Mutators

Revision as of 12:34, 13 March 2025 by Paloverde zfogshooterz (talk | contribs)

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.

Name Icon Description Lane-Alignment Notes
Fire Elite Fire Elite Mutator Icon.png 25% of enemies are Elites, which have 50% more health, deal 25% more damage, move 50% faster and apply burn on hit.

Fire-Aligned Lanes

Also takes more damage from damage sources equipped with Elite Counter Chip/Servo.
Fire Elemental Fire Element Icon.png Enemies are immune to Ignite, taking 200% Water damage, 50% from Fire, Physical and Magical Damage and 25% Earth Damage. Also takes more damage from damage sources equipped with Fire Counter Servo.
Name Icon Description Lane-Alignment Notes
Water Elite Water Elite Mutator Icon.png 25% of enemies are Elites, which have 50% more health, deal 25% more damage, and heal 5% of their max HP per second.

Water-Aligned Lanes

Also takes more damage from damage sources equipped with Elite Counter Chip/Servo.
Water Elemental Water Element Icon.png Enemies are immune to Freeze, taking 200% Storm damage, 50% from Water, Physical and Magical Damage and 25% Fire Damage. Also takes more damage from damage sources equipped with Water Counter Chip/Servo.
Name Icon Description Lane-Alignment Notes
Storm Elite Storm Elite Mutator Icon.png 25% of enemies are Elites, which have 50% more health, deal 25% more damage, and emit an EMP that stuns towers for 3 seconds.

Storm-Aligned Lanes

Also takes more damage from damage sources equipped with Elite Counter Chip/Servo.
Storm Elemental Storm Element Icon.png Enemies are immune to Electrocute, taking 200% Earth damage, 50% from Storm, Physical and Magical Damage and 25% Water Damage. Also takes more damage from damage sources equipped with Electric Counter Chip/Servo.
Name Icon Description Lane-Alignment Notes
Earth Elite Earth Elite Mutator Icon.png 25% of enemies are Elites, which have 50% more health, deal 25% more damage, and take 50% less damage from projectiles.

Earth-Aligned Lanes

Also takes more damage from damage sources equipped with Elite Counter Chip/Servo.
Earth Elemental Earth Element Icon.png Enemies are immune to Petrify, taking 200% Fire damage, 50% from Earth, Physical and Magical Damage and 25% Storm Damage. Also takes more damage from damage sources equipped with Elite Counter Chip/Servo.