Mutators

Revision as of 18:40, 13 December 2018 by Blockerwiz (talk | contribs)

Revision as of 18:40, 13 December 2018 by Blockerwiz (talk | contribs)

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 Don't use stunning defenses on these lanes.
Pile it on Pileiton.png Enemies take increased damage per condition they are under Floor 3 Use many different conditions from defenses and abilities.
Power Block Powerblock.png All enemies are immune to damage from Abilities, but take increased weapon damage Floor 3 Don't use abilities.
Unstoppable Unstoppable.png Enemies are immune to slow effects Floor 3 Don't use slowing defenses on these lanes.
Abominable Abominable.png Enemies inflict slow with their attacks Floor 3 Avoid letting enemies hit defenses; slow or stun them.
Soft Spot Softspot.png Enemies have increased resistance, but take extra weakpoint damage Floor 3
Armored Armored.png Enemies take reduced Physical damage, and increased Magical damage Floor 3 Use magic defenses (indicated by purple damage numbers)
Lethargic Lethargic.png Enemies start stronger, but get weaker the longer they live. Floor 9 Keep your defenses towards the end of the lane.
Brittle 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.
Wall Leech Wall leech.png Enemies heal when damaging towers Floor 10 Slow and stun enemies so they don't reach your blockades.
Maximum Effort 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.
Phased 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.
Proximity 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.
Long Shot 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.
Enraged Enraged.png Enemies start weaker, but get stronger the longer they live Floor 10 Place defenses at the beginning of lanes to kill quickly.
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 Keep defenses out of explosion-range and keep an eye on blockade health.
Bullet Sponge Bullet Sponge.png Enemies have a small anti projectile shield Floor 20 Use traps, auras, and anything else that doesn't shoot projectiles.
Pain Aura Pain Aura.png Enemies deal damage around them Floor 20 Keep defenses out of lanes so they don't take damage.
Spellbreaker Spell Breaker.png Enemies take reduced Magical damage, and increased Physical damage Floor 20 Use physical defenses (indicated by white damage numbers)
Cursi-Kaze 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.
Vampiric Vampiric.png Enemies heal when dealing damage Floor 20 Rely on defenses to take out enemies; keep them away from blockades.
Toxi-kaze 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.