Enemies & Bosses

Learn about every enemy type you'll encounter on your journey through the 30 floors. Knowledge is power!

๐ŸŽด Enemy Card System

Enemies draw a random card each turn based on weighted probabilities. Unlike the player's deck, enemy cards don't deplete - each turn is an independent draw.

How It Works

  • โ€ข Each enemy type has a deck of 3-5 unique cards
  • โ€ข Cards have probability weights (higher = more likely)
  • โ€ข Powerful cards have lower probabilities
  • โ€ข Heal overflow becomes armor (enemies never waste a heal)

Floor Growth

All enemies grow along ONE global curve: HP ร—2.6 by floor 30, and ATK and HEAL as stat points in proportion to the base ATK (card damage ร— (1 + ATK/10), heals ร— (1 + HEAL/10)). Card Armor is printed and does not grow. Warlord / Soldier ATK and HEAL:

Floor 1
ATK 8 / 3
HEAL 0
Floor 5
ATK 12 / 6
HEAL 2
Floor 10
ATK 17 / 9
HEAL 5
Floor 15
ATK 22 / 13
HEAL 8
Floor 20
ATK 27 / 17
HEAL 10
Floor 30
ATK 37 / 24
HEAL 16
Hesitate card

๐Ÿšซ Soldier Hesitation

When soldiers fight in groups, confusion sets in. The more allies a soldier has, the higher the chance they'll hesitate and skip their turn entirely.

Solo
0%
1 Ally
25%
2 Allies
45%
3+ Allies
60%

This mechanic only applies to basic Soldiers, not to Brutes, Reavers, Acolytes, or Hybrids.

๐Ÿ‘น Basic Enemy Types

Standard enemies you'll encounter throughout your run. Stats scale with floor level.

โš”๏ธ

Soldier

Basic enemy unit. Low stats, scales in quantity. Pack tactics: +2 ATK for each other living soldier.

Base HP
20
Base ATK
3
Cards (probability weighted)
0%
Hesitate - Skip this action.
65%
Strike - Deal damage to a hero.
35%
Heavy Blow - Deal damage to a hero.
View all cards & details โ†’
๐Ÿ›ก๏ธ

Brute

High HP tank. Slow but durable. Wind-Up telegraphs a double-damage blow โ€” defend or interrupt it.

Base HP
50
Base ATK
1
Cards (probability weighted)
30%
Strike - Deal damage to a hero.
10%
Wind-Up - The next card with a damage effect deals double damage.
25%
Fortify - Gain Armor.
+3 more cards...
View all cards & details โ†’
๐Ÿ—ก๏ธ

Reaver

High ATK glass cannon. Kill quickly or suffer. Predator: its single-target attacks hunt the weakest hero; Flurry hits at random.

Base HP
25
Base ATK
5
Cards (probability weighted)
30%
Quick Jab - Deal damage to a hero 2 times.
30%
Flurry - Deal damage 3 times, each hit to a random hero (the same hero can be hit again). Predator and Coordination do not aim it.
20%
Assassinate - Deal damage to a hero, ignoring Armor.
+1 more cards...
View all cards & details โ†’
๐Ÿ’š

Acolyte

Heals and buffs allies, weakens the whole party with Curse and strikes when nothing else is needed. Bond mends and shields its most wounded ally in one motion.

Base HP
45
Base ATK
3
Cards (probability weighted)
50%
Bond - Restore HP to the ally with the lowest HP percentage (self if alone). Give it Armor.
15%
Rally - All enemies gain +4 ATK for the rest of combat.
15%
Curse - Apply Weak to all heroes for 2 turns.
+1 more cards...
View all cards & details โ†’

Saboteur

Sabotages the fight as it enters: blocked structures, Debilitated heroes (no HP, Armor or shield gains) or the floor's rewards lost. Blocks and Debilitated end with it. Spends its first action on the Sabotage.

Base HP
60
Base ATK
10
Cards (probability weighted)
25%
Quick Jab - Deal damage to a hero 2 times.
25%
Curse - Apply Weak to all heroes for 2 turns.
30%
Poison Blade - Deal damage to a hero. Apply 2 Poison to that hero for 2 turns.
+1 more cards...
View all cards & details โ†’

Strategist

Coordinates the enemy team while it lives: single-target attacks go for the hero with the lowest HP + Armor + Frost Shield (Taunt first; Flurry still hits at random), and Soldiers skip their hesitation roll. Control effects do not stop it: it must be defeated. Heals and shields only when needed.

Base HP
90
Base ATK
4
Cards (probability weighted)
40%
Quick Jab - Deal damage to a hero 2 times.
25%
Bond - Restore HP to the ally with the lowest HP percentage (self if alone). Give it Armor.
20%
Field Dressing - Restore HP to the team, 1 HP at a time to the most wounded (by HP percentage), self included. Unused healing is lost.
+1 more cards...
View all cards & details โ†’

๐Ÿ‘บ Hybrid Enemies

Elite enemies that combine traits from multiple archetypes. More dangerous but appear less frequently.

ELITE

Warlord

Brute + Reaver hybrid. Tanky AND hits hard.

Composition
brute striker
HP
80
ATK
8
Top Cards
45% Strike
20% War Cry
View all cards โ†’
ELITE

Warden

Brute + Acolyte hybrid. Tanky healer.

Composition
brute support
HP
100
ATK
0
Top Cards
25% Challenge
15% Bulwark
View all cards โ†’
ELITE

War Priest

Reaver + Acolyte hybrid. Buffs self, then attacks.

Composition
striker support
HP
60
ATK
8
Top Cards
20% Strike
20% Dark Blessing
View all cards โ†’

๐ŸŽฒ Encounters

Normal floors are generated within a per-floor budget โ€” every run meets different packs, deterministic per seed. Dreaming deeper (Threshold, Abyss) multiplies the budget: richer encounters, not spongier ones. Elites and bosses are hand-crafted.

Generation Templates

  • โ€ข swarm
  • โ€ข frontline + support
  • โ€ข heavy + duo
  • โ€ข mixed
  • โ€ข mirror โ€” Abyss only: the dream repeats itself in identical pairs. The rules you learned bend here.

Three pack rules: a support is never alone, every group has a frontline body, no duplicate specials โ€” except in elites and the Mirror, where duplicates are the point.

Elite Signatures

Five named, hand-crafted fights at fixed floors:

Floor 7 The Warband Soldier ร—4 + Strategist
Floor 14 The Bonded Brute ร—2 + Acolyte
Floor 17 The Hunt Reaver ร—2 + Warden + Saboteur
Floor 24 The War Council Warlord + War Priest + Strategist
Floor 27 Twin Warlords Warlord ร—2

๐Ÿ’€ Stage Bosses

Powerful bosses that guard the end of each stage. They have multiple phases and unique mechanics.

๐Ÿ’€
STAGE 1 Floor 10

Forest Guardian

At half health, the Guardian splits into a healer and an attacker.

At half health, the Guardian splits into Root, which heals Bramble, and Bramble, which attacks; defeat both.

  • Guardian: 300 HP ยท 2 ร— 20 damage per normal hit. Splits at 50% HP.
  • Root โ€” healer: heals Bramble for 4; 1 ร— 16 damage per normal hit when alone.
  • Bramble โ€” attacker: 1 ร— 16 damage per normal hit.
  • The remaining HP is divided between the two forms; neither gets a fresh 300-HP pool.
Counter Strategies
Focus Root to stop partner healing Area damage after the split
๐Ÿ’€
STAGE 2 Floor 20

Frost Tyrant

Break its Armor to cancel the storm and unleash the Tyrant.

Break its shell before the countdown ends to cancel a storm against every hero, then strike while it is Unleashed.

  • 300 HP ยท 50 shell Armor.
  • Armored: 2 ร— 16 damage per normal hit.
  • Storm: 32 damage to EVERY hero + Chill for 1 turn(s). Clock: 2 enemy boundaries.
  • Unleashed: 2 ร— 18 damage per normal hit ยท Vulnerable ยท 2 player response turns.
Counter Strategies
Direct damage breaks the shell Damage over time bypasses Armor without breaking it
๐Ÿ’€
STAGE 3 Floor 30

Infernal Lord

Defeat its body, then survive the heart as it burns itself out.

Defeat the body, then face a Heart that loses 40 HP each enemy phase and attacks 4 times for 24.

  • Body: 320 HP ยท 1 ร— 20 damage per normal hit.
  • Inferno can hit EVERY hero for 20 and apply 3 Burn for 3 turns.
  • Heart: a new 160-HP pool ยท 4 ร— 24 damage per normal hit ยท loses 40 HP each eligible enemy phase.
  • Burns out within 4 eligible enemy phases; player damage and DoTs can finish it sooner.
  • Damage beyond the bodyโ€™s remaining HP does not carry into the Heart.
Counter Strategies
Protect the party before the heart emerges Defense or damage can finish the heart