator]]
2147An experimental mobile energy vehicle that won't deduct lives upon escaping, but grants all allies SP on destruction.
2148----
2149
2150[[/folder]]
2151
2152
2153! Iberian Units
2154!!! Seaborn (Introduced in ''Under Tides'', ''Stultifera Navis'' and ''Mizuki & Caerula Arbor'')
2155
2156[[folder:Shell Sea Runner]]
2157
2158->'''Other variations:''' Nourished Runner
2159[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shellsearunner.png]]
2160
2161A Sea Terror that grew four limbs, but lacks an internal skeleton.
2162----
2163* ZergRush: The Seaborn equivalent of Hounds, as [[FragileSpeedster weak but fast-moving creatures]] meant to overwhelm your lineup through sheer numbers.
2164[[/folder]]
2165
2166[[folder:Deep Sea Slider]]
2167[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_185.png]]
2168->'''Other variations:''' Nourished Slider
2169
2170A Seaborn that evolved the ability to walk on land. Deals bonus Nervous Impairment on attack, which will deal massive damage and stun Operators that take too much Sanity damage.
2171----
2172
2173[[/folder]]
2174
2175[[folder:Ridge Sea Spitter]]
2176[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_ridgeseaspitter.png]]
2177->'''Other variations:''' Nourished Spitter
2178
2179A Seaborn that threatens with high-velocity ranged spit that can crush coral reefs.
2180----
2181
2182[[/folder]]
2183
2184[[folder:Floating Sea Drifter]]
2185[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_floatingseadrifter.png]]
2186->'''Other variations:''' Nourished Drifter
2187
2188A Seaborn that evolved the ability to fly. Uses ranged attacks that inflict bonus Nervous Impairment.
2189----
2190
2191[[/folder]]
2192
2193[[folder:Basin Sea Reaper]]
2194[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_basinseareaper.png]]
2195->'''Other variations:''' Nourished Reaper
2196
2197A Seaborn who normally stays passive while absorbing nutrients. When attacked, they'll rush down targets with attacks that deal bonus Nervous Impairment damage, while also burning their health away to rapidly inflct Nervous Impairment to all friendlies nearby.
2198----
2199* LivingOnBorrowedTime: Reapers lose HP over time after switching to Combat-Ready mode. A possible strategy is to stall them (with crowd control or Executor Specialists) to let them burn themselves out before they can reach your defense line.
2200[[/folder]]
2201
2202[[folder:Pocket Sea Crawler]]
2203[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_pocketseacrawler.png]]
2204->'''Other variations:''' Nourished Crawler
2205
2206An extraordinarily tough Seaborn with a minerally dense body. Doesn't attack normally, but deals bursts of Arts and Nervous Impairment damage whenever damaged enough.
2207----
2208* HerdHittingAttack: Whenever a Crawler loses 15% of its HP, it will unleash a burst of Arts and Nervous Impairment damage in the 2-tile area surrounding it. Given that Crawlers come with no DEF or RES whatsoever, depleting its health quickly is very easy - and also very deadly, as the overlapping bursts of Arts and Nervous Impairment damage can quickly overwhelm Medics and destroy the player's defense line.
2209[[/folder]]
2210
2211[[folder:Primal Sea Piercer]]
2212[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_primalseapiercer.png]]
2213->'''Other variations:''' Nourished Piercer
2214
2215A powerful Seaborn that evolved a natural harpoon, they use said weapon to prioritize the most injured friendly units from range.
2216
2217----
2218
2219* FinishHim: Piercers prioritize attacking operators with the lowest HP percentage.
2220[[/folder]]
2221
2222[[folder:Automatic Maintenance Drone]]
2223[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_automaticmaintenancedrone.png]]
2224
2225An friendly Iberian machine that improves the performance of nearby Emergency Aid Buildings.
2226
2227----
2228
2229* FriendlyFireproof: Subverted; even though they are beneficial to the player, will not hurt your operators, and do not deduct lives if they enter the blue box, this does not prevent them from being inadvertently attacked and killed by your operators. Granted, you sometimes need to do this in some operations to prevent them from activating any Emergency Aid Buildings, which is required for certain Medals in ''Under Tides''.
2230* SupportPartyMember: Much like the Sponsor Drones before them, they are this towards the player, empowering the Emergency Aid Buildings with a more potent Nervous Impairment healing when adjacent to one.
2231----
2232[[/folder]]
2233
2234[[folder:Nethersea Spewer]]
2235[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_netherseaspewer.png]]
2236->'''Other variations:''' Nourished Spewer, Regressed Spewer
2237
2238A snail-like Seaborn that spits spores to attack multiple enemies. They can attack any operator standing on Nethersea Brand, no matter the distance.
2239----
2240* HerdHittingAttack: Nethersea Spewers can attack up to 3 targets at once, as well as all operators that are standing on the Nethersea Brand.
2241* MightyGlacier: Spewers are the slowest Seaborn enemy in the game, but their damage more than makes up for it.
2242----
2243[[/folder]]
2244
2245[[folder:Nethersea Predator]]
2246[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_netherseapredator.png]]
2247->'''Other variations:''' Nourished Predator, Regressed Predator
2248
2249A Seaborn with a chitinous bird-like skull. Adept at bypassing defenses and dodging attacks.
2250
2251----
2252* AchillesHeel: Their evasion is disabled if they are afflicted by negative status effects (Stun, Silence, Cold/Freeze, Bind, Levitate), rendering them far easier to kill.
2253* FragileSpeedster: Predators have paper-thin defenses - low HP, flimsy DEF, and no RES. In return, their evasion, high movement speed, and ability to be unblockable when on Nethersea Brand allows them to slip past defense lines with ease.
2254----
2255[[/folder]]
2256
2257[[folder:Nethersea Founder]]
2258[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_netherseafounder.png]]
2259->'''Other variations:''' Nourished Founder, Regressed Founder
2260
2261A Seaborn with a chitinous bird-like skull, capable of creating the Nethersea Brand.
2262
2263----
2264
2265* AchillesHeel: The Silence status effect. A Silenced Founder loses its ability to spawn Nethersea Brand when it dies.
2266* AntiMagic: Founders boast an impressive 90 RES, making Arts damage ineffective.
2267* LastDitchMove: Founders infest the tile they are on with spreading Nethersea Brand when they die, making them a common source of Nethersea Brand in operations without an infested starting tile.
2268----
2269[[/folder]]
2270
2271[[folder:Nethersea Brandguider]]
2272[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_netherseabrandguider.png]]
2273->'''Other variations:''' Nourished Brandguider, Regressed Brandguider
2274
2275A Seaborn created from a dying colony with the goal of expanding the Nethersea Brand.
2276----
2277* AchillesHeel: The Silence status effect, similar to Nethersea Founders, as a Silenced Brandguider cannot create Nethersea Brand. Silence does not remove the Brandguider's increased DEF, however.
2278* LoopholeAbuse: One-shotting the Brandguider from full health (i.e. Ebenholz) will also prevent the Brandguider from creating Nethersea Brand tiles.
2279* TurnsRed: When a Brandguider's health falls below half, its DEF is ''quadrupled'' and its block requirement is increased from 1 to 2, making it both significantly harder to kill and more likely to cause leaks.
2280* WalkingWasteland: Brandguiders below half health infest the tiles they walk on with Nethersea Brand.
2281----
2282[[/folder]]
2283
2284[[folder:Nethersea Swarmcaller]]
2285[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_netherseaswarmcaller.png]]
2286->'''Other variations:''' Nourished Swarmcaller, Regressed Swarmcaller
2287
2288A jellyfish-like Seaborn capable of manipulating small creatures and call the Nethersea Brand to life. They have an aura that continuously inflicts Arts and Nervous Impairment damage in an area around them.
2289
2290----
2291
2292* NoSell: Immune to the Slow status effect, and its inherent Status Resistance cuts the duration of negative status effects in half.
2293* StoneWall: Swarmcallers have good HP, DEF, and RES, but its only attack is an aura that continuously deals Arts and Nervous Impairment damage to nearby operators.
2294----
2295[[/folder]]
2296
2297[[folder:Nethersea Reefbreaker]]
2298[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_netherseareefbreaker.png]]
2299->'''Other variations:''' Nourished Reefbreaker, Regressed Reefbreaker
2300
2301A Seaborn created from the Nethersea Brand to eliminate intruders and reform the environment for its kin.
2302
2303----
2304
2305* AchillesHeel: As Reefbreakers only ramp up if allowed to attack, negative status effects that leave them unable to attack (freeze, stun, sleep) help in mitigating their threat level.
2306* GatheringSteam: They gain 15% bonus ATK every time they attack, stacking up to a total of ''225%'' bonus ATK. They can quickly slaughter operators if left unchecked. If they don't attack for at least 3.5 seconds, however, they'll lose this bonus at a rate of 15% per second.
2307* TheSneakyGuy: They are invisible when standing on Nethersea Brand.
2308----
2309[[/folder]]
2310
2311[[folder:Bone Sea Drifter]]
2312[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_boneseadrifter.png]]
2313
2314A Seaborn shaped like a fishbone, they often travel in large groups to find food and avoid predators. Attacks inflict Corrosion damage.
2315
2316----
2317* ZergRush: They're the basic mooks you'll be facing in bulk in the first floor or two of "Mizuki & Caerula Arbor". Although not individually strong, your limited amount of units on this floors can make it difficult to deal with them.
2318[[/folder]]
2319
2320[[folder:Retching Broodmother]]
2321[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_retchingbroodmother.png]]
2322A Seaborn broodmother that throws fake offspring at enemies to distract them from real offspring. Only attacks ground targets, and attacks spawn a Baleful Broodling on the target.
2323
2324----
2325
2326* AchillesHeel: They cannot attack operators on high ground tiles, making ranged bombardment the preferred way to counter them.
2327* FlunkyBoss: They spawn a Baleful Broodling every time they attack.
2328[[/folder]]
2329
2330[[folder:Baleful Broodling]]
2331[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_balefulbroodling.png]]
2332
2333Extensions of the Retching Broodmother's body, used as decoy for the actual offspring. Deals Corrosion damage when attacking.
2334
2335----
2336
2337* LivingOnBorrowedTime: They lose 100 HP per second after being thrown.
2338* WeaponizedOffspring: Sort of. They look identical to the Broodmother's real offspring, but their only purpose in life is to serve as ammunition for the Broodmother to throw at the enemy.
2339[[/folder]]
2340
2341[[folder:Ocean Stonecutter]]
2342[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_oceanstonecutter.png]]
2343
2344A Seaborn with a hermit crab shell, meant to protect the swarm from enemies. Temporarily stops and increases its DEF when it enters an operator's attack range.
2345
2346----
2347
2348* StanceSystem: They enter a defensive stance when entering a friendly operator's attack range the first time, becoming unable to move but gaining 300 DEF.
2349[[/folder]]
2350
2351[[folder:Skimming Sea Drifter]]
2352[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_skimmingseadrifter.png]]
2353
2354A Seaborn capable of gliding above the water, having evolved the ability to fly. Attacks inflict Corrosion damage.
2355
2356----
2357
2358* AchillesHeel: As Sea Drifters aren't actually flying enemies but have the Low-Altitude Hovering trait, Stun, Freeze, and Sleep status effects will cause them to permanently lose both their flight and ranged attack.
2359* ArtificialStupidity: Some operations have them pathing over holes... a path they'll follow even if they've lost their Low-Altitude Hovering, often resulting in [[DisneyDeath them plummeting to their doom]].
2360[[/folder]]
2361
2362[[folder:Chest Seaborn]]
2363[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_chestseaborn.png]]
2364
2365A Seaborn often used by the Church of the Deep as booby traps to protect their hideouts. Disguised as treasure chests, will reveal true form when attacked and does not cost life seals if allowed to enter a Protection Objective.
2366
2367----
2368
2369* ChestMonster: The Seaborn version of these, as they're disguised as a regular chest until attacked. To compensate for being more difficult to kill and potentially running away with the loot, Chest Seaborn drop 10 Originium ingots comparing to a regular chest's 2 or a spiked chest's 4.
2370[[/folder]]
2371
2372! Minosian Units
2373!!! Hymnoi training instructors (introduced in ''Hymnoi Wisdom'')
2374[[folder:Hymnoi Hero]]
2375[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_hymnoihero.png]]
2376
2377One of the instructors at the Hymnoi Training Base. Although optional to kill, they require 3 units to block, passively give regeneration to all enemies while alive, and can throw smoke bombs to deal Arts damage and reduce the block count of Operators. Defeating them spawns a permanent ally healing zone on their site of defeat.
2378
2379----
2380
2381[[/folder]]
2382
2383[[folder:Hymnoi Warrior]]
2384[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_hymnoiwarrior.png]]
2385
2386One of the warriors at the Hymnoi Training Base. Although optional to kill, they start battle with a shield that makes them immune to all damage and most negative effects, can draw aggro from Operators, passively reduce the DEF of all friendly units while alive, and can call in a rain of arrows in retaliation to being hit.
2387
2388----
2389
2390[[/folder]]
2391
2392! Bolivar Units
2393
2394!!! Dossoles workers (introduced in ''Dossoles Holiday'')
2395
2396
2397[[folder:Diver]]
2398->'''Other variations:''' Diver Leader
2399Trained divers armed with crossbows. They're immune to Erosion from being underwater, and will additionally gain invisiblity and bonus ATK when submerged.
2400
2401----
2402* SuperNotDrowningSkills: Justified; they're wearing scuba equipment, and as such do not take damage from swimming in water.
2403
2404[[/folder]]
2405
2406[[folder:Delinquent]]
2407[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_195.png]]
2408->'''Other variations:''' Delinquent Boss
2409
2410Average Dossoles criminals, eager to join a fight. They gain physical evasion when not blocked.
2411
2412----
2413
2414[[/folder]]
2415
2416[[folder:Dockworker]]
2417->'''Other variations:''' Dockworker Leader
2418
2419Burly sailors who have significant strength and can stun Operators every four attacks. However, they'll also take massively increased damage from Erosion.
2420
2421----
2422* AnchorsAway: They lug one of these bad boys as their weapon.
2423* SuperDrowningSkills: They take ''far more'' damage than other enemies while submerged in water, to the point that submerging them will usually kill them in seconds.
2424
2425[[/folder]]
2426
2427[[folder:Tidal Caster]]
2428->'''Other variations:''' Tidal Leader
2429
2430Casters employed to control the tides of Dossoles' artificial sea. Their Arts attacks do splash damage to adjacent units and inflict large amounts of Corrosion damage.
2431
2432----
2433
2434[[/folder]]
2435
2436[[folder:Caster Speedboat]]
2437->'''Other variations:''' Tidal Leader Speedboat
2438
2439A Tidal Caster riding a speedboat that allows them to traverse water unobstructed and increases their stats. If the speedboat is destroyed, the Caster will dismount and continue on.
2440
2441----
2442
2443[[/folder]]
2444
2445[[folder:Dockworker Motorboat]]
2446->'''Other variations:''' Dockworker Leader Motorboat
2447
2448Dockworkers piloting heavy-duty screwboats that deal heavy collision damage on contact and can only be blocked by units with 3 block or higher. If the motorboat is destroyed, the Dockworker will dismount and carry on.
2449
2450----
2451
2452[[/folder]]
2453
2454[[folder:Unmanned Explosive Boat]]
2455->'''Other variations:''' Unmanned Heavy Explosive Boat, Pancho's Explosive Boat
2456
2457Unmanned boats loaded with heavy explosives. They constantly lose HP over time, and will violently detonate when destroyed, dealing heavy physical and Corrosion damage in an area.
2458
2459----
2460* AchillesHeel: The Silence status effect completely neutralizes their threat, preventing them from exploding on death.
2461[[/folder]]
2462
2463[[folder:Competition Transport Vessel]]
2464
2465An unmanned boat carrying supplies for the Dossoles Warrior Championship. It's a friendly unit that is prioritized by enemies in range, but will deduct 2 Life Points if destroyed.
2466
2467----
2468
2469[[/folder]]
2470
2471!Kjerag Units
2472!!! Kjeragian hunters and Karlan Commercial militia (introduced in ''Break the Ice'')
2473
2474[[folder: Clawbeast]]
2475->'''Other variations:''' Ferocious Clawbeast
2476Wild beasts that are native to the cold wilderness of Kjerag. Gains status resistance.
2477
2478----
2479[[/folder]]
2480
2481[[folder: Frigid]]
2482->'''Other variations:''' Frigid AS.T
2483Custom drones modified for operation in sub-zero temperatures for Karlan Trade. Gains status resistance.
2484
2485----
2486[[/folder]]
2487
2488[[folder: Icefield Warrior]]
2489->'''Other variations:''' Icefield Warrior Leader
2490Warriors proficient in icefield combat. Long periods of living on the icefields have tempered their will and physique.
2491
2492----
2493[[/folder]]
2494
2495[[folder: Icefield Hunter]]
2496->'''Other variations:''' Icefield Hunter Leader
2497Hunters living on the icefields who were skilled in hunting the weakest link of the group. They prioritize attacking the target with the lowest DEF.
2498
2499----
2500[[/folder]]
2501
2502[[folder: Icefield Arts Fighter]]
2503->'''Other variations:''' Icefield Arts Guard
2504Special warriors who use both Arts swords and their bodies as weapons. They loses HP when shifted and deals Arts damage and inflicting Cold status to all surrounding units after defeated.
2505
2506----
2507[[/folder]]
2508
2509[[folder: Icefield Caster]]
2510->'''Other variations:''' Icefield Caster Leader
2511Hermits who intense themselves in researching ice Arts. Gains status resistance, attack two targets at once and inflict Cold status on the third attack.
2512
2513----
2514[[/folder]]
2515
2516[[folder: Icefield Berserker]]
2517->'''Other variations:''' Icefield Berserker Leader
2518Proud berserkers that find joy and excitement in the harsh cold environment. Gains status resistance and increases damage to Frozen targets.
2519
2520----
2521[[/folder]]
2522
2523[[folder: Tschäggättä]]
2524->'''Other variations:''' Tschäggättä Leader
2525Elite soldiers named after a monster in Kjeragian folklore who were directly under [=SilverAsh=]'s command during his time in Victoria. Gains status resistance, increases ATK during snowfall and decreases the target's DEF in each attack.
2526
2527----
2528[[/folder]]
2529
2530!Gaul Units
2531
2532!!!Crimson Troupe members (introduced in ''Phantom and Crimson Solitaire'')
2533
2534[[folder:Derisive Audience]]
2535Fanatics who have been totally brainwashed by the Crimson Troupe. They have above-average stats and can inflict Nervous Impairment on hit.
2536----
2537[[/folder]]
2538
2539[[folder:Scarlet Singer]]
2540A Troupe singer who grows more agitated the more they're attacked. Their Arts inflict Nervous Impairment, and they can temporarily double the attack speed of all enemies on the field each time they take 20 hits.
2541
2542----
2543* BrownNote: Their attack causes Nervous Impairment, which deals a nasty amount of true damage - along with stunning your operators - should it reach its maximum threshold.
2544[[/folder]]
2545
2546[[folder:"Small Surprise"]]
2547A floating "gift" given to the audience of the Crimson Troupe, which induces ecstasy. They don't attack normally, but will drop their payload when shot down to deal Arts damage and Nervous Impairment in an area.
2548
2549----
2550* AchillesHeel: They do no damage if silenced when shot down, making operators that can inflict the Silence debuff on aerial units (Lappland, Podenco or Ceobe) excellent at neutralizing their threat.
2551[[/folder]]
2552
2553[[folder:Theater Golem]]
2554A huge contraption that is used mainly for heavy lifting. They can only be blocked by units with 4 or more block, and use devastating attacks that hit all Operators in their surroundings.
2555----
2556* AmbidextrousSprite: They have a '4' logo on their chest, which becomes inverted when they face left.
2557[[/folder]]
2558
2559!Laterano Units
2560
2561!!!Pathfinders Soldiers (introduced in ''Guide Ahead'')
2562
2563[[folder:General]]
2564----
2565* BottomlessMagazines: Hostile 'Gelato Stops' will replenish their special ammunition indefinitely.
2566* GratuitousLatin: The unit names are all in Latin, fitting with Laterano being a FantasyCounterpartCulture of the Vatican.[[note]]'legionary', 'archer', 'ballista-man', 'skirmisher' and 'envoy'.[[/note]]
2567* RagtagBunchOfMisfits: The Pathfinders are made up of outcasts from varying races, sharing the same belief that Andoain will lead them to salvation.
2568* 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.
2569* 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.
2570[[/folder]]
2571
2572[[folder:Pathfinder Legionarius]]
2573->'''Other variations:''' Pathfinder Legionarius Prefect
2574A Pathfinders Liberi soldier.
2575
2576----
2577[[/folder]]
2578
2579[[folder:Pathfinder Sagittarius]]
2580->'''Other variations:''' Pathfinder Sagittarius Prefect
2581
2582A Pathfinders Sankta rifleman. Carries one special ammo that doubles the damage of their next attack.
2583----
2584[[/folder]]
2585
2586[[folder:Pathfinder Artifex]]
2587->'''Other variations:''' Pathfinder Artifex Prefect
2588
2589A Pathfinders Sarkaz caster. Carries one special ammo that makes their next attack apply Burn Damage buildup.
2590----
2591[[/folder]]
2592
2593[[folder:Pathfinder Ballistarius]]
2594->'''Other variations:''' Pathfinder Ballistarius Prefect
2595
2596A Pathfinders Liberi heavy weapons specialist. Carries two shells that let them do splash damage against operators from long range.
2597----
2598[[/folder]]
2599
2600[[folder:Pathfinder Veles]]
2601->'''Other variations:''' Pathfinder Veles Prefect
2602
2603A Pathfinders Sankta rifleman. Acts similar to the Sagittarius, but parachutes into the map instead of spawning from Incursion Points and prioritizes attacking 'Gelato Stops'.
2604----
2605[[/folder]]
2606
2607[[folder:Pathfinder Dessert Vendor]]
2608->'''Other variations:''' Reowned Pathfinder Dessert Vendor
2609
2610A Pathfinders Sankta soldier disguised as a regular dessert vendor. Spawns with three "Snack Carts" that they periodically launch at the Protection Objective.
2611----
2612* MightyGlacier: Not particularly fast, but deal a lot of damage through a combination of their attacks and the Snack Carts that they launch.
2613[[/folder]]
2614
2615[[folder:Snack Cart]]
2616->'''Other variations:''' Luscious Snack Cart
2617
2618A concealed explosive device disguised as a harmless dessert cart. Explodes to deal Arts and Burn damage when blocked, and does extra damage to 'Gelato Stops'.
2619----
2620* AchillesHeel: They don't explode if Silenced, making operators like Lappland and Jaye excellent at neutralizing their danger.
2621[[/folder]]
2622
2623[[folder:Pathfinder Nuncio]]
2624An elite Pathfinders Sankta soldier. Carries special ammo that can prevent an operator from attacking and healing.
2625----
2626[[/folder]]
2627
2628!!!Bandits attacking the Sanctilaminium Ambrosii (introduced in ''Hortus de Escapismo'')
2629
2630[[folder:General]]
2631* BanditClan: With the exception of the Gnawbeast and Vesperwing being animals living in the depths of the monastery, the other enemies are part of a bandit gang operating in the wastelands that has set their sights on the Sanctilaminium Ambrosii.
2632* LevelDrain: These enemies introduce the DP steal mechanic, which hampers the player's ability to deploy Operators, close holes with timber and use Holy Statues to calm residents.
2633[[/folder]]
2634
2635[[folder:Gnawbeast]]
2636->'''Other variations:''' Starving Gnawbeast
2637
2638A large Infected rodent living in the monastery.
2639----
2640* DamageOverTime: Their attacks inflict the Bleed status effect which causes the Operator to lose health over time.
2641[[/folder]]
2642
2643[[folder:Vesperwing]]
2644->'''Other variations:''' Startled Vesperwing
2645
2646Infected bats living in the depths of the monastery.
2647----
2648* DamageOverTime: Similar to the Gnawbeast, their attacks also inflict the Bleed status effect.
2649[[/folder]]
2650
2651[[folder:Wasteland Skulker]]
2652->'''Other variations:''' Elite Wasteland Skulker
2653
2654Members of the bandit gang, originally pickpockets before they became bandits.
2655----
2656* AmbushingEnemy: They swing into the battlefield using ziplines instead of spawning from incursion points like other enemies, which can catch players off-guard.
2657* FieldPowerEffect: They reduce natural DP regeneration rate when present on the battlefield.
2658* TheSneakyGuy: Unlike the other bandits, they are invisible until blocked.
2659[[/folder]]
2660
2661[[folder:Wasteland Robber]]
2662->'''Other variations:''' Elite Wasteland Robber
2663
2664Members of the bandit gang, specializing in theft due to their lack of combat training.
2665----
2666* AmbushingEnemy: Similar to the Skulker, they can also spawn in via ziplines.
2667* AttackItsWeakPoint: They prioritize attacking Holy Statues over operators, unless there is an operator in range with increased taunt level (i.e. Młynar).
2668[[/folder]]
2669
2670[[folder:Wasteland Plunderer]]
2671->'''Other variations:''' Elite Wasteland Plunderer
2672
2673Members of the bandit gang equipped with heavy gear.
2674----
2675* HealThyself: They steal 3 DP and restore 5% of their health every second attack.
2676[[/folder]]
2677
2678[[folder:Bounty Hunter Crossbowman]]
2679->'''Other variations:''' Bounty Hunter Crossbowman Captain
2680
2681Bounty hunters equipped with automatic crossbows, they moonlight as bandits when there are no bounties to hunt.
2682----
2683* AttackItsWeakPoint: Like Robbers, they also prioritize attacking Holy Statues.
2684* HerdHittingAttack: They fire a special arrow every third attack that explode in a cross shape and steals 1 DP for every Operator hit by the attack.
2685[[/folder]]
2686
2687[[folder:Bounty Hunter Disruptor]]
2688->'''Other variations:''' Bounty Hunter Disruptor Captain
2689
2690Bounty hunters armed with machetes and innate Originium Arts, they moonlight as bandits when there are no bounties to hunt.
2691----
2692* FieldPowerEffect: They reduce the max DP cap by 10 for each Disruptor when they are on the field, making their elimination a priority if the player wishes to deploy more expensive operators.
2693* MagicKnight: They use some innate Originium Arts in conjunction with their machete, causing their melee attacks to do Arts damage.
2694[[/folder]]
2695
2696[[folder:Monastery Inhabitant]]
2697
2698Civilians living in the Sanctilaminium Ambrosii.
2699
2700----
2701* 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 fill up faster, and when it's full they run in a preset path towards a Holy Statue on the map. In their panic they can run right into holes, forcing the player to babysit them.
2702[[/folder]]
2703
2704!Zeruertza Units
2705
2706!!!Zeruertza Civilians (introduced in ''Ideal City'')
2707
2708[[folder:Alcohol Lover]]
2709->'''Other variations:''' Alcohol Association Member
2710
2711A Durin citizen drunk enough to think they are fighting some evil creature.
2712
2713----
2714
2715* AchillesHeel: The Silence status effect disables their physical damage evasion, making them much easier to take down.
2716* 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.
2717* SuspiciouslySpecificDenial: From the Alcohol Association Member's flavor text.
2718-->''A piss-drunk Durin. "I'm not drunk! Who said I was drunk? Was it you?!"''
2719[[/folder]]
2720
2721[[folder:Lakeside Volunteer]]
2722->'''Other variations:''' Lakeside Lifeguard
2723
2724An amateur lifeguard that picked up boxing in lieu of their actual job.
2725
2726----
2727
2728* AchillesHeel: Like the Alcohol Lover, their evasion is also disabled when Silenced.
2729* DrunkenBoxing: Implied. Even if they're not actually drunk, their 100% dodge is similar to the one the Alcohol Lovers have.
2730* {{Irony}}: The Lakeside Lifeguard's flavor text indicates that despite their title as a lifeguard, they actually can't swim.
2731[[/folder]]
2732
2733[[folder:Sandcastle Builder]]
2734->'''Other variations:''' Sandcastle Architect
2735
2736A Durin with an Arts Unit built into their sandcastle tool to protect their sandcastles.
2737
2738----
2739
2740* 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.
2741[[/folder]]
2742
2743[[folder:Volleyball Serving Cart]]
2744->'''Other variations:''' Volleyball Spiking Cart
2745
2746An automated serving cart that fell out of use. Gains ramping ATK every time they attack, but the buff is reset upon receiving status effects.
2747
2748----
2749
2750* 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.
2751* 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.
2752* GatheringSteam: Much like the Nethersea Reefbreakers, these carts gain ramping up ATK every time they attack.
2753[[/folder]]
2754
2755[[folder:Full Metal Surfing Instructor]]
2756->'''Other variations:''' Alloy Surfing Instructor
2757A robot designed to teach surfing. Cannot be run over by Self-Driving Carts.
2758
2759----
2760
2761* NoSell: Self-Driving Carts are stopped when they collide with these guys instead of passing through them like other Durin enemies.
2762* OxymoronicBeing: A surfing instructor that is unable to float in the water, and still rusts easily despite its anti-rust coating.
2763* StoneWall: Take reduced physical and Arts damage if not blocked.
2764[[/folder]]
2765
2766[[folder:Fully-Enclosed Beach Buggy]]
2767->'''Other variations:''' Competitive-Grade Beach Buggy
2768A 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.
2769
2770----
2771
2772* LightningBruiser: These buggies are both fast and durable, and protects the enemies inside them from taking damage until they die.
2773[[/folder]]
2774
2775[[folder:Mead-Grade Waker-Upper]]
2776->'''Other variations:''' Whiskey-Grade Waker-Upper
2777A 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.
2778
2779----
2780
2781* {{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.

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