Difference between revisions of "Mutators"

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(Added images. Proximity icon is missing, additional counters needed)
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| Headstrong || [[File:Headstrong.png]] || Enemies cannot be stunned. || Floor 3
 
| Headstrong || [[File:Headstrong.png]] || Enemies cannot be stunned. || Floor 3
 
|-
 
|-
| Pile it on || Example || Enemies take increased damage per condition they are under || Floor 3
+
| Pile it on || [[File:Pileiton.png]] || Enemies take increased damage per condition they are under || Floor 3
 
|-
 
|-
| Power Block || Example || All enemies are immune to damage from Abilities, but take increased weapon damage || Floor 3
+
| Power Block || [[File:Powerblock.png]] || All enemies are immune to damage from Abilities, but take increased weapon damage || Floor 3
 
|-
 
|-
| Unstoppable || Example || Enemies are immune to slow effects || Floor 3
+
| Unstoppable || [[File:Unstoppable.png]] || Enemies are immune to slow effects || Floor 3
 
|-
 
|-
| Abominable || Example || Enemies inflict slow with their attacks || Floor 3
+
| Abominable || [[File:Abominable.png]] || Enemies inflict slow with their attacks || Floor 3
 
|-
 
|-
| Soft Spot || Example || Enemies have increased resistance, but take extra weakpoint damage || Floor 3
+
| Soft Spot || [[File:Softspot.png]] || Enemies have increased resistance, but take extra weakpoint damage || Floor 3
 
|-
 
|-
| Armored || Example || Enemies take reduced Physical damage, and increased Magical damage || Floor 3
+
| Armored || [[File:Armored.png]] || Enemies take reduced Physical damage, and increased Magical damage || Floor 3
 
|-
 
|-
| Lethargic || Example || Enemies start stronger, but get weaker the longer they live. || Floor 9 || Keep your defenses towards the end of the lane.
+
| Lethargic || [[File:Lethargic.png]] || Enemies start stronger, but get weaker the longer they live. || Floor 9 || Keep your defenses towards the end of the lane.
 
|-
 
|-
| Brittle || Example || Enemies start with higher health, but receive a damage resistance debuff every time they are hit with hero abilities || Floor 9 || Use your cheap hero abilities to weaken enemies.
+
| Brittle || [[File:Brittle.png]] || Enemies start with higher health, but receive a damage resistance debuff every time they are hit with hero abilities || Floor 9 || Use your cheap hero abilities to weaken enemies.
 
|-
 
|-
| Wall Leech || Example || Enemies heal when damaging towers || Floor 10 || Slow and stun enemies so they don't reach your blockades.
+
| Wall Leech || [[File:Wall leech.png]] || Enemies heal when damaging towers || Floor 10 || Slow and stun enemies so they don't reach your blockades.
 
|-
 
|-
| Maximum Effort || Example || Enemies have more health, but get weaker with each unique source of damage that hits them || Floor 10 || Stack many different defenses.
+
| Maximum Effort || [[File:Maximum Effort.png]] || Enemies have more health, but get weaker with each unique source of damage that hits them || Floor 10 || Stack many different defenses.
 
|-
 
|-
| Phased || Example || Enemies move slower, but they can phase through blockades || Floor 10 || Slow and stun enemies to make up for a lack of viable blockades.
+
| Phased || [[File:Phased.png]] || Enemies move slower, but they can phase through blockades || Floor 10 || Slow and stun enemies to make up for a lack of viable blockades.
 
|-
 
|-
| Proximity || Example || The closer a source of damage is to an enemy the more damage it deals || Floor 10 || Use traps and auras for close damage.
+
| Proximity || [[File:Proximity.png]] || The closer a source of damage is to an enemy the more damage it deals || Floor 10 || Use traps and auras for close damage.
 
|-
 
|-
 
| Long Shot || Example || The farther a source of damage is to an enemy the more damage it deals || Floor 10 || Use projectile defenses from far away.
 
| Long Shot || Example || The farther a source of damage is to an enemy the more damage it deals || Floor 10 || Use projectile defenses from far away.
 
|-
 
|-
| Enraged || Example || Enemies start weaker, but get stronger the longer they live || Floor 10 || Place defenses at the beginning of lanes to kill quickly.
+
| Enraged || [[File:Enraged.png]] || Enemies start weaker, but get stronger the longer they live || Floor 10 || Place defenses at the beginning of lanes to kill quickly.
 
|-
 
|-
| Controlled Burn || Example || Enemies can only be damaged while drenched, oiled, frozen, poisoned, chilled or stunned || Floor 20
+
| Controlled Burn || [[File:Controlled Burn.png]] || Enemies can only be damaged while drenched, oiled, frozen, poisoned, chilled or stunned || Floor 20
 
|-
 
|-
| Detonator || Example || Enemies explode when killed || Floor 20
+
| Detonator || [[File:Detonator.png]] || Enemies explode when killed || Floor 20
 
|-
 
|-
| Bullet Sponge || Example || Enemies have a small anti projectile shield || Floor 20 || Use traps, auras, and anything else that doesn't shoot projectiles.
+
| Bullet Sponge || [[File:Bullet Sponge.png]] || Enemies have a small anti projectile shield || Floor 20 || Use traps, auras, and anything else that doesn't shoot projectiles.
 
|-
 
|-
| Pain Aura || Example || Enemies deal damage around them || Floor 20 || Keep defenses out of lanes so they don't take damage.
+
| Pain Aura || [[File:Pain Aura.png]] || Enemies deal damage around them || Floor 20 || Keep defenses out of lanes so they don't take damage.
 
|-
 
|-
| Spellbreaker || Example || Enemies take reduced Magical damage, and increased Physical damage || Floor 20
+
| Spellbreaker || [[File:Spell Breaker.png]] || Enemies take reduced Magical damage, and increased Physical damage || Floor 20
 
|-
 
|-
| Cursi-Kaze || Example || When Kobolds die, they will leave an area that debuff towers and defenses || Floor 13 || Slow and stun kobolds so they don't make it to your last line of defenses.
+
| Cursi-Kaze || [[File:Cursi-Kaze.png]] || When Kobolds die, they will leave an area that debuff towers and defenses || Floor 13 || Slow and stun kobolds so they don't make it to your last line of defenses.
 
|-
 
|-
| Vampiric || Example || Enemies heal when dealing damage || Floor 20 || Rely on defenses to take out enemies; keep them away from blockades.
+
| Vampiric || [[File:Vampiric.png]] || Enemies heal when dealing damage || Floor 20 || Rely on defenses to take out enemies; keep them away from blockades.
 
|-
 
|-
| Toxi-kaze || Example || When Kobolds die, they will leave an area that deals damage to players inside || Floor 6 || Rely on defenses to handle the lane.
+
| Toxi-kaze || [[File:Toxi-Kaze.png]] || When Kobolds die, they will leave an area that deals damage to players inside || Floor 6 || Rely on defenses to handle the lane.
 
|}
 
|}

Revision as of 18:14, 13 December 2018

Mutators are modifiers to enemies that spawn from that particular lane. These can be buffs or nerfs to the enemies or can grant additional effects. Double Mutators start at floor 22.

Name Icon Description First Floor Found on Counter
Headstrong Headstrong.png Enemies cannot be stunned. Floor 3
Pile it on Pileiton.png Enemies take increased damage per condition they are under Floor 3
Power Block Powerblock.png All enemies are immune to damage from Abilities, but take increased weapon damage Floor 3
Unstoppable Unstoppable.png Enemies are immune to slow effects Floor 3
Abominable Abominable.png Enemies inflict slow with their attacks Floor 3
Soft Spot Softspot.png Enemies have increased resistance, but take extra weakpoint damage Floor 3
Armored Armored.png Enemies take reduced Physical damage, and increased Magical damage Floor 3
Lethargic Lethargic.png Enemies start stronger, but get weaker the longer they live. Floor 9 Keep your defenses towards the end of the lane.
Brittle Brittle.png Enemies start with higher health, but receive a damage resistance debuff every time they are hit with hero abilities Floor 9 Use your cheap hero abilities to weaken enemies.
Wall Leech Wall leech.png Enemies heal when damaging towers Floor 10 Slow and stun enemies so they don't reach your blockades.
Maximum Effort Maximum Effort.png Enemies have more health, but get weaker with each unique source of damage that hits them Floor 10 Stack many different defenses.
Phased Phased.png Enemies move slower, but they can phase through blockades Floor 10 Slow and stun enemies to make up for a lack of viable blockades.
Proximity Proximity.png The closer a source of damage is to an enemy the more damage it deals Floor 10 Use traps and auras for close damage.
Long Shot Example The farther a source of damage is to an enemy the more damage it deals Floor 10 Use projectile defenses from far away.
Enraged Enraged.png Enemies start weaker, but get stronger the longer they live Floor 10 Place defenses at the beginning of lanes to kill quickly.
Controlled Burn Controlled Burn.png Enemies can only be damaged while drenched, oiled, frozen, poisoned, chilled or stunned Floor 20
Detonator Detonator.png Enemies explode when killed Floor 20
Bullet Sponge Bullet Sponge.png Enemies have a small anti projectile shield Floor 20 Use traps, auras, and anything else that doesn't shoot projectiles.
Pain Aura Pain Aura.png Enemies deal damage around them Floor 20 Keep defenses out of lanes so they don't take damage.
Spellbreaker Spell Breaker.png Enemies take reduced Magical damage, and increased Physical damage Floor 20
Cursi-Kaze Cursi-Kaze.png When Kobolds die, they will leave an area that debuff towers and defenses Floor 13 Slow and stun kobolds so they don't make it to your last line of defenses.
Vampiric Vampiric.png Enemies heal when dealing damage Floor 20 Rely on defenses to take out enemies; keep them away from blockades.
Toxi-kaze Toxi-Kaze.png When Kobolds die, they will leave an area that deals damage to players inside Floor 6 Rely on defenses to handle the lane.