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1%% https://tvtropes.org/pmwiki/posts.php?discussion=16363457000A50948600&page=2#48
2This will be my workplace for the organized list for the Characters/ArknightsEnemyIndex.
3
4[[foldercontrol]]
5
6----
7!Columbian Units
8!!!Inmates (Introduced in ''Mansfield Break'')
9[[folder:General]]
10----
11* RestrainingBolt: Their shackles act as a limiter representing the Imprisoned mechanic; if imprisoned they have a reduced attack speed, but if Freed (after a few attacks) they gain a boost in ATK or benefits depending on the prisoner. Using Imprisonment Devices is advised to stop them.
12[[/folder]]
13
14[[folder:Ordinary Prisoner]]
15[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_132.png]]
16->'''Other variations:''' Seasoned Prisoner
17
18A 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.
19----
20* TheGoomba: As far as inmates go, they are the weakest of the ranks.
21[[/folder]]
22
23[[folder:Sniper Prisoner]]
24->'''Other variations:''' Elite Sniper Prisoner
25
26Mansfield 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.
27----
28* ImprovisedWeapon: The bows they wield is cobbled together, befitting their nature as inmates that require a know-how to survive in riots.
29* MageMarksman: Although their knowledge about Originium Arts is minimal, it is enough for them to channel it to deal Arts damage if Freed.
30[[/folder]]
31
32[[folder:Pugilist Prisoner]]
33->'''Other variations:''' Elite Pugilist Prisoner
34
35A 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.
36----
37* GoodOldFisticuffs: They fight like Brawlers, using their fist alongside their chains. Befitting as scrappy fighters in a maximum mobile prison.
38[[/folder]]
39
40[[folder:Strongman Prisoner]]
41->'''Other variations:''' Herculean Prisoner
42
43A 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.
44----
45* GiantMook: They have a burly and imposing build like other enemy Defenders.
46* HealThyself: If Freed, they regenerate their HP over time until they are healed fully.
47* StoneWall: They boast a good HP, and are potentially unkillable once their HP regeneration kicks in (via being Freed) if an Imprisonment Device isn't used to restrain them (or if the Operators don't possess high damage).
48[[/folder]]
49
50[[folder:Caster Prisoner]]
51->'''Other variations:''' Deadly Caster Prisoner
52
53A 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.
54----
55* HarmlessEnemy: While Imprisoned, they possess zero threat whatsoever. In-fact, because they cannot attack, they ''cannot'' release themselves at all without a Recidivist (or Jesselton) nearby.
56* LetsGetDangerous: Once they are released, they will be able to attack two Operators. They will also prioritize Imprisonment Devices in an attempt to prevent them from restraining them.
57[[/folder]]
58
59[[folder:Recidivist]]
60->'''Other variations:''' Infamous Recidivist
61
62A 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.
63----
64* TheDreaded: Their info states that they are feared by both inmates and ''prison guards'' alike to due their vicious nature. The info even states to avoid angering him at all costs.
65* GiantMook: They have a gigantic, towering, build and possess a high amount of HP, and a high ATK and DEF to match.
66* MookLieutenant: Implied. If they are Freed for the first time (and only time), the rest of the prisoners will rally behind them and be unshackled. This is the only method to free a Caster Prisoner (who normally can't attack at all).
67[[/folder]]
68
69!!!Rhine Lab staff and experiments (Introduced in ''Dorothy's Vision'')
70
71[[folder:Rhine Defense Member]]
72->'''Other variations:''' Rhine Defense Senior Member
73
74Members of Rhine Lab's Defense Section, charged with escort duty. Blocks the first instance of Physical or Arts damage they receive.
75----
76* 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.
77[[/folder]]
78
79[[folder:Rhine Engineering Member]]
80->'''Other variations:''' Rhine Engineering Senior Member
81
82Members of Rhine Lab's Engineering Section, charged with equipment maintenance. Restores HP to inactive Power Armors.
83----
84* CombatMedic: They have a ranged Arts attack in addition to being able to repair inactive Power Armors.
85[[/folder]]
86
87[[folder:Dor-1 Failure]]
88->'''Other variations''': Dor-α Failure, Dor-2 Replica, Dor-β Replica, Dor-3 Bionic, Dor-γ Bionic
89Blobs of 'Trasmitter' reagent created through Dorothy's repeated experiments. They can absorb dormant and unoccupied Power Armors to gain SP.
90----
91* AIIsACrapshoot: The Dors encountered by Silence, Astgenne, Greyy, and co. will indiscriminately attack anyone who isn't their creator.
92* GreyGoo: They are blob-like beings of a material used in Dorothy's research.
93* 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 in-game as them activating idle Power Armors when absorbed. The stronger variant the Dors is, the faster they can activate a Power Armor.
94[[/folder]]
95
96[[folder:Experimental Power Armor]]
97->'''Other variations''': Test Power Armor
98
99A set of power armor designed to function without a pilot.
100----
101* AchillesHeel: As a Machina, they boast impressive DEF but low RES, making them vulnerable to Arts damage.
102* LightningBruiser: It moves slightly faster than the other Power Armors, and, to compensate for its lack of weaponry, possess a relatively fast attack speed.
103* MechaMooks: They are completely autonomous.
104[[/folder]]
105
106[[folder:R-31 Heavy Power Armor]]
107->'''Other variations:''' R-31a Heavy Power Armor
108
109A 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.
110----
111* GiantMook: It is much taller and larger than the Experimental Power Armor.
112* GroundPound: They will punch the ground that leaves Operators stunned.
113* 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.
114[[/folder]]
115
116[[folder:R-11 Assault Power Armor]]
117->'''Other variations''': R-11a Assault Power Armor
118
119A 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.
120----
121* GiantMook: It is much taller and larger than the Experimental Power Armor.
122* MacrossMissileMassacre: They are armed with a missile launcher, and can target up to four Operators present.
123* MightyGlacier: Just as slow (and tough) as their R-31 counterparts, but it boasts some firepower in exchange.
124[[/folder]]
125
126!!!Union Army (Introduced in ''Lone Trail'')
127[[folder:General]]
128----
129* CityGuards: The Union Army soldiers fought in ''Lone Trail'' are the reserve forces stationed in Trimounts.
130* TechnologicallyAdvancedFoe: As the primary enemies for ''Lone Trail'', they possess highly advanced tech (only behind Aegir) especially when compared to the other enemies faced before due to their connections with all of the tech companies within Columbia.
131[[/folder]]
132
133[[folder:Trimounts City Defender]]
134->'''Other variations''': Trimounts City Defender Captain
135Union Army rank-and-file soldiers stationed in Trimounts.
136----
137* MovesetClone: For a Normal enemy, they are this to Agents as their attacks will reduce an Operator's block count by one. One major difference is that, when attacking an Operator on a Gravity Switch, the block count will be reduced to ''zero''.
138[[/folder]]
139
140[[folder:Arc Commando]]
141->'''Other variations''': Arc Commando Captain
142Union Army soldiers that operate a jet-pack and armed with a directed-energy handgun.
143----
144* AirborneMook: Unlike the one-use jetpack used by Reunion, the Arc Commandos' jetpack is fully functional. This allows them to easily pass over Operators, similarly to a Dublinn Flying Soldier, and prevent melee Operators from attacking them.
145* EnergyWeapons: They come equipped with a handgun that fires direct-energy rounds, courtesy of the Project Horizon Arc.
146[[/folder]]
147
148[[folder:Arc Screenguard]]
149->'''Other Variations''': Arc Screenguard Captain
150Muscular and imposing Union Army soldiers, donning an experimental unit that grants them formidable defenses.
151----
152* AchillesHeel: Fast attacking Operators, their DEF and RES are impressive, but their effectiveness will be reduced if attacked. Operators with a significantly Low ATK Interval can easily break them like a biscuit.
153* FlawedPrototype: Their experimental armor; it grants them powerful defenses, yes -- however, their DEF will be reduced everytime they are attacked.
154* StoneWall: For a Normal enemy, they boast an ''extremely high'' DEF. So unless they are attacked repeatedly, they can tank through blows and allow their allies to pass through.
155[[/folder]]
156
157[[folder:Arc Frontier]]
158->'''Other variations''': Arc Frontier Leader
159Elite Union Army soldiers equipped with a powerful laser sword and cutting-edge equipment.
160----
161* AchillesHeel: Being shifted. They can easily slay Operators thanks to their equipment, but whenever they are push or pulled, they take a good chunk of their health. Combine this with their weight, and anyone with the strongest shift can easily kill them outright.
162* FlawedPrototype: Shared with the Arc Screenguards, but the most blatant. Their equipment is top-tier and wield an equally deadly sword, however they will take a good amount of damage whenever they are pushed or pulled.
163* LaserBlade: Armed with a cutting-edge laser sword, that deals Arts damage, made with pure technology and science.
164[[/folder]]
165
166[[folder:"Offender" Production Model]]
167->'''Other variations''': "Offender" Prototype
168A UGV (Unmanned Ground Vehicle) developed Volvort Kochinski for the C.U.D.O.D. (Columbian Union Department of Defense).
169----
170* LogicalWeakness: Like most Machina, they take extra damage from Arts damage. However, they are notable as they possess ''zero'' RES, making Arts damage a serious problem for them.
171* MechaMooks: They are completely unmanned.
172[[/folder]]
173
174[[folder:"Crossroads" Production Model]]
175->'''Other variations''': "Crossroads" Prototype
176Unmanned Defense units developed by Volvort Kochinski for the C.U.D.O.D. (Columbian Union Department of Defense).
177----
178* IncreasinglyLethalEnemy: Their lasers deal very low damage, to compensate, they can fire in all four cardinal directions. The closer they get the more damage Operators will take, and once they are closest it will deal full damage.
179* NoSell: They cannot be shifted, and they simply pass through even Defender Operators (unless their block count is four through certain abilities).
180[[/folder]]
181
182[[folder:"Traffic Tower" Production Model]]
183->'''Other variations''': "Traffic Tower" Prototype, "Traffic Officer", "Traffic Officer Captain"
184Humanoid pilot-assisted combat robot developed by Volvort Kochinski for the C.U.D.O.D. (Columbian Union Department of Defense).
185----
186* AchillesHeel: Continuously being attacked, shared with the Arc Screenguards. Their DEF is insanely high but damaging them will reduce its durability, and Operators with a significant low ATK interval can easily break their defense.
187* GlowingEyesOfDoom: The "Traffic Tower" Pilots' eyes curiously glow once they are ejected from their armor, signifying their intent for an all-out-attack.
188* MajorInjuryUnderreaction: Despite the pilot being forcibly ejected (via through the wreckage) and clearly show signs of having [[ClothingDamage damage to their uniforms and helmets]], they don't seem to be particularly injured (as they start with full HP) and are capable of sprinting.
189* ShedArmorGainSpeed: Once their robotic suit of armor gets destroyed, their pilot will jump from its wreckage and will sprint towards the Protection Objective.
190* TheSneakyGuy: The "Traffic Tower" pilots are invisible, and ranged Operators will not target them unless they are blocked or detected.
191* SuperiorSuccessor: To Rhine Lab's Assault Power Armor; compared to the blocky build of the RL counterpart, VK's "Traffic Towers" possess a sleek, streamlined look, boasting arm-mounted cannons from the get-go, and an incredibly insane amount of DEF. The one thing that prevents it from completely trumping the Power Armor is that their DEF lowers whenever they take damage.
192[[/folder]]
193
194!!!Davistown Gangsters {Introduced in ''Come Catastrophes or Wakes of Vultures'')
195[[folder:General]]
196----
197* CatsAreMean: Bar their Snipers, Thieves, and (possibly) Axemen, the majority of them are Felines and are hired by a corrupt banker to cause a lot of trouble.
198* CrooksAreBetterArmed: Don't dismiss them as bog-standard thugs, they possess experimental thermal equipment that can give even Blacksteel Operatives a headache.
199* WhiteGangBangers: They represent the local gangs in Davistown, and all of them are caucasian in appearance.
200[[/folder]]
201
202[[folder:Paramilitary Gangster]]
203->'''Other variations''' Paramilitary Gangster Leader
204
205A Feline gangster hired by a corrupt banker to cause trouble.
206----
207* HotBlade: Their blades generate electricity and, once they enter an Overloaded state, will deal a moderate amount of damage.
208* MalevolentMaskedMen: They all wear bandanna's that cover their face, in order to conceal their identity once they start to cause a ruckus.
209[[/folder]]
210
211[[folder:Paramilitary Defender]]
212A burly Feline mercenary hired to cause a lot of trouble.
213----
214* GeniusBruiser. They possess a stout build and are well-educated, and part of their job is to provide a handwritten thermal amplifier reports to their employer.
215* HiredGuns: The description refers to them as mercenaries, rather than gangsters.
216* ManlyFacialHair: They are fully bearded and moustached, complimenting their stout build.
217[[/folder]]
218
219[[folder:Paramilitary Thief]]
220A gangster more interested in looting than harming others.
221----
222* UndergroundMonkey: They act as an equivalent to Reunion Wraiths and their related brethren, with the difference being that they possess a Thermal Amplifier that boosts their stats if Overloaded.
223* UnfinishedUntestedUsedAnyway: The thermal device that they carry are not actually field-tested to see if they are safe to use.
224[[/folder]]
225
226[[folder:Paramilitary Axeman]]
227A hired outlaw armed with an energy axe.
228----
229* HotBlade: Their energy axes release a static, and (once they are Overloaded) are far more damaging than the blades wielded by Gangsters.
230* MightyGlacier: Slow as molasses but are surprisingly durable, and their axes can hurt really bad (especially if they are Overloaded, where they can make short work on even the sturdiest of 6-star Defenders).
231[[/folder]]
232
233!Dublinn Units
234
235!!!County Hillock assailants (Introduced in Chapter 9)
236
237[[folder:Dublinn Scout]]
238[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_244.png]]
239->'''Other variations:''' Elite Dublinn Scout
240
241Dublinn soldiers with outstanding camouflage skills that make them remain out of sight.
242----
243
244* AntiMagic: They wear Arts-refracting masks that greatly increase their RES. The masks can be temporarily disabled by Silencing them.
245* BlindfoldedVision: Their masks cover their eyes.
246* DefectorFromDecadence: Ronan (Damian's cousin) tried to defect Dublinn, but was captured by their soldiers and handed over to their leader to be executed.
247[[/folder]]
248
249[[folder:Dublinn Sniffer Hound]]
250->'''Other variations:''' Dublinn Sniffer Hound Pro
251
252Creatures controlled by Dublinn forces.
253----
254
255* AntiMagic: They wear Arts-refracting masks that greatly increase their RES. The masks can be temporarily disabled by Silencing them.
256[[/folder]]
257
258[[folder:Dublinn Sniper]]
259->'''Other variations:''' Elite Dublinn Sniper
260
261Crossbowmen of the Dublinn forces. Their weapons have traces of Columbian technical modifications.
262----
263
264* AntiMagic: They wear Arts-refracting masks that greatly increase their RES. The masks can be temporarily disabled by Silencing them.
265[[/folder]]
266
267[[folder:Dublinn Shadowcaster]]
268->'''Other variations:''' Elite Dublinn Shadowcaster
269
270Casters of the Dublinn forces, responsible for making the refracting masks for their allies.
271----
272
273* 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.
274[[/folder]]
275
276[[folder:Dublinn Phalanx Infantry]]
277->'''Other variations:''' Dublinn Phalanx Commander
278Special 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.
279----
280* 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.
281* 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.
282[[/folder]]
283
284[[folder:Dublinn Flying Soldier]]
285->'''Other variations:''' Dublinn Flying Squad Leader
286Dublinn 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.
287----
288* 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.
289[[/folder]]
290
291[[folder:Dublinn Flamerazer]]
292->'''Other variations:''' Dublinn Flamerazer Leader
293Elite 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.
294----
295* 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.
296* KillItWithFire: Wield flamethrowers that deal heavy damage from range and can cause accumulated burning damage.
297[[/folder]]
298
299[[folder:Dublinn Companion Guard]]
300->'''Other variations:''' Dublinn Elite Companion Guard
301Elite 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.
302----
303* 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.
304* 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.
305[[/folder]]
306
307[[folder:Dublinn Companion Shadowblade]]
308->'''Other variations:''' Dublinn Elite Companion Shadowblade
309Elite 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.
310----
311* 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.
312* TheSneakyGuy: Cannot be hit until blocked or revealed.
313[[/folder]]
314
315[[folder:Dublinn Evocator]]
316->'''Other variations:''' Dublinn Evocator Leader
317Elite 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.
318----
319* KillItWithFire: Summon Purifying Flames which explode on contact with Operators, dealing heavy Arts and Burn damage.
320* 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.
321[[/folder]]
322
323[[folder:Tombkeeper Grotesque]]
324->'''Other variations:''' Enraged Tombkeeper Grotesque
325Originium 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.
326----
327* 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.
328* 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.
329* {{Golem}}: Creations of rock and Originium Arts made by Mandragora.
330[[/folder]]
331
332!!!Eblana and Duke of Wellington's forces (introduced in ''What The Firelight Casts'')
333
334[[folder:Special Forces Soldier]]
335->'''Other variations:''' Special Forces Captain
336Mercenaries hired by the Duke of Wellington. Turn invisible when standing on Reeds.
337----
338* TheSneakyGuy: They become invisible when they are standing on a Reed tile.
339[[/folder]]
340
341[[folder:Swamp Gloompincer]]
342->'''Other variations:''' Enraged Swamp Gloompincer
343Gloompincers adapted to living in the swamps of Victoria. Gain increased movement speed instead of being slowed when walking on Mire.
344----
345[[/folder]]
346
347[[folder:Dublinn Flamechaser Soldier]]
348->'''Other variations:''' Dublinn Flamechaser Elite Soldier
349Corpses 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.
350----
351* 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.
352[[/folder]]
353
354[[folder:Dublinn Cannoneer]]
355->'''Other variations:''' Dublinn Cannoneer Captain
356Dublinn soldiers armed with crossbows and grenade launchers. Periodically launch long-range grenade rounds that deal splash damage.
357----
358[[/folder]]
359
360[[folder:Swamp Rover]]
361->'''Other variations:''' Heavy Swamp Rover
362Military vehicles used by Dublinn to traverse the Victorian swamps. Immune to Mire's slowing effects and nullifies Camouflage on operators.
363----
364* TrueSight: Reveals Camouflaged operators (whether by standing in Reeds or from their own kits) in range.
365[[/folder]]
366
367[[folder:Dublinn Flamecaller]]
368->'''Other variations:''' Dublinn Flamecaller Captain
369Dublinn 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.
370----
371* PlayingWithFire: These guys specialize in lighting Reeds on fire to damage your Operators as well as supporting their allies' special abilities.
372* TakingYouWithMe: They explode upon death, dealing Arts damage and lighting any nearby Reed on fire.
373[[/folder]]
374
375[[folder:Dublinn Flamechaser Guard]]
376->'''Other variations:''' Dublinn Flamechaser Elite Guard
377Corpses 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.
378----
379* OurZombiesAreDifferent: Similar to the Flamechaser Soldier, these guys are dead bodies constantly revived by Eblana's Arts.
380[[/folder]]
381
382[[folder:Dublinn Spec Ops]]
383->'''Other variations:''' Dublinn Elite Spec Ops
384Soldiers 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.
385----
386* GatheringSteam: After every 3 attacks, they unleash 5 consecutive slashes at the operator.
387[[/folder]]
388
389!Durin Units
390!!!Zeruertza Civilians (introduced in ''Ideal City'')
391
392[[folder:Alcohol Lover]]
393->'''Other variations:''' Alcohol Association Member
394
395A Durin citizen drunk enough to think they are fighting some evil creature.
396----
397* AchillesHeel: The Silence status effect disables their physical damage evasion, making them much easier to take down.
398* 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.
399* SuspiciouslySpecificDenial: From the Alcohol Association Member's flavor text.
400-->''A piss-drunk Durin. "I'm not drunk! Who said I was drunk? Was it you?!"''
401[[/folder]]
402
403[[folder:Lakeside Volunteer]]
404->'''Other variations:''' Lakeside Lifeguard
405
406An amateur lifeguard that picked up boxing in lieu of their actual job.
407----
408* AchillesHeel: Like the Alcohol Lover, their evasion is also disabled when Silenced.
409* DrunkenBoxing: Implied. Even if they're not actually drunk, their 100% dodge is similar to the one the Alcohol Lovers have.
410* {{Irony}}: The Lakeside Lifeguard's flavor text indicates that despite their title as a lifeguard, they actually can't swim.
411[[/folder]]
412
413[[folder:Sandcastle Builder]]
414->'''Other variations:''' Sandcastle Architect
415
416A Durin with an Arts Unit built into their sandcastle tool to protect their sandcastles.
417----
418* 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.
419[[/folder]]
420
421[[folder:Volleyball Serving Cart]]
422->'''Other variations:''' Volleyball Spiking Cart
423
424An automated serving cart that fell out of use. Gains ramping ATK every time they attack, but the buff is reset upon receiving status effects.
425----
426* 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.
427* 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.
428* GatheringSteam: Much like the Nethersea Reefbreakers, these carts gain ramping up ATK every time they attack.
429[[/folder]]
430
431[[folder:Full Metal Surfing Instructor]]
432->'''Other variations:''' Alloy Surfing Instructor
433A robot designed to teach surfing. Cannot be run over by Self-Driving Carts.
434----
435* GiantMook: They are of the Durin's creations, a towering robot with an imposing appearance.
436* NoSell: Self-Driving Carts are stopped when they collide with them instead of passing through them like other Durin enemies.
437* OxymoronicBeing: A surfing instructor that is unable to float in the water, and still rusts easily despite its anti-rust coating.
438* StoneWall: Take reduced physical and Arts damage if not blocked.
439[[/folder]]
440
441[[folder:Fully-Enclosed Beach Buggy]]
442->'''Other variations:''' Competitive-Grade Beach Buggy
443A 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.
444----
445* LightningBruiser: These buggies are both fast and durable, and protects the enemies inside them from taking damage until they die.
446[[/folder]]
447
448[[folder:Mead-Grade Waker-Upper]]
449->'''Other variations:''' Whiskey-Grade Waker-Upper
450A 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.
451----
452* {{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.
453[[/folder]]
454
455!Independent Units
456!!!Rioters, Junkmen, and Loggers (Introduced in Chapters 0 to 8, or ''Grani and the Knights' Treasure'')
457[[folder:Rioter]]
458[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_rioter.png]]
459->'''Other variations:''' Rioter Leader, Cocktail Thrower, Firebomb Thrower
460
461Untrained troops that attack with crude weapons.
462----
463* 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.
464* EarlyInstallmentWeirdness: Due to a lack of a proper 2D model for Bounty Hunters (prior to ''Hortus de Escapismo''), Rioters are used to represent them in ''Grani and the Knights' Treasure''.
465* MolotovCocktail: Cocktail Throwers are the earliest threat to your long-range units, being just under Crossbowmen in terms of effectiveness.
466* PipePain: Melee Rioters carry bent pipes as their weapon.
467[[/folder]]
468
469[[folder:Junkman]]
470[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_junkman.png]]
471->'''Other variations:''' Veteran Junkman, Possessed Junkman, Possessed Veteran Junkman
472
473Mercenaries posing as drifters to disguise themselves. They use fierce attacks and are quite sturdy.
474----
475* 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.
476* HiredGuns: The description states that they are mercenaries rather than full-time Reunion members, as such it is implied that they joined for the paycheck.
477* 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.
478* WildMan: Invoked. Junkmen are mercenaries who wear ragged clothing to disguise themselves as drifters to avoid suspicion.
479[[/folder]]
480
481[[folder:Logger]]
482[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_logger.png]]
483->'''Other variations:''' Veteran Logger
484
485Unidentified axe-wielding combatants that have significant attack power and durability, albeit with low defense.
486----
487* ExactlyWhatItSaysOnTheTin: Loggers wield lumber axes and wear logging equipment.
488* SmashMook: A step up over Junkmen, Loggers still retain their role as living battering rams against your operators.
489[[/folder]]
490
491!!!Mercenary forces (introduced in ''Heart of Surging Flame'' and ''Code of Brawl'')
492[[folder:General]]
493* HiredGuns: The wiki states that they are mercenaries hired by various Terran faction (including Siesta for security work), sure enough, not only are they encountered in both Side Stories and Intermezzi, but the Authorized Casters and Shielded Guards can be found amongst the Sicilians in ''Code of Brawl'' (to compensate for the latter's lack of their own Casters and Defenders on their ranks).
494[[/folder]]
495
496[[folder:Infantry]]
497->'''Other variations:''' Infantry Leader
498Basic soldiers, equipped with special armor designed to mitigate Arts damage.
499----
500* 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.
501* PaletteSwap: Of Reunion Soldiers, albeit packing higher overall stats.
502[[/folder]]
503
504[[folder:Sniper]]
505->'''Other variations:''' Sniper Leader
506Long-ranged soldiers armed with sniper rifles. Every third shot of theirs will stun the target.
507----
508* TranquilizerDart: Implied to be how they stun operators.
509* 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.
510[[/folder]]
511
512[[folder:Agent]]
513Sword-wielding casters that can deal melee Arts damage. They will temporarily reduce the block count of operators struck by their attacks.
514----
515* MagicKnight: They're casters who just happen to favor melee combat.
516* 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.
517[[/folder]]
518
519[[folder:Shielded Guard]]
520->'''Other variations:''' Shielded Guard Leader
521Soldiers that wield swords and shields, which allow them to soak up physical damage.
522----
523* HiredGuns: Often hired by the Sicilians in ''Code of Brawl'' to compensate for the latter's lack of Casters and Defenders.
524* PaletteSwap: Of Light-Armored Soldiers, the only difference being their slightly lower ATK.
525[[/folder]]
526
527[[folder:Ergate]]
528->'''Other variations:''' Ergate Leader
529Engineers that cannot be blocked by operators.
530----
531* HiredGuns: Befitting of their mercenary nature, they are often hired by various Terran groups. The Sicilians are the only faction without an Ergate on their ranks.
532* PaletteSwap: Of the garden variety Wraiths. Their only difference is that the Ergates have slightly more RES.
533[[/folder]]
534
535[[folder:Authorized Caster]]
536->'''Other variations:''' Authorized Caster Leader
537Casters that have been specifically adapted for military service.
538----
539* HiredGuns: Alongside Shielded Guards and (rarely) Heavy Defender Type-N's, they are hired by Sicilians in ''Code of Brawl'' to help bolster their forces (and to compensate for the mafioso's lack of Casters and Defenders among their ranks).
540* PaletteSwap: Of Reunion Casters, albeit packing higher overall stats.
541[[/folder]]
542
543[[folder:Rockbreaker]]
544->'''Other variations:''' Rockbreaker Leader
545Melee 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.
546----
547* 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).
548* 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.
549* 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.
550[[/folder]]
551
552[[folder:Heavy Defender Type N]]
553->'''Other variations:''' Heavy Defender Type S
554Heavily armored soldiers with significant HP and DEF.
555----
556* HiredGuns: Of the mercenaries hired by the Sicilians in ''Code of Brawl'', only a pair of them are bought to bolster their ranks. This makes them the rarest of the mercenary ranks fielded by the Sicilians (more Type-N's are encountered in other Side Stories, such as ''Ideal City'' and ''Twilight of Wolumonde'').
557* PaletteSwap: Of the Reunion Heavy Defenders, albeit packing higher overall stats.
558[[/folder]]
559
560!Kazdel Units
561!!!Reunion-affiliated Sarkaz mercenaries (Main story)
562[[folder:General]]
563* TheBigGuy: Compared to the other common Sarkaz ranks (first introduced in ''Darknights Memoir'', or ''Children of Ursus'' in Global), all of the Reunion-aligned Sarkaz mercs seen are much taller and possess a larger build. Fittingly, this puts them in the Elite enemies category.
564[[/folder]]
565
566[[folder:Sarkaz Greatswordsman]]
567[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_054.png]]
568->'''Other variations:''' Sarkaz Greatswordsman Leader
569Sarkaz 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.
570----
571* 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''.
572* YouAllLookFamiliar: This enemy's artwork is reused by Garcin, Marco, and Chainsmoke.
573[[/folder]]
574
575[[folder:Sarkaz Caster]]
576->'''Other variations:''' Sarkaz Caster Leader
577Sarkaz 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.
578----
579* ChainPain: They will use magic chains to stun operators for a lengthy period of time, dealing heavy damage and leaving them helpless.
580* ItOnlyWorksOnce: Each Sarkaz Caster can only use their ChainPain ability once per operation. If it's wasted on a decoy unit, then the Caster will be reduced to just shooting at your operators with their staff, hence the use of Executor Specialists to bait them into using this move.
581* 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).
582[[/folder]]
583
584[[folder:Sarkaz Crossbowman]]
585->'''Other variations:''' Sarkaz Crossbowman Leader
586Sarkaz mercenaries that wield large crossbows. Much tougher and more powerful than normal crossbowmen, they also share their kind's high Arts resistance.
587----
588
589[[/folder]]
590
591!!!Independent Sarkaz mercenaries (introduced in ''Darknights' Memoir'')
592
593[[folder:Sarkaz Swordsman]]
594[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_053.png]]
595->'''Other variations:''' Sarkaz Blademaster
596Basic Sarkaz melee soldiers. Like the rest of their kind, their biology gives them heightened Arts resistance.
597----
598* 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.
599* 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.
600* YouAllLookFamiliar: This enemy's artwork is reused by Pallas's unnamed Sarkaz bodyguard.
601* WouldntHurtAChild: In TW-8, one of them briefly holds Suzuran hostage, while mentioning if she was older, he would have sliced off her hand.
602[[/folder]]
603
604[[folder:Sarkaz Lancer]]
605->'''Other variations:''' Sarkaz Lancer Leader
606Sarkaz 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.
607----
608* 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.
609* 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.
610** 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).
611** Worse still, if they are moving in the flowing direction of an Originium Jetstream, their speed gets bumped up by a further 80%, resulting in an approximated ''4,095'' impact damage on a ''normal'' Sarkaz Lancer and up to '''''5900''''' on a Leader, a OneHitKill on all but the absolute beefiest operator, or those with innate Evasion. Thankfully, a Lancer's speed is reset if he's stunned or bound by an operator's attack, making Trapmaster Specialists and those with stun skills valuable when engaging them.
612* 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.
613[[/folder]]
614
615[[folder:Sarkaz Sentinel]]
616->'''Other variations:''' Sarkaz Sentinel Leader
617Special 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.
618----
619* 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.
620* 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.
621* SupportPartyMember: They will increase the ATK and DEF of all enemy units on the map if provoked.
622* 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.
623[[/folder]]
624
625[[folder:Sarkaz Grudgebearer]]
626->'''Other variations:''' Sarkaz Worldcurser
627Sarkaz 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.
628----
629* 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.
630* 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]].
631* ThePowerOfHate: Sarkaz Worldcursers are said to have crystallized their resentment into raw power to amplify their Arts.
632* 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.
633* SavageSetpiece: Zig-Zagged. Shared with Bladeweavers, they start out on standby (making it risky to attack a Sentinel unless sufficiently prepared). They eventually start to go an attack if enough time passes.
634[[/folder]]
635
636[[folder:Sarkaz Bladeweaver]]
637->'''Other variations:''' Sarkaz Bladeweaver Leader
638Sarkaz 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.
639----
640* ArmorPiercingAttack: Arts damage are countered by Resistance instead of Defense, which many melee operators (especially Defenders) lack.
641* MagicKnight: Their swords deal Arts damage.
642* SavageSetpiece: Zig-Zagged. They start in standby mode, where they will not attack unless attacked first. This makes attacking a Sentinel risky, unless Doctors are prepared accordingly. They will eventually start to march on their own accord if enough timed has passed.
643[[/folder]]
644
645[[folder:Guerilla Sarkaz Fighter]]
646->'''Other variations:''' Guerilla Sarkaz Fighter Leader, Mercenary Sarkaz Fighter
647Sarkaz units with bladed claws. If an Originium Altar activates near them, they will be buffed to deal Arts damage.
648----
649* MagicKnight: Only when buffed by an Originium Altar.
650* WolverineClaws: Sports a pair of these, which [[PowerGlows glow purple]] when infused with Arts.
651[[/folder]]
652
653[[folder:Guerrilla Sarkaz Caster]]
654->'''Other variations:''' Guerrilla Sarkaz Caster Leader, Mercenary Sarkaz Caster
655Special 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.
656----
657* SplashDamageAbuse: Causes damage to all foes in a wide area around it.
658* 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.
659[[/folder]]
660
661!!!Sarkaz Crimson Court and the Sanguinarch's creations (Introduced in Episode 10 and 13)
662
663[[folder:General]]
664----
665* 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.
666* BodyHorror: Several enemies are "blessed" with the blood of the Sanguinarch and have extra tentacles poking out of them.
667* 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.
668* 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.
669[[/folder]]
670
671[[folder:Sarkaz Royal Court Soldier]]
672->'''Other variations:''' Sarkaz Royal Court Elite Soldier
673Sarkaz soldiers working under Manfred, armed with equipment produced by the Londinium factories.
674----
675[[/folder]]
676
677[[folder:Touch of the Sanguinarch]]
678->'''Other variations:''' Touch of Benevolence
679Creations born of the Sanguinarch of Vampires' Originium Arts.
680----
681* 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.
682* BlobMonster: They look like white formless masa with red tentacles.
683* 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.]]
684
685[[/folder]]
686
687[[folder:Sarkaz Heirbearer Warrior]]
688->'''Other variations:''' Sarkaz Heirbearer Warrior Captain
689A soldier infused with the Sanguinarch's Arts. Spawns a Touch enemy on death.
690----
691[[/folder]]
692
693[[folder:Sarkaz Heirbearer ASV]]
694->'''Other variations:''' Sarkaz Heirbearer Retrofit ASV
695A supply vehicle carrying the Sanguinarch's Arts. Buffs all reborn creations on the field and causes them to deal Necrosis damage with their attacks.
696----
697[[/folder]]
698
699[[folder:Sarkaz Heirbearer Artificer]]
700An 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.
701----
702[[/folder]]
703
704[[folder:Gift of the Sanguinarch]]
705->'''Other variations:''' Gift of Magnanimity
706More powerful creations born from the blood of Sarkaz soldiers reshaped by the Sanguinarch's Originium Arts.
707----
708* 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.
709* BodyHorror: Their form is a set of Royal Court armor with bones sticking out of the face.
710[[/folder]]
711
712[[folder:Sarkaz Heirbearer Hatedrinker]]
713->'''Other variations:''' Sarkaz Heirbearer Wrathgorger
714Sarkaz soldiers bearing the Sanguinarch's Arts that absorb the wrath from their fallen kin to strengthen themselves.
715----
716* 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.
717[[/folder]]
718
719[[folder:Sarkaz Heirbearer Chain Caster]]
720->'''Other variations:''' Sarkaz Heirbearer Chain Caster Captain
721A caster trained by the Royal Court and infused with the Sanguinarch's Arts. Attacks jump between enemies and spawns a Gift upon death.
722----
723* EvilCounterpart: They are essentially the Sarkaz equivalent of Chain Caster operators.
724[[/folder]]
725
726[[folder:Bloodthirsty Heir]]
727Creations of the Sanguinarch's Arts that drain blood from others to sustain themselves.
728----
729* LifeDrain: They deal Arts damage and heal themselves by a proportion of damage dealt.
730[[/folder]]
731
732[[folder:Sarkaz Requisitioned Engineering Drone]]
733A Londinium engineering drone repurposed by the Sarkaz Royal Court and modified to have stealth, at the cost of greater wear-and-tear.
734----
735* 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.
736* LivingOnBorrowedTime: These drones lose health over time and will eventually kill themselves.
737[[/folder]]
738
739!!!Members of the Nachzehrer Army (Introduced in Episode 11)
740
741[[folder:General]]
742* AllYourBaseAreBelongToUs: Much like the Crimson Court, these enemies are also occupying Londinium under orders of the Royal Court.
743* TheCorrupter: The enemies in chapter 11 introduce a new mechanic called "Corruption", which is an aura that deals Pure DamageOverTime to nearby player units.
744* ManaBurn: Some enemies inflict Necrosis damage buildup, which drains the SP of affected operators in addition to causing damage over time.
745[[/folder]]
746
747[[folder:Sarkaz Royal Court Caster]]
748A 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.
749----
750[[/folder]]
751
752[[folder:Sarkaz Witherer]]
753->'''Other variations:'' Sarkaz Witherer Captain
754A foot soldier of the Nachzehrer army. Spread Corruption on the land upon death.
755----
756[[/folder]]
757
758[[folder:Steam Tank]]
759Armored vehicles equipped with Victorian technology.
760----
761* TurnsRed: When they hit 50% HP, they gain a buff to their ASPD and movement speed as well as crowd control immunity.
762* NoSell: Becomes immune to most crowd control effects once they are below half health.
763[[/folder]]
764
765[[folder:Seed of Withering]]
766->'''Other variations:''' Seed of Decay
767Arts Creations of the Nachzehrer King. Mindless creations meant to create death to feed the other soldiers.
768----
769* 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.
770[[/folder]]
771
772[[folder:Twigs That Crave]]
773Large stationary roots that host a Rot Eater within them. Releases the Rot Eater when destroyed or when all other enemies are defeated.
774----
775[[/folder]]
776
777[[folder:Sarkaz Wither Caster]]
778Casters of the Nachzehrer King's army. Capable of healing the Twigs That Crave.
779----
780* CombatMedic: They both deal Arts damage and restore the HP of any damaged Twigs That Crave.
781[[/folder]]
782
783[[folder:Rot Eater]]
784Powerful 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.
785----
786* 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.
787[[/folder]]
788
789[[folder:Rotchaser]]
790Arts 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.
791----
792[[/folder]]
793
794[[folder:Sarkaz Wither Tank]]
795Siege weapons in service of the Nachzehrer King. Deal more damage with melee attacks and release Corruption after several attacks.
796----
797[[/folder]]
798
799[[folder:Londinium Mobile Defense Artillery]]
800->'''Other variations:''' Londinium Precision Mobile Defense Artillery
801Miniaturized 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.
802----
803[[/folder]]
804
805[[folder:Sarkaz Witherer Devourer]]
806A 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.
807----
808* 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.
809[[/folder]]
810
811!!!Norport spies and followers of the Damazti (Introduced in Episode 12)
812
813[[folder:General]]
814* MysteriousEmployer: It is unknown who hired the various spies infiltrating Norport.
815* TheSneakyGuy: The Spies disguise themselves as civilians to bypass the Sarkaz blockade around Norport, and some of them even become invisible after being identified.
816* SpotTheImposter: The Spies must be identified by spending enough time in an operator's attack range before they can be attacked.
817[[/folder]]
818
819[[folder:Norport Civilian]]
820Victorian 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.
821----
822* 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.
823[[/folder]]
824
825[[folder:Pathfinder Spy]]
826->'''Other variations:''' Pathfinder Spymaster
827Rookie 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.
828[[/folder]]
829
830[[folder:Sentry Spy]]
831->'''Other variations:''' Sentry Spymaster
832Rookie spies sent by an unknown employer to infiltrate Norport. Appears as civilians until identified, turns invisible after losing their disguise.
833[[/folder]]
834
835[[folder:Armed Spy]]
836->'''Other variations:''' Armed Spymaster
837Elite spies sent by an unknown employer to infiltrate Norport. Appears as civilians until identified, has greater stats comparing to their fellow spies.
838[[/folder]]
839
840[[folder:Sarkaz Absurdist Tyrant]]
841->'''Other variations:''' Sarkaz Absurdist Tyrant Captain
842Sarkaz 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.
843----
844* ShoutOut: To the Tyrants of ''Franchise/ResidentEvil'', as individuals that turned themselves into powerful hulking monsters but losing their cognitive functions.
845[[/folder]]
846
847[[folder:Sarkaz Absurdist Operative]]
848->'''Other variations:''' Sarkaz Absurdist Operative Leader
849Sarkaz intelligence officers imbued with Damazti Arts. Ranged attacks with their bow reduce DP upon hitting an operator.
850[[/folder]]
851
852[[folder:Sarkaz Absurdist Splitcaster Apprentice]]
853->'''Other variations:''' Sarkaz Absurdist Splitcaster
854Sarkaz casters trained in Damazti Arts, allowing them to perform self-splitting similar to the Damazti Cluster. Spawns a clone upon reaching half health.
855[[/folder]]
856
857[[folder:"Trilby Asher"]]
858->'''Other variations:''' "Shadowing Trilby Asher"
859Members of the Duke of Caster's elite guards. Dash forward in their path after every third melee attack.
860[[/folder]]
861
862[[folder:Rebellion Instigator]]
863->'''Other variations:''' Rebellion Agitator
864A suspected Sarkaz saboteur that incites the Norport populace to rebel. Causes all civilians and unidentified spies to become unblockable if self is not blocked.
865[[/folder]]
866
867[[folder:Withering Collector Disciple]]
868An unmanned Nachzehrer vehicle designed to spread death and decay on the battlefield using the essence of the deceased. Periodically spawns Seeds of Withering.
869[[/folder]]
870
871!Kazimierz Units
872!!!Competitive knights set A (introduced in ''Maria Nearl'')
873[[folder:Nameless Independent Knight]]
874[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_217_6.png]]
875->'''Other variations''': Nameless Elite Knight
876
877Low-ranking knights of the Kazimierz Major.
878----
879* TheGoomba: In stages set in Kazimierz competition, they are the first enemies faced with similarly low stats.
880* UndergroundMonkey: They serve as a Kazimierz equivalent to Reunion Soldiers and Sicilians.
881[[/folder]]
882
883[[folder:Training Pincerbeast]]
884->'''Other variations''': Vicious Training Pincerbeast
885
886Infected 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.
887----
888[[/folder]]
889
890[[folder:Roar Knightclub Trainee]]
891[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_216_9.png]]
892->'''Other variations''': Roar Knightclub Elite, "Plastic" Szewczyk
893
894Kazimierzian 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.
895----
896* KingMook: "Plastic" Szewczyk is both a relevant character in the plot and considerably stronger than even the Roar Knightclub Elites.
897* 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.
898[[/folder]]
899
900[[folder:Independent Knight Shielder]]
901->'''Other variations''': Elite Knight Shielder
902
903Knights who focus on defensive equipment, packing high durability but a weakness to Arts.
904----
905* PaletteSwap: Of Reunion Heavy Defenders, packing almost identical stats.
906* HeavilyArmoredMook: Much like their Heavy Defender cousins.
907[[/folder]]
908
909[[folder:Bloodboil Knightclub Trainee]]
910->'''Other variations''': Bloodboil Knightclub Elite, "Brassrust" Olmer Ingra
911
912Brutish 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.
913----
914* KingMook: "Brassrust" Olmer Ingra is both a relevant character in the plot and considerably stronger than even the Bloodboil Knightclub Elites.
915* 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.
916[[/folder]]
917
918[[folder:Bladehelm Knightclub Trainee]]
919->'''Other variations''': Bladehelm Knightclub Elite, "Left-Hand" Tytus Topola
920
921Knights 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.
922----
923* BackFromTheDead: Will revive themselves once they're killed for the first time, being the first non-boss enemy to possess such an ability.
924* KingMook: "Left-Hand" Tytus Topola is both a relevant character in the plot and considerably stronger than even the Bladehelm Knightclub Elites.
925[[/folder]]
926
927[[folder:Sponsor Drone]]
928->'''Other variations''': Luxury Sponsor Drone, Cheering Sponsor Drone
929
930Corporate 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.
931----
932* NonActionGuy: They are not designed to deal any damage to opposing operators, and don't deduct any lives if they get away.
933* 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.
934[[/folder]]
935
936!!!Competitive knights set B (introduced in ''Near Light'')
937
938[[folder:Undertide Gloompincer]]
939->'''Other variations''': Undertide Gloompincer α
940
941Gloompincers 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.
942----
943[[/folder]]
944
945[[folder:Nova Knightclub Trainee]]
946->'''Other variations:''' Nova Knightclub Elite, The Candle Knight Viviana
947
948Trainees 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.
949----
950* 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.
951* LightEmUp: Their Glimmering Touch attack, hitting anyone in the target area with large Arts damage in a luminescent burst.
952[[/folder]]
953
954[[folder:Knight Territory Wanderer]]
955->'''Other variations''': Knight Territory Hibernator
956
957Competition 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.
958----
959* BerserkButton: Shining a light on them (represented in-game as granting additional vision). They drink their problems away at an alley and rest but, if one were to shine a light on them, they will wake up and violently retaliate at the offender.
960* GiantMook: They are large and intimidating, and they can pose a threat to weaker Operators on the ground.
961* LoopholeAbuse: Any ranged Operator (such as Totter) with a detection ability can take pot-shots at them, without disturbing their rest.
962[[/folder]]
963
964[[folder:Nightzmora Imitator]]
965->'''Other variations''': Nightzmora Follower, "The Last Kheshig", Tola
966
967Fans 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.
968----
969[[/folder]]
970
971!!!Armorless Union (introduced in ''Near Light'')
972
973[[folder:Armorless Union Assassin]]
974->'''Other variations''': Armorless Union Assassin Leader
975
976Assassins 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.
977----
978* PowerGlows: Whenever they are in an area with no visibility, their shortswords will glow orange and increases the damage potential of their ATK stat the more they remain in darkness.
979[[/folder]]
980
981[[folder:Armorless Union Crossbowman]]
982->'''Other variations''': Armorless Union Crossbowman Leader
983
984A 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.
985----
986* AbnormalAmmo: If they are in an area with no visibility, they'll switch their normal bolts with those that deal Arts damage.
987[[/folder]]
988
989[[folder:Armorless Union Cleanup Squad / Third Squad]]
990->'''Other variations''': Armorless Union Cleanup/Third Squad Leader, Lazurite Roy, Lazurite Monique
991
992Elite 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.
993----
994* EliteMook: Possessing better training and equipment compared to their Armorless rank-and-files and are personally under the command of the Lazurites, they are much more lethal and their aim with a bow is so precise that they can attack from anywhere.
995* PoisonedWeapons: Implied by how they deal corrosion damage upon hitting their target, and if the meter goes to full, it will deal devastating damage to them. Wandering Medics are a must when dealing with them.
996[[/folder]]
997
998!!Laterano Units
999
1000!!!Pathfinders Soldiers (introduced in ''Guide Ahead'')
1001[[folder:General]]
1002----
1003* BottomlessMagazines: Hostile 'Gelato Stops' will replenish their special ammunition indefinitely.
1004* 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]]
1005* RagtagBunchOfMisfits: The Pathfinders are made up of outcasts from varying races, sharing the same belief that Andoain will lead them to salvation.
1006* 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.
1007* 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.
1008[[/folder]]
1009
1010[[folder:Pathfinder Legionarius]]
1011->'''Other variations''': Pathfinder Legionarius Prefect
1012A Pathfinder Liberi soldier.
1013----
1014* TheGoomba: Just like any starting opponents, they are much easier to deal with and lack notable abilities.
1015[[/folder]]
1016
1017[[folder:Pathfinder Sagittarius]]
1018->'''Other variations''': Pathfinder Sagittarius Prefect
1019
1020A Pathfinder Sankta rifleman. Carries one special ammo that doubles the damage of their next attack.
1021----
1022* ArchaicWeaponForAnAdvancedAge: Firearm variation. The assault rifles they carry resemble an AK-47, specifically the one with a wooden stock and handguard, an outdated weapon of choice when most rifles of today employ synthetic stocks and handguards.
1023[[/folder]]
1024
1025[[folder:Pathfinder Artifex]]
1026->'''Other variations''': Pathfinder Artifex Prefect
1027
1028A Pathfinders Sarkaz caster. Carries one special ammo that makes their next attack apply Burn Damage buildup.
1029----
1030* DamageOverTime: If they are loaded with a special bullet, they can inflict burn on Operators. Wandering Medics can help remove the Burn status, making them recommended.
1031[[/folder]]
1032
1033[[folder:Pathfinder Ballistarius]]
1034->'''Other variations''': Pathfinder Ballistarius Prefect
1035
1036A Pathfinders Liberi heavy weapons specialist. Carries two shells that let them do splash damage against operators from long range.
1037----
1038[[/folder]]
1039
1040[[folder:Pathfinder Veles]]
1041->'''Other variations''': Pathfinder Veles Prefect
1042
1043A Pathfinders Sankta rifleman. Acts similar to the Sagittarius, but parachutes into the map instead of spawning from Incursion Points and prioritizes attacking 'Gelato Stops'.
1044----
1045* JetPack: They carry these and, similarly to a Reunion Airborne Soldier, can land on any tile that can surprise opponents.
1046* ShotgunsAreJustBetter: They favor shotguns as their weapon of choice, and they deal more damage compared to their rifle-toting brethren.
1047[[/folder]]
1048
1049[[folder:Pathfinder Dessert Vendor]]
1050->'''Other variations''': Reowned Pathfinder Dessert Vendor
1051
1052A Pathfinders Sankta soldier disguised as a regular dessert vendor. Spawns with three "Snack Carts" that they periodically launch at the Protection Objective.
1053----
1054* MightyGlacier: Not particularly fast, but deal a lot of damage through a combination of their attacks and the Snack Carts that they launch.
1055* MookMaker: Can dispense snack carts used for overwhelming any Operators standing in their way.
1056[[/folder]]
1057
1058[[folder:Snack Cart]]
1059->'''Other variations''': Luscious Snack Cart
1060
1061A 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'.
1062----
1063* AchillesHeel: They don't explode if Silenced, making operators like Lappland and Jaye excellent at neutralizing their danger.
1064* ActionBomb: Their primary function, the moment an Operator blocks them, they explode and deal splash damage (and deal [[StatusEffects Burn damage]]).
1065[[/folder]]
1066
1067[[folder:Pathfinder Nuncio]]
1068->'''Other variations''': Oren, Legatus
1069
1070An elite Pathfinders Sankta soldier. Carries special ammo that can prevent an operator from attacking and healing.
1071----
1072* ArchaicWeaponForAnAdvancedAge: Firearm version. They carry a blunderbuss, an ''ancient'' firearm even by modern Terra's standards (especially when compared to the [=AKs=] wielded by Sagittarius').
1073* BayonetYa: They carry an axe-shaped bayonet attached to the bottom of their blunderbuss.
1074* KingMook: Oren Argiolas (aka Oren, Legatus) act as this for their normal counterparts, possessing increased stats and a shorter attack interval with his weapon.
1075* ShotgunsAreJustBetter: They carry a blunderbuss, a predecessor to a shotgun, and are even more devastating to Operators with low RES, especially when compared to a modern shotgun.
1076[[/folder]]
1077
1078!!!Bandits attacking the Sanctilaminium Ambrosii (introduced in ''Hortus de Escapismo'')
1079
1080[[folder:General]]
1081* 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.
1082* 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.
1083* UnseenNoMore: Downplayed. Though they technically debuted in ''Grani and the Knights' Treasure'', the Bounty Hunters seen use the Rioter 2D model. After a three and a half year, they finally made a proper appearance in ''Hortus de Escapismo'' (complete with their own set of 2D models).
1084[[/folder]]
1085
1086[[folder:Gnawbeast]]
1087->'''Other variations:''' Starving Gnawbeast
1088
1089A large Infected rodent living in the monastery.
1090----
1091* DamageOverTime: Their attacks inflict the Bleed status effect which causes the Operator to lose health over time.
1092[[/folder]]
1093
1094[[folder:Vesperwing]]
1095->'''Other variations:''' Startled Vesperwing
1096
1097Infected bats living in the depths of the monastery.
1098----
1099* DamageOverTime: Similar to the Gnawbeast, their attacks also inflict the Bleed status effect.
1100[[/folder]]
1101
1102[[folder:Wasteland Skulker]]
1103->'''Other variations:''' Elite Wasteland Skulker
1104
1105Members of the bandit gang, originally pickpockets before they became bandits.
1106----
1107* AmbushingEnemy: They swing into the battlefield using ziplines instead of spawning from incursion points like other enemies, which can catch players off-guard.
1108* FieldPowerEffect: They reduce natural DP regeneration rate when present on the battlefield.
1109* TheSneakyGuy: Unlike the other bandits, they are invisible until blocked.
1110[[/folder]]
1111
1112[[folder:Wasteland Robber]]
1113->'''Other variations:''' Elite Wasteland Robber
1114
1115Members of the bandit gang, specializing in theft due to their lack of combat training.
1116----
1117* AmbushingEnemy: Similar to the Skulker, they can also spawn in via ziplines.
1118* AttackItsWeakPoint: They prioritize attacking Holy Statues over operators, unless there is an operator in range with increased taunt level (i.e. Młynar).
1119* LongRangedAttacker: They primarily throw knives at their foes when at a distance.
1120[[/folder]]
1121
1122[[folder:Wasteland Plunderer]]
1123->'''Other variations:''' Elite Wasteland Plunderer
1124
1125Members of the bandit gang equipped with heavy gear.
1126----
1127* HealThyself: They steal 3 DP and restore 5% of their health every second attack.
1128[[/folder]]
1129
1130[[folder:Bounty Hunter Crossbowman]]
1131->'''Other variations:''' Bounty Hunter Crossbowman Captain
1132
1133Bounty hunters equipped with automatic crossbows, they moonlight as bandits when there are no bounties to hunt.
1134----
1135* AttackItsWeakPoint: Like Robbers, they also prioritize attacking Holy Statues.
1136* 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.
1137[[/folder]]
1138
1139[[folder:Bounty Hunter Disruptor]]
1140->'''Other variations:''' Bounty Hunter Disruptor Captain
1141
1142Bounty hunters armed with machetes and innate Originium Arts, they moonlight as bandits when there are no bounties to hunt.
1143----
1144* 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.
1145* MagicKnight: They use some innate Originium Arts in conjunction with their machete, causing their melee attacks to do Arts damage.
1146[[/folder]]
1147
1148[[folder:Monastery Inhabitant]]
1149
1150Civilians living in the Sanctilaminium Ambrosii.
1151
1152----
1153* 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.
1154[[/folder]]
1155
1156!Leithanien Units
1157!!!Rioters & Mudrock's Squad (Introduced in ''Twilight of Wolumonde'')
1158[[folder:Leithanien Rebel]]
1159[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_067.png]]
1160->'''Other variations:''' Leithanien Rebel Leader
1161Rioters wielding Arts swords. Their lack of training makes them weaker than the Reunion Arts Guards.
1162----
1163* ArmorPiercingAttack: Their Arts damage ignores DEF and targets RES instead.
1164* MagicKnight: Their swords deal Arts damage.
1165[[/folder]]
1166
1167[[folder:Leithanien Whisperer]]
1168->'''Other variations:''' Leithanien Psalmist
1169Extra-long-ranged casters who can also "contest" Gramophones in an attempt to capture them.
1170----
1171* 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.
1172* MagicStaff: Wields one of these, both for ranged Arts attack and to take control of Gramophones.
1173[[/folder]]
1174
1175[[folder:Winterwisp Blood Shaman]]
1176->'''Other variations:''' Winterwisp Blood Magister
1177Powerful 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.
1178----
1179* ActionBomb: Upon death, they will deal 200% ''Arts'' damage to the surrounding tiles, which can also take complete control of any Gramophones in range.
1180* LivingOnBorrowedTime: Their HP will slowly drain over time.
1181[[/folder]]
1182
1183[[folder:Mudrock Matterllurgist]]
1184->'''Other variations:''' Mudrock Matterllurgist Leader
1185Ranged physical units commanded by Mudrock. They will prioritize foes capturing Gramophones.
1186----
1187[[/folder]]
1188
1189[[folder:Mudrock Zealot]]
1190->'''Other variations:''' Mudrock Zealot Leader
1191Powerful 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.
1192----
1193* 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.
1194* 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.
1195[[/folder]]
1196
1197[[folder:Mudrock Colossus]]
1198->'''Other variations:''' Hexed Colossus
1199A 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.
1200----
1201* 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...]]
1202* 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.
1203* 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.
1204[[/folder]]
1205
1206!!!Witch King Remnants (Introduced in ''Lingering Echoes'')
1207[[folder:'Street Layabout']]
1208->'''Other variations:''' Street Drunk
1209Armed militants disguised as Infected Afterglow civilians. Deals additional Arts damage to operators not connected to Realigned Flux.
1210----
1211[[/folder]]
1212
1213[[folder:'Street Performer']]
1214->'''Other variations:''' Street Musician
1215Armed militants disguised as Infected Afterglow civilians. Deals an additional hit to operators not connected to Realigned Flux.
1216----
1217* MusicalAssassin: They carry a triangle to fire off Leithanien Originium Arts, which is casted through music.
1218----
1219[[/folder]]
1220
1221[[folder:Mass-Produced Colossus]]
1222->'''Other variations:''' Enhanced Mass-Produced Colossus
1223An Originium Arts creation designed for breaching through enemy lines. Loses its defenses when standing in Realigned Flux.
1224----
1225* AchillesHeel: They lose 1000 DEF and 50 RES when they are standing in a Realigned Flux line, making operator positioning crucial for defeating them.
1226[[/folder]]
1227
1228[[folder:Spire Caster]]
1229->'''Other variations:''' Battleworn Spire Caster
1230Casters employed by the Leithanien army specializing in area-of-effect damage.
1231----
1232* HerdHittingAttack: They attack 2 operators at once, and deal splash damage if their target is not connected to a Realigned Flux.
1233[[/folder]]
1234
1235[[folder:Remnant Violinist]]
1236->'''Other variations:''' Remnant Principal Violinist
1237Formerly 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.
1238----
1239* HerdHittingAttack: Their attacks travel along the Realigned Flux, damaging all operators connected to that Flux for half the damage.
1240[[/folder]]
1241
1242[[folder:Remnant Field Caster]]
1243->'''Other variations:''' Remnant Elite Field Caster
1244Formerly composers in the Leithanien capital orchestra, they have turned to researching the Witch King's Originium Arts but without success.
1245----
1246[[/folder]]
1247
1248[[folder:Remnant Saxophonist]]
1249->'''Other variations:''' Remnant Official Saxophonist
1250These 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.
1251----
1252[[/folder]]
1253
1254[[folder:Blackwater Originium Slug]]
1255->'''Other variations:''' Blackwater Originium Slug α
1256A type of Originium slug that lives in the sewers of Vyseheim.
1257----
1258* 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.
1259* 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".
1260[[/folder]]
1261
1262!Lungmen & Siracusan Units
1263!!!Sicilian Mafia & Lungmenites (Introduced in ''Code of Brawl'')
1264
1265[[folder:Sicilian]]
1266[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_031.png]]
1267->'''Other variations:''' Elite Sicilian
1268Basic mafiosi who serve in the Siracusan mafia.
1269----
1270* TheGoomba: They serve a similar role to other weaker fodder, such as Infantry and Reunion Soldiers.
1271[[/folder]]
1272
1273[[folder:Brawler]]
1274->'''Other variations:''' Elite Brawler
1275Siracusan mafiosi who launch flurries of rapid-fire punches.
1276----
1277* 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.
1278* EvilCounterpart: Of Beehunter. In fact they share the same animation frames with her.
1279* 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.
1280* RapidFireFisticuffs: Imagine Beehunter but on the enemy side.
1281[[/folder]]
1282
1283[[folder:Marksman]]
1284->'''Other variations:''' Elite Marksman
1285Siracusan mafiosi who use ranged crossbow attacks. They will prioritize attacking Command Terminals.
1286----
1287* AutomaticCrossbows: They wield rapid-fire crossbows that even have drum clips.
1288[[/folder]]
1289
1290[[folder:Bully]]
1291->'''Other variations''': Bulldozer
1292Hulking 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.
1293----
1294* TheJuggernaut: They have an imposing build, move fast, hit like a truck, and require a Defender to even block their advance. And even then, they allow other {{Mooks}} to slip past an Operator's defenses while dealing with a Defender. For reference, Bullies are comparable to a ''moving vehicle'' by virtue of their shields that double as a PowerFist (combined with their naturally imposing build).
1295[[/folder]]
1296
1297[[folder:Fanatic]]
1298->'''Other variations''': Desperate Fanatic
1299Brutish 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.
1300----
1301[[/folder]]
1302
1303[[folder:Greytail]]
1304->'''Other variations:''' Greytail Leader
1305Hard-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.
1306----
1307* BatterUp: They wield metal bats as weapons.
1308* 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.
1309* 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.
1310[[/folder]]
1311
1312!!!Famiglia members (introduced in ''Il Siracusano'')
1313
1314[[folder:General]]
1315----
1316* BadassInANiceSuit: They all wear suits to go with their ''mafioso'' image.
1317* 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.
1318* {{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.
1319* TheMafia: These guys put the ones from "Code of Brawl" to shame.
1320* 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.
1321* PurpleIsPowerful: Several units' special ability effects are purple.
1322[[/folder]]
1323
1324[[folder:Famiglia Soldier]]
1325->'''Other variations:''' Elite Famiglia Soldier
1326Low-level mafiosi under the orders of their superiors. Increase "Blood Debt" by a small amount on death.
1327----
1328* DeviousDaggers: They wield small knives as personal weapons.
1329[[/folder]]
1330
1331[[folder:Famiglia Crossbowman]]
1332->'''Other variations:''' Elite Famiglia Crossbowman
1333Trained snipers armed with crossbows using sophisticated technology. Deal Arts damage during "Asset Liquidation".
1334----
1335* MageMarksman: They deal Arts damage when an "Asset Liquidation" is running.
1336* WouldNotShootACivilian: Inverted. They prioritize attacking Siracusan Civilians over player controlled units.
1337[[/folder]]
1338
1339[[folder:Famiglia Cleaner]]
1340->'''Other variations:''' Famiglia Silent Cleaner
1341Massively 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.
1342----
1343* EliteMook: They have high base stats plus the bonuses they receive during "Asset Liquidation".
1344* {{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]].
1345* 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.
1346* LightningBruiser: They walk fast, shoot fast, and their shots will ''hurt'' - being able to one shot high ground operators with lower DEF.
1347* 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.
1348* TheSneakyGuy: They are invisible until blocked.
1349* WouldNotShootACivilian: Inverted much like the Crossbowmen, Cleaners will target civilians over player operators.
1350[[/folder]]
1351
1352[[folder:Famiglia Intimidator]]
1353->'''Other variations:''' Famiglia Terrorizer
1354Strongmen 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.
1355----
1356* TheBigGuy: They serve as this to the ''famiglia''.
1357* DrawAggro: Operators will prioritize attacking them over other enemies.
1358* MartialPacifist: Their description surprisingly paints them as this, valuing one's skill in the Siracusan language over raw violence.
1359* StoneWall: They have good HP and DEF, though their low RES makes them vulnerable to Arts damage.
1360[[/folder]]
1361
1362[[folder:Famiglia Caster]]
1363->'''Other variations:''' Elite Famiglia Caster
1364''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".
1365----
1366* InTheHood: They wear hoods instead of the top hats seen on other members.
1367[[/folder]]
1368
1369[[folder:Famiglia Limo]]
1370->'''Other variations:''' Famiglia Luxury Limo
1371Limos used by the ''famiglia'' for transportation. Spawns 3 Famiglia Soldiers if defeated when blocked.
1372----
1373* FlunkyBoss: If they are defeated when blocked, they leave behind 3 Famiglia Soldiers that continue on the Limo's path.
1374[[/folder]]
1375
1376[[folder:Famiglia Capo]]
1377->'''Other variations:''' Famiglia Heavy Capo
1378A [[https://en.wikipedia.org/wiki/Caporegime caporegime]] of the ''famiglia''. Increases "Blood Debt" if any ''famiglia'' member is defeated in a radius around them.
1379----
1380* MagicKnight: They emit noxious smoke that deals Arts damage as their melee attack.
1381* ThisBananaIsArmed: Their weapon is concealed inside their cigar.
1382[[/folder]]
1383
1384[[folder:Siracusan Civilian]]
1385Normal 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.
1386----
1387* EscortMission: Players are encouraged to keep them alive since they will reduce "Blood Debt" when alive on the field.
1388* 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.
1389[[/folder]]
1390
1391!Reunion Units
1392!!!Standard Reunion Forces (Introduced in Chapters 0 to 5, or ''Grani and the Knights' Treasure'')
1393[[folder:Originium Slug]]
1394[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiumslug.png]]
1395->'''Other variations:''' Originium Slug α, Originium Slug β
1396
1397Infected wild slugs, often controlled by Reunion casters for use as cannon fodder.
1398----
1399* 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.
1400* ZergRush: The only way they can threaten a well-prepared defensive line is to attack with numbers.
1401
1402[[/folder]]
1403
1404[[folder:Acid Originium Slug]]
1405[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiumslugacid.png]]
1406->'''Other variations:''' Acid Originium Slug β
1407
1408Special Originium Slugs that can secrete highly corrosive fluids. Their attacks inflict a permanent, stacking DEF debuff on operators they hit.
1409----
1410* 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.
1411* ZergRush: Like their weaker brethren, they rely on numbers to overwhelm foes.
1412[[/folder]]
1413
1414[[folder:Infused Originium Slug]]
1415[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiumsluginfused.png]]
1416->'''Other variations:''' Infused Originium Slug β, Infused Glacial Originium Slug, Infused Glacial Originium Slug β
1417
1418Originium Slugs that absorbed dangerous amounts of Originium into their bodies and became unstable. They explode violently upon death, dealing massive splash damage.
1419----
1420* ActionBomb: Infused Originium Slugs detonate upon death, dealing large amounts of physical damage in an area. Other enemies unfortunately receive FriendlyFireproof treatment from them.
1421* CallASmeerpARabbit: Infused Originium Slugs are obviously arachnids and not "slugs", no matter which way you slice it.
1422* 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]].
1423[[/folder]]
1424
1425[[folder:Hound]]
1426[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_hound.png]]
1427->'''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
1428
1429Fast creatures that are controlled by Reunion casters and equipped with surveillance gear.
1430----
1431* ElementalRockPaperScissors: Frostfangs and Razorfrosts deal 50% bonus damage to frozen targets.
1432* FragileSpeedster: They move extremely quickly, but are easily taken down by any sort of damage.
1433* 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.
1434* 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.
1435[[/folder]]
1436
1437[[folder:Soldier]]
1438[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/char_1002_nsabr_2.png]]
1439->'''Other variations''': Airborne Soldier, Airborne Soldier Leader, Shielded Soldier, Shielded Soldier Leader, Spec Ops Soldier
1440
1441Basic Reunion soldiers with illegally obtained gear.
1442----
1443* DefectorFromDecadence: Galles, along with Yila and Boone, defected Reunion to join the Rusthammer organization after the Chernobog Incident.
1444* 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.
1445* TheGoomba: The baseline Soldiers are the second weakest of the Reunion ranks, and just as easily handled. They also lack a red-colored variant compared to even a bog-standard Rioter.
1446* 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.
1447* JetPack: Airborne Soldiers 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 one saving grace is that because the jet packs they use are disposable, they cannot just jump around the map.
1448* LuckilyMyShieldWillProtectMe: Shielded Soldiers carry shields that grant them DEF, but are weak against Arts.
1449* MacheteMayhem: They wield machete-like swords.
1450* 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.
1451* UndergroundMonkey: In Chapter 5, we are introduced to Spec Ops Soldiers, which are Reunion Soldiers possessing better equipment and higher ATK and HP. As a trade-off, they possess even low DEF than standard Soldiers.
1452[[/folder]]
1453
1454[[folder:Crossbowman]]
1455[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_crossbowman.png]]
1456->'''Other variations''': Crossbowman Leader
1457Reunion soldiers armed with crossbows, capable of ranged damage.
1458----
1459* ElementalRockPaperScissors: Yeti Snipers and Leaders deal 50% bonus damage to frozen units.
1460* GlassCannon: They deal a lot of damage with their crossbows, but can't take much in return.
1461* PistolWhipping: If blocked, they will resort to whacking operators with the butt of their crossbows.
1462[[/folder]]
1463
1464[[folder:Caster]]
1465[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/char_1011_wizard_1.png]]
1466->'''Other variations''': Caster Leader, Spec Ops Caster, Spec Ops Caster Leader
1467
1468Reunion soldiers that use the Originium from their infection to cast Arts attacks, dealing ranged damage that ignores defense.
1469----
1470* 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.
1471* 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.
1472* AreaOfEffect: Senior Casters utilize complex Arts that can hit multiple operators at once.
1473* ChunkyUpdraft: Senior Casters are surrounded by floating originium stones, which they use as means of attack.
1474* DefectorFromDecadence: Yila, along with Galles and Boone, defected Reunion to join the Rusthammer organization after the Chernobog Incident.
1475* KungFuProofMook: Like crossbowmen, invisible variants of them cannot be targeted by ranged attacks.
1476* RedEyesTakeWarning: Senior Caster Leaders have glowing red eyes, and have dangerously potent [=AoE=] attacks.
1477* 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''.
1478[[/folder]]
1479
1480[[folder:Mortar Gunner]]
1481[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mortargunner.png]]
1482->'''Other variations''': Mortar Gunner Leader, Guerilla Mortar, Guerilla Mortar Leader
1483
1484Reunion soldiers that attack from extremely long range with mortar shells that deal area damage.
1485----
1486* 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.
1487* StuffBlowingUp: The shells they fire are packed with Originium-based explosives, dealing damage to an area around its point of impact.
1488[[/folder]]
1489
1490[[folder:Dual Swordsman]]
1491[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_dualswordsman.png]]
1492->'''Other variations''': Dual Swordsman Leader
1493
1494Trained soldiers who use fast blade attacks to cause significant damage.
1495----
1496* DualWielding: A pair of straight-bladed swords held in ReverseGrip, contrasting the curved blades of their regular cousins.
1497* ExactlyWhatItSaysOnTheTin: They're Reunion soldiers who wield a pair of swords.
1498* FromCamouflageToCriminal: Their description speculates that they came from mutinous military units or police departments.
1499* NinjaRun: This is how they move towards your defensive line, with their arms held back and head tilted forwards.
1500[[/folder]]
1501
1502[[folder:Light-Armored Soldier]]
1503->'''Other variations''': Light-Armored Soldier Leader
1504
1505Reunion troops using better equipment gained through illegal means.
1506----
1507* StoneWall: Although their ATK stat isn't impressive, their HP and DEF stat are slightly higher than standard Shielded Soldiers, owing to their use of better equipment.
1508[[/folder]]
1509
1510[[folder:Heavy Defender]]
1511[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_heavydefender.png]]
1512->'''Other variations:''' Heavy Defender Leader, Heavy Defender Lieutenant, Possessed Heavy Defender, Possessed Heavy Defender
1513
1514Heavily 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.
1515----
1516* AchillesHeel: One of the first of many examples of a bulky unit with huge DEF and no RES, making them borderline impervious to physical damage (especially considering the units you should have when they first appear), but very weak to Arts. These guys should be your first lesson in using Arts to take out armored units.
1517* 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.
1518* EliteMook: They're listed as such and, as one of the first encountered Elite enemies, preparedness is a must when dealing with them.
1519* GiantMook: Significantly larger than a typical Reunion soldier, possessing greater health, defenses, and attack power, but as slow as a snail.
1520* 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.
1521* HeavilyArmoredMook: The riot armor they wear offers incredible defense against physical attack, but not against Arts.
1522* 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.
1523* LuckilyMyShieldWillProtectMe: Besides being decked from head to toe in heavy armor, these guys also carry formidable tower shields for extra protection.
1524* MightyGlacier: Slow as a snail, but their ShieldBash can deal more damage than a machete issued to a basic soldier, and possess considerable DEF thanks to both their shields and armor.
1525[[/folder]]
1526
1527[[folder:Metal Crab]]
1528[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_metalcrab.png]]
1529-> '''Other variations''': N/A
1530Infected creatures covered in metal armor that makes them highly resistant to all conventional weapons. However, they're not as heavy as they look.
1531----
1532* 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.
1533* 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.
1534* 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.
1535[[/folder]]
1536
1537[[folder:Lurker]]
1538[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_lurker.png]]
1539-> '''Other variations''': N/A
1540Special Reunion soldiers who can't be detected or harmed until their stealth is removed, usually by being blocked.
1541----
1542* AmbiguousGender: They have an androgynous appearance, making it unclear whether they are male, a female (like Crownslayer), or a they.
1543* SinisterShades: They all sport shades that befits their role as stealthy soldiers.
1544* 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).
1545[[/folder]]
1546
1547[[folder:Wraith]]
1548[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_wraith.png]]
1549->'''Other variations''': Wraith Leader
1550
1551Stealthy Reunion engineers who cannot be blocked by melee operators.
1552----
1553* 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.
1554* 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.
1555[[/folder]]
1556
1557[[folder:Monster]]
1558[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_monster.png]]
1559->'''Other variations''': Monster Mk II, Raptor
1560
1561Aerial 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.
1562----
1563* 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.
1564* 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.
1565* DeathbringerTheAdorable: Despite the name, the Mk I variant completely lacks any sort of attack, making them harmless to your operators.
1566[[/folder]]
1567
1568[[folder:Defender-4]]
1569[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_defender4.png]]
1570->'''Other variations''': N/A
1571
1572An unmanned drone with the ability to significantly boost the defense of nearby allies.
1573----
1574* NonActionGuy: It has no offensive capabilities whatsoever.
1575* SupportPartyMember: Boosts the defense of nearby enemy units by 300, significantly increasing their survivability.
1576[[/folder]]
1577
1578[[folder:Technical Scout]]
1579[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_technicalscout.png]]
1580->'''Other variations''': N/A
1581
1582Reunion engineers that can reveal all nearby invisible operators.
1583----
1584* NonActionGuy: Defied. They are completely unarmed like Wraiths, and also specialize in electronics like them. But they are capable of defending themselves by kicking at any foes that block them.
1585* TrueSight: The devices mounted on their backs are able to reveal invisible operators in their vicinity.
1586[[/folder]]
1587
1588[[folder:Avenger]]
1589[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_avenger.png]]
1590[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_avengerboss.png]]
1591->'''Other variations''': Hateful Avenger
1592Unique 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.
1593----
1594* {{BFS}}: Their katana are big enough to qualify as an ōdachi.
1595* 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 twelfth and final season of Contingency Contract, Operation Basepoint, the permanent map not only serves as a homage to CC Beta's, but features both regular Hateful Avengers and a special boss variant [[RememberTheNewGuy who is explicitly one of the survivors of the first battle in the Area 59 Ruins]] after training and returning for revenge.
1596* BreakoutCharacter: Started out as an EliteMook, their Hateful variants got an infamy as they boast a ''huge'' ATK power upon reaching 50% of their HP, capable of seriously wounding (or even outright insta-killing) even the toughest of Operators. Once the Hateful Avengers' popularity grew, thanks to Red's introduction, it introduced a boss version simply called "Hateful Avenger" (with quotes) which is not only a very powerful version of the Hateful variant, but also posses a ''lot'' of benefits as described below. This Avenger also has his own 2D model, completely distinct and separate from their Hateful versions encountered on missions.
1597* 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.
1598* 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]].
1599* KatanasAreJustBetter: Avengers are equipped with these, and they make deadly use of them.
1600* TurnsRed:
1601** 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.
1602** 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'''.
1603[[/folder]]
1604
1605[[folder:Arts Guard]]
1606[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_artsguard.png]]
1607->'''Other variations''': Arts Guard Leader
1608
1609Reunion soldiers that can infuse their swords with Originium Arts, allowing their slashes to deal Arts damage.
1610----
1611* ArmorPiercingAttack: Arts damage are countered by Resistance instead of Defense, which many melee operators (especially Defenders) lack.
1612* {{BFS}}: The swords they wield is longer than they are tall.
1613* MagicKnight: They're capable of infusing Arts into their swords.
1614[[/folder]]
1615
1616[[folder:Bladed Fighter]]
1617[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_bladedfighter.png]]
1618->'''Other variations''': Bladed Fighter Leader
1619
1620Reunion soldiers who use their wrist-mounted shield blades to deliver rapid, hard-hitting strikes.
1621----
1622* BladeBelowTheShoulder: They wield a pair of bladed gauntlets to enhance their martial arts strikes. They also double as shields, justifying their slightly higher defense.
1623* 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.
1624[[/folder]]
1625
1626[[folder:Butcher]]
1627[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_butcher.png]]
1628->'''Other variations:''' Veteran Butcher
1629
1630Unidentified combatants wielding huge axes, capable of dealing severe damage while taking just as much in return.
1631----
1632* GiantMook: They are considerably larger than their brethren, and this large girth (and strength) enables them to wield a large axe.
1633* OurSlashersAreDifferent: According to the description, their outfit (and build) and their combat-style reminds people of slasher movie villains that they watched. It's also for this reason that their nicknamed [[MeaningfulName "Butchers"]].
1634* SmashMook: Like Loggers and Junkmen, Butchers exist to pound your melee operators to dust and tank huge amounts of damage in the process.
1635[[/folder]]
1636
1637[[folder:Armed Militant]]
1638[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_armedmilitant.png]]
1639->'''Other variations''': Senior Armed Militant
1640
1641Unidentified 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.
1642----
1643* GiantMook: Just like Loggers and Butchers, they have a gigantic and burly build that gives them an intimidating look. They also possess enough strength to lug all those heavy equipment around.
1644* GasMaskMooks: They wear a rebreather that is connected to the tank mounted in their back.
1645* 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.
1646* SmashMook: Essentially Butchers with proper protective equipment, which affords them greater defenses. Their battlefield role is more or less the same.
1647[[/folder]]
1648
1649[[folder:Breaker]]
1650[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_breaker.png]]
1651->'''Other variations''': Breaker Leader
1652
1653Well-trained Reunion soldiers who use their incredible speed and decent attack power to spearhead assaults.
1654----
1655* EliteMook: Despite being categorized [[InNameOnly otherwise]], they are much dangerous compared to even their Spec Ops variants and are capable of easily overwhelming unprepared Operators, especially in numbers.
1656* LightningBruiser: These guys are fast, tough, and hit surprisingly hard for their size, made worse by their tendency to come in groups.
1657* 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.
1658[[/folder]]
1659
1660[[folder:Bombtail]]
1661[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_bombtail.png]]
1662->'''Other variations:''' Bombtail-G, Oneiros
1663
1664Special 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.
1665----
1666* ItOnlyWorksOnce: They are only equipped with a single bomb and nothing else.
1667* 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.
1668* StuffBlowingUp: When an operator is within range, the Bombtail will launch its explosive charge, dealing massive [=AoE=] physical damage to the target area.
1669[[/folder]]
1670
1671[[folder:Arts Master [=A1=]]]
1672[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_artsmastera1.png]]
1673->'''Other variations:''' Arts Master A2
1674
1675Enemy drones armed with special weapons that allow them to launch long-ranged Arts attacks, while giving them potent Arts resistance in the process.
1676----
1677* AntiMagic: Their weapon modules give them significant Arts protection, making them significantly resistant to magical damage.
1678* 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.
1679* 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.
1680[[/folder]]
1681
1682[[folder:Frost]]
1683[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_frostdrone.png]]
1684
1685Unmanned, 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.
1686----
1687* AnIcePerson: It reduces the temperature around itself, halving the attack speed of operators and severely hampering their damage output.
1688* NonActionGuy: It is not armed with any damage dealing equipment.
1689* OneSteveLimit: Averted. The guitarist of Alive Until Sunset ''and'' the Specialist Operator of Team Rainbow are also named Frost.
1690* 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.
1691[[/folder]]
1692
1693[[folder:Defense Crusher]]
1694[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_defensecrusher.png]]
1695->'''Other variations:''' Defense Crusher Leader
1696
1697Reunion 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.
1698----
1699* AchillesHeel: Despite their disturbingly high health, attack power, and defense, they have ''zero'' RES, making them highly vulnerable to Arts damage.
1700* HeavilyArmoredMook: They all wear a blast suit from head-to-toe, that grants them even more protection than the already armored Heavy Defenders.
1701* 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.
1702* SmashMook: Their sledgehammers hit ''very'' hard, made worse that they can inflict stun on a third hit.
1703[[/folder]]
1704
1705[[folder:Enraged Possessed Soldier]]
1706[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_enragedpossessedsoldier.png]]
1707->'''Other variations:''' Enraged Possessed Leader
1708
1709Possessed 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.
1710----
1711* DefectorFromDecadence: Boone, along with Galles and Yila, defected Reunion to join the Rusthammer organization after the Chernobog Incident.
1712* 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.
1713* LivingOnBorrowedTime: They will lose HP over time; given long enough, this is fully capable of killing them.
1714[[/folder]]
1715
1716[[folder:Enraged Possessed Thrower]]
1717[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_enragedpossessedthrower.png]]
1718->'''Other variations:''' Enraged Possessed Bonethrower
1719
1720Possessed 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.
1721----
1722* 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.
1723* 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.
1724[[/folder]]
1725
1726[[folder:Demolitionist]]
1727[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_demolitionist.png]]
1728->'''Other variations:''' Demolitionist Leader
1729
1730Reunion 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.
1731----
1732* AchillesHeel: Just like their Defense Crusher cousins, they have no Arts resistance whatsoever.
1733* 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.
1734* 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.
1735* 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.
1736[[/folder]]
1737
1738!!!Yeti Squadron (introduced in Chapter 06)
1739
1740[[folder:Infused Glacial Originium Slug]]
1741-> '''Other variations''': Infused Glacial Originium Slug α
1742A derivative of the Originium Slug that lives in colder and snowy climates.
1743----
1744* AnIcePerson: Not a person per se, but they release a burst of ice elements upon death, dealing Cold on nearby Operators.
1745* HarmlessFreezing: Zig-Zagged. They inflict Frozen once the Cold meter goes to full, and while Frozen Operators don't take damage from being encased in ice; this makes them a danger to Yeti Operatives that deal extra damage to them.
1746[[/folder]]
1747
1748[[folder:Yeti Operative]]
1749->'''Other variations''': N/A
1750
1751Standard soldiers from the Yeti Squadron specializing in artic warfare.
1752----
1753* ElementalRockPaperScissors: They deal 50% bonus damage to frozen targets, making them a danger if they are paired with a Glacial Slug.
1754* UndergroundMonkey: They are Reunion Soldiers with better stats, and deal double damage against Frozen Operators and Icecleavers.
1755[[/folder]]
1756
1757[[folder:Yeti Icecleaver]]
1758[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_yetiicecleaver.png]]
1759->'''Other variations''': Yeti Icecleaver Leader
1760
1761Yeti Squadron elite soldiers who wield long katanas. They have high stats and can deal massive damage to frozen operators.
1762----
1763* 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.
1764* KatanasAreJustBetter: Like the Avengers before them, they wield katanas and are skilled with using them.
1765* MightyGlacier: They have very high HP, surprisingly good mixed defenses, and can hit for severe damage, but aren't very fast.
1766[[/folder]]
1767
1768[[folder:Oneiros]]
1769->'''Other variations''': N/A
1770[=UAVs=] deployed by the Yeti Squadron.
1771----
1772* DeathFromAbove: Just like Bombtails, they will drop their payload on Operators beneath them, dealing [=AoE=] Arts damage and inflict Cold on them.
1773* DiscardAndDraw: Subverted. Once they dropped their payload, their movement speed will be identical to how they carry their bombs.
1774* ItOnlyWorksOnce: Like the Bombtail, they only carry a single cryo bomb. Once dropped, they will be left defenseless.
1775
1776!!!Patriot's Guerillas (introduced in Chapter 07)
1777[[folder:General]]
1778* BadassArmy: Being trained under Patriot and the Shieldguards, they serve as a formidable fighting force within Reunion. Their military training means that they technically serve as a formal military force of Reunion.
1779* DefectorFromDecadence: A good number of them were ex-Ursus Imperial Shieldguards who joined Patriot out of loyalty, after he started an insurgency. They have swore on their goal of protecting the infected.
1780[[/folder]]
1781
1782[[folder:Guerrilla Fighter]]
1783-> '''Other variations''': Guerrilla Fighter Leader
1784
1785Basic Guerilla soldiers armed with a combat axe.
1786----
1787* StatusBuff: Upon being Inspired by Patriot or a Herald, they gain an extra movement speed.
1788* UndergroundMonkey: They are essentially Reunion Soldiers in proper combat gear, and swaps their machete with an axe. However, years of military training makes them superior to the rank-and-file fodder, and an added benefit of gaining movement speed once they are Inspired.
1789[[/folder]]
1790
1791[[folder:Guerrilla Sniper]]
1792-> '''Other variations''': Guerrilla Sniper Leader
1793
1794Guerilla soldiers armed with a sniper crossbow.
1795----
1796* ColdSniper: The crossbows they wield is as long as the one Fartooth wields, complete with a sniping scope.
1797* {{Multishot}}: Once inspired, they are capable of firing two bolts at two separate Operators.
1798[[/folder]]
1799
1800[[folder:Guerrilla Herald]]
1801->'''Other variations''': Guerrilla Herald Leader
1802
1803Special 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.
1804----
1805* 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.
1806* SupportPartyMember: While they can't fight very well, their global buffing abilities make them a priority target to take out whenever they appear.
1807* 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.
1808[[/folder]]
1809
1810[[folder:Guerilla Siegebreaker]]
1811->'''Other variations''': Guerilla Siegebreaker Leader
1812
1813Elite Guerilla commandos under Patriot equipped with a single use jet pack.
1814----
1815* EliteMooks: The description refers to them as being part of Patriot's elite fighting force. They are also stronger than Reunion's Airborne Soldiers, owing to their years of military training and sporting better armor.
1816* JetPack: They are equipped with a single use jetpack, enabling them to launch surprise attacks anywhere on the battlefield. Their name Siegebreaker comes from the fact that they are trained to break through a defensive line.
1817[[/folder]]
1818
1819[[folder:Guerilla Shieldguard]]
1820->'''Other variations''': Guerilla Shieldguard Leader
1821
1822Patriot's elite defender that serve under him, sporting the best equipment owing to their status as ex-Ursus Imperial Army defenders.
1823----
1824* DrawAggro: One of the things that make them dangerous, ranged Operators will be forced to target them, enabling enemies to slip past them while the rest are distracted.
1825* EliteMooks: Sporting the best equipment during their time in the Ursus Empire prior to their defection, this makes them a very formidable opponent and superior stats compared to the other Defenders that Reunion members have fielded.
1826* 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.
1827* StoneWall: While their ATK stat is decent (B+), they all have an impressive DEF and ''RES'' (unlike the rest of the Reunion Defenders) this makes Arts damage no longer a viable option for taking them on.
1828[[/folder]]
1829
1830[[folder:Sarkaz Guerilla Fighter]]
1831->'''Other variations''': Sarkaz Guerilla Fighter Leader
1832
1833A Sarkaz Guerilla warrior who supports Patriot, they don't take damage from Originium Altars and will benefit from them.
1834----
1835* TheBerserker: The description notes that they don't understand Patriot's guerilla operations, instead preferring to fight head-on without much subtlety.
1836* NoSell: As a Sarkaz, they are immune to a Pulse Wave emitted from Originium Altars.
1837* PowerGlows: Once they in contact with a Pulse Wave, their [[RedEyesTakeWarning eyes will glow red]], and their claws will start to glow purple. Once that happens, they will deal Arts damage that can easily obliterate anyone with low RES.
1838[[/folder]]
1839
1840!Sargon Units
1841!!!Tiacauh Tribe (introduced in ''Gavial the Great Chief Returns'')
1842[[folder:General]]
1843* LizardFolk: They are Acahuallan tribesmen that bear an appearance to alligators.
1844[[/folder]]
1845
1846[[folder:Tiacauh Warrior]]
1847[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_070.png]]
1848->'''Other variations:''' Tiacauh Guard
1849Archosaurus melee fighters who will gain additional DEF while being blocked.
1850----
1851* StatusBuff: Whenever an Operator blocks them they receive a significant DEF boost, this makes them dangerous to non-Defender Operators that attempt to engage them in a fight.
1852* WeaponsOfTheirTrade: Befitting their nature as tribesmen, they fight with a crudely built spear.
1853[[/folder]]
1854
1855[[folder:Tiacauh Lancer]]
1856->'''Other variations:''' Tiacauh Sniper
1857Archosaurus warriors who throw ranged spear attacks.
1858----
1859* ThrowingYourSwordAlwaysWorks: They throw their spears as their ranged attack.
1860[[/folder]]
1861
1862[[folder:Tiacauh Fanatic]]
1863->'''Other variations:''' Tiacauh Ripper
1864Archosaurus warriors who wield acid-coated gauntlets, giving them both fast attack speed and the ability to apply a permanent stacking DEF debuff on targets.
1865----
1866* AntiArmor: Their attacks apply stacked DEF debuffs to their target, much like Acid Originium Slugs.
1867[[/folder]]
1868
1869[[folder:Tiacauh Ritualist]]
1870[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_071.png]]
1871->'''Other variations:''' Tiacauh Shaman
1872Archosaurus 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.
1873----
1874* 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.
1875[[/folder]]
1876
1877[[folder:Tiacauh Shredder]]
1878->'''Other variations:''' Tiacauh Annihilator
1879Elite 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.
1880----
1881* ChainsawGood: Fights with dual buzzsaws.
1882[[/folder]]
1883
1884[[folder:Tiacauh Brave]]
1885->'''Other variations:''' Tiacauh Champion
1886The 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.
1887----
1888* DrawAggro: From whoever's blocking them.
1889* DuelBoss: Once they are blocked, they will only take damage from the blocking Operator, making it a 1v1 battle.
1890* 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.
1891[[/folder]]
1892
1893!!!Drudge's Mercenaries & Originiutants (Introduced in ''Originium Dust'')
1894
1895[[folder:Originiutant Puppet]]
1896[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantpuppet.png]]
1897
1898Human remains parasitized and reanimated by Originiutants. Divides into two Originiutant Excrescences on death.
1899----
1900* OurZombiesAreDifferent: They are the first (and only, until the introduction of Dublinn Flamecallers and Flamechaser Guards) true undead unit introduced, as the Possessed Soldiers and Junkmen are half-dead (but self-aware) people controlled through Mephisto's Arts.
1901[[/folder]]
1902
1903[[folder:Mutant Sand Beast]]
1904[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantsandbeast.png]]
1905->'''Other variations:''' Mutant Sand Beast α
1906
1907Swift, 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.
1908----
1909* 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''.
1910[[/folder]]
1911
1912[[folder:Mutant Rock Spider]]
1913[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantrockspider.png]]
1914->'''Other variations:''' Mutant Rock Spider α
1915
1916Sargonian arachnids parasitized by Originiutants. Divides into three Originiutant Excrescences on death, or Tumors if it's an α variant.
1917----
1918* BigCreepyCrawlies: Although they're actually unrelated to the more common Infused Originium Slugs.
1919[[/folder]]
1920
1921[[folder:Mutant Giant Rock Spider]]
1922[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantgiantrockspider.png]]
1923->'''Other variations:''' Mutant Giant Rock Spider α
1924
1925A 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.
1926----
1927* BigCreepyCrawlies: Even bigger and meaner than a regular Rock Spider.
1928* 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.
1929[[/folder]]
1930
1931[[folder:Originiutant]]
1932[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutant.png]]
1933->'''Other variations:''' Originiutant α
1934
1935A 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.
1936----
1937* 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.
1938* 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.
1939[[/folder]]
1940
1941[[folder:"Redmark" Eradicator]]
1942[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkeradicator.png]]
1943->'''Other variations:''' Elite "Redsign" Eradicator
1944
1945A camouflaged mercenary sniper who uses extraordinarily lethal attacks from anywhere on the map, but can only attack Operators exposed to a sandstorm.
1946----
1947* AchillesHeel: Operators not caught in a sandstorm, if forced into a melee combat, they will only use a melee attack which only deal a small amount of damage.
1948* ColdSniper: They are capable of ''sniping'' Operators caught in the sandstorm anywhere on the map. This, coupled with their high ATK stat, makes them extremely dangerous to an affected Operator.
1949* 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".
1950[[/folder]]
1951
1952[[folder:"Redmark" Infiltrator]]
1953[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkinfiltrator.png]]
1954->'''Other variations:''' Elite "Redsign" Infiltrator, Holographic Illusion, Holographic Illusion [=MK2=]
1955
1956A 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.
1957----
1958* MesACrowd: They can project a holographic copy of them if attacked for the first time, until the copy is destroyed, they can easily pass through a defensive line.
1959[[/folder]]
1960
1961[[folder:Originiutant Excrescence]]
1962[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantexcrescence.png]]
1963->'''Other variations:''' Originiutant Tumor
1964
1965Twisted 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.
1966----
1967* ZergRush: Their entire modus operandi; especially the Tumors, which can all but paralyze melee Operators.
1968[[/folder]]
1969
1970!Siesta Units
1971!!!Little Black Sheep (introduced in ''So Long, Adele'')
1972
1973[[folder:General]]
1974* 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.]]
1975* KillerRabbit: Despite looking like cute pink-colored sheep, these guys are actually deadly and are just as capable in doing damage to your operators.
1976* RidiculouslyCuteCritter: They are literally ''pink sheep''.
1977* 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.
1978-->''You're going to humiliate me. Don't tell people my clones are kleptomaniacs.''
1979[[/folder]]
1980
1981[[folder:Hot Spring 'Mischievous Rascal']]
1982->'''Other variations:''' Hot Spring 'Jolly Rascal'
1983A sheep familiar wearing a traffic cone. Spawns a Carmine Steam on the spot when defeated.
1984[[/folder]]
1985
1986[[folder:Fashion Street 'Hearty Heavy']]
1987->'''Other variations:''' Fashion Street 'Robust Heavy'
1988A sheep familiar carrying a frisbee. Has a ranged attack and also spawns a Carmine Steam on the spot when defeated.
1989[[/folder]]
1990
1991[[folder:Fashion Street 'Ordinary Aviator']]
1992->'''Other variations:''' Fashion Street 'Hyperactive Aviator'
1993A 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.
1994----
1995* 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.
1996* 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.
1997* 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.
1998[[/folder]]
1999
2000[[folder:Hot Spring 'Wandering Vagrant']]
2001->'''Other variations:''' Hot Spring 'Wandering Slider'
2002A 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.
2003----
2004* TheSneakyGuy: They are invisible until blocked.
2005[[/folder]]
2006
2007[[folder:'Big Fella']]
2008->'''Other variations:''' 'Big Man'
2009A large fluffy critter that sometimes unintentionally eats its own kin. Spawns a 'Mischievous Rascal' on first attack, or when defeated.
2010----
2011* 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.
2012[[/folder]]
2013
2014[[folder:Urban 'Whirlwind Walker']]
2015->'''Other variations:''' Urban 'Tornado Trendsetter'
2016Two 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'.
2017----
2018* 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.
2019* FlunkyBoss: Spawns a 'Mischievous Rascal' and a 'Hearty Heavy' after death.
2020* StickyFingers: Both literally (cotton candy is ''sticky'') and also figuratively from their flavor text.
2021-->''The main reason the Candy House grandpa is so angry is because they snatched his wig off too!''
2022[[/folder]]
2023
2024[[folder:'Fluffy Buddy']]
2025A 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.
2026----
2027* 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.
2028[[/folder]]
2029
2030[[folder:Fashion Street 'Stellar Caster']]
2031->'''Other variations:''' Fashion Street 'Supernova Caster'
2032A sheep familiar carrying a witch's gear from a divination shop. Attack up to three operators at a time if standing in Carmine Steam.
2033----
2034[[/folder]]
2035
2036!!Ursus Units
2037!!!Ursus Imperial Army and civilians (Introduced in Chapter 8)
2038[[folder:General]]
2039----
2040* SecretAIMoves: The ability to use ranged attacks, they only use it on allied units (friendly [=NPCs=]) and ''never'' on active Operators.
2041[[/folder]]
2042
2043[[folder:Ursus Civilian]]
2044[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_081.png]]
2045
2046Harmless 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.
2047----
2048* 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]].
2049* 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]]...
2050* 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.
2051[[/folder]]
2052
2053[[folder:Ursus Mangler]]
2054->'''Other variations:''' Ursus Mangler Packmother
2055
2056A ruthless pack beast trained by the Ursus military.
2057----
2058* UndergroundMonkey: They are essentially Reunion Hounds that boast better stats, making them more threatening in numbers.
2059[[/folder]]
2060
2061[[folder:Infected Patrol Captain]]
2062[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_082.png]]
2063->'''Other variations''': Elite Infected Patrol Captain
2064
2065Vanguards from the Ursus Army in charge of hunting down infected civilians.
2066----
2067* 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.
2068* LongRangeFighter: They can target the Ursus Civilians and Talulah the Fighter using throwing knives.
2069* 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.
2070* 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.''
2071* WouldHarmASenior: [[spoiler:They have no qualms about offing old people, as Ivan would find out later.]]
2072[[/folder]]
2073
2074[[folder:Ursus Assault Crossbowman]]
2075-> '''Other variations''': Elite Ursus Assault Crossbowman
2076
2077Ranged attackers for the Ursus Imperial Army, carrying a jet pack to launch surprise attacks.
2078----
2079* StraightForTheCommander: Another of their priorities; they will target Talulah the Fighter and will prioritize her over active Operators.
2080* UndergroundMonkey: They function similarly to their Reunion counterparts, but carrying a crossbow instead of a melee weapon.
2081* WouldNotShootACivilian: Inverted. They will prioritize shooting at Ursus Civilians over Operators.
2082[[/folder]]
2083
2084[[folder:Ursus Armored Caster]]
2085-> '''Other variations''': Elite Ursus Armored Caster
2086
2087Casters that serve under the Ursus Imperial Army.
2088----
2089* StraightForTheCommander: Another of their priorities; they will use their Arts on Talulah the Fighter and will prioritize her over active Operators.
2090* SquishyWizard: Subverted. They are surprisingly durable thanks to the armor they're wearing (hence the name), giving them much more protection compared to the other casters.
2091* WouldNotShootACivilian: Inverted. They will prioritize using ranged Arts at Ursus Civilians over Operators.
2092[[/folder]]
2093
2094[[folder:Ursus Raider]]
2095->'''Other variations:''' Ursus Raider Leader
2096
2097Imperial soldiers trained to break enemy lines. They prioritize attacking civilians and can only be blocked by Operators with 2 block or higher.
2098----
2099* EliteMook: Being stronger than the Captains, they count as two enemies when blocking--this makes them a threat to those with only one block as they simply pass through them.
2100* LongRangeFighter: Like Captains, they will pull out a knife and use it on Ursus Civilians and Talulah the Fighter.
2101[[/folder]]
2102
2103[[folder:Imperial Striker]]
2104->'''Other variations:''' Elite Imperial Striker
2105
2106The heavy soldiers of the Ursus Imperial Army who can launch with harpoons at range and use a spiked tip at melee range. Their attack power will double once they drop below half health.
2107----
2108* GiantMook: Of the Ursus Imperial Army, their imposing height and muscular build makes them suitable for taking on stronger Operators.
2109* HarpoonGun: They carry a wrist-mounted harpoon launcher as their primary weapon. They only use it on allied units such as Talulah the Fighter and Ursus Civilians, otherwise they will simply stab blocking Operators with it.
2110* MightyGlacier: Their movement speed isn't that fast, but they make up with high mixed bulk and strong attacks.
2111* 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.
2112[[/folder]]
2113
2114[[folder:Imperial Artillery Targeteer]]
2115->'''Other variations:''' Imperial Artillery Core Targeteer
2116
2117Heavily 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.
2118----
2119* DeathFromAbove: Calls in artillery strikes from above to do massive splash damage.
2120* MightyGlacier: They deal massive damage, have sturdy defenses, and pack massive amounts of HP, but they're extremely slow to compensate.
2121[[/folder]]
2122
2123!Great Yan Units
2124!!!Ink Spirits (Introduced in ''Who is Real'')
2125
2126[[folder:"Angry"]]
2127->'''Other variations:''' Anxious "Angry"
2128
2129A 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.
2130----
2131
2132[[/folder]]
2133
2134[[folder:"Bitey"]]
2135[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_143_1.png]]
2136->'''Other variations:''' Serious "Bitey"
2137
2138A basic Ink Spirit with a curious, sociable personality.
2139----
2140
2141[[/folder]]
2142
2143[[folder:"Stabby"]]
2144->'''Other variations:''' Flanking "Stabby"
2145
2146A prideful Ink Spirit whose ranged attacks prioritize attacking Operators with the opposite attribute as itself.
2147----
2148
2149[[/folder]]
2150
2151[[folder:"Lazy"]]
2152->'''Other variations:''' Unmoving "Lazy"
2153
2154A massive, sedentary Ink Spirit with equally massive bulk and the ability to draw Operator fire to itself.
2155----
2156
2157[[/folder]]
2158
2159[[folder:"Smarty"]]
2160->'''Other variations:''' Dazzled "Smarty"
2161
2162A 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.
2163----
2164* 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.
2165* 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.
2166[[/folder]]
2167
2168[[folder:"Blindey"]]
2169->'''Other variations:''' Indefatigable "Blindey"
2170
2171A reckless Ink Spirit with above-average stats and the ability to pass through any Operator without the same attribute as itself.
2172----
2173
2174[[/folder]]
2175
2176[[folder:"Envy"]]
2177->'''Other variations:''' Complicated "Envy"
2178
2179A 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.
2180----
2181
2182[[/folder]]
2183
2184[[folder:"Fury"]]
2185->'''Other variations:''' Unbridled "Fury"
2186
2187A hulking but dimwitted brute of an Ink Spirit that deals massive damage against Operators with the opposite attribute as itself.
2188----
2189* DumbMuscle: Extremely powerful, but too stupid to make good decisions in combat.
2190[[/folder]]
2191
2192[[folder:"Free"]]
2193
2194The 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.
2195----
2196* BarrierChangeBoss: Switches its attribute from Ming (white) to Hui (black) when it TurnsRed, changing its strength and weakness to match.
2197* 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.
2198* LargeAndInCharge: The biggest of the Ink Spirits, and by far the most powerful.
2199* 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.
2200* 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.
2201
2202[[/folder]]
2203
2204!!!Waregeists (Introduced in ''Invitation to Wine'')
2205
2206[[folder:General Waregeist tropes]]
2207* 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]].
2208* 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]].
2209* 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.
2210* 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.
2211[[/folder]]
2212
2213[[folder:Grindstone]]
2214->'''Other variations:''' Brightmirror
2215
2216A canine-like Waregeist made from wooden seals. Spawns 2 wooden seals when defeated.
2217----
2218[[/folder]]
2219
2220[[folder:Vernacularism]]
2221->'''Other variations:''' Sophistication
2222
2223A soldier Waregeist made from novel scrolls. Spawns 3 novel scrolls when defeated.
2224----
2225[[/folder]]
2226
2227[[folder:Introspection]]
2228->'''Other variations:''' Scantwords
2229
2230A Waregeist created from a mirror that resembles a bird. Taunts operators into attacking it, and spawns a mirror when defeated.
2231----
2232* IShallTauntYou: It taunts operators into attacking it over other enemies by "revealing their inner secrets in their truest form".
2233[[/folder]]
2234
2235[[folder:Inkwave]]
2236->'''Other variations:''' Heartbillow
2237
2238A stone lion-shaped Waregeist created from a fusion of multiple paperweights. Spawns 15 wooden paperweights when defeated.
2239----
2240* MightyGlacier: Not particularly fast moving, but they have good HP and DEF as well as high attack damage.
2241* 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.
2242[[/folder]]
2243
2244[[folder:Fountainboil]]
2245->'''Other variations:''' Rainbowbrew
2246
2247A 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.
2248----
2249* AchillesHeel: Similar to Infused Originium Slugs, Silence status effect prevents it from exploding on death.
2250[[/folder]]
2251
2252[[folder:Blueflower]]
2253->'''Other variations:''' Scarletmist
2254
2255A 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.
2256----
2257* 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.
2258* 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.
2259[[/folder]]
2260
2261[[folder:Sinkingsand]]
2262->'''Other variations:''' Sharpedge
2263
2264A 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.
2265----
2266[[/folder]]
2267
2268[[folder:Clarity]]
2269->'''Other variations:''' Magnificence
2270
2271A Waregeist made from a lampstand that resembles a bird statue. Periodically grants nearby enemies invisibility. Spawns a bronze lampstand on defeat.
2272----
2273* TheSneakyGuy: Not itself, but Clarity can produce a smokescreen that grants invisibility to nearby Waregeists.
2274[[/folder]]
2275
2276[[folder:Wisp]]
2277
2278Fragments of Sui's main body. Increases Sui-Xiang's max HP and reduces the charging time of its special ability when absorbed.
2279----
2280[[/folder]]
2281
2282!!! Shanhaizhong (introduced in ''Where Vernal Winds Will Never Blow'')
2283
2284[[folder:Di Beast]]
2285[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdibeast_sprite.png]]
2286->'''Other variations:''' Raging Di Beast
2287
2288Beasts created by Ya that serve as Its eyes and ears.
2289----
2290[[/folder]]
2291
2292[[folder:Shanhaizhong Skirmisher]]
2293[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongskirmisher.png]]
2294->'''Other variations:''' Shanhaizhong Vigilante
2295
2296Ordinary members of Shanhaizhong with a complex past. Gain increased range when standing on Yumen Catastrophe Defenses.
2297----
2298[[/folder]]
2299
2300[[folder:Shanhaizhong Relayer]]
2301[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongrelayertalksprite.png]]
2302->'''Other variations:''' Shanhaizhong Harbringer
2303
2304Tacticians specialized in relaying orders via ciphers. Deploy a Shanhaizhong Cipher on the first unoccupied Yumen Catastrophe Defense tile that they pass through.
2305----
2306* 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.
2307* MalevolentMaskedMen: Wear golden full-face masks that resemble animal skulls.
2308[[/folder]]
2309
2310[[folder:Shanhaizhong Desperado]]
2311[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdesperado.png]]
2312->'''Other variations:''' Shanhaizhong Phalanx
2313
2314Large, burly Shanhaizhong members tasked with defense.
2315----
2316[[/folder]]
2317
2318[[folder:Shanhaizhong Ringleader]]
2319[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongringleaderelitetalk.png]]
2320->'''Other variations:''' Shanhaizhong Secret-Keeper
2321
2322Leaders 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.
2323----
2324[[/folder]]
2325
2326[[folder:Shanhaizhong Seer]]
2327[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongseer.png]]
2328->'''Other variations:''' Shanhaizhong Oracle
2329
2330Casters 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.
2331----
2332* ChargedAttack: Their main gimmick.
2333* MalevolentMaskedMen: Wear golden masks over their upper faces, resembling animal skulls.
2334[[/folder]]
2335
2336[[folder:'Wallbreaker']]
2337[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizongwallbreaker.png]]
2338->'''Other variations:''' 'Fortbreaker'
2339
2340Yumen siege machines stolen by the Shanhaizhong. Prioritize attacking roadblocks and operators located on Yumen Catastrophe Defenses.
2341----
2342[[/folder]]
2343
2344[[folder:'Sandwalker']]
2345[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongsandwalker.png]]
2346->'''Other variations:''' 'Sand Voyager'
2347
2348Yumen 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.
2349----
2350[[/folder]]
2351
2352%%[[folder:Real Life]]
2353%%* Quote from a CCP Defector, via from ''The Epoch Times''.
2354%%-->''"What the communist party are afraid of? They're afraid of people knowing about the true information, so they started to brainwash you since elementary school, they don't let you know about the real truth, and lock the information, thus it created a generation of fools. That's the party's mistake.''"[[note]]共产党最怕什么?它最怕人民知道真实资讯。所以从小学开始洗脑。不让你知道真情。封锁资讯。造就了一代愚民。这是它的罪过。[[/note]]
2355%%* A minor example, but still qualifies -- on January 6th, 2021, egged on by UsefulNotes/DonaldTrump and other Republican politicians, a mob of several thousand people attacked the U.S. Capitol building in a bid to stop the Electoral Vote count and attack Democratic politicians, due to Trump's disproven allegations of electoral fraud. They were eventually repelled when the National Guard arrived hours later, and the National Guard remained in the Capitol for several weeks. Still, a few people were killed as a result, including one supporter who was trampled by her colleagues, another who tried to break into the Speaker's Lobby, getting shot for her trouble, and a policeman who died from injuries sustained during the assault, ultimately the casualties amounted to 5, though the mob came very close to various prominent politicians, including the Vice-President. 4 other police officers were so unnerved by the experience that they subsequently committed suicide. In addition, the Capitol sustained severe damage to numerous areas of its interior as a result of the invaders damaging and defacing it, with a total repair cost of around $30 million to bear.
2356%%* With the communist takeover of mainland China. The country, since Mao Zedong's rule, has not only collectivized agriculture, but they insistently believed that everything ranging from land, companies, and subjugated countries (like Xinjiang, Tibet, Macau, and [as of 2020] Hong Kong) belong to them (even the general citizenry, namely the Han Chinese, and pandas aren't safe as they consider them to be their property too). As a testament to their hegemony, they even claim Taiwan to be part of mainland China despite ''never'' being ruled by them.
2357%%* There are rumors that the COVID-19 virus may have been genetically made in a Wuhan Institute of Virology Lab based from a [=SARS-CoV-2=] virus collected from bats. With the intention of making it more contagious (possibly as a bio-weapon)[[note]]The Institute is working for the Chinese Government[[/note]]. It didn't help that the moment it accidentally escaped, the CCP ordered the scientist to [[DestroyTheEvidence destroy the samples]] to cover-up the incident (then deliberately not announcing its harmful effects until January 25, 2020). As you have guessed, [[UsefulNotes/COVID19Pandemic the pandemic started]].
2358%%* The Philippine National Police, which is notorious for tolerating unbridled corruption, particularly in the form of petty traffic bribery. They are also known to torture and beat up small-time offenders in their custody -- an Amnesty International affiliate revealed they used a ''[[http://www.theguardian.com/world/2014/jan/28/philippines-police-wheel-of-torture-game wheel of torture]]'' on their victims. Indeed, before the investigation by Amnesty International have started, it is very common for the PNP to rough up recently arrested suspects, which is caught on video.
2359%%* The Urban Administrative and Law Enforcement Bureau, also known as Chengguan, gained infamy for their corruption and abuse of power, and earned the moniker "violent thugs in uniform" for a reason. They often dish out brutal beatdown (to the point of manslaughter) towards locals in broad daylight (to the point that even the country's [also corrupt] police force aren't safe), smash vendor stalls, illegally confiscate stuff for their own use, and even kill unregistered pets. Some reports even claim that they have connections with organized crime.
2360%%* By 2020 thanks to propaganda, mainland China has become this, instilling nationalism amongst its population, and hyping and prepping them for their dream of invading Taiwan and conquering the nation by force. This reached its apex in 2022 where during the Russian invasion of Ukraine, Chinese nationalist cheered at the former invading the latter with some of them going as far as daydreaming it as China launching an invasion of Taiwan. Anyone condemning the invasion of Ukraine (or even advocating peace between the two nations) will be harshly [[{{Understatement}} targeted and scrutinized]] by said Chinese nationalists.
2361%%* The Chinese Communist Party
2362%%** They are notorious for utilizing this. They have rules and laws for anyone to follow but will ignore said rules to do as they please (not helped that they are written in a vague way that allows LoopholeAbuse). This leaves ordinary citizens (especially minorities) at the mercy of authorities who are unable to file complaints and petitions against them (petitions are generally frowned upon by the Chinese government). Lawyers, human rights groups, and doctors that help minority groups, and victims of oppression and unfair treatment, [[PunishedForSympathy are especially targeted]] which goes against the rules and regulations they set up in the first place.
2363%%** This is became more prominent during the 2022 Beijing Olympics where they deliberately allowed Chinese athletes to play dirty against foreign competitors to gain an unfair advantage while punishing the latter when they decide to complain... Or for their [[BlatantLies supposed violation of uniform code.]]
2364%%* Taiwan is the Athens to China's Sparta. Taiwan is a growing democracy, with a relaxed atmosphere, the country of origin for Bubble and Milk Tea, and though they practice conscription, they don't take it as seriously as South Korea. Meanwhile, China, while it has an entertainment industry and [=BiliBili=] is responsible for co-hosting anime conventions, is a totalitarian society with a tense and unfriendly environment, people are constantly monitored 24/7, employ indoctrination that forces people into worshipping the Chinese Communist Party, and often give people, as early as [[https://www.themainewire.com/2023/07/exclusive-the-chinese-military-is-training-kindergarteners-for-war-in-bootcamps-across-the-country/ kindergarteners]], [[https://www.insider.com/chinese-kids-bayonet-japanese-soldiers-theme-park-military-gun-mortar-2023-5 military training]] to prepare for a war.
2365%%* UsefulNotes/{{North Korea}} and UsefulNotes/{{South Korea}}. South Korea is a wealthy, technologically advanced and respected democracy with fast internet connection, and ''VideoGame/StarCraft'' tournaments. However, North Korea is poor, has scarce food, a HUGE military and is a communist dictatorship. Spying and espionage are common among the two Koreas and both want to reunify the country, but under their own ideals.\
2366This is largely a recent development. During the UsefulNotes/KoreanWar and its aftermath, both nations were brutal dictatorships that committed war crimes during the conflict and committed many human rights abuses after the war. North Korea likewise was bombed into the Stone Age during the war, with Pyongnang almost entirely destroyed and losing all its infrastructure, subsisting on aid given by USSR and China (who both had their own problems) while South Korea received much aid from America for redevelopment.
2367%% * With Xi Jingping taking the seat in mainland China, he implemented the Xi Jingping thought as a bible, and deitified himself as the [[https://www.christianitytoday.com/news/2017/november/china-christians-jesus-communist-president-xi-jinping-yugan.html lord and savior]] of China, with the CCP as the primary religion.
2368%%* "[=SWATting=]" is a term where perpetrators would deceive an Emergency Services into sending [[SWATTeam SWAT Teams]] onto someone else's home (hence the name) as a prank just to [[ForTheEvulz get a kick out of it]], often at the expense of both the victims and the SWAT Officers involved (as it amounts to wasting resources and assets). Since the SWAT are trained to engage armed suspects, this squares firmly to this trope (especially for livestreamers).
2369%%* Despite overwhelming evidence that states the contrary, the Chinese Communist Party will let you know that the Tiananmen Square Massacre never happened, the lasers used to harass and temporarily blind passing ships and jets are "civilian laser designators" used for distance calculation, and the Chinese spy balloons are "civilian weather monitoring satellites", etc.
2370%%[[/folder]]

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