This will be my workplace for the organized list for the Arknights Enemy Index.
Columbian Units
Inmates (Introduced in Mansfield Break)
- Restraining Bolt: Their shackles act as a limiter representing the Imprisoned mechanic; if imprisoned they have a reduced attack speed, but if Freed (after a few attacks) they gain a boost in ATK or benefits depending on the prisoner. Using Imprisonment Devices is advised to stop them.
A common prisoner held in Mansfield Prison. The imprisonment collars worn by them and all their Mansfield cohorts initially cripple their attack speed, but will be disabled after they attack four times, nullifying the penalty and granting them a substantial ATK boost instead.
- The Goomba: As far as inmates go, they are the weakest of the ranks.
Mansfield inmates who wield haphazard bows to attack from range and prioritize destroying Imprisonment Devices. When their collars are disabled, their attacks additionally start to deal Arts damage.
- Improvised Weapon: The bows they wield is cobbled together, befitting their nature as inmates that require a know-how to survive in riots.
- Mage Marksman: Although their knowledge about Originium Arts is minimal, it is enough for them to channel it to deal Arts damage if Freed.
A Mansfield inmate who excels in fistfights. When their collars are disabled, they will additionally gain the ability to ignore a large portion of the target's DEF with their attacks.
- Good Old Fisticuffs: They fight like Brawlers, using their fist alongside their chains. Befitting as scrappy fighters in a maximum mobile prison.
A towering Mansfield inmate who uses improvised weapons taken from a storage room. When their collars are disabled, they will additionally gain RES and start regenerating health.
- Giant Mook: They have a burly and imposing build like other enemy Defenders.
- Heal Thyself: If Freed, they regenerate their HP over time until they are healed fully.
- Stone Wall: They boast a good HP, and are potentially unkillable once their HP regeneration kicks in (via being Freed) if an Imprisonment Device isn't used to restrain them (or if the Operators don't possess high damage).
A frail inmate that passively buffs the ASPD of all active enemies and gains increased DEF when imprisoned. While they uniquely cannot free themselves from their collars, if they are somehow freed, they'll start using long-ranged Arts attacks on two targets at once, prioritizing Imprisonment Devices.
- Harmless Enemy: While Imprisoned, they possess zero threat whatsoever. In-fact, because they cannot attack, they cannot release themselves at all without a Recidivist (or Jesselton) nearby.
- Let's Get Dangerous!: Once they are released, they will be able to attack two Operators. They will also prioritize Imprisonment Devices in an attempt to prevent them from restraining them.
A terrifying Mansfield inmate with an imposing criminal record and the constitution to match. When imprisoned, they gain additional DEF, but they will also free every imprisoned enemy on the map should they free themselves by attacking.
- The Dreaded: Their info states that they are feared by both inmates and prison guards alike to due their vicious nature. The info even states to avoid angering him at all costs.
- Giant Mook: They have a gigantic, towering, build and possess a high amount of HP, and a high ATK and DEF to match.
- Mook Lieutenant: Implied. If they are Freed for the first time (and only time), the rest of the prisoners will rally behind them and be unshackled. This is the only method to free a Caster Prisoner (who normally can't attack at all).
Rhine Lab staff and experiments (Introduced in Dorothy's Vision)
Members of Rhine Lab's Defense Section, charged with escort duty. Blocks the first instance of Physical or Arts damage they receive.
- Barrier Warrior: Technological version; they possess protective barriers around them that protect them from Physical or Arts damage, but they can only deflect it once before their shield breaks.
Members of Rhine Lab's Engineering Section, charged with equipment maintenance. Restores HP to inactive Power Armors.
- Combat Medic: They have a ranged Arts attack in addition to being able to repair inactive Power Armors.
- A.I. Is a Crapshoot: The Dors encountered by Silence, Astgenne, Greyy, and co. will indiscriminately attack anyone who isn't their creator.
- Grey Goo: They are blob-like beings of a material used in Dorothy's research.
- Puppeteer Parasite: Sort of. The 'Transmitter' reagent used to create them is a material researched for the potential of replacing a Power Armor pilot, which is shown in-game as them activating idle Power Armors when absorbed. The stronger variant the Dors is, the faster they can activate a Power Armor.
A set of power armor designed to function without a pilot.
- Achilles' Heel: As a Machina, they boast impressive DEF but low RES, making them vulnerable to Arts damage.
- Lightning Bruiser: It moves slightly faster than the other Power Armors, and, to compensate for its lack of weaponry, possess a relatively fast attack speed.
- Mecha-Mooks: They are completely autonomous.
A set of empty power armor armed with power fists capable of stunning enemies. Can be found sitting inactive in levels, but will become active when they gain enough SP from absorbing Dor enemies.
- Giant Mook: It is much taller and larger than the Experimental Power Armor.
- Ground Pound: They will punch the ground that leaves Operators stunned.
- Mighty Glacier: It is slow as molasses, but hits like a truck, possess even higher HP than the Experimental version, and is capable of stunning unfortunate Operators they can get their hands on.
A set of empty power armor equipped with rocket launchers, capable of attacking multiple enemies at once. Can be found sitting inactive in levels, but will become active when they gain enough SP from absorbing Dor enemies.
- Giant Mook: It is much taller and larger than the Experimental Power Armor.
- Macross Missile Massacre: They are armed with a missile launcher, and can target up to four Operators present.
- Mighty Glacier: Just as slow (and tough) as their R-31 counterparts, but it boasts some firepower in exchange.
Union Army (Introduced in Lone Trail)
- City Guards: The Union Army soldiers fought in Lone Trail are the reserve forces stationed in Trimounts.
- Technologically Advanced Foe: As the primary enemies for Lone Trail, they possess highly advanced tech (only behind Aegir) especially when compared to the other enemies faced before due to their connections with all of the tech companies within Columbia.
- Moveset Clone: For a Normal enemy, they are this to Agents as their attacks will reduce an Operator's block count by one. One major difference is that, when attacking an Operator on a Gravity Switch, the block count will be reduced to zero.
- Airborne Mook: Unlike the one-use jetpack used by Reunion, the Arc Commandos' jetpack is fully functional. This allows them to easily pass over Operators, similarly to a Dublinn Flying Soldier, and prevent melee Operators from attacking them.
- Energy Weapons: They come equipped with a handgun that fires direct-energy rounds, courtesy of the Project Horizon Arc.
- Achilles' Heel: Fast attacking Operators, their DEF and RES are impressive, but their effectiveness will be reduced if attacked. Operators with a significantly Low ATK Interval can easily break them like a biscuit.
- Flawed Prototype: Their experimental armor; it grants them powerful defenses, yes — however, their DEF will be reduced everytime they are attacked.
- Stone Wall: For a Normal enemy, they boast an extremely high DEF. So unless they are attacked repeatedly, they can tank through blows and allow their allies to pass through.
- Achilles' Heel: Being shifted. They can easily slay Operators thanks to their equipment, but whenever they are push or pulled, they take a good chunk of their health. Combine this with their weight, and anyone with the strongest shift can easily kill them outright.
- Flawed Prototype: Shared with the Arc Screenguards, but the most blatant. Their equipment is top-tier and wield an equally deadly sword, however they will take a good amount of damage whenever they are pushed or pulled.
- Laser Blade: Armed with a cutting-edge laser sword, that deals Arts damage, made with pure technology and science.
- Logical Weakness: Like most Machina, they take extra damage from Arts damage. However, they are notable as they possess zero RES, making Arts damage a serious problem for them.
- Mecha-Mooks: They are completely unmanned.
- Increasingly Lethal Enemy: Their lasers deal very low damage, to compensate, they can fire in all four cardinal directions. The closer they get the more damage Operators will take, and once they are closest it will deal full damage.
- No-Sell: They cannot be shifted, and they simply pass through even Defender Operators (unless their block count is four through certain abilities).
- Achilles' Heel: Continuously being attacked, shared with the Arc Screenguards. Their DEF is insanely high but damaging them will reduce its durability, and Operators with a significant low ATK interval can easily break their defense.
- Glowing Eyes of Doom: The "Traffic Tower" Pilots' eyes curiously glow once they are ejected from their armor, signifying their intent for an all-out-attack.
- Major Injury Underreaction: Despite the pilot being forcibly ejected (via through the wreckage) and clearly show signs of having damage to their uniforms and helmets, they don't seem to be particularly injured (as they start with full HP) and are capable of sprinting.
- Shed Armor, Gain Speed: Once their robotic suit of armor gets destroyed, their pilot will jump from its wreckage and will sprint towards the Protection Objective.
- The Sneaky Guy: The "Traffic Tower" pilots are invisible, and ranged Operators will not target them unless they are blocked or detected.
- Superior Successor: To Rhine Lab's Assault Power Armor; compared to the blocky build of the RL counterpart, VK's "Traffic Towers" possess a sleek, streamlined look, boasting arm-mounted cannons from the get-go, and an incredibly insane amount of DEF. The one thing that prevents it from completely trumping the Power Armor is that their DEF lowers whenever they take damage.
Davistown Gangsters {Introduced in Come Catastrophes or Wakes of Vultures)
- Cats Are Mean: Bar their Snipers, Thieves, and (possibly) Axemen, the majority of them are Felines and are hired by a corrupt banker to cause a lot of trouble.
- Crooks Are Better Armed: Don't dismiss them as bog-standard thugs, they possess experimental thermal equipment that can give even Blacksteel Operatives a headache.
- White Gangbangers: They represent the local gangs in Davistown, and all of them are caucasian in appearance.
A Feline gangster hired by a corrupt banker to cause trouble.
- Hot Blade: Their blades generate electricity and, once they enter an Overloaded state, will deal a moderate amount of damage.
- Malevolent Masked Men: They all wear bandanna's that cover their face, in order to conceal their identity once they start to cause a ruckus.
- Genius Bruiser. They possess a stout build and are well-educated, and part of their job is to provide a handwritten thermal amplifier reports to their employer.
- Hired Guns: The description refers to them as mercenaries, rather than gangsters.
- Manly Facial Hair: They are fully bearded and moustached, complimenting their stout build.
- Underground Monkey: They act as an equivalent to Reunion Wraiths and their related brethren, with the difference being that they possess a Thermal Amplifier that boosts their stats if Overloaded.
- Unfinished, Untested, Used Anyway: The thermal device that they carry are not actually field-tested to see if they are safe to use.
- Hot Blade: Their energy axes release a static, and (once they are Overloaded) are far more damaging than the blades wielded by Gangsters.
- Mighty Glacier: Slow as molasses but are surprisingly durable, and their axes can hurt really bad (especially if they are Overloaded, where they can make short work on even the sturdiest of 6-star Defenders).
Dublinn Units
County Hillock assailants (Introduced in Chapter 9)
Dublinn soldiers with outstanding camouflage skills that make them remain out of sight.
- Anti-Magic: They wear Arts-refracting masks that greatly increase their RES. The masks can be temporarily disabled by Silencing them.
- Blindfolded Vision: Their masks cover their eyes.
- Defector from Decadence: Ronan (Damian's cousin) tried to defect Dublinn, but was captured by their soldiers and handed over to their leader to be executed.
Creatures controlled by Dublinn forces.
- Anti-Magic: They wear Arts-refracting masks that greatly increase their RES. The masks can be temporarily disabled by Silencing them.
Crossbowmen of the Dublinn forces. Their weapons have traces of Columbian technical modifications.
- Anti-Magic: They wear Arts-refracting masks that greatly increase their RES. The masks can be temporarily disabled by Silencing them.
Casters of the Dublinn forces, responsible for making the refracting masks for their allies.
- Anti-Magic: In addition to most Casters having A-ranked RES or higher, they wear Arts-refracting masks that greatly increase their RES. They are responsible for creating these masks for the Dublinn forces to wear. The masks can be temporarily disabled by Silencing them.
- Anti-Magic: They wear Arts-refracting masks that greatly increase their RES, which is problematic since they can significantly buff their own DEF as well. The masks can be temporarily disabled by Silencing them.
- Zerg Rush: Fitting for soldiers who get stronger with the more of them in an area, their primary tactic is to advance in huge waves and pile up until they've stacked enough DEF to become Nigh-Invulnerable to physical damage.
- Achilles' Heel: Hitting them with something like a stun, sleep or freeze will crash them, turning them from a flying ranged unit to a relatively bog-standard melee unit that can be dispatched with ease. Furthermore, doing this above a Bottomless Pit will make them instantly fall to their deaths.
- Action Bomb: They will explode when killed, instantly detonating all other Flamerazers in the vicinity and also instantly collapsing all Ruined Columns in the blast. This can often cause huge chain reactions since Flamerazers often come in groups.
- Kill It with Fire: Wield flamethrowers that deal heavy damage from range and can cause accumulated burning damage.
- Draw Aggro: Operators will prioritize attacking these Guards over other enemies, a problem when they're paired with the Shadowblade who is more important to defeat quickly.
- Mighty Glacier: They boast large amounts of HP and DEF, have Refraction to significantly beef up their nonexistent RES, and hit very hard on top of further crippling Operator attack speed if a Shadowblade is nearby. Fortunately, they're rather slow.
- Glass Cannon: Downplayed as they still have a hefty amount of HP, but their DEF is unusually low and their RES is literally nonexistent. They make up for it with the sheer amount of Arts damage they can output at close range, especially if the Companion Guard is nearby to buff their attack speed.
- The Sneaky Guy: Cannot be hit until blocked or revealed.
- Kill It with Fire: Summon Purifying Flames which explode on contact with Operators, dealing heavy Arts and Burn damage.
- Mighty Glacier: They have very high HP, decent defenses, and deal colossal amounts of area damage over an extremely long range. However, they're incredibly slow and often take paths that have them wait in place for a while.
- Achilles' Heel: Collapsing a Ruined Column onto them is not only liable to kill them instantly through their sturdy defenses, but will also kill them permanently instead of letting them revive.
- Anti-Magic: They have the ability to refract Arts, giving them significant RES when not Silenced. Notably, they're the only Dublinn enemy so far that can do this without special equipment.
- Golem: Creations of rock and Originium Arts made by Mandragora.
Eblana and Duke of Wellington's forces (introduced in What The Firelight Casts)
- The Sneaky Guy: They become invisible when they are standing on a Reed tile.
- Our Zombies Are Different: They are long-dead Dublinn soldiers imbued with an ember made out of Eblana's Arts that continuously revive them when they fall in battle.
- True Sight: Reveals Camouflaged operators (whether by standing in Reeds or from their own kits) in range.
- Playing with Fire: These guys specialize in lighting Reeds on fire to damage your Operators as well as supporting their allies' special abilities.
- Taking You with Me: They explode upon death, dealing Arts damage and lighting any nearby Reed on fire.
- Our Zombies Are Different: Similar to the Flamechaser Soldier, these guys are dead bodies constantly revived by Eblana's Arts.
- Gathering Steam: After every 3 attacks, they unleash 5 consecutive slashes at the operator.
Durin Units
Zeruertza Civilians (introduced in Ideal City)
A Durin citizen drunk enough to think they are fighting some evil creature.
- Achilles' Heel: The Silence status effect disables their physical damage evasion, making them much easier to take down.
- Alcohol-Induced Idiocy: Their drunkenness makes them think you're an evil creature, hence their attack. It even extends to their mechanics; their paths are often winding, unfocused, and loop over themselves.
- Suspiciously Specific Denial: From the Alcohol Association Member's flavor text.A piss-drunk Durin. "I'm not drunk! Who said I was drunk? Was it you?!"
An amateur lifeguard that picked up boxing in lieu of their actual job.
- Achilles' Heel: Like the Alcohol Lover, their evasion is also disabled when Silenced.
- Drunken Boxing: Implied. Even if they're not actually drunk, their 100% dodge is similar to the one the Alcohol Lovers have.
- Irony: The Lakeside Lifeguard's flavor text indicates that despite their title as a lifeguard, they actually can't swim.
A Durin with an Arts Unit built into their sandcastle tool to protect their sandcastles.
- Disproportionate Retribution: In a sense. In an attempt to deter people from kicking up water in the lake and destroying their sandcastles, these Durins have taken to installing Arts Units into their tools - ones that fire Arts strong enough to actually hurt other people.
An automated serving cart that fell out of use. Gains ramping ATK every time they attack, but the buff is reset upon receiving status effects.
- Achilles' Heel: Negative status effects (stun, cold, freeze) immediately reset their ATK ramp up stacks. Immobilize effects will also prevent them from ramping up in the first place.
- Disproportionate Retribution: The Volleyball Spiking Cart's flavor text indicates that these carts were designed for the purpose of taking revenge on someone by spiking volleyballs at people to ruin their matches - given they can do this hard enough to kill operators (or at least knock them out), this likely counts.
- Gathering Steam: Much like the Nethersea Reefbreakers, these carts gain ramping up ATK every time they attack.
- Giant Mook: They are of the Durin's creations, a towering robot with an imposing appearance.
- No-Sell: Self-Driving Carts are stopped when they collide with them instead of passing through them like other Durin enemies.
- Oxymoronic Being: A surfing instructor that is unable to float in the water, and still rusts easily despite its anti-rust coating.
- Stone Wall: Take reduced physical and Arts damage if not blocked.
- Lightning Bruiser: These buggies are both fast and durable, and protects the enemies inside them from taking damage until they die.
- Irony: The Whiskey-Grade Waker-Upper was designed to sober up drunk people, but its targeting logic was tampered with and now it only targets sober people.
Independent Units
Rioters, Junkmen, and Loggers (Introduced in Chapters 0 to 8, or Grani and the Knights' Treasure)
Untrained troops that attack with crude weapons.
- The Goomba: In terms of enemy humanoid troops, they're among the easiest to defeat. Justified - they're barely trained (if at all) rabble with minimum equipment and support.
- Early-Installment Weirdness: Due to a lack of a proper 2D model for Bounty Hunters (prior to Hortus de Escapismo), Rioters are used to represent them in Grani and the Knights' Treasure.
- Molotov Cocktail: Cocktail Throwers are the earliest threat to your long-range units, being just under Crossbowmen in terms of effectiveness.
- Pipe Pain: Melee Rioters carry bent pipes as their weapon.
Mercenaries posing as drifters to disguise themselves. They use fierce attacks and are quite sturdy.
- Healing Factor: Possessed Junkmen and Veterans have the ability to regenerate HP over time, making them harder to kill. Their regen will be doubled if Mephisto is currently alive on the map.
- Hired Guns: The description states that they are mercenaries rather than full-time Reunion members, as such it is implied that they joined for the paycheck.
- Smash Mook: The first one a player will encounter. Junkmen possess high health and attack values, making them threatening to a defensive line lacking in Defenders or Guards.
- Wild Man: Invoked. Junkmen are mercenaries who wear ragged clothing to disguise themselves as drifters to avoid suspicion.
Unidentified axe-wielding combatants that have significant attack power and durability, albeit with low defense.
- Exactly What It Says on the Tin: Loggers wield lumber axes and wear logging equipment.
- Smash Mook: A step up over Junkmen, Loggers still retain their role as living battering rams against your operators.
Mercenary forces (introduced in Heart of Surging Flame and Code of Brawl)
- Hired Guns: The wiki states that they are mercenaries hired by various Terran faction (including Siesta for security work), sure enough, not only are they encountered in both Side Stories and Intermezzi, but the Authorized Casters and Shielded Guards can be found amongst the Sicilians in Code of Brawl (to compensate for the latter's lack of their own Casters and Defenders on their ranks).
- Anti-Magic: Their armor is designed to give them protection against Arts, which is evident considering they have 40 RES compared to a normal soldier's 0.
- Palette Swap: Of Reunion Soldiers, albeit packing higher overall stats.
- Tranquilizer Dart: Implied to be how they stun operators.
- Status Effects: Stun, on every third shot. Unlike the Defense Crushers, these guys don't even have the decency to get up close and stun your operators.
- Magic Knight: They're casters who just happen to favor melee combat.
- Status Effects: They can inflict a unique debuff that temporarily reduces the block count of any operators they strike by 1. This is especially annoying, as it allows them and other enemies to slip through your lines more easily, and renders single-block units all but pointless. Fortunately, it doesn't stack, but an Agent can permanently keep this active on whoever they're attacking.
- Hired Guns: Often hired by the Sicilians in Code of Brawl to compensate for the latter's lack of Casters and Defenders.
- Palette Swap: Of Light-Armored Soldiers, the only difference being their slightly lower ATK.
- Hired Guns: Befitting of their mercenary nature, they are often hired by various Terran groups. The Sicilians are the only faction without an Ergate on their ranks.
- Palette Swap: Of the garden variety Wraiths. Their only difference is that the Ergates have slightly more RES.
- Hired Guns: Alongside Shielded Guards and (rarely) Heavy Defender Type-N's, they are hired by Sicilians in Code of Brawl to help bolster their forces (and to compensate for the mafioso's lack of Casters and Defenders among their ranks).
- Palette Swap: Of Reunion Casters, albeit packing higher overall stats.
- Achilles' Heel: Inverted compared to most of the enemies similar to them. Despite their high health and colossal Arts resistance, their DEF is pitiful, with both the regular and leader variants having only 100 DEF (for reference, that's the same DEF as a basic Reunion Soldier).
- Anti-Magic: Their Arts resistance is already significant for a heavy unit, but their armor will generate an Arts shield to protect them further when they're blocked. Considering that they have 40 RES already, which increases to 80 (90 if it's a Leader), Arts damage often does little to nothing against them. Fortunately, their physical defense is extremely low.
- Mighty Glacier: Slow, tough, and capable of dealing huge damage. Unlike most of the Smash Mook variants the game has to offer, these guys are supremely resistant to Arts too, although their physical defense takes a huge hit as a result.
- Hired Guns: Of the mercenaries hired by the Sicilians in Code of Brawl, only a pair of them are bought to bolster their ranks. This makes them the rarest of the mercenary ranks fielded by the Sicilians (more Type-N's are encountered in other Side Stories, such as Ideal City and Twilight of Wolumonde).
- Palette Swap: Of the Reunion Heavy Defenders, albeit packing higher overall stats.
Kazdel Units
Reunion-affiliated Sarkaz mercenaries (Main story)
- The Big Guy: Compared to the other common Sarkaz ranks (first introduced in Darknights Memoir, or Children of Ursus in Global), all of the Reunion-aligned Sarkaz mercs seen are much taller and possess a larger build. Fittingly, this puts them in the Elite enemies category.
- Remember the New Guy?: Sarkaz mercenary Chainsmoke (a close friend of Big Bob and Mudrock) is mentioned in Rewinding Breeze having taken part in the Wolumonde uprising despite not having an actual onscreen appearance in Twilight of Wolumonde.
- You All Look Familiar: This enemy's artwork is reused by Garcin, Marco, and Chainsmoke.
- Chain Pain: They will use magic chains to stun operators for a lengthy period of time, dealing heavy damage and leaving them helpless.
- It Only Works Once: Each Sarkaz Caster can only use their Chain Pain ability once per operation. If it's wasted on a decoy unit, then the Caster will be reduced to just shooting at your operators with their staff, hence the use of Executor Specialists to bait them into using this move.
- Missing Secret: The Sarkaz Caster Leader is listed in the enemy index for DM-MO-1, but they curiously don't spawn in that map (which would've unlocked their entry in the Enemy Archive).
Independent Sarkaz mercenaries (introduced in Darknights' Memoir)
- Early-Bird Cameo: Due to Children of Ursus being pushed up ahead of Darknights' Memoirnote on Global servers, these guys ended up appearing much earlier than they're supposed to.
- Heroic Suicide: In "Rewinding Breeze", a severely injured member from Mudrock's squad kills himself rather than letting his leader cure him, as Mudrock was feeling too tired from overusing his Arts.
- You All Look Familiar: This enemy's artwork is reused by Pallas's unnamed Sarkaz bodyguard.
- Wouldn't Hurt a Child: In TW-8, one of them briefly holds Suzuran hostage, while mentioning if she was older, he would have sliced off her hand.
- Early-Bird Cameo: Due to Children of Ursus being pushed up ahead of Darknights' Memoirnote on Global servers, these guys ended up appearing much earlier than they're supposed to.
- Gathering Steam: Their common behavior involves running around the map to build up speed, which can translate into a very hard hitting first attack depending on how fast they were moving before colliding into an operator.
- Their damage formula depends on how quickly they were moving just before the impact. Every half second after spawning, a Sarkaz Lancer will get a 50% base speed buff, which stacks additively up to 25 times for a total of 1,250% movement speed, enough to cover about three and a half tiles (3.375) per second. This tile/s value is then multiplied by an impact damage of 600, with the Lancer's base ATK of 450 added in, resulting in a whopping 2,475 damage on first hit (Lancer Leaders simply deal more damage, at 800 impact and 3,200 total at max speed).
- Worse still, if they are moving in the flowing direction of an Originium Jetstream, their speed gets bumped up by a further 80%, resulting in an approximated 4,095 impact damage on a normal Sarkaz Lancer and up to 5900 on a Leader, a One-Hit Kill on all but the absolute beefiest operator, or those with innate Evasion. Thankfully, a Lancer's speed is reset if he's stunned or bound by an operator's attack, making Trapmaster Specialists and those with stun skills valuable when engaging them.
- Hoist by His Own Petard: Due to their acceleration mechanic, Sarkaz Lancers are extremely prone to throwing themselves off of cliffs into Bottomless Pits if they run directly at one, netting the player easy kills. There is a reason why putting Myrtle right in front of the lower blue base in DM-3 of Darknights Memoir is considered to be an Easy Level Trick, since with her block reduced to 0, the three Lancer Leaders will simply charge right off of the cliff and die.
- Last Chance Hit Point: Sentinels who haven't been triggered yet technically cannot be killed in one hit from full health, no matter how powerful your burst attack is. Their coding forces them to remain at 1 HP to plant the flag, which takes less than a second. While technically, they can be killed before this happens, the planting frame is much shorter than the minimum attack interval of your operators, and they ignore additional damage from a single instance (e.g. Mayer's Meeboos exploding around them), so you'll need to have at least two units hitting them one after another within the span of one second to get a "stealthy" kill. As such, unless you have impeccable timing and/or use units that deal on-deploy damage, there will be no way to prevent them from raising alarms.
- Non-Action Guy: They can't fight, but hitting them will cause them to buff enemies and will prompt those in a "standby" state to become actively aggressive.
- Support Party Member: They will increase the ATK and DEF of all enemy units on the map if provoked.
- Unusually Uninteresting Sight: Despite being scouts, Sarkaz Sentinels couldn't care less if you've placed an entire squad in front of them, as long as they aren't hit. Even then, they are coded to enter alarm mode when reduced to 99.9% base HP, and they have a starting health of 4,000, so if they are somehow hit by an attack that deals 39 or less damage after DEF calculation, they will just shrug and do nothing.
- Body Horror: Implied. Sarkaz Grudgebearers are actually severely infected by Oripathy, such that they can fire off magical attacks from their own flesh, but their condition also seems to cause them tremendous pain and physical damage, as they can be seen violently twitching in their Standby state and when aggravated.
- Cast From Life Span: The Arts that Grudgebearers cast are described as them expending their own life force to damage the enemy, perhaps in a frenzied attempt to take their targets with them. They aren't actually Cast from Hit Points in the actual levels themselves, however.
- The Power of Hate: Sarkaz Worldcursers are said to have crystallized their resentment into raw power to amplify their Arts.
- Person of Mass Destruction: Sarkaz Grudgebearers are noted to be so extremely ravaged by Oripathy, that they can fire devastating Arts from their own flesh instead of having to use conventional Arts units, such as staves.
- Savage Setpiece: Zig-Zagged. Shared with Bladeweavers, they start out on standby (making it risky to attack a Sentinel unless sufficiently prepared). They eventually start to go an attack if enough time passes.
- Armor-Piercing Attack: Arts damage are countered by Resistance instead of Defense, which many melee operators (especially Defenders) lack.
- Magic Knight: Their swords deal Arts damage.
- Savage Setpiece: Zig-Zagged. They start in standby mode, where they will not attack unless attacked first. This makes attacking a Sentinel risky, unless Doctors are prepared accordingly. They will eventually start to march on their own accord if enough timed has passed.
- Magic Knight: Only when buffed by an Originium Altar.
- Wolverine Claws: Sports a pair of these, which glow purple when infused with Arts.
- Splash Damage Abuse: Causes damage to all foes in a wide area around it.
- Weaksauce Weakness: Because they can't attack normally, and their Arts explosions exclusively harm friendly units, placing a roadblock on top of them will render them immobile and totally helpless.
Sarkaz Crimson Court and the Sanguinarch's creations (Introduced in Episode 10 and 13)
- All Your Base Are Belong to Us: They are part of the Kazdel army that occupies Londinium as part of Theresis' plan to annex Victoria as a vassal state of Kazdel.
- Body Horror: Several enemies are "blessed" with the blood of the Sanguinarch and have extra tentacles poking out of them.
- Hoist by His Own Petard: Enemies in chapter 10 and 13 are not immune to damage from Londinium artillery shots, which makes intentionally getting your operator hit by the artillery a viable way to kill these enemies - especially the Stone Wall reborn creations and the invisible engineering drones.
- Mook Maker: The various "heirbearer" enemies are carriers of the Sanguinarch's parasitic blood Arts, which animate their blood into a separate entity to continue fighting after they fall in battle. This is represented ingame as a Touch/Gift enemy spawning at the location a Heirbearer enemy (except the ASV) dies.
- Armored But Frail: As a "reborn creation", these enemies take only 10% of all incoming Physical and Arts damage. Their actual HP is very low to the point that they can be killed with a single shot of the Londinium defense artillery cannon, making grouping them up with a sacrificial unit to get a large crowd killed using cannon shots a legitimate strategy.
- Blob Monster: They look like white formless masa with red tentacles.
- Helpful Mook: Subverted. Increasing your Operator's Block capacity sounds good, but they still take a Block slot, so it's a net zero increase. More importantly, your Operator now becomes prime target for Londinium artillery shots.
- Armored But Frail: Much like the Touches, the Gifts also take only 10% incoming Physical and Arts damage. They can also be one-shotted by the artillery cannon.
- Body Horror: Their form is a set of Royal Court armor with bones sticking out of the face.
- The Power of Hate: Implied in their names and flavor text, and manifests ingame as an ATK gain proportional to the amount of reborn creations present on the field.
- Evil Counterpart: They are essentially the Sarkaz equivalent of Chain Caster operators.
- Life Drain: They deal Arts damage and heal themselves by a proportion of damage dealt.
- Hoist by Their Own Petard: Their attacks grant charge progress to the Londinium artillery cannon, which can be used to speed up their death if they are inside the blast radius.
- Living on Borrowed Time: These drones lose health over time and will eventually kill themselves.
Members of the Nachzehrer Army (Introduced in Episode 11)
- All Your Base Are Belong to Us: Much like the Crimson Court, these enemies are also occupying Londinium under orders of the Royal Court.
- The Corrupter: The enemies in chapter 11 introduce a new mechanic called "Corruption", which is an aura that deals Pure Damage Over Time to nearby player units.
- Mana Burn: Some enemies inflict Necrosis damage buildup, which drains the SP of affected operators in addition to causing damage over time.
- Action Bomb: They dive bomb the first operator in range and deal massive Physical damage to the target. This makes baiting them with Executor Specialists or Defenders a viable strategy.
- Combat Medic: They both deal Arts damage and restore the HP of any damaged Twigs That Crave.
- Gathering Steam: Enemies killed before the Rot Eater is released help reduce the stat reduction affecting the Rot Eater. A full power Rot Eater (released as the last units) have massively powerful stats that rival bosses, making it imperative to release them early so they dont chew through your defense line.
- Extreme Omnivore: Much like the Endspeaker from "Stultifera Navis", they eat the first operator that blocks them and the operator becomes unavailable until the Devourer is defeated.
Norport spies and followers of the Damazti (Introduced in Episode 12)
- Mysterious Employer: It is unknown who hired the various spies infiltrating Norport.
- The Sneaky Guy: The Spies disguise themselves as civilians to bypass the Sarkaz blockade around Norport, and some of them even become invisible after being identified.
- Spot the Imposter: The Spies must be identified by spending enough time in an operator's attack range before they can be attacked.
- Friendly Enemy: Although technically classified as an enemy, civilians do not pose any threat to operators and will increase the DP cap if identified, allowing the player to deploy DP intensive operators if enough civilians are identified.
- Shout-Out: To the Tyrants of Resident Evil, as individuals that turned themselves into powerful hulking monsters but losing their cognitive functions.
Kazimierz Units
Competitive knights set A (introduced in Maria Nearl)
Low-ranking knights of the Kazimierz Major.
- The Goomba: In stages set in Kazimierz competition, they are the first enemies faced with similarly low stats.
- Underground Monkey: They serve as a Kazimierz equivalent to Reunion Soldiers and Sicilians.
Infected wild creatures used to train the fighters of the Kazimierz arena. While they're rather weak, they have surprisingly high defenses for a fodder unit.
Kazimierzian knights who wield crossbows and wear experimental armor. Their prototype armor grants them a gigantic amount of DEF and RES when they first spawn, but this will expire quickly.
- King Mook: "Plastic" Szewczyk is both a relevant character in the plot and considerably stronger than even the Roar Knightclub Elites.
- Stone Wall: While their shield is up, they get an utterly ridiculous 3000 Defense and 95% Arts Resistance, which is more than the already-infamous Patriot. After their shield expires, they're complete pushovers.
Knights who focus on defensive equipment, packing high durability but a weakness to Arts.
- Palette Swap: Of Reunion Heavy Defenders, packing almost identical stats.
- Heavily Armored Mook: Much like their Heavy Defender cousins.
Brutish knights of Kazimierz who gain stacking damage and attack speed buffs with each of their allies that die on the field while they're active, up to a cap.
- King Mook: "Brassrust" Olmer Ingra is both a relevant character in the plot and considerably stronger than even the Bloodboil Knightclub Elites.
- Turns Red: For every enemy unit you kill while they're alive, they'll get +10% ATK and +5 ASPD. This stacks up to ten times, meaning killing lots of enemies before them can result in these enemies becoming a much bigger threat.
Knights who have high stats and wield ranged Arts. They can periodically halve the attack of the Operator with the highest ATK on the field, and will fully revive themselves when defeated for the first time.
- Back from the Dead: Will revive themselves once they're killed for the first time, being the first non-boss enemy to possess such an ability.
- King Mook: "Left-Hand" Tytus Topola is both a relevant character in the plot and considerably stronger than even the Bladehelm Knightclub Elites.
Corporate advertisement drones that appear during matches in the Kazimierz Major. While they're harmless optional to kill, defeating them grants the player anything from resources to a temporary power boost.
- Non-Action Guy: They are not designed to deal any damage to opposing operators, and don't deduct any lives if they get away.
- Support Party Member: Surprisingly enough, they are the only enemy unit to be this towards the player, by providing various boons to the player when defeated, from buffing the ASPD of all active operators to providing deployable objects for the player to use.
Competitive knights set B (introduced in Near Light)
Gloompincers that escaped the arenas and live in the city sewers. Their affinity for dark spaces gives them increased speed when in areas with no visibility.
Trainees of the Nova Knightclub led by the Candle Knight, who imitate her signature Arts. Can periodically charge up Glimmering Touch, which deals massive area damage at the cost of them becoming fully visible while charging.
- King Mook: Like the other Knightclub Trainee types of enemies and their respective named NPCs, The Candle Knight Viviana is this, although at her base level she's only different from the Nova Knightclub Elites in that her version of Glimmering Touch is more powerful.
- Light 'em Up: Their Glimmering Touch attack, hitting anyone in the target area with large Arts damage in a luminescent burst.
Competition knights who lack a Knightclub and are periodically found in a drunken daze in the backstreets. They spawn in dark regions and remain passive until they are lit up or enough time passes, upon which they will violently retaliate.
- Berserk Button: Shining a light on them (represented in-game as granting additional vision). They drink their problems away at an alley and rest but, if one were to shine a light on them, they will wake up and violently retaliate at the offender.
- Giant Mook: They are large and intimidating, and they can pose a threat to weaker Operators on the ground.
- Loophole Abuse: Any ranged Operator (such as Totter) with a detection ability can take pot-shots at them, without disturbing their rest.
Fans of the Nightmare Knight who began imitating his appearance and signature Arts abilities out of fascination. They're powerful melee warriors who can periodically cast Coalescing Fear, which targets all Operators who lack vision immediately behind them for heavy physical damage.
Armorless Union (introduced in Near Light)
Assassins of the Armorless Union who specialize in sneak attacks. Their ATK gradually increases the longer they spend in regions with no visibility, but will reset after they attack once.
- Power Glows: Whenever they are in an area with no visibility, their shortswords will glow orange and increases the damage potential of their ATK stat the more they remain in darkness.
A crossbow user hired by the Armorless Union who is adept at attacking from shadows. Their attacks deal Arts damage if they're in regions with no visibility.
- Abnormal Ammo: If they are in an area with no visibility, they'll switch their normal bolts with those that deal Arts damage.
Elite archers of the Armorless Union under the direct command of the Lazurites Roy and Monique respectively. Their deadly attacks can strike from nearly anywhere on the map, inflicting significant Corrosion damage and dealing bonus damage on every fourth shot. The Cleanup Squad members deal higher damage, but the Third Squad members attack faster.
- Elite Mook: Possessing better training and equipment compared to their Armorless rank-and-files and are personally under the command of the Lazurites, they are much more lethal and their aim with a bow is so precise that they can attack from anywhere.
- Poisoned Weapons: Implied by how they deal corrosion damage upon hitting their target, and if the meter goes to full, it will deal devastating damage to them. Wandering Medics are a must when dealing with them.
Laterano Units
Pathfinders Soldiers (introduced in Guide Ahead)
- Bottomless Magazines: Hostile 'Gelato Stops' will replenish their special ammunition indefinitely.
- Gratuitous Latin: The unit names are all in Latin, fitting with Laterano being a Fantasy Counterpart Culture of the Vatican.note
- Ragtag Bunch of Misfits: The Pathfinders are made up of outcasts from varying races, sharing the same belief that Andoain will lead them to salvation.
- Screw This, I'm Outta Here: Most of them leave Laterano upon Andoain's defeat at the conclusion of "Guide Ahead". The annihilation operation "Chocolate Street" is clearing out the few remnants that started a riot in Laterano.
- Well-Intentioned Extremist: Andoain's beliefs and the reason the Pathfinders are formed is this - to force Laterano to give aid to others outside of the country.
- The Goomba: Just like any starting opponents, they are much easier to deal with and lack notable abilities.
A Pathfinder Sankta rifleman. Carries one special ammo that doubles the damage of their next attack.
- Archaic Weapon for an Advanced Age: Firearm variation. The assault rifles they carry resemble an AK-47, specifically the one with a wooden stock and handguard, an outdated weapon of choice when most rifles of today employ synthetic stocks and handguards.
A Pathfinders Sarkaz caster. Carries one special ammo that makes their next attack apply Burn Damage buildup.
- Damage Over Time: If they are loaded with a special bullet, they can inflict burn on Operators. Wandering Medics can help remove the Burn status, making them recommended.
A Pathfinders Liberi heavy weapons specialist. Carries two shells that let them do splash damage against operators from long range.
A Pathfinders Sankta rifleman. Acts similar to the Sagittarius, but parachutes into the map instead of spawning from Incursion Points and prioritizes attacking 'Gelato Stops'.
- Jet Pack: They carry these and, similarly to a Reunion Airborne Soldier, can land on any tile that can surprise opponents.
- Shotguns Are Just Better: They favor shotguns as their weapon of choice, and they deal more damage compared to their rifle-toting brethren.
A Pathfinders Sankta soldier disguised as a regular dessert vendor. Spawns with three "Snack Carts" that they periodically launch at the Protection Objective.
- Mighty Glacier: Not particularly fast, but deal a lot of damage through a combination of their attacks and the Snack Carts that they launch.
- Mook Maker: Can dispense snack carts used for overwhelming any Operators standing in their way.
A concealed explosive device disguised as a harmless dessert cart. Explodes to deal Arts and Burn damage when blocked, and does extra damage to 'Gelato Stops'.
- Achilles' Heel: They don't explode if Silenced, making operators like Lappland and Jaye excellent at neutralizing their danger.
- Action Bomb: Their primary function, the moment an Operator blocks them, they explode and deal splash damage (and deal Burn damage).
An elite Pathfinders Sankta soldier. Carries special ammo that can prevent an operator from attacking and healing.
- Archaic Weapon for an Advanced Age: Firearm version. They carry a blunderbuss, an ancient firearm even by modern Terra's standards (especially when compared to the AKs wielded by Sagittarius').
- Bayonet Ya: They carry an axe-shaped bayonet attached to the bottom of their blunderbuss.
- King Mook: Oren Argiolas (aka Oren, Legatus) act as this for their normal counterparts, possessing increased stats and a shorter attack interval with his weapon.
- Shotguns Are Just Better: They carry a blunderbuss, a predecessor to a shotgun, and are even more devastating to Operators with low RES, especially when compared to a modern shotgun.
Bandits attacking the Sanctilaminium Ambrosii (introduced in Hortus de Escapismo)
- Bandit Clan: With the exception of the Gnawbeast and Vesperwing being animals living in the depths of the monastery, the other enemies are part of a bandit gang operating in the wastelands that has set their sights on the Sanctilaminium Ambrosii.
- Level Drain: These enemies introduce the DP steal mechanic, which hampers the player's ability to deploy Operators, close holes with timber and use Holy Statues to calm residents.
- Unseen No More: Downplayed. Though they technically debuted in Grani and the Knights' Treasure, the Bounty Hunters seen use the Rioter 2D model. After a three and a half year, they finally made a proper appearance in Hortus de Escapismo (complete with their own set of 2D models).
A large Infected rodent living in the monastery.
- Damage Over Time: Their attacks inflict the Bleed status effect which causes the Operator to lose health over time.
Infected bats living in the depths of the monastery.
- Damage Over Time: Similar to the Gnawbeast, their attacks also inflict the Bleed status effect.
Members of the bandit gang, originally pickpockets before they became bandits.
- Ambushing Enemy: They swing into the battlefield using ziplines instead of spawning from incursion points like other enemies, which can catch players off-guard.
- Field Power Effect: They reduce natural DP regeneration rate when present on the battlefield.
- The Sneaky Guy: Unlike the other bandits, they are invisible until blocked.
Members of the bandit gang, specializing in theft due to their lack of combat training.
- Ambushing Enemy: Similar to the Skulker, they can also spawn in via ziplines.
- Attack Its Weak Point: They prioritize attacking Holy Statues over operators, unless there is an operator in range with increased taunt level (i.e. Młynar).
- Long Ranged Attacker: They primarily throw knives at their foes when at a distance.
Members of the bandit gang equipped with heavy gear.
- Heal Thyself: They steal 3 DP and restore 5% of their health every second attack.
Bounty hunters equipped with automatic crossbows, they moonlight as bandits when there are no bounties to hunt.
- Attack Its Weak Point: Like Robbers, they also prioritize attacking Holy Statues.
- Herd-Hitting Attack: They fire a special arrow every third attack that explode in a cross shape and steals 1 DP for every Operator hit by the attack.
Bounty hunters armed with machetes and innate Originium Arts, they moonlight as bandits when there are no bounties to hunt.
- Field Power Effect: They reduce the max DP cap by 10 for each Disruptor when they are on the field, making their elimination a priority if the player wishes to deploy more expensive operators.
- Magic Knight: They use some innate Originium Arts in conjunction with their machete, causing their melee attacks to do Arts damage.
Civilians living in the Sanctilaminium Ambrosii.
- Escort Mission: Unlike the Ursus civilians from chapter 8, inhabitants cannot be attacked directly by enemies. Instead they have a panic meter that fills up over time with enemies in their proximity causing it to fill up faster, and when it's full they run in a preset path towards a Holy Statue on the map. In their panic they can run right into holes, forcing the player to babysit them.
Leithanien Units
Rioters & Mudrock's Squad (Introduced in Twilight of Wolumonde)
- Armor-Piercing Attack: Their Arts damage ignores DEF and targets RES instead.
- Magic Knight: Their swords deal Arts damage.
- Chain Pain: Different from the Sarkaz Casters in that instead of trying to bind and ensnare operators, they would use this to try and take control of Gramophones.
- Magic Staff: Wields one of these, both for ranged Arts attack and to take control of Gramophones.
- Action Bomb: Upon death, they will deal 200% Arts damage to the surrounding tiles, which can also take complete control of any Gramophones in range.
- Living on Borrowed Time: Their HP will slowly drain over time.
- Lightning Bruiser: As if their attacks don't hurt more than enough already, they will gain an increase in attack speed while their shield is active.
- Stone Wall: They are exorbitantly sturdy, with an A in HP, ATK, and DEF. Despite their RES being lower, that is alleviated by the fact that they have a shield which can protect them from Arts damage, and also happens to increase their HP and ASPD as well.
- Achilles' Heel: For all their power, they're extremely vulnerable to the Gramophone turrets found on most of their maps, since they deal Arts damage based on a percentage of the target's max HP - meaning that even with their staggering HP values, they'll die about as fast as any other enemy. Controlling the Gramophones is key to beating levels that they're on - but the problem arises when some of the harder stages don't give you any...
- Mighty Glacier: Colossi are ridiculously sturdy and they hit incredibly hard, often enough to One-Hit Kill all but the toughest Defenders, and even then only leaving them with a bare sliver of health left. The only silver lining is that these things are also slow as molasses, leaving them especially vulnerable to being pelted to death by the capturable Gramophone towers, and Slow-type Supporters can hamstring them even further.
- Stone Wall: Ones that are literally made out of stone. These Colossi are obscenely tough, boasting a S+ health rating and B-grade DEF and RES. While they can technically be dealt with using a lot of Arts damage, even the toughest operators constantly wailing on them with their skills would only do Scratch Damage at best. The proper procedure when facing these things is to wield Gramophone towers against them, which are very effective against them owing to their Percent Damage Attack.
Witch King Remnants (Introduced in Lingering Echoes)
- Musical Assassin: They carry a triangle to fire off Leithanien Originium Arts, which is casted through music.
- Achilles' Heel: They lose 1000 DEF and 50 RES when they are standing in a Realigned Flux line, making operator positioning crucial for defeating them.
- Herd-Hitting Attack: They attack 2 operators at once, and deal splash damage if their target is not connected to a Realigned Flux.
- Herd-Hitting Attack: Their attacks travel along the Realigned Flux, damaging all operators connected to that Flux for half the damage.
- Ambushing Enemy: They don't spawn from Incursion Points like normal enemies, but instead pop out of the ground at set points. This can catch players off guard.
- Deadly Gas: These slugs emit a poisonous fume that has a stronger effect on the Infected than the uninfected, though this is not seen in gameplay. Czerny coughs up blood after inhaling the fumes in "Lingering Echoes".
Lungmen & Siracusan Units
Sicilian Mafia & Lungmenites (Introduced in Code of Brawl)
- The Goomba: They serve a similar role to other weaker fodder, such as Infantry and Reunion Soldiers.
- Death of a Thousand Cuts: Each of their individual punches deal very little damage. The real danger is the sheer rate at which they land these hits on your operators, and with enough of them mobbing your units at once, not even dedicated tanks can survive without some serious Medic support.
- Evil Counterpart: Of Beehunter. In fact they share the same animation frames with her.
- Helpful Mook: With some high level strategy, these enemies can be abused by forcing them to attack Liskarm, who feeds SP to your operators when she gets hit. This is a very effective strategy on some harder stages, such as Contingency Contract.
- Rapid-Fire Fisticuffs: Imagine Beehunter but on the enemy side.
- Automatic Crossbows: They wield rapid-fire crossbows that even have drum clips.
- The Juggernaut: They have an imposing build, move fast, hit like a truck, and require a Defender to even block their advance. And even then, they allow other Mooks to slip past an Operator's defenses while dealing with a Defender. For reference, Bullies are comparable to a moving vehicle by virtue of their shields that double as a Power Fist (combined with their naturally imposing build).
- Batter Up!: They wield metal bats as weapons.
- Deflector Shields: They will enter combat with a sand barrier that gives them a massive amount of physical defense while active, but can be shattered after taking a certain amount of Arts damage.
- Mighty Glacier: While their shields are up, they're borderline immune to physical damage and can soak up Arts while hitting very hard in response, but aren't very fast. Once the shield goes down, this turns into Fragile Speedster, as their speed hugely increases at the cost of being extremely squishy without their barrier.
Famiglia members (introduced in Il Siracusano)
- Badass in a Nice Suit: They all wear suits to go with their mafioso image.
- Deadly Euphemism: The effect that occurs on a filled "Blood Ledger" gauge is called "Asset Liquidation", a.k.a. the famiglia is out for your head.
- Hypocrite: Even though the civilians are supposedly under their protection (which is why civilians cause the "Blood Debt" to go up by a big chunk when they die), several mooks can also attack civilians themselves and forcing the player to save them.
- The Mafia: These guys put the ones from "Code of Brawl" to shame.
- The Power of Hate: Killing certain famiglia members or civilians will result in "Blood Debt" being accumulated into the "Blood Ledger" gauge. When the gauge is full, all enemies on the field gain a buff and a Cleaner spawns, symbolizing the famiglia taking revenge on the one messing around with their members and civilians under their protection.
- Purple Is Powerful: Several units' special ability effects are purple.
- Devious Daggers: They wield small knives as personal weapons.
- Mage Marksman: They deal Arts damage when an "Asset Liquidation" is running.
- Would Not Shoot a Civilian: Inverted. They prioritize attacking Siracusan Civilians over player controlled units.
- Elite Mook: They have high base stats plus the bonuses they receive during "Asset Liquidation".
- Expy: The Famiglia Cleaner is a bald, pale, suit-wearing hitman with a prominent barcode motif, armed with a silver pistol (crossbow) and carrying a silver briefcase. He's a master of stealth and infiltration, being literally invisible to your Operators until blocked. He's an incredibly proficient killer, legendary in the underworld, with a name that everyone knows but only the bravest dare speak. In other words, he's the Terran Agent 47.
- Gathering Steam: If they are alive when a second "Asset Liquidation" starts, they will gain even more stats over the ones from the first Liquidation that spawned them. If not killed for too long and gain multiple buff stacks, Cleaners can easily slaughter their way through the player's defense lineup.
- Lightning Bruiser: They walk fast, shoot fast, and their shots will hurt - being able to one shot high ground operators with lower DEF.
- Optional Boss: These guys don't appear in the enemy roster by default, but only spawn when the "Blood Ledger" gauge hits maximum. They will still deduct life seals if allowed into a Protection Objective, however.
- The Sneaky Guy: They are invisible until blocked.
- Would Not Shoot a Civilian: Inverted much like the Crossbowmen, Cleaners will target civilians over player operators.
- The Big Guy: They serve as this to the famiglia.
- Draw Aggro: Operators will prioritize attacking them over other enemies.
- Martial Pacifist: Their description surprisingly paints them as this, valuing one's skill in the Siracusan language over raw violence.
- Stone Wall: They have good HP and DEF, though their low RES makes them vulnerable to Arts damage.
- In the Hood: They wear hoods instead of the top hats seen on other members.
- Flunky Boss: If they are defeated when blocked, they leave behind 3 Famiglia Soldiers that continue on the Limo's path.
- Magic Knight: They emit noxious smoke that deals Arts damage as their melee attack.
- This Banana is Armed: Their weapon is concealed inside their cigar.
- Escort Mission: Players are encouraged to keep them alive since they will reduce "Blood Debt" when alive on the field.
- Video Game Cruelty Punishment: They do not deduct Life Seals when killed unlike Ursus Civilians. However, their death increases the "Blood Debt" by a huge amount, which can be potentially game-ending if a Cleaner chews through the player's defenses.
Reunion Units
Standard Reunion Forces (Introduced in Chapters 0 to 5, or Grani and the Knights' Treasure)
Infected wild slugs, often controlled by Reunion casters for use as cannon fodder.
- The Goomba: By far the weakest Reunion units a Doctor will face. They are most common in early maps, gradually giving way to more threatening units.
- Zerg Rush: The only way they can threaten a well-prepared defensive line is to attack with numbers.
Special Originium Slugs that can secrete highly corrosive fluids. Their attacks inflict a permanent, stacking DEF debuff on operators they hit.
- Acid Attack: Acid Originium Slugs are capable of reducing an operator's defense with their attacks. They are deceptively destructive, as the DEF reduction is permanent, stacks infinitely, and lasts until the operator is removed from battle, either by being eliminated or manually retreated. If an afflicted operator is left alone, they will suffer said penalty until the end of a level.
- Zerg Rush: Like their weaker brethren, they rely on numbers to overwhelm foes.
Originium Slugs that absorbed dangerous amounts of Originium into their bodies and became unstable. They explode violently upon death, dealing massive splash damage.
- Action Bomb: Infused Originium Slugs detonate upon death, dealing large amounts of physical damage in an area. Other enemies unfortunately receive Friendly Fireproof treatment from them.
- Call a Smeerp a "Rabbit": Infused Originium Slugs are obviously arachnids and not "slugs", no matter which way you slice it.
- Kill It with Ice: The Glacial variant of the Infused Originium Slug applies the Frost effect on top of the explosion damage they would normally deal. Operators who survive are slowed, and may be frozen solid if too many Frost stacks are applied to them. These things are deceptively and frighteningly dangerous if they're allowed to get near your units, since most if not all of the new enemies introduced alongside them in Chapter 6 will deal significantly higher damage to operators that are frozen.
Fast creatures that are controlled by Reunion casters and equipped with surveillance gear.
- Elemental Rock-Paper-Scissors: Frostfangs and Razorfrosts deal 50% bonus damage to frozen targets.
- Fragile Speedster: They move extremely quickly, but are easily taken down by any sort of damage.
- Glass Cannon: Hounds deal relatively high damage for their size, especially the Yeti Squad variants when attacking frozen operators. However they aren't durable themselves, and unless buffed by event/challenge modifiers, they should not be too hard to kill.
- Zerg Rush: Hounds are a step up from Originium Slugs, and they also come in sizable groups that will pose a significant threat to operators who cannot thin them out quickly enough.
Basic Reunion soldiers with illegally obtained gear.
- Defector from Decadence: Galles, along with Yila and Boone, defected Reunion to join the Rusthammer organization after the Chernobog Incident.
- Freudian Excuse: The Reunion Solder named Ivan explains to Misha that Chernobogians under Ursus treated the Infected worse than lifestock, which lead to the death of his family. To him, the destruction of Chernobog is too light of a punishment.
- The Goomba: The baseline Soldiers are the second weakest of the Reunion ranks, and just as easily handled. They also lack a red-colored variant compared to even a bog-standard Rioter.
- Healing Factor: Possessed Soldiers and Leaders have the ability to regenerate HP over time, making them harder to kill. Their regen will be doubled if Mephisto is currently alive on the map.
- Jet Pack: Airborne Soldiers have the ability to suddenly land anywhere on the field, and can be a pain when they land directly on top of operators, such as in CE-4: Prisoner Transfer Escort where they can land on top of Medics and Casters before moving on to wreck havoc on your frontline in conjunction with the Heavy Defender Leaders in that same mission. The one saving grace is that because the jet packs they use are disposable, they cannot just jump around the map.
- Luckily, My Shield Will Protect Me: Shielded Soldiers carry shields that grant them DEF, but are weak against Arts.
- Machete Mayhem: They wield machete-like swords.
- Nominal Importance: There's one named (yet still masked) Reunion Soldier in the main story thus far - the guy whom Misha had a conversation with in Operation 3-2 is namedropped as Ivan, telling her the backstory of how he ended up fighting for Reunion Movement's cause.
- Underground Monkey: In Chapter 5, we are introduced to Spec Ops Soldiers, which are Reunion Soldiers possessing better equipment and higher ATK and HP. As a trade-off, they possess even low DEF than standard Soldiers.
- Elemental Rock-Paper-Scissors: Yeti Snipers and Leaders deal 50% bonus damage to frozen units.
- Glass Cannon: They deal a lot of damage with their crossbows, but can't take much in return.
- Pistol-Whipping: If blocked, they will resort to whacking operators with the butt of their crossbows.
Reunion soldiers that use the Originium from their infection to cast Arts attacks, dealing ranged damage that ignores defense.
- An Ice Person: Every third attack from a Yeti Caster will chill a target, halving their attack speed. If they are chilled again, they will be frozen solid instead.
- Anti-Magic: Casters have fairly high RES, making it difficult to take them out with your own casters. You're encouraged to attack them using physical fighters instead.
- Area of Effect: Senior Casters utilize complex Arts that can hit multiple operators at once.
- Chunky Updraft: Senior Casters are surrounded by floating originium stones, which they use as means of attack.
- Defector from Decadence: Yila, along with Galles and Boone, defected Reunion to join the Rusthammer organization after the Chernobog Incident.
- Kung Fu-Proof Mook: Like crossbowmen, invisible variants of them cannot be targeted by ranged attacks.
- Red Eyes, Take Warning: Senior Caster Leaders have glowing red eyes, and have dangerously potent AoE attacks.
- Squishy Wizard: About as tough as a basic Soldier, but the Arts damage they do is harder to resist than physical damage. It's often subverted with higher-level Caster variants - which have significant amounts of HP - and especially by Ursus Armored Casters, which also have surprisingly high defense.
Reunion soldiers that attack from extremely long range with mortar shells that deal area damage.
- Long-Range Fighter: They have an attack range of seven tiles, longer than that of any operators. Guerilla Mortars have a whopping 15-tile range, allowing them to hammer your defenses from the other end of the map, and frequently doing so from a safe corner you can't do anything about.
- Stuff Blowing Up: The shells they fire are packed with Originium-based explosives, dealing damage to an area around its point of impact.
Trained soldiers who use fast blade attacks to cause significant damage.
- Dual Wielding: A pair of straight-bladed swords held in Reverse Grip, contrasting the curved blades of their regular cousins.
- Exactly What It Says on the Tin: They're Reunion soldiers who wield a pair of swords.
- From Camouflage to Criminal: Their description speculates that they came from mutinous military units or police departments.
- Ninja Run: This is how they move towards your defensive line, with their arms held back and head tilted forwards.
Reunion troops using better equipment gained through illegal means.
- Stone Wall: Although their ATK stat isn't impressive, their HP and DEF stat are slightly higher than standard Shielded Soldiers, owing to their use of better equipment.
Heavily armored and trained Reunion soldiers with massive shields. Their sturdy defense makes them highly resistant to physical damage, although the same can't be said about Arts.
- Achilles' Heel: One of the first of many examples of a bulky unit with huge DEF and no RES, making them borderline impervious to physical damage (especially considering the units you should have when they first appear), but very weak to Arts. These guys should be your first lesson in using Arts to take out armored units.
- Boss in Mook Clothing: Heavy Defender Lieutenants, identifiable by their darker armor and Glowing Eyes of Doom, are an extremely rare Heavy Defender variant (until Crimson Solitaire, only one ever appeared in the game, on GT-HX-3) with monumentally higher stats than even the Leader variants. Their HP, ATK, and DEF values are massive and surpass even that of most boss enemiesnote , although they share their lesser brethren's Achilles' Heel to Arts damage and lack the special abilities most bosses have.
- Elite Mook: They're listed as such and, as one of the first encountered Elite enemies, preparedness is a must when dealing with them.
- Giant Mook: Significantly larger than a typical Reunion soldier, possessing greater health, defenses, and attack power, but as slow as a snail.
- Healing Factor: Possessed Heavy Defenders will regenerate HP over time like their brethren, which can become a problem quick if you don't have Arts to overwhelm their defense.
- Heavily Armored Mook: The riot armor they wear offers incredible defense against physical attack, but not against Arts.
- I Shall Taunt You: Guerilla Shielders passively taunt allied units and force them to target them over any other enemies in range, which can prove problematic when they're protecting more dangerous attackers.
- Luckily, My Shield Will Protect Me: Besides being decked from head to toe in heavy armor, these guys also carry formidable tower shields for extra protection.
- Mighty Glacier: Slow as a snail, but their Shield Bash can deal more damage than a machete issued to a basic soldier, and possess considerable DEF thanks to both their shields and armor.
- Achilles' Heel: While their high defenses make them hard to kill normally, their light weight makes them vulnerable to being pulled or pushed into Bottomless Pits, which will instantly kill them.
- Call a Smeerp a "Rabbit": No matter which way you slice it, these things are definitely not "crabs". If anything, they look closer to some kind of arachnid covered in metal and originium flakes.
- Stone Wall: Their health, speed, and attack power aren't that great, but they have a high defense of B and an even higher resistance of S.
- Ambiguous Gender: They have an androgynous appearance, making it unclear whether they are male, a female (like Crownslayer), or a they.
- Sinister Shades: They all sport shades that befits their role as stealthy soldiers.
- Stealthy Mook: Lurkers cannot be attacked normally unless they're no longer Invisible. This is most easily done by blocking them with a melee operator; however, some operators can remove their Invisibility without blocking them (Silver Ash and Tsukinogi), or can simply ignore them being Invisible in the first place (Totter).
Stealthy Reunion engineers who cannot be blocked by melee operators.
- Non-Action Guy: Wraiths are unable to directly damage your operators in any way. Justified - they're completely unarmed engineers, and their role is to infiltrate enemy lines and perform sabotage on support equipment.
- Stealthy Mook: Different from Invisible Crossbowmen/Casters and Lurkers, Wraiths can be attacked normally, but they ignore blocking melee operators. A single Wraith can very easily slip by while your operators are busy engaging other threats in the battlefield.
Aerial drones remotely controlled by Reunion casters. As aerial units, they can't be blocked, and can also only be targeted by ranged attacks. Some are unarmed, while others have mounted firearms that give them ranged attacks.
- Attack Drone: Gun-armed drones controlled by Reunion casters using long-range Arts receiver. They represent the basic aerial threat that can only be taken down with ranged attacks.
- Boss in Mook Clothing: The Raptor is an elite drone that shows up once in a blue moon, and when it does appear it's usually by itself. While it's incredibly slow-moving, it packs hugely powerful minigun attacks that can punch holes into most units (especially ranged ones) and a gigantic amount of HP that rivals that of most bosses. Fortunately, their defenses are low, but expect to focus a lot of your effort into taking it down.
- Deathbringer the Adorable: Despite the name, the Mk I variant completely lacks any sort of attack, making them harmless to your operators.
An unmanned drone with the ability to significantly boost the defense of nearby allies.
- Non-Action Guy: It has no offensive capabilities whatsoever.
- Support Party Member: Boosts the defense of nearby enemy units by 300, significantly increasing their survivability.
Reunion engineers that can reveal all nearby invisible operators.
- Non-Action Guy: Defied. They are completely unarmed like Wraiths, and also specialize in electronics like them. But they are capable of defending themselves by kicking at any foes that block them.
- True Sight: The devices mounted on their backs are able to reveal invisible operators in their vicinity.
- BFS: Their katana are big enough to qualify as an ōdachi.
- Book Ends: The original Contingency Contract Beta in the Area 59 Ruins had Hateful Avengers as arguably the most dangerous threats, giving them their now-legendary reputation. Come the twelfth and final season of Contingency Contract, Operation Basepoint, the permanent map not only serves as a homage to CC Beta's, but features both regular Hateful Avengers and a special boss variant who is explicitly one of the survivors of the first battle in the Area 59 Ruins after training and returning for revenge.
- Breakout Character: Started out as an Elite Mook, their Hateful variants got an infamy as they boast a huge ATK power upon reaching 50% of their HP, capable of seriously wounding (or even outright insta-killing) even the toughest of Operators. Once the Hateful Avengers' popularity grew, thanks to Red's introduction, it introduced a boss version simply called "Hateful Avenger" (with quotes) which is not only a very powerful version of the Hateful variant, but also posses a lot of benefits as described below. This Avenger also has his own 2D model, completely distinct and separate from their Hateful versions encountered on missions.
- Flaming Sword: Avengers' enraged state is indicated by their katanas bursting into flame, indicating that things are about to get a lot hairier. A device on the scabbard serves as the ignition mechanism, as seen on the Contingency Contract trailer.
- Final Boss: A very beefed up boss version of the Hateful Avenger (down to being simply called "Hateful Avenger" with quotes) caps off the original Contingency Contract mode with its closure in Season 12; on top of their trademark Turns Red functionality that made them infamous being buffed up to boss levels, he also becomes an absurd Lightning Bruiser who can rush down defenders with his newfound Dash Attack. As the stage boss, he has his own array of buffs he can get on top of his stat inflation, such as invincibility periods, his rage mode making him even stronger while giving him massive Damage Reduction, and even the ability to shrug off statuses, on top of having CC's only optional colored risk in Vengeance: Flame and Steel which gives him his full arsenal and ridiculously inflated stats. With only a few buffs, he can tank nearly everything thrown at him during his rush towards the objective, and if he's brought down, he has an Auto-Revive in stock that fills him back up to half, leaving his buffs active and almost ensuring an instant wipe should he reach the objective without proper planning. Essentially, he brings to mind the number one reason why players feared his normal part in the first place.
- Katanas Are Just Better: Avengers are equipped with these, and they make deadly use of them.
- Turns Red:
- Avengers are deceptively strong. While their starting damage is laughable, they receive a massive ATK buff at less than 50% HP (+100% for a normal one, +180% for the Hateful version). Being careless around them will result in your Defenders melting terrifyingly quickly if the fight drags on. They're the number one reason for wipes for beginners on the second Annihilation map and high-risk runs of Contingency Contract Beta and Blade, especially the red Hateful ones.
- Certain Contingency Contract modifiers can have them turn red earlier at a higher HP threshold, up to starting in this state as soon as they spawn.
Reunion soldiers that can infuse their swords with Originium Arts, allowing their slashes to deal Arts damage.
- Armor-Piercing Attack: Arts damage are countered by Resistance instead of Defense, which many melee operators (especially Defenders) lack.
- BFS: The swords they wield is longer than they are tall.
- Magic Knight: They're capable of infusing Arts into their swords.
Reunion soldiers who use their wrist-mounted shield blades to deliver rapid, hard-hitting strikes.
- Blade Below the Shoulder: They wield a pair of bladed gauntlets to enhance their martial arts strikes. They also double as shields, justifying their slightly higher defense.
- Rapid-Fire Fisticuffs: Downplayed. Their punches are nowhere near as fast as Beehunter's, but they still hit harder and more often than typical Reunion soldiers, and they have pretty decent C-ranked DEF.
Unidentified combatants wielding huge axes, capable of dealing severe damage while taking just as much in return.
- Giant Mook: They are considerably larger than their brethren, and this large girth (and strength) enables them to wield a large axe.
- Our Slashers Are Different: According to the description, their outfit (and build) and their combat-style reminds people of slasher movie villains that they watched. It's also for this reason that their nicknamed "Butchers".
- Smash Mook: Like Loggers and Junkmen, Butchers exist to pound your melee operators to dust and tank huge amounts of damage in the process.
Unidentified combatants armed with huge axes and heavy armor. While they are very slow, they can inflict massive damage with each strike, and their armor gives them very high defenses.
- Giant Mook: Just like Loggers and Butchers, they have a gigantic and burly build that gives them an intimidating look. They also possess enough strength to lug all those heavy equipment around.
- Gas Mask Mooks: They wear a rebreather that is connected to the tank mounted in their back.
- Mighty Glacier: Their HP and ATK (A and A+ respectively) are higher than the Defenders. And while they are a little squishier than Defenders (their DEF is B), Armed Militants have a RES of B, which is significantly higher than Defenders' D-ranked RES.
- Smash Mook: Essentially Butchers with proper protective equipment, which affords them greater defenses. Their battlefield role is more or less the same.
Well-trained Reunion soldiers who use their incredible speed and decent attack power to spearhead assaults.
- Elite Mook: Despite being categorized otherwise, they are much dangerous compared to even their Spec Ops variants and are capable of easily overwhelming unprepared Operators, especially in numbers.
- Lightning Bruiser: These guys are fast, tough, and hit surprisingly hard for their size, made worse by their tendency to come in groups.
- Zerg Rush: Their fighting tactics seem to be bumrushing your line of defense and tearing it down with brute force. Failing that, they'll just tear it down with sheer numbers, if your damage output isn't strong enough to wear them down while they're being blocked by your ground operators.
Special drones that carry warheads, which they will launch to cause massive area damage to operators. Once they've launched their bomb, they will significantly speed up due to the lightened load.
- It Only Works Once: They are only equipped with a single bomb and nothing else.
- Fragile Speedster: They become this once their attack has been used up, making it slightly easier for them to make a break for the blue base. The Oneiros variant does not have this trait.
- Stuff Blowing Up: When an operator is within range, the Bombtail will launch its explosive charge, dealing massive AoE physical damage to the target area.
Enemy drones armed with special weapons that allow them to launch long-ranged Arts attacks, while giving them potent Arts resistance in the process.
- Anti-Magic: Their weapon modules give them significant Arts protection, making them significantly resistant to magical damage.
- Armor-Piercing Attack: The purple lasers they fire deal Arts damage, targeting an operator's RES instead of DEF, making them more lethal and dangerous than their regular Monster counterparts.
- Mighty Glacier: Due to trading some of their flight modules for a bigger weapon module, Arts Master A2 drones are significantly slower than their A1 counterparts but have much higher stats, particularly range, HP, and ATK. Due to them taking a while to kill while doing enough Arts damage to handily kill many ranged operators in a few hits at most, A2 Drones are one of the most common reasons for losses in Annihilation 3.
Unmanned, unarmed drones that have heavy armor and a device that severely lowers the temperature around them, significantly slowing down the attack speed of operators nearby.
- An Ice Person: It reduces the temperature around itself, halving the attack speed of operators and severely hampering their damage output.
- Non-Action Guy: It is not armed with any damage dealing equipment.
- One-Steve Limit: Averted. The guitarist of Alive Until Sunset and the Specialist Operator of Team Rainbow are also named Frost.
- Stone Wall: They are quite sturdy, having a B rank in HP, DEF, and RES. Killing them is also problematic, due to their aforementioned attack speed slow.
Reunion elites clad in heavy blast suits and wielding huge sledgehammers, capable of sustaining and dealing huge damage. Every third hit of theirs will stun the target operator.
- Achilles' Heel: Despite their disturbingly high health, attack power, and defense, they have zero RES, making them highly vulnerable to Arts damage.
- Heavily Armored Mook: They all wear a blast suit from head-to-toe, that grants them even more protection than the already armored Heavy Defenders.
- Mighty Glacier: With 10,000 HP, 1,000 ATK, and 1,000 DEF, Defense Crushers hit like trucks and take a while to kill. Fortunately, they're slow as hell, and their heavy armor doesn't offer them any Arts resistance.
- Smash Mook: Their sledgehammers hit very hard, made worse that they can inflict stun on a third hit.
Possessed Soldiers who've had their infection forcibly accelerated to the point that they've descended into primal madness, and have developed extreme aggression as a result. They have extremely high stats, but gradually lose HP over time.
- Defector from Decadence: Boone, along with Galles and Yila, defected Reunion to join the Rusthammer organization after the Chernobog Incident.
- Lightning Bruiser: Fast, extremely bulky, and will handily dismantle most defenders in 2-3 hits. Most strategies usually involve bursting them down with ranged damage and hamstringing them with crowd control while letting them kill themselves with their self-damage.
- Living on Borrowed Time: They will lose HP over time; given long enough, this is fully capable of killing them.
Possessed Soldiers who have gotten their infection forcibly accelerated to the point that they've descended into primal madness, to an extent where they will tear Originium shards off their bodies to throw at enemies. They have very high stats and constant ranged attacks, but will lose HP over time.
- Living on Borrowed Time: They will lose HP over time. Due to their behavior, sometimes allowing them to drop dead naturally is an optimal way of eliminating them, apart from certain challenge mode conditions.
- Throwing Your Sword Always Works: They hurl Originium crystals at operators when within range; notably, unlike other ranged enemy units they remain stationary while attacking, keeping them out of reach of melee attacks.
Reunion elites clad in heavy blast suits and wielding huge Originium sledgehammers. They use explosive strikes that deal severe damage in an area around their target.
- Achilles' Heel: Just like their Defense Crusher cousins, they have no Arts resistance whatsoever.
- Early-Bird Cameo: Due to Children of Ursus being pushed up ahead of Darknights' Memoirnote on Global servers, these guys ended up appearing much earlier than they're supposed to.
- Mighty Glacier: Demolitionists have slightly less DEF than the Crushers, but compensate with higher HP and much stronger ATK, which is further boosted by their splash damage capabilities. However, like the Crushers they're also very slow to move and attack, although they're fittingly capable of far higher damage output.
- Splash Damage Abuse: Their attacks deal damage to their primary target and any targets on the four cardinal tiles beside them. Considering that even the regular Demolitionists have a whopping 1700 ATK (almost double that of a normal Defense Crusher), a hit from a Demolitionist is going to hurt for everyone in the area, although the splash damage to the secondary targets is only 50% of their ATK. Most importantly, however, their splash damage can hit operators up on the high ground, so plan carefully where you're placing your Medics and other ranged units.
Yeti Squadron (introduced in Chapter 06)
- An Ice Person: Not a person per se, but they release a burst of ice elements upon death, dealing Cold on nearby Operators.
- Harmless Freezing: Zig-Zagged. They inflict Frozen once the Cold meter goes to full, and while Frozen Operators don't take damage from being encased in ice; this makes them a danger to Yeti Operatives that deal extra damage to them.
Standard soldiers from the Yeti Squadron specializing in artic warfare.
- Elemental Rock-Paper-Scissors: They deal 50% bonus damage to frozen targets, making them a danger if they are paired with a Glacial Slug.
- Underground Monkey: They are Reunion Soldiers with better stats, and deal double damage against Frozen Operators and Icecleavers.
Yeti Squadron elite soldiers who wield long katanas. They have high stats and can deal massive damage to frozen operators.
- Elemental Rock-Paper-Scissors: They deal a whopping 250% bonus damage to frozen targets - 300% if it's a leader. Combined with their naturally high ATK, they can usually kill frozen units in 1-2 hits.
- Katanas Are Just Better: Like the Avengers before them, they wield katanas and are skilled with using them.
- Mighty Glacier: They have very high HP, surprisingly good mixed defenses, and can hit for severe damage, but aren't very fast.
- Death from Above: Just like Bombtails, they will drop their payload on Operators beneath them, dealing AoE Arts damage and inflict Cold on them.
- Discard and Draw: Subverted. Once they dropped their payload, their movement speed will be identical to how they carry their bombs.
- It Only Works Once: Like the Bombtail, they only carry a single cryo bomb. Once dropped, they will be left defenseless.
Patriot's Guerillas (introduced in Chapter 07)
[[folder:General]]- Badass Army: Being trained under Patriot and the Shieldguards, they serve as a formidable fighting force within Reunion. Their military training means that they technically serve as a formal military force of Reunion.
- Defector from Decadence: A good number of them were ex-Ursus Imperial Shieldguards who joined Patriot out of loyalty, after he started an insurgency. They have swore on their goal of protecting the infected.
Basic Guerilla soldiers armed with a combat axe.
- Status Buff: Upon being Inspired by Patriot or a Herald, they gain an extra movement speed.
- Underground Monkey: They are essentially Reunion Soldiers in proper combat gear, and swaps their machete with an axe. However, years of military training makes them superior to the rank-and-file fodder, and an added benefit of gaining movement speed once they are Inspired.
Guerilla soldiers armed with a sniper crossbow.
- Cold Sniper: The crossbows they wield is as long as the one Fartooth wields, complete with a sniping scope.
- Multishot: Once inspired, they are capable of firing two bolts at two separate Operators.
Special forces deployed by Patriot. While their combat ability is poor, they will passively provide a stacking ATK/DEF buff to all foes on the map while activating the special abilities of most Guerrilla units.
- Palette Swap: Of the Reunion Technical Scout. They sport the same general moveset and aura-based abilities, but whereas Tech Scouts offer the enemy team True Sight, Heralds provide a Status Buff to every non-Herald unit on the map instead.
- Support Party Member: While they can't fight very well, their global buffing abilities make them a priority target to take out whenever they appear.
- Status Buff: Grants all enemies +10% ATK and +100 DEF as long as they're alive, which stacks additively if more than one is alive. They'll also activate the special abilities of most Guerrilla troops.
Elite Guerilla commandos under Patriot equipped with a single use jet pack.
- Elite Mooks: The description refers to them as being part of Patriot's elite fighting force. They are also stronger than Reunion's Airborne Soldiers, owing to their years of military training and sporting better armor.
- Jet Pack: They are equipped with a single use jetpack, enabling them to launch surprise attacks anywhere on the battlefield. Their name Siegebreaker comes from the fact that they are trained to break through a defensive line.
Patriot's elite defender that serve under him, sporting the best equipment owing to their status as ex-Ursus Imperial Army defenders.
- Draw Aggro: One of the things that make them dangerous, ranged Operators will be forced to target them, enabling enemies to slip past them while the rest are distracted.
- Elite Mooks: Sporting the best equipment during their time in the Ursus Empire prior to their defection, this makes them a very formidable opponent and superior stats compared to the other Defenders that Reunion members have fielded.
- Helpful Mook: On M8-6, 4 (allied) Guerilla Shielders are the only things standing between a massive horde of Enraged Posessed and a blue base. You need to go help them because they will get overwhelmed, and passing the level without letting any of them die is required to unlock a secret story node.
- Stone Wall: While their ATK stat is decent (B+), they all have an impressive DEF and RES (unlike the rest of the Reunion Defenders) this makes Arts damage no longer a viable option for taking them on.
A Sarkaz Guerilla warrior who supports Patriot, they don't take damage from Originium Altars and will benefit from them.
- The Berserker: The description notes that they don't understand Patriot's guerilla operations, instead preferring to fight head-on without much subtlety.
- No-Sell: As a Sarkaz, they are immune to a Pulse Wave emitted from Originium Altars.
- Power Glows: Once they in contact with a Pulse Wave, their eyes will glow red, and their claws will start to glow purple. Once that happens, they will deal Arts damage that can easily obliterate anyone with low RES.
Sargon Units
Tiacauh Tribe (introduced in Gavial the Great Chief Returns)
- Lizard Folk: They are Acahuallan tribesmen that bear an appearance to alligators.
- Status Buff: Whenever an Operator blocks them they receive a significant DEF boost, this makes them dangerous to non-Defender Operators that attempt to engage them in a fight.
- Weapons of Their Trade: Befitting their nature as tribesmen, they fight with a crudely built spear.
- Throwing Your Sword Always Works: They throw their spears as their ranged attack.
- Anti-Armor: Their attacks apply stacked DEF debuffs to their target, much like Acid Originium Slugs.
- Magic Staff: Not only can they fire ranged Arts attacks with it, but if they get blocked, they will resort to melee attacks with their staff, dealing quadruple physical damage to your operators.
- Chainsaw Good: Fights with dual buzzsaws.
- Draw Aggro: From whoever's blocking them.
- Duel Boss: Once they are blocked, they will only take damage from the blocking Operator, making it a 1v1 battle.
- Duel to the Death: What happens when you try to block one. The Brave/Champion will force the blocking operator into an 1v1, with both forced to attack each other.
Drudge's Mercenaries & Originiutants (Introduced in Originium Dust)
Human remains parasitized and reanimated by Originiutants. Divides into two Originiutant Excrescences on death.
- Our Zombies Are Different: They are the first (and only, until the introduction of Dublinn Flamecallers and Flamechaser Guards) true undead unit introduced, as the Possessed Soldiers and Junkmen are half-dead (but self-aware) people controlled through Mephisto's Arts.
Swift, omnivorous desert beasts trained by the Sargonians as hunting partners, they have become infected with Originiutants. Divides into two Originiutant Excrescences on death, or Tumors if it's an α variant.
- Bears Are Bad News: Its model appears to be based upon a bear, and it's infected with something that seems to be on the same threat level as the Seaborn from Under Tides.
Sargonian arachnids parasitized by Originiutants. Divides into three Originiutant Excrescences on death, or Tumors if it's an α variant.
- Big Creepy-Crawlies: Although they're actually unrelated to the more common Infused Originium Slugs.
A subspecies of Rock Spider native to Sargon with a bulky abdomen that stores energy, infected by Originiutants. A bulky ranged enemy that continuously spawns Originiutant Excrescences (Tumors if it's an α variant), and explodes into four of them upon death.
- Big Creepy-Crawlies: Even bigger and meaner than a regular Rock Spider.
- Mook Maker: Spits out an Originiutant Excrescence or Tumor every 5 seconds, which can build up quickly if multiple Giant Rock Spiders are active at once.
A heavily mutated Originium behemoth used as a living weapon. Although they are very slow, their exoskeletons give them ungodly resilience and devastating melee Arts attacks.
- Armored But Frail: These beasts have some of the highest mixed defenses in the entire game (comparable to Patriot of all things), which makes them take very little damage from just about everything. Once you look past that, however, their actual HP is surprisingly low, with even the strongest variant of them having less health than an ordinary Heavy Defender.
- Mighty Glacier: They're extremely resilient to all types of conventional damage, and deal massive amounts of Arts damage with each strike. To compensate, they attack very slowly and move even slower.
A camouflaged mercenary sniper who uses extraordinarily lethal attacks from anywhere on the map, but can only attack Operators exposed to a sandstorm.
- Achilles' Heel: Operators not caught in a sandstorm, if forced into a melee combat, they will only use a melee attack which only deal a small amount of damage.
- Cold Sniper: They are capable of sniping Operators caught in the sandstorm anywhere on the map. This, coupled with their high ATK stat, makes them extremely dangerous to an affected Operator.
- Elite Mook: Unusually for the infantry presented for Operation: Originium Dust, these enemies are always categorized as an Elite Enemy, making them the only enemy group to lack a Common Enemy representing the "Redmarks".
A mercenary saboteur who spawns a hologram to distract targets upon first taking damage; while the hologram is active, they'll gain negative targeting priority and immunity to blocking, letting them sneak past. They'll also get a significant amount of evasion if they're exposed to a sandstorm.
- Me's a Crowd: They can project a holographic copy of them if attacked for the first time, until the copy is destroyed, they can easily pass through a defensive line.
Twisted life-forms created by Levi Klitschko's experiments with radiation and Originium, capable of parasitizing others and mutating them. They do not count towards the enemy counter and only spawn from certain other enemies, but swarm en masse and still cause life loss if they escape; the stronger Tumor variant has an additional ability to massively lower the attack speed of any Operator blocking them.
- Zerg Rush: Their entire modus operandi; especially the Tumors, which can all but paralyze melee Operators.
Siesta Units
Little Black Sheep (introduced in So Long, Adele)
- Pieces of God: These are clones of Dolly that developed their own personalities, not unlike the Sui siblings. The finale of "So Long, Adele" reveals that their personalities are copies of people that Dolly deemed "interesting" during his long life.
- Killer Rabbit: Despite looking like cute pink-colored sheep, these guys are actually deadly and are just as capable in doing damage to your operators.
- Ridiculously Cute Critter: They are literally pink sheep.
- Sticky Fingers: Some of the familiars carry man-made items that they picked up off the street or looted from human shops, and Eyjafjalla spent a while in "So Long, Adele" chasing down one that stole random items from other people. Dolly even lampshades it early into the event.You're going to humiliate me. Don't tell people my clones are kleptomaniacs.
- Achilles' Heel: Disabling status effects (stun, frozen, sleep) will cause the Aviator to lose its Low-Altitude Hovering, becoming a ground unit that uses a melee attack when blocked. This also disables its ability to carry Hearty Heavies.
- Disney Death: Their path in some operations take them over bottomless pits, which can result in the Aviator and its potential Heavy passenger falling to their doom if it receives a disabling status effect while over the pit.
- Maybe Magic, Maybe Mundane: They are often mistaken for pink clouds by Siestans, leading to legends of pink clouds surrounding the volcano that were often dismissed as exaggerations.
- The Sneaky Guy: They are invisible until blocked.
- Big Eater: Is not picky with what it eats, to the point that it will sometimes eat the other familiars and then spit them back out as ammo for their attacks.
- Action Bomb: Blows up on the first time they attack, dealing Arts damage to whoever is unlucky enough to block them. And unlike some other enemies that also explode on death (i.e. infused Originium slugs), this cannot be stopped using Silence status effect.
- Flunky Boss: Spawns a 'Mischievous Rascal' and a 'Hearty Heavy' after death.
- Sticky Fingers: Both literally (cotton candy is sticky) and also figuratively from their flavor text.The main reason the Candy House grandpa is so angry is because they snatched his wig off too!
- Helpful Mook: If covered in Pure White Steam, they will heal your operators and leave behind more Pure White Steam. They will explode for Arts damage if covered in Carmine Steam, however.
Ursus Units
Ursus Imperial Army and civilians (Introduced in Chapter 8)
- Secret A.I. Moves: The ability to use ranged attacks, they only use it on allied units (friendly NPCs) and never on active Operators.
Harmless civilians that will attempt to flee to blue boxes for safety. Players must protect them, as letting a Civilian die will be counted as a life loss.
- Asshole Victim: Hard to shed a tear for them when they get massacred in JT8-1, considering what they did with the infected ones and being as unhelpful as possible in battle.
- Escort Mission: Their very presence creates one. Letting them die is equivalent to leaking an enemy, and considering that they're pretty suicidal in some levels...
- Man on Fire: In JT8-1, the first victim of Talulah's rampage is slowly burned alive. The rest of the Civilians at least get a quicker death.
A ruthless pack beast trained by the Ursus military.
- Underground Monkey: They are essentially Reunion Hounds that boast better stats, making them more threatening in numbers.
Vanguards from the Ursus Army in charge of hunting down infected civilians.
- 0% Approval Rating: Forget their enemies, the description of the Elite Patrol Captain says that they're generally despised by the soldiers and city officials of Ursus alike, despite their shared anti-Infected stance.
- Long-Range Fighter: They can target the Ursus Civilians and Talulah the Fighter using throwing knives.
- Non-Indicative Name: Despite the "captain" in their name, they are the most commonly encountered enemies in Chapter 8, making them more akin to specialized regular soldiers than those holding high ranking positions within the army.
- Sociopathic Soldier: Described as greedy and cold-blooded, the patrols don't give a crap about human life, as they constantly persecute and murder innocent infected villagers. This is even a part of gameplay, as all of the Ursus troops in Chapter 8 actively prioritize attacking civilians over Operators.
- Would Harm a Senior: They have no qualms about offing old people, as Ivan would find out later.
Ranged attackers for the Ursus Imperial Army, carrying a jet pack to launch surprise attacks.
- Straight for the Commander: Another of their priorities; they will target Talulah the Fighter and will prioritize her over active Operators.
- Underground Monkey: They function similarly to their Reunion counterparts, but carrying a crossbow instead of a melee weapon.
- Would Not Shoot a Civilian: Inverted. They will prioritize shooting at Ursus Civilians over Operators.
Casters that serve under the Ursus Imperial Army.
- Straight for the Commander: Another of their priorities; they will use their Arts on Talulah the Fighter and will prioritize her over active Operators.
- Squishy Wizard: Subverted. They are surprisingly durable thanks to the armor they're wearing (hence the name), giving them much more protection compared to the other casters.
- Would Not Shoot a Civilian: Inverted. They will prioritize using ranged Arts at Ursus Civilians over Operators.
Imperial soldiers trained to break enemy lines. They prioritize attacking civilians and can only be blocked by Operators with 2 block or higher.
- Elite Mook: Being stronger than the Captains, they count as two enemies when blocking—this makes them a threat to those with only one block as they simply pass through them.
- Long-Range Fighter: Like Captains, they will pull out a knife and use it on Ursus Civilians and Talulah the Fighter.
The heavy soldiers of the Ursus Imperial Army who can launch with harpoons at range and use a spiked tip at melee range. Their attack power will double once they drop below half health.
- Giant Mook: Of the Ursus Imperial Army, their imposing height and muscular build makes them suitable for taking on stronger Operators.
- Harpoon Gun: They carry a wrist-mounted harpoon launcher as their primary weapon. They only use it on allied units such as Talulah the Fighter and Ursus Civilians, otherwise they will simply stab blocking Operators with it.
- Mighty Glacier: Their movement speed isn't that fast, but they make up with high mixed bulk and strong attacks.
- Turns Red: Their attack doubles when below 50% HP. Considering that they hit hard to begin with, this is usually bad news if you can't kill them quickly after this point.
Heavily armored drones who don't attack manually but mark targets for Ursus artillery bombardment, calling in explosive airstrikes that deal severe area damage to their targets.
- Death from Above: Calls in artillery strikes from above to do massive splash damage.
- Mighty Glacier: They deal massive damage, have sturdy defenses, and pack massive amounts of HP, but they're extremely slow to compensate.
Great Yan Units
Ink Spirits (Introduced in Who is Real)
A fast-moving, ill-tempered Ink Spirit. Like all of their Ink Spirit brethren, they can exploit the Hui/Ming mechanic found in their event, dealing and taking bonus damage from Operators with the opposite attribute, and decreased damage from those with the same attribute.
A basic Ink Spirit with a curious, sociable personality.
A prideful Ink Spirit whose ranged attacks prioritize attacking Operators with the opposite attribute as itself.
A massive, sedentary Ink Spirit with equally massive bulk and the ability to draw Operator fire to itself.
A lively Ink Spirit with low stats, but the ability to explode into a powerful Arts explosion on death. If two Smarties with opposing attributes come into close proximity, they'll instantly detonate in an unfathomably powerful blast.
- Action Bomb: It will explode upon getting killed, dealing quadruple their ATK Arts damage in the surrounding tiles. If two opposing Smarties meet, the resulting explosion will deal anywhere between 1350% to 1650% of their ATK as Arts damage, which will almost certainly one-shot whatever is in range.
- Hoist by Their Own Petard: They can get themselves killed by their own carelessness if two "Smarties" with different Hui/Ming attributes get close to each other. Sadly, it won't be pretty if your operators get caught in the ensuing blast.
A reckless Ink Spirit with above-average stats and the ability to pass through any Operator without the same attribute as itself.
A frightening, neurotic Ink Spirit with powerful Arts attacks. They'll periodically charge up special attacks that deal heavy Arts damage and forcibly change the attribute of their target.
A hulking but dimwitted brute of an Ink Spirit that deals massive damage against Operators with the opposite attribute as itself.
- Dumb Muscle: Extremely powerful, but too stupid to make good decisions in combat.
The main boss of "Who is Real". It is the strongest familiar of Dusk, an enormous unforgiving Ink Spirit with a cold, arrogant, and domineering presence.
- Barrier Change Boss: Switches its attribute from Ming (white) to Hui (black) when it Turns Red, changing its strength and weakness to match.
- Deflector Shields: Its Break the Chains attack has him stop and protect himself with a barrier that absorbs a certain amount of damage. If you don't destroy the shield fast enough, it'll explode with enough damage to One-Hit Kill virtually anything caught in the blast. Not breaking the shield at all during its second battle is actually required for one of the event medals.
- Large and in Charge: The biggest of the Ink Spirits, and by far the most powerful.
- Later-Installment Weirdness: Free is the only "Public Affairs" event boss who is not represented with a cutscene sprite, nor with a CG image. Just like the Sarkaz Centurion, it's treated as just another foe more than a proper character, although it's far stronger.
- Turns Red: When it's first defeated, it'll fully restore his HP and empower all of its attacks, in addition to using its Weft and Warp ability and basic attack on two targets simultaneously.
Waregeists (Introduced in Invitation to Wine)
- Animate Inanimate Object: Waregeists are essentially collections of mundane objects (such as paperweights, picture frames, vases etc.) whose spirits have been awakened and driven to aggression by the spirit fragment of the Second Brother contained within the black goblet.
- Asteroids Monster: When defeated, each Waregeist spawns a number of Enchanted Objects that don't attack, can't be blocked, and require a certain number of hits to defeat, regardless of how powerful those individual hits are. This encourages strategies based around operators with high attack speed, attacks that hit multiple times at once, and damage-over-time effectsnote .
- It's Probably Nothing: In the early story segments of "Invitation to Wine," a number of characters spot Waregeists sneaking around before they begin to appear in significant numbers, but each time they dismiss it as a trick of the light, a fatigue-induced hallucination, or some manner of mundane animal. It's only when the things start to swarm that people really notice what they actually are.
- Zerg Rush: In-story, individual Waregeists aren't particularly powerful, but they appear in great numbers and don't stop coming. In-game, their nature as Asteroids Monsters means that if you're not careful, your defensive lines will get overrun by massive numbers of unblockable enemies that you can't kill fast enough to win.
A canine-like Waregeist made from wooden seals. Spawns 2 wooden seals when defeated.
A soldier Waregeist made from novel scrolls. Spawns 3 novel scrolls when defeated.
A Waregeist created from a mirror that resembles a bird. Taunts operators into attacking it, and spawns a mirror when defeated.
- I Shall Taunt You: It taunts operators into attacking it over other enemies by "revealing their inner secrets in their truest form".
A stone lion-shaped Waregeist created from a fusion of multiple paperweights. Spawns 15 wooden paperweights when defeated.
- Mighty Glacier: Not particularly fast moving, but they have good HP and DEF as well as high attack damage.
- Zerg Rush: Is the epitome of this among Waregeists as they spawn 15 paperweights on defeat that requires 2 hits each to kill, making AoE attacks more or less required to fully clean them up.
A Waregeist made from a tea set resembling a hermit crab with a teapot as its shell. Deals splash Arts damage on attack and explodes upon death to debuff nearby operators with slowed attack speed. Spawns 4 celadon teawares when defeated.
- Achilles' Heel: Similar to Infused Originium Slugs, Silence status effect prevents it from exploding on death.
A Waregeist created from a vase that appears as a dragon riding on the vase. Can inflict a debuff that causes operators to take increased Arts damage over time. Spawns a celadon vase when defeated.
- Achilles' Heel: Silence status effects prevents the Blueflower from using its debuffing attack as well as freezing the attack count, removing its main source of danger.
- Damage Over Time: After a few attacks, the Blueflower can launch a stronger attack (shown by the attack coming out of the vase instead of the dragon) that inflicts increasing Arts damage over time on the victim.
A Waregeist resembling a warrior made from bronze spearheads. Has four "Broken Blades" on spawn, which buffs its attack by 70% and consumes one "Broken Blade" per attack. Spawns spearheads based on the amount of remaining Broken Blades it has at the time of defeat.
A Waregeist made from a lampstand that resembles a bird statue. Periodically grants nearby enemies invisibility. Spawns a bronze lampstand on defeat.
- The Sneaky Guy: Not itself, but Clarity can produce a smokescreen that grants invisibility to nearby Waregeists.
Fragments of Sui's main body. Increases Sui-Xiang's max HP and reduces the charging time of its special ability when absorbed.
Shanhaizhong (introduced in Where Vernal Winds Will Never Blow)
Beasts created by Ya that serve as Its eyes and ears.
Ordinary members of Shanhaizhong with a complex past. Gain increased range when standing on Yumen Catastrophe Defenses.
Tacticians specialized in relaying orders via ciphers. Deploy a Shanhaizhong Cipher on the first unoccupied Yumen Catastrophe Defense tile that they pass through.
- Drone Deployer: They put down stationary ciphers that give a movement speed and ASPD buff to all enemy units on the field, making it imperative to either stop them from reaching Yumen Catastrophe Defense tiles or destroy the deployed ciphers.
- Malevolent Masked Men: Wear golden full-face masks that resemble animal skulls.
Large, burly Shanhaizhong members tasked with defense.
Leaders of the Shanhaizhong disguised as normal members. Is invisible until their first attack, and the strike that breaks invisibility deals double damage to the target.
Casters trained by the Feranmuts in Originium Arts. They can lock onto a target and channel to create a large burst of Arts damage, which also buffs their ASPD afterwards.
- Charged Attack: Their main gimmick.
- Malevolent Masked Men: Wear golden masks over their upper faces, resembling animal skulls.
Yumen siege machines stolen by the Shanhaizhong. Prioritize attacking roadblocks and operators located on Yumen Catastrophe Defenses.
Yumen desert transportation stolen by the Shanhaizhong. Can only be blocked by operators with 4 block, picks up non-Leader and non-Machine enemies up to 3 max, and will unload its cargo when reaching a Ladder.