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Characters / Metaspace Mooks

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These are tropes generally associated with Mooks in the Video Game Metaspace. Subjective tropes and Audience Reactions go on the work's YMMV subpage. For the main character index, click here.

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     Mission 1: I, Meta 
Defiance units have launched a surprise attack on the Enforcer ship. I.C. takes advantage of this and plans his escape. In the end, the Defiance succeed in taking over, but not before I.C. escapes on a nuclear warhead headed towards Earth.


"Work Work Work..."
A mechanic of the enforcers. If the enforcer ship does not have enough energy to draw from Metaspace, it will use backup mechanical fusion energy systems instead. These guys are there to maintain such systems, as well as do other repair and maintenance work.

Patrol Drone (Beam)

"Unit not conforming to orders. Proceed to destroy!"
A patrol unit of the Enforcers, they make sure that order is maintained and that suspicious entities will be fried.
  • Airborne Mook: It is able to float.
  • Attack Drone: Considered an attack drone by itself. It also has three small objects that float round it, these help it charge energy faster by spinning around it.
  • Everything's Better with Spinning: Has three magnetic units that surround it, which help it charge via electromagnetic induction and guard it from attacks. Destroying each unit makes it charge up slower.
  • Frickin' Laser Beams: Averted, it's not really a laser but a channeled stream of charged ions projected at moderate speed.
  • Killer Robot
  • Shock and Awe: Their energy beam does electrical damage.
    • Elemental Weakness: Water shorts out their circuits easily.
  • Signature Move: Patrol Beam.


"Suspicious entity detected!"
A security camera of the Enforcers. They scan for any dangerous targets, and will shoot a near-unavoidable laser on anything it deems a threat. However, it is rather short-sighted. Later versions get disruptor flashbang bombs.
  • Always Accurate Attack: The first one you'll be seeing in the game. Their Scanlight Shot automatically hits its intended victims.
  • Armor-Piercing Attack: The Scanlight Shot ignores a good amount of armor mitigation.
  • Ceiling Cling: Moves along the ceiling.
  • Crosshair Aware: Once you get into the scanning light, the Scannera will place a quickly-shrinking target on you while aiming the spotlight towards you. Fail to get out before it disappears, and get shot with a powerful beam.
  • Glass Cannon: Hurts A LOT, but is very fragile.
  • Killer Robot
  • Light 'em Up: Holy-Elemental, and its Scanlight Shot does light-elemental damage. Later versions get disruptive flash bombs.
    • Elemental Weakness: Darkness. Virus-based attacks will glitch up and shut down its scanning light, rendering it (mostly) useless.
  • Meaningful Name: Scanner + Camera
  • Signature Move: Scanlight Shot.
  • Weak Turret Gun: With the emphasis on "Weak"- it is busted in one powerful shot.

Enforcer Trooper

"Alright guys, let's get those pesky Defiance!"
Your standard trooper of the Enforcers. These guys are smarter and more technologically advanced than their Defiance counterparts and can use tactics along with their abilities.
  • Bayonet Ya: Their rifle has a bayonet function which they will use at near range. Said attack can do a lot of damage, so be on your guard.
  • Combination Attack: Unlike the Defiance who rely on power and strength, Enforcer troops are more tactics and team-oriented. Be careful of their flying kick team up attack.
  • Crosshair Aware: Enforcer troopers target their opponent by locking onto them via a crosshair. It's pretty much unavoidable, but it does not do any damage. However, they will follow up with their rapid energy rifle.
  • Enemy Chatter
  • Everything Fades: If critical damage is sustained to the central system, the Enforcer Trooper will be unable to hold its form together and will dissipate into energy.
  • Faceless Goons: They have a glowing ball of energy for their face.
  • Fragile Speedster: Enforcer Troopers cannot take much damage, however, they are much more nimble and agile than their Defiance counterparts.
  • The Goomba: One of the weakest enemies, but not the weakest.
  • Healing Factor: Regenerate health over time, but it should be no problem taking down.
  • More Dakka: Once they lock-on, they will fire at the crosshair with their rapid rifle. However, they will not be able to aim around easily once they fire.
  • Non-Elemental/Pure Energy: Enforcer troopers attack with beams of a nondescript strange energy. It is believed that their Meta-technology is able to keep energy in such a form.
  • Shows Damage: Their body armor starts falling off as their armor is degraded, until their insides (a glowing mass of energy) can be seen.
  • Start to Corpse: The first thing I.C. does as soon as gameplay starts is to flying-kick a lone one into oblivion. I.C. then takes his rifle.
  • Teleport Spam: Enforcers can teleport short distances if they sense an attack coming. Be on your guard.
  • Throw Down the Bomblet: Throws grenades that explode into Pure Energy.
  • Trash Talk
  • Weak, but Skilled: Compared to Defiance standard grunts, Enforcers have weaker strength, and armor. However, their agility and use of smart tactics give them the upper hand in a fight.

Defiance Grunt

"Must shoot Enforcers!"
Your standard trooper of the Defiance. Unlike Enforcer Troopers, these are robotic and are hence less efficient in terms of intelligence. (old artwork)
  • Artificial Stupidity: Played with- these are actual robots instead of metas, and their AI will tend to do stupid things at times.
  • Cranial Processing Unit: Their head has weaker damage absorption than the rest of their body.
  • The Goomba: One of the weakest enemies, but not the weakest.
  • Made of Explodium: Justified as they are robots.
  • Mighty Glacier: Defiance Grunts are much slower but stronger than their Enforcer counterparts.
  • More Dakka: Once they lock-on, they will fire at the crosshair with their rapid rifle. However, they will not be able to aim around easily once they fire.
  • Playing with Fire: Defiance Grunts attack with superheated ionized plasma shots.
  • Pistol Whip: Grunts will use this on nearby enemies. It's more painful than their long-range shots.
  • Throw Down the Bomblet: Throws plasma grenades.
  • Unskilled, but Strong: Compared to Enforcer standard troops, Defiance Grunts are slower and may sometimes exhibit less sensible behavior. However, they are physically stronger and have tougher armor than their counterparts, giving them an edge in battle.

Defiance Rocketrooper

Humanoid Defiance missile unit. With good armor and damage absorption, it can attack from both the front and back lines.

Commander Dreadhead

"I command RESPECT!!!" (he's not getting any of it)
The incompetent squad commander of the Defiance. Commands a small squad of Defiance Grunts.

Burnin' Roader (Also known as Rad Roader)

A vehicloid unit of the Defiance. This small car-like enemy will attempt to do a flaming charge at attackers. If out of reach, they can rely on their dual wheel cannons.

Micron (Rail)

A Small Defiance tank-like robot. Has a very powerful Rail Gun.


Enforcer sword units that act as guards. These have painful attacks as well as a few elemental techs.

Cool Air (temporary name)

Enforcer Air-conditioning unit that keeps the temperature cool. Strangely, this unit defies much of physics- it runs on a lack of heat energy. It can create a field that rapidly drains heat and kinetic energy away from its surroundings into a void dimension.
  • An Ice Meta
    • Weakness: Giving this unit too much heat energy will "fill up the void" that it is made of.
  • Healing Factor: Regenerates very quickly when it uses its ice field, as heat is drawn away from its surroundings.
  • "Instant Death" Radius: Not a One-Hit Kill, but the icy field it creates will damage enemies around it. You can utilize its weapon to destroy incoming missiles.
  • Let's Get Dangerous!: Not combat units, but it can increase its "air-conditioning" output to create an intense freezing field.
  • Mundane Utility: Yes, this being of void is mainly used as an air-conditioner.
  • Power Floats
  • The Power of the Void: Doesn't exhibit much of this, but this Meta is actually a being of void (specifically, a lack of heat energy).
  • Spread Shot: Its other ability shoots out a spread of three "energy ice crystals".
  • Standard Status Effects: The freezing field and the ice crystals caus slowing. Upgrading it can allow I.C. to freeze enemies.

Vulcan Ant

An animaloid unit of the Defiance. Equipped with four powerful vulcan cannons and a Wave Motion Gun, this oversized ant robot's a force to be reckoned with. Or not.
  • Attack Its Weak Point: Critically damage any of its three segments (hear, thorax or abdomen), and it will be destroyed (hint: The head has the weakest armor). That's only on Normal and easier, though.
  • Big Creepy-Crawlies: A giant bipedal ant with vulcan cannons for four of its six limbs.
  • Chicken Walker: Its legs are arranged in this fashion.
  • Crosshair Aware: Happens a lot during the battle, allowing you to avoid most of its attacks easily.
  • Fake Ultimate Mook / Monstrosity Equals Weakness: A huge Defiance robot with destructive Vulcan-gun power and a Wave Motion Gun in it's ass... and it's the first Mini-Boss and a pushover to deal with (unless you misinterpret the crosshairs)
  • Four-Legged Insect: Averted, it has only two legs, but the other four limbs are Gatling Guns!
  • Gatling Good: It's known as the Vulcan Ant for a very good reason.
  • Homing Projectile: Fires out homing missiles. Which are slow and easily avoided, although they do pack a punch.
  • Insect Gender-Bender: Averted, the Defiance refer to it as a "she".
  • Killer Robot
  • Mini-Boss: The first true one, as Dreadhead isn't considered as one in the game.
  • Showing Their Work: Vulcan Ant is referred to as a "she", and its Gatling Gun and leg joints are all positioned in the middle section (the thorax) like most insects.
  • Signature Move: Ant Vulcan, Ant Laser.
  • Square-Cube Law: Played Straight. Which is why it has multiple jet boosters all over its body- those rather spindly legs would not be able to support it otherwise.
  • Strong Ants
  • Warm-Up Boss: Has easily-choreographed attacks, and her overuse of Crosshair Aware should allow you to anticipate her next strike.
  • Wave Motion Gun: Has one in its butt. If it gets you, you will probably get destroyed. Unfortunately for her, you can easily see this one coming.


"Landlubbers have nothing on us aerial aces!"
Small Enforcer attack plane. These things can pack a punch with their missiles, shots and wind-based attacks.
  • Airborne Mook: It's a miniature plane, so it's pretty much expected.
  • Always Accurate Attack: Their Aerial Ace attack does this. Thankfully, it's only used as a Finishing Move on weakened Defiance units.
  • Attack Deflector: Their Wind Shredder will blow away most physical projectiles.
  • Attack Drone
  • Blow You Away: Like most airplane enemies in the game (planes are wind-elemental instead of being weak to it, this is due to a "turbulence stabilizer" system). It's also the first wind-elemental enemy you fight.
    • Elemental Weakness: Earth-based attacks (especially Anti-Air) will knock it out of the sky like a stone hitting a bird. Fire attacks are also great at burning up their engines.
  • Cool Plane
  • Death of a Thousand Cuts: Their Wind Shredder does just that to an enemy, while heavily damaging the enemy's armor in the process.
  • Finishing Move: They will use Aerial Ace on weakened Defiance units to finish them off.
  • Flight
  • Fragile Speedster: Fast, but has very weak defenses and health.
  • Glass Cannon: Its missile attack can hurt a lot, and its Wind Shredder can literally shred away your armor, but has very weak defenses and health.
  • Healing Factor: They're still easily taken down.
  • Homing Projectile: Can fire out homing missiles, among other things.
  • Macross Missile Massacre: Has a move where it fires out five seeking missiles. Hope they hit the Grads and not you, as all five can down a Grad.
  • Razor Wind: Its Wind Shredder attack fires these out.
  • Razor Wings: Their Aerial Ace move has them cut an enemy with their wings.

Grad Cannon

"Airheads fall against great ground guns!"
A walking anti-aircraft Defiance cannon. Despite being primarily designed to shoot down airborne Enforcer units, they can handle ground troops just as well.
  • Anti-Air: Used against Airborne Mooks. Such as the Aerolites sent against them.
  • Attack Its Weak Point: Their underside has weaker armor, shoot in that direction to destroy it easily.
  • Chicken Walker: Their legs are pretty similar to that of a bird's.
  • Dishing Out Dirt: Their Flak Cannons shoot out Hard Light. Getting hit by one of their shots is akin to getting hit by a small boulder flying at high speed. The first Earth-elemental enemy you face.
    • Elemental Weakness: Weak to the wind-based attacks used by most airplane-like enemies, as their otherwise sturdy armor is easily abraded.
  • Hard Light: Their Flak Cannon shots are made of energy that behaves like solid matter.
  • Healing Factor: A slow one, but will be somewhat noticeable as they have a lot of health.
  • Lampshade Hanging:
    "Heh, the Enforcers just had to send out their flying units against walking AA guns!"
  • Mighty Glacier: Takes time to aim and load its shots, but each of those shots are fast and pack a punch (Hint: Jump away as soon as it stops aiming).
  • Set a Mook to Kill a Mook: Will attempt to shoot down Aerolites first before attacking you. You can lure them to the aircraft if they happen to be alone.
  • Shoot the Bullet: Has an anti-missile gun that allows it to shoot down incoming homing missiles.

Thunder Thighs

"They're NOT FAT!"
A large unit used by the Defiance. Instead of legs, this robot uses Metaspace Technology to produce a strange electrical energy to link its body with its feet. These things have a very strong grip and can hang onto ceilings.
  • A.I. Roulette: Played straight yet averted. This boss will randomly select an attack from a list. The list is determined by the number of functional attacking parts, and whether the attacks would be useful for the current situation.
  • Attack Its Weak Point: The glass core on its body. It may also produce a heli-mine launcher from its rear, which is also a weak spot.
  • Ceiling Cling: It's main use is to attack its enemies from the vantage point on the ceiling.
  • Cognizant Limbs: Its Gatling guns and spread cannons can be separately targeted and destroyed. If you destroy a part, the boss will change its attack pattern.
  • Collision Damage: Justified by its feet, they are electrified and you will get badly electrocuted if you touch them.
  • Crosshair Aware
  • Elemental Absorption / Feed It with Fire: The main body absorbs electrical attacks.
  • Floating Limbs: They're held together by its "leg joints" which are made of energy, no less.
  • Gatling Good: Has two Gatling guns.
  • Killer Robot: Thank goodness it's not a Meta that has Healing Factor.
  • Lightning Bruiser: On Killer and Existance is Futile difficulties, this guy gets a lot faster.
  • Humongous Mecha
  • Mini-Boss
  • One-Hit Kill: Its swing attack knocks you directly into the screen. Its ion cannon isn't though, but since it hits so many times, it might as well be one.
  • Punny Name: Thunder Thighs can also refer to somebody with fat legs. Its legs are rather fat compared to its body, so the name fits.
  • Ramming Always Works: One of its attacks when its on the rocket. It will swing around behind the rocket and attempt to knock you into the screen for a One-Hit Kill.
  • Recurring Boss: You face it once in stage 1, but it is easily defeated as there are many aerolites attacking it. In the second stage, you face it without external help, and the platform you're on is slanted.
    I.C.: "Oh great, not YOU again!"
  • Rocket Ride: In the second stage, it will hitch a ride on your rocket and attempt to destroy you.
  • Shock and Awe: Its feet are electrified- touching them will result in massive damage. It also has an ion cannon that shoots out a stream of electrically charged particles.
  • Shout-Out: Has a resemblance to Robotnik's machine at the end of Flying Battery Zone, in the way you fight it the second time. The other inspiration is a regular Mook from Metal Slug 7.
  • Spread Shot: Has two rear spread cannons. They shoot bursts of shots backwards, but these shots will then arc forward.
  • Sucking-In Lines: Precedes his Wave Motion Gun.
  • Wave Motion Gun


Enforcer unit that hides in a pocket dimension on the floor. It covers the opening portal with a flat rectangular slab of Omni-Proof.

Crab Fencer

"Weak Point? Massive Damage? Don't make me laugh!"
An Crab Metaroid used by the Enforcers. It has two claws that fire you strong jets of pressurized water. Although suited for cutting metal, they can also be used in combat against heavily-armored opponents.
  • Armor-Piercing Attack: Their ice blade ignores much armor.
  • Attack Drone: Can send out crab mines that walk on the floor and blow up the enemy.
  • BFS: They produce 1.5m-long Aquaswords.
  • Ceiling Cling
  • Early Bird Enemy: You aren't supposed to be fighting it in the first stage, as it's a lot more powerful than the regular Mooks. Thank goodness for Blitz.
  • Giant Enemy Crab
  • Gradual Grinder: The Aquasword can't get past most armor mitigation, but does ludicrous amounts of armor reduction (after which it will hurt A LOT).
  • Healing Factor: A fast one at that- the liquid nanobots inside them repair their systems fast.
  • An Ice Person: Is able to freeze their water blades and project them out.
  • Impossibly Cool Weapon: In Real Life, the water jet cutter is only effective from a few centimetres from the nozzle. The Crab Fencer's Aquasword is justified by the fact that it uses physics-screwing technology to create a huge water blade.
  • Making a Splash: Their Aquasword is a blade made out of highly pressurized water. They also contain a lot of water inside them.
    • Elemental Weakness: Being filled with water, they make a good conductor for electricity-based attacks (which short it rather easily). Plus, it also shorts out their nanomachine healing ability.
  • Mundane Utility: Their main purpose was to use high-pressure jets of water to cut hard material.
  • Secondary Fire: Crab Fencers can freeze their water jets, creating an ice shard that can be fired forward.
  • Signature Move: Aquasword.
  • Six Legged Spider: Averted, it has 4 legs to walk on and two as its "claws". The other four are vestigial stubs on its body.
  • Spider Tank


"Lightning Cannon prepared"
Scorpion-like Metaroid used by the Defiance. Its tail can fire out powerful bolts of energy at the nearest opponent.

Persistence MK-II

An Enforcer robot used to chase down targets and deal with them personally. Like its name suggests, it is extremely persistent.

     Mission 2: Fire in the sky! 
The level starts out with I.C. on a rocket re-entering Earth (I.C. is safe from the heat due to the rocket's force field), and ends up on the Great Eternal Highway circling the equator of Earth.(Notes: this level contains a lot of Airborne Mooks in the first half)

Solar Eye

An Enforcer Solar-powered satellite that resembles a giant eye with solar-panels. Use to defend against space attacks and invasions, plus clear space junk. Due to its ability to absorb solar energy and amplify it, it should not be taken lightly.
  • Airborne Mook: Technically, because you fight them on entering the atmosphere.
  • Applied Phlebotinum: Their solar panels can absorb light energy and amplify the converted output.
  • Crosshair Aware: When they attempt to lock-on to you. Once the crosshair stops, it's about to fire its lazor!
  • Elemental Absorption: Absorbs holy attacks.
  • Eye Beams
  • Fragile Speedster: Moves rather quickly and is downed in very few hits.
  • Glass Cannon: Hurts a lot, but can't take much hurt.
  • Giant Eye of Doom
  • Healing Factor: A very noticeable one, due to their ability to absorb light. You fight them above Earth's exosphere, where they can absorb a lot of light.
    • In harder mode, these guys are fought in the night. That doesn't stop another Mook from firing light beams at them to power them up!
  • Light 'em Up / Holy Hand Grenade: A holy-elemental enemy, like most units that employ Metaspace solar panel technology. They fire out powerful lasers that do light-based damage.
    • Weakness: Dark-elemental moves will glitch up their solar absorption panels, dealing with their regeneration and lasers. Unfortunately, you probably don't have one when you first encounter them.
  • Mundane Utility: Their laser weapon is also used in clearing space junk that the wars against the Defiance leave behind.
  • No-Sell: Against fire and ice attacks. They orbit around the exosphere, which gets hotter than over 1000 degrees in the day, and below freezing at night. Thus their armor is made to withstand such temperatures.
  • Oculothorax: Sort of...
  • Shout-Out: Their upgraded forms are called Ahriman, like the enemies from the Final Fantasy series. Later, even stronger versions are called Beholders.
  • Wave Motion Gun: Fires out a big laser, but only in a single short blast. Still hurts a lot, though.

Assault Pod

A mechanical pod used by the Defiance. Unlike escape or transport pods, this one is used for assault!
  • Action Bomb: They explode on death, but you should be hanging on the the large missile when they do so, so the explosion shouldn't get you.
  • Cranium Ride: You can ride on the top or on the sides of these guys.
  • Macross Missile Massacre: They have three hatches, each of which shoots a spread of three rockets.
  • Sentient Vehicle: Well, escape pod.
  • Shows Damage: Very noticeably. You'll want to jump off these when their health is low, as they explode.
  • Spread Shot: A nice three-way rocket spread.
  • Mighty Glacier: Slow, but their rockets can hurt a lot.

Angle Attacker

Enforcer unit that can fly, but prefers to latch onto a flying object and attack from there. They can attack an opponent from virtually any angle.
  • Airborne Mook: Averted. Although they appear as flying enemies, these guys will latch onto the rocket you're on and then try to shoot you from an awkward angle.
  • Impossibly Cool Weapon: Their "Angle Of Attack" weapon. It first generates a source from which the shots come out from, then the shots are fired at a desired angle towards the target. Great for hitting the weakly-armored points of an enemy.
  • Non-Elemental
  • Signature Move: Angle Of Attack
  • Spider Tank


"Units, prepare Ambush! CAW! Swarm Target! CAW! CAW!"
BlackTech aereon Meta used by the Defiance. Has multiple uses, with the ability to drop energy-based bombs, fire out homing missiles, or blast out shots of corrupted energy.
  • Airborne Mook
  • Animal Motifs: Of the crow and raven. See Meaningful Name below.
  • Casting a Shadow: Like most BlackTech units.
    • Weakness: Being a BlackTech unit, it is weak to light-based attacks.
  • Charged Attack: On harder modes, Corvids will charge up their bombing move, allowing them to fire out a HUGE string of energy bombs at one go.
  • Cool Plane
  • Creepy Crows: Their name Corvid is the scientific term for the crow and raven family, and they are based off such birds. They attack in large numbers, too.
  • Difficult, but Awesome: One of the weapons obtained from Corvids. It shoots out a string of bombs that stop in mid-air (around your cursor) before falling straight to the ground and exploding. Not very easy to aim well, but it can do a lot of damage to a group if fired out properly.
  • Expy: Being Dark/Wind elemental and based off crows, they could likely be one to Murkrow and Honchkrow.
  • Fragile Speedster: Cannot take much damage, but they zip around quickly.
  • Healing Factor: Has a rather fast, noticeable healing factor due to BlackTech. On the harder difficulties, it is even more rapid, as their healing ability increases in the darkness of the night.
  • Idiot Crows: Corvids sometimes take on this role, like the city level where Steel says a really bad joke, and one flies past with the cawing noise.
  • Invisible Monsters: On Killer and Existence Is Futile difficulties, you have to fight these things in the night, where their stealth ability activates.
  • Improvised Weapon: In later levels, these may sometimes come in holding a large rock, which they attempt to drop on you. Seems random, except that it's actually based off the one of the Aesop's Fables (The crow and the water jug).
  • Meaningful Name: Corvid is the scientific term used for a family of birds, which contains the crows, ravens and rooks. This Mook is based off a crow.
  • Red Eyes, Take Warning
  • Secondary Fire: The Black Assault weapon obtained from these Mooks is a Dark-elemental rapid-fire... that periodically fires out damaging homing missiles.
  • Signature Move: Black Assault.
  • Zerg Rush: Comes in astounding numbers. Thankfully, they will go after the more threatening Enforcer units first before targeting I.C.


"Locked-on target. Eliminating Defiance air threat."
A powerful aereon Meta used in bombing raids, but also does very well against enemy Defiance aircraft thanks to its flak cannon and lock-on homing lasers.
  • Airborne Mook
  • Always Accurate Attack: The Lock-on laser always hits its target and penetrates most enemy armor plus most Deflector Shields. The only time it doesn't hit is when the opponent is destroyed before the laser gets to them.
    • Their Flak Turret and anti-missile fire also hit instantly. Good thing they're only used against air targets and missiles respectively.
  • Armor-Piercing Attack: Their Lock-on laser. Their rear spiral laser also does a certain amount of this.
  • Anti-Air: Has a auto-target Flak Turret on its head. Used only against enemy aircraft, thankfully.
  • Beam Spam: Homing beam spam! Thankfully, this move is used only on air units.
  • Border Patrol: If you use the flight armor to fly over many of the stages with no ceiling, you'll find out the hard way that Raybombers use their very deadly homing lasers on aerial targets...
  • Cool Plane
  • Crosshair Aware: Raybombers have to lock on to the enemies before they can pulverize them with homing lasers.
  • Didn't See That Coming: One of their death quotes in stage 2, when they are probably too strong for you (or the Corvids) to defeat.
  • Disc-One Nuke: If you are able to destroy all the Raybombers in the second stage, you'll receive the lock-on laser. It does a lot of damage, never misses (even passes through Deflector Shields), and can target multiple enemies. Defeating the Raybombers is another story, though.
  • Early-Bird Boss: Not exactly a boss, it's just a Mook. The problem is that they have crazy amounts of armor, almost as much health as the first Mini-Boss, and your weapons are probably not strong enough. As such they are very hard to take down on a new game. Thankfully, they retreat from you once enough time passes.
  • Gameplay and Story Integration: If you manage to shoot down at least one of these in the second stage, Alpharios will apologise to the Enforcer leader for losing his powerful units to I.C.
  • Giant Mook: One of the first large opponents you'll face.
  • Healing Factor: As a Meta, they can regenerate.
  • Macross Missile Massacre: They use this on you when they're in the background, and also when they're right in front of you.
  • Master of None: Averted, it is both deadly in taking down air and ground targets.
  • Mighty Glacier: Not very fast in terms of flight speed, but it can fire out a plethora of projectiles and bombs in a short period of time. Plus, it can defeat both air and ground targets effortlessly..
  • Shout-Out: The lock-on laser is an obvious one to the RAY Series. Its name Raybomber is another hint to that.
    • When you get their lock-on laser, you need to lock-on to the enemies by hovering the crosshair onto them via mouse. Good thing the crosshair isn't stuck in front of you.
    • And a further Shout-Out to Ray Force- the homing laser changes from blue, to green, then to red as you level it up.


"Faster than a speeding bullet, the Atmospear charges towards its target at mach velocities..."
Enforcer air unit that resembles a cross between a lance and a stingray. Attacks by dropping from the atmosphere to spear its enemies.


A rocket Defiance unit that resembles a fat rocket with arms and legs. Uses a cross between and high-tech Mass-energy generators to keep the old-fashioned exhaust combustion going.
  • Action Bomb: Flies around the screen in a large circle, before attempting to charge I.C. twice, then flying up and crashing into the platform I.C. is on. Beware the huge explosion!
  • Airborne Mook
  • Playing with Fire: They leave a flaming trail of exhaust as they jet around. Do not touch it, it is hot!
    • Weakness: Ice attacks will freeze its gas tanks for a short while, making it useless.
  • Rocket Ride: It is the rocket!
  • Weaponized Exhaust

Aero Combatant

Flying Enforcer unit that attacks with agile quick strikes. Used in guarding cities and facilities.
  • Always Accurate Attack: Their Aerial Ace move will always hit no matter where I.C. is. To avoid such an attack, use I.C.'s phasing ability or counter them.

Jet Enforcer

"Here's a road ticket for you!"
Jet Pack Enforcer unit used as city and highway guards. These wield a energy pulse rifle weapon to target Defiance road units. Also, they hand out road tickets, along with the police.
  • Arson, Murder, and Jaywalking: Jet Enforcers destroy Defiance vehicles, kill humans who are secretly working for the Defiance, shoot down illegal immigrants, and hand out road tickets.
  • Bottomless Magazines: Their pulse rifle weapon has infinite ammo.

Motor Hound (also known as Motor Wolf, Terror Bike)

"Unit 3, move left! Unit 6, attack from right! Bark! Bark! Bark!!!"
A dog-like Enforcer hybrid animal/vehicle unit designed to chase down and destroy its targets. Besides being able to scale walls and traverse rough terrain, they also have a motorbike function which is used on flat terrain (and a hydrofoil function on water). If you hear the howl of one of these, get ready to run for they attack in sheer numbers! Unless, of course, if you can beat their pack leader, an even bigger, badder version of these named... CHAOS!
  • BFS: Their Rear Blade attack, a move where they do a 360 turn on the ground. Unfortunately for you, they grow a huge blade out of their seat when they do.
  • Cool Bike: Combined with Hell Hound!
  • Fragile Speedster: They're fast, but all it (usually) takes is one strong shot to demolish them.
  • Glass Cannon: They pack a punch, but usually go down to one strong shot.
  • Hell Hound: They're vicious and hell-bent on chasing you down and slicing you to bits.
  • Irony: Their leader "Chaos" is one of the Enforcers (who represents order instead of chaos). They just chose that name because it sounded cool.
  • Ninja Pirate Zombie Robot: Motorcycle Hell Hounds with sawblade-wheels!
  • Personal Space Invader: One of their moves is to pounce on you and then proceed to rip up your character.
  • Robot Dog: An evil example at that.
  • Savage Wolves: Not helped when they're crossed with motorbikes...
  • Shout-Out: It's essentially a metal wolf, and the pack leader is named "Chaos".
  • Zerg Rush: HOO BOY.

Rocket Rider

"I'mma ridin' rocket, man!"
A Defiance unit that rides a rocket. The rocket can be used as a mount as well as an attack. If the rocket is destroyed, the rider can create a new one from his backpack.

Hellroad and Hellride

A Defiance biker unit riding a motorcycle. They tend to attack in groups.


Defiance automated bike unit created from the stolen blueprints of the Motor Hound. Their seat is replaced with a mortar launcher that fires out incendiary bombs.

Turbo Snail

A Defiance assault animal-vehicle unit based off a snail. This one has good armor, and is fast.
  • Attack Its Weak Point: Its head will take regular damage, but will tuck back into its shell for a while as soon as you damage it. You want to aim for its core when the shell on its back opens up.
  • Heavily Armored Mook: Like a snail, its shell is very tough. Wait for it to open up before firing at it.
  • Homing Projectile: Shoots out homing energy balls from its shell.
  • Luckily My Shell Will Protect Me: Unless it decides to open up and attack. You get a shield weapon from beating this foe, which allows you to block shots as well as attack!
  • Shout-Out: One of the rejected names for it is "Metal Snail".


Fish-like animal robot utilized by the Defiance. Can spray out bursts of high-pressure water, as well as missiles containing highly-pressured water.


Enforcer beetle-like enemy that can produce sharp metal blades from its body and throw them at enemies.

Vulcan Fly

Enforcer bug-like enemy that has a large Gatling gun for its abdomen.

Nucleon Runner

An old-fashioned warhead robot used by the Enforcers. They can be deployed as a war unit, or as a kamikaze bomb unit.The second boss of the game.

     Mission 3: The Battle of Macro City 
The Defiance are in the middle of attacking an Enforcer-aligned city. Meanwhile, 4rx's escape pod has landed in the city. Fortunately, the Resistance forces are also here to retrieve 4rx, and I.C. reluctantly joins them.(Notes: Enforcer Trooper, Defiance Grunt, Rocketrooper, Rad Roader, Micron (rail), Vulcan Fly, Aerolite, Grad Cannon and Reknide are fought as well)

Armored Grunt

"Luckily this armor should protect me better... I hope."
Simply put, a Defiance Grunt in Powered Armour! Also, their armor can spam grenades too.

Defiance Drive

"You're gonna get run over, boy!"
A vechicle-like unit that resembles a cross between a car, a motorbike, and a beast. This variant is used by the Defiance.

Lesser Squadrone

Small Defiance drone with tank treads. Has very heavy armor, adn attacks in large groups. Also holds the honor of being the first Mook that the creator thought up of.
  • Attack Drone
  • Heavily Armored Mook: Has more than twice the armor mitigation compared to previous Mooks.
  • Homing Projectile: Fires missiles into the air than home in on I.C.
  • Killer Robot: Was actually called Killer Robot when the game's creator came up with it.
  • Laser Blade Below the Shoulder: Has a lightsaber-esque blade in one of its arms.
  • Meaningful Name: They're drones that come in a squadron.
  • Non-Elemental
    • Resistances: They resist temperature-based attacks- don't use fire or ice on them.
    • Weaknesses: They are very prone to short circuiting, and are not waterproof. Use water to spoil their circuits or electricity to overload them.
  • Signature Move: SquadBomber.
  • Ur-Example: The first Mook that the game's creator thought up of (it was used in a VERY controversial flash game that was thankfully never released).
  • Zerg Rush

Defiance Crackshot

"Time to put some holes in heads!"
A Defiance Sniper unit that uses BlackTech stealth technology. Their "weak point shot" is lethal, so take them out quickly!


Large Defiance robot that punches stuff down. Very durable and difficult to destroy. Later variants wear near-indestructible Omni-proof armor.

Metal Grinder

Originally a steamroller robot, this unit has been converted into a war WEAPON by the Defiance. (early artwork)


A perpetually-pissed off Macron unit of the Defiance.


A powerful combat unit of the Defiance, used in city-destroying. Basically, a giant Magnum.

  • Ground Pound: With its fists.
  • Humongous Mecha: And HOW! The screen will zoom out to the point where your character is so small, that he needs an arrow pointing to his position!

     Mission 4: Macro City Infiltration 


Android officer of Macro City. Has a strong Arm Cannon, and is also able to cut enemies with an energy blade.

Police Drive

Police Car-like unit used by the Enforcers. It has multiple moves to stun its opponents.

BlackTech Trooper

Enforcer BlackTech unit used as night patrol guards. Their stealth ability cloaks themselves from even the sharpest sensors, making them a dangerous enemy to fight.

     Mission ???: Burning City 

Hellions in general:

Hellion Gunner

Sinner-8's run-of the mill troopers.

Hellion Burner

Sinner-8's flamethrower grunts. These are more durable than the troopers and just as fast, but need to be in close quarters to torch their foes.

Hellion Raider

Fast melee units of Sinner-8's forces. These close in or prime targets for the kill.

Hellion Tire

Sinner-8's vehicloid units. These monowheels are partnered with Burnin' Roaders.

Armored Hellion

Sinner-8's armored units, made to take out stronger forces.
  • The Stoic: Compared to the crazed Hellion Troopers and Burners, they have much more composure... until their health gets low.

     Mission ???: Sinner's Path 
Defiance units of the Sinner's unit.
  • Seven Deadly Sins: Their whole schtick. They also debut in the order of least to most severe.


"Pain is pleasure!"
The first of the Sinner's unit to debut. They love seeing themselves and others in pain so much- to the point that damaging them will heal them. Heal them to kill them.

(Gluttony Unit)

The second of the Sinner's unit to debut. They're sent to eat the more troublesome foes.
  • Just Eat Him: They attack by biting and eating the victim savagely, then spitting the victim's remains out.
  • One-Hit Kill: Getting eaten by these guys kills the target. Thankfully it's easy to avoid and counter.
  • Savage Wolves: They have a body shape that resembles wolves.
  • Seven Deadly Sins: Represents Gluttony.

(Greed Unit)

The third of the Sinner's unit to appear. They're working for the money, and have ways of removing items and money from victims.
  • Back Stab: Their preferred method of attacking.
  • Bandit Mook: They steal weapons and credits from those they attack.
  • Fragile Speedster: One of the faster units in the area, but one of the most fragile. Unfortunately, they can also stealth themselves.
  • Seven Deadly Sins: Represents Greed.

Apathy Beacon

The fourth of the Sinner's unit to appear. It doesn't attack unless forced, but it acts as a beacon for drones to aid it.
  • Attack Drone: The unit doesn't attack normally, but it does attract drones that will furiously attack foes to defend the beacon.
  • Seven Deadly Sins: Represents Sloth- they actually have a very potent attack, but they aren't bothered to use it unless forced by someone else, thus showing wasted potential. They don't even attack otherwise.
  • Wave Motion Gun: They actually have a very powerful and effective laser cannon that they only use when whipped by the (Pride unit).

Rage Breaker

The fifth of the Sinner's unit to appear. When these brutes are attacked or annoyed, their rage meter fills up. The higher the rage level, the deadlier their attacks will become.
  • Hair-Trigger Temper: Attacking them or even being annoying to them will increase their rage level.
  • Lightning Bruiser: When they're really angry, they become even stronger and faster.
  • Mighty Glacier: When their rage isn't high, they're strong but slow.
  • One-Hit Kill: Let their rage get too high and they'll perform an Always Accurate Attack that kills off the last thing that offended it.
  • Seven Deadly Sins: Represents Wrath- a violent brute that attacks the last character that ticked it off.
  • Unstoppable Rage: These things are always angry, it's just about how much anger is in them.

(Envy Unit)

The sixth of the Sinner's unit to appear. Nasty little things that cause status effects, steal the buffs off units, as well as remove weapons.
  • Airborne Mook: Flying things that attempt to inflict nasty debuffs.
  • Green-Eyed Monster: These guys love your buffs but don't have them, so they use a Status-Buff Dispel to steal them. They see your weapons/spells but can't use them, so they remove your weapons and mana.
  • Standard Status Effects: They like what you have but can't get it, so they decide to hurt you by making you suffer a plethora of negative statuses.
  • Status-Buff Dispel: They dispel and steal status buffs with a beam of sorts.
  • Seven Deadly Sins: Represents Envy- annoying flies that hurt and undermine because they don't have what their targets have.

(Pride Unit)

The last of the Sinner's unit to appear. A commander unit, it buffs its own self and orders the other six around.
  • Bad Boss: It whips the other 6 units to force them to use a different move. This attack greatly heals Masochists, makes the (Gluttony unit) use a Vacuum Mouth attack, makes the (Greed unit) to attempt an assassination attack, causes the Apathy Beacon to use a very powerful attack, greatly increases the anger level of a Rage Breaker, and forces the (Envy unit) to transfer all player buffs to it.
  • Elite Mook: A commander-type unit that can buff its own stats further.
  • Hoist by His Own Petard: Has the ability to whip its own units to force them to attack you. If it uses this on a Rage Breaker and makes it get to maximum anger, the (Wrath unit) turns on them instead and one-shots them.
  • Seven Deadly Sins: Represents Pride- it makes itself "look good" by buffing itself, and also commands the other six around.
  • Status Buff: It automatically buffs itself every now and then.
  • Whip It Good: It whips the other 6 with one to motivate them.


     Mission ???: Assassin Squad 
Tropes common to all enemies:
  • Assassin Outclassin': It's either the good guys do this to them (by killing them like mooks), or face instant erasure.
  • Cessation of Existence: The effect of their One-Hit Kill attacks is basically this. Not even From a Single Cell, or even most forms of Complete Immortality (unless they have a way to return from nonexistence) is able to protect against this.
  • Kill the God: They're made for doing this. And they've succeeded against a few Arcane beings too.
  • Lensman Arms Race: Once the good guys manage to research disposable clone bodies, their instakills become much more tolerable, as it only eradicates the clone and not the actual character.
  • No Saving Throw: Their One-Hit Kill is so powerful, it destroys the target's physical and spiritual/presence from existence. Not even From A Single Cell can protect one from these. (For example- a being with ludicrously powerful healing factor cuts off a bit of themselves and hopes to regenerate from it if he's killed- said attack will destroy him AND the bit of themselves, no matter how far it is)
  • One-Hit Kill: ALL of them have an ability that removes the target from existence. To put it, said abilities/attacks have a similar effect to the Ultimate Nullifier, but only on targets it hits. Instant-death protection doesn't protect you from them, since their instant kill abilities deal infinity damage in one hit.
  • There Is No Kill Like Overkill: Get hit by their instant death attacks and you receive an infinite amount of damage.
  • Unusable Enemy Equipment: Thanks to having extremely high encryption, IC is unable to perform Power Copying on their One-Hit Kill weapons.

Enforcer Assassin

Deadly assassins of the Enforcers. They're not very tough, but all it takes is a single attack for them to wipe out.
  • Armed Legs: They have blades as "toes". Said blades have a similar effect as their knives if they hit a target.
  • Le Parkour: They tend to leap around obstacles often.
  • Fragile Speedster/Glass Cannon: Fast moving enemies that have low health but good dodging and agility. One hit from them is also enough to take out pretty much anything that isn't Omni-Proof.
  • Knife Nut: They wield dual knives, one hit from which is able to end you instantly.
  • One-Hit Kill: If these guys knife you or slash you with their feet, it's bye-bye... Unless you're a Meta, in which case nonexistence is cheap.
  • Tactical Rock–Paper–Scissors: They need to get in close to kill, and a weapon that homes in or autotargets them from afar negates their agility and seals their fate thanks to their low health.


Meta Dog. Such Assassin. Much Deadly. Wow. (Enforcer Assassin Dogs. They're about as tough as the Assassins and even faster, but less accurate and agile)
  • Attack Animal: Enforcer attack dogs.
  • Fragile Speedster/Glass Cannon: Even faster than the Enforcer Assassins but just as fragile as them. Like them, one bite is enough to kill the target.
  • Interface Screw: Distracts the player by having "Doge" memes pop up on screen when they're around.
  • Powerful, but Inaccurate: Their instant death attack is a bite. It's also easy to avoid, thankfully.
  • Punny Name: Not only is their name supposed to sound like "doggy", it's also based on Wall-E, as well as the "Doge" meme.
  • One-Hit Kill: If these guys bite you, it's bye-bye... Unless you're a Meta, in which case nonexistence is cheap.

Cock of the Rock

Enforcer Snipers that resemble humanoid roosters. They tend to find high ground to conduct their attacks.

Glaze (upgraded form: Glade)

Enforcer Unit used to despatch opponents quickly.


Enforcer Assassin unit that locks onto a target. If not interrupted, it whistles, then uses an unavoidable One-Hit Kill that not erases the target.
  • Anti-Armor: "Whispering Wind" shreds armor to pieces.
  • Always Accurate Attack: Their ability always hits and also hits the weak spot internally.
  • Armor-Piercing Attack: As mentioned, it bypasses armor as it hits the opponent's weakest spot internally.
  • Blow You Away: Wind elemental, and can use a powerful wind-elemental attack that deals a huge amount of damage, as well as another strong one that tears armor apart.
  • Crosshair Aware: If they plant that crosshair on you, you have a few seconds to either hit it to disrupt its attack, kill it, stealth yourself, or die.
  • Counter Attack: Can use a powerful tornado attack that deals a hefty percent of your health.
  • Damage-Increasing Debuff: "Whispering Wind" destroys targets armor quickly.
  • Flash Step: As soon as they make their whistling noise, they seem to do this before teleporting back to their original position. It's actually more of a Tele-Frag.
  • Impaled with Extreme Prejudice: Their instakill resembles this.
  • Invisibility: They're entirely transparent and colourless. However, Aura Vision, infrared/ultraviolet sight, and Meta sensing will detect them.
  • Percent Damage Attack: They have an ability that deals 99.99% percent of a target's maximum health, rounded down. Fortunately, it deals wind-elemental damage, and as such can be mitigated or even No Selled with wind-protection equipment.
  • Reality Warper: A limited version. They warp reality and probability to make sure their warp attack always hits... right in the middle of the target's weak spot.
  • Sound-Coded for Your Convenience: When in battle, they make a whistling wind noise that's different from their "attack" as ambient sounds. They also make different whistling noises when they lock on, and right before they attack.
  • Shout-Out: One of their abilities is basically the "Tornado" spell from the Final Fantasy series. Unlike the spell that deals a Percent Damage Attack to current health, this guy's is a Percent Damage Attack to the target's maximum health.
  • Tele-Frag: When they teleport, their instant-kill blade ends up right through the opponent's heart/head/weakpoint.
  • Throwing the Distraction: They are able to do this by making a distracting noise from another position, causing victims to be distracted and move away from it.

     Mission ???: Forge of the Gods 

Tropes present to all the God Mode units:

  • Blood Knight: Their tradeoff is that using their God Mode requires so much processing power that it does bad things to their thought matrices. This causes them to attack any enemy in sight... including decoy drones.
  • God Mode: Their main schtick. It only lasts for a limited time, after which it wears off and needs another minute to recharge. During then, they cannot be affected by anything that is harmful or hindering to their goal.
  • Hold the Line: The only thing you can do when they get into God Mode.
  • Invincibility Power-Up: When they turn on their God Mode, they can't be harmed by anything.
  • Nigh Invulnerable: When their God Mode is on, they can't be harmed by anything at all, from any form of reality or fiction. Including stuff that wouldn't do physical damage to it such as being hacked, or forced teleportation, or status debuffs/effects, etc. Thankfully it's temporary. The only weakness is that it lasts for a minute.
  • Non-Elemental: They don't have any element of their own.
  • No-Sell: When their God Mode is on, they're immune to everything harmful from all walks of reality. To wit- even the ID Sniper, whose attack is an otherwise always accurate, unblockable, armor piercing attack that has No Saving Throw- does jack to them.
  • Power Glows: They all gain a white-yellow glowing Battle Aura when their God Mode is activated.
  • Power Nullifier: Attacks that hit it are nullified. Even attacks that hit from the past, or omnipresent attacks are nullified as soon as it hits them when their God Mode is on.
  • True Sight: During their God Mode they can even see through BlackTech stealth.
  • Weaksauce Weakness: When their God Mode is on, they will always attack anything in their way. Even decoys. Using decoy objects will hold them off until their invincibility runs off.

Godforged Warrior

"We were built to be gods. You cannot harm us."
An experiment of the Enforcers to create true invincibility, these Metas have the ability to enter a temporary God Mode state where they cannot be harmed at all.
  • Glass Cannon: They're pretty fragile but they can hit very hard when not in God Mode.
  • Hour of Power: The main weakness of the God Mode- it lasts for a single minute before taking two minutes to recharge.
  • Increasingly Lethal Enemy: Inverted. Once their invulnerability timer wears off, they become much weaker and vulnerable instead.
  • In-Series Nickname: Resistance members nickname it the "One-Minute Guy", thanks to its ability to be invulnerable for a minute.
  • Laser Blade: Their weapon of choice.
  • Lightning Bruiser: When their God Mode is on. They hit even harder, move quickly, and can't be damaged or harmed at all, from any form of reality or fiction.
  • Mighty Glacier: They're pretty slow, but they can hit very hard when not in God Mode.
  • One-Hit Kill: They reappear in the final level of the game, except that their swords have the same effect as the Enforcer Assassin's blades AND are made of Omni-Proof.
  • Shockwave Stomp: They can do a Sword Plant to create a wave of energy in front.
  • Shout-Out: Their name is based on a group of Charr from Guild Wars 2 as well as a group of deity-worshipping Warforged from Eberron. Their own "invincible at the start of battle" ability is based off the Daywalker Berserker from The Lord of the Rings Online.
  • Storm of Blades: They can make it rain swords on the opponent.


Another experiment of the Enforcers to create true invincibility. They are completely immune to harm one third of the time, turning on their God Mode for 10 seconds, and turning it off for 20.
  • Airborne Mook: Flying bug enemies that fly over and swarm your defences by abusing their invincibility.
  • Big Creepy-Crawlies: While smaller than the average human, they're still much bigger than the average bug.
  • Fragile Speedster: They have very very low health, but good luck trying to harm them a third of the time thanks to their God Mode activating. They're also very fast and can fly.
  • Punny Name: Invincible + Bug
  • Zerg Rush: Attacks in HUGE numbers. Of note is that they split themselves into three batches, each one activating their God Mode per ten second out of thirty second intervals.


The strongest God Mode experimental mook. It is completely invulnerable to all forms of harm for two minutes, while throwing out copious amounts of One-Hit Kill firepower... after which its own power causes it to expire.
  • Boss in Mook Clothing: Much rarer than other God Mode enemies but much tougher to survive, as it cannot be harmed at any period of time.
  • Cast from Lifespan: Its own God Mode and instant kill abilities are cast from its own existential integrity, causing it to erase itself after two minutes.
  • Hour of Power: It exists for two minutes, after which it is erased from existence.
  • In-Series Nickname: Resistance members nickname it the "Two-Minute Guy", thanks to its ability to exist for two minutes before expiring.
  • Invincible Minor Minion: The only one in the game, it cannot be harmed in any way... before it burns itself out.
  • Lightning Bruiser: It has an extremely fast attack rate and instant kill attacks, while being completely damn invulnerable.
  • Meaningful Name: Has an extremely short lifespan of two minutes, and is named after an animal with an extremely short lifespan. However, the actual mayfly doesn't unleash hell during its short lifetime.
  • One-Hit Kill: All the attacks it throws out when it's alive will erase targets from existence in one hit. Hide behind the Omni-Proof pillars to avoid erasure.
  • Power at a Price: As it is programmed to use its own existence to fuel its destructive power and God Mode, it will fizzle itself out in two minutes.
  • Self-Disposing Villain: It destroys itself after two minutes.
  • Sword Beam: Spams giant crescent sword waves that instantly erase anything they hit, except for Omni-Proof stuff.

     Mission ???: New Paradise 


"You will share the pain."
Enforcer units with dual blades that pack a nasty surprise- when they hit a target, all of the target's allies within range get hurt via an unblockable, unresistable form of damage called "direct damage". They can also damage units and objects associated with another- attacking an Attack Drone hurts the Drone Deployer, while attacking Deflector Shields damages the shielded unit directly.
  • Absurdly Sharp Blade: Can hack a car into two. Along with the driver inside.
  • Always Accurate Attack: The "sychronized" hit that all nearby enemies take when the Synchron's initial attack hits is caused by "direct damage", which is basically unavoidable, unresistable-by-any-means damage.
  • Armor-Piercing Attack/Anti-Armor: Armor-Sync Strike will directly damage an armored (or Deflector Shields) unit internally should it hit the shield via "direct damage".
  • Conservation of Ninjutsu: Somewhat invoked. They can destroy groups of weak units grouped around each other, but can't do as much against less numerous tankier ones.
  • Dual Wielding: Wields two synchro-blades, one on each hand.
  • Kung Fu-Proof Mook: They can easily counter decoy spam, Zerg Rush, Attack Drone, clone/doppelganger spam, Homing Projectiles, vehicles and mecha due to their synchronization ability.
  • Lightning Bruiser: Relatively fast moving, hurts a lot, and has a pretty good amount of health and medium armor thanks to being a "medium-sized" enemy.
  • One-Hit Kill: They have an attack that is specialized in destroying Mecha utterly. Said attack, if it connects with a mecha's Deflector Shields or its armor, will also cause the pilot (or AI core) and the power core inside to be slashed with an Absurdly Sharp Blade.
  • Sniping the Cockpit: Whenever they attack a vehicle or Mecha, the pilot inside is slashed too due to the Synchron's Synchronization abilities.
  • Sword Beam: They can fire one which turns into a wave of explosions that also causes synchronization damage when it hits. This can take out huge groups of foes with ease.
  • Synchronization: Their main speciality, which allows them to kill groups of enemies with great ease. When they hit an enemy, said victim's allies that are nearby also take damage. If they hit an Attack Drone or a Decoy, not only will the drone/decoy take damage, but the guy who sent it out will also be harmed.
  • Tactical Rock–Paper–Scissors: Their ability is very effective against the Defiance Member who has Hitbox Dissonance as his power, since attacking his missiles with said ability will cause him to get hurt regardless of where his hitbox is.


"Chance of hit: 100%"
These Enforcer units are special support units. When around, they allow their allies' shots to always hit their mark.

     Mission ???: The Consuming Void 

Tropes common to all enemies except the Void Holes:

  • Eldritch Abomination: Weird beings of nothingness that should not exist, their mere existence baffles most characters.
  • Dark Is Evil: Mainly because they're allied with the Enforcers.
  • Feed It with Fire: They absorb ice-, darkness-, death- and void-based attacks thanks to those elements causing a lack of energy.
  • Hit Points: These guys start off at negative HP, and gain health when damaged. Once their Hit Points reach 0, they die.
  • "Instant Death" Radius: Get too near and they suck you in, or even erase you from existence.
  • The Juggernaut: All of them are immune to stopping effects or being knocked back, and keep advancing towards the heroes...
  • Keystone Army: The void beings technically shouldn't exist and are actually kept in existence thanks to strange Meta devices that allow them to. Destroying all of those devices rob them of their ability to exist, and they are forced back into the domain of void.
  • Knight of Cerebus: One of the enemy types that are taken very seriously, their appearance makes the game go to the darker side of the Cerebus Rollercoaster.
  • Logical Weakness: Thanks to being made of nothingness, physical objects will actually hurt them when absorbed. Ditto for energy attacks.
  • Mighty Glacier: Speed is not their forte. However, they can deal out huge amounts of damage.
  • No-Sell: They're some of the few enemies that are immune to almost all negative statuses including Hacking, thanks to their... weird way of existence.
  • One-Hit Kill: They turn foes they touch into nothingness.
  • Our Monsters Are Weird: Beings made of nonexistence? One of the characters even points out that these things shouldn't exist at all. He's right- they exist thanks to a weird device that can warp the laws of physics.
  • Overclocking Attack: This is the way to destroy them. By pumping them full of energy/matter/stuff, it cancels out the nonexistence they're made of, and they die.
  • Oxymoronic Being: They're beings that are made of nonexistence. If something that exists has a value of 1, and nothing has a value of 0, these have a value of -1.
  • Power of the Void: Thanks to being natives of the Domain of Non-existence, they have control over void-based abilities.
  • Regenerating Health: Inverted. They look as if they're regaining Hit Points... but since their "maximum health" is negative, they're actually constantly losing Hit Points.
  • Status-Buff Dispel: All of them have the ability to nullify status buffs with ease.
  • Theme Naming: They're named after synonyms for "zero".
  • Unrealistic Black Hole: They're not exactly a black hole, rather a Our Wormholes Are Different to a dimension of void. Either way, it makes all projectile attacks null and void as it sucks them in.

Void Hole

Strange devices that generate holes to the domain of nothingness. They're also fought in the area before the actual void beings are encountered.

Void (Voidman)

Humanoid beings of nonexistence, they consume everything in their path, and can expel attacks consumed to rejuvenate themselves.
  • Elemental Powers: Aside from Void, they also have:
    • Casting a Shadow: Null Light, a powerful Dark-element attack that drains energy and light out of an area.
    • An Ice Person: Null Heat, a powerful ice-element attack that drains the heat out of an area.
  • Heal Thyself: Their energy expel attack heals them back to full health. This means that they need to be quickly dispatched via heavy damage before they can do so.
  • Yin-Yang Bomb: "Expel Energy" has them rejuvenate themselves by "becoming empty again" by throw out all they've had to absorb in a powerful energy attack. This also heals themselves back to full health.
  • Walking Wasteland: Thanks to destroying most matter around them due to being walking miniature black holes.


Large, floating shiplike beings of nonexistence. They can create a much stronger suction ability to draw attacks and unlucky targets in, and fire out beams of void that destroy matter and energy.
  • Charged Attack: Takes time to charge their deadly attack, but once it's ready, it fires a screen-filling vortex of doom.
  • Corridor Cubbyhole Run: When they use their Vortex attack, one of the few ways to survive is to hide behind an Omni-proof pillar so you don't get drawn in.
  • Giant Mook: Much larger, stronger and tougher than the other enemies.
  • Meaningful Name: They resemble a dreadnaught ship.
  • NameTron: Their unique ability, "Super Suckatron", which has the suction power of an actual black hole.
  • Power Floats: They float around slowly towards opponents.
  • Shout-Out: Their "Super Suckatron" attack is named after an attack from Crabitron.
  • Unrealistic Black Hole: Their Signature Move creates one that sucks in almost everything.


Strange beings of nonexistence, they float around while creating "Void Holes" that instantly suck in and kill opponents.
  • Airborne Mook: They can float around, but rather slowly.
  • Getting Crap Past the Radar: The original planned name of their attack was "Glory Hole", referring to the Bell-mouth spillway that their portals heavily resemble.
  • Knock Back: Has an ability to send out a blast (that regenerates lost health ala the Voidmen's expel) that knocks unlucky opponents into their Void Holes.
  • Power Floats: Floats around towards your characters, slowly.
  • Thinking Up Portals: They attack by creating portals that suck foes to nothingness.
  • Shout-Out: To the Null enemies from Mega Man Battle Network- they create deadly vortexes on the ground and try to push enemies into them.
  • Unrealistic Black Hole: They create void holes on the floor that suck foes in.


Weird beings of nonexistence, these use their void abilities to draw projectile attacks into a vortex above their "heads".
  • Achilles' Heel: Targeting attacks can hit its friends instead of being drawn to it. Melee attacks are also unaffected (then again, melee is NOT recommended against these).
  • Attention Whore: Their personality. Also fits with their ability to draw attacks towards them.
  • No-Sell: Whenever these are around, most ranged attacks including beams/Wave Motion Guns become useless as it draws them into its void.
  • Practical Taunt: Their ability basically acts like a taunt, drawing opponents' ranged attacks to them.
  • Support Party Member: They draw attacks into a vortex above themselves, saving their fellow void beings from getting damaged.


Unlike most void meta, these little balls of nothingness are fast-moving, but have lower health than other void meta.

     Mission ???: The Corridors 

Corridor Trooper

Corridor troops of the Enforcer Corridor realm.


Commander units of the Enforcer Corridor realm.


Bestial creatures of light and shadow. These roamed the Corridor realms long before the Enforcers built the Corridor to restrict travel between realms.

Biogen Parasite
Strange parasite-like creatures from an unknown domain.
  • Airborne Mook
  • Animalistic Abomination: Resembles a trilobite or horseshoe crab.
  • Blob Monster: Partially, their body is covered in a sickly-colored goo. They also use this goo to dampen attacks.
  • Dem Bones: They look like bony constructs partially covered in goo.
  • Food Chain of Evil: They assimilate Enforcer Corridor Troops, and even the natural inhabitants of the area!
  • Horde of Alien Locusts
  • Made of Iron: They look rather weak and easy to kill... turns out, they're NOT. A continent-busting Enforcer weapon fired at one in a concentrated blast has hardly any effect.
  • Organic Technology: They resemble such.
  • The Paralyzer: Uses a strange energy wave to lock victims in temporary stasis.
  • Run or Die: Your only option when fighting them.
  • You Will Be Assimilated: If they come into contact with a soul or a Meta, they assimilate it, and transform into a much more horrifying creature.

Biogen Evolution-1

An organic-looking horror from an unknown domain. These can be formed when a Biogen parasite successfully assimilates with a meta or soul, transforming it into these.


     Other foes 

Repair System

"Would you like to be repaired?"
Enforcer/Defiance/Resistance antivirus repair units. These have the ability to heal and buff their allies, be they organic or Meta. Of course, these medical abilities can be used for offensive purposes.

Foe of Authority

"Hey, it's her! We got our bounty today, guys!"
Defiance units led by The Anarchist that despise authority and actively seek to assassinate them.
  • Bounty Hunter
  • Determinator: Will stop at nothing until they manage to kill their intended quarry.
  • Knife Nut
  • Super Mode: They go into a "killing mode" if they detect anybody of royalty or nobility on the battlefield. This makes them much faster and also makes them stronger.
  • Weapon of X-Slaying: Their weapon, "Royal's Bane" instakills any royalty or nobility.


"We grow stronger by the second! Do you even think you can survive against us?"
A rather unassuming and weak Defiance unit at first glance, these weak humanoids will go into an overdrive where they double their power, defenses and speed every second. They don't burn out either, which makes them very dangerous to face.

Flag Commander

A humanoid Enforcer commander carrying a flag with the Enforcer logo... at first glance. In actuality, it's a floating flag that creates the physical projection of a humanoid being.


Powerful elite Enforcer units with good shields, armor and data regeneration. They're humans who have been taken into cyberspace and transformed.

Beta Ranger

Energy Boomerang-throwing Enforcer Units. These can create boomerangs of any material, infused with Energy blades to deal both physical and energy damage.


A defiance cannon. Notorious for being able to concentrate the energy of a few thousand nukes into a single small Sphere of Destruction
  • BFG: A huge cannon. Named after a howitzer.
  • Crosshair Aware: When it's about to fire its blast.
  • One-Hit Kill: The explosive it fires pretty much kills most things it hits.


Enforcer elite Metas made of energy, with the ability to absorb any form of energy.


"It's Hacking Time!"
Hacker Metas that can belong to the Enforcers and Defiance. These can hack any kind of non-meta technological security, and also the fabric of reality. Enforcer Hackers use their powers to keep the populace unaware of the Enforcers' true motives as well as subterfuge, while Defiance actively hack into systems to directly attack them.

Enforcer Researcher

"You'll make a fine test subject. Stand still..."
Enforcer scientists that test out the limits of Meta weaponry outside Metaspace. They tend to wield extremely bizarre and dangerous weaponry which will be equipped on later Enforcer units. Weapons include the Persec, Leaping Fire, Death Corridor and the dreaded Cataclysm Cannon.
  • Death of a Thousand Cuts: Each energy shot from their Persec isn't very painful, but getting hit by a million of them in a second isn't fun.
  • Fixed Damage Attack: Their Persec weapon is basically One Thousand Needles on crack.
  • Foreshadowing: The deadly weapons that these guys use are going to be fitted on later Mooks. After all, they're researching and developing said weapons for the combat-fit units.
  • Glass Cannon: Very low durability beyond their Deflector Shields. Get hit by their Persec, and you WILL feel the pain.
  • Laser Hallway: Their Death Corridor weapon creates these.
  • Let's Get Dangerous!: They're weapon researchers who aren't combat fit. But when in danger, they'll be more than glad to test their weapons out on enemies.
  • Mad Scientist
  • More Dakka: Their Persec weapon series.
  • One-Hit Kill: The Cataclysm Cannon's energy sphere will disintegrate anything within, have extreme amounts of energy confined in a sphere. If the enemy somehow absorbs all this energy, the black hole will suck them completely dry until they fizzle out.
  • Recursive Ammo: Leaping Fire.
  • Screw This, I'm Outta Here!: Will run away if there aren't any other units to protect them.
  • Shout-Out: Their Persec weapon is based off the Metal Storm weapon.
  • Sphere of Destruction: Cataclysm Cannon, which first creates a sphere of energy more than 10x as powerful as a nuke, then turns into a massive void hole that sucks copious amounts of energy and entities in.
  • Spread Shot: Leaping Fire is of the Exploding Shot variety, triggered when it hits the ground.
  • Unrealistic Black Hole: Justified by the Cataclysm Cannon through reality-bending science.
  • Weaksauce Weakness: Any armor with enough Damage Reduction will render their deadly Persec useless.
  • Weapon of Choice:
    • Parsec, which fires out a massive flurry of shots per second
    • Leaping Fire, which fires an energy ball that skips along the ground, homes in on opponents, and splits per contact with the ground.
    • Cross Corridor, which fires out two diverging streams of orbs that form laser traps, and more.
    • Cataclysm Cannon, which fires out a shot that first explodes into a high-intensity Sphere of Destruction, then collapses onto itself into a miniature Void Hole.
  • Yin-Yang Bomb: The Cataclysm Cannon uses the Power of Pure Energy as well as the Power of the Void.


"Why do you hurt us so... Join us..."
Organic, sentient beings who join the Enforcer army eventually suffer this horrifying fate. They are turned into once-human super-soldiers by the Enforcer leader, and serve him in gathering others to join his cause!
  • The Virus: Can convert other organic beings into one of their kind.

Nuclear Nightmare

A Defiance ordnance unit, this horror has two powers. The first (Nuclear) is exploding in a huge radius and erasing everything within from existence. The second is being a Memetic hazard (Nightmare)- once you see 'em, they'll appear in your dreams to chase you down and blow you up.


"Pain... is pleasure! Pleasure... is pain!"
A strange BlackTech unit that gains pleasure from pain, and pain from pleasure. Most victims do not realize its weakness until it is too late.


A security unit that both the Enforcers and Defiance use to defend their power plants.


A sabotage unit that the Enforcers deploy against tech-using foes. Enforcer equivalent of the Cracket.


A sabotage unit that the Defiance deploy against tech-using foes. Defiance equivalent of the Cicradar.


"Target acquired. Commencing life extraction"
Part benign Black Virus, part nanomachine, this insidious WEAPON of the Defiance takes the form of a mosquito... or a swarm of them.
  • Big Creepy-Crawlies: In its "combined" form, it's a giant mosquito.
  • Flies Equals Evil: IC and his team know that something is wrong when a lot of small mosquitoes start appearing in the area. Then, GIANT MOSQUITO.
  • Kill It with Fire: Fire is one of its three weaknesses, which can easily burn the main "body" and the swarm.
  • Life Drain/Mana Drain: Being based on a mosquito, it can use its needle(s) to drain the life and energy of enemies... and also give them a nasty virus.
  • Making a Splash: Uses water-based attacks. It can also heal itself by diving into the nanomachine liquid around it.
  • NameTron: Mosquito+tron.
  • Nanomachines: Is made of them, each of which is infected with a benign Black virus.
  • No-Sell: Normally, most nanomachine enemies are easily destroyed by Tech Disruptors which short them out. However, Mosquitron is immune as it's part Black Virus... and since said Disruptors are made from the same virus, it doesn't affect other Black Virus-based enemies.
  • One to Million to One: Can split apart into many mosquitoes and reform itself.
  • Tempting Fate: Normally, the Enforcers and Defiance avoid using nanomachines because they can be infected with the Black Virus which will multiply rapidly inside them. But when many of their plans get destroyed by the Resistance, they make a being which is exactly that. The Virus may be a benign one, but not for long...
  • The Worm That Walks: Is actually made up of smaller nanobot mosquitoes.

Dune Dragon

A massive Defiance sand carrier.


A Defiance Weapon larger than a small city. Used in city-burning and destruction.

Lumber Jack

A Defiance robot who cuts down forests. Wields a giant axe.

Hammer Jack

A Defiance construction worker that uses a jackhammer to attack.

Knife Jack

A Defiance Terror unit, who targets and kills innocents to spread the terror brought by the Defiance.


An Enforcer Mecha that takes on the form of a praying mantis. Its septic scythes can produce deadly, fast-acting bacteria and viruses, hence the name.


Enforcer unit from the Domain of Energy. Like its name suggests, it's a vaguely humanoid being made of plasma.

Justice Arms

Enforcer Fighter unit with light-based abilities. Also an experimental unit in testing out Ki Attacks.
  • The Cape: It acts like a lawful hero-sort of character.
  • Fighter, Mage, Thief: The fighter. The other two enemies you encounter with it are the mage and thief.
  • Shout-Out: With the other two enemies you fight along with it, the Avarice and the Savant, it's like the Fighting type in the Fighting-Dark-Psychic triangle in Pokémon.


Enforcer assassin unit. Unlike most BlackTech units that tend to work with each other, this one does not.
  • Fighter, Mage, Thief: The thief. The other two enemies you encounter with it are the mage and fighter.
  • Shout-Out: With the other two enemies you fight along with it, the Justice Arms and the Savant, it's like the Dark type in the Fighting-Dark-Psychic triangle in Pokemon.
    • Also, their weapon-stealing move is called "Knock Off".


Experimental Enforcer Psionic unit. Has a variety of Psychic Powers, most notable Fire, Ice, Lightning.

Big Wreckzor

A large, hulking Defiance unit with a very short temper. His armor is made of Nigh-invulnerable Omni-proof.
  • Nigh Invulnerable: He's made of Omni-Proof.
  • Off with His Head!: How he is defeated conventionally.
  • One-Hit Kill: He will grab the nearest enemy and crush them for ludicrous damage (over 99999999999999999999). It's best you insult from afar.
  • Outside-the-Box Tactic: Any Drill weapon will destroy him in seconds, as they can penetrate Omni-Proof.
  • Puzzle Boss: To defeat him, you have to make him angry to the point where he literally blows his head off, thus defeating him.
  • Turns Red: Literally, as he gets more and more pissed!
  • Unstoppable Rage: Always ticked off at something.


Enforcer dinosaur unit with a large energy buzz saw on its back. One of Dyno Myte's troops.


Defiance Pterosaur unit capable of both high and low altitude flight, and hovering in place. Surprisingly durable for an air unit, it tends to stay low to the ground and unleash a missile storm.


Enforcer war unit with the Elemental Powers of Earth, Fire, Wind and Water. Thankfully, no Heart.


Enforcer Unit that provides electrical and nuclear power.


Enforcer unit primarily used in dispatching supernatural troops, due to their Anti-Magic abilities.

Mage Hunter

"Do you have magic powers? Are you a girl? If you answered yes to both, then DIE WITCH!!!"
The Defiance counterpart to the Valiants, making up most of their Anti-Magic division and sent to take care of troublesome users of the supernatural arts. Unlike Valiants, they do not possess an Anti-Magic field, but they're completely invulnerable to supernatural damage. They have an intense dislike for mages, espers, ki practicioners. Extremely despised for their extreme misogynism.
  • Anti-Magic: They take next to no damage from magical, psionic or ki-based attacks.
  • Berserk Button: Both females and magic users, especially female magic users. Just being informed of a Magical Girl, White Magician Girl, Black Magician Girl or Lady of Black Magic is enough to make them go into a rage.
  • Burn the Witch!: Quite a number of them (including their leader) have the ability to fire burning stakes, invoking this trope. They also have a Finishing move where they impale a magic user on a burning stake.
  • Cold Sniper: Most of their gunner classes are these. And cold hearted they are, killing magic users without any mercy.
  • Crippling Overspecialization: They can't handle technological units well, as they are specialized to destroy supernatural ones.
  • He-Man Woman Hater: All of them have an intense dislike for females, magic users, and especially female magic users. In-game, they have a passive ability named "Misogyny" that allows them to do 4x damage to female characters. It's revealed that their hatred stemmed from either their humiliation from or envy towards female Gifted.
  • Impaled with Extreme Prejudice: A number of them use a huge flaming stake, which they use to impale and burn female magic users with. Some of them also carry weapons that fire flaming stakes.
  • Kick Them While They Are Down: One of their scare tactics is to beat down a female magic user to an inch of their life until they're downed, then stomp on them before sniping them in the head point-blank.
  • No-Sell: Besides being immune to supernatural moves, they are also immune to physical attacks.
  • One-Hit Kill: Against most female magic users, their sniper shots deal 12x damage... enough to overkill most female Gifted.
  • Sniper Rifle: Most of the gunner units' weapons of choice are these.
  • Spear Counterpart: There's a female Defiance unit that hates tech-users, Does Not Like Men, and deals 4x damage to male characters via their ability "Misandry".
  • Was Once a Man: Soldiers forcefully converted into Defiance Meta.
  • Who's Laughing Now?: An event prior to the story had Gifted face an army of tech-using humans. The humans are quickly incapacitated and humiliated by the female Gifted. The next time we see them, they're now misogynistic witch hunters immune to magic, and manage to kill a number of Gifted.
  • The Witch Hunter: All of them. Their weapons are even made to deal 3x damage to magical beings and magic users.
  • Wooden Stake: Can fire these out at high speed. Burning ones.
  • Would Hit a Girl: And would gladly even prefer to do so.
  • Would Hurt a Child: It doesn't matter what age a person is, as long as they're magical, they're fair game for these.
  • Weapon of X-Slaying: Their weapons do huge damage to magic users. It also deals extra damage to female targets. Against female mages/espers/ki-users, it deals enough damage to kill them.

Spectrum Warrior

Enforcer units with complete immunity to ALL elemental attacks, but are weak to Non-Elemental damage. They also have elemental attacks at their disposal.
  • Elemental Powers: They can use any of the 8 elements in their attacks.
  • Glass Cannon: They have average speed and die easily to Non-Elemental damage, but their elemental attacks give them good damage output.
  • Kryptonite Is Everywhere: Having complete immunity to ALL elemental attacks with a weakness to only Non-Elemental damage sounds like an awesome ability. It's a pity that most weapons in the game deal Non-Elemental damage, including the default weapons.
  • Mage Killer: Especially good at killing Elemental Powers users, and one of their main jobs. However, spells like Magic Missile put them down very quickly. And spells like Ultima just wipes out a huge bunch of them.
  • No-Sell: Any attack that isn't Non-Elemental will not put a scratch on them. Due to this, they're also immune to elemental status (such as burn or freeze). Physical attacks also don't hurt them thanks to being intangible.
  • Power Glows: When using an elemental attack, the part that fires the attack will glow with a color corresponding to their element.
  • Shout-Out: They're named after the video game Full Spectrum Warrior.
  • Weaksauce Weakness: They're vulnerable to Non-Elemental damage, which is the most common element among the Meta weapons.

Sword of Earth

Defiance warrior unit who has the ability to become completely invulnerable to any kind of harm... as long as its sword is pointing downwards.
  • Sword Plant: They become invincible as long as they're doing this.
  • Tactical Suicide Mook: When they attack with a sword swing, they hold the blade at their side, negating their invulnerability.
  • Weaksauce Weakness: As long as its blade isn't pointing downwards, it's vulnerable.

Blade of Sky

Enforcer warrior unit who has the ability to become completely invulnerable to any kind of harm... as long as its sword is pointing upwards.


A Defiance fish Meta that spends its time in a pocket dimension of its own. They normally look like a fin poking through a mobile portal on the ground, until prey gets near...

Stealth Shark

An Enforcer BlackTech shark Meta with stealth capability.

Meme Cat

Cat-like Defiance units that are a dangerous infohazard. For each entity that knows about their existence, they collectively become stronger.


"We don't exist."
Enforcer troops who have the ability to remove themselves from others' reality. Thankfully, their trick fails on Metas.


An Enforcer unit with two chainsaws that can tear apart the fabric of reality. Used for infiltration across Space-time.
  • BFS: BFC's, actually.
  • Chainsaw Good
  • Degraded Boss: They become normal enemies later on. Thankfully, you get Omni-proof weapons required to break the armor and hurt it easily.
  • Desperation Attack: Saw Dancer, where it performs a dance/spin attack of sorts with its two instant-kill chainsaws. While moving towards you.
  • Early-Bird Boss: The first time you face it, you don't have Omni-proof weapons and thus you can't kill it the normal way.
  • Elite Mook: As regular enemies later on.
  • Hoist by His Own Petard: The first fight against it. You need to wait for it to get pissed and throw its chainsaws at you, then grab one and saw him in half with it.
  • Nigh Invulnerable: Its body and chainsaws are made of Omni-proof.
  • One-Hit Kill: If the chainsaw's Omni-proof blades don't rend you, their reality-rending abilities will.

Intergalactic Tachyon Cannon

An Enforcer cannon that fires deadly instant-hit shots to take care of those who oppose the Enforcers. This wouldn't be a problem if not for the fact that it attacks from the neighbouring galaxy cluster.

     Final Mission: End of the Enforcers 

Enforcer Royal Guard

"We serve the Leader. All enemies of the Leader will be terminated."
Elite Enforcer troopers that directly serve the Enforcer Leader himself. These have superb armor and deflector shields, as well as supreme fighting skills.


A last-resort unit of the Enforcers. When all else fails, these fast, deadly are sent in to delete opponents in one attack.

BlackTech Elite

"This is the end."
Elite BlackTech units. These are extremely fast and can assassinate units in a flash.

Inter-Dimensional Sniper

"One Shot, One Kill!"
The top-tier Enforcer Sniper units. ID Snipers lurk in an alternate dimension, and lock onto a victim outside it. Once they do, it's seconds before the victim is erased... Only three known ways to survive them exist- enter a BlackTech stealth field to hide your presence, temporarily phase out of reality itself, or wear a scanner overloader to destroy them instead.
  • Always Accurate Attack: Its attack always hits. No matter where the opponent is or how fast they're moving, it will hit. This is partially due to their manipulation of causality.
  • Crosshair Aware: If you see their distinct crosshair on you, you're seconds away from certain death unless you move into a BlackTech stealth field or temporarily remove your presence from reality.
  • Hoist by His Own Petard: Any character with a Scanner Overloader will cause their targeting attack to backfire and destroy the ID Sniper instead.
  • Mighty Glacier: Despite having one of the most lethal attacks of all meta, they take a long time to charge it. As such one can easily enter a BlackTech stealth field to shake them off.
  • No Saving Throw: Bypasses ALL forms of immunities and resistances to damage, and instakills no matter what.
  • One-Hit Kill: Their attack removes victims from reality. With no way to save against it.
  • Reality Warper: They manipulate causality. They use it to erase a target without fail when they pull the trigger.
  • Story-Breaker Power: It's an attack that never misses, bypasses any form of protection, and instakills the opponent without any chance of the target's regenerating. And it's used by a mere mook.
  • There Is No Kill Like Overkill: They deal an infinite amount of damage in one attack.
  • True Sight: They have it, and it allows them to focus on their target without getting distracted by false images. The only two ways to shake it off are to hide within BlackTech stealth fields or completely remove your presence from reality.
  • Unblockable Attack: Their attack bypasses any form of defense with No Saving Throw.

Weapon Lord

"Need a weapon?"
Enforcer units that provide their allies with weapons. Including those that are galaxy-busting.

Bladeon MKII

Enforcer Juggernaut

"You think you can hurt me with that? Try harder."
Elite Enforcer troopers. Their definition of existence... differs from most. Once they've been hit a million times, they fall.
  • No-Sell: Any attacks that cause status effects, or moves that can trap them.
  • One-Hit Kill: Their punches are existence-erasing. Thankfully, if you have a forcefield, it destroys the forcefield and leaves you unharmed.
  • Scratch Damage: The only thing you will be dealing to them, in fact.
  • Super Speed: They travel at normal speed when you are within a field that bestows Super Speed on your units.
  • Super Toughness: Each time they get hit, they only take ONE point of damage. Nuke going off? 50-digit damage attack? A blow that cleaves a planet into two? ONE damage dealt.

Grid Warrior

"Elemental weakness spotted- changing tactics"
An Enforcer unit that was made for exterminating malicious metas and programs in Cyberspace. Now it is used to exterminate any Enforcer opposition.

Year 20000 Soldier (20k) (Picture here)

A soldier that has been trained for 20000 years, and never lost in a battle. Based on a very cheap character that Ironcommando made for M.U.G.E.N.

  • Glass Cannon: Their damage output compared to their damage absorption is downright ridiculous. (They do have very good defense, but only a piss-weak 20k hp where other enemies of the same level have millions.)
  • Flawed Prototype: The fully mechanical prototype codenamed "Ultima" is very powerful and a doomsday device in itself, but these 20k units are much stronger and tougher than it, and their Nucleon Cannon decimates galaxies instead of planets.
  • Having a Blast: Creates random explosions around their targeting crosshair. Can also shoot a homing "trail" of explosions.
  • Homing Projectile: Their regular attack shoots out blue homing squares that seek targets.
  • Intangible Man: Can become intangible while dashing. Do not let them touch you when they do so, it stuns you and causes lasers to rain on you after that. Or even worse, they may pull off a Diagonal Cut.
  • No-Sell: Attacks against their legs are ineffective, like in MUGEN.
  • One-Hit Kill: 20k Cannon, if it can blow up an entire galaxy, it'll probably do the same to you. This does (10 to the power of 20k) damage to anything hit by it!
    • They also have a move called "Terminate", this one erases a victim from existance. Get out of their crosshair should it turn large and stop homing in on you!
  • Outside-the-Box Tactic: I.C. can cut off their cannon arm if he times his attack right, which removes much of the threat they pose.
  • Person of Mass Destruction: Their 20k Cannon is able to destroy an entire galaxy.
  • Photoprotoneutron Torpedo: Nucleon Cannon.
  • Power at a Price: These guys have been training outside Metaspace for 20000 years. This makes them super-resistance to all kinds of damage, but at the cost of their own hp- they only have a meagre 20000 hp, as compared to the millions that the regular mooks in the area would have.
  • Robo Speak
  • Signature Move: 20k Cannon.
  • Super Speed: They travel at normal speed when you are within a field that bestows Super Speed on your units.
  • Super Toughness: Can take more damage than a galaxy.
  • Teleport Spam
  • There Is No Kill Like Overkill: Like his MUGEN inspiration.
  • Tron Lines: Not only do they have them, they can also summon damaging ones out of nowhere.
  • Turns Red
  • Wave Motion Gun: They have the already-dangerous Nucleon Cannon, and their Signature Move 20k Cannon can destroy a galaxy. It's obviously a One-Hit Kill.
  • You Are Number Twenty-Thousand

God System

"Don't worry, nobody will harm you as long as I'm around."
A powerful Enforcer unit that gives complete invulnerability to all units around it.
  • God Mode: It bestows this to units around them. Thankfully, this buff disappears once the God System is dead.
  • Nigh-Invulnerability: Gives this to units around them. Those units can't be harmed whatsoever, unless said harm is removal of the invulnerability.
  • No-Self Buffs: It cannot get its own invulnerability buff, or from other God Systems.
  • Shoot the Medic First: Or else you'll be overwhelmed by invincible Demonic Spiders.
    • In-Game, Major Damage shows a chart on "Which enemy unit to delete first?" The God System is at the very top, followed by the Medics and Hackers.
  • Squishy Wizard: Compared to the other units around them.
  • Status Buff: And a very broken one at that.
  • Super Speed: They travel at normal speed when you are within a field that bestows Super Speed on your units.


One of the Enforcers' ultimate weapons, developed in secrecy. So secret that 4rx was unable to know anything about it despite being near- omniscient.


Enforcer elite units that are filled with heroic resolve. These are soldiers transformed into minions of the Enforcer Leader. Fought within the Enforcer Leader's true form.


"Humans" whose souls have been replaced with a powerful Meta. After the human is killed, their "soul" escapes as an extradimensional being that's hell-bent on taking its killer down. Fought within the Enforcer Leader's true form.


Strange slime-like metas that can multiply. These are actually societal outcasts transformed into minions of the Enforcer Leader. Fought within the Enforcer Leader's true form.

'Lith Carrier

This COLOSSAL Enforcer unit creates and carries strange monoliths on its back. These monoliths have the power to transform humans into brainwashed Enforcer Metas. Fought within the Enforcer Leader's true form.

  • Death from Above: Constantly spawns monoliths that drop on the battlefield.
  • Golem: Made of Enforcer monoliths.
  • The Monolith: Made of them. It also creates many of these.
  • Shout-Out: Its Monolith Storm is signified by a laser mark before a huge monoliths smash into the ground, like Ten Commandments from Metal Slug 3.
    • The second half of the battle has you Colossus Climb it and destroy markings on its body, like Shadow of the Colossus.
  • Super Toughness: Can take more damage than multiple galactic clusters.
  • Tron Lines: Has many on its body.


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