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 |
|
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
|
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.
|