Reference / 0.1.0
Enemy reference
Movesets and special traits of normal enemies, elites, and bosses.
Categories and Health
Normal enemies, elites, and bosses have different Health factors. Daily base Health = min(1500, 1000 + (day − 1) × 100), then encounter category, layer, and modifier factors apply. Normal / elite / boss factors are 1 / 1.5 / 3; layer 1 / 2 / 3 factors are 1 / 1.5 / 2. Node-specific adjustments may also apply.
Lite does not generate elite battles. See Enemy moves for steps and Encounter modifiers for additional rules.
Normal enemies
| Enemy | Moves |
|---|---|
| Fish | Pollution, Shatter, Undertow |
| Shrimp | Shatter, Lockdown, Tail Flick |
| Crab | Bombardment, Lockdown, Scuttle |
| Flesh | Shatter, Bombardment, Growth |
| Bone | Pollution, Lockdown, Ossify |
| Ash | Pollution, Bombardment, Ashfall |
Elites (Full)
| Enemy | Moves |
|---|---|
| General | Bombardment, Lockdown, Formation, Check |
| Mirror | Shatter, Lockdown, Refraction, Mirror Cage |
| Ink | Pollution, Shatter, Movable Type, Redact |
| Fury | Shatter, Bombardment, Crosscurrent, Upheaval |
| Law | Pollution, Lockdown, Edict, Martial Law |
| Gold | Pollution, Bombardment, Levy, Interest |
Regular bosses
| Enemy | Moves |
|---|---|
| King | Bombardment, Formation, Check |
| Desire | Pollution, Levy, Interest |
| Order | Pollution, Edict, Martial Law |
| Strife | Bombardment, Crosscurrent, Upheaval |
Spoiler: hidden bosses and special traits
Fun fact: These hidden bosses’ names and moves include little nods to members of the development team.
| Enemy | Moves |
|---|---|
| Woozy | Crosscurrent, Upheaval, Levy, Refraction |
| Float | Crosscurrent, Upheaval, Mirror Cage, Martial Law |
| Slow | Crosscurrent, Formation, Interest, Edict |
| Meguru | Movable Type, Redact, Check, CIALLO |
| Trait | Effect |
|---|---|
| Dizzy | Piece orientation changes the gravity direction used for landing. |
| Floaty | Removes normal landing gravity, allowing pieces to settle at valid positions. |
| Slow-going | Slows ongoing board activity; this does not slow every turn-based countdown. |
| We meet again | Connects the left and right boundaries; mechanism adjacency still follows its own rules. |
See Hidden content for the conditions.