Difference between revisions of "Mutators"

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Mutators are modifiers to enemies that spawn from that particular lane in the Onslaught game mode. These can be an advantage or disadvantage to the enemies or can grant additional effects. Double Mutators start at floor 22.
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* Mutators are modifiers to enemies that spawn in [[Onslaught]] and [[Incursions]]. Mutators for each lane are shown on the Schedule board.
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* Mutators can be either beneficial, harmful, or both.
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* Starting on Floor 22, lanes in [[Onslaught]] will have 2 mutators each.
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* [[Incursion]] mutators often change between waves while [[Onslaught]] mutators stay the entire match.
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* [[Prime Incursions]] do not have mutators, aswell for [[Incursions]] above [[Chaos]] 4.
  
{| class="wikitable"
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'''Credits to community members [[User:Arti|Arti]] and [[User:Exglint|Exglint]] for finding the numbers'''
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<tabber>Onslaught Mutators={| class=wikitable
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! Name !! Icon !! Description !! First Floor Found on || Notes
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|-
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| Abominable || [[File:Abominable.png|50px]] || Enemies inflict slow with their attacks. || Floor 3 || Enemy attacks reduce defense rate by ~30%.
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|-
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| Armored || [[File:Armored.png|50px]] || Enemies take reduced Physical damage, and increased Magical damage. || Floor 3 || Use magical defenses, +25% from magical damage, -50% if you use physical damage. When combined with Soft Spot its 60% less physical damage and normal magic damage.
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|-
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| Headstrong || [[File:Headstrong.png|50px]] || Enemies cannot be stunned. || Floor 3 || Don't use stunning defenses on these lanes.
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|-
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| Pile it on || [[File:Pileiton.png|50px]] || Enemies take increased damage per condition they are under. || Floor 3 || +25% additive extra damage if conditions are met. Conditions are the same things for Controlled Burn.
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|-
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| Power Block || [[File:Powerblock.png|50px]] || All enemies are immune to damage from Abilities, but take increased weapon damage. || Floor 3 || Don't use abilities. Hero Attacks deal +100% damage.
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|-
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| Soft Spot || [[File:Softspot.png|50px]] || Enemies have increased resistance, but take extra weakpoint damage. || Floor 3 || Deals extra damage to weakpoints, otherwise 20% less damage (defenses can't hit weakpoints).
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|-
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| Unstoppable || [[File:Unstoppable.png|50px]] || Enemies are immune to slow effects. || Floor 3 || Don't use slowing defenses on these lanes.
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|-
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| Toxi-kaze || [[File:Toxikazi.png|50px]] || When Kobolds die, they will leave an area that deals damage to players inside. || Floor 6 || Kobold's death drops mushrooms that deals 2% hero's maximum health per second and each stack.
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|-
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| Brittle || [[File:Brittle.png|50px]] || Enemies start with higher health, but receive a damage resistance debuff every time they are hit with hero abilities. || Floor 9 || Enemies gain 50% extra health. Use unique abilities to debuff them by 10%, has Additive stacking.
 
|-
 
|-
! Name !! Icon !! Description !! First Floor Found on || Counter
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| Lethargic || [[File:Lethargic.png|50px]] || Enemies start stronger, but get weaker the longer they live. || Floor 9 || Enemies deal 125% extra damage, over 25 seconds they'll deal 75% of their original damage.
 
|-
 
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| Headstrong || [[File:Headstrong.png]] || Enemies cannot be stunned. || Floor 3 || Don't use stunning defenses on these lanes.
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| Enraged || [[File:Enraged.png|50px]] || Enemies start weaker, but get stronger the longer they live. || Floor 10 || Enemies start at 75% of their original attack damage and eventually rises to 125% over 25 seconds.
 
|-
 
|-
| Pile it on || [[File:Pileiton.png]] || Enemies take increased damage per condition they are under || Floor 3 || Use many different conditions from defenses and abilities.
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| Long Shot || [[File:Long Shot.png|50px]] || The farther a source of damage is to an enemy the more damage it deals. || Floor 10 || +50% damage at 5,000+ range and -50% damage at 0 range.
 
|-
 
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| Power Block || [[File:Powerblock.png]] || All enemies are immune to damage from Abilities, but take increased weapon damage || Floor 3 || Don't use abilities.
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| Maximum Effort || [[File:Maximum Effort.png|50px]] || Enemies have more health, but get weaker with each unique source of damage that hits them. || Floor 10 ||Enemies gain +50% health and take 10% increased damage per unique source with additive stacking. Each source can be added through different defenses, elemental combos, attacks, pet and hero abilities.
 
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|-
| Unstoppable || [[File:Unstoppable.png]] || Enemies are immune to slow effects || Floor 3 || Don't use slowing defenses on these lanes.
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| Phased || [[File:Phased.png|50px]] || Enemies move slower, but they can phase through blockades. || Floor 10 || Enemies move at around ~65% of their original speed and no longer target blockades.
 
|-
 
|-
| Abominable || [[File:Abominable.png]] || Enemies inflict slow with their attacks || Floor 3 || Avoid letting enemies hit defenses; slow or stun them.
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| Proximity || [[File:Proximity.png|50px]] || The closer a source of damage is to an enemy the more damage it deals. || Floor 10 || +50% damage at 0 range and -50% damage at 5,000+ range.
 
|-
 
|-
| Soft Spot || [[File:Softspot.png]] || Enemies have increased resistance, but take extra weakpoint damage || Floor 3
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| Wall Leech || [[File:Wall leech.png|50px]] || Enemies heal when damaging towers. || Floor 10 ||Enemies heal for 10% of their maximum health on hit.
 
|-
 
|-
| Armored || [[File:Armored.png]] || Enemies take reduced Physical damage, and increased Magical damage || Floor 3 || Use magic defenses (indicated by purple damage numbers)
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| Berserked || [[File:Berserked.png|50px]] || Enemies now take +50% more Damage and deal +50% more Damage. || Floor 13 || Enemies deal more damage but take more damage.
 
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| Toxi-kaze || [[File:Toxikazi.png]] || When Kobolds die, they will leave an area that deals damage to players inside || Floor 6 || Rely on defenses to handle the lane.
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| Bloodlust || [[File:Bloodlust.png|50px]] || Enemies on receiving damage now move at +30% speed for 5 seconds. || Floor 13 || Enemies move faster after taking any form of damage. Timer refreshes upon taking damage.
 
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| 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.
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| Bullet Sponge || [[File:Bullet Sponge.png|50px]] || Enemies have a small anti projectile shield. || Floor 20 || The shield will be removed after dealing 10% of enemy health as damage. The enemey will take damage as normal as soon as the shield is removed.
 
|-
 
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| 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.
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| Cursi-Kaze || [[File:Cursi-Kaze.png|50px]] || When Kobolds die, they will leave an area that debuff towers and defenses. || Floor 13 || Kobold's deaths Reduces the range, damage and attack rate of the affected defenses by 25% per stack, stacks are multiplicative.
 
|-
 
|-
| Wall Leech || [[File:Wall leech.png]] || Enemies heal when damaging towers || Floor 10 || Slow and stun enemies so they don't reach your blockades.
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| Reckless || [[File:Reckless.png|50px]] || Enemies now have +50% Movement Speed and +50% Damage taken. || Floor 13 || Enemies move faster but take more damage.
 
|-
 
|-
| 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.
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| Speed Demons || [[File:Speed Demons.png|50px]] || Enemies are faster, but slow effects last longer on them. || Floor 13 || Enemies move 50% faster.
 
|-
 
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| 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.
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| Trollblood || [[File:Trollblood.png|50px]] || Enemies now heal for +2% of their max hp every second. || Floor 13 || Enemies gain passive healing.
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|-
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| Controlled Burn || [[File:Controlled Burn.png|50px]] || 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.
 
|-
 
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| 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.
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| Detonator || [[File:Detonator.png|50px]] || Enemies explode when killed. || Floor 20 || Explosions has knockback and deals 5% of the target's maximum health.
 
|-
 
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| Long Shot || [[File:Long Shot.png]] || The farther a source of damage is to an enemy the more damage it deals || Floor 10 || Use projectile defenses from far away.
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| Pain Aura (Removed) || [[File:Pain Aura.png|50px]] || Enemies deal damage around them. || Floor 20 || Enemies Deal 5% of the target's maximum health as damage around them. Once per second.
 
|-
 
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| 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.
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| Spellbreaker || [[File:Spell Breaker.png|50px]] || Enemies take reduced Magical damage, and increased Physical damage. || Floor 20 || +25% damage from physical damage and -50% damage from magical damage. When combined with Soft Spot its 60% less magical damage or normal physical damage.
 
|-
 
|-
| 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.
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| Vampiric || [[File:Vampiric.png|50px]] || Enemies heal when dealing damage. || Floor 20 || Enemies heal for 5% of their maximum health on hit.
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|-
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|}
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|-|Incursion Mutators={| class=wikitable
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! Name !! Icon !! Description Chaos 1 !! Description Chaos 2 !! Description Chaos 3 !! Description Chaos 4
 
|-
 
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| Controlled Burn || [[File:Controlled Burn.png]] || 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.
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| Healthy || [[File:Healthy.png|50px]] || +15% Health. || +15% Health. || +25% Health. || +35% Health.
 
|-
 
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| Detonator || [[File:Detonator.png]] || Enemies explode when killed || Floor 20 || Keep defenses out of explosion-range and keep an eye on blockade health.
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| Tenacious || [[File:Tenacious.png|50px]] || +35% Crowd Control Resilience.  || +35% Crowd Control Resilience. || +45% Crowd Control Resilience. || +70% Crowd Control Resilience.
 
|-
 
|-
| 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.
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| Grounded || [[File:Grounded.png|50px]] || Cannot be knocked up. || Cannot be knocked up. || Cannot be knocked up. || Cannot be knocked up.
 
|-
 
|-
| Pain Aura || [[File:Pain Aura.png]] || Enemies deal damage around them || Floor 20 || Keep defenses out of lanes so they don't take damage.
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| Trollblood || [[File:Trollblood Incursion.png|50px]]   || 3% HP Regen every 5 seconds. || 3% HP Regen every 5 seconds. || +10HP/Sec. || +150HP/Sec.
 
|-
 
|-
| Spellbreaker || [[File:Spell Breaker.png]] || Enemies take reduced Magical damage, and increased Physical damage || Floor 20 || Use physical defenses (indicated by white damage numbers)
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| Mighty || [[File:Mighty.png|50px]] ||+15% Attack Damage. || +15% Attack Damage.|| +25% Attack Damage. || +35% Attack Damage.
 
|-
 
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| Vampiric || [[File:Vampiric.png]] || Enemies heal when dealing damage || Floor 20 || Rely on defenses to take out enemies; keep them away from blockades.
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| Speedy || [[File:Speedy.png|50px]] || +15% Movement Speed. || +15% Movement Speed. || +25% Movement Speed. || +35% Movement Speed.
 
|}
 
|}
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</tabber>

Latest revision as of 02:13, 2 June 2024

  • Mutators are modifiers to enemies that spawn in Onslaught and Incursions. Mutators for each lane are shown on the Schedule board.
  • Mutators can be either beneficial, harmful, or both.
  • Starting on Floor 22, lanes in Onslaught will have 2 mutators each.
  • Incursion mutators often change between waves while Onslaught mutators stay the entire match.
  • Prime Incursions do not have mutators, aswell for Incursions above Chaos 4.

Credits to community members Arti and Exglint for finding the numbers

Name Icon Description First Floor Found on Notes
Abominable Abominable.png Enemies inflict slow with their attacks. Floor 3 Enemy attacks reduce defense rate by ~30%.
Armored Armored.png Enemies take reduced Physical damage, and increased Magical damage. Floor 3 Use magical defenses, +25% from magical damage, -50% if you use physical damage. When combined with Soft Spot its 60% less physical damage and normal magic damage.
Headstrong Headstrong.png Enemies cannot be stunned. Floor 3 Don't use stunning defenses on these lanes.
Pile it on Pileiton.png Enemies take increased damage per condition they are under. Floor 3 +25% additive extra damage if conditions are met. Conditions are the same things for Controlled Burn.
Power Block Powerblock.png All enemies are immune to damage from Abilities, but take increased weapon damage. Floor 3 Don't use abilities. Hero Attacks deal +100% damage.
Soft Spot Softspot.png Enemies have increased resistance, but take extra weakpoint damage. Floor 3 Deals extra damage to weakpoints, otherwise 20% less damage (defenses can't hit weakpoints).
Unstoppable Unstoppable.png Enemies are immune to slow effects. Floor 3 Don't use slowing defenses on these lanes.
Toxi-kaze Toxikazi.png When Kobolds die, they will leave an area that deals damage to players inside. Floor 6 Kobold's death drops mushrooms that deals 2% hero's maximum health per second and each stack.
Brittle Brittle.png Enemies start with higher health, but receive a damage resistance debuff every time they are hit with hero abilities. Floor 9 Enemies gain 50% extra health. Use unique abilities to debuff them by 10%, has Additive stacking.
Lethargic Lethargic.png Enemies start stronger, but get weaker the longer they live. Floor 9 Enemies deal 125% extra damage, over 25 seconds they'll deal 75% of their original damage.
Enraged Enraged.png Enemies start weaker, but get stronger the longer they live. Floor 10 Enemies start at 75% of their original attack damage and eventually rises to 125% over 25 seconds.
Long Shot Long Shot.png The farther a source of damage is to an enemy the more damage it deals. Floor 10 +50% damage at 5,000+ range and -50% damage at 0 range.
Maximum Effort Maximum Effort.png Enemies have more health, but get weaker with each unique source of damage that hits them. Floor 10 Enemies gain +50% health and take 10% increased damage per unique source with additive stacking. Each source can be added through different defenses, elemental combos, attacks, pet and hero abilities.
Phased Phased.png Enemies move slower, but they can phase through blockades. Floor 10 Enemies move at around ~65% of their original speed and no longer target blockades.
Proximity Proximity.png The closer a source of damage is to an enemy the more damage it deals. Floor 10 +50% damage at 0 range and -50% damage at 5,000+ range.
Wall Leech Wall leech.png Enemies heal when damaging towers. Floor 10 Enemies heal for 10% of their maximum health on hit.
Berserked Berserked.png Enemies now take +50% more Damage and deal +50% more Damage. Floor 13 Enemies deal more damage but take more damage.
Bloodlust Bloodlust.png Enemies on receiving damage now move at +30% speed for 5 seconds. Floor 13 Enemies move faster after taking any form of damage. Timer refreshes upon taking damage.
Bullet Sponge Bullet Sponge.png Enemies have a small anti projectile shield. Floor 20 The shield will be removed after dealing 10% of enemy health as damage. The enemey will take damage as normal as soon as the shield is removed.
Cursi-Kaze Cursi-Kaze.png When Kobolds die, they will leave an area that debuff towers and defenses. Floor 13 Kobold's deaths Reduces the range, damage and attack rate of the affected defenses by 25% per stack, stacks are multiplicative.
Reckless Reckless.png Enemies now have +50% Movement Speed and +50% Damage taken. Floor 13 Enemies move faster but take more damage.
Speed Demons Speed Demons.png Enemies are faster, but slow effects last longer on them. Floor 13 Enemies move 50% faster.
Trollblood Trollblood.png Enemies now heal for +2% of their max hp every second. Floor 13 Enemies gain passive healing.
Controlled Burn Controlled Burn.png 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 Detonator.png Enemies explode when killed. Floor 20 Explosions has knockback and deals 5% of the target's maximum health.
Pain Aura (Removed) Pain Aura.png Enemies deal damage around them. Floor 20 Enemies Deal 5% of the target's maximum health as damage around them. Once per second.
Spellbreaker Spell Breaker.png Enemies take reduced Magical damage, and increased Physical damage. Floor 20 +25% damage from physical damage and -50% damage from magical damage. When combined with Soft Spot its 60% less magical damage or normal physical damage.
Vampiric Vampiric.png Enemies heal when dealing damage. Floor 20 Enemies heal for 5% of their maximum health on hit.

Name Icon Description Chaos 1 Description Chaos 2 Description Chaos 3 Description Chaos 4
Healthy Healthy.png +15% Health. +15% Health. +25% Health. +35% Health.
Tenacious Tenacious.png +35% Crowd Control Resilience. +35% Crowd Control Resilience. +45% Crowd Control Resilience. +70% Crowd Control Resilience.
Grounded Grounded.png Cannot be knocked up. Cannot be knocked up. Cannot be knocked up. Cannot be knocked up.
Trollblood Trollblood Incursion.png 3% HP Regen every 5 seconds. 3% HP Regen every 5 seconds. +10HP/Sec. +150HP/Sec.
Mighty Mighty.png +15% Attack Damage. +15% Attack Damage. +25% Attack Damage. +35% Attack Damage.
Speedy Speedy.png +15% Movement Speed. +15% Movement Speed. +25% Movement Speed. +35% Movement Speed.