Difference between revisions of "Mutators"

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(Added some quick counter suggestions.)
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! Name !! Icon !! Description !! First Floor Found on || Counter
 
! Name !! Icon !! Description !! First Floor Found on || Counter
 
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| Headstrong || [[File:Headstrong.png]] || Enemies cannot be stunned. || Floor 3
[[File:Headstrong.png|thumb]]
 
|| Enemies cannot be stunned. || Floor 3
 
 
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| Pile it on || Example || Enemies take increased damage per condition they are under || Floor 3
 
| Pile it on || Example || Enemies take increased damage per condition they are under || Floor 3

Revision as of 15:38, 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 Example 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
Unstoppable Example Enemies are immune to slow effects Floor 3
Abominable Example Enemies inflict slow with their attacks Floor 3
Soft Spot Example Enemies have increased resistance, but take extra weakpoint damage Floor 3
Armored Example 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.
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.
Wall Leech Example 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.
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.
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.
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.
Controlled Burn Example Enemies can only be damaged while drenched, oiled, frozen, poisoned, chilled or stunned Floor 20
Detonator Example 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.
Pain Aura Example 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
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.
Vampiric Example 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.