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  3. Anime Vanguards>
  4. Modifiers

All 104 Modifiers in Anime Vanguards

Updated on October 22, 2026 (17 days ago)

Modifiers change the rules around a run instead of simply adding more enemy health. They can disable parts of a team, protect enemies, trigger boss attacks, or reshape the economy, so reading the effect before placing units saves a very expensive surprise.

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section

Stage Modifiers

13 items

These rules affect the stage as a whole and can change damage, summons, Meter, Range, movement, or enemy defenses. Team choice should account for the rule before the run begins.

Honest

HHonest
Honest changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Stage Modifiers
Effect
Enemies are immune to ability Damage .

Dispersal

DDispersal
Dispersal changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Stage Modifiers
Effect
Enemies take 30% of received Damage and disperse the remaining 70% onto nearby enemies.

Wormhole

WWormhole
Wormhole changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Stage Modifiers
Effect
Enemies open a wormhole endpoint at exactly halfway down the track and a wormhole entrance at the start of the track. For 5 seconds, all enemies that spawn, including the Wormhole enemy, will enter this wormhole and be transported down the track. Because of this extra step, enemies have a brief window where they can be hit and receive Damage after they have moved.

Mind Control

MCMind Control
Mind Control changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Stage Modifiers
Effect
Enemies temporarily remove the highest Damage unit from the map, disabling attacks and abilities, and spawn a 'Mojon' enemy resembling the stolen unit. When this Mojon enemy is defeated (or the Boss that casted Mind Control), the unit returns to its normal functionality.

Depleted

DDepleted
Depleted changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Stage Modifiers
Effect
Enemies hit by a unit will drain that unit's Meter instantly.

Blinded

BBlinded
Blinded changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Stage Modifiers
Effect
Enemies hit by a unit will reduce that unit's Range by -5% (cappped at -50%).

Resilient

RResilient
Resilient changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Stage Modifiers
Effect
Enemies will reduce the Damage of an incoming attack by up to 50%, scaling with the amount of enemies hit. (Can stack with Overshield to make some enemies completely immune to Full AOE attacks).

Solidified

SSolidified
Solidified changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Stage Modifiers
Effect
Enemies cannot have their Damage Reduction decreased or ignored.

Sturdy

SSturdy
Sturdy changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Stage Modifiers
Effect
Enemies have 80% Damage Reduction, except for Nature and Water, which bypass this mechanic and deal 40% more Damage .

Challenger

CChallenger
Challenger changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Stage Modifiers
Effect
Enemies are immune to basic summons and elite summons can only deal 50% of their HP.

Energy Drain

EDEnergy Drain
Energy Drain changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Stage Modifiers
Effect
Enemies hit by a unit will reduce that unit's Damage by -5% (cappped at -70%).

Absorption

AAbsorption
Absorption changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Stage Modifiers
Effect
Enemies will heal from basic summons. Elite summons are unaffected.

Armored

AArmored
Armored changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Stage Modifiers
Effect
Enemies have a yellow gear icon floating on their torso. Each prong is a little notch sticking out from the circle. It adds 12.5% damage reduction. Prongs are broken by unique unit placements, but restore fully after 10 seconds of no Damage. At 0 prongs, only the circle remains.

section

Enemy Modifiers

8 items

Enemy Modifiers add protection or behavior such as Overshield, Regen, Dodge, Shields, speed, health, or copies on death. Their visual or combat effect tells you what must be broken, bypassed, or outpaced.

Overshield

Overshield changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Enemy Modifiers
Effect
Enemies have Damage Reduction until Overshield is broken. Overshield is indicated by a yellow HP bar that lays on-top of the normal one. Overshield is most commonly at 50%, though certain enemies have a different Overshield value. To view the Overshield Percentage (How much of their HP is converted to Overshield), check the Enemy Index page or in-game. Abilities that tell the player enemy info, like Slime (King)​'s Great Sage ability, also list Overshield Percentage.

Strong

Strong changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Enemy Modifiers
Effect
Enemies have increased HP.

Fast

Fast changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Enemy Modifiers
Effect
Enemies have increased Movespeed.

Regen

Regen changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Enemy Modifiers
Effect
Enemies regenerate HP over time. Regen is generally disabled via Bleed or Rupture.

Shielded

Shielded changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Enemy Modifiers
Effect
Enemies spawn with total hit protection, nullifying Damage from a single hit per each 'shield.' Shield is indicated by floating blue shields around the enemy, shield amount is indicated by the number on each shield, and overall shield strength is indicated by the shield color, turning red as it approaches 0.

Thrice

Thrice changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Enemy Modifiers
Effect
Enemies spawn two copies, one ahead and one behind, upon death. Each copy spawns with half the max HP of the original.

Dodge

Dodge changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Enemy Modifiers
Effect
Enemies have a chance to avoid attacks. Typically, this modifier is seen in Dodge cards, which are 4% per card, but some enemies (mainly Bosses) will have their own Dodge chance, unique to that enemy.

Elemental Shield

Elemental Shield changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Enemy Modifiers
Effect
Enemies reduce Damage from a specific Element.

section

Enemy Effects

15 items

Enemy Effects explain the practical counter to a named mechanic. Some use immunity, cleansing, Nullify, elements, or bypass damage, while others must be avoided because no direct counter exists.

Depleted

DDepleted
Depleted changes a stage or enemy rule, so plan around its listed effect and counter.
Status
Active system
Modifier Type
Enemy Effects
Effect
Applies an enemy mechanic that needs a specific counter.
Counter
There is no counter to Depleted. When Depleted appears in a stage, players must try to avoid hitting the enemy with their Meter units, or resort to omitting Meter units from their team.

Blinded

BBlinded
Blinded changes a stage or enemy rule, so plan around its listed effect and counter.
Status
Active system
Modifier Type
Enemy Effects
Effect
Applies an enemy mechanic that needs a specific counter.
Counter
Nature and Unknown are naturally immune to Blinded, since Nature nullifies Range debuffs and Unknown is immune to all. Additionally, all Cleansers can cleanse applications of Blinded, and protectors can protect in the same way. Because of Blinded's on-hit application (one tick per hit), certain cleansers may waste their cleansing ability on a single tick of Blinded before subsequent ticks are applied.

Resilient

RResilient
Resilient changes a stage or enemy rule, so plan around its listed effect and counter.
Status
Active system
Modifier Type
Enemy Effects
Effect
Applies an enemy mechanic that needs a specific counter.
Counter
Nullify is the main counter for Resilient, as resorting to units that have smaller AOEs can prove detrimental to the match as a whole. However, since Nullify is an effect, enemies with Immunity would be unaffected. As such, the next best counter is using the Gon familiar.

Sturdy

SSturdy
Sturdy changes a stage or enemy rule, so plan around its listed effect and counter.
Status
Active system
Modifier Type
Enemy Effects
Effect
Applies an enemy mechanic that needs a specific counter.
Counter
Nature and Water units not only bypass Sturdy's Damage reduction, but receive +40% Damage dealt to their attacks. Since Sturdy works through Damage reduction, Nullify can disable the enemy's Damage reduction, and Bypassers who can bypass Damage reduction are effective as well.

Challenger

CChallenger
Challenger changes a stage or enemy rule, so plan around its listed effect and counter.
Status
Active system
Modifier Type
Enemy Effects
Effect
Applies an enemy mechanic that needs a specific counter.
Counter
Since Challenger functions purely through summons, there is no inherent counter; normal summons will always fail to damage Challenger enemies, and Elite Summons will always be reduced.

Energy Drain

EDEnergy Drain
Energy Drain changes a stage or enemy rule, so plan around its listed effect and counter.
Status
Active system
Modifier Type
Enemy Effects
Effect
Applies an enemy mechanic that needs a specific counter.
Counter
Spark and Unknown are naturally immune to Energy Drain, since Spark nullifies Damage debuffs and Unknown is immune to all. Additionally, all Cleansers can cleanse applications of Energy Drain, and protectors can protect in the same way. Because of Energy Drain's on-hit application (one tick per hit), certain cleansers may waste their cleansing ability on a single tick of Energy Drain before subsequent ticks are applied.

Absorption

AAbsorption
Absorption changes a stage or enemy rule, so plan around its listed effect and counter.
Status
Active system
Modifier Type
Enemy Effects
Effect
Applies an enemy mechanic that needs a specific counter.
Counter
Since Absorption functions purely through summons, there is no inherent counter; normal summons will always heal Absorption enemies.

Armored

AArmored
Armored changes a stage or enemy rule, so plan around its listed effect and counter.
Status
Active system
Modifier Type
Enemy Effects
Effect
Applies an enemy mechanic that needs a specific counter.
Counter
Nullify is the main counter for Armored, but in many stages where Armored is present, players may want to opt for spamming placements of cheap RareRare units with high placement counts (Jon, for example) due to the cost-effectiveness and universal application of the strategy. Since Armored works through damage reduction, Bypassers who can bypass Damage reduction are effective as well.

Overshield

Overshield changes a stage or enemy rule, so plan around its listed effect and counter.
Status
Active system
Modifier Type
Enemy Effects
Effect
Applies an enemy mechanic that needs a specific counter.
Counter
World Destroyer, World Destroyer (Old) are the main counters for Overshield, as they can completely remove it on-hit. Since Overshield works through damage reduction, Nullify can disable the enemy's Damage reduction, and Bypassers who can bypass damage reduction are effective as well.

Fast

Fast changes a stage or enemy rule, so plan around its listed effect and counter.
Status
Active system
Modifier Type
Enemy Effects
Effect
Applies an enemy mechanic that needs a specific counter.
Counter
The best counters for Fast are any Crowd Control effects, with movement stoppers ( Freeze, Stun) being the most effective, followed by Slow, and finally Repulse, since it always repulses by a set distance, independent of Movespeed.

Regen

Regen changes a stage or enemy rule, so plan around its listed effect and counter.
Status
Active system
Modifier Type
Enemy Effects
Effect
Applies an enemy mechanic that needs a specific counter.
Counter
Rupture is the main counter for Regen, as it disables innate regeneration. Bleed is the next best option, as it disables innate regeneration for its duration.

Shielded

Shielded changes a stage or enemy rule, so plan around its listed effect and counter.
Status
Active system
Modifier Type
Enemy Effects
Effect
Applies an enemy mechanic that needs a specific counter.
Counter
Tuji (Sorcerer Killer) is the best counter for Shielded, as it completely deletes Shielded on-hit, but due to this unit not having any other uses, it is more optimal to bring a Full AOE multi-hit unit to deplete the shields naturally.

Thrice

Thrice changes a stage or enemy rule, so plan around its listed effect and counter.
Status
Active system
Modifier Type
Enemy Effects
Effect
Applies an enemy mechanic that needs a specific counter.
Counter
The best counter for Thrice is Full AOE, since the extra spawns won't hinder your units' attacking power on other enemies. Multi-hit units aren't as effective, due to the brief invincibility the copies gain after spawning. Additionally, one can use special bypassers, like Divalo (Requiem), to disable on-death mechanics.

Dodge

Dodge changes a stage or enemy rule, so plan around its listed effect and counter.
Status
Active system
Modifier Type
Enemy Effects
Effect
Applies an enemy mechanic that needs a specific counter.
Counter
Nullify is the best counter for Dodge, as it allows every unit on the player's roster to attack enemies freely. Units that can bypass dodge chance are also viable.

Revitalize

Revitalize changes a stage or enemy rule, so plan around its listed effect and counter.
Status
Active system
Modifier Type
Enemy Effects
Effect
Applies an enemy mechanic that needs a specific counter.
Counter
Revitalize can be countered by Bleed, Rupture and Nullify (has to be applied to the enemy that is being killed, not the one being healed). If an enemy with this modifier dies, and they are not under the aforementioned effects, they will hear nearby enemies, regardless of the effects applied to the enemies healed.

section

Status Attacks

30 items

Status Attacks apply conditions such as Stun through boss timers, spawns, hit counts, ranges, or health thresholds. Their target rule decides whether spreading placements or protecting a key unit helps.

Friezo

FFriezo
Friezo changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Status Attacks
Effect
When this Boss is on the map, will target any unit on the map and Stun them for 10s.
Cooldown
12s

Recroom

RRecroom
Recroom changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Status Attacks
Effect
When this Boss is on the map, will target any unit on the map and Stun them for 6s.
Cooldown
20s

Guldy

GGuldy
Guldy changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Status Attacks
Effect
When this Boss spawns, stuns all units on the map for 3s.
Cooldown
-

Friezo (Full Power)

FFFriezo (Full Power)
Friezo (Full Power) changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Status Attacks
Effect
When this Boss is on the map, will target 2 units on the map and Stun them for 10s.
Cooldown
15s

Jag-o

JJag-o
Jag-o changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Status Attacks
Effect
If this Boss is attacked 3 times, target 6 units on the map and Stun them for 5s.
Cooldown
25s

Sukono

SSukono
Sukono changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Status Attacks
Effect
At 75%, 50%, and 25% HP thresholds, Stuns all units on the map for 7s and debuffs them by -50% DMG.
Cooldown
-

Tuji

TTuji
Tuji changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Status Attacks
Effect
When this boss is on the map, will target all units within 20 range and Stun them for 4s.
Cooldown
24s

Transfigured Mohato

TMTransfigured Mohato
Transfigured Mohato changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Status Attacks
Effect
When this boss is on the map, will target 1 unit within 50 range and Stun them for 8s.
Cooldown
18s

Chaso

CChaso
Chaso changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Status Attacks
Effect
When this boss is on the map, will target 1 unit within 40 range and Stun them for 2s.
Cooldown
12s

Mike

MMike
Mike changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Status Attacks
Effect
Spawns Balloon Dog enemy. The unit that kills this enemy will be Stunned for 5s.
Cooldown
20s

Ringo

RRingo
Ringo changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Status Attacks
Effect
When this boss is on the map, will target 1 unit within 18 range and Stun them for 5s.
Cooldown
9s

Diogo

DDiogo
Diogo changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Status Attacks
Effect
When this boss is on the map, will target all units within 50 range and Stun them for 4s.
Cooldown
16s

Susanmoru

SSusanmoru
Susanmoru changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Status Attacks
Effect
When this boss is on the map, will target 1 unit within 18 range and Stun them for 5s.
Cooldown
9s

Demon Mother

DMDemon Mother
Demon Mother changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Status Attacks
Effect
When this boss spawns, will target 3 enemies on the map and Snare them.
Cooldown
-

Yababa

YYababa
Yababa changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Status Attacks
Effect
When this boss is on the map, will target 2 units within 30 range and Stun them for 3s.
Cooldown
20s

Tui

TTui
Tui changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Status Attacks
Effect
When this boss spawns, will target all enemies on the map and Snare them.
Cooldown
-

Axe Statue

ASAxe Statue
Axe Statue changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Status Attacks
Effect
When this boss is on the map, will target all units within 25 range and Stun them for 19s.
Cooldown
30s

Sword Statue

SSSword Statue
Sword Statue changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Status Attacks
Effect
When this boss is on the map, will target 1 unit within 15 range and Stun them for 19s.
Cooldown
20s

God Statue

GSGod Statue
God Statue changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Status Attacks
Effect
When this boss is on the map, will target 1 unit within 15 range and Stun them for 19s.
Cooldown
20s

Sitting God Statue

SGSitting God Statue
Sitting God Statue changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Status Attacks
Effect
When this boss is on the map, at the beginning of every wave, targets 1 unit on the map and stuns them for 7s. Can only happen on the Double Dungeon map. Only on Stages where the God Statue boss is not present. Only happens from Wave 5 onward.
Cooldown
-

Spear Statue

SSSpear Statue
Spear Statue changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Status Attacks
Effect
When this boss is on the map, will target 1 unit within 15 range and Stun them for 19s.
Cooldown
20s

Dodera

DDodera
Dodera changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Status Attacks
Effect
When this boss falls under 50% HP for the first time, Stun all units on the map for 10s.
Cooldown
-

Itochi

IItochi
Itochi changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Status Attacks
Effect
When this boss is on the map, will target all units on the map and Stun them for 2s.
Cooldown
20s

The Axis

TAThe Axis
The Axis changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Status Attacks
Effect
When this boss is on the map, will target all units within 16 range and Stun them for 5s.
Cooldown
14s

Kojiro

KKojiro
Kojiro changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Status Attacks
Effect
When this boss is on the map, will target 1 unit on the map and Stun them for 10s.
Cooldown
5-15s

Gilgamesh

GGilgamesh
Gilgamesh changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Status Attacks
Effect
When this boss is on the map, will target 1 unit on the map and Stun them for 5s.
Cooldown
10s

Cu Chulainn

CCCu Chulainn
Cu Chulainn changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Status Attacks
Effect
When this boss is on the map, will target 1 unit on the map and Stun units in a 30 range circle for 14s.
Cooldown
18s

Sukono, King of Curses

SKSukono, King of Curses
Sukono, King of Curses changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Status Attacks
Effect
When this boss is on the map, will target 1 unit on the map and Stun them for 6s, 6s, or 25s. Units hit by this become UNSELLABLE.
Cooldown
12s

Blood-Red Commander, Igros

BCBlood-Red Commander, Igros
Blood-Red Commander, Igros changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Status Attacks
Effect
When this boss reaches 80%, 60%, 40%, and 20% HP, Stuns units in 50 range for 6s.
Cooldown
-

Dark-Tainted Tyrant, Saber (Alternate)

DTDark-Tainted Tyrant, Saber (Alternate)
Dark-Tainted Tyrant, Saber (Alternate) changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Status Attacks
Effect
When this boss is on the map, will target 1 unit on the map and Stun them for 5s. Units hit by this become UNSELLABLE.
Cooldown
50s

section

Debuff Attacks

5 items

Debuff Attacks weaken units by changing Damage, Range, SPA, or another combat stat. Some expire, some last until the boss dies, and some interact with a later attack.

Kimase

KKimase
Kimase changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Debuff Attacks
Effect
When this boss is on the map, will target 2 units on the map and increase their SPA by +50% for 3s.
Cooldown
12s

Sukono

SSukono
Sukono changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Debuff Attacks
Effect
At 70% and 20% HP thresholds, Stuns all units on the map for 7s and debuffs them by -25% DMG until this boss is dead. Does not stack.
Cooldown
-

Kyogan

KKyogan
Kyogan changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Debuff Attacks
Effect
When this boss is on the map, will hit its drums (visual) and debuff all units within 50 range by -20% DMG or -20% RNG for 10s.
Cooldown
16s

The Deathdealing

TDThe Deathdealing
The Deathdealing changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Debuff Attacks
Effect
10 seconds after this Boss spawns, will target 1 unit on the map and increase their SPA by +15%.
Cooldown
16s

Gleeful Disorder

GDGleeful Disorder
Gleeful Disorder changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Debuff Attacks
Effect
When this boss spawns, will target 1 unit to debuff by -15% DMG. This debuff cannot ordinarily be cleansed. This debuff is referred to as a 'mark' for The Original boss.
Cooldown
-

section

Summoner Attacks

4 items

Summoner Attacks create extra enemies or objects during the fight. Those summons can block boss progress, add lane pressure, or punish the unit that defeats them.

Sosora (Second Phase)

SSSosora (Second Phase)
Sosora (Second Phase) changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Summoner Attacks
Effect
Upon transforming from Sosora, spawns 12 Sand Village enemies at 75%, 50%, and 25% HP, becoming invincible until a certain portion of them are killed or after 20s.
Cooldown
-

Medea

MMedea
Medea changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Summoner Attacks
Effect
When this boss is on the map, will spawn 1 Kojiro boss and 1 Underground Church enemy. Separate from cooldown, will also perform this function when reaching 50% HP for the first time.
Cooldown
30s

Mike

MMike
Mike changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Summoner Attacks
Effect
Spawns Balloon Dog enemy. The unit that kills this enemy will be Stunned for 5s.
Cooldown
20s

The Superstar

TSThe Superstar
The Superstar changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Summoner Attacks
Effect
When this boss is on the map, will spawn Games somewhere on the map, not the track. When Games is killed, it will respawn shortly. Can only happen 3 times.

section

Special Attacks

2 items

Special Attacks use unique boss rules such as marks, Mind Control, invulnerability, or line-based unit removal. Their exact trigger and target pattern matter more than a normal cooldown.

The Original

TOThe Original
The Original changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Special Attacks
Effect
Targets units marked by Gleeful Disorder Boss. When this enemy spawns, wait briefly then trigger Mind Control effect and steal every unit marked, spawning a Shining Castle enemy that will restore the unit upon death. Cannot be interrupted.

Gilgamesh

GGilgamesh
Gilgamesh changes a stage or enemy rule, so plan around its listed effect.
Status
Active system
Modifier Type
Special Attacks
Effect
When this boss falls to 20% HP for the first time, it becomes invincible and targets a unit on the map, deleting all units in a line path from the boss to the unit, as well as in a circle originating on the unit.

section

Starting Cards

6 items

Starting Cards set an early rule for the run, including enemy multiplication, healing, explosions, immunity, or unit stuns. The opening team needs to function under that condition immediately.

Thrice

Thrice is a starting cards modifier that changes enemy or unit rules for the run.
Status
Active system
Modifier Type
Starting Cards
Effect
Enemies multiply on death! Each duplicate will spawn at half of their original health. Multiplying Enemies

Champions

Champions is a starting cards modifier that changes enemy or unit rules for the run.
Status
Active system
Modifier Type
Starting Cards
Effect
Mini-bosses appear every 6 waves. Mini-Boss

Revitalize

Revitalize is a starting cards modifier that changes enemy or unit rules for the run.
Status
Active system
Modifier Type
Starting Cards
Effect
This modifier allows enemies to heal nearby enemies on death. Heal Nearby +7.5%

Exploding

Exploding is a starting cards modifier that changes enemy or unit rules for the run.
Status
Active system
Modifier Type
Starting Cards
Effect
Some enemies explode on death, stunning nearby units! (1.8s Stun) Exploding Enemies

Quake

Quake is a starting cards modifier that changes enemy or unit rules for the run.
Status
Active system
Modifier Type
Starting Cards
Effect
Every 10 seconds, your unit will stun nearby units in range for 5 seconds. Unit Stun

Immunity

Immunity is a starting cards modifier that changes enemy or unit rules for the run.
Status
Active system
Modifier Type
Starting Cards
Effect
Enemies become immune to crowd-control effects, such as Slow and Stun! Crowd-Control

section

Stacking Cards

6 items

Stacking Cards build repeated pressure through Shields, speed, SPA, Dodge, regeneration, or enemy health. Several manageable picks can combine into a much harder lane.

Shielded

Shielded is a stacking cards modifier that changes enemy or unit rules for the run.
Status
Active system
Modifier Type
Stacking Cards
Effect
This modifier gives enemies an extra layer of protection against attacks. +3 Shields

Fast Enemies

Fast Enemies is a stacking cards modifier that changes enemy or unit rules for the run.
Status
Active system
Modifier Type
Stacking Cards
Effect
This modifier allows enemies to move faster, leaving your units in the dust! Enemies Speed +20

Drowsy

Drowsy is a stacking cards modifier that changes enemy or unit rules for the run.
Status
Active system
Modifier Type
Stacking Cards
Effect
Your units become more sluggish and attack slower! Unit SPA +4%

Dodge

Dodge is a stacking cards modifier that changes enemy or unit rules for the run.
Status
Active system
Modifier Type
Stacking Cards
Effect
Enemies have a chance to dodge your units' attacks! Enemy Dodge Chance +4%

Regen Enemies

Regen Enemies is a stacking cards modifier that changes enemy or unit rules for the run.
Status
Active system
Modifier Type
Stacking Cards
Effect
This modifier allows enemies to regenerate their health. This requires high unit power. Regeneration +0.2%/s

Strong Enemies

Strong Enemies is a stacking cards modifier that changes enemy or unit rules for the run.
Status
Active system
Modifier Type
Stacking Cards
Effect
This modifier turns regular enemies into strengthened enemies, giving them more health. Enemy Health +10%
Prev12Next

Reading stage and enemy rules

Stage Modifiers apply a broad rule to the fight, such as draining Meter, reducing Range, changing how damage spreads, or making enemies resist certain attacks. Build around that rule before the wave gets busy. A favorite unit is still allowed to be the wrong tool for one stage.

Enemy Modifiers describe protection or behavior attached to enemies, including Overshield, Regen, Dodge, Shields, extra speed, or death copies. Enemy Effects focus on the response to a named mechanic. The same name can appear in both places because one explains what happens and the other explains the counter.

Some mechanics have a clean answer through elements, immunity, cleansing, Nullify, bypass effects, or a different attack type. Others have no direct counter and require avoiding the trigger or leaving a vulnerable unit type out of the team. Empty Counter text should never be treated as proof that every normal answer works.

Preparing for enemy attacks

Status Attacks usually stop units from acting through Stun or another condition. Debuff Attacks lower Damage or Range, raise SPA, or place a mark that another enemy can use. Spread key roles across placements when a boss targets nearby units, and protect the unit that keeps your team functioning.

Summoner Attacks add enemies or objects that create another job during the wave. Special Attacks follow unique triggers and can remove, steal, or destroy units, so their effect matters more than a normal damage race. Bosses do enjoy adding chores to a crisis.

Cooldown shows whether an attack repeats on a timer. N/A can mean the action is tied to a spawn, health threshold, number of hits, or a special one-time trigger instead, so watch the effect wording rather than waiting for a clock that never volunteered.

Choosing modifier cards

Starting Cards establish a rule for the run, such as enemy multiplication, healing, explosions, crowd-control immunity, or unit stuns. Choose a team that can live with the card from the opening waves because the effect is not a problem you solve after it has already eaten the lane.

Stacking Cards add effects that can build as more copies are taken. Extra Shields, speed, SPA, Dodge, regeneration, or health can look manageable alone and become the real boss when combined, so judge the total pressure instead of each card in isolation.

Dungeon-Exclusive Cards only belong to Dungeon runs and can offer a bonus, a penalty, or both. Compare the tradeoff with your team before taking it: extra income, traits, placement space, damage, Range loss, time changes, and Life Stock recovery each favor a different plan.

Dungeon-only choices can strengthen the team, weaken it, change the economy, or trade one stat for another. The best card depends on whether your current team can exploit the upside without collapsing under the cost.

FAQ

Q.

What is the difference between Stage Modifiers and Enemy Modifiers?

Stage Modifiers set a broad rule for the fight. Enemy Modifiers add protection or behavior to enemies, such as Overshield, Regen, Dodge, Shields, speed, or death copies.

Q.

Why does the same modifier name appear under Enemy Effects?

The stage or enemy entry explains what the mechanic does. The Enemy Effects entry explains a supported counter, immunity, cleanse, bypass, or avoidance plan for that mechanic.

Q.

What does N/A cooldown mean for a boss attack?

It means the attack is not shown as a normal repeating timer. Its trigger may be a spawn, health threshold, hit count, transformation, or special one-time action described in the effect.

Q.

How should I prepare for Status and Debuff Attacks?

Read the target rule, trigger, duration, and cooldown. Spread important roles when attacks hit nearby units, and bring protection or cleansing only when the named effect allows it.

Q.

What is special about Stacking Cards?

Their pressure builds as more copies are added. Plan around the combined Shields, speed, SPA, Dodge, regeneration, or health instead of judging each pick alone.

Q.

Can Dungeon-Exclusive Cards help the player?

Yes. Some give income, damage, traits, placement space, healing, or other benefits, while others attach a penalty or tradeoff that the team must handle.

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