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1Character page for the enemies (minions and main antagonists) of ''VideoGame/KingdomRush''. Note that these entries are only for their appearance as enemies; tropes relating to their role as towers or heroes in other games should go on Characters/KingdomRushTowers or Characters/KingdomRushHeroes.
2
3Return to the main character page [[Characters/KingdomRush here]].
4
5[[foldercontrol]]
6
7!Villains and their minions
8
9[[folder:Kingdom Rush Enemies]]
10!!Orc Enemies
11
12The first group of enemies faced in the main campaign. This group of enemies compose of Goblins, Orcs, Shamans, Ogres, Goblin Zappers, Orc Champions, Worg Riders, and Forest Trolls.
13----
14* ArchEnemy: They are this to the Bandit enemies, being against them after the Bandits constantly kidnapping them and forcing them to play in their GladiatorGames. This makes their involvement in the game with them as TeethClenchedTeamwork.
15* CarryABigStick: The Ogres and Forest Trolls wield massive clubs and ''trees'' respectively.
16* CoolHelmet: Worn by the Orc Champions.
17* DefeatEqualsExplosion: Goblin Zappers blow up upon death.
18* EliteMook: The Orc Champions. They are the most powerful enemies in this group, with their nearly-invulnerable armor and strong attacks.
19* EveryoneHasStandards: They find the way that the bandits hold their GladiatorGames to be abhorrent.
20* FantasticRacism: The Orcs, Goblins and Ogres used to have this for each other, however, the raids by the bandits, as well as the heroism of Veruk, allowed them to tolerate each other and lay their grudges for each other to rest, forever. Currently, this is directed towards the humans (but mostly the bandits).
21* FireForgedFriends: The Goblins, Orcs, and Ogres originally hated each other, and thought of themselves as [[FantasticRacism superior to each other]]. This was until Veruk's heroism inspired all of them to forget about their feud and unite as one against the bandits who terrorised them.
22* {{Foil}}: Physically, to the bandits, and humans in general. These tend to be very strong and stereotypically rather dim, whilst the humans (and in this case the bandits), are weak, but have very sharp minds, which allows them to set traps to capture them.
23* GiantMook: {{Downplayed|Trope}} with the Ogre, which is only ''somewhat'' big, but is encountered very early and has very high health and attack by that point of the game. Played straight with the Forest Troll, which is much tougher and among the biggest enemies in the game.
24* GogglesDoNothing: The Goblin Zappers.
25* HealingFactor: Forest Trolls regenerate health in a similar manner to the mountain trolls.
26* HeavilyArmoredMook:
27** Orcs are the first enemy in the game (and the series) to have armor. While low armor isn't impressive compared to later enemies, they are still dangerous in the early game as you cannot rely on archers and barracks to hurt them. Instead, [[WeakToMagic magic is your best counter against these orcs]].
28** The Orc Champions have 80% physical armour. On the other side of the spectrum, the Worg Riders have 80% Magic Resistance.
29* HorseOfADifferentColor: The Worg Riders are Orc Champions that rides the worg. They boast very high resistance and the Orc Champions will get off and move when its health hits 0.
30* MadBomber: The Goblin Zappers.
31* MalevolentMaskedMen: The Shamans.
32* MookMedic: Shamans can heal other enemies.
33* OurGoblinsAreDifferent: The Goblins are the first enemies encountered in ''Kingdom Rush''. They are very weak, but come in great numbers.
34* TheGoomba: The Goblins are the weakest enemies in ''Kingdom Rush''.
35* OurOrcsAreDifferent: The Orcs are the second enemies encountered in ''Kingdom Rush''. They have light armor, allowing them to receive less damage from non-Mage Towers.
36* OurTrollsAreDifferent: The Forest Trolls are distant cousins to the trolls encountered in the mountains. Like the trolls, they have regenerating health.
37* PromotedToPlayable: Goblins and Orcs are playable towers and heroes in ''Vengeance''.
38* RedEyesTakeWarning: The Worgs of the Worg Riders. See Worg enemies below.
39* RiddleForTheAges: The original reason as to why the Goblins, Orcs and Ogres started feuding each other is this. This later helped them put their differences to rest, and rally behind ''Veruk''.
40* SpikesOfVillainy: The shoulder cladding of the Orc Champions have spikes on them.
41* ZergRush: Goblins rely on numbers to be a threat.
42
43!!Bandit Enemies
44
45A common group of enemies faced in the main campaign. This group of enemies compose of Bandit, Brigand, Marauder, Raider, and Pillager.
46----
47* CoolHelmet: The Brigands, Marauders and Raiders all wear helmets.
48* CoolSword: The Pillagers wield some epic-looking swords.
49* DeviousDaggers: The Bandits wield knives as their primary weapon.
50* FatBastard: Most of them seem rather portly, especially the Marauder and Pillager.
51* {{Foil}}: Physically, to the orcs, and greenskins in general. These tend to have very sharp minds and stereotypically rather weak, whilst the greenskins, are very strong, but are said to be dim, which allows the bandits to set traps to capture the orcs.
52* GiantMook: Pillagers are huge and have tons of health and attack power. Marauders are also introduced this way in the early game, having high health at that point.
53* GlassCannon: Bandits have low health and no armor of any sort but are fast and deal huge damage to troops at the beginning parts of the game.
54* GuestStarPartyMember: In ''Vengeance'', they're available as mercernaries that can be hired in ''Lightseeker Camp''.
55* HeavilyArmoredMook: Raiders boast 95% physical armour, tied for the highest in the entire series (discounting enemies that are immune to physical damage). Pillagers have 90% magic resistance instead.
56* HumansAreBastards: Not just to the player, but in-universe lore shows that they are also this to the Greenskins (Orcs, Goblins and Ogres), trapping them and forcing them to play in their GladiatorGames.
57* MalevolentMaskedMen: The Bandits and Pillagers were scarves that cover most of their faces.
58* MightyGlacier: The Pillagers are slow, heavily-armoured, and deal a ''lot'' of damage.
59* PurpleIsPowerful: The tattoos on the Pillagers are coloured purple.
60* SpikesOfVillainy: The Raiders wear spike armour and wield throwable spiked balls.
61* StoneWall: In contrast to [[GlassCannon Bandits]], Brigands have good health and armor for a non-GiantMook enemy but deal rather low damage.
62* TattooedCrook: The Pillagers have tattoos on their faces and torsos.
63* WalkingShirtlessScene: Only the Raiders are ever shown to be wearing shirts.
64* WeakButSkilled: The Greenskins see them as this, being much weaker than them, but possessing a sharp enough mind to trap them and force them to fight each other.
65* WeakToMagic: Only the Pillagers have any sort of magic resistance.
66
67!!Dark Warrior Enemies
68
69Another common group of enemies faced in the main campaign. This group of enemies compose of Shadow Archer, Dark Knight, Dark Slayer, Skeletons, Skeleton Knights, Necromancer, and Magma Elemental.
70----
71* AnnoyingArrows: Courtesy of the Shadow Archers.
72* BadassLongRobe: Worn by the Necromancers.
73* BlackKnight: The Dark Knight and Dark Slayers are {{Heavily Armored Mook}}s that deal high melee damage, and are essentially the EvilCounterpart to your Paladins.
74* CoolSword: The Dark Knights and Dark Slayers wield some ''awesome'' looking swords.
75* ClownCarGrave: Whenever ''any'' humanoid enemy dies in the last stages of the game, the Skeletons and Skeleton Knights spawn from a graveyard that's very close to the exit. Only the Skeleton Knights are a big deal in this case.
76* DarkIsEvil
77* DemBones: The Skeletons and Skeleton Knights respectively.
78* EnemySummoner: The Necromancer can create Skeletons and Skeleton Knights around them at any given time.
79* GiantMook: The Dark Slayers and the [[MagmaMan Magma Elementals]].
80* HeavilyArmoredMook: The Dark Knights and Dark Slayers have 80% and 95% armour rating, respectively.
81* InTheHood: The Shadow Archers and Necromancers wear sinister-looking hoods.
82* LuckilyMyShieldWillProtectMe: The Dark Knights have shields.
83* {{Necromancer}}
84* PromotedToPlayable: Shadow Archers, Skeletons, and Dark Knights are playable towers and heroes in ''Vengeance''.
85
86!!Troll Enemies (+ Yeti)
87
88An enemy group only encountered in the Mountain area. This group of enemies compose of Trolls, Troll Champion, Troll Chieftain, Troll Pathfinder, and Troll Breaker (and Yeti).
89----
90* BigfootSasquatchAndYeti
91* EvilRedhead: They all have red hair.
92* GiantMook: The Yetis and the Troll Breakers (sort of).
93* GuestStarPartyMember: They're available in some of the Northern levels in ''Vengeance'' and you can hire them.
94* HealingFactor: All of them have the ability to regenerate health over time.
95* ImprobableWeaponUser: The Chieftain, Pathfinder and Breaker use a drumstick, sled and log as weapons, respectively.
96* LightIsNotGood: The Yetis have white fur and are your enemies.
97* MalevolentMaskedMen: The Troll Chieftains were scary-looking masks.
98* MookCommander: Troll Chieftains can buff the speed and attack of other trolls around them.
99* OurTrollsAreDifferent: These trolls are part of what's called the ''Ha'Kraj Nation'', have blue skin, red hair, and regenerate health fairly quickly.
100
101!!Demonic Enemies
102
103An enemy group encountered in Vez'nan's lands and the Underworld. This group of enemies compose of Demon Spawn, Demon Lord, Demon Hound, Demon Imp, Demon Legion, Flareon, Gulaemon and Cerberus.
104----
105* ActionBomb: All of them explode on death which can damage troops.
106* AirborneMook: Demon Imps can fly over towers. Gulaemons are grounded but will fly over troops they encounter, although this is temporary and has a cooldown time.
107* BatOutOfHell: The Demon Imps could be considered this.
108* BigRedDevil: The Demon Lords are a prime example of this trope.
109* ContractualBossImmunity: The Cerberus counts as a mini-boss, and are immune to Instant-kill abilities.
110* DefeatEqualsExplosion: Upon death, they explode to deal damage to anything around them.
111* DegradedBoss: Cerberus initially appears as a MiniBoss battle in Pit of Fire, but later on in ''Pandaemonium'' it appears twice on wave 10.
112* DevilsPitchfork: The Gulaemons wield tridents.
113* DungeonBypass: Demon Spawn and Demon Hounds will randomly come out of the summoning circles on the ground of ''The Dark Tower'' level, with one of those circles being rather close to the episode.
114* FatBastard: The Gulaemons.
115* FlamingSword: The Demon Legions wield these.
116* HellHound: The Demon Hounds and Cerberus.
117* {{Kevlard}}: Gulaemons are {{Fat Bastard}}s and have more health than other non-boss demons.
118* MeaningfulName: Gulaemons are named after Gula, the Spanish word for the [[SevenDeadlySins deadly sin]] of Gluttony. Fittingly enough, they're all {{Fat Bastard}}s.
119* MightyGlacier: The Gulaemons and Cerberus are very slow, powerful enemies.
120* MiniBoss: Cerberus is encountered at the end of Pit of Fire. It's powerful, fast, has a ton of HP along with armor, and has ContractualBossImmunity to instant kill attacks.
121* MookCommander: The Demon Lords will grant [[StatusEffects infernal shields]] to other demonic enemies.
122* OurDemonsAreDifferent: Horned, red demons from the underworld. All of them explode on defeat.
123* PlayingWithFire: Flareons attack by throwing fireballs that burn your troops.
124* SelfDuplication: Demon Legions can spawn a clone of themselves with the same amount of HP as the original.
125* SuddenlyHarmfulHarmlessObject: The Cerberus is seen sleeping near one of the portals in ''Pit of Fire''. On the very final wave, it wakes up and makes its way towards the exit.
126* TakingYouWithMe: Their explosions can harm soldiers and heroes.
127
128!!Worg Enemies
129
130A common group of enemies faced in the main campaign. This group of enemies compose of Wulf, Worg, and Winter Wulf.
131----
132* DarkIsEvil: The Wulf and Worg enemies have very dark fur.
133* FragileSpeedster: Wulves and Worgs are fast but don't have that much health. They do make up for it in numbers, however.
134* LightIsNotGood: The Winter Wulf units are dangerous, white-furred enemies.
135* NoBodyLeftBehind: Oddly enough, they explode in a puff of black or grey smoke upon death instead of falling over.
136* RedEyesTakeWarning: The wulves have red eyes (if you look ''very'' closely).
137* SavageWolves: Packs of wolf-like enemies that are definitely not friendly.
138* ZergRush: They tend to appear in large numbers each time, with the exception of Winter Wulves.
139
140!!Flying Enemies
141
142A group of enemies encountered throughout the campaign. These consist of Gargoyles and Rocket Riders.
143----
144* AirborneMook
145* CoolHelmet: Owned by the Rocket Riders.
146* {{Cyborg}}: The Rocket Riders give off this vibe.
147* DarkIsEvil: The Gargoyles.
148* DefeatEqualsExplosion: The Rocket Riders explode on death.
149* FangsAreEvil: The Gargoyles have visible fangs.
150* TheGoomba: The Gargoyles are very easy to kill.
151* {{Jetpack}}: The Rocket Riders have some.
152* KryptoniteFactor: They are affected by the Barbarians' Net Throw ability (Flash only).
153* NitroBoost: The Rocket Riders briefly have this ability when hit.
154* RedEyesTakeWarning: The Gargoyles.
155
156!!Spider Enemies
157
158A group of enemies encountered throughout the campaign. These include Giant Spider, Spider Matriarch, Spider Hatchling and Son of Sarelgaz.
159----
160* EliteMook: Sons of Sarelgaz have a lot of health and they have both physical armor ''and'' magic resistance.
161* EnemySummoner: Spider Matriarchs lay eggs that hatch into three Spider Hatchlings.
162* FragileSpeedster: The Spider Hatchlings.
163* GiantSpider: All of them are pretty big, but the Sons of Sarelgaz take the cake by being as big as a tower themselves.
164* TheGoomba: The Hatchlings are ridiculously easy to kill.
165* GuestStarPartyMember: In ''Vengeance'', they're playable as special towers in ''Silveroak Outpost'', and appropriately enough they spawn spiders as minions similar to a barracks tower.
166* HeavilyArmoredMook: The Sons of Sarelgaz are notably one of two enemies in the series to boast physical armor and magic resistance at the same time, the other being the Paragons.
167* MightyGlacier: The Sons of Sarelgaz are huge, heavy hitting, but thankfully, rather slow.
168* PurpleIsPowerful: The Sons of Sarelgaz, like their mother, are purple, and ''very'' difficult to beat.
169* RedAndBlackAndEvilAllOver: The Giant Spiders have a red and black colour scheme.
170
171!!Swamp Enemies
172
173A group of enemies only encountered in ''Rotten Forest'' and ''Fungal Forest''. These include Husk, Noxious Creeper, Mutated Hatchling, Tainted Treant, Swamp Thing and Rotshroom.
174----
175* CameBackWrong: Whenever one of your barracks troops die, a Husk will rise up from a poison pool. Whenever one of your Earth Golems die, a Swamp Thing will rise up instead.
176* TheCorruption: What has affected and mutated all of them. It's revealed on the Ironhide Website that the forest was once a lush and lively place until the Diarchs of Varladul did a DealWithTheDevil that cursed their kingdom and turned the Lush Forest into the Rotten Forest.
177* DungeonBypass: In the Rotten Forest mini campaign, Tainted Treants will repeatedly pop up anywhere on the lane, bypassing a lot of towers if they pop up near your exit.
178* EnemySummoner: Just like Spider Matriarchs, Noxious Creepers spawn smaller spiders at a rapid rate.
179* FallenHero: The Husks are your former troops, resurrected as monsters from the Poison Pools, while Tainted Treants were once guardians of the forest, who were corrupted by Greenmuck.
180* MuckMonster: The Swamp Things are very much these.
181* MushroomMan: Rotshrooms are walking mushrooms with legs.
182* OurZombiesAreDifferent: The husks are your former soldiers, their corpses corrupted by the forest into becoming your enemies.
183* PoisonIsEvil: The poison from Greenmuck created these things, and should your units fall they will be resurrected by the poison as Husks and Swamp Things.
184* PurpleIsPowerful: The Rotshrooms are purple.
185* ShoutOut: The Swamp Things are a reference to... ''ComicBook/SwampThing''.
186* UndergroundMonkey: Noxious Creepers and their spawn are essentially stronger swamp versions of the Spider Matriarchs and Spider Hatchlings.
187* WhenTreesAttack: Tainted Treants are moving trees with high armor.
188
189!!Blackburn Enemies
190
191A group of enemies only encountered in the Curse of Blackburn Castle mini-campaign. They include Zombies, Giant Rats, Wererats, Fallen Knights, Spectral Knights, Abominations, Werewolf, Lycans and Black Hags.
192----
193* ActionBomb: When Abominations are killed, they explode for massive damage in an area.
194* AirborneMook: Black Hags fly in a side-winding motion, unlike most other flying enemies that still follow the paths.
195* BattleAura: The Spectral Knights boost the attack damage of the Fallen Knights.
196* DarkIsEvil: All of them embody this, whether through having darkly coloured skin/fur (Giant Rats and Werewolves), or through the clothes they wear (Wererats and Black Hags).
197* DungeonBypass: The Zombies, Skeletons and Giant Rats can spawn from certain points along the maps. Zombies from various buildings and Zombie graves, Skeletons from Skeleton Piles (and some Necromancers that Guest Star in the Ancient Necropolis), and Giant Rats from Trash.
198* EarlyBirdCameo: The Zombies, Abomination, Werewolves and Lycans all make appearances here before they make their appearances again in the Shadowmoon Campaign in ''Frontiers''.[[note]]These enemies actually appeared in the Shadowmoon campaign first, which was released before Curse of Castle Blackburn.[[/note]]
199* FallenHero: The Werewolves and Fallen Knights.
200* FleshGolem: The Abominations.
201* ForcedTransformation: Black Hags throw cursed magic at your forces, turning troops but not heroes into frogs. This is effectively a OneHitKill.
202* FragileSpeedster: Giant Rats are fast and spread disease to your troops, but they have rather low HP.
203* GiantMook: Abominations are slow but have lots of health. Interestingly, [[StoneWall their attack isn't too high]] for giant enemy standards, but the main danger is their tendency to spawn in numbers and their ability to explode on death.
204* InstantIllness: Giant Rats and Wererats spread a DamageOverTime disease which also decreases damage dealt that immediately takes hold as soon as they hit your troops.
205* LightningBruiser:
206** Wererats move quickly and have a decent amount of health, and their main threat is their disease spreading that kills units and heroes in a jiffy while also halving afflicted units' damage output.
207** Lycans. They're fast, damaging, can instakill your troops by turning them into werewolves, and have a good bit of health that constantly regenerates.
208* MonstrousHumanoid: Abominations are very misshapen {{Flesh Golem}}s made out of mutilated parts and limbs put together in the shape of a humanoid.
209* MookCommander: The mere presence of a Spectral Knight will boost the attack damage of nearby Fallen Knights.
210* MyRulesAreNotYourRules: The Black Hags don't follow the normal paths, instead taking their own ones above everybody else on the maps.
211* OneHitKill: The Black Hags turn your non-hero troops into toads, which die shortly after. Lycans have a chance to remove your troops by turning them into werewolves.
212* OurWerewolvesAreDifferent: They come in two flavours:
213** Regular werewolves that are [[FallenHero fallen heroes]] overcome by bloodlust upon being cursed.
214** Lycans: They start as men but then transform into much more powerful were wolves who can [[TheVirus spread lycanthropy]] to your troops.
215* OurWerebeastsAreDifferent: There are two different types of werewolves, and then there are (of all things) wererats.
216* PowerFloats: The Spectral Knights float above the ground with a glowing purple hue.
217* PurpleIsPowerful: The Fallen and Spectral knights have a purple hue to them.
218* PromotedToPlayable: Zombies and Black Hags are playable as tower units in ''Vengeance''.
219* RatMen: The Wererats.
220* ResistantToMagic: Fallen Knights have extremely high magic resistance but lack any armor. This makes them tricky to defeat as they resurrect as a Spectral Knight when killed, which is ''completely immune to physical damage'' but WeakToMagic.
221* RevivingEnemy: The Fallen Knights become Spectral Knights once you kill them, meaning you technically have to kill them twice unless you use the Arcane Wizard's '''Death Ray'''.
222* RodentsOfUnusualSize: The Giant Rats, obviously.
223* StatusEffects: Giant Rats and Wererats cause a poison-like effect on any units they hit and also decreases their damage dealt by afflicted units.
224* StoneWall: Abominations aren't too damaging for a GiantMook thanks to their slow attack rate, but have low armor and sport a giant amount of health. Their most damaging ability in fact occurs when they die.
225* SwarmOfRats: Both Giant Rats and Wererats tend to spawn in [[ZergRush large numbers]].
226* TakingYouWithMe: When Abominations are killed, they explode for a massive amount of True Damage, enough to kill or severely wound most troops and heroes.
227* UncleanlinessIsNextToUngodliness: The Giant Rats and Wererats are so filth-ridden that their attacks spread a debilitating InstantIllness on your troops. The former can appear from trash piles while the latter are mentioned to revel in rot and decay.
228* TheVirus: Giant Rats and Wererats spread a disease to your troops that damages them over time. Lycans also spread lycanthropy to your troops, turning them into werewolves that don't give gold upon death.
229* WasOnceAMan: They were all regular human beings until Blackburn's attempt at ridding the place of evil [[TheCorruption corrupted them]] to wander the lands in a state of undeath.
230* WeakToMagic: Spectral Knights are only vulnerable to magic attacks and are completely immune to physical damage. This makes them tricky to fight, as they spawn from Fallen Knights that are extremely magic resistant but lack physical armor.
231* WickedWitch: The Black Hags, with the hat, broom and magical abilities.
232* YouDirtyRat: The Giant Rats and by extension, the Wererats. Also taken [[UncleanlinessIsNextToUngodliness quite literally]] as both of them spread disease on your troops.
233* ZergRush: Zombies are weak and slow, but they are always spawned in ''massive'' numbers. Giant Rats also tend to spawn in numbers.
234
235[[/folder]]
236
237[[folder:KingdomRushAntagonists]]
238
239!!The Juggernaut
240[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/kr_jugg.png]]
241
242->''A mindless unstoppable machine of destruction. The Juggernaut obliterates any army that tries to stop him.''
243
244A gigantic golem monster built by Vez'nan forces to destroy the capital, is the first boss encountered in the main campaign.
245----
246
247* ArmCannon: His left arm will sometimes open to shoot a giant missile at your troops.
248* ArtEvolution: Has gone through a [[https://static.tvtropes.org/pmwiki/pub/images/krvjuggernaut.png noticeable one]] from the original to ''Vengeance'', giving him more detail as well as SpikesOfVillainy.
249* {{Golem}}: A colossal one, made of iron, he can even make smaller ones to attack.
250* HornedHumanoid: His head is a giant horned helmet.
251* FlunkyBoss: He can spawn swarms of Golem Heads... sometimes far ahead on the path, meaning that, if you didn't level your back towers enough you can kiss your three stars goodbye.
252* PromotedToPlayable: In ''Vengeance'', you can summon one to the battlefield with one of the special items.
253* RocketPunch: Its melee attack is this.
254* WakeUpCallBoss: Fitting, as this is the first boss and will teach you how you should deal with them.
255
256!!J.T.
257[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/kr_jt.png]]
258
259->''An abominable legendary creature that dwells in the coldest reaches of Stormspike.''
260
261A titanic yeti who dwells nearby the ''Stormcloud Temple'', he's the second boss of the main campaign.
262----
263
264* AnIcePerson: Can cover nearby towers in ice, forcing you to thaw them if you want to use them again.
265* BigfootSasquatchAndYeti: The boss of all the Yeti of ''Stormcloud Temple''.
266* EatingTheEnemy: J.T. deals with soldiers and reinforcements by just eating them. Your troops are later seen eating ''him'' in the Heroic and Iron Challenges, roasting his eyeballs over a campfire and his legs on a spit, turning above the campfire.
267* FlunkyBoss: He summons Yetis and Winter Wulves thoughout the final wave, until he dies.
268* GroundPound: His ice attack works like this. Also doubles as WeaksauceWeakness, as he stops for a few seconds to catch his breath after performing this attack.
269* KingMook: Of the Yetis.
270* LiterallyShatteredLives: In his death animation he's frozen in his own ice and then shatters.
271* OhCrap: His last facial expression upon defeat.
272* OneHitKill: His ability to eat soldiers and even heroes is this.
273* PunnyName
274
275!!Vez'nan
276[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/kr_vez.png]]
277
278->''The most evil being you will encounter. Watch out for his evil bad jokes!''
279
280The evil dark lord who's attacking the kingdom and de facto BigBad of the campaign, he's fought after all his troops in the last scenario, the Dark Tower.
281----
282
283* TheBadGuyWins: In ''Vengeance'', [[spoiler:he succeeds in disposing of King Denas and taking over Linirea by the end of the game]]. Later on, [[spoiler:he also succeeds at taking over Hammerhold, with nobody to rebel against him because his forces defeated King Malik in a TrialByCombat for the crown, fair and square]].
284* BigBad: Of the first game and main campaign, though some of his actions influences other scenarios too.
285* BigNo: When he returns to the realm of the living in ''Vengeance'', he lets one out when he sees the state of his dark tower (the humans turned it into a happy amusement park).
286* ClippedWingAngel: When you kill him he turns into a giant red demon, which is actually weaker than his human form as he can no longer use his special abilities. It's still a nasty surprise if you manage to nail him only when he's past halfway.
287* CoolCrown
288* DealWithTheDevil: Implied to be the source of his powers, as he's later seen in Hell in another scenario. According to the Ironhide website, [[https://www.ironhidegames.com/News/Details/204 it was implied]] that he had sold his soul to the Demons, [[spoiler:possibly before the Tear of Elynie was corrupted]]. His legions of undead are from a deal with the ancient ghosts (a.k.a. the Ghost Kings).
289* EvilMentor: ''Vengeance'' reveals that he was the mentor of Magnus Spellbane.
290* EvilSorcerer: A powerful wizard capable of blocking your towers with his magic.
291* EvilVersusEvil: In ''Vengeance'', all the mini-campaigns pit him against other evil beings like Polyx the Sage, The Winter Queen, and the Ghost Kings.
292* EvenEvilHasStandards: When the Ghost Kings demand the souls of half the living people in the now-conquered Linirea, even Vez'nan thinks it's too much. The fact that they never stated this in their bargain didn't help matters.
293* EveryoneHasStandards: Despite having a huge and powerful Dark Army and being generally willing to recruit powerful people into his troops, Vez'nan refuses to incorporate dinosaurs into his army out of PragmaticVillainy. The dinosaurs' insatiable appetite and their [[ExplosiveBreeder insanely quick reproduction]] would spell disaster for his troops' supplies.
294* FaceHeelTurn: He was a hero unit in ''Origins''.
295* FinalBoss: Of the first game's main campaign.
296* GlassCannon: His first form only has 6666 health, which is extremely low for a boss (only Myconid has less). However, his regular attack is a OneHitKill.
297* GoofyPrintUnderwear: When he was brought back from Hell in ''Vengeance'', he comes back with nothing except his crown and a pair of boxers with skull prints on them.
298* GuestStarPartyMember: In the final level of ''Vengeance'', he becomes a helper in the scenery by being able to charge up energy balls that he'll throw at the front-most enemy on the screen when tapped. This changes to [[spoiler:making his summoned demon do a ShockwaveStomp attack during the final battle itself]].
299* HiddenDepths:
300** ''Vengeance'' shows that he's not totally a BadBoss, since he allows his troops to actually stop, rest, and get a drink from the Dwarves' Brewery once they conquer it. He's also shown to be very resourceful and opportunistic, preferring to [[AllYourBaseAreBelongToUs take over and use the Dwarves' facilities]] for his army instead of destroying them. Finally, his entire reason for invading Linirea [[spoiler:turns out to be a darkly [[WellIntentionedExtremist well-intentioned]] one.]]
301** It's also revealed that he paid the pirates and scavengers from ''Frontiers'' to cause havoc, [[WeNeedADistraction distracting]] the army of ''Hammerhold'' so that they won't be able to come to Linirea's aid, knowing that they would be called on by Denas and that fighting an army of that magnitude would be suicidal.
302** When the Ancient Ghosts claim their due after Vez'nan's victory, they want the souls of his defeated enemies... as well as half of the living population of the kingdoms. Vez'nan is ''not'' happy with the second part.
303* IShallTauntYou: Keeps insulting and taunting the player for the whole stage from his balcony.
304* MoneyIsNotPower: Discussed in ''Vengeance''. He declares that the Dwarves were fools for valuing gold as real power.
305* NumberOfTheBeast: Let's see... his regular attacks deal at least 666 damage, he has 6666 health on Normal, and his demon form always has 6666 HP regardless of difficulty.
306* OneHitKill: If confronted by ground troops, he'll simply erase them with his scepter... which deals ''at least'' 666 damage.
307* OOCIsSeriousBusiness: It's telling that the Winter Queen is ''[[TheDreaded not]]'' [[TheDreaded to be trifled with]] when his orders in the level description eschew most of the [[EvilIsHammy evil hamminess]] and show serious, solemn concern.
308* PetTheDog: He was the only person to have ever shown respect or care for Malagar, and took him in as his apprentice when he saw the kind of potential that he had. This resulted in Malagar's UndyingLoyalty to Vez'nan, and he attempted to take revenge for the latter's death at Linirea's hand.
309* PintsizePowerhouse: All the other bosses follow the AttackOfThe50FootWhatever trope, his warlock form is barely bigger than a Necromancer, while his devil form is still smaller than most bosses.
310* ShoutOut: Nearly everything he says, check out the main page for more examples.
311* SoulPower: He's capable of draining souls in the first game for massive amounts of damage. In ''Vengeance'', your Rain of Fire is replaced by Soul Impact, a powerful spell cast by Vez'nan himself, and the Vez'nan's Wrath item makes him do a SmartBomb that kills all the mooks on the screen by destroying their souls.
312* SummonMagic: Can open satanic red portals that summon Demon Spawn and Demon Hounds during the battle, all of which are closer to the exit than the original entrances.
313* VillainProtagonist: You play as his dark forces in ''Kingdom Rush Vengeance'', and he's essentially your superior there.
314* VillainousBreakdown: In ''Vengeance'', he loses his cool after a series of mishaps against the Northerners, as seen by the level introduction texts.
315* WellIntentionedExtremist: His motives in ''Vengeance'' were due to [[spoiler:Linirea and King Denas not heeding his warnings by keeping a [[SealedEvilInACan sealed]] EldritchAbomination in his castle basement, and that Vez'nan wanted to destroy it for good. "The True Battle Begins Now", indeed.]]
316* YourSoulIsMine: He can suck out your troops' souls.
317
318!!Sarelgaz
319[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/kr_sarel.png]]
320
321->''One of the legendary spider queens, Sarelgaz rules the Northern lands.''
322
323The Northern Spider Queen, this ancient arachnid behemoth was awakened by Vez'nan's magic. Is the boss of the stage "Lair of Sarelgaz".
324----
325
326* DamageSpongeBoss: She is literally a huge bag of hit points, with no special abilities at all.
327* EatingTheEnemy: Whoever has the misfortune of fighting her face to face is SwallowedWhole.
328* GiantSpider: Their queen, and is really colossal in size, with her children being about the size of a tower themselves.
329* HiveQueen: Before facing her, you have to face her rather huge brood of {{Giant Spider}}s.
330* OneHitKill: Instantly eats troops she encounters.
331* PurpleIsPowerful: She's mostly purple-colored and is the strongest of her race.
332* SealedEvilInACan: Was sleeping in her frozen lair, then Vez'nan awoke her.
333
334!!Gul'Thak
335[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/kr_gul.png]]
336
337->''The most feared Orc chieftain. His battle prowess is only matched by his incredibly boring campfire stories.''
338
339Legendary warchief of the orcs, rides a colossal boar in battle. Is the boss of the "Ruins of Acharoth" level.
340----
341
342* BeastOfBattle: The Boar that he rides on.
343* FullBoarAction: Rides a colossal boar, which does all the fighting.
344* KingMook: For the goblinoid faction.
345* NoodleIncident: It's mentioned that his battle prowess is matched only by his terribly boring campfire stories, which you don't get to hear.
346* StaffOfAuthority
347
348!!The Kingpin
349[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/kr_king.png]]
350
351->''The slickest and most greedy vandal in the kingdom. Rest for sure he'll try to steal your money!''
352
353The leader of all the bandits, outlaws and ruffians of the realm. He's the boss of the "Bandit's Lair" stage.
354----
355
356* BlingOfWar: He wears a lot of gold while on his way out of his lair.
357* DirtyCoward: While other bosses are marching toward the goal in order to defeat you, it's highly implied that the Kingpin is doing this merely to escape you and reform his band somewhere else.
358* FatBastard: He's so obese he has to be carried around on a wooden platform on wheels.
359* GladiatorGames: He held them using large beasts and Greenskins to fight each other, including ''Veruk'', who later became the greatest hero for the Greenskins that he originally imprisoned.
360* TheHedonist: Getting his minions to trap Greenskins in order to make them fight in GladiatorGames for his own amusement, screams of this trope.
361* KingMook: For the outlaw enemies.
362* MightyGlacier: He's an insta-killing boss who ''really'' takes his time to get to the exit.
363* OneHitKill: Crushes any unit he runs over.
364* ScrewThisImOuttaHere: Pretty much what he's doing in the final wave, albeit ''very slowly''.
365* SpikesOfVillainy: His wagon has pikes coming out of it, as well as spiked wheels.
366
367!!Ulguk-Hai
368[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/kr_ulguk.jpg]]
369
370->''Larger, smarter and more vicious than any other troll. His bite is even worse than his breath!''
371
372Warchief of the trolls, bears a massive shield with him. Is the boss of the "Ha'Kraj Plateau" stage.
373----
374
375* TheBusCameBack: In ''Legends of Kingdom Rush'', the Unblinded sacrifices himself to bring him back from the dead. Of course, thanks to the influence of the Overseer's cult, he [[CameBackWrong comes back wrong]] as a part-eldritch crystal monstrosity.
376* CarryABigStick: His weapon is a rudimental club with a stone head.
377* TheConqueror: He is implied to be this, since the briefing for ''Ha'Kraj Plateau'' states that he united them under "his blood-red banner!".
378* EvilSmellsBad: His Flavour Text (above) states that he has an awful breath.
379* EvilRedhead: Like the trolls at his command.
380* KingMook: Of the trolls.
381* LargeAndInCharge: Like the other bosses he's a behemoth.
382* LuckilyMyShieldWillProtectMe: Carries around a colossal spiked shield. When not engaged in combat with another unit, he'll raise his shield, being invulnerable to all damage.
383* PuzzleBoss: His shield makes him hard to damage, but whenever he runs into a melee fight he has to put away the shield, which means that you can whale on him with the other nearby towers as he fights.
384* SpikesOfVillainy: He wears spikes on his armour and his shield.
385
386!!Greenmuck
387[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/kr_green.png]]
388
389->''The heart of the Rotten Forest and its source of corruption.''
390
391A giant treant source of the corruption and boss of the stage "Rotten Forest".
392----
393
394* TheCorruption: The source that corrupts the entire forest.
395* FlunkyBoss: He summons plenty of Tainted Treants and Swamp Things throughout the last level.
396* KingMook: Of the Fallen Treant and Swamp Things.
397* PoisonousPerson: His trunk is filled to the brim with the toxic junk that is spoiling the forest.
398* WalkingWasteland: The effects of his presence in the forest.
399* WhenTreesAttack: A colossal, poisonous treant.
400
401!!Myconid
402[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/kr_myco.png]]
403
404->''Very bad temper and strong boxing skills. Prepare to be assimilated.''
405
406The ferocious leader of the rotshroom and boss of the "Fungal Forest" stage.
407----
408
409* AsteroidsMonster: When he's killed in the Flash version, he splits into '''25''' Rotshrooms.
410* BoxingBattler: His flavour text says that he has ''strong boxing skills''.
411* TheCorruption: Similar to Greenmuck, though in this case, a fungal infestation instead.
412* ExactlyWhatItSaysOnTheTin: It's a [[MushroomMan myconid]] that's called Myconid.
413* FlunkyBoss: Spawns groups of Rotshrooms at a fast rate.
414* FragileSpeedster: He has the second-lowest health of all the bosses in the series. To compensate, he's the fastest.
415* KingMook: For the Rotshrooms.
416* MeaningfulName: He's named after the MushroomMan monsters from Dungeons and Dragons, due to being... a MushroomMan monster.
417* MushroomMan: A giant walking mushroom.
418* PurpleIsPowerful: He's a big walking purple mushroom.
419* RedEyesTakeWarning
420* TechnicolorToxin: Releases poisonous purple spores.
421* WalkingWasteland: The effects of his presence in the forest. Unlike Greenmuck, he is causing a toxic mushroom infestation instead.
422
423!!Moloch
424[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/kr_moloch.png]]
425
426->''A feared and overconfident demon overlord, he eats hot coals for breakfast!''
427
428The demon lord of Pandaemonium. Is the boss of the stage "Pandaemonium".
429----
430
431* BigRedDevil: He is one, sans wings.
432* DemonLordsAndArchDevils: The demon king of Pandaemonium.
433* TheDreaded: Everyone fears him, and there are tales about his badassery, including literally eating hot coals for breakfast.
434* HornAttack: How he deals with soldiers. It's a OneHitKill, but cannot spam it.
435* HornsOfVillainy
436* KingMook: For all the demonic enemies encountered in the game.
437* TheManBehindTheMan: For Vez'nan.
438* OneHitKill: Anybody on the receiving end of his head smash is destroyed, even heroes.
439* OrcusOnHisThrone: Literally, he sits there on his throne for all the duration of the battle. As the last wave starts he stands up and walks toward your goal.
440* SkywardScream: Has one in his death animation as he explodes.
441* SpikesOfVillainy
442* UseYourHead: His OneHitKill head smash kills all soldiers in an area around him.
443
444!!Lord Blackburn
445[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/kr_black.png]]
446
447->''Once a great noble knight, his yearn for the power to battle evil, corrupted him and his lands.''
448
449Once a powerful and just servant of goodness and justice, his quest for even more power to fight the evils of his land turned him in the very same things he set out to destroy. His kidnapping of the elderly King Banesti of Niroma makes him the ArcVillain of the ''Curse of Castle Blackburn'' mini-campaign, and the boss in "Castle Blackburn".
450----
451
452* AFatherToHisMen: He loved his citizens, and his citizens loved him back. He would have done anything to make sure they were safe, but in the end, he only made it far worse.
453* AnimatedArmor: His backstory reveals that he's a ghost possessing a giant suit of armor, as his physical body is long gone after the ancient spell that was cast to "protect" his lands.
454* AntiVillain: All he wanted was power to stop his enemies, see below for details.
455* BlackKnight: His looks. A nice subversion if you were expecting a vampire to fit the gothic horror theme of the stages.
456* CoolHelmet: One with [[HornsOfVillainy curled horns]] on it.
457* FaceHeelTurn: Again, he was one of the good guys.
458* FallenHero: Much to the surprise and grief of your troops. According to the Ironhide Games website, this went into affect after his lands were attacked by brutal raiding parties, and his insistence on an ancient, dangerous spell, cast by the coven of white witches who served him. This resulted in TheCorruption of his lands in the long term and forced him into a state of undeath, determined to finish what he started.
459* FateWorseThanDeath: Because of the spell cast onto him, his people and his lands, he is now forced to live in limbo between life and death, forever, never allowed to move from his current state at all.
460* FeelingTheirAge: He was getting old, and he was very much aware that it was diminishing his ability to fight the evils that would occasionally raid his lands. Because of this, he thought of himself as a failure, and poured over ancient scrolls in his family's library in order to find something, ''anything'' that could stop the evil from tainting his lands.
461* GlowingEyes
462* GodzillaThreshold: The ancient spell he ordered the coven of white witches to perform to stop the evil from his lands was this. This resulted in the spell not being as clear cut as it seemed, and it turned Lord Blackburn's lands into the wasteland that was present in the present day.
463* GoneHorriblyRight: The spell that he ordered the white witches to perform on his lands worked, and evil never came near the lands again. However, this was only because of the spell corrupting the land and its inhabitants into monstrous beings, a place where ''nothing'' living would survive for long, meaning nobody [[BeCarefulWhatYouWishFor would want to go there anyway]].
464* TheGoodKing: Every single action he took was so that his citizens would be safe from the evil that surrounded the lands.
465* GroundPound: Uses this to disable all your towers around him and stun all troops around him.
466* HeavilyArmoredMook: Has the highest physical armour of all the bosses in the series, reducing '''90%''' of incoming non-magical damage (discounting the Ancient Ghost that is immune to physical damage).
467* HeWhoFightsMonsters: His search for power to destroy the evils plaguing his land turned him into one of the very evils he wanted to destroy. He spent much of life making sure that no evil would his lands an people, only for everything on that land, himself included to become evil in its place.
468* HistoryRepeats: Like Tristan and Umber before him, he was a ruler who resorted to dark magic to protect his kingdom, turning it into a haunted wasteland. Unlike the Diarchs of Varladul, Lord Blackburn had a more sympathetic reason for doing so.
469* KingMook: He looks like a beefed up version of the Fallen Knights you've previously encountered.
470* KnightTemplar: Apparently the reason why he's trying to execute the foreign king.
471* MarriedToTheJob: He spent all of his time being devoted to the duty of protecting his people, never having time for anything else, least of all a family.
472* NoOntologicalInertia: He's the only boss in the first game who has all his minions die and the waves stop coming as soon as he goes down.
473* NotQuiteDead: Due to the nature of the curse that he unwittingly had placed onto his lands, he is still partially alive, albeit in limbo and unable to properly move onto an afterlife. This is shown in the "Cursed Bargain" mini-campaign in ''Vengeance'', where his suit of armour is on display, and still displays his soul when fully put together.
474* {{Pride}}: A tragic example. He saw himself as the only thing that could protect his people from the evil that ravaged the lands, and stopped at nothing to prove this, from which he got to the ancient scrolls that had the spell that would curse him, his lands and his people. This eventually twisted into the way he rules over his lands to the present, kidnapping an elderly foreign king for the purpose of executing him on illogical charges.
475* PurpleIsPowerful
476* ScaryImpracticalArmor: Which also means he's hard to damage with everything that's not magic.
477* TheSleepless: When it became obvious that he was getting too old to protect his people for much longer, he spent countless sleepless nights to try and find ''anything'' that would be able to to do so in his place.
478* SmolderingShoes: All that's left of him upon death are his armoured boots and his axe.
479* SpikesOfVillainy
480* StatusBuff: His suit of armour in ''The Ancient Ghosts'' level of ''Vengeance'' provides this to your towers, with the full set giving your towers a 50% damage boost.
481* TinTyrant: Fully clad in menacing armour and is definitely not a nice ruler anymore. The armor's not for show, either -- it reduces 90% of incoming physical damage.
482* TragicVillain: He spent his entire life protecting his people, but when he got old, he was less and less able to achieve this. When his lands were razed and slaughtered by evil forces, he took the drastic action of asking the white witches to cast an ancient spell that would rid his lands of the evil forces. This caused TheCorruption of everything on [[GaiasLament his lands]], from [[WasOnceAMan the people]], to the coven, and then [[FateWorseThanDeath himself]]. He's not even allowed to move onto an afterlife, living a state between [[WhoWantsToLiveForever life and death]].
483* WithGreatPowerComesGreatInsanity: His quest for power led to him turning evil.
484
485!!Elder Shaman
486[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/kr_shaman.png]]
487
488A goblin shaman that keeps taunting you as he sends his endless horde of army against you.
489----
490* DemBones: He has a lot of skulls on his podium.
491* HealingHands: He can summon a totem to heal enemies.
492* IShallTauntYou
493* MagicStaff: That allows him to summon totems to assist his troops.
494* MalevolentMaskedMan
495* NoNameGiven: Ironhide hasn't bothered to write any lore for this guy at all. He doesn't even have a name; the title Elder Shaman was coined by an administrator of the Kingdom Rush wiki and later become stuck.
496* OrcusOnHisThrone: He never steps down to confront you directly. He instead gives either health or speed buffs to the enemies. The most direct thing he can do to hurt you is to set up a totem that burns you.
497* RedEyesTakeWarning
498* SprintShoes: He can summon a totem to speed up enemies.
499* TheUnfought: You don't actually get to fight him, since his purpose is to aid the enemies in endless mode.
500
501[[/folder]]
502
503[[folder:Frontiers Enemies]]
504
505!!Desert Enemies
506
507A group of enemies encountered in the desert and the beaches. This group of enemies compose of Desert Thugs, Dune Raider, Desert Archer, Sand Hound, War Hound, Immortals, Fallen, Executioner, Giant Scorpions, Giant Wasps, Giant Wasp Queens, Dune Terror, Sand Wraiths.
508----
509* AirborneMook: Giant Wasps and Giant Wasp Queens are the early-game flying enemies.
510* AnnoyingArrows: Courtesy of the Desert Archers (like the Shadow Archers before them).
511* AquaticMook: The UniqueEnemy, the Gunboat at ''Port Tortuga'', is an enemy unit that only appears briefly, and proceeds to go away if you don't destroy it.
512** {{BFG}}: Several that target your troops and heroes on the map.
513** FromNobodyToNightmare: It's controlled by a Desert Thug.
514** MetalSlime: If you manage to destroy it, you get 100 gold in return.
515* AsteroidsMonster: When a Giant Wasp Queen is killed, about 6 Giant Wasps emerge from her.
516* EnemySummoner: The Sand Wraiths will summon a sarcophagus that spawns several Fallen. They also heal their allies and attack your units.
517* TheExecutioner: The Executioner is a giant of a man with an executioner's hood and axe. True to form, his attack is a OneHitKill on any non-HeroUnit it hits.
518* TheGoomba: The Desert Thugs are the first enemies encountered and are the weakest enemies in the game.
519* HeavilyArmoredMook: Giant Scorpions have a 85% armor to go with a good amount of HP, necessitating magic towers to damage them.
520* InTheHood: The Desert Archers, like the Shadow Archers before them, wear sinister-looking hoods.
521* KungFuProofMook: Dune Terrors cannot be attacked when they're underground, you need them to lure them out with barracks troops which causes them to surface and become vulnerable.
522* MalevolentMaskedMen: All of the human enemies here wear masks.
523* MightyGlacier: The Executioner [[OneHitKill instakills]] any non-hero units it hits but moves slowly.
524* MookDebutCutscene: It's not so much a cutscene as it is a glorified animation, but the Executioner gets a pretty awesome one in Buccaneer's Den when he cuts down an entire path through a forest, revealing a new enemy entry point in the level.
525* MultipleLifeBars: When an Immortal is killed, he'll turn into a Fallen and has to be killed again.
526* {{Mummy}}: The Fallen are a mummy-like enemy. They either spawn when an Immortal dies or emerge from sarcophagus summoned by Sand Wraiths.
527* NoBodyLeftBehind: Just like the Wulves and Worgs, the Sand Hounds and War Hounds explode in a puff of black smoke upon death instead of falling over.
528* OneHitKill: The Executioner instantly kills any troops it hits, although it cannot kill heroes.
529* SandWorm: Dune Terrors are essentially small versions of this that burrow underground and can only be attacked when they surface to attack your troops.
530* ScaryScorpions: The Giant Scorpions are large, very durable, and can poison any units.
531* SuspiciouslySimilarSubstitute: The Desert Archers to the Shadow Archers, the Sand Hounds to the Wulves, and the War Hounds to the Worgs.
532* WickedWasps: The Giant Wasps and Giant Wasp Queens. They are flying enemies, though they don't harm your troops.
533
534!!Jungle Enemies
535
536A group of enemies encountered in the jungles. This group of enemies compose of Jungle Spider, Jungle Matriarch, Spiderling, Savage Warriors, Savage Hunter, Witch Doctor, Earth Shaman, Spirit Shaman, Blood Trickster, Gorillon, Poukai Rider, Poukai, Parasyte, Reaper.
537----
538
539* AirborneMook: The Poukai and Poukai Rider. While mounted Poukai are blocked by troops as the riders stop to attack them with javelins, the Poukai will immediately rush towards the exit once the rider dies.
540* ArchEnemy: They are the enemy to the Tuk'va Tribe, the tribe allied with you.
541* {{Blowgun}}: The Savage Hunters use these with poison darts that poison your troops.
542* BloodMagic: The Blood Trickster uses this to revive dead savages into Savage Zombies.
543* CannibalTribe: The Ma'qwa Tribe, who are the main enemy in the jungle area. Their Savage Warriors will eat any fallen soldiers they killed (not Reinforcement or Heroes) and restore and add their health.
544* FaceFullOfAlienWingWong: The Parasyte's modus operandi is to latch onto a solider and quickly drain their health, and if this kills the soldier a Reaper hatches out. It doesn't cause Reapers to hatch from Skeletons or Sand Warriors, since both of them have no flesh to incubate.
545* FaceHugger: Parasytes will latch onto your troops' faces and drain their health, if this kills the soldier it will spawn a Reaper.
546* GiantFlyer: Poukai are birds that are large enough for the savages to ride.
547* GiantMook: [[KillerGorilla Gorillons]] are huge gorillas with a lot of health and attack an area. Like most other giant enemies in the game, they're slow.
548* GiantSpider: The Jungle Spider and the Jungle Matriarch, which are exclusive to the jungle area.
549* HorseOfADifferentColor: Some of them ride Poukai into battle, [[JavelinThrower hurling javelins]] at your troops. When killed, the rider dies and the Poukai attempst to rush towards the exit.
550* KillerGorilla: The Gorillons, who are the resident [[GiantMook Giant Mooks]] controlled by Savage Warriors using [[MotivationOnAStick a banana hung from a bamboo pole]].
551* MagicStaff: The Witch Doctors, Earth Shamans, Spirit Shamans and Blood Trickster all use these to battle you.
552* MightyGlacier: Gorillons hit hard and deal area damage, but thankfully move slowly.
553* MalevolentMaskedMen: All of the savages wear masks.
554* MookCommander: Witch Doctors have a healing aura that heals savages around them, Earth Shamans have an aura that provides armor to savages around them, and Spirit Shamans have an aura that provides magic resistance to savages around them.
555* MookDebutCutscene: More like a glorified animation, but the Witch Doctors get ''two'' in Crimson Valley, clearing two paths for the other Savage Warriors and Jungle Spiders and Jungle Matriarchs to come through.
556* MotivationOnAStick: The Gorillon's rider controls its mount by using a banana on a stick.
557* {{Necromancer}}: The Blood Tricksters can resurrect enemy humanoid corpses into Savage Zombies. The only way to stop this is destroying the corpses like artilleries, silencing them, or letting the corpses disappear before they could reach them.
558* OutsideGenreFoe: Most of the game's theme and enemies are from a {{Fantasy}} world... and then you have the sci-fi alien Parasytes and Reapers that came from the crashed alien ship.
559-->''The men feel as if they're being hunted by something not of this world.''
560* PoisonedWeapons: The Savage Hunters shoot poisoned blowdarts at your troops.
561* ShoutOut: Parasytes are basically a cross between [[Franchise/{{Alien}} facehuggers]] and [[VideoGame/HalfLife headcrabs]].
562
563!!Cavern Enemies
564
565A group of enemies encountered in the undergrounds. This group of enemies compose of Saurian Broodguard, Saurian Nightshade, Saurian Myrmidon, Saurian Razorwing, Saurian Quetzal, Saurian Blazefang, Saurian Darter, Saurian Brute, Saurian Savant, and Saurian Deathcoils.
566----
567
568* AirborneMook: The Razorwings, and their KingMook, the Quetzals.
569* AlienBlood: They have bluish blood.
570* {{BFG}}: The Blazefangs possess these as weapons.
571* CoolSword: The Myrmidons have these.
572* DisintegratorRay: The Saurian Blazefangs' plasma shots have a chance to instantly disintegrate your troops for a OneHitKill.
573* GiantMook: Saurian Brutes are ''huge'', have loads of health, deal insane amounts of damage to troops, but move very slowly.
574* ImportedAlienPhlebotinum: They were given technology from the Ancient (alien) Being, Xoguieth, after they tended to his wounds.
575* InvisibilityCloak: The Saurian Nightshade can turn invisible when they reach half of their health, bypassing your defenses. However, though they cannot be targeted, they can still take damage, mostly from artillery.
576* LifeDrain: Saurian Myrmidons can bite your troops to replenish their health.
577* LizardFolk: The Saurian as the main enemy group in the caverns.
578* LongRangeFighter: The Saurian Deathcoils have a range of over half the map and their ranged attack is very painful at 100 damage. In contrast, their melee attack is ''far'' weaker at 10-22 damage.
579* ManBitesMan: The Saurian Myrmidon will bite one of your troops to replenish some of its health.
580* MightyGlacier: Saurian Brutes have a ton of hit points and can deal extreme damage to your troops (especially with their Cool Energy Whips [=AoE=] attack). Fortunately, they move slowly.
581* MookMaker: The Quetzals lay eggs that create Razorwings.
582* OneHitKill: The Blazefangs wield massive plasma guns that can occasionally kill your troops in one hit.
583* PlasmaCannon: The Brutes wield a pair of enormous and ''deadly'' plasma whips.
584* ReptilesAreAbhorrent: All of them are hostile LizardFolk who support Lord Malagar.
585* SniperRifle: Saurian Deathcoils wield a sniper rifle with a range of around half the screen.
586* StealthyMook: The Saurian Nightshades will turn invisible at half HP to bypass your defences without being targeted. However, they're still vulnerable to SplashDamage.
587* SummonMagic: The Savants create portals that Broodguards, Nightshades and Darters come out of, and they don't give any gold.
588* TeleportSpam: The Darters teleport whenever they get hit.
589* TurnRed: The Saurian Broodguard moves faster upon losing health.
590* UselessUsefulSpell: One of the Saurian Deathcoil's abilities is costing 2 lives if they leak. Thing is, they'll most likely be stationary and not move often as they fire away at your respawning troops, making it very hard for them to actually reach the exit.
591
592!!Ocean Enemies
593
594A group of enemies encountered only in the Rising Tides mini-campaign, collectively known as the Deep Devils. This group of enemies compose of Greenfin, Redspine, Blacksurge, Deviltide, Bluegale, and Bloodshell.
595----
596* AntiFrustrationFeature: The Blacksurge is mercifully unable to use its health-regenerating, troop-bypassing and invulnerability-granting shell withdraw ability when it's near the exit.
597* AntiMagic: The Bluegale is completely immune to magical damage.
598* AquaticMook: All of them can travel through the water unlike most of your troops.
599* {{Cthulhumanoid}}: Bluegales are these crossed with FishPeople and have a fish tail. They're also very proficient in magic.
600* DefendCommand: The Blacksurge can retreat into its shell when low on health, preventing it from being attacked by troops while also healing itself.
601* InescapableNet: Downplayed, the Greenfin and Redspine can throw nets at your troops which stuns them for a brief period of time.
602* FishPeople: The Greenfin, Redspine, and Deviltide are fish-men.
603* GiantEnemyCrab: Bloodshells are huge, heavily armoured crabs that have high HP and deal huge damage.
604* GiantMook: Bloodshells have extreme amounts of armour, a lot of HP, and deal massive damage when attacking.
605* HeavilyArmoredMook: Bloodshells have extreme amounts of physical armor (95%) and are immune to artillery.
606* JavelinThrower: Redspines throw javelins at your troops, dealing heavy amounts of physical damage from a range.
607* NoSell: The Bloodshell is immune to damage from Artillery, and the Bluegale is immune to magical damage.
608* StatusEffects: Greenfins and Redspines can stun your troops, Blacksurges can temporarily disable your towers, and Bluegales can prevent your towers from being selected.
609* WeatherManipulation: The Bluegale can cast storms that damage your troops, prevents your towers within from being selected/upgraded and heal Deep Devils.
610
611!!Shadowmoon Enemies
612
613A group of enemies encountered only in the Shadowmoon mini-campaign. This group of enemies compose of Zombies, Ghouls, Bats, Werewolves, Abomination, Lycan, Ghost, Phantom Warriors, Jack O' Lantern, and Vampiresa.
614----
615
616* ActionBomb: When Abominations are killed, they explode for massive damage in an area.
617* AirborneMook: The bats are fast flying enemies that get even faster if the moon is out.
618%%* BatOutOfHell: The bats, obviously.
619* DungeonBypass: Vampiresa are often spawned at a distance of a third to half the distance of the lane they're attacking.
620%%* FleshGolem: The Abominations.
621* GiantMook: Abominations are slow but have lots of health. Interestingly, [[StoneWall their attack isn't too high]] for giant enemy standards, but the main danger is their tendency to spawn in numbers and their ability to explode on death.
622* KryptoniteFactor: Vampiresas will instantly die if struck by Lucrezia's SpinAttack.
623* LifeDrain: Vampiresa can use a very damaging LifeDrain on your troops, which also gives them back a huge amount of health.
624* LightningBruiser: Lycans. They're fast, damaging, can instakill your troops by turning them into werewolves, and have a good bit of health that constantly regenerates.
625* MetalSlime: Jack O' Lantern isn't easy to kill since he summons Zombies and Ghouls. However, killing him rewards the player 200 gold.
626* MonstrousHumanoid: Abominations are very misshapen {{Flesh Golem}}s made out of mutilated parts and limbs put together in the shape of a humanoid.
627* OurGhostsAreDifferent: Spirits that can only be harmed by magic, coming in both ghost form, and the Phantom Warriors.
628* OurGhoulsAreCreepier: Ghouls are undead which are much faster than Zombies and will cannibalize on their victims.
629* OurVampiresAreDifferent: Only appearing as one gender and having a weakness to the SpinAttack of Lucrezia.
630* OurWerewolvesAreDifferent: Coming in two varieties (see the Blackburn enemies section of the Kingdom Rush enemies for more).
631* OurZombiesAreDifferent: The basic enemy units are Zombies, which are weak and move slowly but always appear in ''massive'' numbers.
632* RedEyesTakeWarning: The Ghouls, Bats and Lycans all have red eyes.
633* StoneWall: Abominations aren't too damaging for a GiantMook thanks to their slow attack rate, but have low armor and sport a giant amount of health. Their most damaging ability in fact occurs when they die.
634* SuspiciouslySimilarSubstitute: The Phantom Warriors are almost identical to the Spectral Knights of the Curse of Castle Blackburn mini-campaign, being floating fighters that are only susceptible to magic attacks. Though, they don't have the empowering aura of the Spectral Knights [[labelnote:note]]Technically, the Spectral Knights are the first game's substitute for Phantom Warriors, as the Curse of Castle Blackburn expansion was released after the Shadowmoon expansion[[/labelnote]].
635* TakingYouWithMe: When Abominations are killed, they explode for a massive amount of True Damage, enough to kill or severely wound most troops and heroes.
636* ToServeMan: The ghouls cannibalize on the corpses of your troops.
637* WickedStepmother: With the revelation that Lucrezia is Vasile's daughter, the Vampiressas can be seen as this, seeing as there's nothing to suggest that they and Lucrezia like each other. That and the fact that Lucrezia's SpinAttack kills them instantly.
638* ZergRush: Zombies are weak and slow, but they are always spawned in ''massive'' numbers.
639
640[[/folder]]
641
642[[folder:Frontiers Antagonists]]
643
644!!Lord Malagar
645[[quoteright:172:https://static.tvtropes.org/pmwiki/pub/images/screenshot_2014_01_11_00_20_26.png]]
646
647A sorcerer who picked up Vez'nan's staff at the end of the first game's main campaign. He later claimed the Hammer of Ages from Hammerhold to awaken his master, Umbra, setting off the events of ''Frontiers''.
648----
649
650* TheApprentice: He was Vez'nan's loyal apprentice until the former's demise.
651* AvengingTheVillain: All of his actions in ''Frontiers'' was about taking revenge (see below) on Linirea for what they did to Vez'nan.
652* BaitAndSwitchBoss: At first it seems that you're going to face him in combat in the final stage, [[spoiler: only for Umbra to awaken and kill him.]]
653* BecauseYouWereNiceToMe: After being treated like dirt for several years, Vez'nan was the first person to recognize his potential and allowed him to join. Since then, he's become extremely loyal to Vez'nan.
654* BeneathSuspicion: He was little more than a slave when he was tasked with spying on King Denas for Vez'nan.
655* BigBad: Of ''Frontiers'' main campaign.
656* DisneyVillainDeath: How he dies.
657* DragonAscendant: He gained Vez'nan's staff after his (first) death, and the power that came with it.
658* EvilIsNotAToy: [[spoiler:After summoning Umbra, the force of the exploding crystal knocks him to an edge of a cliff. He begs for his master to save him... and Umbra blasts him down into the abyss.]]
659* EvilSorcerer
660* FromNobodyToNightmare: It's revealed that he used to be little more than a slave until Vez'nan recognized his potential and allowed him to join the Dark Army. Even without the same dark magic that Vez'nan held, he did learn a few tricks like a demon-binding ceremony. And once he found the book about Umbra and gathered the artifacts needed...
661* GraveRobbing: The revelation that the Hammer of Ages is located on the grave of Fercon Ironbeard puts him squarely in this trope.
662* HorribleJudgeOfCharacter: He thought that if he freed Umbra, he would reward him with his power via FusionDance. Oh how wrong he was.
663* ImprovisedTraining: He learned most of the magic that Vez'nan used by observing him and practising it himself.
664* InTheHood: Wears a ''really sinister one''. Seems to be a trend in the Dark Army, just like his master.
665* IShallTauntYou: He will occasionally take a break from breaking the seal on Umbra to taunt you and make quotes, just like Vez'nan before him.
666* NotQuiteDead: The Hammerhold Campaign in ''Vengeance'' reveals that [[spoiler:he survived the fall from Umbra blasting him. He's hidden in each of the five levels, and finding him in all five of them will give the achievement "Malagar Is Back!"]]. Fittingly, the heroes NeverFoundTheBody after Umbra's defeat.
667* OneHitKill: Occasionally he zaps your troops with a deadly red beam.
668* RedEyesTakeWarning
669* {{Revenge}}: His goal is to make Linirea and the world suffer after his master Vez'nan was slain by Linirea.
670* StealthExpert: He maneuvered his way through the shadows in Linirea in order to get to the artifacts that he wanted.
671* TheUnfought: [[spoiler:He fires powerful attacks at you occasionally (see above) but he is never fought as he gets tosses aside by Umbra.]]
672
673!!Nazeru
674[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/enemysqr_nazeru.PNG]]
675
676->''Be careful what you wish for, the red efreets are not the genies you dream of...''
677
678A red efreet who guards the Nazeru's Gate.
679----
680
681* BadassFingerSnap: He uses this to instantly disintegrate troops and summon Lesser Efreeti.
682* BaldOfEvil
683* BeardOfEvil
684* DishingOutDirt: Can cover your towers in sand, taking them out of commission for a while.
685* FlunkyBoss: He'll summon Lesser Efreeti to go for the exit. After he TurnsRed he summons even more.
686* FogFeet: Being a genie, he has a misty haze for a lower body.
687* GenieInABottle: After being defeated, he is trapped inside a lamp. Playing the Heroic and Iron Challenge modes will show his lamp being sold by a merchant.
688* JackassGenie: ''"The red efreet are not the genies you dream of...,"'' indeed.
689* MacGuffinGuardian: He guards the only gate to the jungle where Malagar has fled to.
690* OneHitKill: His attack can instantly kill a group of soldiers by turning them into ash. Even heroes are not immune.
691* PointyEars
692* PowerFloats: Being a genie of course.
693* WakeUpCallBoss: He's the first boss you encounter and one that allows you to train for the other bosses.
694
695!!Quincon
696[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/enemysqr_quincon.PNG]]
697
698->''Fury and strength wrapped in hair and muscle, this giant ape is the stuff of legends.''
699
700A giant grey gorilla ridden by the Warlord of the Ma'qwa tribe. Is the boss of the stage "Temple of Saqra".
701----
702
703* BeastOfBattle: Quincon for the Ma'qwa Warlord.
704* BigGuyLittleGuy: Quicon and the Warlord, respectively.
705* CoolCrown: Both the Ma'Qwa Warlord and Quincon have one.
706* EnemySummoner: Will call forth Mandrilos from the jungle to rush at the exit.
707* KillerGorilla
708* KingMook: The Warlord is this to the Savage Warriors while Quincon are this to his minions, the Mandrilos.
709* RedEyesTakeWarning
710* ShoutOut: He's a gorilla that [[VideoGame/DonkeyKong throws barrels as one of his attacks]].
711* SpikesOfVillainy: Quincon has these on his armour.
712* SquashedFlat: When Quincon is defeated, he falls on his back, crushing the Warlord.
713* ThrowABarrelAtIt: When he's injured at a certain point, he'll retreat to a pole and throw barrels at any ground units.
714
715!!Beresad
716[[quoteright:180:https://static.tvtropes.org/pmwiki/pub/images/watch_the_skies.jpeg]]
717
718A feared dragon who guards his lair.
719----
720
721* AchillesHeel: His flames will disable the tower it effects except for the Battle-Mecha, since it operates separately from the main tower itself.
722* DragonHoard: He is seen sleeping on a cave full of treasure. When he leaves to attack, you could click/tap it and steal 100 gold from him.
723* FaceHeelTurn: While he wasn't necessarily an ally in ''Origins'', you can pay him to fight enemies. In ''Frontiers'', his loyalty has been bought by Malagar and he harasses Linirea's forces within his lair. And in ''Vengeance'', [[FromBadToWorse he's allied with Vez'Nan and actively attacks Linirea]].
724* {{Greed}}: His defining trait. He'll fight for whoever promises him the most riches.
725* OnlyInItForTheMoney: He fights for whoever pays him the most. In ''Origins'', he'll fight for you. In ''Frontiers'', he's been bribed by the Saurians and Malagar. And in ''Vengeance'', Vez'nan bribes him by promising him the treasures of the Dwarven Kingdom.
726* TechnicolorFire: He breathes green fire that temporarily disables towers.
727* TheUnfought: He acts more like an obstacle than a foe, occasionally disabling your towers with green fire. Played with in ''Vengeance'', he is fought directly by Linirea... except that he's a HeroUnit controlled by you with Linirea as the enemy.
728
729!!Umbra
730[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/enemysqr_umbra_3.PNG]]
731
732->''Umbra is not made of shadows, shadows are made of Umbra...''
733
734A creature of shadow imprisoned in a large crystal. Is the boss of the stage "Emberspike Depths".
735----
736
737* AntiClimaxBoss: InUniverse, Sha'tra regarded him as this, seeing him as nothing more than a nuisance.
738* BadBoss: [[spoiler: [[YouHaveOutlivedYourUsefulness Kills Malagar upon being freed, even if he had just completed the ritual and was begging for help]].]]
739* BlobMonster: When he loses all his health, he's blown into multiple shadowy blobs that need to be attacked to harm him. They'll reform, but he'll have lowered health when they do so.
740* DamageSpongeBoss: Has average health for a boss, but his [[PullingThemselvesTogether ability to reconstitute himself from his remains]] means you have to destroy him multiple times before he stays down.
741* DarkIsEvil: A creature of pure shadow who announces its desire to consume the world upon being released.
742* EldritchAbomination: An ancient god of Shadow and Darkness sealed in a massive crystal, much harder to kill even than previously met bosses like Moloch, a Demon Lord.
743* EnemySummoner: Summons Shade Elementals to overwhelm the defences while he weakens them by destroying them.
744* EyeBeams: Which he uses to destroy your towers or heroes.
745* FinalBoss: The final opponent fought in the main campaign.
746* FlunkyBoss: Umbra never directly approach towards the exit, he summons Shade Elemental to do his job.
747* FromASingleCell: So long as even a few blobs of his essence are intact, he'll be able to reform himself with all his abilities intact, albeit with less health as more and more of his remains are destroyed.
748* GlowingEyes: The only visible feature on its face, though he does reveal a mouth upon defeat.
749* GreaterScopeVillain: Lord Malagar, wished to free him from his prison.
750* MyRulesAreNotYourRules: He is one of ''two'' enemies in the entire series who can ''outright destroy'' your towers.
751* PowerFloats: A ghost like shadow creature who levitates under his own power.
752* RussianReversal: His description in the directory, as seen above.
753* SealedEvilInACan: He was trapped inside a crystal prison until Malagar freed him.
754* TailorMadePrison: His CrystalPrison we see him sealed in in ''Frontiers'' was specifically created to imprison him by the mages of Linirea, and he was sealed within it by Fercon Ironbeard and the Hammer of Ages.
755* VictoryByEndurance: Unlike other bosses, who are effectively instant losses by taking away 20 hearts upon reaching the exit, Umbra never goes for the exit himself. Rather, he summons endless hordes of Shade Elementals while slowly whittling away at your defenses by ''destroying'' your towers. On top of that his Shades only give a paltry 5 gold upon being defeated meaning the battle is effectively a race to destroy him before you completely run out of resources to fight back with.
756* VillainOfAnotherStory: Centuries before the events of the games, he was destroying the lands of Linirea, and decimating the population.
757
758!!Leviathan
759[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/enemysqr_leviathan.PNG]]
760
761->''Terror of the deep, nightmare of the seas. When you sink, you will be Leviathan's meal!''
762
763The ancient deity of the Deep Devils. Is the boss of the stage "The Sunken Citadel", and the ArcVillain of the ''Rising Tides'' mini-campaign.
764----
765* AchillesHeel: When he blocks your towers with his tentacles, it stops in his tracks, leaving him vulnerable to the Rain of Fire or towers he missed.
766* AttackOfTheMonsterAppendage: During the stage, he will occasionally use his tentacles to block your towers or show a bit of his dorsal fin. Only after completing all of the waves he will emerge.
767* CombatTentacles: He uses his tentacles to temporarily disable your towers.
768* DamageSpongeBoss: His only special ability is to wrap his tentacles around your towers, which doesn't even require you to pay attention to it.
769* TheDreaded: To seagoers, as seen in his description above.
770* GodOfEvil: The Deep Devils worship him as a God.
771* KrakenAndLeviathan: He combines both the traits of a Leviathan and has tentacles like the Kraken.
772* NoodleIncident: It is mentioned in the mission brief that he was already defeated once by Linirea's Navy, decades before the events of the game, alongside the "Corsair Brotherhood" but details are scarce.
773
774!!Vasile
775[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/enemysqr_vasile.PNG]]
776
777->''The Everlasting Prince has been a dark and vicious menace over the kingdom since its foundation.''
778
779The vampire lord of the ''Dusk Chateau''.
780----
781
782* ArchNemesisDad: Is revealed via WordOfGod to be Lucrezia's father.
783* BadassLongRobe
784* BackFromTheDead: Unsurprisingly, being a vampire and all. His return forces you to battle him and his minions.
785* BattleAura: In his second phase, he emits an aura that damages your units.
786* BodyguardBabes: The first time he appears he's surrounded by four of his buxom Vampiresa servants.
787* DirtyCoward: When Dante ambushed him at his own castle he left his daughter Lucrezia to possibly face his wrath, though this turned out to work against him after the two of them grew to like each other and Lucrezia eventually turned against him.
788* InstantDeathRadius: In his second phase, he emits a ''very'' powerful life-draining aura that will easily off nearby troops and heroes in mere seconds.
789* IShallTauntYou: He will occasionally appear on the two balconies of his castle to taunt you and quote vampire fiction.
790* KnowWhenToFoldEm: When he was ambushed by Dante at his castle, he had no army there to back him up, nor did he prepare himself for an attack like this. He only managed to escape from Dante by vanishing away and letting him deal with his argumentative daughter, Lucrezia.
791* LifeDrain: Like any good vampire, he can suck the blood out of your troops.
792* OffingTheOffspring: He indirectly did this to Lucrezia in the past, leaving her to possibly die at the hands of Dante. He can do this directly to her in his boss level ''Dusk Chateau'', if you're not careful in managing her.
793* ThePawnsGoFirst: When he ambushed Dante long before the events of the game, he let him destroy many of his Vampiresa army before getting to him himself, though whether this was intentional or not is never revealed.
794* PowerFloats: Feeling TooImportantToWalk like any good vampire lord, Vasile floats above the ground towards you.
795* RedBaron: Also known as "The Everlasting Prince".
796* RedEyesTakeWarning
797* SequentialBoss: He has 2 phases.
798* ShoutOut: He quotes many vampire works, including Literature/{{Twilight}}, Film/InterviewWithTheVampire, Literature/BramStokersDracula and even Film/DraculaDeadAndLovingIt.
799* TomTheDarkLord: The Everlasting Prince, vampire lord of the Dusk Chateau, has a completely ordinary Romanian name.
800* WalkingWasteland: His aura during phase two kills your troops quickly.
801
802!!Xyzzy
803[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/enemysqr_xyzzy.PNG]]
804
805->''The Saurian King is a colossal lizard that hammers fear home on his enemies.''
806
807The king of the Saurians. Is the boss of the stage "Darklight Depths".
808----
809* DualWielding: He dual wields a pair of hammers.
810* GroundPound: His special attack consist in pounding the ground repeatedly with his hammers, damaging your troops from far away.
811* KingMook: Of the Saurian race.
812* LargeAndInCharge: He greatly outsizes even the hulking Myrmidons and Brutes.
813* LightningBruiser: He's surprisingly fast for a boss, though he often stops to perform his GroundPound attack.
814* PetTheDog: He spared an injured Xoguieth and got the Saurians to tend to his wounds. Xoguieth in turn gave him and the Saurians his alien technology.
815* PowerGlows: His hammers, implied of being hi-tech weapons of alien origins just like his minions'.
816* PurpleIsPowerful
817* ReasonableAuthorityFigure: He made sure to keep The Ancient Being Xoguieth alive, so that: 1. He wouldn't kill him and his Saurians, and 2. In order to try and create some of the technology that he had with him. The fact that The Ancient Being was also lived a long time afterwards also shows that he wasn't doing so just out of convenience.
818* RoyalsWhoActuallyDoSomething: He was very proactive in trying to reason with The Ancient Being that turned up on the Saurians' doorstep, and he attempted to rid the forces of Linirea from the caverns in ''Darklight Depths''.
819* TopHeavyGuy: As seen in the picture.
820
821!!God King
822[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/oie_899435bzzm2yp.png]]
823
824An ancient king of the deserts.
825----
826
827* BlingOfWar: He wears a lot of golden ornaments while on his throne
828* IShallTauntYou
829* OrcusOnHisThrone: Being an endless mode boss, he doesn't move from where he stands.
830* QuicksandSucks: He can make a whirlpool of quicksand that can send enemies further down the road.
831* SmokeOut: He can turn enemies invisible by cloaking them with sand.
832* SummonMagic: He can summon an obelisk that can in turn summon enemies.
833* TheUnfought: Like any other endless mode antagonists, he only exists to aid the enemies.
834* WalkingShirtlessScene
835
836!!Reaper Queen
837[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/oie_891051fke6s3ig.png]]
838
839The queen of the Reaper aliens.
840----
841* MookMaker: In addition to the parasytes, she can sometimes give birth to a fully grown reaper.
842* MotherOfAThousandYoung: She is the mother of the Parasyte and Reaper aliens.
843* PurpleIsPowerful: Well, purple and pink anyway.
844* ReligionOfEvil: Some time after the defeat of Umbra, she infects the Ma'qwa cannibals with her Parasytes and becomes worshipped by them as their new Dark God.
845* SilentAntagonist: She is incapable of speech and does not taunt you like most other antagonists.
846* StatusBuff: She can boost the attack and speed of any Parasytes and reapers in the battlefield.
847* SuperSpit: She can spit out poison at your troops.
848* TheUnfought: Like any other endless mode antagonists, she only exists to aid the enemies.
849[[/folder]]
850
851[[folder:Origins Enemies]]
852
853!!Gnoll Enemies
854
855A group of enemies that only appear in the Woodland area of the game (including the Hulking Rage mini-campaign). These include the Gnoll Reaver, Gnoll Burner, Hyaena, Gnoll Gnawer, Perython, Gnoll Blighter, Gnoll Catapult, and Blood Gnoll.
856----
857
858* AirborneMook: The Perythons are eagles with deer heads that fly past your troops. They can also come in carrying Gnoll Gnawers or rocks that they can drop on forces for heavy damage.
859* BattleAura: The Gnoll Gnawers have an aura around them whenever they are close to each other.
860* CarryABigStick: The Gnoll Reavers carry large clubs with them to battle you and your troops.
861* DePower: The Gnoll Blighters are able to stop the magic blossoms from being usable in the main campaign.
862* DemBones: The Gnawers and Blighters have a lot of skulls on them when they arrive for battle.
863* EvenEvilHasStandards: Heinous as they are, they apparently find Hi-Hi Enha too much for them, as evidenced from locking him up in a cage and not inviting him to any parties.
864* FragileSpeedster: The Hyenas are fast-moving enemies with some magic resistance and the ability to speed up to avoid combat with troops, but have lower HP than even the Gnoll Reavers.
865* FromNobodyToNightmare: If corrupted by the [[TheCorruption Bloodsydian of the Blood Ogres]], the Gnoll Reavers and Gnoll Burners became very fast and very deadly Blood Gnolls.
866* FurryConfusion: The Gnolls are FunnyAnimal hyenas, but one of their unit types is an actual non-anthropomorphic hyena.
867* TheGoomba: Gnoll Reavers are the weakest enemies in the game.
868* HeinousHyena: They're all hyena people and none of them are nice at all. They also [[FurryConfusion have actual hyenas as part of their forces]].
869* HoistByHisOwnPetard: The Gnoll Burners death animation is them dropping their burning sticks on themselves and burning from it.
870* MagicStaff: The Gnoll Blighters have staffs that they use to cast spells to wither Magic Blossoms and attack your troops from a distance.
871* MetalSlime: Destroying a Gnoll Catapult nets you 100 gold, but you don't have much time to do so before it retreats.
872* MixAndMatchCritters: The Perythons are eagles with deer heads.
873* MookCommander: The Gnawers can buff each other when they are close to each other, increasing their damage output.
874* OurPerytonsAreDifferent: Perythons resemble large black birds with the heads of stags. Some of the airlift Gnoll warriors into battle.
875* PlayingWithFire: The Gnoll Burners, as the name suggests.
876* WeakToMagic: Blood Gnolls are the only enemies in the series that have a magic ''weakness'' and take extra damage from magic.
877* ZergRush: The main tactic of the Reavers.
878
879!!Twilight Enemies
880
881The Twilight Elves, the most recurring enemy of the game, and the ones with the largest range of levels as well, appearing in all stages and one mini campaign. These include the Twilight Harasser, Twilight Scourger (and its banshee), Twilight Avenger, Zealot, Twilight Evoker, Twilight Golem, Twilight Heretic, Arachnomancer, Drider, Blood Servant, and Mounted Avenger.
882----
883
884* ActionBomb: The Twilight Avengers can put a blasting spell on their comrades that affects your troops when they are killed.
885* ArchEnemy: To the regular elves that you are in charge of commanding.
886* AsteroidsMonster: The Arachnomancer splits into three Spiderbrood upon death.
887* AxCrazy: The Driders are said to be this.
888* BadBoss: Twilight Scourgers whip their own troops, dealing damage to them, to speed them up, while Twilight Avengers turn their dying allies into bombs that harm all non-Twilight elf troops.
889* BadassLongRobe: The Zealot, Evoker and Arachnomancer each have these.
890* {{BFS}}: The Twilight Avengers carry ones that help to buff their comrades.
891* BigCreepyCrawlies: The Mounted Avengers ride big beetles into battle.
892* BlackMagic: Used by Twilight Heretics and Arachnomancers.
893* BossInMookClothing: The Twilight Golems have a whopping 4000 HP on Normal, deal insane area damage with their attack, and are have ContractualBossImmunity to almost all OneHitKill attacks.
894* CerebusSyndrome: The arrival of the Twilight Elves (specifically the Harassers in ''Royal Gardens'') signals the point in which the plot takes a more serious turn.
895* DevelopersForesight: The Twilight Avenger's Blasting Curse explosion only affects non-Twilight Elves. This means that Twilight Elf Renegades, Reg'Son and Lynn are all immune to the effect.
896* TheDreaded: The description for the Twilight Scourger says that their troops fear ''them'' more than any enemy.
897* DyingCurse: Two examples:
898** The Twilight Scourger releases a banshee on death that temporarily disables any tower that's close to it.
899** The Twilight Avenger has "Blasting Curse" that it can give to its comrades and when said cursed die they explode any non-Twilight Elves nearby.
900* EnemySummoner: The Zealots will summon their comrades on runed circles on the floor of ''The Unseelie Court'', a good deal closer to the exits than when the troops would originally come from.
901* EvilCounterpart: To the regular elves under your command.
902* EyelessFace: The Blood Servants, have no eyes, none in the promo material, none in the game, none at all.
903* FairFolk: They are very much Drow in all but name.
904* FragileSpeedster: The Blood Servants.
905* GiantMook / {{Golem}}: The Twilight Golems.
906* HeavilyArmoredMook: The Avengers and Golems both have a lot of physical armour.
907* HellHound: The Blood Servants are pretty much this, being genetically-engineered monstrosities that attack troops with speed.
908* HorseOfADifferentColor: The Mounted Avengers ride on huge beetles when they attack you.
909* InjuredVulnerability: The Twilight Golems get slower as they take more damage.
910* InTheHood: The Twilight Evokers wear hooded cloaks on them.
911* LuckilyMyShieldWillProtectMe: The Twilight Avengers all have shields, and when they are put down to fight, they have less physical armour on them (from 90% to 50%).
912* MagicStaff: The Twilight Heretic has one that allows it to cast spells on your troops.
913* MightyGlacier: The Twilight Golems are juggernauts of health and defence and can clear troops very quickly with their attacks. However, they have terrible speed so they are easily weakened by your towers and they lose speed the more damage they are.
914* MookCommander: The Twilight Scourgers can buff their comrades into speeding up with their whips.
915* MookMedic: The Twilight Evoker can heal all nearby allies, as well as disabling towers.
916%%* MysticalWhiteHair
917* NoSell: The Twilight Golems are totally immune to the instant death attacks of the Golden Longbow and Wild Magus. However, Reg'son's Vindicator will still kill them instantly.
918* OneHitKIll: The Twilight Heretic can instantly kill troops by sucking out their souls.
919* PurpleIsPowerful
920* RedEyesTakeWarning: Both the Evoker and Heretic have these.
921* RockMonster: The Twilight Golems are animated rock structures brought to life by the twilight elves.
922* SpiderPeople: The Driders are to quote ''"Half-Elf, Half-Spider Abominations"''.
923** The Arachnomancers, by extension can be considered this, due to their ability to command them and explode into them upon death.
924* {{Stripperific}}: Scourgers and Evokers wear very little clothing while battling you.
925* SummonMagic:
926** The Zealots in ''The Unseelie Court'' summon enemies through floor patterns from walls of the court.
927** The Arachnomancers can summon Sword Spiders, Spiderbrood, and Sons of Mactans onto the battlefield.
928* TheVirus: Driders can infect your troops and turn ''them'' into Driders as well.
929* WeHaveReserves: Twilight Avengers turn their non-elf allies into bombs that harm all non-elf units, enemies and allies alike, simply to clear their path.
930* WhipOfDominance: The Twilight Scourgers are cruel MookCommander units that are dressed in [[{{Stripperific}} skimpy armor]] and use their whips to give their allies a speed buff when battling you.
931* YourSoulIsMine: The Twilight Heretics can insta-kill a soldier as one of their attacks. They can also use a spell to do so slowly to your troops.
932
933!!Spider Enemies
934
935A group of enemies that appear on the second and last stages of the main campaign, as well as the Forgotten Treasures mini campaign. They include the Sword Spider, Webspitter Spider, Spiderbrood, and Son of Mactans.
936----
937
938* AllWebbedUp: The appropriately-named Webspitter Spiders have the ability to temporarily web up groups of your troops and even heroes, stunning them for a short while.
939* FragileSpeedster: The Sword Spiders and Spiderbrood.
940* GiantSpider: Most of them are pretty big, but the Webspitters are especially huge.
941* InformedAbility: The Sword Spiders allegedly deal high damage as one of their notable traits in the MonsterCompendium, but their attack is even lower than that of most other spiders in the series.
942* {{Mutant}}: The Spiderbrood are spiders that are mutated by magic to become what they are now.
943* PoisonIsEvil: The Sons of Mactans are poisonous enemies.
944* PurpleIsPowerful: Played straight with the Webspitters, less so with the Spiderbrood.
945* RedAndBlackAndEvilAllOver: The Sword Spiders and Sons of Mactans (the latter like their mother), both have a red and black colour scheme.
946* ZergRush: The Sword Spiders in the Faery Forest stages, the Spiderbrood in the First City stages.
947
948!!Enchanted Forest Enemies
949
950A group of enemies only seen in the second stage of the main game. The enemies include: Satyr Cutthroats, Satyr Hoplites, Gloomy, Bandersnatch, Redcap, Boomshroom, Munchshroom, Fungus Breeder, and Screecher Bat.
951----
952
953* AirborneMook:
954** Gloomies are dull-looking fairies that fly over your troops. They have weak health, but can [[SelfDuplication clone themselves]] which becomes problematic especially when your artillery doesn't target them.
955** Screecher Bats that only appear in the "Bittering Rancor" mini campaign (specifically ''Duredhel Outskirts''). They fly over your troops and use a screech to stun them.
956* AsteroidsMonster: The Fungus Breeder explodes into two Munchshrooms on death, while the Munchshroom explodes into two Boomshrooms on death.
957* BallOfLightTransformation: The Satyr Cutthroats and Hoplites, Bandersnatch and Redcap will turn into a ball of light when travelling through the Dust Trails.
958* BatOutOfHell: The Screecher Bats, obviously.
959* BeTheBall: The Bandersnatch is basically a giant hedgehog that curls into a ball to move ''very'' quickly.
960* DefeatEqualsExplosion: The Boomshroom, Munchshroom and Fungus Breeder will explode when killed.
961* DungeonBypass: The Dust Trails will allow the Satyr Cutthroat and Hoplites, Bandersnatch and Redcap go passed a good deal of your towers towards the exit, and it's very hard to tell which enemy is which (unless your on a map that you can see them going into it in the first place).
962* EnemySummoner: The Satyr Hoplites will randomly summon three Satyr Cutthroats by beating their shields.
963* TheFairFolk: Many of the enemies in the forest are malevolent fae.
964* FaunsAndSatyrs: The Satyr Cutthroats and Hoplites are satyrs.
965* GlassCannon: The Redcaps can deal a lot of damage, but have little armour to protect themselves.
966* GoodSmokingEvilSmoking: The faeries of the Fungus Breeders smoke pipes.
967* HeavilyArmoredMook: The Satyr Hoplites have 50% physical armour on them, 80% on Impossible mode.
968* HoistByHisOwnPetard: The death animation for the Redcaps shows them [[ImpaledWithExtremePrejudice impaling themselves]] with their own scythes.
969* KingMook: The Satyr Hoplites are this to the Satyr Cutthroats.
970* LightningBruiser: The Bandersnatches. Like most {{Giant Mook}}s in the series, they have a lot of health and hit hard while even sporting an area attack. Unlike most giant mooks, they also move very quickly by rolling into a ball and are immune to slowing effects when rolling.
971* LuckilyMyShieldWillProtectMe: The Satyr Hoplites have shields, which may or may not help them with their high armour rating. It also serves the purpose of summoning smaller Satyr Cutthroats.
972* MagicWand: The faeries that are responsible for "promoting" the Boomshrooms into Munchshrooms, use these do to just that.
973* MushroomMan: Subverted, the Boomshroom, Munchshroom and Fungus Breeder have no arms and only hop or trudge their way along the path.
974* NamesToRunAwayFromReallyFast: Satyr '''Cutthroats'''.
975* OneHitKill: The Redcaps have chance of killing a soldier with one swipe from their scythes.
976* OurGnomesAreDifferent: The redcaps are evil gnomes that can be deadly.
977* RedEyesTakeWarning: The Satyr Hoplites, Munchshrooms, Fungus Breeder (the mushroom part) and Screecher Bats, all have bright red eyes.
978* SelfDuplication: The Gloomies' special ability is to create a clone of themselves with the same amount of HP the original had, easily creating a swarm. And unfortunately, the Artillery which is normally the best counter to swarming enemies cannot target Gloomies, because they're ''also'' AirborneMooks.
979* SinisterScythe: The Redcaps wield these.
980* SuperScream: The Screecher Bats scream at your troops, which stuns them for a little bit.
981
982!!Cloud Enemies
983
984A (small) group of enemies that are only encountered on the last stage of the main campaign. They include the Razorboar and Cloud Stalkers.
985----
986* AirborneMook: Cloud Stalkers are flying enemies that use your troops to breed and multiply. Notably, they temporarily become a grounded unit vulnerable to Artillery when they latch onto a soldier.
987* CriticalStatusBuff: Razorboars' damage increases as their HP drops.
988* FaceFullOfAlienWingWong: The Cloud Stalker's modus operandi is to latch onto a solider and quickly drain their health, and if this kills the soldier ''another'' Cloud Stalker hatches out.
989* FlyingSeafoodSpecial: Cloud Stalkers resemble flying manta rays.
990* FullBoarAction: The Razorboars are large boars with a great amount of health. They also can charge into your troops to damage and bypass them.
991* TheVirus: Any troop that is killed by a Cloud Stalker will explode and produce another Cloud Stalker.
992* WreathedInFlames: Razorboars charge at your troops while on fire to deal heavy damage plus bypassing them.
993
994!!Ogre Enemies
995
996A group of enemies encountered in the Woodland area of the game, and the Hulking Rage mini campaign. They consist of the Ettin, Blood Ogre and Ogre Magi.
997----
998* CarryABigStick: The Ettins wield large ''trees'' as their weapon.
999* TheCorruption: The Blood Ogres are able to be this for the much weaker Gnoll forces (specifically the Reavers and Burners).
1000* DumbMuscle: The Ettin are this.
1001* EvilSorcerer: The Blood Ogres are warlocks that use the Bloodsydian to perform their dark magic-related abilities, while the Ogre Magi directly attack with magic and defend their allies with magic as well.
1002* GiantMook: All of them have a great amount of health and do a great amount of damage.
1003* GroundPound: The Blood Ogres do this when they corrupt the Gnoll Reavers and Gnoll Burners.
1004* HealingFactor: The Ettin is capable of regenerating health over time, as are the other ogres.
1005* HeavilyArmoredMook: Ogre Magi have 75% magic resistance.
1006* InTheHood: One of the heads of the Ogre Magi appears to be wearing a hood over it.
1007* MultipleHeadCase: All the ogres have two heads. Notably, the Ettin's two heads disagree with each other every now and then, causing it to hit itself with its own club and stunning it for a brief while.
1008* OurOgresAreHungrier: Two-headed beasts that can wield magic and generally more intelligent than the ogres of the first game.
1009* PowerCrystal: The Blood Ogres use Bloodsydian as their source of magic, while the Ogre Magi use small green Crystals in their spells against your troops and heroes.
1010* RedEyesTakeWarning: The Ettins have red eyes.
1011* {{Synchronisation}}: The Ogre Magi absorb the damage taken by its allies near it, and healing itself almost as quickly as it takes that damage.
1012
1013!!Shadow Enemies
1014A group of enemies only encountered in the Forgotten Treasures mini campaign. The enemies include: Shadowspawn, Devourer, Dark Spitter, Shadow Champion and the reappearing Screecher Bat.
1015----
1016* ActionBomb: The Shadow Champions explode on death, with dark blood in their death zone (see TakingYouWithMe below).
1017* AirborneMooks: The Screecher Bats, as they were in the Faery Forest.
1018* AnimalisticAbomination: The Devourers are unsettling dog-like ''things'' that eat your fallen troops. Even in death, they remain unsettling as they drop into a lifeless lump of flesh while their back splits open.
1019* BloodyMurder: The Dark Spitters spit out Dark Blood at your troops, which infects them and turns those who die while infected into Shadowspawn.
1020* CameBackWrong: The Shadowspawn are the undead versions of your troops, now fighting ''you''.
1021* ContractualBossImmunity: The Shadow Champions are totally immune to the instant death attacks of the Golden Longbow and Wild Magus. However, Reg'son's Vindicator will still kill them instantly.
1022* CoolSword: One is wielded by the Shadowspawn as their primary weapon.
1023* TheCorruption: The dark blood that's spat by the Dark Spitters and exploded over an area thanks to the Shadow Champions, affects your troops in negative ways.
1024* ElementalWeapon: The Shadow Champions wield fire whips as their weapons and deal a lot of damage with them.
1025* HellHound: The Devourer is a dog-like creature that is a FragileSpeedster and eat the corpses of your troops.
1026* HornedHumanoid: The Shadow Champions are this.
1027* InformedAbility: While the description for the Dark Spitter says that it has a HealingFactor, there is no such proof of that in-game.
1028* LongRangeFighter: Dark Spitters are ''very'' dangerous at range thanks to their Dark Blood spitting attack that deals heavy damage over time and turns infected troops that die into Shadowspawn. Their close-range ability is lacking and they cannot spit dark blood when in melee combat.
1029* OurZombiesAreDifferent: The Shadowspawn are undead creatures that exist because of the effects of the dark blood on elves and dwarves.
1030* RedEyesTakeWarning: All of these enemies have red eyes.
1031* TakingYouWithMe: Shadow Champions will explode into a cloud of Dark Blood on death, this will infect any nearby troops with it and can transform them into Shadowspawn if it kills them.
1032* ToServeMan: Devourers will gain HP whenever they kill one of your troops.
1033* TheVirus: Dark Spitters spit attack will temporarily infect troops with Dark Blood that deals heavy damage over time. Should a troop die while infected, they explode into a puddle of dark blood and a Shadowspawn rises from it.
1034* WasOnceAMan: Shadowspawn used to be dwarves/elves until they were corrupted and killed by the dark blood.
1035
1036[[/folder]]
1037
1038[[folder:Origins Antagonists]]
1039
1040!!Hi-Hi Enha
1041[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/kro_enemybox_hi_hi_enas.png]]
1042
1043->''The most heinous and smelly fellow of the Gnoll tribe. He is angry because he never gets invited to the parties.''
1044
1045A berserker from the Gnoll tribes sent to assassinate Alleria Swiftwind. Is the boss of the stage "Gryphon Point".
1046----
1047
1048* BattleAura: He can boost nearby enemies' attack damage.
1049* BattleCry: Howls to summon more enemies whenever he gets to certain points on the path.
1050%%* EpicFlail:
1051* TheFriendNobodyLikes: He's this to the Gnolls themselves, as his FlavorText states that he never gets invited to the parties. That, and they actually keep him caged up.
1052* GodzillaThreshold: As it is seen caged and even in Heroic and Iron Challenge to be caged again, it implied that he was too dangerous even for the Gnoll and he was released when they were desperate of breaching your defences.
1053* HeinousHyena: Gnolls are already pretty unfriendly to begin with, but this guy's temperament scares even the other Gnolls if their refusal to invite him to parties and his captivity is any indication.
1054* NonLethalKO: Unlike several other Kingdom Rush bosses, he doesn't die and is knocked out instead. He's shown to be caged back up in the Heroic and Iron Challenges.
1055* SpikesOfVillainy: He wears some spiked armour on himself when battling you.
1056
1057!!Malicia
1058[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/kro_enemybox_malicia.png]]
1059
1060->''The evil and deadly Twilight Queen. Three times winner of the Malefic beauty contest.''
1061
1062Queen of the Twilight Elves who started the war. Is the boss of the stage "The Unseelie Court".
1063----
1064
1065* AllWebbedUp: She does this to some of your towers and abilities when she comes down from her throne to battle you.
1066* BadassCape
1067* BigBadDuumvirate: Of ''Origins'' alongside Mactans.
1068* CoolCrown
1069* GodSaveUsFromTheQueen
1070* InterfaceScrew: Her web powers also affect the spells.
1071* MagicStaff: One that she uses to block some of your abilities and towers.
1072* OrcusOnHisThrone: She spends most of her time on the throne in the Unseelie Court, [[IShallTauntYou taunting you]] until she faces you in the final wave.
1073* PintsizedPowerhouse: Malicia is only slightly bigger than a Twilight Harasser (and actually smaller than Twilight Avengers). That doesn't mean that she is not a big threat.
1074* PurpleIsPowerful
1075* VillainousLegacy: Even though she and Mactans are defeated for good, they successfully corrupt the Tear of Elynie, which becomes a catalyst in Vez'nan's fall to evil and Malagar's conquest later on. Not to mention corrupting Faustus into Bonehart as a direct result.
1076
1077!!Mactans
1078[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/mactans.jpg]]
1079
1080One of the Ancient Spider Queens.
1081----
1082
1083* AllWebbedUp: One of the ways she can harass you is by webbing up your towers. Thankfully you can tap her to avoid this.
1084* BigBadDuumvirate: Of ''Origins'' alongside Malicia.
1085* CallForward: She mentions Sarelgaz in one of her quotes, suggesting that the two knew each other. Many years later, Sarelgaz indeed becomes a threat to Linirea.
1086* GiantSpider: She's a spider who's as big as a Son of Sarelgaz. That's still the size of an average tower.
1087* HiveQueen: Several of her brood are encountered in the level she debuts in and the final level.
1088* MeaningfulName: ''Latrodectus mactans'' is the species name for the Southern Black Widow spider.
1089* ProactiveBoss: She constantly harasses you throughout her lair as well as the Shrine of Elynie, by either webbing your towers or spawning spiders and covering the floor in webbing. [[spoiler:Ironically, she's never actually fought directly]].
1090* RedAndBlackAndEvilAllOver
1091* RedEyesTakeWarning
1092* TheUnfought: [[spoiler:She is never officially fought as she merges with Malicia to become the Spider Goddess.]]
1093* VillainousLegacy: Even though she and Malicia are defeated for good, they successfully corrupt the Tear of Elynie, which becomes a catalyst in Vez'nan's fall to evil and Malagar's conquest later on. Not to mention corrupting Faustus into Bonehart as a direct result.
1094
1095
1096!!Spider Goddess
1097[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/kro_enemybox_spider_queen.png]]
1098
1099->''An abomination... That's what happens when you play with elven artifacts.''
1100
1101The combination of Malicia and Mactans through the Tear of Elynie. Is the boss of the stage "Shrine of Elynie".
1102----
1103
1104* FinalBoss
1105* FusionDance: The combination of the two gives her both their strengths. See their sections above for details.
1106* MyRulesAreNotYourRules: She is one of ''two'' enemies in the entire series who can ''outright destroy'' your towers. Thankfully, she only does this three times, each time she loses 1/4 of her health.
1107* RedEyesTakeWarning
1108* SpiderPeople: The biggest and scariest of them all.
1109
1110!!Bram the Beheader
1111[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/enemysqr_bram.PNG]]
1112
1113->''The brutal leader of the Ogres. He likes to chop heads to get things done.''
1114
1115A brutal ogre warlord who uses the Bloodsydian for further conquest. Is the boss of the stage "Beheader's Seat".
1116----
1117
1118* BeardOfEvil: He has a rather hard-to-see goatee.
1119* CainAndAbel: He removed his brother's head and put him on a pike.
1120* CloudCuckooLander: Bram's brother, who seems to be still alive after his head was cut off and mounted on a pike, is rather crazy and comical, talks illogically and frequently leaves comments that have no relation to what Bram (who survives his decapitation as well) says.
1121* FateWorseThanDeath: After defeat, his head gets stuck on a pike near his brother's and is now forced to listen to his brother's insane ramblings... which he ''hates''.
1122* HornsOfVillainy
1123* HotBloodedSideburns
1124* IShallTauntYou
1125* LaserGuidedKarma: After his defeat, his head is also stuck on a pike like his brother's (whom he beheaded), and his dialogue suggests that he can't stand his brother's insane ramblings.
1126* LosingYourHead: An interesting case where he chopped his other head off and placed it on a pike. Said "brother" is still surviving and talks with insane rambling. After his defeat, his head is stuck to a pike near his brother's, still alive and complaining about his brother's ramblings.
1127* MegatonPunch: He can literally smack soldiers one-by-one [[OneHitKill out of the map]].
1128* MultipleHeadCase: Defied, he chopped off his brother's head.
1129* NonLethalKO: While his death animation has him turn to Bloodsydian and crumble, it's revealed that his head survived and is now stuck on a pike near his brother's.
1130* OffWithHisHead: His favourite method of getting things done, as evidenced with his "brother" stuck on a pike.
1131* OneHitKill: His attack sends troops and reinforcements flying away. However, he cannot kill heroes this way, and has to hit them multiple times instead.
1132* OurOgresAreHungrier: Like the other ogres, he's a two headed one. Well, he ''[[OffWithHisHead was]]'' a two-headed one.
1133* PurpleIsPowerful: The only purple ogre that we see, and the one clearly in charge.
1134* VillainRespect: He respects the elves fighting him to the death.
1135
1136!!Baj'Nimen the Hateful
1137[[quoteright:199:https://static.tvtropes.org/pmwiki/pub/images/enemysqr_bajnimen.png]]
1138
1139->''Some people say he's lost his mind. These same people usually disappear, leaving only a puddle of goo behind.''
1140
1141Malicia's most trusted lieutenant who wishes to cast a spell which will destroy the continent. Is the boss of the stage "Duredhel Outskirts".
1142----
1143
1144* BeastOfBattle: His centipede.
1145* CreepyCentipedes: He rides a gigantic one into battle.
1146* TheDragon: Might have been this to Malicia.
1147* DeathFromAbove: Casts a powerful meteor spell on your troops.
1148* HealThyself: Is able to heal a good chunk of his health every now and then.
1149* MagicStaff: One that he uses to cast purple meteors onto your troops.
1150* StaffOfAuthority
1151* UndyingLoyalty: He seems to have this for Malicia, taking over a large portion of the Twilight Elves' army in her place, and trying to wreck even ''more'' havoc on the continent.
1152
1153!!Godieth the Infernal
1154[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/enemysqr_godieth.png]]
1155
1156->''A temperamental Pit Lord with some serious jealousy issues against his 'more famous' big brother.''
1157
1158A powerful Pit Lord who escaped his prison by the dwarves and decimated them.
1159----
1160
1161* {{BFS}}: Carries a massive FlamingSword to hit your troops with. He drops it when he dies.
1162* BloodyMurder: His main gimmick is to spit out a huge glob of Dark Blood to produce a patch which infects heroes and troops standing within.
1163* TheCorruption: He is the source of the Dark Blood that corrupted the Dwarves and turns your troops into undead Shadowspawn.
1164* DugTooDeep: The dwarves dug too deep and accidentally released them, which resulted in the dwarves' deaths. Except for Wilbur.
1165%%* FlamingSword:
1166* HornsOfVillainy: He's a Balrog expy, a huge pair of horns are to be expected.
1167* ShoutOut: To Durin's Bane, the Balrog from ''Literature/TheLordOfTheRings''. Godieth also heavily hinted to be said Balrog's younger brother and is jealous of him for being 'more famous'.
1168* WreathedInFlames
1169
1170!!Hee-Haw the Wicked
1171[[quoteright:180:https://static.tvtropes.org/pmwiki/pub/images/heehaw.jpg]]
1172
1173The chief of the gnolls.
1174----
1175
1176* AdiposeRex: The fat ruler of the Gnoll tribes.
1177* CatapultToGlory: He can summon enemies by launching them from catapults.
1178* EyepatchOfPower
1179* FunnyAnimal: Notable for being the only gnoll who can talk and displays a higher level of intelligence compared to the other gnolls.
1180* InescapableNet: He can launch nets to trap your hero.
1181* IShallTauntYou
1182* KingMook: Of the gnoll tribes.
1183* TheUnfought: Like any other endless mode antagonists, he only exists to aid the enemies.
1184
1185!!Ainyl
1186[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/aiynl_battle.png]]
1187
1188Malicia's sister who spearheaded the invasion of the elven capital Aredhel.
1189----
1190
1191* BadassLongRobe: She wears one.
1192* BarrierWarrior: She can create an energy shield to protect an enemy with low health.
1193* ForegoneConclusion: Her invasion of Aredhel is bound to succeed, since the fifth level of ''Origins'' states that the capital had fallen in the level briefing. The reason the player plays it is in order learn from the mistakes and make sure that something of the like never happens again.
1194* IShallTauntYou
1195%%* MagicStaff:
1196* MyRulesAreNotYourRules: She can outright destroy your towers, something that only final bosses can do.
1197* RedAndBlackAndEvilAllOver: Her clothes have a red and black colour scheme, and she's Malicia's sister.
1198* {{Teleportation}}: She can teleport enemies forward down the path.
1199* TheUnfought: Like any other endless mode antagonists, she only exists to aid the enemies.
1200
1201[[/folder]]
1202
1203[[folder: Vengeance Enemies]]
1204
1205!! Worker Enemies
1206The enemies faced at Vez'nan's Tower in the tutorial. These consist of Human Woodcutter and Human Worker.
1207----
1208* CurbStompBattle: They're all easily slaughtered by the dark army as they're {{Worker Unit}}s who are not combat trained at all.
1209* TheGoomba: Human Woodcutters are the weakest enemies in the game and serve as tutorial enemies. Human Workers are only ''slightly'' stronger.
1210* MightyLumberjack: While the Human Woodcutters sport this look, they are ''[[TheGoomba anything but mighty]]''.
1211* ShovelStrike: The Human Workers attack with a shovel, not that it does them much good at all.
1212
1213!! Dwarven Enemies
1214A group of enemies encountered in the Dwarven Kingdom. These consist of Dwarf Bruiser, Warhammer Guard, Clockwork Spider, Chomp Bot, Cyclopter, Tinbeard Gunman, Smokebeard Engineer, Sulfur Alchemist, Quarry Worker, Stonebeard Geomancer, and [=MechaDwarf MK.9=].
1215----
1216* AirborneMook: Cyclopters are the Dwarves' flying enemy unit and are quite fragile and slow.
1217* AlchemyIsMagic: Sulfur Alchemists have a very high magic resistance and they're capable of throwing blue {{Healing Potion}}s at their allies and purple exploding potions at your troops.
1218* TheAllegedCar: Cyclopters are slow and very flimsy, only slightly tougher than a [[TheGoomba Dwarf Bruiser]]. Even a Linirean hunting eagle can take more than twice the damage of these flying machines.
1219* AnimalMecha: Clockwork Spiders are clockwork creatures with the shape of spiders.
1220* ArmoredCoffins: The [=MechaDwarf MK.9=] lacks an EjectionSeat. When it gets destroyed, it blows up and turns the pilot into ashes.
1221* FastTunnelling: The Quarry Workers can tunnel underground very quickly, bypassing troops with ease.
1222* GiantMook:
1223** An odd case with Stonebeard Geomancers. They don't have too much health for a giant enemy normally, but when they enter combat they turn into animated stone, which multiplies their current and maximum health by 3.3x making them far more durable. Their health is divided by 3.3x when they exit combat.
1224** [=MechaDwarf MK.9s=] play this straight by having lots of health, high damage and an area attack. They also sport heavy armor.
1225* TheGoomba: Dwarf Bruisers are just about as weak as Human Woodcutters, but they appear in numbers.
1226* TheGuardsMustBeCrazy: The outer gates were defended by the very weak Dwarf Bruisers and the slightly stronger Warhammer Guards, while the city corridors were defended by those as well as the weak Clockwork Spiders and a few Chomp Bots. This allowed Vez'nan's army to infiltrate and begin taking over their facilities one by one. Even the Dwarf King Bolgur will Lampshade it by saying "I should have invested more in my army."
1227* HealingPotion: Sulfur Alchemists throw healing potions at their non-mechanical allies in order to heal them. They throw [[ThrowDownTheBomblet a different potion]] at your forces instead.
1228* HeavilyArmoredMook: [=MechaDwarves MK.9=] sport 70% physical armour.
1229* KungFuProofMook: Quarry Workers will tunnel underground making them immune to towers and troops, they can only be damaged or blocked after they resurface.
1230* LiterallyShatteredLives: Stonebeard Geomancers turn into stone and shatter when killed.
1231* LongRangeFighter: Tinbeard Gunmen attack your units from a range, but are less effective in close combat. Sulfur Alchemists are very weak in close combat but their thrown exploding potions can deal a good bit more damage.
1232* MagicVersusScience: Most of the Dwarves fall on the science side, using gadgets and all, but a few like the Sulfur Alchemist and Stonebeard Geomancer incorporate magical abilities. This also gets lampshaded in the Clockwork Factory's level description.
1233--> "On second thought... those automated machines seem useful... claim the factory in my name. Even if their steel might stop our swords, they won't stop our magic!"
1234* MechaMooks: Clockwork Spiders, Chomp Bots and [=MechaDwarf MK.9s=] are machines used by the dwarves. While Clockwork Spiders explode on death, the other two stay disabled for a while before breaking down and giving you gold. During this period, they can be repaired by Smokebeard Engineers.
1235* MiniMecha: [=MechaDwarf MK.9s=] are mechanical walkers piloted by dwarves. They have high health and armor, deal high damage and can use an area of effect ShockwaveStomp, but they move slowly.
1236* MookDebutCutscene: It's not so much a cutscene as it is a glorified animation, but the [=MechaDwarf MK.9=] gets a pretty awesome one in Clockwork Factory when the mecha assembly factory activates on wave 8. The factory lights up as a hatch opens up to reveal a platform which lifts a dwarf that walks into the factory. Two mechanical arms extend into the factory and do some tinkering, and then the first [=MechaDwarf MK.9=] in the game slowly marches out of it.
1237* MookMedic: Smokebeard Engineers can repair the disabled bodies of Chomp Bots and [=MechaDwarf MK.9s=], reviving them. Sulfur Alchemists can throw healing potions at their allies.
1238* NoSelfBuffs: Sulfur Alchemists can't use their own healing potions on themselves, although they ''can'' use their healing potions on each other if there's more than one.
1239* OneManArmy: The FlavorText for the [=MechaDwarf MK.9=] enemies states that they're "Capable of smashing whole armies with their strength". It's true to a certain extent as they deal heavy damage, have a powerful area attack, and sport huge amounts of armour, but Vez'nan's dark army can exploit their weakness to magical attacks.
1240* OxymoronicBeing: Stonebeard Geomancers are giant Dwarves bigger than any of your troops.
1241* SpamAttack: Chomp Bots have deceptively low damage as they actually hit three times in succession.
1242* StarterVillain: They're the first main antagonist faction in the game and the weakest one. Thanks to stationing all the powerful forces in the inner parts of the kingdom and leaving the weakest ones to defend the gates, the dark army manages to invade their kingdom and take over their facilities while drugging the dwarves to leave them crippled. Furthermore, their kingdom values money as power, as compared to the [[BarbarianTribe Northerners]] who value might as power.
1243* TakenForGranite: Stonebeard Geomancers inflict a non-lethal and a lethal version to themselves. When in combat, they turn themselves into animated stone which multiplies their current and maximum health by 3.3x until they exit battle. When they're killed, [[LiterallyShatteredLives they turn to stone and crumble]].
1244* WeaksauceWeakness: Repairing a machine tends to be a very delicate process, let along using long distance electromagnetic technology to do so. As such, if the Smokebeard Engineer is interrupted mid-repair, the process fails and causes the machine to be destroyed instead.
1245* ZergRush: Dwarf Bruisers and Clockwork Spiders appear in numbers to rush your defences.
1246
1247!! Northern Enemies
1248A group of enemies encountered in the the Frozen North. These consist of Northern Wildling, Northern Huntress, Glacial Wolf, Blue Wyvern, Northern Berserker, Nanoq Warbear, Apex Stalker, Apex Shard, Ice Witch, Leap Dragon, Valkyrie, Draugr, Svell Druid and Frost Giant.
1249----
1250* AirborneMook: Blue Wyverns are the flying enemy of the area. Leap Dragons are an interesting case, they're grounded units that can take off into the air to bypass troops for a short period every now and then.
1251* AsteroidsMonster: When an Apex Stalker is killed, they drop an Apex Shard.
1252* BadassArmy: Compared to the Dwarves. The basic Wildling has over 1.5x the health and deals over twice the damage of the armored Warhammer Guards.
1253* BarbarianTribe: Most of the Northerners are part of one. They value might as power.
1254* BearsAreBadNews: Nanoq Warbears are polar bear {{Giant Mook}}s with high health, damage and armour, and while they're initially slow they can charge into battle gaining a huge boost of speed until they reach your units.
1255* BeastOfBattle: Nanoq Warbears are the Northerners' trained polar bears clad in armour and sent to attack your troops.
1256* TheBerserker: The Northern Berserkers, of course. They have good HP and a damaging SpinAttack that is great at killing grouped units, but on the defensive side they lack any form of armour or magic resistance.
1257* BilingualBonus:
1258** Nanoq means 'polar bear' in Greenlandic, and Nanoq Warbears are combat-trained polar bears. This also makes the Nanoq Warbear a somewhat [[DepartmentOfRedundancyDepartment redundant name]].
1259** Svell is Icelandic for Ice, and the Svell Druids use ice to freeze your towers and attack your troops.
1260* CallBack: The Frost Giants' death animation is similar to that of J.T's, where they [[LiterallyShatteredLives freeze up in ice and shatter]] leaving their hips, legs and spine behind.
1261* DecompositeCharacter: The Barbarians from the Barbarian Mead Hall have their abilities split between the Northern Huntress and the Northern Berserker. The former uses the Throwing Axes ability while the latter uses the Whirlwind Attack ability.
1262* DragonRider: Leap Dragons are mounted by Northerners who command them to attack or fly.
1263* ElementalEmbodiment: Glacial Wolves are wolves animated by ice magic, while Apex Stalkers and their shards are beasts made of magic ice. This nature makes them magic resistant, especially the Stalkers and shards.
1264* EnemySummoner:
1265** Ice Witches can attack your units to freeze them, and they also spawn Apex Shards one at a time to rush your troops.
1266** Valkyries can attack in melee combat and can also raise Draugr from the bodies of Northerners.
1267* {{Foil}}: The Northerners heavily contrast the Dwarves as a faction.
1268** The Dwarves value gold as power, the Northerners value physical strength as power.
1269** The Dwarves primarily use machines for combat, while the Northerners use physical might, trained creatures and magic for combat.
1270** While the Dwarves had ill-prepared guards and were caught unawares, the Northerners' first action upon seeing the Dark Army was to immediately alarm the entire tribe.
1271** Vez'nan's tone of pre-level dialogue against both factions is contrasting too. He takes pleasure in capturing the Dwarven facilities and rendering them useless, but when it comes to the prepared Northerners, he's angry with the player for several screwups against them.
1272* GiantMook: Nanoq Warbears and Frost Giants have a lot of health and armour, and do quite a lot of damage.
1273* GoodCounterpart:
1274** Glacial Wolves are almost similar to Worgs from the first game and War Hounds from ''Frontiers''. They're wolf-like enemies that move quickly, appear in numbers, sport 50% magic resistance and even have very similar amounts of HP[[note]]Glacial Wolf: 110, Worg: 120, War Hound: 100[[/note]]. The main difference however is that Glacial Wolves trade in their damage and melee dodging capability with an icy explosion upon death which can freeze units.
1275** The Valkyrie is the game's equivalent to ''Frontiers[='=]'' Blood Trickster, being able to raise zombies from the corpses of allies.
1276* GuysSmashGirlsShoot: The first three barbarian types you encounter are Northern Wildlings, Northern Huntresses, and Northern Berserkers. The Wildlings and Berserkers attack with melee while the Huntresses throw axes from afar. In addition, only one of three female enemies is a melee combatant (Valkyrie), and only one of the male enemies is a ranged fighter (Svell Druid).
1277* HeavilyArmoredMook: Valkyries sport 70% physical armour.
1278* HornyVikings: The Northerners are pretty much Vikings in everything but name. They live in the icy north, wear horned helmets, have several Norse-related stuff, use Viking ships, etc.
1279* AnIcePerson: Ice Witches and Svell Druids have ice magic. The former uses them to freeze troops and create Apex Shards, the latter uses them to freeze your buildings.
1280* LightningBruiser: The [[BearsAreBadNews Nanoq Warbear]] is powerful with strong damage, high HP and medium armour. While they're slow, they have the ability to charge when not in combat, which greatly increases their speed until they reach your units.
1281* LiterallyShatteredLives: How Glacial Wolves, Apex Stalkers, Apex Shards, Svell Druids and Frost Giants die. They either explode into ice, or freeze up into ice before shattering.
1282* MightMakesRight: They believe that might and power comes from physical strength.
1283* MightyGlacier: Frost Giants are these in both the literal and trope sense, being icy armoured giants that move slowly but hit ''extremely'' hard.
1284* MookDebutCutscene: It's not so much a cutscene as it is a glorified animation, but the Northern Berserker gets a pretty awesome one in Frozen Rapids' second wave. A huge Viking Ship appears, docks on the ice, opens up and a hulking Berserker walks out hellbent on mincing your dark army.
1285* NobleWolf: Glacial Wolves are ice elemental beings that actively fight against Vez'nan's dark army.
1286* NotQuiteFlight: Leap Dragons have rather small wings and they don't properly fly but rather take an extended leap while flapping their wings to struggle to keep airborne, hence their name.
1287* OurDragonsAreDifferent: They come in different types here. Blue Wyverns are standard flight capable dragons, while Leap Dragons are awkward at it thanks to their size and small wings, and can only fly for short intervals.
1288* OurGiantsAreBigger: Frost Giants are {{Giant Mook}}s with high health, armour and attack damage, but are [[MightyGlacier very slow]].
1289* PerspectiveFlip: The Barbarians from the first game's Barbarian Mead Hall are now your opponents, and their abilities are now [[DecompositeCharacter split between]] the Northern Huntress (Throwing Axes) and Northern Berserker (Whirlwind).
1290* SpamAttack: Northern Huntresses and Apex Stalkers both have a very fast attack rate.
1291* SpinAttack: Used by the Northern Berserkers to hit groups of your units.
1292* StatusEffects: The primary status effect that these guys use is freeze, which temporarily disables troops and towers. Glaier Wolves explode into an icy explosion that can freeze your units. Ice Witches use ice magic that freeze your units. Svell Druids freeze your towers, and frozen towers can be tapped a few times to be freed.
1293* UnderestimatingBadassery: Vez'nan initially declares them as dumb, bulky Northerners who value might as right in the first Northern level's intro. Things then go pretty south for Vez'nan against them, from the Northerners at the outpost sounding their horn to call reinforcements, fighting Vez'nan's army on a frozen rapid river that breaks apart and drowns a huge part of his army, and their leader Arkuz was prepared to flee the village once it was captured. All this causes Vez'nan to angrily berate the player in the following level introductions.
1294* {{Valkyries}}: One of the enemy types, they will resurrect fallen Northerners nearby as Draugr.
1295
1296!! Linirea Enemies
1297A group of enemies encountered in Linirea. These consist of Recruit, Footman, Watchdog, Troop Captain, Farmer, Hunting Eagle, Elven Ranger, Devoted Priest, Gryphon Bombardier, Arcane Magus, High Sorcerer, Golem House, Paladin, Shieldbearer, Cavalier, Musketeer and War Wagon.
1298----
1299* AirborneMook: Hunting Eagles are fast flying enemies with low HP while Gryphon Bombardiers are slower but attack your troops with SplashDamage explosives.
1300* AreaOfEffect:
1301** Gryphon Bombardiers lob bombs that hit troops in an area.
1302** Arcane Magi cast a magic meteor spell that hits troops in an area for armour-piercing damage.
1303** High Sorcerers ride an Earth Elemental whose attack hits troops in an area for heavy damage.
1304** Paladins attack your troops with Holy Strike which hits an area of troops for heavy damage.
1305* ArmorIsUseless: Paladins, despite wearing full plate armor like their counterparts from the first game, have no physical resistance.
1306* AttackAnimal: Watchdogs are attack dogs trained to aid Linirea's army on the battlefield. They're fast but have low HP.
1307* BadassArmy: The basic Linirea Recruit alone has more HP and attack damage than the basic members of the Dwarven and Northern armies. The rest of their army (with the exception of the dogs and eagles) are even stronger.
1308* ClownCar: The War Wagon contains a nearly-endless amount of Footmen within. Their FlavorText even {{lampshades}} it by describing them as "Like a clown car but a lot less funny".
1309* CoolHorse: Cavaliers are Paladins on horses that allow them to charge past troops.
1310* CurbStompBattle: The farmers (who aren't Joe Jenkins) that try to take on the dark army are very weak in both HP and attack power and are easily slaughtered.
1311* DevelopersForesight: If a High Sorcerer get possessed by the Spectres' Mausoleum, he'll transform enemies into friendly sheep for you (said sheep will just stand there without doing anything until they are killed).
1312* DiscardAndDraw: Paladins in the first game had high armour, while in this game they have no armour but a good amount of Magic Resistance. Furthermore, they trade their [[HealThyself Holy Light]] for the capability to [[StatusBuff buff their allies' damage]].
1313* DungeonBypass:
1314** Cavaliers can charge through your troops to avoid melee combat with them.
1315** Arcane Magi can teleport troops further down the path.
1316* FieldPromotion: This is the Troop Captain's ability. Their FlavorText shows that they're the ones in charge of training Linirea's Recruits, and when on the field they will promote Recruits into Footmen by shouting.
1317* ForcedTransformation: The High Sorcerer can transform your troops into enemy sheep, much like how the Sorcerer Mage tower could do to enemies.
1318* FragileSpeedster:
1319** Watchdogs are some of the fastest enemies in the game but are very fragile for a late-game enemy.
1320** Hunting Eagles are fast flying enemies but have nominally more HP than a Watchdog.
1321** Cavaliers move quickly and can even charge past troops to avoid being blocked, but have relatively low HP and lack armor for an endgame enemy. Don't get cocky however, since the far more durable Paladin will dismount upon the horse's death.
1322* GiantMook: The High Sorcerer has a lot of HP and armour and can deal a lot of damage thanks to his Earth Elemental. The Golem Houses can take a good bit of damage while dishing it out.
1323* GlassCannon: Musketeers deal very heavy damage from a long range but they have low HP.
1324* GoodCounterpart:
1325** Watchdogs are fast but weak enemies with magic resistance, similar to the Wulves and Worgs.
1326** Elven Rangers appear similar to Twilight Harassers except that they lack the Harasser's teleportation and have magic resistance instead of armour.
1327** Devoted Priests appear to be similar to the Twilight Evokers, being cloaked priestesses who heal their allies.
1328** Shieldbearers have a similar weakness as Twilight Avengers by losing their physical armour while in combat.
1329** Musketeers shoot your troops for heavy damage from afar in a manner similar to Saurian Deathcoils.
1330* {{Golem}}: The Earth Elementals that the High Sorcerers ride into battle are their constructs. This also makes them {{Giant Mook}}s.
1331* GunsAreWorthless: Averted with Musketeers. Their rifle attacks deal very high damage to your troops and heroes from a long distance.
1332* HeavilyArmoredMook: High Sorcerers ride Earth Elementals and as such have a huge amount of HP and armor. The Shieldbearer has very high armour when he's not in combat. Surprisingly, Paladins have medium magic resistance, despite having heavy armor in the first game.
1333* HeroAntagonist: Several of them are the forces of Linirea from the first game.
1334* HeroicDog: Watchdogs are attack dogs trained to attack the dark army. Pity for them that they're [[FragileSpeedster quite easy to kill]].
1335* HorseOfADifferentColor: Gryphon Bombardiers ride gryphons into battle.
1336* InvulnerableHorses: Averted with Cavaliers. Your towers actually attack and damage the horse the Paladin is riding on, and when they're killed the Paladin dismounts.
1337* LightIsGood: Devoted Priests use light-based powers to heal allies and grant magic resistance, while Paladins use Holy Strike to deal huge damage to groups of troops. Of course, since you're the VillainProtagonist, this makes them [[HeroAntagonist your enemies]].
1338* LongRangeFighter: Musketeers. They deal incredible damage to troops and heroes from afar, especially with their special ability where they fire an extremely powerful shot at a very long range, but their HP and close combat ability is lackluster.
1339* MightyGlacier: High Sorcerers. They have a OneHitKill ForcedTransformation ability that thankfully has a long cooldown time, and a giant amount of health plus a damaging area attack thanks to the Earth Elemental they ride. Fortunately, said elemental also moves very slowly due to being made of rock.
1340* MookLieutenant: Troop Captains can promote Recruits into armoured Footmen.
1341* MookMaker: War Wagons do not attack, cannot be blocked, and their only purpose is to summon a group of footmen every now and then.
1342* MookMedic: Devoted Priests will heal nearby troops and also grant magic resistance to those nearby.
1343* TheMusketeer: The Musketeers, of course. They have both melee combat capability as well as long range gun attacks, although they're [[LongRangeFighter weak in the former]].
1344* NobleBirdOfPrey: Hunting Eagles are Linirea's trained eagles sent to fly over the battlefield to the exit quickly.
1345* NoSelfBuffs: Devoted Priests can't use their healing spells on themselves, although they ''can'' use their healing spells on each other if there's more than one.
1346* OneHitKill: Any troop that the High Sorcerer polymorphs into a sheep is as good as dead.
1347* ThePaladin: Paladins are magic-resistant enemies that use Holy Strike to deal area damage and can also buff the damage of allies.
1348* PerspectiveFlip: The towers that you used in the first game are now enemies, and their abilities are appropriately used against you:
1349** Recruits and Footmen come in numbers to swarm your barracks units.
1350** Elven Rangers fire arrows rapidly at your troops.
1351** Musketeers attack your troops for heavy damage from a long distance.
1352** Paladins have an AreaOfEffect in the form of Holy Strike.
1353** Arcane Magus can cast Teleport to teleport their allies further down the path.
1354** High Sorcerers ride their summoned Earth Elemental that deals area damage and can Polymorph your troops into sheep.
1355** Gryphon Bombardiers lob bombs that deal area SplashDamage to your troops.
1356* RainOfArrows: Elven Rangers have a very fast-firing arrow attack and appear in decent numbers, leading to this trope on any unlucky troops or heroes in range.
1357* SapientHouse: Golem Houses are Lozagon houses brought to life by Magnus Spellbane.
1358* ScaryBlackMan: One of the various types of farmer is a big, muscular dark-skinned man who has more HP and deals much more damage than the other farmers. He's still weak compared to the actual militia, however.
1359* ShieldBearingMook: The appropriately-named Shieldbearer carries a shield that gives him incredible armour rating. He only puts it down when he engages combat.
1360* SniperRifle: Musketeers convert their gun into one of these whenever they use their long-distance attack. It deals a ''huge'' amount of damage to troops and heroes it hits.
1361* SpamAttack: Both Elven Archers and Gryphon Bombardiers have a very fast rate of attack, both of which spell bad news for your barracks troops.
1362* SquishyWizard: Subverted by both the Arcane Magus and High Sorcerer. The former has a devastating area attack spell and a teleportation spell that aids allies but he comes with a good bit of HP, while the latter can turn your troops into sheep and is a GiantMook thanks to the Earth Elemental he rides. It's played straight with the latter when he's killed, since the Earth Elemental breaks into rock chunks that crush him instantly.
1363* TrainingThePeacefulVillagers: The Farmers in Otil Farmlands will attack and rush your troops... only to deal pathetic damage and be slaughtered quite easily.
1364* WhiteMagicianGirl: Devoted Priestesses resemble Diedre the priestess from ''Frontiers'' and they aid their allies by healing and giving them magic resistance.
1365
1366!! Anurian Enemies
1367A group of enemies fought on Anuria in the Subaquatic Menace expansion. These consist of Anurian Chaser, Anurian Warden, Crystal Amphiptere, Anurian Infuser, Anurian Channeler, Anurian Erudite, and Crystal Demolisher.
1368----
1369* AirborneMook: The Crystal Amphipteres are small flying dragons infused with crystals. They're rather weak and relatively slow, but gain a huge speed boost if they get a magic infusion from an Anurian Infuser.
1370* AlienBlood: Anurian Chasers and Wardens leave green blood when killed, while Infusers, Channelers and Erudites leave purple blood upon dying.
1371* BadassArmy: In the news previews, they're shown to be giving the the very same Dark Army that conquered Linirea [[https://www.ironhidegames.com/News/Details/173 lots of]] [[https://www.ironhidegames.com/News/Details/174 trouble]]. Indeed, they can give a lot of trouble in-game, having units that benefit each other as well as powerful CannonFodder units.
1372* BlackMage: Anurian Erudites fire off powerful spells to decimate your troops, can charge up to three shots, and can deal even ''more'' damage if they get a damage boost from a Channeler's aura.
1373* ChargedAttack: Anurian Erudites can charge up to three magic bolts in a similar manner to the Archmage Tower/Specters Mausoleum, unleashing all three on the first troop or hero they come across.
1374* ColorCodedForYourConvenience: Apart from the Chasers, all the enemies appear with one of two colours of crystal. This identifies which type can benefit from mages using the same colour.
1375* DeflectorShields: When infused with magic by an Anurian Infuser, the Anurian Warden gains a damage shield.
1376* EvilVersusEvil: The Anurians do not have good intentions for the kingdom and Vez'nan's forces actively fight against them, though out of Vez'nan's selfish interests.
1377* FrogMen: Many of the Anurians appear to be amphibian-people. Most of them are frog-people, but the Anurian Channelers and the Anurian Infusers appear to be axolotl-people.
1378* {{Foil}}: Anurian Infusers and Anurian Channelers. Both of them are apprentice mages of the Anurians and act as support, but their methods of helping their allies differ. Infusers support allies with blue crystals from afar by actively firing a long distance beam at them, while Channelers assist allies with pink crystals via a passive aura ability by being near them. Finally, Channelers are actually more powerful in melee combat while the opposite is true for Infusers which are {{Long Range Fighter}}s.
1379* GiantMook: Crystal Demolishers are golems with slow speed but high HP and hit insanely hard while also dealing massive amounts of area damage when killed. While they lack armour, they can gain armour from nearby Anurian Channelers, and they also appear in greater numbers than [=MechaDwarves MK.9=], Frost Giants, and High Sorcerers.
1380* {{Golem}}: Crystal Demolishers are golems infused with crystals all over their bodies. While they lack any armor or magic resistance, they have a good amount of health and can gain armour if near an Anurian Channeler.
1381* HeavilyArmoredMook: Anurian Wardens have armour to protect against melee damage. The Crystal Demolisher lacks armor, but any nearby Anurian Channelers will grant them some.
1382* InASingleBound: The Anurian Chasers have the ability to do a huge leap at your troops and land with a ShockwaveStomp as a DynamicEntry attack.
1383* MightyGlacier: Crystal Demolishers have lots of HP and hit for insanely high damage (more so than other {{Giant Mook}}s in the series), but move and attack at a slow speed.
1384* MookCommander: Anurian Channelers buff the pink units around them. Erudites nearby will get a damage buff, and Crystal Demolishers get an Armor boost.
1385* OurDragonsAreDifferent: Crystal Amphipteres are the AirborneMook of the area and resemble small blue dragons with blue crystals embedded in their heads. If said crystals are infused with magic, they get a temporary speed boost.
1386* OutsideGenreFoe: In the news updates prior to the expansion, the Dark Army initially thinks they could easily take on the Anurians. [[https://www.ironhidegames.com/News/Details/173 Things quickly change]] thanks to the Anurians' odd fighting style.
1387-->"They are hundreds, my General, they sing... and croak... and jump! They jump a lot, and too far! Their strange spears are deadly and the shields on their backs are as hard as they can be! We are not prepared to fight against such weird warriors! The defeat is imminent, boss, my apologies, but we need you here!"
1388* PowerCrystal: They come in two different colours and allow amplification of magic.
1389** Blue crystals are infused into Anurian Wardens and Crystal Amphipteres, while the Anurian Infuser's staff holds one. This allows the Anurian Infusers to infuse the Wardens and Amphipteres, giving them DeflectorShields and a speed boost respectively.
1390** Pink crystals are infused into Anurian Erudites and Crystal Demolishers, while the Anurian Channeler's staff holds one. This allows the Anurian Channelers to buff nearby Erudites and Demolishers, giving them an attack buff and an armor buff respectively.
1391* PowerFloats: Anurian Erudites sit on a floating lilypad that levitates due to their powers.
1392* ReducedToDust: Anurian Channelers die by having their magic fry them before crumbling to dust.
1393* SquishyWizard: Both the Anurian Infusers and Anurian Channelers have powerful abilities to help allies, but they have rather low HP. The Anurian Erudites are less squishy with twice the health of an Anurian Infuser, and deal powerful magic damage.
1394* StatusBuff: Anurian Infusers can give a Haste buff to Crystal Amphipteres while the Anurian Channelers' aura gives an Damage buff to Anurian Erudites while giving Crystal Demolishers a stacking Armor buff.
1395* StealthPun: Anurian Erudites swell up and explode when killed. In other words, they literally croak when they lose all their HP.
1396* TakingYouWithMe: Upon death, Crystal Demolishers explode into rubble that deals massive damage to any troops or heroes near it.
1397* WhiteMage: Anurian Infusers have the ability to infuse Anurian Wardens and Crystal Amphipteres to give them DeflectorShields and a speed boost respectively, while Anurian Channelers will buff the damage of nearby Anurian Erudites and grant armor to nearby Crystal Demolishers.
1398* ZergRush: Anurian Chasers appear in great numbers, and their DynamicEntry attack can quickly whittle away most troops' health in no time.
1399
1400!! Frozen Nightmare Enemies
1401A group of enemies fought in the Northern Mountains in the Frozen Nightmare expansion. These consist of Snow Golem, Frozen Heart, Frozen Soul, Ice Reaper, and Winter Lord.
1402----
1403* AncientEvil: They, under the command of The Winter Queen, wrecked havoc across the North centuries before the events of the game.
1404* AndThenJohnWasAZombie: If an Ice Reaper kills a unit, that unit is transformed into an Apex Shard.
1405* AntiFrustrationFeature: Frozen Hearts cannot reform from their souls if they are near the exit, most likely because they would very easily leak if they were able to. Ice Reapers are also unable to resurrect fallen units if they are reasonably close to the exit.
1406* BarrierChangeBoss: Winter Lords have the ability to alternate their physical and magic resistance. When they have rocks floating around them, they're extremely resistant to physical damage, when they have ice they're extremely resistant to magic.
1407* {{BFS}}: Winter Lords attack your troops with a huge icy sword that inflicts a permanent-lasting health-draining chill.
1408* ElementalEmbodiment: Snow Golems, Frozen Hearts, and Winter Lords are all icy elementals animated by ancient spirits.
1409* ElementalWeapon: The Winter Lords have icy swords which inflict a deadly never-ending frostbite on targets they hit.
1410* EvilIsDeathlyCold: Ice Reapers turn units killed by their icy claws into Apex Shards, while Winter Lords inflict a deadly chill that lasts until the affected dies.
1411* EvilVersusEvil: They do not have good intentions for the Kingdom, and Vez'nan opposes them.
1412* GiantMook: Snow Golems have massive amounts of HP and hit hard, but move very slowly.
1413* HeavilyArmoredMook: Frozen Souls have extreme amounts of resistance to physical damage thanks to being a ghost. Winter Lords have extreme resistance to physical damage half the time, the other half of the time they have extreme magic resistance.
1414* LightningBruiser: The Ice Reapers are the fastest of these enemies.
1415* LiterallyShatteredLives: Since most of them are made of ice, this is their death animation.
1416* MightyGlacier: Almost literally given their theme. Snow Golems and Frozen Hearts are slow-moving but deal high damage.
1417* OurGhostsAreDifferent: The Frozen Souls are the spirits of the Frozen Hearts, who will resurrect the Hearts after a certain period of time, unless killed beforehand.
1418* PowerLimiter: The Winter Lords' attack neutralizes what your units and heroes are able to do, slowing them down and slowly killing them.
1419* RevivingEnemy: When a Frozen Heart is killed, their Frozen Soul escapes. These are immune to slowing effects, cannot be blocked, and if not defeated within a few seconds will reconstruct its Frozen Heart body good as new.
1420* {{Snowlems}}: The Snow Golems are turtle-like golems made of rock and snow.
1421* SuddenlyHarmfulHarmlessObject: Snow Golems initially don't attack and can be destroyed prematurely. However, they will awaken on certain waves and attack if not bombed beforehand.
1422* StatusEffects: Winter Lords inflict a poison-like status on troops they attack. Unlike most health-draining effects in the game, ''[[YouAreAlreadyDead this one lasts until the affected unit dies]]''.
1423* StrongEnemiesLowRewards: Snow Golems have a ton of hit points and light armor, ensuring that they'll survive for a good while without instant kills. When killed, they drop a ''measly'' 25 gold, far less than what other {{Giant Mook}}s in the series would give.
1424* SuddenlyHarmfulHarmlessObject: The Snow Golems are initially part of the scenery, before bursting out of their hiding spots and walking along the path.
1425* SupernaturalGoldEyes: They all have these, like The Winter Queen.
1426* YouAreAlreadyDead: Any unit attacked by the Winter Lord receives a frostbite status that constantly drains health until they die, and does not wear off. Only a max-level Jigou can survive it thanks to his constant fast regeneration.
1427
1428!! Cursed Bargain Enemies
1429A group of enemies fought in the Rotten Forest in the Cursed Bargain expansion. These consist of Ghost, Haunted Skeleton, Werewolf, Bone Carrier, Screecher Bat, Corrosive Soul, and Lich.
1430----
1431* AirborneMook: Screecher Bats will fly over your troops, though they will stop to stun them.
1432* ArmorPiercingAttack: Corrosive Souls' attacks deal True Damage, making armour useless against them.
1433* BatOutOfHell: The Screecher Bats return from the previous game and they have the same stunning ability against your troops.
1434* TheBusCameBack: The Ghosts, Werewolves and Screecher Bats return from the previous three games.
1435* DeathActivatedSuperpower: When killed, Haunted Skeletons and Bone Carriers will buff the damage of Haunted Skeletons while healing Haunted Skeletons and Bone Carriers.
1436* DemBones: Haunted Skeletons and Bone Carriers are skeletons under the control of the Ancient Ghosts.
1437* EnemySummoner: Liches are capable of using powerful magic attacks as well as summoning hordes of Haunted Skeletons.
1438* GiantMook: Bone Carriers are slow-moving but have heavy armour, high HP, and hit hard.
1439* HealingFactor: Werewolves have a HP regeneration like in the previous games.
1440* KillOneOthersGetStronger: Killing a Haunted Skeleton (or any other mook) will not only heal other Haunted Skeletons nearby, but will also give them a permanent attack boost.
1441* LightningBruiser: Corrosive Souls have a good amount of HP, move very quickly, and deal strong armor-piercing damage.
1442* MakeMeWannaShout: Screecher Bats will use a sonic attack to stun your troops, just like in the previous game.
1443* MookCommander: Bone Carriers will buff the attack of Haunted Skeletons near them.
1444* NoSell: Forget using physical towers against Ghosts, as they are completely immune to anything that isn't magic or true damage. This includes status effects like poisoning or stun.
1445* OurGhostsAreDifferent: Ghosts are shackled spirits that can only be harmed by magic. Corrosive Souls are wolf-like ghosts made of a union of hungry beast souls, and their attack pierces armour.
1446* OurLichesAreDifferent: Magic-using, magic-resistant undead that can also summon Haunted Skeletons to their side.
1447* OurWerewolvesAreDifferent: Werewolves return from the Shadowmoon and Curse of Castle Blackburn expansions, and they have the same high damage and HealingFactor abilities as before.
1448* SavageWolves: The Corrosive Souls are ghostly wolves with armour-piercing attacks.
1449* WeakToMagic: Like in ''Frontiers'', Ghosts are only vulnerable to magic attacks and are completely immune to physical damage.
1450* ZergRush: Haunted Skeletons attack in numbers. This goes hand in hand with their ability to buff and heal their kind upon death.
1451
1452!! Rise of the Dragon Enemies
1453A group of enemies fought in the Rise of the Dragon expansion. These consist of Mogwai, Nian, and Carnival Dragon.
1454----
1455* CrazyEnoughToWork: The Carnival Dragon's FlavorText outright calls ''wearing a dragon dance suit'' a strange choice for a weapon, confusing Vez'nan's forces. This makes them unable to be blocked in any way.
1456* GripingAboutGremlins: Mogwai are fast but weak gremlin creatures that appear in hordes and [[SelfDuplication multiply on contact with water]].
1457* HealingFactor: Nian get a huge regeneration if they're on water.
1458* HomefieldAdvantage: Nian are ancient water beasts that gain a huge HealingFactor on the water areas.
1459* TheJuggernaut: All parts of a Carnival Dragon cannot be blocked, slowed, or stunned.
1460* SegmentedSerpent: Carnival Dragons consist of a chain of separate enemies that make up the dragon. All parts have to be killed individually, with the head having over twice the health of a body segment.
1461* ShoutOut:
1462** Mogwai are basically the namesake creatures from ''Film/{{Gremlins}}'', being small gremlins that multiply on contact with water.
1463** Nian are based off the monsters from Myth/ChineseMythology. They have a HealingFactor when on water, referencing the Nian's ocean-dwelling lifestyle.
1464* StoneWall: Carnival Dragons have no attacks and move slowly. However, all parts cannot be slowed, stopped, poisoned or blocked in any way and each segment has a lot of health, especially the head -- an entire dragon put together can have over 4000 health.
1465* ZergRush:
1466** Mogwai appear in enormous numbers, which only grow larger if they make contact with water.
1467** The Carnival Dragons' segments can number from as low as five to as many as ten, with each segment being an individual enemy.
1468
1469!! Primal Ravage Enemies
1470A group of prehistoric enemies fought in the Primal Ravage expansion. These consist of Velociraptor, Prehistoric Dwarf, Cave Dwarf, and Pterodactyl.
1471----
1472* AirborneMook: Pterodactyls are the flying enemies encountered in the campaign. Some can even carry Prehistoric Dwarves as transport.
1473* BornAsAnAdult: Velociraptors can lay eggs that hatch into a fully-grown velociraptor after a few seconds. Their nests will also spawn fully-grown Velociraptors.
1474* DomesticatedDinosaurs: Implied. The Prehistoric Dwarves can use Pterodactyls as carriers, and can also use a war cry to buff the speed and attack of Velociraptors.
1475* EnemySummoner: Velociraptors will eat your troops and lay an egg should they execute one of your troops. The egg then hatches into a full-grown velociraptor after a few seconds.
1476* ExplosiveBreeder: The Velociraptors reproduce ''extremely'' quickly. By executing and eating your troops, they lay an egg that [[BornAsAnAdult hatches an adult velociraptor]], which can go on to do the same if it kills another of your troops. They also emerge fully grown from the egg nests on the map. This, along with their insatiable appetite, [[PragmaticVillainy is one reason why]] Vez'nan doesn't want to have any in his ranks, despite harboring several vicious, scary troops of his own. Hilariously, the Ignis Altar makes use of this by having an endless supply of Velociraptor eggs to [[AppeaseTheVolcanoGod throw into their volcano]].
1477* FinishingMove: Velociraptors can [[OneHitKill execute any troops at 20% or below HP]], eating them and allowing them to spawn an egg.
1478* FragileSpeedster: At 170 HP, Velociraptors are even less durable than Linirea's 200 HP Recruits. They are however one of the fastest enemies in the game, moving ''very'' quickly while also dealing high damage.
1479* HollywoodPrehistory: Cave Dwarves are living alongside dinosaurs and pterosaurs in an previously-undiscovered area of the Dwarven caves.
1480* HorseOfADifferentColor: The Pterodactyls can carry Prehistoric Dwarves with their feet, despite the [[ArtisticLicensePaleontology paleontological inaccuracies]].
1481* MookCommander: Prehistoric Dwarves can shout to boost the speed and attack damage of nearby velociraptors.
1482* PrehistoricMonster: The mission briefings for two of the levels has Vez'nan declare his abhorrence towards the dinosaurs, calling them "[[https://www.ironhidegames.com/News/Details/282 disgusting lizard-like creatures that have very pointy claws and teeth]]", and also mentioning that they devour everything in sight. It says something when [[EvilOverlord Vez'nan]] outright [[EveryoneHasStandards refuses to put dinosaurs into his Dark Army]] despite having monstrous troops of his own.
1483* RaptorAttack: The Velociraptor enemies are ''very'' inaccurate to paleontology. They not only lack feathers, are larger than most humans, and finally have such a fast metabolism that they can immediately pop out an egg after eating your troops, [[BornAsAnAdult which hatches an adult velociraptor]]!
1484* RockBeatsLaser: These primitive Dwarves are much more dangerous and durable than their more technologically-advanced cousins. Prehistoric Dwarves have more health than [=MechaDwarves Mk. 9=] and hit harder, despite wearing caveman clothing and wielding a stone hammer for a weapon.
1485* ShoutOut:
1486** The Velociraptors' ability is to eat one of your fallen units then immediately pop out an egg, like [[VideoGame/YoshisIsland Yoshi]].
1487** The Cave Dwarves wear dinosaur skulls, wield clubs and have a short stature, which makes them resemble Cubone from ''Franchise/{{Pokemon}}''.
1488* TerrorDactyl: The pterodactyl enemies have grasping feet that allow them to carry around prehistoric dwarves.
1489* ZergRush: Cave Dwarves are almost always spawned in large, tightly-clustered groups.
1490
1491!! Hammerhold Enemies
1492Warriors and nomads, mystics and magic wielders, this is a group of defenders of Hammerhold, fought in the Hammerhold DLC expansion. These consist of Legionnaire, Legion Archer, Camel Rider, Falconer, Desert Eagle, Nomad, Djinni, Magic Carpet, Master Assassin, Sand Mystic, Merchant, War Elephant and Drum Elephant.
1493----
1494* AirborneMook: Desert Eagles and Magic Carpets are the flying foes of the campaign. The former is a GoodCounterpart to Shadow Archers' Crow, flying down the path and rapidly striking ground units, while the latter is a stronger version of Gryphon Bombardier.
1495* AreaOfEffect: Courtesy of Magic Carpets and Sand Mystics, whose attacks do area damage.
1496* ArmorPiercingAttack: Sand Mystics and Magic Carpets do magic damage, this ignoring the armor of your units.
1497* BadassArmy: The Linireans are no doubt a strong army, but Hammerhold has been through a lot and, in addition to harsh desert conditions, pretty much required its denizens to improve. This is further bolstered by Hammerhold having prepared their troops to assist Linirea, but was stalled by a diversion orchestrated by Vez'nan. It's a telling when the weakest enemy, Legionnaire, has more hp than every basic unit from the main game, there are many quick units, area attackers and in general foes that can counter your barracks.
1498* TheBeastmaster: Falconers have a Desert Eagle that they can send out to harass your troops.
1499* BombardierMook: {{Magic Carpet}}s not only fly, but they also toss SplashDamage magic bombs on your troops.
1500* BossInMookClothing: Unlike Cerberus from the first game, which is only fought at the end of Pit of Fire and twice midway through Pandaemonium, War Elephants and Drum Elephants are MiniBoss enemies that appear much more often in the levels to the point where they can be considered these.
1501* CallBack: Djinni's polymorphing and tower-stunning abilities, as well as his death animation, are pretty much the same as Nazeru's, an efreeti boss from Frontiers.
1502* ForcedTransformation: Djinni can transform towers into sandcastles to temporarily disable them, and can turn multiple troops into goats, ostriches, or fennec foxes to temporarily put them out of commission.
1503* HorseOfADifferentColor: Camel Riders are mounted on camels which allow them to move quickly and perform a strong spear attack against your troops.
1504* TheJuggernaut: Both the [[WarElephants War Elephant and Drum Elephant]] cannot be stopped by troops, slowed, or stunned, and [[TrampledUnderfoot any troop in contact with them takes constant damage]].
1505* LockedOutOfTheFight: Unlike troops turned into sheep by the High Sorcerer which are considered dead, troops (and heroes) turned into ostriches/fennecs/goats by the Djinni aren't, but still cannot block enemies, be attacked by ranged enemies, or use abilities (though transformed Barracks troops can still be moved), and will transform back to their original selves after a period of time. Likewise, any tower transformed into a sandcastle by the Djinni will be unable to be do anything or interacted with until they turn back.
1506* MagicCarpet: The Magic Carpet enemy flies on one, allowing them to be an AirborneMook.
1507* MiniBoss: [[WarElephants War Elephants and Drum Elephants]] like Cerberus from the first game. Both elephants are [[MightyGlacier slow, but insanely tough]], have huge armor, can't be blocked since they ''[[TrampledUnderfoot trample anything in their way with constant damage dealt]]'', and count as bosses which means they have full ContractualBossImmunity against slows, stuns, and instant kills. If that's not enough, each elephant comes with an added ability: War Elephants house Legion Archers that shoot your troops that is out of elephant's range, while Drum Elephants play an inspiring beat that improves the stats of nearby foes. Thankfully, they only appear in later stages and are introduced in later waves of stage 4, having the tendency to come out in quantity of one person lane, but that is a small relief if you have to deal with this thing and other enemies at the same time. Come stage five, one even spawns as soon as ''wave 6!''
1508* MookCommander: Drum Elephant has a drummer play war beats that inspire other enemies, making them faster and stronger for a short amount of time.
1509* NobleBirdOfPrey: Desert Eagles fly quickly like the Hunting Eagles of Linirea, but unlike Hunting Eagles, they will fly on top of your troops and harass them for constant DamageOverTime. Of course, [[VillainProtagonist since you're fighting against Hammerhold]], they're also FeatheredFiend.
1510* OneHitKill: The Master Assassins have a chance to use an attack that one-shots a troop, but fortunately can't use this on heroes.
1511* PerspectiveFlip: As is with Linireans from main game, some of these enemies use their abilities they had as Frontiers towers against you:
1512** Legionnaires are tough melee units who rush at you in high numbers. At Wizard's Landing, they even have their own Barracks tower which occupies a strategic point and spawns them during some waves.
1513** Legion Archers act as GoodCounterpart to Shadow Archers from first game, shooting arrows from afar. At Wizard's Landing, like Legionnaires, they have two towers of their own from which they shoot your troops without the risk of being killed.
1514** Desert Eagle, surprisingly, shows how it would be if you Shadow Archers' Crow was an enemy instead of tower ability, flying down the path and rapidly damaging your troops.
1515** Master Assassins run down the path and engage in melee combat, but, like their tower counterparts, can also dodge your attacks and perform a OneHitKill uppercut.
1516** Djinni will turn your troops into useless animals. It's not a OneHitKill like in ''Frontiers'', but instead disables them for a long time.
1517** Sand Mystics may or may not be related to Wizard Tower with their magic area attack.
1518* TheRedMage: Sand Mystics not only have a powerful area magic attack, but can also heal themselves and their allies.
1519* SquishyWizard: Sand Mystics have low health compared to several other enemies in the campaign, but their magic attack deals an ungodly painful amount of damage to an area and can't be blocked by armor. They can also heal themselves and their allies.
1520* ThouShaltNotKill: The Djinni's flavor text mentions that they are bound to pacts and must protect the desert without harming people. Indeed, they lack any damaging attacks whatsoever. Yet, they don't need to be deadly to be terrific protectors, as your troops/heroes [[ForcedTransformation turned into goats/ostriches/foxes]] can attest.
1521* WarElephants: War Elephants and Drum Elephants serve as {{Mini Boss}}es with ContractualBossImmunity. They have a giant amount of health, [[TheJuggernaut cannot be blocked by troops or stunned]], instead causing troops touching them to be TrampledUnderfoot. War Elephants have archers on top that rain arrows on your troops, while Drum Elephants have a drummer [[MookCommander that buffs Hammerhold troops around them]].
1522* YouAreTooLate: The forces of Hammerhold ''were'' going to aid Linirea against Vez'nan's forces, but the evil wizard bribed the pirates and scavengers around Hammerhold to push a constant assault [[WeNeedADistraction as a distraction]], diverting Hammerhold's forces to fight them. By the time Hammerhold's forces had mopped up the pirates and scavengers, Linirea had fallen to the Dark Army.
1523[[/folder]]
1524
1525[[folder: Vengeance Antagonists]]
1526
1527!!Bolgur, the Golden King
1528[[quoteright:335:https://static.tvtropes.org/pmwiki/pub/images/enemybox_bolgurpng1_2.png]]
1529
1530The King of the Dwarves. He fights using a mecha disguised as an enormous throne.
1531----
1532* ArmoredCoffins: His throne mech lacks an ejection seat. When it's destroyed, Bolgur gets exploded and crushed by the wreckage that falls on him.
1533* BanditMook: If you amass too much gold during the level (i.e. via Goblin Thieves), he'll actually jump [[LeaningOnTheFourthWall onto your money counter]] and [[https://i.redd.it/eex7udsycv221.jpg steal from it]].
1534* BladeBelowTheShoulder: His hammer and axe are integrated into the arms of his throne mech.
1535* BlingOfWar: He wears gold armour on himself when he's taunting you, swimming in his treasure, and piloting his mecha.
1536* CoolChair: His throne transforms into a HumongousMecha for his battle.
1537%%* CoolCrown
1538* DefeatEqualsExplosion: When Bolgur's mech is beaten, it undergoes a chain-reaction destruction that buries him (or what's left of him) in the rubble.
1539* HeroAntagonist: King of the Dwarves, who are allies of Linirea. He fights against Vez'nan but is defeated.
1540%%* IShallTauntYou
1541* MacrossMissileMassacre: His mech is capable of firing a slew of missiles from its shoulder-mounted missile launchers, said missiles can kill your hero and troops quickly from anywhere on the map.
1542* MoneyFetish: During the level itself, Bolgur will actually dive into the piles of money in a manner similar to [[ComicBook/DisneyDucksComicUniverse Scrooge McDuck]]. He'll even steal directly from your money counter if you have too much gold. After defeating him, Vez'nan notes that Bolgur and the dwarves valued money and gold as power.
1543* RedEyesTakeWarning: His battle-mecha has eyes that glow red when activated.
1544* TreasureRoom: Bolgur sits right in front of a ''massive'' pit of gold.
1545* WakeUpCallBoss: He's the first boss of the game and will show that the game's not pulling any punches thanks to his extremely high damage and powerful minions.
1546
1547!! Arkuz, Lord of the North
1548[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arkuz1.png]]
1549
1550King of the Northerners. He first appears in the ''Northerners Village'', before retreating on his personal blue wyvern to ''Jokull's Nest'', where you defeat him.
1551----
1552
1553* BadassBoast: ''"I'm the ONLY King in the North, you hear me!?"''
1554* BadassCape
1555* BarbarianHero: He's the king of the [[BarbarianTribe Northerners]] and leads them. Since he opposes Vez'nan, this makes him a HeroAntagonist.
1556* DeadlyEuphemism: Has one in ''Northerners Village'':
1557--> ''"We will show you some Northerner hospitality."''
1558* DeathFromAbove: The ''Northerners Village'' level has him command his men to unleash a StormOfBlades onto your troops to deal massive damage.
1559* DidntThinkThisThrough: He swaps his ride from a flying dragon to Jokull. Since she's too big to leave the cave she's in, this has bad consequences for Arkuz when she's beaten and he can't find a way to escape.
1560* DragonRider: He rides a huge blue wyvern with icy breath. Later on, he rides on top of the massive Jokull's head.
1561* HeroAntagonist: The second king that Vez'nan fights against. His barbarians were Linirea's allies in the first game. He fights against Vez'nan but is defeated.
1562* HornyVikings
1563* HorseOfADifferentColor: He rides a huge blue Wyvern. During the boss battle, he swaps to an ''even bigger'' blue wyvern in Jokull.
1564* HumanPopsicle: In the Heroic and Iron Challenges, he's seen on the same block of ice that Jokull emerged from, except that he's in a block of ice from the neck down.
1565* LargeAndInCharge: He's quite a large fellow.
1566* PreAsskickingOneLiner: "Are you ready to chill your bones?"
1567* ProactiveBoss: During ''Jokull's Nest'', he will periodically take off on his dragon to freeze your troops.
1568* StormOfBlades: During the ''Northerners' Village'' level, he'll command the Northerners to drop a hail of weapons onto your troops to deal massive damage.
1569* TheUnfought: He's never fought directly during the two encounters you have with him.
1570* VillainExitStageLeft: Or more Hero Exit Stage Left. When Vez'nan is successful at beating the inhabitants of his village, Arkuz escapes on a huge blue dragon.
1571* YouWillBeSpared: After Jokull is beaten, it's revealed that Vez'nan spared Arkuz if one plays the Heroic and Iron challenges, though Arkuz [[HumanPopsicle is in no shape to fight back]] anytime soon.
1572
1573!! Jokull, Mother of Wyverns
1574[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/jokull_fightpng1.png]]
1575
1576A humongous wyvern summoned by Arkuz and is the mother of all the Blue Wyverns and Leap Dragons.
1577----
1578* AlienBlood: Her blood is purple, which is seen as she ShowsDamage from the cannon shots.
1579* AnIcePerson: She uses ice breath to freeze your towers and damage troops in the way.
1580* BreathWeapon: One that can freeze your towers and troops.
1581* DeathFromAbove: Fires spikes into the air that rain down on your troops and heroes for incredible damage.
1582* FlunkyBoss: There's a chamber in which her Blue Wyverns will come out of and try to fly towards the exit. These spawn continuously until she dies.
1583* HeWasRightThereAllAlong: That huge spiky formation of ice that Arkuz and his dragon are standing on during the level? That's her head encased in ice, and Arkuz breaks her out once all 15 waves are cleared.
1584* MeaningfulName: Jokull means Glacier in Icelandic, and she's a massive ice dragon.
1585* MotherOfAThousandYoung: The Blue Wyverns and Leap Dragons you've been facing so far are her children, and you face several of them in the Northern stages.
1586* MugglesDoItBetter: While Vez'nan does have magic and magic-using troops, none of them are able to attack or hurt the massive ice Wyvern Jokull. Instead, he simply deploys two huge gunpowder cannons to blast her face in with cannonballs.
1587* OurDragonsAreDifferent: She's a ''[[RentAZilla gigantic]]'' ice wyvern whose head is over five times the size of a tower.
1588* PuzzleBoss: She cannot be hurt by your towers. In order to hurt her, you need to tap the cannons at the bottom of the screen to fire at her face.
1589* RentAZilla: She is a ''massive'' dragon and the biggest enemy in the series ''bar none''. Her head itself is over five times the size of a tower.
1590* ShowsDamage: As she take more and more damage from your cannons, her face starts to bleed purple and her horns start getting broken.
1591* SpikeShooter: She can fire her spikes into the air which then rain down on your troops to deal very heavy damage.
1592* TurnsRed: When low on health, her ice breath will affect all the towers and units in front of her, instead of just those on one side.
1593* YouAreGrounded: Essentially did this to her own son Eiskalt by trapping him under several layers of ice for his attacks on humans.
1594
1595!! Joe Jenkins (and Baa San)
1596[[quoteright:191:https://static.tvtropes.org/pmwiki/pub/images/enemybox_baasan.PNG]]
1597
1598A sheep farmer living on ''Otil Farmlands'' as well as his summoned ninja sheep.
1599----
1600* BadassBystander: He stands by not doing anything until the player [[BerserkButton kills all his sheep]] by clicking them. He'll then enter the fray, and he has the stats and damage of a GiantMook.
1601* TheBeastmaster: He can summon sheep named Baa San to attack you.
1602* BerserkButton: He'll make an angry gesture each time the player kills one of his sheep by clicking them. Kill all of said sheep, and he'll have enough and attack you and your forces.
1603* BigOlUnibrow
1604* EnemySummoner: Once he loses some health he gains the ability to summon sheep minions.
1605* GardeningVarietyWeapon: His weapon of choice is a farmer's pitchfork.
1606* GratuitousNinja: The Baa San sheep he summons are ''ninja sheep''.
1607* KillerRabbit: Not Joe himself, but the Baa San sheep he summons. Unlike other sheep in the series they can attack units for decent damage. They're also immune to being killed by clicking unlike other sheep.
1608* LeeroyJenkins: Immediately charges into battle once his sheep are killed, with no respect for planning or safety. According to the achievements, he's Leeroy's brother.
1609* MartialArtsHeadband: The Baa San sheep he summons wear these to differentiate themselves from the other sheep.
1610* VideoGameCrueltyPunishment: Pop all the sheep and this will cause him to attack. If you're at an early wave and your defences aren't set up, this can be a rude awakening.
1611
1612!! Alleria Swiftwind
1613[[quoteright:207:https://static.tvtropes.org/pmwiki/pub/images/enemybox_alleriapng1.png]]
1614
1615Previously a hero in the first ''Kingdom Rush'', the Queen of Aredhel returns to defend her home in ''Silveroak Outpost'' from Veznan's forces.
1616----
1617* BadassBoast: ''"Do you bleed?" "Because you certainly will!"''
1618* FlunkyBoss: She appears every now and then to summon Elven Rangers and to shoot arrows at your forces. However, you don't have to beat her to win, since defeating her only causes her to back away prematurely.
1619* HeroAntagonist: One of Linirea's heroes who actively opposes Vez'nan's forces.
1620* HeroicBSOD: She is distraught after the level ends and she is defeated, and for good reason:
1621--> ''"A sad day… My bow… is broken…"''
1622* HorseOfADifferentColor: She rides a panther into combat.
1623* LongRangeFighter: Her arrows have an effective range of around half the map and can hurt a lot, but her melee combat ability is less dangerous.
1624* PantheraAwesome: The panther that was by her side in the first game, and was just a cub in ''Origins'', is now her War mount, similar to the Moon riders reinforcements in ''Origins''.
1625* ProactiveBoss: Constantly harasses your forces in the ''Silveroak Outpost'' level by either shooting them with her bow or by summoning Elven Rangers to attack you. Although she's attackable, there's no reason to since she usually leaves too fast and doesn't give any actual rewards.
1626* RoyalsWhoActuallyDoSomething: She is the last of Aredhel's royal family and she proactively attacks your forces during ''Silveroak Outpost''.
1627* TacticalWithdrawal: When she's "killed" by attacks, she simply teleports away only to reappear again shortly.
1628* {{Teleportation}}: She teleports to different parts of the map when she appears and disappears. This is also how she summons her Elven Rangers.
1629
1630!! Magnus Spellbane
1631[[quoteright:222:https://static.tvtropes.org/pmwiki/pub/images/magnus_spellbane_2.jpg]]
1632
1633Previously a hero in the first game, and one of the most powerful wizards in Linirea, Magnus aids the defenders of the ''City of Lozagon'' against the forces of Vez'nan, his former mentor.
1634----
1635* AnimateInanimateObject: One of his spells can turn houses into [[SapientHouse Golem Houses]] which uproot themselves and attack your forces.
1636* TheApprentice: The briefing for the ''City of Lozagon'' says that he used to be this to Vez'nan.
1637%%* BadassLongRobe
1638* DeflectorShields: One of his spells gives shielding to his allies.
1639* HeroAntagonist: One of Linirea's heroes who actively opposes Vez'nan's forces.
1640* LeaningOnTheFourthWall: When he says "It's sad. An old wizard turned support.", is he referring to his experience as a former hero in the first game and being TheUnfought here, or Vez'nan's position of not being playable until the final level of this game?
1641* MagnusMeansMage: Just like in the first game. We even get to see him use an expanded repertoire of spells here.
1642* MindOverMatter: One of his spells telekinetically controls a ladle that collects acid from a cauldron and dumps it onto your troops.
1643* ProactiveBoss: Will continuously harass you during his level by casting spells that either hamper you or help his allies.
1644* PurpleIsPowerful: Like in the first game.
1645* SapientHouse: He created one near the top exit that will ''[[EatingTheEnemy eat your troops]]'', and creates three more during certain waves that will uproot themselves and walk towards the exit.
1646* StatusEffects: Can cast a spell that disables your towers, much like Vez'nan's spell in the first game.
1647* UltimateAuthorityMayor: From what we can tell, he's the one in charge of [[MagicalSociety Lozagon]].
1648* TheUnfought: Unlike Alleria and Gerald, he's never directly fought. He does however hamper your troops and aid his forces during the level itself.
1649
1650!! Sir Gerald Lightseeker
1651[[quoteright:145:https://static.tvtropes.org/pmwiki/pub/images/gerald_01png1.png]]
1652[[quoteright:90:https://static.tvtropes.org/pmwiki/pub/images/gerald_05png1.png]]
1653
1654Another hero from the first ''Kingdom Rush'' game, now a commander in charge of his own military barracks situated near the capital city of Linirea. He is the only one of the heroes from the first game that you battle as a boss unit.
1655----
1656* AintTooProudToBeg: When beaten, he begs Vez'nan to allow him to at least keep his honour.
1657%%* BlueIsHeroic
1658* BossBattle: After beating all the waves, he decides to do things by himself and attack your forces directly.
1659* ContinuityNod: The poses and moves he does before he actually battles you are identical to the ones '''Prince Denas''' made back in ''Origins''.
1660* CoolShades: He wears these when lounging on his barracks tower.
1661* HealThyself: He has the capability to heal his HP while striking a pose.
1662* HeavilyArmoredMook: He has a very high armour rating thanks to his armour.
1663* HeroAntagonist: One of Linirea's heroes who actively opposes Vez'nan's forces.
1664* IdiotBall: If he had simply attacked you from the get-go while your defences were weak instead of relaxing back and having his troops attack you, he would've easily won.
1665* KingMook: Of the Paladins.
1666* MookCommander: If enough troops get near him during his BossBattle, he will activate his '''Courage''' ability from the first game which will boost their armour and damage output, making them a hassle to deal with.
1667* OneManArmy: Declares himself as this at the beginning of the level, but then decides that his men can handle you. When he decides to do things himself, he's easily capable of shredding most of your units.
1668* OrcusOnHisThrone: For most of the level, he just lounges on his deck chair letting his valet serve him drinks while he watches you pummel his troops.
1669* ThePawnsGoFirst: He sics his men on you at the start of the fight, thinking that they can easily take you on. When they fail, he enters the fray. This ends up being his undoing since the defeat of his army allows you to strengthen your forces enough to be able to beat him.
1670* PreAssKickingOneLiner: "Fine. I'll do it myself."
1671* PreFinalBoss: Gerald is a comparatively simple boss fought at the end of the penultimate level in the main story.
1672* {{Pride}}: His FatalFlaw. He thinks that you're not worth fighting and that his troops could handle it. He only decides to do things himself when most of his forces are down, and by then your defences are enough to defeat him.
1673* PrideBeforeAFall: During the span of his level he boasts about his power, presents himself as a haughty and stuck-up hero, and then gets beaten and humiliated by the Dark Army. His final action before being captured is to plead "Could I keep my honour?" while kneeling down.
1674* UnderestimatingBadassery: Despite the Dark Army conquering ''Silveroak Outpost'' and the ''City of Lozagon'' while capturing Alleria and Magnus, he still underestimates them and decides to let ThePawnsGoFirst. This proves to be a costly mistake as the Dark Army defeats his men while becoming strong enough to take him down.
1675* WalkingShirtlessScene: From the beginning of ''Lightseeker Camp'' until the moment he steps out of his barracks in full gear, he is completely shirtless.
1676
1677!! King Denas
1678[[quoteright:130:https://static.tvtropes.org/pmwiki/pub/images/denas_2.jpg]]
1679
1680Ruler of Linirea and the final opponent in Vez'nan's path along with his [[PraetorianGuard Paragons]].
1681----
1682* AdiposeRex: Still very much this, even possessing his BalloonBelly from the first game.
1683* BigGood: The ruler of Linirea and the forces of good. This also means he's the final opponent standing in your way.
1684* CoolCrown
1685* FaceDeathWithDignity: When we see him after the end of the final level, we see him on his throne, waiting for Vez'nan to break in, he points his sword at him, telling Vez'nan that the people of Linirea will never bow to him, before disappearing from one of Vez'nan's spells. Whether this actually killed him remains to be seen.
1686* HeroAntagonist: He is Linirea's king who actively opposes Vez'nan's forces.
1687* OhCrap: When he realizes that Vez'nan is about to destroy the castle walls, his reaction is "Oh come on!" before his knights carry him away to safety.
1688* TarAndFeathers: His preferred method of dealing with your towers is to have his mortar troops launch barrels of tar and feathers to cover them in the stuff, disabling the tower until it's removed.
1689* TooImportantToWalk: He's carried around on his throne by his knights.
1690* TheUnfought: He is never directly fought at all, and the FinalBoss battle is against his [[PraetorianGuard Paragons]].
1691* WhatHappenedToTheMouse: The knights that were carrying him into his castle don't appear when Vez'nan breaks into his throne room in the cutscene following his defeat. He might have [[BenevolentBoss dismissed them following Vez'nan's victory]].
1692
1693!! Paragons
1694[[quoteright:260:https://static.tvtropes.org/pmwiki/pub/images/enemybox_paragonpng1.png]]
1695
1696King Denas' PraetorianGuard and his last line of defence against the Dark Army.
1697----
1698* ArmoredButFrail: Paragons have the second-least amount of health of any boss in the series, but they make up for it with both armour and magic resistance.
1699%%* BadassCape
1700%%* BlueIsHeroic: They're {{Hero Antagonist}}s that oppose Vez'nan's archdemon.
1701%%* CoolHelmet
1702* ChargedAttack: When they're in combat with Vez'nan's Archdemon, they can charge up an attack that will deal hefty damage and KnockBack the demon. If you tap on Vez'nan to command the demon to use its own ChargedAttack while the Paragons are charging theirs, the Paragons will get interrupted and stunned instead.
1703* FinalBoss: The final boss enemy encountered in the main campaign. You have to face three of them, one after another.
1704* HeavilyArmoredMook: The Paragons are one of two enemies in the entire series to boast both armor and magic resistance, the other being the Sons of Sarelgaz.
1705* HeroAntagonist: They're Linirea's most powerful forces and the final objective in the player and Vez'nan's way.
1706* HoldTheLine: All three are trying to prevent Vez'nan's Archdemon from entering the castle.
1707* KnockBack: They're capable of knocking back Vez'nan's demon with a charged attack.
1708* LightIsGood: They're dressed in light colours, charge their spiked hammers with holy energy when they use their special attack and are the strongest knights of TheGoodKingdom. This also makes them [[HeroAntagonist an enemy]] of [[VillainProtagonist the player]].
1709* MakeMyMonsterGrow: When a Paragon enters battle, he imbibes a growth potion, turning from child-sized to gigantic in order to face off Vez'nan's giant Archdemon. They shrink back down to normal when killed.
1710* PraetorianGuard: King Denas' most elite guardsmen and his last line of defence.
1711* RuleOfThree: You have to fight three of them, one after another.
1712* SequentialBoss: Unlike other bosses, three Paragons must be fought in total, one after another.
1713* TopHeavyGuy: The potion they drank makes them much more bulky in the arms and torso.
1714
1715!! King Polyx the Wise
1716[[quoteright:311:https://static.tvtropes.org/pmwiki/pub/images/enemybox_polyxpng1.png]]
1717
1718Leader of the Anurians, who got corrupted by darkness while studying dark magic.
1719----
1720* AdiposeRex: The fattest Anurian out there and the king of them all. In fact, one of his quotes outright states that this is how Anurian culture works:
1721-->"In our culture, the fattest is seen as the smartest."
1722* AuthorityEqualsAsskicking: He's the king of the Anurians, and instead of using a mech, dragons, or Paragons to fight you, he jumps into the fray himself. He's also [[OneHitKill no slouch in combat]].
1723* EatingTheEnemy: How he deals with troops -- he swallows them whole with his tongue for a OneHitKill.
1724* EvilVersusEvil: Polyx plans to take over the kingdom by force, and Vez'nan isn't keen on that since HE wants to be the ruler. That, and Anuria has some powerful magic crystals that Vez'nan could use.
1725* FallenHero: He used to be a good sage until studying dark magic corrupted him.
1726* FatBastard: He's a huge fat toad and is planning to taking over the kingdom.
1727* FrogMen: Like the other Anurians, he's a frog man. A huge, fat, warty one at that.
1728* LargeAndInCharge: Polyx is the king of the Anurians and he's far bigger than any of them. In fact, the Anurians invoke this by seeing the fattest as the smartest.
1729* OneHitKill: His attack eats your troops in front of him to take them out of the battle instantly.
1730* PowerCrystal: Has both blue and pink magic crystals all over his body, and he floats on one. Thankfully, the only magic he uses with this is a [[{{Teleportation}} teleportation spell]] that makes him change lanes.
1731* PowerFloats: When he finally decides to fight, he rises up on a huge floating magical crystal.
1732* PrecisionFStrike: His PreAsskickingOneLiner "That's it! I'm froggin' angry!" uses a family-friendly version of this, since it's obvious what "froggin'" is a replacement for.
1733* {{Teleportation}}: Initially, he moves down the top lane, but once he gets 1/3 of the way through he teleports and switches to the bottom lane. Once he's 2/3 of the way through, he teleports back up to the top lane.
1734
1735!! The Winter Queen
1736[[quoteright:296:https://static.tvtropes.org/pmwiki/pub/images/enemybox_winterqueenpng1.png]]
1737
1738An ancient icy threat who was sealed away by heroes long ago, she has awakened once more and seeks to take over Linirea with her army of ice monsters.
1739----
1740* AncientEvil: A primordial being who wrought havoc several years ago in the past.
1741* AndThenJohnWasAZombie: Like the Ice Reaper, she turns any units she kills into Apex Shards.
1742* AnthropomorphicPersonification: It is stated on the post on the [=IronHide=] website that she is the "incarnation of Winter", hence why she couldn't be killed, and locked away instead.
1743* CoolCrown
1744* TheDreaded: You know that she's a serious threat when even '''Vez'nan himself''' drops almost all signs of [[EvilIsHammy evil hamminess]] in the level intros for the Frozen Nightmare.
1745* ElementalHairComposition: Just like with Elora Wintersong, her hair seems to be ''frozen''.
1746* EndlessWinter: Several years ago, this was her plan until she was sealed away. After awakening, she plans to continue what she started.
1747* EvilCounterpart: To Elora Wintersong. They are ladies with ice powers who share a similar looking appearance, but while Elora is fighting on Linirea's side, the Winter Queen fights against almost everyone.
1748* EvilIsDeathlyCold: She's an ice- and winter- based villain who wants to plunge the world into an EndlessWinter. Even Vez'nan himself thinks she's too much.
1749* EvilVersusEvil: Vez'nan's forces oppose her and plan to seal her away so that she will not be a threat to the Dark Army, and will also let the Dark Army be the ones remembered for saving the kingdom from her.
1750* GodzillaThreshold: If the post on the [=IronHide=] website is to be believed, then it took the power of the wizards of the ''Stormcloud Temple'', and their Solar Heat Quartz, to lock her away all those centuries ago.
1751* HarmlessFreezing: She can freeze your towers in a similar manner to Svell Druids.
1752* AnIcePerson: She can freeze your towers and impale your troops with ice powers.
1753* OrcusOnHisThrone: A literal example, where she sits on her throne until the final wave.
1754* PowerFloats: She comes into combat floating on a huge floating chunk of ice where her throne is situated.
1755* SealedEvilInACan: She was imprisoned by the Stormcloud Sorcerers in the past. After Vez'nan's Dark Army defeats her, this happens to her again.
1756* SquishyWizard: The Winter Queen has the lowest HP of every boss in the series (4000 HP) and lacks armour or magic resistance, but has several spells to hamper you with.
1757* SupernaturalGoldEyes: She has these in the cutscene explaining her backstory.
1758* WinterRoyalLady: She's called the Winter Queen, and she has ice powers as well as several servants under her rule.
1759
1760!! The Ancient Ghosts (a.k.a. The Ghost Kings)
1761[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/enemybox_aghosts.png]]
1762
1763Many years ago, Vez'nan made pacts with ancestral entities who agreed to give him command of their troops in exchange for the souls of the defeated enemies. After Vez'nan' victory, they demand their share plus the souls of half of the living population of the kingdoms, a price Vez'nan is not willing to pay. They were formerly known as Tristen and Umber, the Diarchs of Valardul, and the ones that oversaw its (unintentional) corruption from a wealthy and fertile kingdom, into the haunted wasteland we presently see it as.
1764----
1765* AdvancingBossOfDoom: The ghosts do not engage in any combat as they slowly advance towards the exits.
1766* AllForNothing: Their attempted conquest of the territories west of them ended up destroying their [[HowTheMightyHaveFallen once might nation]], turning it into a wasteland, and forcing them into their now-ghostly states.
1767* AncientEvil: Like their name suggests, they're ancient evil spirits who were around since long ago.
1768* AntiMagic: The blue ancient ghost is completely immune to magic damage.
1769* BadBoss: In life, they were twin princes who tried to take over Linirea with their army. They had no qualms firing upon their own troops with cannonballs, which was how Jack met his demise.
1770* CharacterSelectForcing: You're pretty much forced to bring both physical and magic towers in your loadout against them, due to each having complete immunity against one type.
1771* TheConqueror: During their times as living beings, and as Diarchs of Valardul, they attempted to take the territories west of them for themselves. It ended horribly.
1772* CreateYourOwnHero: In life, the two fired upon their own men including their strongest Knight Jack. This ended up killing him, and his HeadlessHorseman spirit swore vengeance on them ever since.
1773* DealWithTheDevil: Vez'nan made a deal with them, in order to get his dark army, he would have to exchange the souls of his defeated enemies once he was successful. Unfortunately, the ancient ghosts want ''more''. They're also heavily implied to have done a similar deal with Lord Blackburn. They themselves did this in order to slay the enemies that were within walking distance of taking over their kingdom, which resulted in their kingdom turning into the wasteland known as Valardul and the Rotten Forest that we presently see in the game. It even allowed them to become the ghosts they are presently.
1774* DidntThinkThisThrough: Their cannon barrage on the Lush Forest not only cut down many of their own troops (including the future Jack O'Lantern), but got rid of their one shot at possibly winning the war that they seriously losing. This started the DisasterDominoes that caused them to turn to Dark Warlocks and accept their offer of destroying their enemies without hesitation, resulting in Valardul's current state of eternal damnation.
1775* DualBoss: The very first example in the entire series. Both ghosts will slowly move down each lane, with the purple ghost being immune to physical damage, and the blue one immune to magic.
1776* EvilVersusEvil: Vez'nan fights against them as he doesn't want the living population to be taken by the ghosts.
1777* EvilVersusOblivion: Vez'nan is at odds with the Ancient Ghosts as they want to take the souls of the living too, which was not in his bargain. While Vez'nan is evil, it's still in his interests to keep the innocent townsfolk alive.
1778* FaceHeelTurn: They used to be the [[TheGoodKing good kings]] of Valardul, until their lust for more drove them to attack the territories west of them, which eventually ended in failure.
1779* FisherKing: In life, they were (initially) nice people of a prosperous kingdom surrounded by the Lush Forest. After their lust for power and subsequent DealWithTheDevil, they're now two evil, greedy Ghost Kings who haunt the Rotten Forest, the people of their country now turned into undead minions.
1780* ForeverWar: They began a 20-year-long war that engulfed the entire continent, saw the rise of Linirea as a benevolent and powerful kingdom, and led to the current state of them and Valardul.
1781* GaiasLament: Their actions caused the kingdom of Valardul and the once Lush Forest (later the Rotten Forest) to become the wasteland it is today, and it has a long way to go before it's fully healed, if ever.
1782* {{Greed}}: The main motivation behind their actions.
1783* {{Intangibility}}: The purple Ancient Ghost is immune to physical damage, presumably due to this.
1784* TheJuggernaut: Neither of them can be blocked by troops nor be affected by negative statuses.
1785* MovingTheGoalposts: Their original pact with Vez'nan had a price: they required the souls of every enemy soldier fallen in battle. After Vez'nan's victory, they come to claim that price... except they also demand the souls of half the living population in the kingdoms. Vez'nan is not happy with that.
1786* NoSell: The blue ghost is immune to magic damage while the purple one is immune to physical damage. Neither of them can be blocked by troops or be affected by negative statuses.
1787* OurGhostsAreDifferent: Two ancient spirits, one of which is immune to magic, and the other is immune to physical damage.
1788* PredecessorVillain: To Vez'nan, Greenmuck and Myconid. They made themselves into Linirea's enemy long before Vez'nan turned evil. Furthermore, their DealWithTheDevil was the reason why the Rotten Forest became corrupted in the first place, spawning both Greenmuck and Myconid.
1789* RoyalBrat: Their father would grant them with whatever they desired, and this eventually bled into their status' as power-hungry tyrants.
1790* StoneWall: An odd case in terms of bosses. While they are both very slow, have no attacks, and each have less health than any other boss in the series (3000 HP), each of them have complete immunity to one damage type and cannot be blocked by any troops.
1791* UsedToBeASweetKid: They were once the pride and joy of their father and the kingdom of Valardul, and under their early rule, was a very good place to live in. However, their lust for more turned them into tyrants, and eventually, Ghost Kings.
1792* WeakToMagic: The purple Ancient Ghost can only be damaged by magic as he is immune to physical damage.
1793
1794!! The Dragon King
1795A powerful water dragon who seeks to obtain the power over all land, sea and air. Long ago, he was sealed into a statue and locked in an abandoned temple to stop him. Years later, after Vez'nan's victory, he was freed by escaped Linireans as means of retaking their kingdom. However, he came with an army and plans of his own...
1796----
1797* AGodAmI: At the beginning of his stage he proclaims himself the god of the sea.
1798* MakingASplash: His main contribution to the fights is spitting out globs of water to create puddles that buff his Mogwai and Nian.
1799* NonActionGuy: He doesn't have any damaging attacks, instead spitting water balls that create wet patches on the ground to support his troops. His battle consists of him moving forward every few seconds while using the aforementioned water balls.
1800* ProactiveBoss: Instead of simply spouting BossBanter, Dragon King spits water globs during the level, even before his actual fight begins.
1801* SealedEvilInACan: He was sealed away in the form of a golden dragon statue before the Linerians freed him to fight Vez'nan.
1802
1803!!Great-T
1804
1805The most powerful apex predator of them all, Great-T is a ferocious dinosaur tamed by the chief of prehistoric dwarves. The only thing that rivals his hunger is his desire for a good nap.
1806----
1807* VegetarianCarnivore: Despite being a TRexpy, It will eat the carnivorous plants on the map to regain health.
1808
1809!! Mirage
1810[[quoteright:720:https://static.tvtropes.org/pmwiki/pub/images/enemybox_mirage_2.png]]
1811 [[caption-width-right:720:"You will be buried in these sands. "]]
1812A legendary assassin, proficient at utilizing tricks, ambushes and illusions against her foes, Mirage returns during Vez'nan's assault on Hammer hold to stop his advances at Sape Oasis.
1813----
1814* ActionGirl: A female assassin capable of stealth tricks and both close and long-range combat.
1815* BlowThatHorn: She carries a horn she uses to signal Nomads and Djinni to attack with.
1816* CombatPragmatist: The briefing for Sape Oasis has Vez'nan even warn the player that "she likes to play dirty, so watch out for ambushes and deceiving illusions". True enough, she doesn't play fair during the level, summoning Nomads from the trees (and later on, from a spot very close to one of your exits), as well as calling in Djinni from an area relatively close to the exit.
1817* DeviousDaggers: She fights with these, either throwing them from afar or stabbing your troops in close combat.
1818* TheLeader: She leads her own legion of Nomads, trained in her ways of combat and ready to strike at the blow of her horn.
1819* ProactiveBoss: She pops up multiple times throughout the level even before she herself begins to fight. She uses her horn to summon Nomads and Djinni into the fray and stays for some time to throw daggers at your units before disappearing.
1820* TookALevelInBadass: On a more meta level. She is much more powerful than she was in Frontiers, now capable of actively fighting in close range and quickly killing her opponents. Then there's also the fact she has her own battalion now.
1821
1822!! Sha'tra
1823[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/enemybox_shatra_2.png]]
1824 [[caption-width-right:250:"Edih Nori. "]]
1825A mysterious hunter from another world who seeks a worthy hunt, Sha'tra joins the legions of Hammerhold to stop the army of Vez'nan at the Lost Empire, which he has converted into his base.
1826----
1827* AlienAbduction: Like in Frontiers, he can use his UFO to abduct your troops as an instant kill.
1828* AntiStructure: Another attack of his UFO emits a powerful laser beam that can blow up towers.
1829* AshFace: After his control panel blows up after his defeat, he gains this.
1830* HoistByHisOwnPetard: Unlike other bosses of DLC, you can't directly target him.. Instead, after you defeat his troops, his control panel malfunctions and blows up, forcing him to retreat.
1831* NonActionGuy: Unlike Mirage and Alric, who step down the path to fight your army, he prefers controlling his UFO to provide support for his troops by abducting your barrack troops and blasting towers to bits.
1832* OneHitKill: His abduction attack instantly kills units in an area, like it did in Frontiers, while his laser cannon instantly destroys towers.
1833* VillainExitStageLeft: In this case, Hero: Exit Stage Left. After you beat the final wave, his control panel malfunctions and blows up, so he calls upon his ufo and flies off.
1834
1835!! Alric
1836[[quoteright:720:https://static.tvtropes.org/pmwiki/pub/images/enemybox_alric_1.png]]
1837 [[caption-width-right:720:"This is Hammerhold!"]]
1838The last of Desert Warriors, now a guardian of Hammerhold who lead the campaign against Lord Malagar a while ago. He is back to his duty of defending the city and confronts Vez'nan's forces at its streets.
1839----
1840* BladeSpam: He will use Flurry to deal a rapid set of powerful slashes to your troops around him. This hits an area, meaning that several troops can get downed if they're attacking him.
1841* FlunkyBoss: Alric still has the ability to summon Sand Warriors to aid him. Not only are those tougher than in Frontiers, but they also persist indefinitely unless killed.
1842
1843!! Malik Hammerfury
1844[[quoteright:720:https://static.tvtropes.org/pmwiki/pub/images/enemybox_malik_0.png]]
1845 [[caption-width-right:720:"Here I am. Here I remain. "]]
1846A legendary hero, now a ruler of Hammerhold. He traded his old hammer for the Hammer of Ages that gives him even more strength. He challenges Vez'nan to a fight on the arena to determine who gets to be the ruler of Hammerhold.
1847----
1848* AntiStructure: He can use the Hammer of Ages to destroy a tower along with its placement spot, permanently rendering it unusable.
1849* BigGood: Of the Hammerhold campaign, being the ruler of the eponymous kingdom and leader of its army. Naturally, he is the last thing standing between you and the throne.
1850* BossArenaUrgency: He will destroy towers near him along with their placement spots, making it not only harder to damage him but also making it increasingly harder to kill the mooks that spawn in.
1851* LegendaryWeapon: Wields the Hammer of Ages crafted by Farcon Ironbeard, a weapon and tool that can create structures MadeOfIndestructium. It's also capable of permanently ruining structures beyond repair, as demonstrated in the fight against Malik.
1852* MightyGlacier: He has the most hp out of all Vengeance bosses and is perhaps the slowest one, but he has a powerful long-range lightning strike, impressive close range strike and an ability to permanently destroy towers.
1853* MyRulesAreNotYourRules: He can destroy towers like Umbra and the Spider Goddess before him, but ''unlike'' those two, any tower he destroys ''[[AntiStructure also gets its placement spot permanently disabled]]''.
1854* {{Permadeath}}: Unlike most other [[AntiStructure tower-destroying moves]] in the series, any tower destroyed by him will ''also'' get its placement spot rendered permanently unusable.
1855* RagsToRoyalty: From being enslaved by the Gnolls during ''Origins'', to the current leader of Hammerhold during ''Vengeance''.
1856* TrialByCombat: Challenges Vez'nan's forces via one. Whoever wins gets the throne of Hammerhold.
1857[[/folder]]
1858
1859
1860[[folder: Alliance Enemies]]
1861!! Wildbeasts
1862Savage anthropomorphic animals living in the Everadiant Forest.
1863
1864!! The Unblinded Cult
1865An ApocalypseCult devoted to helping the Overseer conquer Linirea. They seem to have overtaken a mine and created many temples there.
1866
1867!! Abominations
1868The spawn of Overseer himself, a multitude of EldritchAbominations infesting corrupted portion of Linirea.
1869[[/folder]]
1870
1871
1872[[folder: Alliance Antagonists]]
1873!! The Overseer
1874A powerful interdimensional being seeking to turn Linirea into its playground.
1875----
1876* BigBad: It is the main antagonist of spin-off ''Legends'' and now Alliance, seeking to enter the world of ''Kingdom Rush'' to use it however he wants.
1877* EldritchAbomination: A gigantic multi-eyed tentacled monstrosity that can turn humans into abominations of nature and manipulate reality.
1878* FacelessEye: How he is seen at first. It's eventually revealed the eye seen is just one of many sitting on his true body.
1879* GreaterScopeVillain: He has been one of these for the entire franchise, chained by Linireans in the basement of Denas castle when it tired to enter the universe. Veznan's conquest was a well-intentioned attempt to finally deal with him, since his arrival would spell doom to their universe.
1880* RealityWarper: The trailer for the Alliance shows some parts of Linirea, such as Stormcloud Temple and plains, affected by his power, with floating pieces of land, seemingly bottomless crevasses, tentacles protruding from everywhere and gigantic eyes in the ground.
1881* SealedEvilInACan: It was trapped in the basement of Denas's castle for a long time, but there is another layer on top: it is trapped in a void between many realities, giving him the ability to appear on many different universes seemingly at once, explaining his presence in Kingdom Rush, Iron Marines and even Junkworld.
1882* TwoAliasesOneCharacter: In ''Iron Marines Invasion'', he appears as a Void Sovereign, but mentions heroes and legends, referring to ''Kingdom Rush Legends''.
1883* WorldEater: As per WordOfGod, his main motivation. He drains each world it visits of it's energy and feeds off of it.
1884[[/folder]]

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