Attributes

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Revision as of 12:01, 18 September 2024 by imported>Mentin123 (Shield Immunity (Removed))
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This page should not be made into a navigational page until all the pages are finished. It is recommended to use the pages for attributes if they exist, as they are going to contain more information and be more up to date.

Attributes are special modifiers granted to certain enemies. These can make them immune to something, make them affected less by an attack, require detections to be detected or simply give them abilities that make them stronger. Most enemies have no Attributes, especially the early-game ones. Later on during the game, more enemies will usually spawn with Attributes to make them more powerful. Some event enemies may also have Attributes. This page also includes enemy types, like bosses.

Boss enemies are major bosses which generally spawn at the final wave. In some cases, an enemy may be considered a Boss enemy only for its first appearance. These enemies have multiple immunities applied to them which either make them fully or partially immune to all forms of stalling, even if they are not visible under their green health bar. These immunities include the Freeze Immunity, Energy Immunity and immunity to the Toxic Gunner's slowdown. These immunities are not the same as their regular counterparts, though in most cases they function identically.

This immunity was added in the MEGA Update, though it was not shown under enemy health bars until 7th of April 2023. Before this update, the immunities for bosses were inconsistent. After the MEGA Update, all Bosses had the Freeze Immunity and Burn Immunity. In the Overhaul Update, Bosses no longer had Burn Immunity by default, as the Pyromancer no longer slowed down enemies. In this update, all Bosses also gained the Energy Immunity. On the 4th of July 2021, Bosses also gained immunity to the Toxic Gunner's slowdown. On the 23rd of May 2023, Energy Immunity was replaced by Stun Immunity. On 3rd of May 2024, bosses gained immunity to being confused. On 10th of May 2024, they gained the immunity to the fallout damage from the Nuke. On the 18th of May 2024, they gained the immunity to being knocked back. On the 31st of August 2024, they gained the immunity to being slowed down by the DJ Booth.

In some cases, some Bosses may have the the same immunity twice. For example, the Grave Digger has the Stun Immunity listed alongside Boss, with Boss also granting it the Stun Immunity. This only has impact on the freeze immunity, as Boss enemies are only immune to being frozen, not chilled. Having the regular freeze immunity also makes them immune to being chilled.

Boss enemies also are unaffected by some enemy abilities. For example, the Witch's ability from the Lunar Overture Event cannot buff Boss enemies while the Intermediate mode Slime cannot transform into them.

The following enemies are currently a Boss enemy, with the Freeze Immunity, Stun Immunity, Toxic Gunner slowdown immunity, confusion immunity, fallout damage immunity and knockback immunity:

The following enemies are a Boss enemy for their first spawn, with the Freeze Immunity, Stun Immunity, Toxic Gunner slowdown immunity, confusion immunity fallout damage immunity and knockback immunity:

The following event enemies were also a Boss enemy, with the Freeze Immunity, Stun Immunity, Toxic Gunner slowdown immunity, confusion immunity, fallout damage immunity and knockback immunity:

The following event enemies were also a Boss enemy, with the Freeze Immunity, Energy/Stun Immunity and Toxic Gunner slowdown immunity:

The following event enemies were a Boss enemy for their first spawn, with the Freeze Immunity, Stun Immunity and Toxic Gunner slowdown immunity:

The following removed enemies were also a Boss enemy, with the Freeze Immunity, Energy/Stun Immunity and Toxic Gunner slowdown immunity:

The following event enemies were also a Boss enemy, with the Freeze Immunity and Energy Immunity:

The following removed enemies were also a Boss enemy, with the Freeze Immunity and Energy Immunity:

The following event enemies were also a Boss enemy, with the Freeze Immunity and Burn Immunity:

The following removed enemies were also a Boss enemy, with the Freeze Immunity and Burn Immunity:

In-game Icons

Main page: Hidden (Attribute)

Enemies that are Hidden cannot be detected by towers that do not have hidden detection. They may be indirectly damaged by towers that do not have hidden detection by collision with units or by being caught in an explosive radius, for example. The appearance of Hidden enemies are also affected, in which they will have a wavering transparency.

On The Haunted Past and Krampus Frosthold, certain normally non-Hidden enemies can be hidden.

The following enemies are currently a Hidden enemy:

The following enemies can spawn with Hidden, but do not have it by default:

The following event enemies were also a Hidden enemy:

The following event enemies have a Hidden variant:

The following removed enemy was also Hidden:

In-game Icons

Main page: Flying

This is not to be confused with Collision Immunity. Flying enemies have certain immunities unique to them. They can be targeted by all cliff and air-based towers. They cannot be targeted by most ground towers (exceptions are the Militant,Archer, Hunter, Engineer; tower only, Golden Soldier, Electroshocker, Executioner, and Necromancer), though on very rare occasions, a ground tower may be able to hit a Flying enemy (if a tower is capable of damaging multiple enemies with a single attack). Units generally cannot collide with Flying enemies, with a few exceptions. Some maps may also allow units to collide with them under certain conditions.

The following enemies are currently a Flying enemy:

The following event enemies were also a Flying enemy:

In-game Icons

Main page: Ghost (Attribute)

Ghost enemies cannot collide with units. They also cannot be hit by anything that deals unit collision damage, with the only example of this being Trapper's spike and bear traps. This immunity is mostly paired with Hidden, however there was an exception of a Ghost enemy that does not have Hidden.

The following enemies are currently a Ghost enemy:

The following event enemies were also a Ghost enemy:

The following removed enemy was a Ghost enemy:

In-game Icons

Main page: Lead (Attribute)

Lead enemies cannot be damaged by any tower without lead detection, though unlike Flying and Hidden enemies, all towers can detect and target them normally unless they are Hidden or Flying. Only towers with lead detection can damage them. By default, Splash Damage (except Paintballer), fire damage and collision damage all have lead detection. Some towers cannot damage lead enemies with all their attacks as only some of them have it, such as the Archer not being able to damage Lead enemies with its arrows, but still being able to damage them through its burn. These following towers have lead detection:

Full Partial

The following enemies are currently a Lead enemy:

The following event enemies were also a Lead enemy:

These following event enemies had a Lead variant:

In-game Icons

File:Freeze.png Freeze Immunity

Main page: Freeze Immunity

Enemies with Freeze Immunity (in-game it is referred to as "No Freeze") cannot be frozen or slowed down by the chill effect from the Freezer, Frost Blaster, Sledger, ice bomb Jester and Cryomancer. Other enemies may not have Freeze Immunity, but due to their large size, the freeze effects will last for a shorter period of time. Boss enemies have their own Freeze Immunity, which works similarly to the regular Freeze Immunity. While it does stop them from being frozen, it does not stop them from being chilled, though the effect is weaker on them.

The following enemies have Freeze Immunity:


The following event enemies also had Freeze Immunity:

These following event enemies could spawn with the Freeze Immunity, but did not have it by default:

The following enemies once had Freeze Immunity, but now no longer have it:

The following removed enemies had Freeze Immunity:


Prior to the Overhaul Update, the following enemies were immune to the Freezer's basic freeze only (but they were not immune to the Frost Blaster or Ice Age). This was because these enemies were immune to Splash Damage at the time and the Freezer's projectile counted as an explosive:


Prior to the MEGA Update, some enemies had Basic Freeze Immunity. They could not be frozen by the basic freeze of the Freezer but they could be frozen by the Freezer's Ice Drop.

Prior to the MEGA Update, the following enemies had Basic Freeze Immunity:

In-game Icons

File:Fire.png Burn Immunity

Main page: Burn Immunity

Enemies with the Burn Immunity (in-game it is referred to as "No Burn") cannot be burnt by the Pyromancer, Golden Pyromancer, fire bomb Jester, Level 3+ Archer and Trapper's landmines. While they can be dealt non-burn damage, they cannot be dealt burn damage.

Since the MEGA Update, all major bosses had this immunity by default. However, as the Pyromancer lost its ability to slow down enemies in the Overhaul Update, most major bosses have lost it in the same update.

The following enemies have Burn Immunity:

The following enemies can spawn with the Burn Immunity, but do not have it by default:

The following event enemies also had Burn Immunity:

These following enemies could spawn with the Burn Immunity in events, but did not have it by default:

The following enemies once had Burn Immunity, but now no longer have it:

The following removed enemies had Burn Immunity:


Prior to the MEGA Update, the following enemies had Burn Immunity, and could not be attacked by the Pyromancer at all:

In-game Icons

File:Explosion.png Splash Damage Immunity

Also referred to as Explosion Immunity (in-game it is referred to as "No Explosion"), enemies with the Splash Damage Immunity cannot be dealt Splash Damage. However, some towers that deal Splash Damage can also deal non-splash damage, which can harm enemies with this immunity. As of currently, this immunity is not used in the game, outside of occasional events which include enemies with this immunity.

Prior to the 24th of December 2019, splash damage did minimal damage to enemies with Splash Damage Immunity. This was because if the enemy was directly targeted by splash damage (called direct damage), they would be damaged. However they would not be damaged if they were not directly targeted, even if they were in the explosion radius. The Freezer could still deal direct damage until the Overhaul Update, where its Splash Damage was removed, though it could not freeze the enemies with its projectile.

The following event enemies had Splash Damage Immunity:

The following enemies once had Splash Damage Immunity, but now no longer have it:

The following removed enemies had Splash Damage Immunity:

In-game Icons

File:Energy.png Stun Immunity

Main page: Stun Immunity

Enemies with the Stun Immunity (in-game it is referred to as "No Stun") are only slowed down by 25% by the Electroshocker, Trapper and Warden's stun instead of being completely stopped. For the Warden, the stun time depends on the size of the enemy. Larger enemies, like the Tank or Amalgamation will have a reduced stun time, even if the enemy does not have the Stun Immunity. Since 2nd of August 2024, it also makes them immune to knockback. All major bosses have this immunity by default, but the slowdown effect is weaker on them.

The following enemies have Stun Immunity:

The following event enemies also had Stun Immunity:

These following event enemies could spawn with the Stun Immunity, but did not have it by default:

The following removed enemies could spawn with the Stun Immunity:

In-game Icons

Main page: Health Regen Health Regen is a status effect that allows an enemy to regenerate its health. It will regenerate by 2% of their max health every second.

While regenerating health, if the amount regenerated is not a full number, the health is not rounded down, though the decimals will be removed when the enemy receives damage. These decimals are not visible on the enemy's regular health bar, always rounding down, but can be seen on its boss health bar. Because of this, the Ghoul regenerates 3.6 health every second, though visually the increase will be shown as 3 or 4.

The following enemy has Health Regen by default:

These following enemies can spawn with Health Regen, but do not have it by default:

In-game Icons

Main page: Bloated

Bloated is a status effect that doubles the enemy's health. Since 2nd of August 2024, it also makes the enemy larger. It is one of two attributes that can be applied to enemies by the Fallen Jester.

No enemies have Bloated by default.

These following enemies can spawn with Bloated, but do not have it by default:

All enemies in the Juggernaut challenge map spawn with the Bloated attribute due to the Juggernaut modifier, although it should be noted that some enemies health values are altered or bugged due to other modifiers overriding the increased health.

In-game Icons

Main page: Nimble

Nimble is a status effect that doubles the enemy's speed. It is one of the two attributes that can be applied to enemies by the Fallen Jester.

No enemies have Nimble by default.

These following enemies can spawn with Nimble, but do not have it by default:

The following enemies could spawn with Nimble in events, but did not have it by default:

In-game Icons

Main page: Slime (Attribute) Slime is a status effect that makes the enemy spawn a Slime upon death. This overrides any ability that would have occurred upon the enemy's death. For example, the Breaker2 with Slime does not spawn a Breaker upon death, only the Slime. Furthermore, this can also override enemy death animations, with the exception of the Failed Experiment. For example, Skeletons in the Oops! All slimes! challenge will immediately spawn the Slime instead of playing a death animation.

Despite being spawned upon the death of an enemy, the Slime is not considered a spawned enemy by the game, meaning it does not include the name of the enemy it has spawned from next to its own name and can have income be generated from itself. The Slime itself has Slime by default, though this does not do anything.

Due to a bug, the Ghoul, Reaver and Living Experiment do not spawn the Slime upon death if they have the Slime attribute.

The following enemies have Slime by default:

The following enemies can spawn with Slime, but do not have it by default:

All enemies in the Oops! All slimes! challenge map spawn with the Slime attribute due to the Oops all slimes! modifier.

The following enemies could spawn with Slime in events, but did not have it by default:

In-game Icons

Main page: Tank (Attribute)

Tank is a status effect that reduces all damage dealt to it to one, regardless of what damaged it.

The following enemy has Tank by default.

The following enemies can spawn with Tank, but do not have it by default:

The following enemies could spawn with Tank in events, but did not have it by default:

In-game Icons

AggroAggro

The Aggro is a status effect that makes it so that towers target it instead of what their targeting is set to. For example, if there are two Minigunners placed down, one set to First Enemy and second on Last Enemy, Aggro will make them target the enemy with it instead. This effect also gives the enemy a red aura.

The following enemy(s) have Aggro by default:

The following enemies can spawn with Aggro, but do not have it by default:

In-game Icons

Full Immunity

Main page: Full Immunity

This is a temporary immunity that can arise if an enemy uses an ability that grants them Full Immunity. This grants enemies the immunity to all forms of damage. Units will pass through these enemies, dealing no collision damage. Prior to the Overhaul Update, units could deal damage to those with Full Immunity.

The following enemies can, at one point, have Full Immunity:

The following event enemies also had Full Immunity:

The following removed enemy also had Full Immunity:

File:ShieldHealth.png Shield Health

While not being considered an immunity, Shield Health is yellow extra health that enemies generally spawn with. Any Shield Health lost does not grant the player any money. Shield Health does not decrease your base health. For example, when a Balloon reaches the end, the base health would be reduced by 15, not 25. For some enemies, losing their Shield Health makes them weaker. Prior to the 12th of March 2022, upon the transition between Shield Health and normal health, any extra damage dealt to Shield Health did not carry over to normal health.

The Mutation modifier adds Shield Health onto enemies, adding a specific percentage of the enemy's base normal health per wave.

The following enemies have Shield Health:

The following event enemies also had Shield Health:

File:VehicleSpawn.png Collision Immunity (Removed)

Those with the Collision Immunity were immune to collisions with a unit (like Military Base vehicles, Crook Boss minions and the Enforcer's SWAT Van). No collision would occur, and the enemy and unit would not be harmed. Some enemies with the Collision Immunity were only immune to some collisions, while other were immune to all of them. Enemies with this immunity were not immune to any other type of damage that came from these units.

Collision immunity has been replaced with the Ghost and Flying enemies.

The following event enemies had Collision Immunity:

Shield Immunity (Removed)

Main page: Shield

This was normally incorporated within an ability or attack. This made the enemy limit most forms of damage to whatever the quoted number was per firerate for most towers. Exceptions were:

The following enemies could perform Shield Immunity:

File:Energy.png Partial Electric Immunity (Removed)

This immunity is not to be confused with Energy Immunity. Enemies with this immunity were not slowed down by 30% by the Electroshocker. Instead, they were slowed down by only 15%. These enemies were also immune to the pushback that the Electroshocker applied to other enemies. This immunity did not prevent or decrease damage from the Electroshocker.

The following enemies had Partial Electric Immunity:

File:Energy.png Energy Immunity (Removed)

Main page: Energy Immunity

This replaced Partial Electric Immunity. Enemies with the Energy Immunity (in-game it was referred to as "No Energy") were only slowed down by 25% by the Electroshocker and Warden's shock instead of being completely stopped. For the Warden, the shock time depended on the size of the enemy. Larger enemies, like the Tank or Amalgamation would have a reduced shock time, even if the enemy did not have the Energy Immunity. All major bosses had this immunity by default since the Overhaul Update, even if it was not shown under their green health bar. However, unlike regular enemies, they were not slowed down by 25%. The slowdown effect was weaker on them.

As of 23rd May 2023, this immunity has been replaced with Stun Immunity, though its functionality is identical to the Energy Immunity.


The following enemies had the Energy Immunity before being replaced by the Stun Immunity:

The following event enemies also had Energy Immunity:

The following enemies once had the Energy Immunity:

The following removed enemies had Energy Immunity:

In-game Icons

Notes

  1. Splash Damage was removed from the Gold Guard in the Overhaul Update. However, as it was also removed alongside the Golden mode, this change is not included here.


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