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.
View
Showing 89 of 104 items.
section
Stage Modifiers
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
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 .
- Counter
- -
- cooldown
- -
Dispersal
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.
- Counter
- -
- cooldown
- -
Wormhole
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.
- Counter
- -
- cooldown
- -
Mind 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.
- Counter
- -
- cooldown
- -
Depleted
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.
- Counter
- -
- cooldown
- -
Blinded
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%).
- Counter
- -
- cooldown
- -
Resilient
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).
- Counter
- -
- cooldown
- -
Solidified
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.
- Counter
- -
- cooldown
- -
Sturdy
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 .
- Counter
- -
- cooldown
- -
Challenger
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.
- Counter
- -
- cooldown
- -
Energy 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%).
- Counter
- -
- cooldown
- -
Absorption
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.
- Counter
- -
- cooldown
- -
Armored
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—the little notches sticking out from the circle—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.
- Counter
- -
- cooldown
- -
section
Enemy Modifiers
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.
- Counter
- -
- cooldown
- -
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.
- Counter
- -
- cooldown
- -
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.
- Counter
- -
- cooldown
- -
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.
- Counter
- -
- cooldown
- -
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.
- Counter
- -
- cooldown
- -
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.
- Counter
- -
- cooldown
- -
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.
- Counter
- -
- cooldown
- -
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.
- Counter
- -
- cooldown
- -
section
Enemy Effects
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
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.
- cooldown
- -
Blinded
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.
- cooldown
- -
Resilient
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.
- cooldown
- -
Sturdy
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.
- cooldown
- -
Challenger
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.
- cooldown
- -
Energy 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.
- cooldown
- -
Absorption
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.
- cooldown
- -
Armored
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.
- cooldown
- -
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.
- cooldown
- -
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.
- cooldown
- -
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.
- cooldown
- -
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.
- cooldown
- -
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.
- cooldown
- -
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.
- cooldown
- -
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.
- cooldown
- -
section
Status Attacks
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
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.
- Counter
- -
- cooldown
- 12s
Recroom
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.
- Counter
- -
- cooldown
- 20s
Guldy
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.
- Counter
- -
- cooldown
- -
Friezo (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.
- Counter
- -
- cooldown
- 15s
Jag-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.
- Counter
- -
- cooldown
- 25s
Sukono
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.
- Counter
- -
- cooldown
- -
Tuji
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.
- Counter
- -
- cooldown
- 24s
Transfigured 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.
- Counter
- -
- cooldown
- 18s
Chaso
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.
- Counter
- -
- cooldown
- 12s
Mike
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.
- Counter
- -
- cooldown
- 20s
Ringo
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.
- Counter
- -
- cooldown
- 9s
Diogo
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.
- Counter
- -
- cooldown
- 16s
Susanmoru
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.
- Counter
- -
- cooldown
- 9s
Demon 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.
- Counter
- -
- cooldown
- -
Yababa
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.
- Counter
- -
- cooldown
- 20s
Tui
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.
- Counter
- -
- cooldown
- -
Axe 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.
- Counter
- -
- cooldown
- 30s
Sword 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.
- Counter
- -
- cooldown
- 20s
God 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.
- Counter
- -
- cooldown
- 20s
Sitting 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.
- Counter
- -
- cooldown
- -
Spear 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.
- Counter
- -
- cooldown
- 20s
Dodera
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.
- Counter
- -
- cooldown
- -
Itochi
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.
- Counter
- -
- cooldown
- 20s
The 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.
- Counter
- -
- cooldown
- 14s
Kojiro
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.
- Counter
- -
- cooldown
- 5-15s
Gilgamesh
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.
- Counter
- -
- cooldown
- 10s
Cu 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.
- Counter
- -
- cooldown
- 18s
Sukono, 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.
- Counter
- -
- cooldown
- 12s
Blood-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.
- Counter
- -
- cooldown
- -
Dark-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.
- Counter
- -
- cooldown
- 50s
section
Debuff Attacks
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
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.
- Counter
- -
- cooldown
- 12s
Sukono
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.
- Counter
- -
- cooldown
- -
Kyogan
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.
- Counter
- -
- cooldown
- 16s
The 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%.
- Counter
- -
- cooldown
- 16s
Gleeful 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.
- Counter
- -
- cooldown
- -
section
Summoner Attacks
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)
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.
- Counter
- -
- cooldown
- -
Medea
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.
- Counter
- -
- cooldown
- 30s
Mike
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.
- Counter
- -
- cooldown
- 20s
The 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.
- Counter
- -
- cooldown
- -
section
Special Attacks
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
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.
- Counter
- -
- cooldown
- -
Gilgamesh
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.
- Counter
- -
- cooldown
- -
section
Starting Cards
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
- Counter
- -
- cooldown
- -
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
- Counter
- -
- cooldown
- -
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%
- Counter
- -
- cooldown
- -
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
- Counter
- -
- cooldown
- -
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
- Counter
- -
- cooldown
- -
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
- Counter
- -
- cooldown
- -
section
Stacking Cards
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
- Counter
- -
- cooldown
- -
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
- Counter
- -
- cooldown
- -
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%
- Counter
- -
- cooldown
- -
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%
- Counter
- -
- cooldown
- -
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
- Counter
- -
- cooldown
- -
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%
- Counter
- -
- cooldown
- -
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
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.
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.
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.
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.
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.
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.









