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  4. Modifiers

All 50 Modifiers in Anime Expeditions

Updated on September 2, 2026 (about 1 month ago)

Modifiers are the stage rules and enemy tags shown in Stage Effects before you deploy. Game Modifiers rewrite what the whole run allows: farms, anvils, traits, upgrades, range, speed, shields, and more. Enemy Modifiers sit on enemy groups as named tags (Sprinter, Commander, Veil, Cage) so you can counter the pack you actually fight, not a generic clear team.

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Game Modifiers

14 items

These rewrite the whole stage: disabled tools (farms, anvils, repair, research, tomes, cards, traits), combat pressure (speed, range cuts, shields, boss waves, upgrade caps), and Mirror or Resistance element rules. Enemy Resistances shown above enemies are the related stage mechanic; the Resistance Game Modifier is the one that cycles those elements every 30 seconds.

Boss Waves

Every enemy counts as a boss, so bring high single-target and boss-ready damage.

Type
Game Modifier
Effect
All enemies are bosses.
Counters
Shadow (Divine), 8th Sword (Berserk), Cursed Student (True Love), Puppet (Telekinetic)

Cards Disabled

Blood Money and Bounty Hunter cards are turned off for the stage.

Type
Game Modifier
Effect
Blood Money and Bounty Hunter Cards are disabled.
Counters
-

Mirror

Enemies gain resistances matching your units' elements, punishing mono-element teams.

Type
Game Modifier
Effect
Enemies copy all units' elements as resistances.
Counters
8th Sword (Berserk), Puppet (Telekinetic), Toy Maker

No Anvils

Stat Anvils cannot be used, so plan around base unit stats and upgrades only.

Type
Game Modifier
Effect
Stat Anvils are disabled.
Counters
-

No Farms

Farm units cannot be placed, forcing economy from other sources.

Type
Game Modifier
Effect
Farm units are disabled.
Counters
-

No Repair

The Repair Hammer is unavailable, so damaged setups stay damaged.

Type
Game Modifier
Effect
The Repair Hammer is disabled.
Counters
-

No Research Tree

Research Tree upgrades are locked for the run.

Type
Game Modifier
Effect
Research Tree Upgrades are disabled.
Counters
-

No Tomes

Trait Tomes cannot be used during the stage.

Type
Game Modifier
Effect
Trait Tomes are disabled.
Counters
-

Resistance

Enemy elemental resistances rotate every 30 seconds through the full element cycle.

Type
Game Modifier
Effect
Resistances cycle from Flame > Hydro > Gale > Terra > Light > Storm > Dark every 30s.
Counters
Bring multiple Elements such as Shadow (Dark), Flame Emperor (Flame), Elf Mage (Storm), Water Princess (Hydro), Lady Giant (Terra)

Shielded

All enemies spawn with ten shields, favoring shield-break and heavy DPS picks.

Type
Game Modifier
Effect
All enemies spawn with 10 shields.
Counters
Shadow (Divine), 8th Sword (Berserk), String Demon (Awakened)

Short Range

Allied units lose 25% attack range, so favor naturally long-range damage.

Type
Game Modifier
Effect
All ally units' ranges are decreased by -25%.
Counters
Elf Mage (Unleashed), Shadow (Divine), String Demon (Awakened), Flame Emperor

Speedy

Enemies move 50% faster, so crowd control and slows matter more than usual.

Type
Game Modifier
Effect
Enemies are 50% faster.
Counters
Puppet (Telekinetic), Toy Maker, Reaper (Released), True Saint (Holy)

Traitless

Unit traits are disabled, so builds rely on base kits and equipment.

Type
Game Modifier
Effect
All traits are disabled.
Counters
-

Upgrade Cap

The team can buy only 25 total unit upgrades for the whole stage.

Type
Game Modifier
Effect
Only 25 upgrades are allowed across all units.
Counters
Shadow (Divine), 8th Sword (Berserk), Cursed Student (True Love)

section

Enemy Modifiers

36 items

These tags apply per enemy group and show up in Stage Effects alongside the Game rules. Read the pack before you deploy: auras and supports (Commander, Veil, Warlock), spawn and death effects (Summoner, Splitter, Zombie), and control threats (Stunner, Cage, Immunity) each ask for a different team answer.

Sprinter

Fast, lower-HP enemy that rushes lanes and needs slows or early damage.

Type
Enemy Modifier
Effect
Moves 45% faster but has 20% less health.
Counters
Puppet (Telekinetic), Toy Maker, Reaper (Released)

Tank

Slower enemy with extra health that soaks damage and stalls fights.

Type
Enemy Modifier
Effect
Moves 20% slower but has 20% increased health.
Counters
Shadow (Divine), 8th Sword (Berserk), Cursed Student (True Love)

Summoner

Periodically spawns extra enemies at its position until removed.

Type
Enemy Modifier
Effect
Every 5 seconds, summons enemies at its location (up to 5 enemies).
Counters
Shadow (Divine), String Demon (Awakened), Flame Emperor (Reincarnate)

Explosive

Dies into a short stun blast, so keep key units out of the explosion radius.

Type
Enemy Modifier
Effect
On death, explodes in a 10 range radius and stuns units for 2 seconds.
Counters
Long-range Units like Elf Mage (Unleashed) and Shadow (Divine)

Splitter

Splits into three weaker enemies on death, multiplying pressure if ignored.

Type
Enemy Modifier
Effect
On death, splits into 3 enemies, each having 33% of its health.
Counters
Flame Emperor (Reincarnate), Hollow (Blaze), String Demon (Awakened)

Armored

Takes much less damage from full AoE attacks, so mix in focused damage.

Type
Enemy Modifier
Effect
Takes 33% less damage from full AoE attacks.
Counters
Shadow (Divine), 8th Sword (Berserk), Cursed Student (True Love)

Reinforced

Takes 30% less damage from every source and needs sustained high DPS.

Type
Enemy Modifier
Effect
Takes 30% less damage from all sources.
Counters
Shadow (Divine), Puppet (Telekinetic), 8th Sword (Berserk)

Regen I

Slow self-heal at 1% max HP per second.

Type
Enemy Modifier
Effect
Regenerates 1% maximum health per second.
Counters
Shadow (Divine), Cursed Student (True Love), Crimson (Brother)

Regen II

Moderate self-heal at 3% max HP per second.

Type
Enemy Modifier
Effect
Regenerates 3% maximum health per second.
Counters
Shadow (Divine), Cursed Student (True Love), Crimson (Brother)

Regen III

Strong self-heal at 5% max HP per second.

Type
Enemy Modifier
Effect
Regenerates 5% maximum health per second.
Counters
Shadow (Divine), Cursed Student (True Love), Crimson (Brother)

Regen IV

Very strong self-heal at 8% max HP per second; burn it down quickly.

Type
Enemy Modifier
Effect
Regenerates 8% maximum health per second.
Counters
Shadow (Divine), Cursed Student (True Love), Crimson (Brother)

Shield

Carries an attack-absorbing shield until broken.

Type
Enemy Modifier
Effect
Protected by an attack-absorbing shield.
Counters
String Demon (Awakened), Shadow (Divine), 8th Sword (Berserk)

Immunity

Cannot be affected by soft or hard crowd control.

Type
Enemy Modifier
Effect
Immune to all soft and hard crowd control effects.
Counters
Shadow (Divine), 8th Sword (Berserk), Flame Emperor (Reincarnate)

Momentum

Ramps movement speed over time up to a large bonus if left free.

Type
Enemy Modifier
Effect
Gains 2% movement speed per second up to a maximum of 50%.
Counters
Puppet (Telekinetic), Toy Maker, Reaper (Released)

Burrowing

Briefly becomes untargetable on a short burrow cycle.

Type
Enemy Modifier
Effect
Every 8 seconds, burrows underground for 2 seconds, becoming untargetable.
Counters
Shadow (Divine), 8th Sword (Berserk)

Zombie

Revives once at half health and pays less Yen on kill.

Type
Enemy Modifier
Effect
On death, revives with 50% health, and drops 50% less Yen when killed.
Counters
Hollow (Blaze), Flame Emperor (Reincarnate), String Demon (Awakened)

Zombify

Turns nearby enemies into Zombified copies over time.

Type
Enemy Modifier
Effect
Periodically converts nearby enemies within 10 range into zombified enemies.
Counters
Shadow (Divine), Flame Emperor (Reincarnate), String Demon (Awakened)

Zombified

Revived enemy form that drops no Yen when killed.

Type
Enemy Modifier
Effect
Revived enemy that drops no Yen when killed.
Counters
Any strong AoE Unit, such as String Demon (Awakened) or Hollow (Blaze)

Commander

Buffs nearby enemies with more speed and health.

Type
Enemy Modifier
Effect
Grants nearby enemies within 5 range +20% movement speed and +20% health.
Counters
Shadow (Divine), Cursed Student (True Love), 8th Sword (Berserk)

Research Project

Killing or handling it advances your active Expedition Project.

Type
Enemy Modifier
Effect
Grants progress towards your active Expedition Project.
Counters
Any high-DPS Unit to eliminate it quickly.

Soldier

Gains a movement speed bonus while near a Commander.

Type
Enemy Modifier
Effect
Gains +20% movement speed while near a Commander.
Counters
Flame Emperor (Reincarnate), Hollow (Blaze), String Demon (Awakened)

Veil

Gives nearby enemies a large damage-absorbing AoE shield tied to the host.

Type
Enemy Modifier
Effect
Grants a 200% damage-absorbing AoE shield based on the host's health to all nearby enemies within 5 range.
Counters
Shadow (Divine), String Demon (Awakened), 8th Sword (Berserk)

Tartaros

Eats a nearby Basic enemy for temporary Regen I.

Type
Enemy Modifier
Effect
Every 10 seconds, consume a nearby Basic enemy and gain "Regen I" for 10 seconds.
Counters
Shadow (Divine), Puppet (Telekinetic)

Death

Stacks permanent speed on nearby enemies until soft CC resets it.

Type
Enemy Modifier
Effect
Grants nearby enemies a stacking +20% permanent speed boost. Applying soft cc will reset the stack to zero.
Counters
Puppet (Telekinetic), Toy Maker, Reaper (Released)

Sword

Can respawn twice unless finished while under a DoT.

Type
Enemy Modifier
Effect
Respawns up to 2 times unless killed while affected by a DoT effect.
Counters
Hollow (Blaze), Flame Emperor (Reincarnate)

Dawn

Splitter and Summoner spawns become frail but start with five shields.

Type
Enemy Modifier
Effect
Enemies spawned by Splitter or Summoner have 99% reduced health and 5 Shield.
Counters
String Demon (Awakened), Hollow (Blaze), Flame Emperor (Reincarnate)

Stunner

Periodically stuns the three nearest units for a long lockout.

Type
Enemy Modifier
Effect
Every 15 seconds, stuns the 3 nearest units for 5 seconds.
Counters
Elf Mage (Unleashed), Shadow (Divine), spread out your Unit placements.
ZDZone Debuff

Zone Debuff

Applies an unspecified debuff in a local area around the tagged enemy.

Type
Enemy Modifier
Effect
Applies a debuff within a specific area.
Counters
Long-range Units and strategic Unit placement.

Transformer

At half health, shifts into a second full-health phase.

Type
Enemy Modifier
Effect
At 50% health, transforms into a second phase at full health.
Counters
Shadow (Divine), 8th Sword (Berserk), Cursed Student (True Love)

Bulwark

Briefly becomes damage-immune on a repeating timer.

Type
Enemy Modifier
Effect
Every 10 seconds, becomes immune to damage for 3 seconds.
Counters
Shadow (Divine), String Demon (Awakened)

Status Cleanse

Periodically strips crowd control from enemies across the map.

Type
Enemy Modifier
Effect
Every 10 seconds, removes all crowd control effects from enemies on the map.
Counters
Shadow (Divine), Cursed Student (True Love), 8th Sword (Berserk)

Retaliation Counter

Every 20 hits, stuns every unit for two seconds.

Type
Enemy Modifier
Effect
After every 20 hits, stuns all units for 2 seconds.
Counters
Shadow (Divine), Cursed Student (True Love), Crimson (Brother)

Greed

Steals HP from nearby enemies on a short timer to keep itself topped up.

Type
Enemy Modifier
Effect
Every 10 seconds, steal 10% HP of all nearby enemies within 5 range.
Counters
Shadow (Divine), Puppet (Telekinetic)
CCage

Cage

Randomly cages a unit and shuts off its attacks, passives, and abilities.

Type
Enemy Modifier
Effect
Pick a random unit on the field, and cage them, disabling their attacks, passives and abilities.
Counters
Bring multiple DPS Units instead of relying on a single carry.

Fear

Periodically weakens nearby units' damage, SPA, and range.

Type
Enemy Modifier
Effect
Every 15 seconds, decrease DMG/SPA/RNG by -10% to all units within 30 range for 10 seconds.
Counters
Shadow (Divine), 8th Sword (Berserk), Puppet (Telekinetic)

Warlock

Keeps buffing nearby enemies with shields and speed on a short cycle.

Type
Enemy Modifier
Effect
Grants +1 Shield and +10% speed boost to surrounding enemies every 5 seconds within 10 range.
Counters
Shadow (Divine), String Demon (Awakened), 8th Sword (Berserk)

Open Stage Effects before every hard stage or raid reuse. Split what you see into two questions: which systems are locked for the whole run, and which tags sit on the enemy groups coming down the lane.

Game rules that change your plan

Disable-style rules cut tools you might lean on by habit. No Farms kills farm economy, No Anvils blocks Stat Anvils, No Repair removes the Repair Hammer, No Research Tree locks research upgrades, No Tomes blocks Trait Tomes, Cards Disabled turns off Blood Money and Bounty Hunter cards, and Traitless strips unit traits so kits and equipment have to carry the run.

Combat-style rules hit everyone on the field. Speedy makes enemies 50% faster, Short Range cuts allied range by 25%, Shielded gives every enemy ten shields, Boss Waves treats every enemy as a boss, Upgrade Cap limits the team to 25 total upgrades, and Mirror copies your units' elements into enemy resistances (mono-element comps get punished hard).

Resistance is the cycling rule: enemy elemental resistances rotate Flame → Hydro → Gale → Terra → Light → Storm → Dark every 30 seconds. Bring more than one element so you are not stuck hitting a bad matchup for half a minute.

Enemy tags worth reading first

Aura and support tags snowball if you ignore the host. Commander buffs nearby speed and health, Soldier only gets its speed bonus near a Commander, Veil wraps nearby enemies in a huge damage-absorbing shield, Warlock keeps dripping shields and speed, and Death stacks permanent speed nearby until soft CC resets it. Kill or pin the aura source early.

Spawn and death tags multiply pressure. Summoner keeps spawning adds, Splitter becomes three weaker enemies on death, Dawn makes Splitter or Summoner spawns frail but starts them with five shields, Explosive stuns on death, Zombie revives once at half HP, Zombify converts nearby enemies, and Sword can respawn twice unless you finish it under a DoT.

Lane and control tags change placement. Sprinter and Momentum want slows early, Immunity laughs at CC, Status Cleanse strips CC map-wide on a timer, Stunner locks your three nearest units, Retaliation Counter stuns everyone after enough hits, Cage randomly disables a unit's attacks, passives, and abilities (single-carry comps are risky), and Fear periodically softens nearby DMG, SPA, and range. Zone Debuff only documents an area debuff; treat it as a placement warning and keep key units out of the tagged zone when you can.

Tag typeWhat to change
Disable rules (No Farms, Traitless, Upgrade Cap)Drop the blocked tool; lean on base kits, equipment, and careful upgrade spending
Speed / range rules (Speedy, Short Range, Sprinter, Momentum)Bring slows, long natural range, and earlier damage
Shield / armor (Shielded, Shield, Armored, Reinforced, Veil)Mix shield-break and focused DPS, not pure full AoE
Aura hosts (Commander, Warlock, Death, Greed)Focus the tagged enemy so the pack stops getting free buffs
Spawn / revive (Summoner, Splitter, Zombie, Sword)Clear the host fast; use DoT when Sword is on the field

Easy mistakes

Ignoring Stage Effects until wave one starts, bringing a mono-element team into Mirror or Resistance, parking one carry under Cage, AoEing Armored packs with no focused damage, and leaving Commander or Veil alive while you farm trash. Research Project is the friendly exception: that tag advances your Expedition Project, so clear it on purpose instead of treating it like a threat.

FAQ

Q.

What is the difference between Game Modifiers and Enemy Modifiers?

Game Modifiers change rules for the entire stage, such as disabling farms or making all enemies faster. Enemy Modifiers are tags on specific enemy groups, such as Sprinter, Commander, or Cage, and only apply to those enemies.

Q.

Where do you see modifiers before a run?

Check Stage Effects in the stage info screen before you deploy, and again during the run. Both Game and Enemy modifiers are listed there so you can rebuild the team against the rules and tags on that map.

Q.

What does the Resistance Game Modifier do?

It cycles enemy elemental resistances every 30 seconds through Flame, Hydro, Gale, Terra, Light, Storm, then Dark. Bring multiple elements so your damage stays useful when the cycle shifts. Enemy Resistances shown above enemies are the related stage mechanic this rule drives.

Q.

How is Shielded different from Shield?

Shielded is a Game Modifier that gives every enemy ten shields at spawn. Shield is an Enemy Modifier on a tagged group that carries an attack-absorbing shield until you break it.

Q.

How do you deal with Cage?

Cage picks a random unit on the field and disables its attacks, passives, and abilities. Bring more than one DPS option so a single caged carry does not stall the clear.

Q.

What does Zone Debuff actually do?

Sources only say it applies a debuff in a specific area around the tagged enemy. The exact debuff name is not documented, so treat it as a placement warning and keep important units out of that zone when you can.

Q.

Do raids use the same modifiers?

Raids reuse stage effects and enemy modifiers on familiar map names, usually with harder combinations. Always read Stage Effects for that raid entry instead of copying a normal stage team.

Q.

Should you always kill Research Project enemies?

Yes when you care about Expedition Project progress. Research Project is a beneficial tag that grants progress toward your active Expedition Project, so clear those enemies on purpose rather than ignoring them.

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