Enemies & Bosses
Models
All enemies and bosses, as in the game – each type on its own lane. With “Damage” they lose health along the lane: facet by facet until they shatter. Click an enemy to see its stats, the mouse wheel zooms, holding the right mouse button pans.
The preview needs a browser with WebGL.
“Facets = lives”: under fire, crystals chip off facet by facet and shrink into the next smaller form – Quartz (hexagon) becomes Garnet (pentagon), then Pyrite (square) and Shard (triangle), until nothing is left.
| Enemy | Ability | Toughness | Armor | Tiles/s | From wave |
|---|---|---|---|---|---|
| Shard | Fast, swarms | ×1 | 0 | 2.2 | 1 |
| Pyrite | Standard | ×3.3 | 0 | 1.6 | 11 |
| Garnet | Armored (armor 10). | ×8.3 | 10 | 1.2 | 21 |
| Quartz | Heavy, many levels | ×18 | 4 | 0.9 | 51 |
| Needle | Sprints every 4 s for 1 s at 250% speed. | ×1.5 | 0 | 1.8 | 41 |
| Healstone | Healer: every 0.5 s heals all enemies within 2 tiles by 8% of their HP; several healers stack up to 24%. Healers don't heal healers. | ×4 | 0 | 1.3 | 61 |
| Diamond | Shield bearer: enemies within 1.5 tiles take 40% less area damage; single hits land in full. | ×13 | 6 | 1 | 81 |
| Agate | Shatters into 3 × Shard on death | ×7.3 | 2 | 1.3 | 91 |
| MicaFlyers | Flies: only towers that hit air targets can reach it; ground elements have no effect. | ×3 | 0 | 1.8 | 31 |
| SparkFlyers | Flies in dense swarms, very weak | ×0.8 | 0 | 2.4 | 101 |
| Geode | Grows a Shard every 3.5 s, at most 8 in total. | ×9.3 | 3 | 0.8 | 111 |
| Monolith | Heavily armored (armor 12); constantly regenerates 3% of its HP per second. | ×22 | 12 | 0.7 | 121 |
| Mirror | Crystal skin: only 20 % area damage, single hits +50 % | ×5.7 | 0 | 1.3 | 71 |
| Bulwark | Crystal skin: only 30% area damage; heavily armored (armor 20). | ×17 | 20 | 0.8 | 131 |
Toughness = hit points of all stages combined, as a multiple of a Shard of the same wave. Health and armor grow with every wave – the ratios between the types stay the same.
Bosses
Pyrite Colossus Wave 10
Shatters into 16 × Pyrite at 50%
Toughness ×60 · Armor 4 · costs 10 lives
Obsidian Wave 20
Keeps growing swarms of Shard
Toughness ×167 · Armor 4 · costs 10 lives
Prism Wave 30
Shield bearer: ALL enemies within 4 tiles take 40% less damage – area and single hits.
Toughness ×233 · Armor 8 · costs 10 lives
Moonstone Wave 40
Switches between ground and air every 5 s
Toughness ×333 · Armor 8 · costs 10 lives
Crystal Heart Wave 50
Constantly regenerates 4% of its HP per second. Life rain: every 0.5 s heals all enemies within 4 tiles by 16% of their HP (not healers).
Toughness ×467 · Armor 10 · costs 10 lives
Primal Crystal Wave 60
Constantly regenerates 1% of its HP per second; grows 8 × Pyrite every 4 s and splits into 2 × Primal Half on death.
Toughness ×600 · Armor 10 · costs 10 lives