Name |
Icon |
Description |
First Floor Found on |
Counter
|
Headstrong |
|
Enemies cannot be stunned. |
Floor 3 |
Don't use stunning defenses on these lanes.
|
Pile it on |
|
Enemies take increased damage per condition they are under |
Floor 3 |
Use many different conditions from defenses and abilities.
|
Power Block |
|
All enemies are immune to damage from Abilities, but take increased weapon damage |
Floor 3 |
Don't use abilities.
|
Unstoppable |
|
Enemies are immune to slow effects |
Floor 3 |
Don't use slowing defenses on these lanes.
|
Abominable |
|
Enemies inflict slow with their attacks |
Floor 3 |
Avoid letting enemies hit defenses; slow or stun them.
|
Soft Spot |
|
Enemies have increased resistance, but take extra weakpoint damage |
Floor 3
|
Armored |
|
Enemies take reduced Physical damage, and increased Magical damage |
Floor 3 |
Use magic defenses (indicated by purple damage numbers)
|
Lethargic |
|
Enemies start stronger, but get weaker the longer they live. |
Floor 9 |
Keep your defenses towards the end of the lane.
|
Brittle |
|
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 |
|
Enemies heal when damaging towers |
Floor 10 |
Slow and stun enemies so they don't reach your blockades.
|
Maximum Effort |
|
Enemies have more health, but get weaker with each unique source of damage that hits them |
Floor 10 |
Stack many different defenses.
|
Phased |
|
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 |
|
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 |
|
The farther a source of damage is to an enemy the more damage it deals |
Floor 10 |
Use projectile defenses from far away.
|
Enraged |
|
Enemies start weaker, but get stronger the longer they live |
Floor 10 |
Place defenses at the beginning of lanes to kill quickly.
|
Controlled Burn |
|
Enemies can only be damaged while drenched, oiled, frozen, poisoned, chilled or stunned |
Floor 20 |
Use defenses or abilities to apply one or more of the listed conditions.
|
Detonator |
|
Enemies explode when killed |
Floor 20 |
Keep defenses out of explosion-range and keep an eye on blockade health.
|
Bullet Sponge |
|
Enemies have a small anti projectile shield |
Floor 20 |
Use traps, auras, and anything else that doesn't shoot projectiles.
|
Pain Aura |
|
Enemies deal damage around them |
Floor 20 |
Keep defenses out of lanes so they don't take damage.
|
Spellbreaker |
|
Enemies take reduced Magical damage, and increased Physical damage |
Floor 20 |
Use physical defenses (indicated by white damage numbers)
|
Cursi-Kaze |
|
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 |
|
Enemies heal when dealing damage |
Floor 20 |
Rely on defenses to take out enemies; keep them away from blockades.
|
Toxi-kaze |
|
When Kobolds die, they will leave an area that deals damage to players inside |
Floor 6 |
Rely on defenses to handle the lane.
|