Brotato Ultimate Guide to Enemies and Waves

Contents By ArosRising. This is a guide to the different enemies and waves in Brotato. If youve ever wondered what enemies spawn during a specific wave, or how many HP an enemy has during any wave, you can find the answer here.

Contents

Wave and Enemy Guide

By ArosRising.

This is a guide to the different enemies and waves in Brotato. If you’ve ever wondered what enemies spawn during a specific wave, or how many HP an enemy has during any wave, you can find the answer here.

Enemy Breakdown

Let’s go over the different enemies and their stats. For reference, your speed is 450.

Tree

  • Hit Points: 10 + 5 per Wave (+40% for Danger 5)
  • Damage:  0
  • Speed: 0
  • Material Drops: 3
  • Drops:  100% for Consumable, and 20% of those will be Loot Crates.
  • Waves: All
  • Abilities: Is Neutral. Won’t be targeted by bounces or Cyberball for example. Fire won’t spread to it either. (but you can just put it on fire by attacking it)
  • Behavior: None

Trees spawn every 10 seconds into the wave. Per default the amount of trees that spawn is: 0.50 + 0.33 per tree stat (tree item gives +1 tree stat). So if you have 3 tree items, 1.5 trees spawn on average. Tree spawns are smoothed out, so if you have 1.5 trees spawning, then there is 100% chance for 1 tree to spawn, and 50% for the second tree to spawn.

Baby Alien

  • Hit Points: 3 + 2 per Wave (+40% for Danger 5)
  • Damage:  1 + 0.6 per Wave (+40% for Danger 5)
  • Speed: 200-300 (Random when spawned)
  • Material Drops: 1
  • Drops:  1% for Consumable, and 1% of those will be Loot Crates.
  • Waves: 1, 2, 3, 4, 5, 6, 7, 8, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20
  • Abilities: None
  • Behavior: Chases the player.

The most common enemy in Brotato. Having your weapons deal enough damage to one shot Baby Aliens can be a large advantage on several waves.

Chaser

  • Hit Points: 1 + 1 per Wave (+40% for Danger 5)
  • Damage: 1 + 0.6 per Wave (+40% for Danger 5)
  • Speed: 380
  • Material Drops: 1
  • Drops: 2% for Consumable, and 3% of those will be Loot Crates.
  • Waves:  2, 3, 5, 6, 9, 10, 12
  • Abilities: None
  • Behavior: Chases the player.

Another very common enemy. Very low Max HP. Their most dangerous attribute is their high speed.

Charger

  • Hit Points: 4 +2.5 per Wave (+40% for Danger 5)
  • Damage: 1 + 0.85 per Wave (+40% for Danger 5)
  • Speed: 400
  • Knockback: Immune
  • Material Drops: 1
  • Drops: 1% for Consumable, and 1% of those will be Loot Crates.
  • Waves: 3, 5, 6, 7, 9, 10, 11, 12
  • Abilities: Charges towards the player if in range every 2.5-3.5
  • Behavior: Chases the player.

The Charger is the first challenging enemy you’ll encounter. High speed, immunity to knockback, and a deadly charging attack makes the Charger a dangerous foe. You can often bait the charger to charge you, and then just step slightly to the side, allowing your weapons to kill it. Chargers will also have issues with killing you if you just keep moving forward in a constant direction.

Loot Hoarder

  • Hit Points: 50 + 25 per Wave (+40% for Danger 5)
  • Damage:  1 + 0.85 per Wave (+40% for Danger 5)
  • Speed: 300-400
  • Knockback: Normal
  • Material Drops: 8
  • Drops: Always Drops a Loot Crate
  • Waves: 3-20
  • Abilities: Runs around the map. The Consumable drop is Guaranteed, so even negative luck or Endless Mode won’t prevent it from dropping a consumable. Pre Endless mode, the Crate drop is also Guaranteed, meaning you can be sure to get a crate no matter how many crates have already dropped.
  • Behavior: Wanders the Map.

The Loot Hoarder is quite tanky and can be difficult to kill, but the reward is very sweet. 8 Materials and a Loot crate is huge. It is worth chasing, but it isn’t worth dying for!

Spitter

  • Hit Points: 8 + 1 per Wave (+40% for Danger 5)
  • Damage: 1 + 0.6 per Wave (+40% for Danger 5)
  • Damage Projectiles:  1 + 0.75 per Wave (+40% for Danger 5)
  • Speed: 200
  • Knockback: Immune
  • Material Drops: 1
  • Drops: 3% for Consumable, and 10% of those will be Loot Crates.
  • Waves: 4, 5, 7, 8, 11, 13, 15, 18
  • Abilities: Spits projectiles towards the player every 3 seconds if you’re within 700 Range.
  • Behavior: Stalks the player, keeping a 300 Range distance.

The spitter is the basic range enemy. It keeps its distance and shoots projectiles after the player. You can avoid the projectiles by keeping moving in the same direction, or by moving in large circles. However, when there are several spitters, they can end up really limiting your movement, unless you want to get hit. They have good drop rates, and low HP, so they are high priority targets.

Fly

  • Hit Points: 15 + 4 per Wave (+40% for Danger 5)
  • Damage: 1 + 0.85 per Wave (+40% for Danger 5)
  • Damage Projectile: 1 + 1 per Wave (+40% for Danger 5)
  • Speed: 325-375
  • Knockback: Immune
  • Material Drops: 1
  • Drops: 1% for Consumable, and 1% of those will be Loot Crates.
  • Waves: 4(D1+), 6(D1+), 11(D1+), 13(D1+)
  • Abilities: Fires projectiles in random directions when hit by projectiles itself.
  • Behavior: The Fly moves towards a point within 300 of where you are, moves to that place, then moves to another random place near you. So it ends up chasing the places where you used to be.

The Fly is quite an annoyance. Sometimes it will run you over if you stand still or do a double-back. The projectiles it fires can fill up the battlefield and make it difficult to maneuver.

Helmet Alien

  • Hit Points: 8 + 3 per Wave (+40% for Danger 5)
  • Damage:  1 + 1 per Wave (+40% for Danger 5)
  • Speed: 225-275
  • Knockback: Halved
  • Material Drops: 1
  • Drops:  1% for Consumable, and 1% of those will be Loot Crates.
  • Waves: 4(D5+), 10(D1+), 13, 14, 15, 16, 17, 18, 19, 20
  • Abilities: None.
  • Behavior: Chases the player.

The Helmet Alien is a more bulky version of the Default Baby Alien. Not a big challenge unless you fall behind in damage.

Horned Charger

  • Hit Points: 12 + 5 per Wave (+40% for Danger 5)
  • Damage:  1 + 1.1 per Wave (+40% for Danger 5)
  • Speed: 425
  • Knockback: Immune
  • Material Drops: 1
  • Drops:  1% for Consumable, and 1% of those will be Loot Crates.
  • Waves: 5(D4+), 6(D4+), 18, 19
  • Abilities: Charges towards the player if in range every 2.5-3.5.
  • Behavior: Chases the player.

A stronger version of the regular charger.

Healer

  • Hit Points: 10 + 8 per Wave (+40% for Danger 5)
  • Damage:  1 + 0.85 per Wave (+40% for Danger 5)
  • Speed: 400
  • Knockback: Immune
  • Material Drops: 2
  • Drops: 3% for Consumable, and 3% of those will be Loot Crates.
  • Waves: 7(D1+), 12(D1+), 14(D1+), 16(D1+), 18(D1+), 19(D1+)
  • Abilities: Runs around the map. Heals all enemies that it comes close to for 100 HP + 10 HP per additional wave. 
  • Behavior: Wanders the Map.

The Healer is both dangerous due to its random movement, but also because it actually heals enemies quite a bit. It is especially annoying if you’re doing a lot of chip damage like with bounce weapons, or damage from Cyberball.

Slicer Egg

  • Hit Points: 5 + 3 per Wave (+40% for Danger 5)
  • Damage: 1 + 0.25 per Wave (+40% for Danger 5)
  • Speed: 0
  • Knockback: Immune
  • Material Drops: 1
  • Drops: No Drops
  • Waves: 7(D5+), 15(D5+), 18(D4+)
  • Abilities: Hatches after 5 seconds into a Slicer if not killed.
  • Behavior: None.

Eggs spawn randomly around the map. The Slicers that hatch from them are quite dangerous, so it is well worth it to hunt down the egg. If you’re a badass, you can let the egg spawn for the 2 additional material drops.

Slicer

  • Hit Points: 50 + 25 per Wave (+40% for Danger 5)
  • Damage: 1 + 1.15 per Wave (+40% for Danger 5)
  • Damage Projectile: 1 + 1 per Wave (+40% for Danger 5)
  • Speed: 250-300
  • Knockback: Immune
  • Material Drops: 3
  • Drops: 1% for Consumable, and 1% of those will be Loot Crates.
  • Waves: 7(D5+), 15(D5+), 18(D4+)
  • Abilities: Fires Slicing attacks near the player if you’re within 500 range. 1.25 Second cooldown.
  • Behavior: The Slicer will choose an angle and distance when it spawns, for example 300 range directly below you. It will always attempt to move towards that location relative to you. So it won’t actually run into you, unless you are between it and the desired spot. It can save your life to know that the Slicer keeps its distance to you. Since it just orbits you, you can actually move somewhat freely around, since it will move out of your way. 

The Slicer is tanky, and fires annoying slicing attacks that can be hard to dodge. Your best bet is to kill them before they hatch.

Bruiser

  • Hit Points: 20 + 11 per Wave (+40% for Danger 5)
  • Damage:  2 + 0.85 per Wave (+40% for Danger 5)
  • Speed: 300
  • Knockback: Immune
  • Material Drops: 3
  • Drops:  3% for Consumable, and 3% of those will be Loot Crates.
  • Waves: 8, 9, 10, 12, 13, 14, 16
  • Behavior: Wanders the map. Chases the player when you come too close to it.
  • Abilities: Charges towards the player if in range every 2.5-3.5.

The Bruiser is tanky and deadly. It’s difficult to kill before it finishes its charge, so you have to avoid it. The Bruiser wanders the map, so you can avoid getting attacked by staying far away.

Armored Bruiser

  • Hit Points: 30 + 22 per Wave (+40% for Danger 5)
  • Damage: 1 + 1.15 per Wave (+40% for Danger 5)
  • Speed: 300
  • Knockback: Immune
  • Material Drops: 3
  • Drops: 3% for Consumable, and 3% of those will be Loot Crates.
  • Waves: 8(D1+), 13, 16, 19, 20
  • Abilities: Charges towards the player if in range every 2.5-3.5 seconds.
  • Behavior: Wanders the map. Chases the player when you come too close to it.

A stronger version of the regular bruiser. 

Fin Alien

  • Hit Points: 12 + 2 per Wave (+40% for Danger 5)
  • Damage:  1 + 1 per Wave (+40% for Danger 5)
  • Speed: 400
  • Knockback: Halved
  • Material Drops: 1
  • Drops:  2% for Consumable, and 3% of those will be Loot Crates.
  • Waves: 9(D1+), 15, 16, 17, 19(D2+), 20
  • Abilities: None.
  • Behavior: Chases the player.

The Fin Alien is a more bulky version of the Default Chaser. Slightly faster and deadlier. Watch out, it blends in with the regular Chaser, but has more HP, so be careful you don’t walk into it.

Pursuer

  • Hit Points: 24 + 10 per Wave (+40% for Danger 5)
  • Damage:  1 + 1.2 per Wave (+40% for Danger 5)
  • Speed: 150 (gains +45 in speed every second, for a maximum of 600 speed)
  • Knockback: Normal
  • Material Drops: 3
  • Drops:  3% for Consumable, and 3% of those will be Loot Crates.
  • Waves: 11, 12, 17, 19.
  • Behavior: Chases the player.
  • Abilities: Gains speed every second, it loses all its speed when it hits you. 

The Pursuer is weak to being knocked back. You either need to have some knockback, or kill them before they reach top speed. You need +34% speed to outrun a Pursuer at max speed. But you need a bit more since you’re not running in a straight line.

Tentacle

  • Hit Points: 100 + 20 per Wave (+40% for Danger 5)
  • Damage: 1 + 1 per Wave (+40% for Danger 5)
  • Damage Projectile: 1 + 1 per Wave (+40% for Danger 5)
  • Speed: 200
  • Knockback: 70% Resistance
  • Material Drops: 3
  • Drops:  1% for Consumable, and 1% of those will be Loot Crates.
  • Waves: 13(D3+), 15(D1+), 17(D1+), 19(D1+)
  • Abilities: Crates two Slices in a V shape if you’re within 500 range.(Attacks about every other second).
  • Behavior: Stalks the player, keeping a 300 Range distance.

The Tentacle takes the cake for the most annoying enemy. Not only is it insanely tanky and likes to crawl up close, absorbing your shots, it also fires slicing shots that punish you for trying to get around them.

Spawner

  • Hit Points: 10 + 1 per Wave (+40% for Danger 5)
  • Damage:  1 + 0.85 per Wave (+40% for Danger 5)
  • Speed: 120
  • Knockback: 70% Reduction
  • Material Drops: 1
  • Drops:  1% for Consumable, and 1% of those will be Loot Crates.
  • Waves: 14, 15, 17, 18, 20
  • Abilities: Spawns 3 Junkies upon death. 
  • Behavior: Stalks the player, keeping a 300 Range distance.

The Spawner as the name implies spawns Junkies on death. Since the Junkies spawn where the Spawner died, you should often wait around and make sure to kill the Junkies, since Junkies can become super deadly in large numbers. Spawners keep a distance of 300 range away from you, so if you’re using melee weapons with low range, you can actually avoid popping spawners by moving carefully.

Junkie

  • Hit Points: 15 + 5 per Wave (+40% for Danger 5)
  • Damage: 1 + 1 per Wave (+40% for Danger 5)
  • Damage Projectile: 1 + 1 per Wave (+40% for Danger 5)
  • Speed: 350
  • Knockback: Normal
  • Material Drops: 1
  • Drops: 1% for Consumable, and 1% of those will be Loot Crates.
  • Waves: 14, 15, 18
  • Abilities: Shoots a Projectile in a random direction every 3 seconds.
  • Behavior: Wanders the Map.

Junkies are surprisingly Tanky and fast. They wander all over the place, shooting projectiles all over the map. If you don’t actively hunt them down, they often start to congregate in large numbers. So I recommend focusing on them. Once they amass, they will fill up the screen with projectiles, making it hard to survive.

Buffer

  • Hit Points: 20 + 3 per Wave (+40% for Danger 5)
  • Damage:  1 + 0.6 per Wave (+40% for Danger 5)
  • Speed: 150
  • Knockback: Immune
  • Material Drops: 2
  • Drops:  1% for Consumable, and 1% of those will be Loot Crates.
  • Waves: 16, 17, 18, 19, 20
  • Abilities: Buffs other units every 4 seconds, giving them +150% HP, +25% Damage, +50% speed. The buff lasts until the end of the round, and has a casting range of about 500.
  • Behavior: Stalks the player, keeping a 400-600 Range distance.

The Buffer is a high priority target. Its ability makes other enemies much more deadly, and adds more HP to the battlefield. But you will need to chase them down, because they like to stay at a distance from you.

Lamprey

  • Hit Points: 30 + 15 per Wave (+40% for Danger 5)
  • Damage:  1 + 0.75 per Wave (+40% for Danger 5)
  • Projectile Damage:  1 + 0.75 per Wave (+40% for Danger 5)
  • Speed: 350
  • Knockback: Immune
  • Material Drops: 1
  • Drops: 1% for Consumable, and 1% of those will be Loot Crates.
  • Waves: When Buying the Bait item.
  • Abilities: Charges the Player, shooting projectiles to both sides as it charges.
  • Behavior: Chases the player.

Tanky, Fast, and deadly. The Lamprey is a quite dangerous Foe. 7-8 of them spawns when you buy the Bait item. It is a cheap item if you can handle the Lampreys, but be careful.

Bosses and Elites

Bosses are unique and powerful enemies that spawn on the last wave of a normal run, Wave 20, and every tenth wave in Endless mode. Elites are similarly powerful enemies that spawn on 

Elites and Bosses have a large pool of Hit Points and each Elite/Boss has a set of special abilities. When a Boss or Elite has taken enough damage, or long enough time has passed, it Mutates into a new form, with new attacks and move sets.

Elites and Bosses drop a Legendary Loot Crate upon death (in normal mode), which heals for 100 hp and gives a legendary item at the end of the wave. Killing the Boss/Bosses at Wave 20 also ends the Run, unless you have Endless Mode enabled.

  • Ugly Tooth can slow down bosses and Elites, making them easier to escape from, or to chase down. It also affects charging speed, though slightly less than it affects movement speed. (Snail does the same stuff, but barely noticeable)
  • Silver Bullet multiplies all damage you do to Elites and Bosses by 25%. It is a great item to pick up if you could benefit from that extra damage. However if you don’t plan on killing Elites/Bosses, don’t get silver bullets.

Predator (Wave 20 Boss)

  • Hit Points: 28000 + 100 per Wave (29900 on Wave 20 or 31395 on Danger 5)
  • Damage:  1 + 1.5 per Wave (+40% for Danger 5)
  • Projectile Damage:  1 + 1.15 per Wave (+40% for Danger 5)
  • Speed: 300
  • Knockback: Immune
  • Material Drops: 1
  • Drops: 100% chance for Legendary Chest in Wave 20. 
  • Waves: 20
  • Abilities: Charges the Player. Has a line of projectiles rotating around its body.
  • Default Behavior: Chases the player.
  • Mutation 1: (After 45 seconds or when at 50% HP) The Charging stops. But the Predator sends a pulse of projectiles every 2 seconds. It also starts moving like a Fly instead of chasing you.

Mind the Charge! The projectiles pause rotating as the Predator charges. It’s very easy to be hit, as the Projectiles suddenly move sideways.

Invoker (Wave 20 Boss)

  • Hit Points: 28000 + 100 per Wave (29900 on Wave 20 or 31395 on Danger 5)
  • Damage:  1 + 1.5 per Wave (+40% for Danger 5)
  • Projectile Damage:  1 + 1.15 per Wave (+40% for Danger 5)
  • Speed: 200
  • Knockback: Immune
  • Material Drops: 1
  • Drops: 100% chance for Legendary Chest in Wave 20. 
  • Waves: 20
  • Abilities: Spawns projectiles under the player every second.
  • Default Behavior: Chases the player.
  • Mutation 1: (After 30 seconds or when at 75% HP) More projectiles spawn in a bigger area.
  • Mutation 2: (After 60 seconds or when at 40% HP) Gains +150% speed, begins to run randomly around the map, projectiles spawn in a ring around the player.

Having a large amount of speed allows you to completely outrun all the projectile attacks of the Invoker (+60% or in that area). Attempting to kill the Invoker first can be difficult, since it just runs off once it hits 40% HP. Staying inside the Projectile ring can often let the Buffed Armored Bruisers catch up to you. Be careful!

Rhino (Elite)

  • Hit Points: 1 + 750 per Wave (+40% for Danger 5)
  • Damage:  1 + 1.5 per Wave (+40% for Danger 5)
  • Projectile Damage:  1 + 1.15 per Wave (+40% for Danger 5)
  • Speed: 250
  • Knockback: Immune
  • Material Drops: 10
  • Drops: 100% chance for Legendary Chest in Normal Mode. 
  • Waves: 11/12/14/15/17/18
  • Abilities: Charges the Player (800 Range, 2 sec cooldown), spawning 4 projectiles on each side of its charge.
  • Default Behavior: Chases the player.
  • Mutation 1: (After 25 seconds or when at 60% HP) The Charges become shorter and faster (500 Range, 1.33 sec cooldown). And the last spawned projectiles from the charge are shot backwards.

The Rhino is typically not too hard to dodge as long as you are able to focus on it. But if you also are dealing with evading other enemies, it quickly becomes dangerous as its charges can be quite deadly. Having a bit of additional speed tends to be quite helpful.

Butcher (Elite)

  • Hit Points: 1 + 750 per Wave (+40% for Danger 5)
  • Damage:  1 + 1.5 per Wave (+40% for Danger 5)
  • Projectile Damage:  1 + 1.15 per Wave (+40% for Danger 5)
  • Projectile Damage Mutation 2:  1 + 0.75 per Wave (+40% for Danger 5)
  • Speed: 200
  • Knockback: Immune
  • Material Drops: 10
  • Drops: 100% chance for Legendary Chest in Normal Mode. 
  • Waves: 11/12/14/15/17/18
  • Abilities: Spawns 4 slashes around the player (1000 Range, 1.33 sec cooldown)
  • Default Behavior: Chases the player.
  • Mutation 1: (After 20 seconds or when at 70% HP) The slashes become faster, spawn randomly, and 8 slashes spawns.(1200 Range, 1 sec cooldown)
  • Mutation 2: (After 40 seconds or when at 40% HP) The slashes become rapid, deal less damage, and only 3 slashes.  (2000 Range, 0.75 sec cooldown). Also the Butcher begins to move towards where you used to be, like the fly enemy, rather than to chase you.

The Butcher can be really difficult for newer players, since you have to learn to dodge the slashes, or you will die. But once you learn the attack patterns, the Butcher becomes one of the easier Elites since it just slowly chases after you.

Monk (Elite)

  • Hit Points: 1 + 750 per Wave (+40% for Danger 5)
  • Damage:  1 + 1.5 per Wave (+40% for Danger 5)
  • Projectile Damage:  1 + 1.15 per Wave (+40% for Danger 5)
  • Speed: 350
  • Knockback: Immune
  • Material Drops: 10
  • Drops: 100% chance for Legendary Chest in Normal Mode. 
  • Waves: 11/12/14/15/17/18
  • Abilities: Spawns 3 Slicer Eggs every 1.5 second. 15 Eggs in total. From 57-49 seconds left.
  • Default Behavior: Wanders the Map
  • Mutation 1: (After 10 seconds or when at 75% HP) The Monk stops spawning eggs, but starts firing projectiles in a spray towards the player. (2000 Range, 6 Projectiles, 1.5 sec cooldown)
  • Mutation 2: (After 30 seconds or when at 50% HP) The Monk begins to Spawn 2 Tentacles every 2.4 seconds.
  • Mutation 3: (After 40 seconds or when at 30% HP) The Monk spawns a ring of 10 Projectiles around the player. You can pass through the holes in the ring.

The Monk can be a very troublesome Elite. It spawns a lot of eggs that can easily get out of hand, and some very tanky tentacles. It is super difficult for melee builds to chase down the Monk and kill it. Its projectiles are also very annoying. Make sure you kill its eggs, learn to move through the holes in both the spray and ring projectile attack.

Croc (Elite)

  • Hit Points: 1 + 750 per Wave (+40% for Danger 5)
  • Damage:  1 + 1.5 per Wave (+40% for Danger 5)
  • Projectile Damage:  1 + 1.15 per Wave (+40% for Danger 5)
  • Speed: 350
  • Knockback: Immune
  • Material Drops: 10
  • Drops: 100% chance for Legendary Chest in Normal Mode. 
  • Waves: 11/12/14/15/17/18
  • Abilities: Charges the player. Sends out two slashes, one to each side, when it charges.
  • Default Behavior: Chases the Player.
  • Mutation 1: (After 25 seconds or when at 60% HP) The Croc stops sending slashes when it dashes, but instead fires a ring of projectiles around the player. (2000 Range, 10 Projectiles, 1 sec cooldown). It will try to keep a 200 range distance from the player, but also charge the player every 0.66 Second.

The Croc can be quite difficult. It takes a ton of speed to outrun, so instead the easier option is to simply do bullfighting and move to the side when it charges you. Once you learn the pattern, it isn’t too hard. The issue is all the other enemies also deciding to show up at the same time.

Colossus (Elite)

  • Hit Points: 1 + 750 per Wave (+40% for Danger 5)
  • Damage:  1 + 1.5 per Wave (+40% for Danger 5)
  • Projectile Damage:  1 + 1.15 per Wave (+40% for Danger 5)
  • Speed: 300
  • Knockback: Immune
  • Material Drops: 10
  • Drops: 100% chance for Legendary Chest in Normal Mode. 
  • Waves: 11/12/14/15/17/18
  • Abilities: Creates random pillar projectiles around itself that move randomly with 200 speed until they detonate.
  • Default Behavior: Chases the Player.
  • Mutation 1: (After 25 seconds or when at 60% HP) The Colossus starts Wandering the Map, and instead shoots rings of pillar projectiles centered on you, that move with 300 speed.

The Colossus can be difficult until you learn the unique patterns of its attacks. In the first Phase, its projectiles only spawn around it, so if you’re not planning to kill it, you can run away. In the second phase, you can be close to the Colossus, or far away, the attack will be the same. You can move with the ring and stay within it, or move closer to the colossus to get out of the ring. Having a bit of speed really makes this easier. In the second phase, you’ll have to dodge the same amount of attacks no matter where you are on the map, so attacking the Colossus here is as risky as with some other elites, or the first phase.

Mantis (Elite)

  • Hit Points: 1 + 750 per Wave (+40% for Danger 5)
  • Damage:  1 + 1.5 per Wave (+40% for Danger 5)
  • Projectile Damage:  1 + 1.15 per Wave (+40% for Danger 5)
  • Speed: 250
  • Knockback: Immune
  • Material Drops: 10
  • Drops: 100% chance for Legendary Chest in Normal Mode. 
  • Waves: 11/12/14/15/17/18
  • Abilities: Spawns 6 Slashing projectiles in a circle around it, moving along with it.
  • Default Behavior: Chases the Player.
  • Mutation 1: (After 25 seconds or when at 60% HP) The Mantis now also charges you rapidly, spawning slashing projectiles as it charges.

The Mantis is fairly straightforward. Like the Rhino, you have just got to be ready for the projectile slashes. In its first stage, it just slowly moves towards you, allowing you a lot of freedom as long as you can dodge the slashes. When the Mantis mutates, it will start charging. This makes it harder to evade both the moving projectiles, and the Mantis itself. If you have some speed, and you’re not planning on killing the mantis, you can quite easily outrun it and get out of range of its slashes

Mother (Elite)

  • Hit Points: 1 + 750 per Wave (+40% for Danger 5)
  • Damage:  1 + 1.5 per Wave (+40% for Danger 5)
  • Projectile Damage:  1 + 1.15 per Wave (+40% for Danger 5)
  • Speed: 250
  • Knockback: Immune
  • Material Drops: 10
  • Drops: 100% chance for Legendary Chest in Normal Mode. 
  • Waves: 11/12/14/15/17/18
  • Default Behavior: Chases the Player.
  • Mutation 1: (After 25 seconds or when at 60% HP) The Mother attempts to stay 500 range away from you, and it begins creating 2 slashing projectiles near your location. With each time it slashes at you, it also spawns 6 Fin Aliens around it. It slashes every 0,66 seconds.

The Mother is a difficult elite, mostly due to its second phase. The slashes are similar to the butcher’s last stage, but deal full damage, and also a ton of enemies spawn when this happens. This makes it super difficult to kill the Mother, since it also will keep a distance to you. If you’re using a weapon without good crowd clearing ability, don’t expect to kill the mother. However the about 9 Fin aliens that spawn each second will drop materials. As a result, Mother can be farmed for tons of materials, especially if you have a Hunting Trophy.

Gargoyle (Elite)

  • Hit Points: 1 + 750 per Wave (+40% for Danger 5)
  • Damage:  1 + 1.5 per Wave (+40% for Danger 5)
  • Projectile Damage:  1 + 1.15 per Wave (+40% for Danger 5)
  • Speed: 350
  • Knockback: Immune
  • Material Drops: 10
  • Drops: 100% chance for Legendary Chest in Normal Mode. 
  • Waves: 11/12/14/15/17/18
  • Default Behavior: Wanders the Map.
  • Mutation 1: (After 30 seconds or when at 60% HP) The Gargoyle starts chasing you, spawning projectiles in random patterns around it.
  • Mutation 2: (After 45 seconds or when at 30% HP) The Gargoyle attempts to stay within 225 range of you. The Gargoyle begins to spawn random projectiles shooting out from it in all directions. The projectiles move slowly at 200 Speed. It generally feels like a Fly getting hit by a SMG, spawning a lot of projectiles.

The Gargoyle is the easiest elite. In the first phase, the ring of projectiles is so large that you can easily stay within it and just chase the gargoyle down. In the Second and third phase, the projectiles are also super easy to dodge, and the Gargoyle often becomes a free kill.

Wave Breakdown

The numbers used for enemy HP, Damage, and types of spawns are for 100% Difficulty Danger 5.

If you want to find key numbers for other difficulties, use the enemy Calculator in my Brotato Multitool:

Spawn Timings

  • The spawn timings listed for enemies is when the red X appears on the map. Enemies spawn 1 second after the X appears.
  • Note that there is a slight delay between each enemy being spawned. So when a lot of enemies are spawned at once, they might spawn over the duration of half a second.

Enemy Spawn Conditions:

  • Default: The default is for enemies to at different random points around the map.
  • Spawns in Groups: These enemies spawn together in a group. Usually within 200-300 range of each other. Making them easy to kill at once.
  • Spawns on edge of the map: These enemies spawn around the edge of the map. Typically this will cause you to be surrounded.
  • Cannot spawn next to each other: These enemies have a minimum distance between how close they can spawn to each other. Very rarely used.

Wave 1

  • Duration: 20 seconds
  • Key Damage Numbers: All enemies have 4 HP.

Wave 1 shouldn’t give you much trouble. Try your best to kill enemies, look for trees, and gather materials so you get a good start.

Stats Breakdown Wave 1:

Average Enemies: 

  • Baby aliens: 24-30 (27) 
  • Trees: 0-2 (0.5)

Average Materials: 28.5 (Note you start with 30 money)

Average total Enemies HP: 114

Enemies:

Tree

  • Amount: 1-2 (+1 per tree item) (33% spawn chance)
  • Spawn Timing: First spawn after 10 sec, repeats every 10 seconds.
  • Hit Points: 14

Baby Alien

  • Amount: 4-5
  • Spawn Timing: First spawn after 1 sec, repeats every 3 seconds.
  • Hit Points: 4
  • Damage: 1

Wave 2

  • Duration: 25 seconds
  • Key Damage Numbers: Enemies have 4 and 7 HP, so dealing 4 damage is great. But most builds should be fine.

Not much here either. Chasers can get some hits in against slow weapons. Mind the big spawn of enemies 10 seconds into the wave. Trees also spawn with 15 and 5 seconds left, so be ready to hunt down the trees at the last seconds.

Stats Breakdown Wave 2:

Average Enemies: 

  • Chasers: 24-32 (28)
  • Baby Aliens: 12-15 (13.5) 
  • Trees: 0-4 At 33% chance (1)

Average Materials: 44.5

Average total Enemies HP: 199.5

Enemies:

Tree

  • Amount: 1-2 (+1 per tree item) (33% spawn chance)
  • Spawn Timing: Spawns when there is 15, 5 seconds left.
  • Hit Points: 21

Chaser

  • Amount: 3-4
  • Spawn Timing: First spawn after 1 sec, repeats every 3 seconds.
  • Hit Points: 3
  • Damage: 2

Baby Alien

  • Amount: 4-5
  • Spawn Timing: First spawn after 10 sec, repeats every 5 seconds.
  • Hit Points: 7
  • Damage: 2
  • Spawns of the Edge of the Map.

Wave 3

  • Duration: 30 seconds
  • Key Damage Numbers: Enemies have 4, 10, and 13 HP, so dealing 5, 10, or 13+ damage is great. But most builds should be fine.

Loot hoarders can now spawn, but it spawns when there is 5 seconds left. Now we begin to see some harder enemies if you’re playing on harder difficulties. Watch out for the 4 charger spawn 15 seconds into the wave.

Stats Breakdown Wave 3:

(Doesn’t account for enemies that spawn during the last 2 seconds)

Average Enemies: 

  • Chasers: 9-12 (10.5)
  • Baby Aliens: 45-54 (49.5) 
  • Fly 1 (1)
  • Chargers: 10 (10)
  • Trees: 0-4 At 33% chance (1)
  • Loot Hoarder 0-1 At 10% (0.1)

Average Materials: 74.8

Average total Enemies HP: 741

Enemies:

Tree

  • Amount: 1-2 (+1 per tree item) (33% spawn chance)
  • Spawn Timing: Spawns when there is 20, 10 seconds left.
  • Hit Points: 28

Loot Hoarder

  • Amount: 1 (10% spawn chance)
  • Spawn Timing: Spawns when there is 5 seconds left.
  • Hit Points: 140
  • Damage: 4

Baby Alien

  • Amount: 5-6
  • Spawn Timing: First spawn after 1 sec, repeats every 3 seconds.
  • Hit Points: 10
  • Damage: 3
  • Spawns on the edge of the map.

Chaser

  • Amount: 3-4
  • Spawn Timing: Spawns when there is 20, 13, 6, 2 seconds left.
  • Hit Points: 4
  • Damage: 3
  • Spawns in Group (Range 200)

Charger (Danger 1+)

  • Amount: 2
  • Spawn Timing: Spawns when there is 15 seconds left.
  • Hit Points: 13
  • Damage: 4
  • Spawns in Group (100 Range)

Fly (Danger 2+)

  • Amount: 1
  • Spawn Timing:  Spawn after 10 sec, no repeats.
  • Hit Points: 32
  • Damage Melee: 4
  • Damage Projectile: 4
  • Spawns in Group (100 Range)

Charger (Danger 5+)

  • Amount: 2
  • Spawn Timing: Spawns when there is 20, 15, 10, 5 seconds left.
  • Hit Points: 13
  • Damage: 4

Wave 4

  • Duration: 35 seconds
  • Key Damage Numbers: 13 one shots both baby aliens, 15 also one shots spitter. And those two numbers also take 2 and 3 shots for the other enemies, making it decent breakpoints. And for the same reason, 7 and 8 are also good break points.

Wave 4 is the first “Damage Check”. The enemies have a lot of hit points, and if you haven’t picked up enough weapons, you might not be able to clear out the enemies. This is mostly for ranged weapons, since Melee weapons cleave through foes.

Stats Breakdown Wave 4:

(Doesn’t account for enemies that spawn during the last 2 seconds)

Average Enemies: 

  • Spitters: 18 (18)
  • Baby Aliens: 60-70 (65) 
  • Flies: 2 (2)
  • Helmet Alien: 18 (18)
  • Trees: 0-6 At 33% chance (1.5)
  • Loot Hoarder 0-1 At 10% (0.1)

Average Materials: 108.3

Average total Enemies HP: 1693

Enemies:

Tree

  • Amount: 1-2 (+1 per tree item) (33% spawn chance)
  • Spawn Timing: Spawns when there is 25, 15, 5 seconds left.
  • Hit Points: 35

Loot Hoarder

  • Amount: 1 (10% spawn chance)
  • Spawn Timing: Spawns when there is 10 seconds left.
  • Hit Points: 175
  • Damage: 5

Spitter

  • Amount: 2
  • Spawn Timing: First spawn after 1 sec, repeats every 5 seconds.
  • Hit Points: 15
  • Damage Melee: 4
  • Damage Projectile: 4

Spitter

  • Amount: 2
  • Spawn Timing: Spawns when there is 10, 3 seconds left.
  • Hit Points: 15
  • Damage Melee: 4
  • Damage Projectile: 4

Baby Alien

  • Amount: 6-7
  • Spawn Timing: First spawn after 4 sec, repeats every 3 seconds.
  • Hit Points: 13
  • Damage: 4
  • Spawns in Group (300 Range)

Fly (Danger 1+)

  • Amount: 2
  • Spawn Timing:  Spawn after 15 sec, no repeats.
  • Hit Points: 38
  • Damage Melee: 5
  • Damage Projectile: 5

Helmet Alien (Danger 5+)

  • Amount: 2
  • Spawn Timing: Spawns when there is 32, 27, 23, 20, 17, 14, 11, 8, 5, 2 seconds left.
  • Hit Points: 24
  • Damage: 6

Wave 5

  • Duration: 40 seconds
  • Key Damage Numbers: 15 Damage kills the chaff. 20 one shots the regular chargers and also spitters.

Wave 5 begins to send a lot of fast enemies. If your weapons aren’t up to the job, you’ll have to learn to dodge the chargers. If you’re melee, remember that you can just step slightly to the side when they charge, and have your melee weapons kill them as they pass close by. Kinda like bullfighting.

Enemies:

Tree

  • Amount: 1-2 (+1 per tree item) (33% spawn chance)
  • Spawn Timing: Spawns when there is 30, 20, 10 seconds left.
  • Hit Points: 42

Loot Hoarder

  • Amount: 1 (10% spawn chance)
  • Spawn Timing: Spawns when there is 15 seconds left.
  • Hit Points: 210
  • Damage: 6

Baby Alien

  • Amount: 8
  • Spawn Timing: First spawn after 1 sec, repeats every 4 seconds.
  • Hit Points: 15
  • Damage: 5
  • Spawns on Edge of Map

Chaser

  • Amount: 3-4
  • Spawn Timing: Spawns when there is 37, 32, 28, 25, 23, 21, 19…(Every 2 seconds)  seconds left.
  • Hit Points: 7
  • Damage: 5
  • Spawns in Group (200 Range)

Spitter

  • Amount: 1-2
  • Spawn Timing: First spawn after 25 sec, repeats every 6 seconds.
  • Hit Points: 17
  • Damage Melee: 5
  • Damage Projectile: 5
  • Spawns in Group (200 Range)

Charger (Danger 1+)

  • Amount: 2
  • Spawn Timing: First spawn after 15 sec, repeats every 4 seconds.
  • Hit Points: 20
  • Damage: 6
  • Spawns on edge of the map.

Chaser (Danger 2+)

  • Amount: 1-2
  • Spawn Timing: First spawn after 7 sec, repeats every 8 seconds.
  • Hit Points: 7
  • Damage: 5
  • Spawns in Group (200 Range)

Horned Charger (Danger 4+)

  • Amount: 1
  • Spawn Timing: First spawn after 15 sec, repeats every 8 seconds.
  • Hit Points: 45
  • Damage: 8

Wave 6

  • Duration: 45 seconds
  • Key Damage Numbers: 18 Damage kills the chaff. 23 one shots the regular chargers, and chargers are a big problem.

Wave 6 is much like Wave 5, but it is even more heavy with the chargers. You need a plan to kill chargers, or the map quickly gets crowded.

Enemies:

Tree

  • Amount: 1-2 (+1 per tree item) (33% spawn chance)
  • Spawn Timing: Spawns when there is 35, 25, 15, 5 seconds left.
  • Hit Points: 49

Loot Hoarder

  • Amount: 1 (10% spawn chance)
  • Spawn Timing: Spawns when there is 20, 5 seconds left.
  • Hit Points: 245
  • Damage: 7

Charger 

  • Amount: 4-5
  • Spawn Timing: Spawns when there is 44, 39, 35, 32, 29… seconds left. (every 3 Seconds until end of wave) 
  • Hit Points: 23
  • Damage: 7
  • Spawns on edge of the map.

Chaser

  • Amount: 3-4
  • Spawn Timing: Spawns when there is 42, 39, 37, 35…  seconds left.(Every 2 Seconds until end of wave)
  • Hit Points: 8
  • Damage: 6
  • Spawns in Group (200 Range)

Baby Alien

  • Amount: 5-6
  • Spawn Timing: Spawns when there is 20, 15, 11, 8, 6, 4, 2  seconds left.
  • Hit Points: 18
  • Damage: 6
  • Spawns in Group (200 Range)

Fly (Danger 1+)

  • Amount: 2-3
  • Spawn Timing:  First spawn after 15 sec, repeats every 5 seconds.
  • Hit Points: 49
  • Damage Melee: 7
  • Damage Projectile: 8
  • Spawns on edge of the map.

Charger (Danger 5+)

  • Amount: 1
  • Spawn Timing: First spawn after 10 sec, repeats every 8 seconds.
  • Hit Points: 52
  • Damage: 9
  • Spawns on edge of the map.

Wave 7

  • Duration: 50 seconds
  • Key Damage Numbers: 21 is the key number here. Handles both Baby aliens and Spitters and has decent breakpoints for the rest. By extension, 11 is also fine.

For wave 7, you have to deal with enemies spawning all over the map coming for you, while you have to hunt down the alien eggs. Letting an egg hatch means about 250 extra HP you have to deal with. The Slicers can easily mean your death if allowed to spawn in multiples.

However if you’re dealing insane amounts of damage, you can let eggs hatch for an extra +2 materials in drops per egg.

Enemies:

Tree

  • Amount: 1-2 (+1 per tree item) (33% spawn chance)
  • Spawn Timing: Spawns when there is 40, 30, 20, 10 seconds left.
  • Hit Points: 56

Loot Hoarder

  • Amount: 1 (10% spawn chance)
  • Spawn Timing: Spawns when there is 25, 10 seconds left.
  • Hit Points: 280
  • Damage: 9

Baby Alien

  • Amount: 6-7
  • Spawn Timing: First spawn after 1 sec, repeats every 2 seconds.
  • Hit Points: 21
  • Damage: 6
  • Spawns on edge of the map.

Charger

  • Amount: 6
  • Spawn Timing: First spawn after 10 sec, repeats every 5 seconds.
  • Hit Points: 27
  • Damage: 9
  • Spawns in a Group.

Spitter

  • Amount: 2-3
  • Spawn Timing: First spawn after 30 sec, repeats every 5 seconds.
  • Hit Points: 20
  • Damage Melee: 6
  • Damage Projectile: 7
  • Spawns in Group

Healer (Danger 1+)

  • Amount: 1
  • Spawn Timing: First spawn after 1 sec, repeats every 15 seconds.
  • Hit Points: 81
  • Damage: 9

Slicer Egg (Danger 5+)

  • Amount: 1-2
  • Spawn Timing: First spawn after 3 sec, repeats every 10 seconds.
  • Hit Points: 32
  • Damage: 6

Slicer (Danger 5+)

  • Amount: 1
  • Spawn Timing: Spawns 1 second after an egg hatches. Eggs last 5 seconds before hatching.
  • Hit Points: 280
  • Damage Melee: 11
  • Damage Projectile: 9

Wave 8

  • Duration: 55 seconds
  • Key Damage Numbers: 24 is a decent break point. But it is also useful to have weapons that are together able to deal over 136, or even 258, as it makes killing the charging Bruisers much easier.

Wave 8 is a difficult one. It can be hard to keep up with dealing damage when the enemies charge out of your range, and when you have issues staying in range of enemies. It can especially be difficult with melee builds. 

  • Moving around the map in circles tends to be safer, as it keeps the charging enemies behind you.
  • Having +5 to +10% Speed can really help outmaneuvering the Bruisers.
  • On low range builds, or melee, remember to cut your route around the map close to the enemies so that you actually get to kill some enemies.
  • Sometimes you won’t be able to kill the enemies, and that is fine. It is more important to survive

Enemies:

Tree

  • Amount: 1-2 (+1 per tree item) (33% spawn chance)
  • Spawn Timing: Spawns when there is 45, 35, 25, 15, 5 seconds left.
  • Hit Points: 63

Loot Hoarder

  • Amount: 1 (10% spawn chance)
  • Spawn Timing: Spawns when there is 30, 15 seconds left.
  • Hit Points: 315
  • Damage: 10

Bruiser

  • Amount: 3
  • Spawn Timing: Spawns when there is 54, 46, 39, 33, 27, 21, 15, 9, 3 seconds left.
  • Hit Points: 136
  • Damage: 11

Spitter

  • Amount: 1-2
  • Spawn Timing: Spawns when there are 53, 50, 48, 46 seconds left… then every 2 seconds.
  • Hit Points: 21
  • Damage Melee: 7
  • Damage Projectile: 8

Baby Alien

  • Amount: 3
  • Spawn Timing: Spawns when there are 50, 44, 39, 35, 32, 31, 30, 29… seconds left… then every second.
  • Hit Points: 24
  • Damage: 7
  • Spawns in a Group.

Armored Bruiser (Danger 1+)

  • Amount: 1
  • Spawn Timing: Spawn after 30 sec, no repeats.
  • Hit Points: 258
  • Damage: 13

Armored Bruiser (Danger 3+)

  • Amount: 1
  • Spawn Timing: First spawn after 15 sec, repeats every 8 seconds.
  • Hit Points: 258
  • Damage: 13

Wave 9

  • Duration: 60 seconds
  • Key Damage Numbers: 13 Damage is super important for this wave. And it also happens to kill Fin Aliens in 3 hits. 20/39 Damage is also pretty good for killing fin aliens.

Wave 9 is a damage check. If you don’t have the ability to deal 13 damage to the vast amounts of enemies that spawn on this wave, you will die or at least miss out on tons of materials. This wave can give you a lot of materials, so get ready.

You might consider getting some attack speed to prepare for this wave.

Enemies:

Tree

  • Amount: 1-2 (+1 per tree item) (33% spawn chance)
  • Spawn Timing: Spawns when there is 50, 40, 30, 20, 10 seconds left.
  • Hit Points: 77

Loot Hoarder

  • Amount: 1 (10% spawn chance)
  • Spawn Timing: Spawns when there is 35, 20, 5 seconds left.
  • Hit Points: 350
  • Damage: 11

Chaser

  • Amount: 6-7
  • Spawn Timing: Spawns when there are 59, 57, 56, 55… seconds left… then every second.
  • Hit Points: 13
  • Damage: 8
  • Spawns in Group

Charger 

  • Amount: 2-3
  • Spawn Timing:  First spawn after 10 sec, repeats every 3 seconds.
  • Hit Points: 34
  • Damage: 11

Bruiser

  • Amount: 2-3
  • Spawn Timing: Spawns when there is 38, 30, 22, 14, 6 seconds left.
  • Hit Points: 151
  • Damage: 12
  • Spawns on edge of the map.

Fin Alien (Danger 1+)

  • Amount: 2-3
  • Spawn Timing: First spawn after 3 sec, repeats every 5 seconds.
  • Hit Points: 39
  • Damage: 13
  • Spawns in Group

Fin Alien (Danger 4+)

  • Amount: 3-4
  • Spawn Timing: First spawn after 3 sec, repeats every 5 seconds.
  • Hit Points: 39
  • Damage: 13
  • Spawns in Group

Wave 10

  • Duration: 60 seconds
  • Key Damage Numbers: 29 is the best breakpoint for Baby Aliens, and 14 for the Chasers. This also makes 15 a decent break point.

This is when the real game begins. Baby Aliens spawn on the edges of the map, the others spawn all over the place. This makes it hard to run around without getting blocked. You also need a lot of damage to not fall behind on killing enemies.

Enemies:

Tree

  • Amount: 1-2 (+1 per tree item) (33% spawn chance)
  • Spawn Timing: Spawns when there is 50, 40, 30, 20, 10 seconds left.
  • Hit Points: 77

Loot Hoarder

  • Amount: 1 (10% spawn chance)
  • Spawn Timing: Spawns when there is 35, 20, 5 seconds left.
  • Hit Points: 385
  • Damage: 12

Baby Alien

  • Amount: 8-9
  • Spawn Timing: First spawn after 1 sec, repeats every 2 seconds.
  • Hit Points: 29
  • Damage: 9
  • Spawns on edge of the map.

Bruiser

  • Amount: 2-3
  • Spawn Timing: Spawns when there is 55, 47, 40, 34, 29, 24, 19, 14, 9, 4 seconds left.
  • Hit Points: 167
  • Damage: 14

Charger 

  • Amount: 2
  • Spawn Timing:  Spawns when there is 40, 35, 31, 28, 26, 24… seconds left… then every second.
  • Hit Points: 37
  • Damage: 12
  • Spawns in Group

Chaser

  • Amount: 4-5
  • Spawn Timing: Spawns when there is 30, 27, 25, 23, 21… seconds left… then every 2 seconds.
  • Hit Points: 14
  • Damage: 9

Helmet Alien (Danger 1+)

  • Amount: 3-4
  • Spawn Timing: Spawns when there is 40, 28, 16, 4 seconds left.
  • Hit Points: 49
  • Damage: 14
  • Spawns on edge of the map.

Chaser (Danger 2+)

  • Amount: 2
  • Spawn Timing: Spawns when there is 30, 27, 25, 23, 21… seconds left… then every 2 seconds.
  • Hit Points: 14
  • Damage: 9

Wave 11

  • Duration: 60 seconds
  • Elite or Horde Wave (Danger +2): When playing on Danger 2 or higher, an Elite or Horde Wave will appear on either wave 11 or 12. There is a 60% chance for it to be an Elite Wave, and a 40% chance for it to be a Horde Wave.
  • Elite HP: 10501 (9801 for Monk)
  • Elite Melee Damage: 22
  • Elite Projectile Damage: 16  (11 for Butcher on Last Mutation)
  • Key Damage Numbers: There aren’t any super important Breakpoints. 32 is as always a decent one to one shot Baby Aliens. It’s more important to be able to deal with the pursuers. And that comes down to having a good amount of single target damage. Weapons like shredders can struggle here.

Wave 11 is the first wave where you see Pursuers. They can heavily punish you if you don’t have enough damage output or knockback to deal with them. You can pick up a Boxing Glove to counteract them. Ugly Tooth is also quite useful for this wave.

Wave 11 is also the first wave an Elite or Horde wave can appear. Pursuers backed up with an Elite, or worse a Horde wave can be super difficult to deal with. Sometimes you just need to survive and forget about killing the elite.

Enemies:

Tree

  • Amount: 1-2 (+1 per tree item) (33% spawn chance)
  • Spawn Timing: Spawns when there is 50, 40, 30, 20, 10 seconds left.
  • Hit Points: 84

Loot Hoarder

  • Amount: 1 (10% spawn chance)
  • Spawn Timing: Spawns when there is 35, 20, 5 seconds left.
  • Hit Points: 420
  • Damage: 13

Pursuer

  • Amount: 2-3
  • Spawn Timing: First spawn after 1 sec, repeats every 5 seconds.
  • Hit Points: 350
  • Damage: 18

Baby Alien

  • Amount: 3-4
  • Spawn Timing: Spawns when there is 57, 51, 46, 42, 39, 37, 36, 35… seconds left… then every second.
  • Hit Points: 32
  • Damage: 10
  • Spawns in Group

Charger 

  • Amount: 3
  • Spawn Timing:  First spawn after 5 sec, repeats every 3 seconds.
  • Hit Points: 41
  • Damage: 13

Spitter

  • Amount: 2-3
  • Spawn Timing: First spawn after 25 sec, repeats every 3 seconds.
  • Hit Points: 25
  • Damage Melee: 10
  • Damage Projectile: 11
  • Spawns on edge of the map.

Fly (Danger 1+)

  • Amount: 3-4
  • Spawn Timing:  First spawn after 12 sec, repeats every 10 seconds.
  • Hit Points: 77
  • Damage Melee: 13
  • Damage Projectile: 15

Pursuer (Danger 5+)

  • Amount: 1
  • Spawn Timing: First spawn after 3 sec, repeats every 10 seconds.
  • Hit Points: 350
  • Damage: 18

Wave 12

  • Duration: 60 seconds
  • Elite or Horde Wave (Danger +2): When playing on Danger 2 or higher, an Elite or Horde Wave will appear on either wave 11 or 12. There is a 60% chance for it to be an Elite Wave, and a 40% chance for it to be a Horde Wave.
  • Elite HP: 11551 (10781 for Monk)
  • Elite Melee Damage: 25
  • Elite Projectile Damage: 18  (12 for Butcher on Last Mutation)
  • Key Damage Numbers: Dealing 17 damage is great for the early rush of Chasers, then 35 is great for the second half.

Wave 12 is split into two halves. First you have 10 Chasers spawning every other second, then 25 seconds into the game, it switches into baby aliens and chargers spawning. 

Wave 12 can be quite chaotic with all the different enemies spawning. Again, enemies spawn around the edges of the map, making you feel surrounded. 

Enemies:

Tree

  • Amount: 1-2 (+1 per tree item) (33% spawn chance)
  • Spawn Timing: Spawns when there is 50, 40, 30, 20, 10 seconds left.
  • Hit Points: 91

Loot Hoarder

  • Amount: 1 (10% spawn chance)
  • Spawn Timing: Spawns when there is 35, 20, 5 seconds left.
  • Hit Points: 455
  • Damage: 14

Chaser

  • Amount: 10
  • Spawn Timing: Spawns when there is 59, 57, 55, 53, 51, 49, 47,45, 43, 41, 39 seconds left… then it stops after having spawned 11 times.
  • Hit Points: 17
  • Damage: 11
  • Spawns on edge of the map.

Pursuer

  • Amount: 1
  • Spawn Timing: First spawn after 5 sec, repeats every 5 seconds.
  • Hit Points: 384
  • Damage: 20
  • Cannot spawn next to each other. (Matters if you have +% enemies.)

Bruiser

  • Amount: 2
  • Spawn Timing: First spawn after 15 sec, repeats every 5 seconds.
  • Hit Points: 197
  • Damage: 16

Charger 

  • Amount: 2-3
  • Spawn Timing:  Spawns when there is 35, 32, 30, 29, 28… seconds left… then every second.
  • Hit Points: 44
  • Damage: 14
  • Spawns in a Group.

Baby Alien

  • Amount: 3-4
  • Spawn Timing:  Spawns when there is 35, 32, 30, 29, 28… seconds left… then every second.
  • Hit Points: 35
  • Damage: 11
  • Spawns on edge of the map.

Healer (Danger 1+)

  • Amount: 1
  • Spawn Timing: First spawn after 3 sec, repeats every 10 seconds.
  • Hit Points: 137
  • Damage: 14

Baby Alien (Danger 2+)

  • Amount: 2-3
  • Spawn Timing:  First spawn after 15 sec, repeats every 8 seconds.
  • Hit Points: 35
  • Damage: 11

Wave 13

  • Duration: 60 seconds
  • Key Damage Numbers: Not a lot of easy break points here. 62 for Helmets are great, but hard to reach. 38 deals with baby aliens and also two-shots Helmets.

No Elites or Horde Wave can spawn during Wave 13, you can relax for a bit. But the enemy lineup is quite tanky, so having enough damage output really makes the wave easier. 

Wave 13 is also the first time you deal with tentacles. They’re super tanky, and they will punish you for trying to skirt past them. Meanwhile Armored Bruisers will punish you if you stand still.

Enemies:

Tree

  • Amount: 1-2 (+1 per tree item) (33% spawn chance)
  • Spawn Timing: Spawns when there is 50, 40, 30, 20, 10 seconds left.
  • Hit Points: 98

Loot Hoarder

  • Amount: 1 (10% spawn chance)
  • Spawn Timing: Spawns when there is 35, 20, 5 seconds left.
  • Hit Points: 490
  • Damage: 16

Helmet Alien

  • Amount: 8
  • Spawn Timing: Spawns when there is 59, 55, 52, 50, 48, 46… seconds left… then every 2 seconds.
  • Hit Points: 62
  • Damage: 18

Spitter

  • Amount: 2-3
  • Spawn Timing: Spawns when there is 56, 48, 41, 35, 30, 26, 22, 18, 14, 10, 6, 2 seconds left.
  • Hit Points: 28
  • Damage Melee: 11
  • Damage Projectile: 14

Baby Alien

  • Amount: 4-5
  • Spawn Timing:  First spawn after 8 sec, repeats every 5 seconds.
  • Hit Points: 38
  • Damage: 11
  • Spawns on edge of the map.

Bruiser

  • Amount: 1
  • Spawn Timing: Spawns when there is 30, 25, 21, 17, 13, 9, 5 seconds left.
  • Hit Points: 213
  • Damage: 17
  • Spawns on edge of the map.

Armored Bruiser

  • Amount: 1
  • Spawn Timing: Spawns when there is 30, 25, 21, 17, 13, 9, 5 seconds left.
  • Hit Points: 412
  • Damage: 21
  • Spawns on edge of the map.

Fly (Danger 1+)

  • Amount: 3-4
  • Spawn Timing: First spawn after 8 sec, repeats every 5 seconds.
  • Hit Points: 88
  • Damage Melee: 16
  • Damage Projectile: 18
  • Spawns in a Group.

Tentacle (Danger 3+)

  • Amount: 2
  • Spawn Timing: First spawn after 8 sec, repeats every 8 seconds.
  • Hit Points: 476
  • Damage Melee: 18
  • Damage Projectile: 18

Wave 14

  • Duration: 60 seconds
  • Elite or Horde Wave (Danger +4): When playing on Danger 4 or higher, an Elite or Horde Wave will appear on either wave 14 or 15. There is a 60% chance for it to be an Elite Wave, and a 40% chance for it to be a Horde Wave.
  • Elite HP: 13651 (12741 for Monk)
  • Elite Melee Damage: 29
  • Elite Projectile Damage: 21  (14 for Butcher on Last Mutation)
  • Key Damage Numbers: 41 deals with the Baby Aliens, 66 takes care of the Helmets. Both numbers deal pretty well with the Junkies.

The most dangerous part of this wave is by far the large numbers of Spawners and Junkies that spawn during the wave. Especially on Danger 4+. Make sure you hunt down the Junkies so you don’t get overwhelmed.

Enemies:

Tree

  • Amount: 1-2 (+1 per tree item) (33% spawn chance)
  • Spawn Timing: Spawns when there is 50, 40, 30, 20, 10 seconds left.
  • Hit Points: 105

Loot Hoarder

  • Amount: 1 (10% spawn chance)
  • Spawn Timing: Spawns when there is 35, 20, 5 seconds left.
  • Hit Points: 525
  • Damage: 17

Spawner

  • Amount: 2
  • Spawn Timing: Spawns when there is 59, 51, 44, 38, 33, 29, 25… seconds left… then every 4 seconds.
  • Hit Points: 32
  • Damage: 17

Helmet Alien

  • Amount: 6
  • Spawn Timing: Spawns when there is 58, 53, 49, 46, 43, 40… seconds left… then every 3 seconds.
  • Hit Points: 66
  • Damage: 20

Baby Alien

  • Amount: 6
  • Spawn Timing: Spawns when there is 45, 40, 36, 33, 31, 29… seconds left… then every 2 seconds.
  • Hit Points: 41
  • Damage: 12
  • Spawns on edge of the map.

Bruiser

  • Amount: 2
  • Spawn Timing: Spawns when there is 30, 20, 11, 3 seconds left.
  • Hit Points: 228
  • Damage: 18
  • Spawns on edge of the map.

Junkie

  • Amount: 1-2
  • Spawn Timing: First spawn after 22 sec, repeats every 6 seconds.
  • Hit Points: 119
  • Damage Melee: 20
  • Damage Projectile: 19
  • Spawns in a Group.

Healer (Danger 1+)

  • Amount: 1
  • Spawn Timing: First spawn after 5 sec, repeats every 8 seconds.
  • Hit Points: 160
  • Damage: 17

Spawner (Danger 4+)

  • Amount: 1-2
  • Spawn Timing: First spawn after 8 sec, repeats every 8 seconds.
  • Hit Points: 32
  • Damage: 17

Wave 15

  • Duration: 60 seconds
  • Elite or Horde Wave (Danger +4): When playing on Danger 4 or higher, an Elite or Horde Wave will appear on either wave 14 or 15. There is a 60% chance for it to be an Elite Wave, and a 40% chance for it to be a Horde Wave.
  • Elite HP: 14701 (13721 for Monk)
  • Elite Melee Damage: 31
  • Elite Projectile Damage: 23  (15 for Butcher on Last Mutation)
  • Key Damage Numbers: This is a very mixed wave. 43 for Baby Alien, 70 for Helmets. 

Wave 15 is a large mixed bag. Spawners, Slicer Eggs, and Tentacles. Not too different from wave 14, but with added annoying enemies. 

Enemies:

Tree

  • Amount: 1-2 (+1 per tree item) (33% spawn chance)
  • Spawn Timing: Spawns when there is 50, 40, 30, 20, 10 seconds left.
  • Hit Points: 112

Loot Hoarder

  • Amount: 1 (10% spawn chance)
  • Spawn Timing: Spawns when there is 35, 20, 5 seconds left.
  • Hit Points: 560
  • Damage: 18

Baby Alien

  • Amount: 8
  • Spawn Timing: Spawns when there is 59, 54, 50, 47, 44… seconds left… then every 3 seconds.
  • Hit Points: 43
  • Damage: 13
  • Spawns in a Group. (500 range)

Spawner

  • Amount: 1-2
  • Spawn Timing: Spawns when there is 59, 54, 50, 47, 44… seconds left… then every 3 seconds.
  • Hit Points: 34
  • Damage: 18
  • Spawns in a Group. (500 range)

Helmet Alien

  • Amount: 6
  • Spawn Timing: First spawn after 2 sec, repeats every 3 seconds.
  • Hit Points: 70
  • Damage: 21

Spitter

  • Amount: 2
  • Spawn Timing: First spawn after 8 sec, repeats every 3 seconds.
  • Hit Points: 31
  • Damage Melee: 13
  • Damage Projectile: 15
  • Spawns in a Group. (Range 300)

Baby Alien

  • Amount: 3
  • Spawn Timing: Spawns when there is 48, 43, 39, 36, 34, 32, 30… seconds left… then every 2 seconds.
  • Hit Points: 43
  • Damage: 13
  • Spawns on edge of the map.

Fin Alien

  • Amount: 1-2
  • Spawn Timing: Spawns when there is 40, 35, 31, 28, 26, 24, 22, 20… seconds left… then every 2 seconds.
  • Hit Points: 56
  • Damage: 21

Junkie

  • Amount: 1
  • Spawn Timing: Spawns when there is 25, 19, 14, 9, 4 seconds left.
  • Hit Points: 126
  • Damage Melee: 21
  • Damage Projectile: 21

Tentacle (Danger 1+)

  • Amount: 1-2
  • Spawn Timing: Spawns when there is 50, 35, 20, 5 seconds left.
  • Hit Points: 532
  • Damage Melee: 21
  • Damage Projectile: 21

Slicer Egg (Danger 5+)

  • Amount: 1
  • Spawn Timing:  Spawns when there is 55, 43, 31, 19, 7 seconds left.
  • Hit Points: 66
  • Damage: 13
  • Cannot spawn next to each other. (Matters if you have +% enemies.)

Slicer (Danger 5+)

  • Amount: 1
  • Spawn Timing: Spawns 1 second after an egg hatches. Eggs last 5 seconds before hatching.
  • Hit Points: 560
  • Damage Melee: 24
  • Damage Projectile: 21

Wave 16

  • Duration: 60 seconds
  • Key Damage Numbers: 46 for Baby Alien, and 74 for Helmets.

No Elite or Horde Wave this wave. But you’re introduced to the Buffers, which you should hunt down so they don’t stack up in numbers. During the first 30 seconds, you should attempt to keep the map clear.

Watch out for Buffed Healers, Bruisers and Armored Bruisers. They can really give you a bad day.

Enemies:

Tree

  • Amount: 1-2 (+1 per tree item) (33% spawn chance)
  • Spawn Timing: Spawns when there is 50, 40, 30, 20, 10 seconds left.
  • Hit Points: 119

Loot Hoarder

  • Amount: 1 (10% spawn chance)
  • Spawn Timing: Spawns when there is 35, 20, 5 seconds left.
  • Hit Points: 595
  • Damage: 19

Buffer

  • Amount: 2
  • Spawn Timing: First spawn after 1 sec, repeats every 4 seconds.
  • Hit Points: 91
  • Damage: 14
  • Spawns in a Group. (500 Range)

Helmet Alien

  • Amount: 10
  • Spawn Timing: First spawn after 1 sec, repeats every 4 seconds.
  • Hit Points: 74
  • Damage: 22
  • Spawns in a Group. (500 Range)

Baby Alien

  • Amount: 5
  • Spawn Timing: Spawns when there is 55, 50, 46, 42, 38… seconds left… then every 4 seconds.
  • Hit Points: 46
  • Damage: 14
  • Spawns on edge of the map.

Fin Alien

  • Amount: 3
  • Spawn Timing: Spawns when there is 40, 37, 35, 34, 33, 32… seconds left… then every second.
  • Hit Points: 59
  • Damage: 22
  • Spawns in a Group. (450 Range)

Bruiser

  • Amount: 1
  • Spawn Timing: First spawn after 30 sec, repeats every 3 seconds.
  • Hit Points: 259
  • Damage: 21
  • Spawns in a Group. (450 Range)

Armored Bruiser

  • Amount: 1
  • Spawn Timing: First spawn after 32 sec, repeats every 3 seconds.
  • Hit Points: 504
  • Damage: 26
  • Spawns in a Group. (450 Range)

Healer (Danger 1+)

  • Amount: 1
  • Spawn Timing: First spawn after 20 sec, repeats every 5 seconds.
  • Hit Points: 182
  • Damage: 19

Helmet Alien (Danger 2+)

  • Amount: 3-4
  • Spawn Timing: First spawn after 3 sec, repeats every 6 seconds.
  • Hit Points: 74
  • Damage: 22
  • Spawns on edge of the map.

Wave 17

  • Duration: 60 seconds
  • Elite Wave (Danger +4): When playing on Danger 4 or higher, an Elite Wave will appear on either wave 17 or 18.
  • Elite HP: 16801 (15681 for Monk)
  • Elite Melee Damage: 35
  • Elite Projectile Damage: 26  (18 for Butcher on Last Mutation)
  • Key Damage Numbers: Mixed Bag. 62 for the Fin Aliens might actually be the most important break point.

This wave combines Pursuers with Buffers, and they even spawn together. This combined with a lot of Fin Aliens can lead you to be chased down if you don’t deal enough damage. If you don’t have enough damage, look for some knockback to keep them at bay. When an Elite spawns on top of this, this can become quite dangerous.

Enemies:

Tree

  • Amount: 1-2 (+1 per tree item) (33% spawn chance)
  • Spawn Timing: Spawns when there is 50, 40, 30, 20, 10 seconds left.
  • Hit Points: 126

Loot Hoarder

  • Amount: 1 (10% spawn chance)
  • Spawn Timing: Spawns when there is 35, 20, 5 seconds left.
  • Hit Points: 630
  • Damage: 20

Pursuer

  • Amount: 3-4
  • Spawn Timing: First spawn after 1 sec, repeats every 3 seconds.
  • Hit Points: 552
  • Damage: 28

Buffer

  • Amount: 1
  • Spawn Timing: First spawn after 4 sec, repeats every 10 seconds.
  • Hit Points: 95
  • Damage: 15
  • Spawns in a Group with Pursuer below. (300 Range)

Pursuer

  • Amount: 1-2
  • Spawn Timing: First spawn after 4 sec, repeats every 10 seconds.
  • Hit Points: 552
  • Damage: 28
  • Spawns in a Group with Buffer. (300 Range)

Spawner

  • Amount: 1-2
  • Spawn Timing: First spawn after 7 sec, repeats every 8 seconds.
  • Hit Points: 36
  • Damage: 20
  • Spawns on edge of the map.

Junkie (From Spawner)

  • Amount: 3
  • Spawn Timing: Only Spawns from Spawner this wave
  • Hit Points: 133
  • Damage Melee: 24
  • Damage Projectile: 23

Helmet Alien

  • Amount: 3-4
  • Spawn Timing: Spawns when there is 45, 40, 36, 33, 30… seconds left… then every 3 seconds.
  • Hit Points: 78
  • Damage: 24

Fin Alien

  • Amount: 4-5
  • Spawn Timing: Spawns when there is 30, 25, 21, 18, 16, 15, 14, 13… seconds left… then every second.
  • Hit Points: 62
  • Damage: 24
  • Spawns in a Group. (300 Range)

Baby Alien

  • Amount: 4
  • Spawn Timing: Spawns when there is 20, 15, 11, 8, 5, 2 seconds left.
  • Hit Points: 49
  • Damage: 15
  • Spawns on edge of the map.

Tentacle (Danger 1+)

  • Amount: 1
  • Spawn Timing: First spawn after 15 sec, repeats every 5 seconds.
  • Hit Points: 588
  • Damage Melee: 24
  • Damage Projectile: 23

Wave 18

  • Duration: 60 seconds
  • Elite Wave (Danger +4): When playing on Danger 4 or higher, an Elite Wave will appear on either wave 17 or 18.
  • Elite HP: 17851 (16661 for Monk)
  • Elite Melee Damage: 37
  • Elite Projectile Damage: 28  (18 for Butcher on Last Mutation)
  • Key Damage Numbers: Horned Chargers have 136. So 136, 68, 46 are numbers to hit. But not super important here.

This wave combines Horned Chargers with Buffers, and also there is a ton of Horned Chargers. This wave is rough. Either you need to be very tanky, and fast, or you need a lot of damage to keep the fast chargers at bay. Try to stay moving in circles in the middle of the map. This will keep the Chargers behind you. If the Elite spawns on this wave, it is extra tough, as you now have to worry about evading the Elite along with the Chargers.

Enemies:

Tree

  • Amount: 1-2 (+1 per tree item) (33% spawn chance)
  • Spawn Timing: Spawns when there is 50, 40, 30, 20, 10 seconds left.
  • Hit Points: 133

Loot Hoarder

  • Amount: 1 (10% spawn chance)
  • Spawn Timing: Spawns when there is 35, 20, 5 seconds left.
  • Hit Points: 665
  • Damage: 22

Horned Charger

  • Amount: 6
  • Spawn Timing: Spawns when there is 59, 56, 54, 52, 50, 48, 46, 44, 42, 40 seconds left. Then it stops Spawning
  • Hit Points: 136
  • Damage: 28

Buffer

  • Amount: 1
  • Spawn Timing: Spawns when there is 59, 56, 54, 52, 50, 48, 46, 44, 42, 40 seconds left. Then it stops Spawning
  • Hit Points: 99
  • Damage: 16

Helmet Alien

  • Amount: 2-3
  • Spawn Timing: Spawns when there is 56, 46, 37, 29, 22, 16, 11, 7, 4 seconds left.
  • Hit Points: 83
  • Damage: 25
  • Spawns on edge of the map.

Helmet Alien

  • Amount: 2-3
  • Spawn Timing: First spawn after 10 sec, repeats every 5 seconds.
  • Hit Points: 83
  • Damage: 25

Spitter

  • Amount: 2
  • Spawn Timing: First spawn after 20 sec, repeats every 3 seconds.
  • Hit Points: 35
  • Damage: 16
  • Damage Projectile: 18

Spawner

  • Amount: 2
  • Spawn Timing: First spawn after 24 sec, repeats every 3 seconds.
  • Hit Points: 38
  • Damage: 22
  • Spawns on edge of the map.

Junkie (From Spawner)

  • Amount: 3
  • Spawn Timing: Only Spawns from Spawner this wave
  • Hit Points: 140
  • Damage Melee: 25
  • Damage Projectile: 25

Helmet Alien

  • Amount: 2-3
  • Spawn Timing:  Spawns when there is 30, 27, 25, 24, 23, 22, 21, 20… seconds left… then every second.
  • Hit Points: 83
  • Damage: 25

Horned Charger

  • Amount: 5
  • Spawn Timing: First spawn after 1 sec, repeats every 3 seconds.
  • Hit Points: 136
  • Damage: 28
  • Spawns on edge of the map.

Healer (Danger 1+)

  • Amount: 1-2
  • Spawn Timing: Spawns when there is 59, 54, 49, 44, 39, 34 seconds left. Then it stops Spawning
  • Hit Points: 204
  • Damage: 22

Slicer Egg (Danger 4+)

  • Amount: 2-3
  • Spawn Timing: Spawns when there is 20, 15, 10, 5 seconds left.
  • Hit Points: 83
  • Damage: 16

Slicer (Danger 4+)

  • Amount: 1 per egg
  • Spawn Timing: Spawns 1 second after an egg hatches. Eggs last 5 seconds before hatching.
  • Hit Points: 700
  • Damage Melee: 29
  • Damage Projectile: 25

Wave 19

  • Duration: 60 seconds
  • Key Damage Numbers: We have 55 for Baby Aliens, and 87 for Helmets. Again not super important at this point.

This wave spawns a ton of different enemies and several of them come from the edges, leading to you getting the feeling of being swarmed. That said this wave tends to not be that dangerous, as it is just a mix of enemies and at this point you should be quite strong.

Enemies:

Tree

  • Amount: 1-2 (+1 per tree item) (33% spawn chance)
  • Spawn Timing: Spawns when there is 50, 40, 30, 20, 10 seconds left.
  • Hit Points: 140

Loot Hoarder

  • Amount: 1 (10% spawn chance)
  • Spawn Timing: Spawns when there is 35, 20, 5 seconds left.
  • Hit Points: 700
  • Damage: 23

Baby Alien

  • Amount: 6
  • Spawn Timing: First Spawn after 1 second. Spawns every second afterwards.
  • Hit Points: 55
  • Damage: 17
  • Spawns on edge of the map.

Buffer

  • Amount: 1
  • Spawn Timing: First spawn after 10 sec, repeats every 3 seconds.
  • Hit Points: 104
  • Damage: 17

Armored Bruiser

  • Amount: 2
  • Spawn Timing:  Spawns when there is 45, 40, 36, 32, 28… seconds left… then every 4 seconds.
  • Hit Points: 596
  • Damage: 30

Pursuer

  • Amount: 1
  • Spawn Timing: First spawn after 25 sec, repeats every 5 seconds.
  • Hit Points: 619
  • Damage: 32
  • Spawns in a Group. (200 range)

Helmet Alien

  • Amount: 2
  • Spawn Timing: Spawns when there is 28, 23, 19, 16, 14, 13, 12, 11, 10… seconds left… then every second.
  • Hit Points: 87
  • Damage: 27
  • Spawns on edge of the map.

Horned Charger

  • Amount: 3
  • Spawn Timing:  First spawn after 30 sec, repeats every 5 seconds.
  • Hit Points: 143
  • Damage: 29

Healer (Danger 1+)

  • Amount: 1
  • Spawn Timing: First spawn after 5 sec, repeats every 8 seconds.
  • Hit Points: 216
  • Damage: 23
  • Spawns on edge of the map.
  • Cannot spawn next to each other and the Tentacles. (100 range)

Tentacle (Danger 1+)

  • Amount: 2-3
  • Spawn Timing: First spawn after 5 sec, repeats every 8 seconds.
  • Hit Points: 644
  • Damage Melee: 27
  • Damage Projectile: 26
  • Spawns on edge of the map.
  • Cannot spawn next to each other and the Healer. (100 range)

Fin Alien (Danger 2+)

  • Amount: 4-5
  • Spawn Timing: First spawn after 8 sec, repeats every 8 seconds.
  • Hit Points: 67
  • Damage: 27
  • Spawns on edge of the map.
  • Cannot spawn next to each other. (100 range)

Wave 20

  • Duration: 90 seconds. (60 Seconds if Endless Mode is enabled)
  • Boss Wave: This is the final wave of the game. One of the two bosses will randomly spawn at the beginning of the wave. On Danger 5, both Bosses spawn. The game ends once all bosses have been killed.
  • Key Damage Numbers: Yeah, no, focus on killing the bosses.

Your main goal this wave is to handle the Bosses. Learning the Attack Patterns of the Bosses. Enemies mostly spawn from the edges of the map, giving you a bit of space to fight the bosses. Watch out for the Armored Bruisers and Buffers that Spawns later in the wave. Buffed bruisers can absolutely ruin your day. They begin to pile up during the last 30 seconds. I like to focus the Predator down first, since the Invoker will begin to flee once it gets on low HP.

Bosses:

Predator

  • Amount: 1
  • Spawn Timing: Spawns after 1 Second.
  • Hit Points: 31395
  • Damage Melee: 41
  • Damage Projectile: 30

Invoker

  • Amount: 1
  • Spawn Timing: Spawns after 1 Second.
  • Hit Points: 31395
  • Damage Melee: 41
  • Damage Projectile: 30

Enemies:

Tree

  • Amount: 1-2 (+1 per tree item) (33% spawn chance)
  • Spawn Timing: Spawns when there is 80, 70, 60, 50, 40, 30, 20, 10 seconds left.
  • Hit Points: 147

Loot Hoarder

  • Amount: 1 (10% spawn chance)
  • Spawn Timing: Spawns when there is 65, 50, 35, 20 seconds left. Then stops,
  • Hit Points: 735
  • Damage: 24

Baby Alien

  • Amount: 5
  • Spawn Timing: Spawns when there is 80, 77, 74, 71, 68, 65 seconds left. Then stops.
  • Hit Points: 57
  • Damage: 17
  • Spawns on edge of the map.

Helmet Alien

  • Amount: 5
  • Spawn Timing: Spawns when there is 80, 77, 74, 71, 68, 65 seconds left. Then stops.
  • Hit Points: 91
  • Damage: 28
  • Spawns on edge of the map.

Helmet Alien

  • Amount: 5
  • Spawn Timing: Spawns when there is 75, 72, 69, 66, 63, 60 seconds left. Then stops.
  • Hit Points: 91
  • Damage: 28
  • Spawns on edge of the map.

Fin Alien

  • Amount: 5
  • Spawn Timing: Spawns when there is 70, 69, 66, 63, 60, 57 seconds left. Then stops.
  • Hit Points: 70
  • Damage: 28
  • Spawns on edge of the map.

Armored Bruiser

  • Amount: 1
  • Spawn Timing: Spawns when there is 60, 54, 49, 45, 41, 38, 35, 32… seconds left… then every 3 seconds.
  • Hit Points: 627
  • Damage: 32

Spawner

  • Amount: 1
  • Spawn Timing: Spawns when there is 60, 54, 49, 45, 41, 38, 35, 32… seconds left… then every 3 seconds.
  • Hit Points: 41
  • Damage: 24
  • Spawns on edge of the map.

Junkie (From Spawner)

  • Amount: 3
  • Spawn Timing: Only Spawns from Spawner this wave
  • Hit Points: 154
  • Damage Melee: 28
  • Damage Projectile: 28

Buffer

  • Amount: 1
  • Spawn Timing: Spawns when there is 60, 54, 49, 45, 41, 38, 35, 32… seconds left… then every 3 seconds.
  • Hit Points: 108
  • Damage: 17
  • Spawns on edge of the map.

Helmet Alien

  • Amount: 3
  • Spawn Timing: Spawns when there is 60, 54, 49, 45, 41, 38, 35, 32… seconds left… then every 3 seconds.
  • Hit Points: 91
  • Damage: 28
  • Spawns on edge of the map.

Armored Bruiser

  • Amount: 1
  • Spawn Timing: Spawns when there is 60, 54, 49, 45, 41, 38, 35, 32… seconds left… then every 3 seconds.
  • Hit Points: 627
  • Damage: 32
  • Spawns on edge of the map.

Horde Waves

Horde Waves spawn in additional enemies in addition to the regular enemies spawned during that wave. The later Horde Waves (Wave 14 and 15) spawn in even more enemies.

  • There is a 40% chance for a horde to appear on wave 11 or 12 when playing on Danger 2+
  • And There is a 40% chance for a horde to appear on wave 14 or 15 when playing on Danger 4+
  • During Horde waves, all enemies have a -35% chance to drop materials. (Scales multiplicatively with their current drop chance.
  • HP and Damage are listed for wave 11/12/14/15

Baby Alien

  • Amount: 4
  • Spawn Timing: Spawns when there is 59, 54, 50, 47, 45, 43, 41… seconds left… then every 2 seconds.
  • Hit Points: 32/35/41/43
  • Damage: 10/11/12/13
  • Spawns on edge of the map.

Chaser

  • Amount: 4
  • Spawn Timing: Spawns when there is 59, 54, 50, 47, 45, 43, 41… seconds left… then every 2 seconds.
  • Hit Points: 15/17/20/21
  • Damage: 10/11/12/13
  • Spawns on edge of the map.

Baby Alien

  • Amount: 4
  • Spawn Timing: Spawns when there is 52, 48, 45, 43, 41, 39, 37… seconds left… then every 2 seconds.
  • Hit Points: 32/35/41/43
  • Damage: 10/11/12/13
  • Spawns in a Group. (200 Range)

Chaser

  • Amount: 4
  • Spawn Timing: Spawns when there is 45, 42, 40, 39, 38, 37… seconds left… then every second.
  • Hit Points: 15/17/20/21
  • Damage: 10/11/12/13
  • Spawns in a Group. (200 Range)

Baby Alien

  • Amount: 4
  • Spawn Timing: Spawns when there is 30, 27, 25, 24, 23, 22, 21… seconds left… then every second.
  • Hit Points: 32/35/41/43
  • Damage: 10/11/12/13
  • Spawns in a Group. (300 Range)

Chaser

  • Amount: 4
  • Spawn Timing: Spawns when there is 30, 27, 25, 24, 23, 22, 21… seconds left… then every second.
  • Hit Points: 15/17/20/21
  • Damage: 10/11/12/13
  • Spawns in a Group. (300 Range)

Helmet Alien (Wave 14+)

  • Amount: 8-9
  • Spawn Timing: Spawns when there is 35, 33, 32, 31, 30… seconds left… then every second.
  • Hit Points: 53/57/66/70
  • Damage: 15/17/20/21
  • Spawns in a Group. (400 Range)

Fin Alien (Wave 15+)

  • Amount: 6-7
  • Spawn Timing: Spawns when there is 30, 28, 27, 26, 25, 24… seconds left… then every second.
  • Hit Points: 45/48/53/56
  • Damage: 15/17/20/21
  • Spawns in a Group. (400 Range)

Baby Alien (Wave 15+)

  • Amount: 4
  • Spawn Timing: Spawns when there is 30, 28, 27, 26, 25, 24… seconds left… then every second.
  • Hit Points: 32/35/41/43
  • Damage: 10/11/12/13
  • Spawns in a Group. (400 Range)

Chaser (Wave 15+)

  • Amount: 4
  • Spawn Timing: Spawns when there is 30, 28, 27, 26, 25, 24… seconds left… then every second.
  • Hit Points: 15/17/20/21
  • Damage: 10/11/12/13
  • Spawns in a Group. (400 Range)

I appreciate your time and hope this little tutorial was helpful.

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