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General Notes Edit

Melee enemies will only attack when they are blocked, otherwise they will walk past the player's units. This means they can only attack melee units. However, note that there are some enemies that at first glance appear to be melee but can attack ranged units. Such units are actually ranged units with very short range.

Ranged enemy units have a set range, which differs between enemies. Within this range, they will first target any unit in melee with them. If not in melee, they target whichever unit was last placed.

Enemies may be stronger or weaker on different missions. Each mission has a strength factor (typically between 70% and 130%) that affects the difficulty of enemies. Each individual enemy in a mission may have an additional strength factor that applies only to it. For melee enemies, the HP and attack are scaled by this factor. For ranged enemies, only the HP is scaled.

Also, in many cases, there are multiple different versions of an enemy that look alike, but have different strengths.

Terminology Edit

  • Unit type: Enemies may either have a melee attack which they will apply against blockers, or a ranged attack which they can apply before reaching a blocker. Ranged units will still advance between attack. For ranged units, the attack range is listed. The units are the same as the range value listed in-game for player units. (To convert this value to radius in pixels, take 75%.) Enemies that are flying will be noted here. Flying enemies cannot be blocked. Swimming enemies work the same as flying enemies (including flying damage bonus, etc). Also, sometimes a special type like "Undead" will be noted. This indicates whether certain special abilities of player units apply to this enemy.
  • Attack type: Enemies may do either physical or magic damage. Physical damage is mitigated by the player unit's defense. Magic damage ignores defense, but is affected by MR (magic resistance). For enemies that have a splash attack, this is noted along with the splash radius (in the same units as range).
  • HP: Indicates how much damage an enemy can withstand before it is defeated.
  • Attack: This is how much damage the enemy deals with each attack.
  • Defense and MR: The damage of physical attacks against the enemy is reduced by the defense value. Defense cannot reduce the damage of an attack below 10% of its original value. The exception is ranged attack which may be completely deflected. Deflection chance varies with defense but never goes above 50%. The damage of magical attacks is reduced by MR (magic resistance) as a percentage. If MR is not listed, it is 0. Additionally, hovering over the defense value will provide information about how easy the enemy is to assassinate.
  • Attack Speed: The first value listed is how often the enemy will deal damage when it is engaged with a blocker. It will deal damage once every time the listed number of frames elapsed, where 60 frames is the same as 1 second. The second value listed as "Initial" is number of frames between the attack animation starting and dealing damage (or releasing a missile in the case of ranged enemies). For ranged enemies, there is also a "Move" value listed which indicates how long it takes between ranged attacks when the enemy is moving. During this time, the enemy will continue moving.
  • Move Speed: This is how fast the enemy moves. An approximate conversion to pixels-per-second is to take 6% of the listed value.

Humans Edit

Human enemies frequently drop a unit of the corresponding type -- assuming there exists one of sufficiently low rarity.

Humans
Enemy Unit
Type
Attack
Type
HP ATK DEF
MR
Attack
Speed
MOV
UP
Notes
Soldier
Soldier
Melee Physical 1500 300 50 131
Initial: 10
600
1 UP

2500 500 70 Occurs in Daily EX missions.
1000 50 400
2 UP

1500 316
Desert Soldier Enemy
Desert Soldier
Melee Physical 1500 250 50
MR 10
121
Initial: 8
600
1 UP

2000 400 75
MR 10
Stronger version that occurs alongside the weaker version on many missions.
Footsoldier
Foot Soldier
Melee Physical 1500 200 100
MR 10
146
Initial: 7
400
1 UP
Archer
Archer
Ranged (100) Physical 1100 250 50 166
Initial: 24
Move: 121
Missile: 3
500
1 UP

300 86
Initial: 24
Move: 41
Missile: 3
600
1 UP
Variant from the Shadow Sniper event.
Ranged (180) 2000 350 100 166
Initial: 24
Move: 121
Missile: 3
500
1 UP
Occurs in Daily EX missions.
1300 400
2 UP
Advanced Archer
Advanced Archer
Ranged (180) Physical 2400 450 60 166
Initial: 24
Move: 121
Missile: 3
600
1 UP

Ranged (300) 1200 150 100 Occurs in Gold Rush.
Ranged (100) 300 60
Pirate Minion Sprite
Pirate
Ranged (250) Physical 1500 200 80 251
Initial: 12
Move: 201
Missile: instant
200
1 UP

350 Occurs in The Road to Becoming the King of Bandits.
Ranged (180)
Captain
Captain
Ranged (250) Physical 4000 450 80 246
Initial: 24
Move: 201
Missile: instant
200
2 UP
Bandit
Bandit
Melee Physical 3200 220 40 162
Initial: 45
550
1 UP

3500 400 Occurs in Daily EX missions.
4000 500 0 Occurs in Gold Rush.
Bandit Boss
Bandit Boss
Melee Physical 2800 600 100 172
Initial: 24
500
1 UP

3600 700 162
Initial: 24
Occurs in the A Toast to Men series starting at N.
16000 750 Occurs in Daily EX missions.
9000 600 0 172
Initial: 45
Occurs in Gold Rush.
Witch
Witch
Ranged (100) Magic 900 150 20
MR 5
166
Initial: 24
Move: 121
Missile: 6
500
1 UP

Ranged (150) 1800 300 Occurs in Daily EX missions.
Mage
Mage
Ranged (100) Magic
Splash 133
900 200 20
MR 5
157
Initial: 24
Move: 121
Missile: 6
500
2 UP

Ranged (150) 1800 350 Occurs in Daily EX missions.
Ranged (60) 500 250 0 Occurs in Gold Rush.
Ranged (150) 1200 350 20 400
2 UP
WhiteGandalf
White Mage
Ranged (60) Magic
Splash 133
800 400 0 157
Initial: 24
Move: 121
500
? UP
Occurs in Gold Rush.
Rogue
Rogue
Melee Physical 2000 130 100 53
Initial: 1
1300
1 UP

2000
1 UP
Occurs in Gold Rush.
4000 350 1300
1 UP
Occurs in Daily EX missions.
2000 113 1300
2 UP
Healer
Healer
Melee Physical 1200 300 100 227
Initial: 24
500
? UP
She is only an ordinary melee attacker with no healing powers.

Occurs in Gold Rush.

Valkyrie
Valkyrie
Melee Physical 2500 600 200
MR 5
160
Initial: 36
1600
1 UP

700 250
MR 5
Occurs in Daily EX missions.
600 200 160
Initial: 24
Advanced Valkyrie
Advanced Valkyrie
Melee Physical 5000 800 350
MR 5
260
Initial: 36
1600
1 UP

2000 400 100 250
Initial: 36
Occurs in Gold Rush.
1200 150 400
MR 5
270
Initial: 36
Heavy Armor Knight
Heavy Armor Knight
Melee
Armored
Physical 2800 600 1000 220
Initial: 36
1200
2 UP
Horse Archer
Horse Archer
Ranged (120) Physical 1400 250 60 157
Initial: 20
Move: 121
Missile: 3
1400
1 UP

2000 450 100
Pegasus Rider
Pegasus Rider
Flying
Ranged (40)
Physical 1500 500 80
MR 20
51
Initial: 16
Move: 21
Missile: instant
1100
1 UP

730 250 71
Initial: 16
Missile: instant
900
1 UP
Does not stop to attack.
Princess
Princess
Melee Physical 3000 1000 300
MR 5
171
Initial: 26
500
1 UP

Magic 700 400
MR 5
450
1 UP


Ninja
Enemy Unit
Type
Attack
Type
HP ATK DEF
MR
Attack
Speed
MOV
UP
Notes
Ninja
Ninja
Ranged (160) Physical 900 190 30
MR 10
57
Initial: 8
Move: 21
Missile: 5
200
1 UP

1500
1 UP
200
Paralysis Ninja
Paralysis Ninja
Ranged (200) Physical 2200 200 30
MR 10
61
Initial: 24
Move: 11
Missile: 5
550
2 UP
Paralyzes target after 6 hits. Paralyzed units are ignored by enemies.
Ranged (160) 3000 30
MR 20
Ninja Master
Ninja Master
Ranged (180) Physical 3000 450 30
MR 10
86
Initial: 14
Move: 11
Missile: 7
550
1 UP

Ranged (160) 3500 50
MR 20
47
Initial: 4
Move: 11
Missile: 7
3000 500 30
MR 10
76
Initial: 14
Move: 1
Missile: 7
1500
1 UP
White Ninja
White Ninja
Melee Physical 4000 750 100
MR 20
110
Initial: 8
550
1 UP
Cannot be attacked unless it is engaged with a blocker.
6000 850 1300
1 UP
Has an aura.
4500 600
Flying Ninja
Flying Ninja
Flying - 10 - 40
MR 10
- 900
1 UP

When HP reaches 0, switches to Ninja enemy.
Kite Ninja
Kite Ninja
Flying
Ranged (9)
Physical
Splash 80
1000 3000 40
MR 10
197
Initial: 6
Missile: 1
600
1 UP
Does not stop to attack.
Oni Sword Ninja
Oni Sword Ninja
Ranged (149) Physical 4000 450 250
MR 10
141
Initial: 35
Move: 81
Missile: 2
1500
2 UP
50% chance to avoid physical attacks.
8000 800 500
MR 10
181
Initial: 35
Move: 121
Missile: 2
500
2 UP


Armors
Enemy Unit
Type
Attack
Type
HP ATK DEF
MR
Attack
Speed
MOV
UP
Notes
Heavy Infantry
Heavy Infantry
Melee
Armored
Physical 3000 500 300 172
Initial: 36
450
1 UP

6000 700 300
MR 5
Occurs in Daily EX missions.
1800 450 200
2000 500 300 400
2 UP
3000 368
Large Heavy Infantry
Large Heavy Infantry
Melee
Armored
Physical 3600 600 300 172
Initial: 36
300
1 UP
Occurs in Gold Rush.
Gold Armor Enemy
Gold Armor
Melee
Armored
Physical 3600 800 800 162
Initial: 0
500
1 UP
Occurs in the Golden Armor daily mission series. May drop the Gold Armor GP fodder unit.
Platinum Armor Enemy
Platinum Armor
Melee
Armored
Physical 7000 700 400 151
Initial: 36
450
2 UP
Occurs in Holy Warrior's Challenge.
850 1000 Occurs in the Golden Armor daily mission series. May drop the Platinum Armor EXP fodder unit.
700 400
Red Heavy Armor
Red Armor
Melee
Armored
Physical 3000 300 300 91
Initial: 36
2500
2 UP
Mage Armor
Mage Armor
Ranged (140)
Armored
Magic 5000 600 700
MR 20
241
Initial: 60
Move: 121
Missile: 7
300
2 UP
Attacks all enemies in range.
Spirit Armor
Spirit Armor
Ranged (9)
Undead Armored
Magic 500 300 700 142
Initial: 36
Move: 61
Missile: instant
450
1 UP
Occurs in Mystic Sorcery.
1200 400 2000 Occurs in Holy Warrior's Challenge.
Pink Heavy Armor
Pink Armor
Ranged (187)
Armored
Physical
Splash 133
2000 450 200 301
Initial: 120
Move: 181
Missile: 5
450
2 UP
Occurs in Holy Warrior's Challenge


Cultists
Enemy Unit
Type
Attack
Type
HP ATK DEF
MR
Attack
Speed
MOV
UP
Notes
Black Cultist
Black Cultist
Ranged (200) Magic 1800 200 50
MR 50
101
Initial: 24
Move: 61
Missile: instant
600
2 UP
Blue Cultist
Blue Cultist
Ranged (120) Magic
Splash 133
1800 300 50
MR 50
141
Initial: 24
Move: 101
Missile: 6
900
2 UP
Red Cultist
Red Cultist
Ranged (120) Magic
Splash 133
3000 200 50
MR 50
101
Initial: 24
Move: 61
Missile: 6
900
2 UP

900
3 UP
On death, changes to Demon Cultist.
Ranged (200) 5000 300 900
1 UP
Has an aura.
Demon Cultist
Demon Cultist
Ranged (100)
Demon
Physical 20000 1200 200
MR 50
251
Initial: 55
Move: 161
Missile: instant
500
3 UP
Attacks all enemies in range.


Dark Elves
Enemy Unit
Type
Attack
Type
HP ATK DEF
MR
Attack
Speed
MOV
UP
Notes
Dark Elf Archer
Dark Elf Archer
Ranged (150) Physical 1200 220 120
MR 50
181
Initial: 80
Move: 31
Missile: 3
500
1 UP

Ranged (200) 2000 300 150
MR 50
Has an aura.
Dark Elf Mage
Dark Elf Mage
Ranged (160) Magic 2000 300 80
MR 50
251
Initial: 160
Move: 31
Missile: instant
400
2 UP

Ranged (250) 3000 400 100
MR 50
Has an aura.
Dark Elf Avenger (Male)
Dark Elf Avenger
Melee Physical 6000 300 150
MR 50
154
Initial: 23
600
1 UP
HP below 51%: ATK x2
HP below 41%: ATK x3
HP below 31%: ATK x4
HP below 21%: ATK x5
HP below 11%: ATK x6
HP below 1%: ATK x7
8000 400 Has an aura.

HP below 51%: ATK x2
HP below 41%: ATK x3
HP below 31%: ATK x4
HP below 21%: ATK x5
HP below 11%: ATK x6
HP below 1%: ATK x7


Automata
Enemy Unit
Type
Attack
Type
HP ATK DEF
MR
Attack
Speed
MOV
UP
Notes
Sword Automata
Sword Automata
Melee Physical 3000 350 50
MR 10
251
Initial: 20
400
1 UP

8000 600 150
MR 10
111
Initial: 20
1300
2 UP
Gun Automata
Gun Automata
Ranged (233) Physical 1500 300 200
MR 10
121
Initial: 5
Move: 91
Missile: instant
700
2 UP
Broken Armored Soldier
Broken Armored Soldier
Melee - 1500 500 50
MR 10
- 370
2 UP
Does not attack.

Upon death, explodes for physical damage area attack centered at the soldier (after about 60 frames of animation).

Armored Soldier
Armored Soldier
Melee Physical 8000 500 300 191
Initial: 20
700
3 UP
Armored Gun Soldier
Armored Gun Soldier
Ranged (180) Physical 8000 550 500 91
Initial: 5
Move: 61
Missile: instant
700
3 UP
Only deals half damage when not engaged with a blocker. Has an aura.


Named Humans
Enemy Unit
Type
Attack
Type
HP ATK DEF
MR
Attack
Speed
MOV
UP
Notes
Gustav(enemy)
Gustav
Melee Physical 5000 350 700 175
Initial: 24
500
2 UP
Pares
Pallis
Ranged (160) Magic
Splash 133
900 300 20 166
Initial: 30
Move: 121
Missile: 6
500
2 UP
Verotte Sprite
Verotte
Ranged (200) Physical 3000 400 80 111
Initial: 12
Move: 61
Missile: instant
200
? UP
Has an aura.
200
2 UP
Giovanni
Giovanni
Ranged (270) Physical 2500 350 80 251
Initial: 12
Move: 201
Missile: instant
200
1 UP

Ranged (300) 4000 320 200
2 UP
Occurs in A Toast to Men G (with 176% scaling).
Ranged (400) 200 200
? UP
Has an aura.

Occurs in The Treacherous Pirate.

Ranged (270) 2500 350 200
2 UP
Sanosuke Enemy
Sanosuke
Melee Physical 3000 400 150 146
Initial: 7
400
2 UP
Occurs in Pride of the Beastwoman and Ancient Automata.
6000 200
MR 10
Occurs in A Toast to Men G (with 176% scaling).
Mortimer Enemy
Mortimer
Melee Physical 6000 500 180
MR 10
157
Initial: 69
400
2 UP
Occurs in A Toast to Men G (with 176% scaling).
10000 850 180 490
2 UP
Has an aura.
Eunice Enemy
Eunice
Melee Physical 6000 500 180
MR 10
157
Initial: 69
400
2 UP
Occurs in A Toast to Men G (with 176% scaling).
10000 1200 0 490
2 UP
Has an aura.
Dan Sprite
Dan
Melee Physical 3000 300 50 177
Initial: 10
1000
5 UP

6000 450 Has an aura.
3000 300 1000
2 UP
Niel Enemy
Niel
Melee Physical 2500 300 50
MR 10
156
Initial: 16
500
5 UP

4000 550 150
MR 10
Has an aura.
1800 300 0
MR 10
500
1 UP
Khuri Sprite
Khuri
Ranged (150) Physical 13000 380×2 130 56
Initial: 25
Move: 11
Missile: 12
700
2 UP
Has an aura. Fires two bolts per attack.
106
Initial: 25
Move: 61
Missile: 12
Desert Warrior
Zaram
Melee Physical 10000 1000 100 200
Initial: 28
1200
? UP

4000 450 800
MR 90
181
Initial: 20
800
3 UP
HP below 50%: ATK x2

HP below 25%: ATK x3

Katie Enemy
Katie
Melee Physical 6000 280 50 121
Initial: 10
350
3 UP
Boss of the Real Drill: Strong Enemies mission.
Conrad Enemy
Conrad
Melee Physical 6000 500 100 162
Initial: 24
500
3 UP
Occurs in A Toast to Men G (with 176% scaling).
13000 1800 0 162
Initial: 69
Has an aura.
Cyrus Enemy
Cyrus
Ranged (140) Magic
Splash 133
8000 450 30
MR 20
111
Initial: 25
Move: 41
Missile: 6
100
3 UP
Occurs in A Toast to Men G (with 176% scaling).
300 800
1 UP
Barbastroff Enemy
Barbastroff
Ranged (260) Magic
Splash 133
6000 560 30
MR 20
251
Initial: 45
Move: 121
Missile: 6
100
3 UP
Occurs in A Toast to Men G (with 176% scaling).
350 300
1 UP
Themis Sprite
Themis
Melee Magic 6000 600 250
MR 10
193
Initial: 31
500
5 UP
Has an aura.

Occurs in Year End Gold Rush.

250
MR 20
213
Initial: 31
500
2 UP
Has an aura.
Stella Enemy
Stella
Flying
Ranged (60)
Physical 14000 900 150 91
Initial: 8
Missile: instant
900
3 UP
Does not stop to attack

Occurs in Gold Rush 6.

Abel Sprite
Abel
Melee Physical 3000 300 150 161
Initial: 24
1000
3 UP
Occurs in Gold Rush 6.
Ranged (160) Magic 320 161
Initial: 40
Move: 81
Missile: 4
Has an aura.
Swill
Swill
Ranged (210) Magic 15000 400 50 151
Initial: 40
Move: 101
Missile: 8
700
3 UP
Rowanna Sprite
Rowanna
Melee Physical 18000 300 150
MR 50
154
Initial: 23
300
3 UP
Has an aura.

HP below 51%: ATK x2
HP below 41%: ATK x3
HP below 31%: ATK x4
HP below 21%: ATK x5
HP below 11%: ATK x6
HP below 1%: ATK x7

Odette Enemy
Odette
Ranged (200) Magic
Splash 133
3000 300 20 161
Initial: 30
Move: 101
Missile: 6
450
3 UP

Ranged (100) 20000 500 100 181
Initial: 30
Move: 121
Missile: 6
90
3 UP
300
3 UP
Shiho Sprite
Shiho
Ranged (100) Magic 900 150 20 166
Initial: 24
Move: 121
Missile: 6
600
3 UP

8000 500 100 500
3 UP
Has an aura.
Ada
Ada
Melee Physical 4000 350 180 67
Initial: 1
1600
3 UP

9000 600 300 Has an aura.
Rin
Lynn
Melee Physical 4000 300 100
MR 50
157
Initial: 10
800
3 UP

8000 600 200
MR 50
137
Initial: 10
1600
3 UP
7000 700 200
MR 50
800
3 UP
800 300
MR 50
Has an aura.
4000 300 100
MR 10
177
Initial: 10
Charlotte
Charlotte
Ranged (200) Physical 3000 300 150 73
Initial: 16
Move: 41
Missile: 10
600
3 UP
Only deals half damage when not engaged with a blocker.
Magic 5000 350 83
Initial: 16
Move: 51
Missile: 10
Only deals half damage when not engaged with a blocker. Has an aura.
500 150 400
3 UP
Only deals half damage when not engaged with a blocker.
Only deals half damage when not engaged with a blocker. Has an aura.
Horace
Horace
Ranged (200) Physical 6000 400 250 77
Initial: 20
Move: 41
Missile: 10
600
3 UP
Only deals half damage when not engaged with a blocker.
Magic 12000 500 400 87
Initial: 20
Move: 51
Missile: 10
Only deals half damage when not engaged with a blocker. Has an aura.
20000 800 400 77
Initial: 20
Move: 41
Missile: 10
Azami
Azami
Ranged (140) Physical 3000 250 150
MR 10
56
Initial: 8
Move: 21
Missile: 5
1500
3 UP

Ranged (160) 5000 350 46
Initial: 8
Move: 11
Missile: 5
Ranged (180) 7000 450 100
MR 10
42
Initial: 8
Move: 7
Only deals half damage when not engaged with a blocker. Has an aura.
Ranged (120) 6000 350 30
MR 10
36
Initial: 8
Move: 1
Missile: 7
3500
3 UP
Beatrice Sprite
Beatrice
Ranged (400) Physical 6000 500 80 251
Initial: 12
Move: 201
Missile: instant
200
? UP
Momiji
Momiji
Melee Physical 6000 400 200
MR 10
151
Initial: 10
400
3 UP

20000 1300 200
MR 10
Has an aura.
Rita
Rita
Ranged (200) Physical 6000 280 80
MR 20
106
Initial: 12
Move: 61
Missile: 3
600
3 UP

Ranged (300) 8000 420 126
Initial: 12
Move: 81
Missile: 3
Awakened Rita
Awakened Rita
Ranged (200) Physical 11000 580 180
MR 20
86
Initial: 12
Move: 41
Missile: 3
600
3 UP
Cannot be attacked unless engaged with a blocker. Has an aura.
Imelia Enemy
Imelia
Melee Physical 7000 350 100 172
Initial: 36
500
? UP
Imelia AW Sprite
Awakened Imelia
Melee Physical 10000 1400 700
MR 10
157
Initial: 58
200
3 UP
Has an aura.
18000 900 450
3 UP
Anelia AW Sprite
Anelia
Ranged (200) Physical 14000 800 200 251
Initial: 12
Move: 201
Missile: instant
350
3 UP
Has an aura. Attacks all units within range.
Waltz Enemy
Waltz
Melee - 4000 - 30 - 350
3 UP
Gives percentage bonus attack and defense to all enemies. The amount of the bonus depends on the mission. Multiple units will combine their bonuses additively.
6000
Waltz CC Enemy
Waltz (CC)
Melee - 10000 - 120 - 350
3 UP
Gives percentage bonus attack and defense to all enemies. The amount of the bonus depends on the mission. Multiple units will combine their bonuses additively.
4000 30
Memento Enemy
Memento
Ranged (200) Magic 6000 200 50 165
Initial: 64
Move: 101
Missile: instant
150
1 UP

12000 400 250 All Undead enemies get +30% attack and defense (she is not undead herself).
Emilia
Emilia
Melee Physical 6000 450 100
MR 10
191
Initial: 24
1700
3 UP
She will retreat at the end of the battle. Killing her is not needed to get 3 stars.
9000 600 300
MR 10

13000 1100 700
MR 10
2000
3 UP
Has an aura.
6000 450 100
MR 10
1700
3 UP
Rorone Enemy
Lolonee
Melee Physical 5000 400 100 172
Initial: 54
500
3 UP

18000 2000 0 157
Initial: 54
Has an aura.
Cellia AW Sprite
Cellia
Melee Physical 10000 600 300
MR 20
157
Initial: 69
450
3 UP

28000 650 450
MR 15
600
3 UP
Has an aura.
Lyla Enemy
Lyla
Melee Physical 25000 2200 0 157
Initial: 69
400
3 UP
Has an aura.
Lucille Sprite
Lucille
Melee
Dragon
Physical 6000 400 200
MR 20
161
Initial: 24
1000
3 UP

Ranged (160)
Dragon
Magic 300 161
Initial: 40
Move: 81
Missile: 4
Switches to melee while blocked.
Melee
Dragon
Physical 400 161
Initial: 24
Ranged (160)
Dragon
Magic 10000 450 300
MR 25
161
Initial: 40
Move: 81
Missile: 4
Has an aura. Switches to melee while blocked.
Melee
Dragon
Physical 800 161
Initial: 24
Elva Enemy
Elva
Melee
Armored
Physical 10000 600 300
MR 15
116
Initial: 20
500
? UP

12000 700 350
MR 20
48
Initial: 20
Has an aura.
Melee 10000 600 300
MR 20
116
Initial: 20
500
3 UP
Corin
Colin
Ranged (100) Physical
Splash 107
6000 200 20
MR 10
171
Initial: 16
Move: 121
Missile: 2
500
3 UP

10000 600 Has an aura.
Eden
Eden
Ranged (30)
Undead
Physical 15000 600 50 136
Initial: 24
Move: 101
Missile: instant
800
3 UP
Paralyzes target after one hit. Paralyzed units can't attack, block, or use skills. Paralysis lasts about 12 seconds.
10000 400
Belinda Enemy
Belinda
Ranged (150) Magic 3000 350 50
MR 10
206
Initial: 24
Move: 161
Missile: 6
400
3 UP
Occurs in Year End Gold Rush.
Maribel Sprite
Maribel
Melee
Armored
Physical 7000 700 400 146
Initial: 25
450
3 UP
Occurs in Year End Gold Rush.
13000 1000 1200 156
Initial: 25
Has an aura.
Lilia Sprite
Lilia
Melee Magic 12000 700 450
MR 15
186
Initial: 24
500
5 UP
Has an aura.

Occurs in Year End Gold Rush.

450
MR 20
206
Initial: 24
500
2 UP
Has an aura.
Sherry Sprite
Sherry
Melee Magic 7000 900 300
MR 10
186
Initial: 24
500
5 UP
Has an aura.

Occurs in Year End Gold Rush.

300
MR 20
206
Initial: 24
500
2 UP
Has an aura.
Fran Enemy
Fran
Ranged (150) Physical 20000 440×2 310 56
Initial: 25
Move: 11
Missile: 12
700
3 UP
Has an aura. Fires two bolts per attack.
8000 180×2 50
MR 20
66
Initial: 25
Move: 21
Missile: 12
Fires two bolts per attack.
20000 450×2 100
MR 20
56
Initial: 25
Move: 11
Missile: 12
Has an aura. Fires two bolts per attack.
Elizabeth Sprite
Elizabeth
Ranged (150) Physical 18000 450×2 160 48
Initial: 25
Move: 3
Missile: 12
700
3 UP
Has an aura. Fires two bolts per attack.
400×2 66
Initial: 25
Move: 21
Missile: 12
Gloria
Gloria
Melee Physical 10000 800 300 167
Initial: 24
800
3 UP

When HP reaches 50%, gains an aura and switches to a ranged attack that affects all targets in range.
Ranged (187) 700 181
Initial: 75
Move: 81
Missile: instant
Yurina
Yurina
Melee Physical 4000 650 200 226
Initial: 10
200
3 UP
Allies' attack is reduced by 30% while Yurina is on the field.
10000 900 300
MR 15
146
Initial: 35
500
3 UP
Awakened Yurina
Awakened Yurina
Melee Physical 16000 420 600
MR 90
141
Initial: 24
500
3 UP
Miranda Enemy
Miranda
Melee
Armored
Physical 10000 800 300 151
Initial: 34
450
3 UP

15000 3000 1000 313
Initial: 86
Has an aura.
Liddy Enemy
Liddy
Flying
Ranged (60)
Physical 12000 1000 350 91
Initial: 8
Missile: instant
900
3 UP
Does not stop to attack

Occurs in Gold Rush 6.

Raven
Raven
Melee Physical 3000 300 50 181
Initial: 8
600
3 UP
Verdinate
Verdinate
Ranged (150) Magic 10000 400 50
MR 20
136
Initial: 16
Move: 101
Missile: instant
400
3 UP

Ranged (500) 450
Herculean Girl
Diina
Melee
Armored
Physical 15000 1000 1000 142
Initial: 36
600
3 UP
Has an aura.

Boss of the Gem: Herculean Girl EX mission.

White Archer
Nanaly
Ranged (250) Physical 10000 550×4 150 66
Initial: 24
Move: 21
Missile: 3
1000
3 UP
Has an aura. Fires volleys of 4 arrows.

Boss of the Gem: White Archer EX mission.

Witch EX
Despara
Ranged (150) Magic 10000 1000 150
MR 10
206
Initial: 24
Move: 161
Missile: 6
400
3 UP
Has an aura.

Boss of the Gem: Witch EX mission.

Unicorn Knight
Clissa
Melee Physical 15000 1200 250
MR 20
150
Initial: 36
1700
3 UP
Has an aura.

Boss of the Gem: Unicorn Knight EX mission.

Legendary Pirate
Minerva
Ranged (400) Physical 10000 1200 100 331
Initial: 12
Move: 281
Missile: instant
500
3 UP
Has an aura.

Boss of the Gem: Legendary Pirate EX mission.

Grace
Grace
Ranged (120) Magic
Splash 133
12000 800 600
MR 20
181
Initial: 32
Move: 121
Missile: 6
500
3 UP
Has an aura.

Boss of the Gem: Magic Armor Princess EX mission.

Rion
Rion
Ranged (300) Physical 12000 600×4 250 162
Initial: 27
Move: 121
Missile: 3
1700
3 UP
Has an aura. Fires volleys of 4 arrows.

Boss of the Gem: Moon Shadow Bow Rider EX mission.

14000 650×4 151
Initial: 16
Move: 121
Missile: 3
Has an aura. Fires volleys of 4 arrows.
Dark Knight Commander
Dark Knight
Melee
Armored
Physical 20000 800 600
MR 20
201
Initial: 24
150
? UP
Allies' attack is reduced by 80% while Dark Knight is on the field.

His HP gradually reduces over time, and he may be defeated when it falls to zero. The rate is about 80 HP / .5 sec.

6000 600
MR 10
150
3 UP
Allies' attack is reduced by 80% while Dark Knight is on the field.
Sybilla AW Sprite
Sybilla
Ranged (140) Magic 8000 800 400
MR 20
156
Initial: 20
Move: 121
Missile: 12
500
5 UP
Has an aura.

Occurs in Year End Gold Rush.

Ranged (180) 10000 1000 500
MR 30
96
Initial: 16
Move: 61
Missile: 12
450
3 UP
Has an aura.
Olivie AW Sprite
Olivie
Melee Magic 6000 1000 500
MR 30
181
Initial: 18
500
5 UP
Has an aura.

Occurs in Year End Gold Rush.

500
MR 30
201
Initial: 18
500
3 UP
Has an aura.
Sue Enemy
Sue
Ranged (150) Physical 18000 400×2 160 56
Initial: 25
Move: 11
Missile: 12
700
3 UP
Has an aura. Fires two bolts per attack.
450×3 97
Initial: 9
Move: 61
Missile: 12
Has an aura. Fires three bolts per attack.
Nagi Enemy
Nagi
Ranged (180) Physical 8000 900 300
MR 10
51
Initial: 20
Move: 1
Missile: 7
1500
3 UP
Esther Enemy
Esther
Flying
Ranged (60)
Physical 16000 1200 300 91
Initial: 8
Missile: instant
900
3 UP
Does not stop to attack

Occurs in Gold Rush 6.

Humanoids Edit

Goblins Edit

Goblins are the most basic of enemies. They tend to walk straight toward the goal, and amongst enemy units tend to have the lowest health and attack power. They typically come in packs; several soldiers with a king, a group of all archers, and so on. They come in various colors, blue to red to black in ascending order of strength, and their upgraded versions just have more health and higher stats.

Goblins
Enemy Unit
Type
Attack
Type
HP ATK DEF
MR
Attack
Speed
MOV
UP
Notes
Goblin Soldier
Goblin Soldier
Melee
Goblin
Physical 640 140 0 101
Initial: 12
700
1 UP
Red Goblin Soldier
Red Goblin Soldier
Melee
Goblin
Physical 1000 150 0 101
Initial: 12
800
1 UP
Black Goblin Soldier
Black Goblin Soldier
Melee
Goblin
Physical 1500 150 0 101
Initial: 12
800
1 UP
Goblin King
Goblin King
Melee
Goblin
Physical 900 200 50 153
Initial: 0
700
2 UP
Red Goblin King
Red Goblin King
Melee
Goblin
Physical 1500 150 0 133
Initial: 12
800
3 UP
Black Goblin King
Black Goblin King
Melee
Goblin
Physical 2000 150 0 133
Initial: 12
800
3 UP
Goblin Archer
Goblin Archer
Ranged (121)
Goblin
Physical 640 200 0 171
Initial: 35
Move: 121
Missile: 3
700
1 UP
Red Goblin Archer
Red Goblin Archer
Ranged (149)
Goblin
Physical 1300 350 50 141
Initial: 35
Move: 91
Missile: 3
700
1 UP
Black Goblin Archer
Black Goblin Archer
Ranged (150)
Goblin
Physical 1800 450 50 51
Initial: 35
Move: 1
Missile: 3
700
1 UP
This version is a true monster, a swarm of black Goblin Archers can quickly dispatch most ranged units, even with a healer to assist them.
Goblin Mage
Goblin Mage
Ranged (120)
Goblin
Magic
Splash 133
640 180 0 231
Initial: 40
Move: 161
Missile: 6
700
1 UP
Red Goblin Mage
Red Goblin Mage
Ranged (149)
Goblin
Magic
Splash 133
1200 250 30 191
Initial: 36
Move: 121
Missile: 6
700
1 UP
These enemies shoot an AoE fireball just like Human Mages, which pierce armor.
Black Goblin Mage
Black Goblin Mage
Ranged (140)
Goblin
Magic 1800 350 50 231
Initial: 40
Move: 161
Missile: instant
700
1 UP
The black Goblin Mages fire a single target purple energy attack (like a Lich, albeit weaker).
Goblin Bomber
Goblin Bomber
Ranged (83)
Goblin
Physical 640 300 0 121
Initial: 14
Move: 81
Missile: 3
1000
1 UP
Upon death, explodes for 200% damage area attack with radius 80 centered at the goblin (after 80 frame animation).
Red Goblin Bomber
Red Goblin Bomber
Ranged (87)
Goblin
Physical 1000 500 0 121
Initial: 14
Move: 81
Missile: 3
1100
1 UP
Upon death, explodes for 200% damage area attack with radius 80 centered at the goblin (after 80 frame animation).
Black Goblin Bomber
Black Goblin Bomber
Ranged (87)
Goblin
Physical 1000 800 0 121
Initial: 14
Move: 81
Missile: 3
1100
1 UP
Upon death, explodes for 200% damage area attack with radius 80 centered at the goblin (after 80 frame animation).
Goblin Rider
Goblin Wolf Rider
Ranged (133)
Goblin
Physical 1200 250 50 101
Initial: 20
Move: 61
Missile: 2
1800
1 UP
Wolf riders are a faster and slightly stronger version of the Goblin Archer. They rush in with the speed of a wolf and have a ranged axe throwing attack, with the same attacking pattern as the goblin archers. Their high speed can be fatal to a plan.
Red Goblin Wolf Rider
Red Goblin Wolf Rider
Ranged (173)
Goblin
Physical 2100 400 100 101
Initial: 20
Move: 61
Missile: 2
2000
1 UP
Black Goblin Wolf Rider
Black Goblin Wolf Rider
Ranged (200)
Goblin
Physical 3000 450 150 101
Initial: 20
Move: 61
Missile: 2
1400
1 UP
Will switch to the melee version if blocked.
Melee
Goblin
51
Initial: 16
Red Goblin Flail
Red Goblin Flail
Melee
Goblin
Physical 6000 500 320
MR 20
129
Initial: 16
1600
2 UP
Goblin Hero
Goblin Hero
Melee
Goblin
Physical 4500 300 120
MR 50
48
Initial: 16
450
3 UP

2500
Red Goblin Hero
Red Goblin Hero
Melee
Goblin
Physical 6500 430 150
MR 50
48
Initial: 16
450
3 UP

4000 380
Black Goblin Hero
Black Goblin Hero
Melee
Goblin
Physical 12000 550 200
MR 50
48
Initial: 16
400
3 UP

Giants Edit

Giants
Enemy Unit
Type
Attack
Type
HP ATK DEF
MR
Attack
Speed
MOV
UP
Notes
Ogre
Ogre
Melee Physical 5000 400 50 156
Initial: 30
370
2 UP
Red Ogre
Red Ogre
Melee Physical 5000 600 100 156
Initial: 30
370
2 UP
Black Ogre
Black Ogre
Melee Physical 7000 800 150 156
Initial: 30
370
2 UP
Green Oni
Green Cyclops
Melee Physical 6000 1000 100 241
Initial: 100
400
1 UP
Red Oni
Red Cyclops
Melee Physical 12000 1500 200 241
Initial: 100
400
1 UP

10000 100
Black Oni
Black Cyclops
Melee Physical 20000 2000 300 241
Initial: 100
400
2 UP

23000 2500 300 301
Initial: 100
400
? UP
Has an aura.

Occurs as a boss in The Summon Beast in the Earth.

30000 300 241
Initial: 100
Has an aura.

Occurs as a boss in General of a Ruined Land.

18000 1900 400
2 UP

13000 2000 150 400
1 UP
Blue Oni
Blue Cyclops
Ranged (108) Magic 9000 350 200 133
Initial: 48
Move: 61
Missile: 8
400
2 UP
Attacks all enemies in range.
Spirit ONI
Spirit Cyclops
Ranged (21) Physical 5000 850 250 196
Initial: 100
Move: 81
400
? UP
Ignores roads.
Yeti
Yeti
Melee Physical 6000 820 220
MR 20
205
Initial: 12
600
2 UP
Immune to adverse effects of blizzards.
  • Blizzard: ATK x1.3
  • Heavy Blizzard: ATK x1.5

Minotaurs Edit

Minotaurs
Enemy Unit
Type
Attack
Type
HP ATK DEF
MR
Attack
Speed
MOV
UP
Notes
Bull-Head
Bull-Head (Main Body)
Melee
Mononoke
Physical 12000 730 300
MR 30
131
Initial: 30
400
3 UP
Bull-Head (Shadow)
Bull-Head (Shadow)
Melee
Mononoke
Physical - 550 - 161
Initial: 30
400
? UP
Does not take damage; dies when Main Body dies.
Bull-Head Devil King
Bull-Head Devil King (Main Body)
Melee
Mononoke
Physical 40000 1200 600
MR 30
131
Initial: 30
400
3 UP
Bull-Head Devil King (Shadow)
Bull-Head Devil King (Shadow)
Melee
Mononoke
Physical - 700 - 161
Initial: 30
400
UP
Does not take damage; dies when Main Body dies.
Bull-Head Devil King
Bull-Head Devil King (Shadow Max Power)
Melee
Mononoke
Physical - 700 - 131
Initial: 70
400
UP
Does not take damage; dies when Main Body dies. Looks identical to the main body.

Lizards/Dragonkind Edit

Lizards/Dragonkind
Enemy Unit
Type
Attack
Type
HP ATK DEF
MR
Attack
Speed
MOV
UP
Notes
Lizard Swordsman
Lizard Swordsman
Melee
Dragon
Physical 600 300 50 49
Initial: 8
1500
1 UP
Desert Lizard Swordsman
Desert Lizard Swordsman
Melee
Dragon
Physical 600 300 50 49
Initial: 8
1500
1 UP
Occurs in Sword of the Dragon Slayer.
1200 50
MR 30
Occurs in Desert Story missions.
Lizard Spearman
Lizard Spearman
Melee
Dragon
Physical 1000 500 150 171
Initial: 30
400
1 UP
Desert Lizard Spearman
Desert Lizard Spearman
Melee
Dragon
Physical 1000 500 150 171
Initial: 30
400
1 UP
Occurs in Sword of the Dragon Slayer.
1800 180
MR 30
Occurs in Desert Story missions.
Lizard Axe Thrower
Lizard Axethrower
Ranged (147)
Dragon
Physical 600 300 0 131
Initial: 60
Move: 51
Missile: 2
900
1 UP
Desert Lizard Axe Thrower
Desert Lizard Axethrower
Ranged (147)
Dragon
Physical 600 300 0 131
Initial: 60
Move: 51
Missile: 2
900
1 UP
Occurs in Sword of the Dragon Slayer.
1000 50
MR 30
Occurs in Desert Story missions.
Lizard Knight
Lizard Knight
Melee
Dragon
Physical 1000 400 150 86
Initial: 15
1500
1 UP
Dragon Soldier
Dragon Soldier
Melee
Dragon
Physical 2500 500 250 171
Initial: 20
400
1 UP
Occurs in Two Saints.
4000 700 300
400
2 UP
Dragon Mage
Green Dragon Mage
Ranged (139)
Dragon
Magic
Splash 133
1000 230 120 181
Initial: 30
Move: 121
Missile: 6
400
2 UP
Has an aura.
120
MR 5

120
Dragon Mage red
Red Dragon Mage
Ranged (160)
Dragon
Magic
Splash 133
6000 500 400 181
Initial: 30
Move: 121
Missile: 6
400
2 UP

Ranged (149)
Dragon
400 Has an aura.
Ranged (160)
Dragon
500 400
3 UP
Dragon King
Dragon King
Melee
Dragon
Magic 8000 600 500 181
Initial: 60
350
3 UP

Physical 750 400 181
Initial: 40
The Grand Elder
The Grand Elder
Ranged (173)
Dragon
Magic
Splash 147
9000 300 300 271
Initial: 90
Move: 121
Missile: 6
300
3 UP
Black Dragon Elder
Black Dragon Elder
Ranged (199)
Dragon
Magic 40000 1000 350
MR 60
181
Initial: 10
Move: 121
Missile: instant
200
3 UP
Attacks all targets in range.

Yokai Edit

Note that Yokai are also sometimes referred to as "Mononoke". For the purposes of the game, they are the same thing.

Yokai
Enemy Unit
Type
Attack
Type
HP ATK DEF
MR
Attack
Speed
MOV
UP
Notes
Yellow Preta
Yellow Preta
Melee
Yokai
Physical 700 150 50
MR 15
101
Initial: 12
900
1 UP
Preta
Preta
Melee
Yokai
Physical 1400 460 250
MR 20
101
Initial: 12
900
1 UP
Blue Oni (Mononoke)
Blue Oni
Melee
Yokai
Physical 3000 750 250
MR 20
141
Initial: 30
400
1 UP
Red Oni (Mononoke)
Red Oni
Melee
Yokai
Physical 5500 900 350
MR 20
121
Initial: 30
500
1 UP
Wind Weasel
Wind Weasel
Melee
Yokai
Physical 3700 630 250
MR 20
67
Initial: 28
3000
1 UP
Red Crow Tengu (with staff)
Red Crow Tengu (with staff)
Flying
Ranged (100)
Yokai
Magic 1000 500 50
MR 20
81
Initial: 32
Move: 31
Missile: 4
800
1 UP
After attacking once, changes to Red Crow Tengu (without staff) which cannot attack again.
Red Crow Tengu (without staff)
Red Crow Tengu (without staff)
Flying
Yokai
- 1000 - 50
MR 20
- 800
1 UP
Crow Tengu (with staff)
Crow Tengu (with staff)
Flying
Ranged (181)
Yokai
Magic 2000 1500 250
MR 40
81
Initial: 32
Move: 31
Missile: 4
900
1 UP
After attacking once, changes to Crow Tengu (without staff) which cannot attack again.
Crow Tengu
Crow Tengu (without staff)
Flying
Yokai
- 2000 - 250
MR 40
- 900
1 UP
Dorotabo
Dorotabo
Melee
Yokai
Physical 12000 1100 500
MR 10
219
Initial: 44
100
1 UP
Cannot be attacked unless engaged with a blocker.
Ushi-Oni
Ushi-Oni
Melee
Yokai
Physical 12000 1000 1000
MR 10
164
Initial: 24
500
2 UP
Nurarihyon
Nurarihyon
Melee
Yokai
Physical 17000 900 280
MR 50
131
Initial: 28
300
3 UP
All Yokai enemies get +50% attack and defense. (Includes himself, not included in listed stats.)
Wind God
Wind God
Flying
Ranged (220)
Yokai
Physical 40000 800 300
MR 30
199
Initial: 24
Move: 121
Missile: 2
100
3 UP
Attack all enemies in range. When HP reaches 0, changes to Wind God (Walking).
Wind God (Walking)
Wind God (Walking)
Ranged (130)
Yokai
Physical 30000 800×4 300
MR 30
159
Initial: 24
Move: 81
Missile: 2
400
3 UP
Has an aura. Fires 4 projectiles per attack.
Thunder God
Thunder God
Flying
Ranged (220)
Yokai
Magic 40000 550 300
MR 30
199
Initial: 24
Move: 121
Missile: instant
100
3 UP
Attacks all enemies in range. When HP reaches 0, changes to Thunder God (Walking).
Thunder God (Walking)
Thunder God (Walking)
Flying
Ranged (130)
Yokai
Magic 30000 550×4 300
MR 30
319
Initial: 24
Move: 241
Missile: instant
400
3 UP
Has an aura. Fires four shots per attack.

Sahagins Edit

Sahagins
Enemy Unit
Type
Attack
Type
HP ATK DEF
MR
Attack
Speed
MOV
UP
Notes
Green Sahagin
Green Sahagin
Ranged (100)
Merman
Magic 1500 130 60
MR 10
361
Initial: 30
Move: 301
Missile: 1
250
1 UP
Sahagin
Sahagin
Ranged (104)
Merman
Magic 4200 200 120
MR 15
361
Initial: 30
Move: 301
Missile: 1
250
1 UP
Occurs in The Treacherous Pirate.
Ranged (144)
Merman
250
? UP
Occurs in Sword of the Dragon Slayer.
Large Sahagin
Large Sahagin
Ranged (280)
Merman
Magic 7000 300 150
MR 15
461
Initial: 30
Move: 401
Missile: 1
250
? UP
Green Sahagin (Swimming)
Green Sahagin (Swimming)
Swimming
Ranged (67)
Merman
Magic 1500 150 60
MR 10
171
Initial: 20
Missile: 1
800
1 UP
Swimming enemies count as flying enemies (and behave similarly). Does not stop to attack.
Swimming
Merman
- 500 - 20
MR 10
- 1000
1 UP
Swimming enemies count as flying enemies (and behave similarly).
Sahagin (Swimming)
Sahagin (Swimming)
Swimming
Ranged (69)
Merman
Magic 4200 200 120
MR 15
171
Initial: 20
Missile: 1
800
1 UP
Swimming enemies count as flying enemies (and behave similarly). Does not stop to attack.

Occurs in The Treacherous Pirate.

Swimming
Ranged (156)
Merman
51
Initial: 20
Missile: 1
Swimming enemies count as flying enemies (and behave similarly). Does not stop to attack.

Occurs in Sword of the Dragon Slayer.

Green Gillman
Green Gillman
Melee
Merman
Magic 5000 500 300
MR 15
171
Initial: 45
450
1 UP
Gillman
Gillman
Melee
Merman
Physical 10000 750 500
MR 20
171
Initial: 45
450
1 UP

Living Armors Edit

Consist of suits of armor. When defeated, collapse into component pieces. High defense, so use magic against them. They come in several types. The most basic ones are silver with a green loincloth. More advanced ones can hit hard. Axe Armors have higher attack speed as well. As a note, Rogues/Assassins can OHKO them if they have the skill "Assassination". This is the easiest way to deal with early Armors that spawn before you have the unit points for Mages/multiple Witches/Princesses/Heavy Infantries of your own. As armored units, bandits get increased attack against them. If they drop a unit, it is most likely a Heavy Infantry.

Living Armors
Enemy Unit
Type
Attack
Type
HP ATK DEF
MR
Attack
Speed
MOV
UP
Notes
Living Armor
Living Armor
Melee
Armored
Physical 2800 400 200 127
Initial: 24
450
1 UP
Red Armor
Red Living Armor
Melee
Armored
Physical 2800 600 200 127
Initial: 24
450
1 UP
White Axe Armor
White Axe Armor
Melee
Armored
Physical 2000 500 150 129
Initial: 24
550
1 UP
Living Axe Armor (Gold)
Gold Axe Armor
Melee
Armored
Physical 2800 800 600 129
Initial: 0
500
1 UP
Black (Axe) Armor
Black Axe Armor
Melee
Armored
Physical 2800 600 600 129
Initial: 24
500
1 UP

8000 700 1000 500
? UP
Has an aura.
Red Cannon Armor
Red Cannon Armor
Ranged (187)
Armored
Physical
Splash 133
2000 450 250 261
Initial: 40
Move: 181
Missile: 4
450
1 UP
Black Cannon Armor
Black Cannon Armor
Ranged (200)
Armored
Physical
Splash 133
10000 750 400
MR 10
261
Initial: 40
Move: 181
Missile: 4
500
2 UP
Armored Cavalry
Mounted Armor
Melee
Armored
Physical 3500 700 300 171
Initial: 30
1500
2 UP

Golems Edit

Golems
Enemy Unit
Type
Attack
Type
HP ATK DEF
MR
Attack
Speed
MOV
UP
Notes
Small Stone Golem
Small Stone Golem
Ranged (87)
Golem
Physical 35000 2000 1300
MR 40
406
Initial: 160
Move: 241
Missile: instant
200
2 UP
Stone Golem
Stone Golem
Ranged (133)
Golem
Physical 50000 3000 2000
MR 40
406
Initial: 160
Move: 241
Missile: instant
120
3 UP
It will retreat at the end of the battle. Killing it is not required to get 3 stars.
Iron Golem
Iron Golem
Melee
Golem
Physical 60000 4000 2500
MR 50
711
Initial: 150
120
3 UP
Does not use ranged attack until HP is 99% or lower. Uses melee attack while blocked.
Ranged (267)
Golem
Physical
Splash 133
3500 406
Initial: 130
Move: 241
Missile: 3

Flying Units Edit

All flying units can only be hit by ranged attacks.

Dragons Edit

Dragons
Enemy Unit
Type
Attack
Type
HP ATK DEF
MR
Attack
Speed
MOV
UP
Notes
Red Drake
Red Drake
Flying
Ranged (56)
Dragon
Magic 2800 350 300 541
Initial: 60
Move: 361
Missile: 4
400
1 UP
They fly slowly and attack with a single target magic fireball that explodes into what looks like a pillar of fire when it hits. They do stop to attack.
300 200 Occurs in Gold Rush.
Black Drake
Black Drake
Flying
Ranged (70)
Dragon
Magic 4000 600 300 421
Initial: 60
Move: 241
Missile: 4
400
2 UP
Green Dragon
Green Dragon
Flying
Ranged (192)
Dragon
Magic 6000 500 300
MR 30
161
Initial: 68
Move: 61
Missile: 5
250
3 UP
When HP reaches 0, switches to walking form.
Green Dragon (Walking)
Green Dragon (Walking)
Ranged (96)
Dragon
Magic 10000 500 400
MR 30
161
Initial: 68
Move: 61
Missile: 5
200
3 UP
Lesser Red Dragon
Lesser Red Dragon
Ranged (56)
Dragon
Magic
Splash 160
3000 300 300
MR 50
221
Initial: 68
Move: 121
Missile: 5
180
? UP
Red Dragon
Red Dragon
Flying
Ranged (192)
Dragon
Magic
Splash 160
6000 400 300
MR 30
161
Initial: 68
Move: 61
Missile: 5
250
3 UP
When HP reaches 0, switches to walking form.
Red Dragon (Walking)
Red Dragon (Walking)
Ranged (96)
Dragon
Magic
Splash 160
12000 400 400
MR 30
161
Initial: 68
Move: 61
Missile: 5
200
3 UP
Greater Red Dragon
Greater Red Dragon
Flying
Ranged (133)
Dragon
Magic
Splash 160
6000 750 300
MR 50
221
Initial: 68
Move: 121
Missile: 5
550
? UP
When HP reaches 0, switches to walking form.
Greater Red Dragon (Walking)
Greater Red Dragon (Walking)
Ranged (67)
Dragon
Magic
Splash 160
12000 900 500
MR 60
221
Initial: 68
Move: 121
Missile: 5
180
? UP
Blue Dragon
Blue Dragon
Flying
Ranged (192)
Dragon
Magic 6000 110×5 200
MR 70
243
Initial: 68
Move: 101
Missile: 2
250
3 UP
Fires waves of 5 attacks. When HP reaches 0, switches to walking form.
150×5
Blue Dragon (Walking)
Blue Dragon (Walking)
Ranged (96)
Dragon
Magic 13000 110×5 300
MR 70
203
Initial: 68
Move: 61
Missile: 2
200
3 UP
Fires waves of 5 attacks.
150×5
Black Dragon
Black Dragon
Flying
Ranged (427)
Dragon
Magic
Splash 133
6000 300 600
MR 80
161
Initial: 68
Move: 61
Missile: instant
250
3 UP
When HP reaches 0, switches to walking form.

(Switches to the 80 MR version.)

Black Dragon (Walking)
Black Dragon (Walking)
Ranged (96)
Dragon
Magic
Splash 133
16000 450 900
MR 60
161
Initial: 68
Move: 61
Missile: instant
200
3 UP
Occurs on the mission Black Dragon of the Cavern X.
900
MR 80
121
Initial: 68
Move: 21
Missile: instant
200
? UP
Appears when the flying Black Dragon is defeated.

Other Flying Units Edit

Other Flying Units
Enemy Unit
Type
Attack
Type
HP ATK DEF
MR
Attack
Speed
MOV
UP
Notes
Gargoyle
Gargoyle
Flying - 640 - 40 - 650
1 UP
Does not attack.
200 40 1000
1 UP
Does not attack.

Occurs in Gold Rush.

Red Gargoyle
Red Gargoyle
Flying - 1000 - 400 - 650
1 UP
Does not attack.

These have armor, and should only be killed by magic, because they aren't very vulnerable to arrows, even if their armor doesn't outright stop them.

Black Gargoyle
Black Gargoyle
Flying - 1400 - 500 - 550
1 UP
Does not attack.
Flying Eye
Flying Eye
Flying
Ranged (180)
Magic 300 100 150
MR 60
93
Initial: 16
Missile: 7
900
1 UP
Does not stop to attack.
150 1100
1 UP
Spirit Enemy
Holy Spirit
Flying
Ranged (140)
Magic 300 150 120
MR 80
91
Initial: 18
Missile: 7
1600
1 UP
Doesn't stop to attack.
Flying
Ranged (150)
800 200
MR 90
31
Initial: 18
Missile: 7
600
1 UP

Beasts Edit

Beasts
Enemy Unit
Type
Attack
Type
HP ATK DEF
MR
Attack
Speed
MOV
UP
Notes
Wolf
Wolf
Melee Physical 1000 150 20 53
Initial: 12
1300
1 UP
Red Wolf
Red Wolf
Melee Physical 1200 280 40 109
Initial: 0
2000
1 UP
Black Wolf
Black Wolf
Melee Physical 1600 400 40 131
Initial: 24
1300
1 UP
Snow Wolf
Snow Wolf
Melee Physical 1800 370 130
MR 20
77
Initial: 8
1800
1 UP
Immune to adverse effects of blizzards.
  • Blizzard: ATK x1.3
  • Heavy Blizzard: ATK x1.5
Werewolf
Werewolf
Melee Physical 2000 550 800 116
Initial: 25
1600
1 UP
Silverwolf
Silverwolf
Melee Physical 2400 650 2000 106
Initial: 25
1600
1 UP
Gold Werewolf
Gold Werewolf
Melee Physical 7000 1000 2200 106
Initial: 16
600
1 UP

15000 1100 600
2 UP
Has an aura.
Worm
Worm
Melee Physical 1500 200 50
MR 10
173
Initial: 44
500
1 UP
Cannot be attacked unless it is engaged with a blocker.
Red Worm
Red Worm
Melee Physical 2500 300 50
MR 10
153
Initial: 44
800
1 UP
Cannot be attacked unless it is engaged with a blocker.
Black Worm
Black Worm
Melee Physical 4500 700 550
MR 10
153
Initial: 44
600
1 UP
Cannot be attacked unless it is engaged with a blocker.
Scorpion
Scorpion
Melee Physical 1300 300 1000
MR 10
131
Initial: 40
500
2 UP
Paralyzes target after 6 hits. Paralyzed units are ignored by enemies.
Black Scorpion
Black Scorpion
Melee Physical 3000 600 3000
MR 30
131
Initial: 40
300
2 UP
Paralyzes target after 6 hits. Paralyzed units can't attack, block, or use skills.
Orthrus
Orthrus
Ranged (200) Magic 4000 400 100
MR 40
151
Initial: 40
Move: 61
Missile: 8
1600
1 UP

320
Manticore
Manticore
Melee Physical 12000 500 300
MR 50
157
Initial: 24
2000
3 UP
Paralyzes target after 6 hits. Paralyzed units are ignored by enemies. At 50% HP, attack pattern changes.
1100 101
Initial: 28
No longer paralyzes.
Chimera
Chimera
Ranged (180) Magic 15000 550 300
MR 50
111
Initial: 30
Move: 41
Missile: 4
2000
3 UP
Uses melee attack while blocked.
Melee Physical 1000 101
Initial: 28

Monsters Edit

Elemental Monsters
Enemy Unit
Type
Attack
Type
HP ATK DEF
MR
Attack
Speed
MOV
UP
Notes
Shadow
Shadow
Melee Physical 2500 300 20
MR 50
77
Initial: 16
1300
1 UP
Cannot be attacked unless it is engaged with a blocker.
Efreet
Efreet
Ranged (165) Magic
Splash 200
25000 300 300 221
Initial: 70
Move: 121
Missile: 6
230
3 UP
Pumpkin
Pumpkin
Ranged (9) Magic 4000 40 60
MR 20
25
Initial: 4
Move: 1
Missile: instant
200
1 UP
Big Pumpkin
Big Pumpkin
Ranged (13) Magic 8000 80 130
MR 20
25
Initial: 4
Move: 1
Missile: instant
200
1 UP
Small Treant
Small Treant
Ranged (120) Physical 1300 280 100 95
Initial: 18
Move: 61
Missile: 9
1200
1 UP
Regenerates HP: 1% / .5 second for 16.67 seconds, then 0.6% / .5 second for 33.33 seconds, then 0.3% / .5 second for 33.33 seconds, then no more.
Regenerates HP: 3% / .5 second for 66.67 seconds, then 2% / .5 second for 66.67 seconds, then 1% / .5 second for 66.66 seconds, then no more.
Large Treant
Large Treant
Melee Physical 8000 850 300 211
Initial: 76
200
3 UP
Regenerates HP: 1% / .5 second for 16.67 seconds, then 0.6% / .5 second for 16.67 seconds, then 0.3% / .5 second for 16.66 seconds, then no more.
Small Blossoming Treant
Small Blossoming Treant
Ranged (120) Physical 4000 280 100 95
Initial: 18
Move: 61
Missile: 9
1200
1 UP
Regenerates HP: 1% / .5 second for 16.67 seconds, then 0.6% / .5 second for 16.66 seconds, then 0.3% / .5 second for 16.66 seconds, then no more.
Large Blossoming Treant
Large Blossoming Treant
Melee Physical 8000 900 280 211
Initial: 76
200
3 UP
Regenerates HP: 1% / .5 second for 16.67 seconds, then 0.6% / .5 second for 33.33 seconds, then 0.3% / .5 second for 33.33 seconds, then no more.
Red Snowman
Red Snowman
Melee Physical 1200 250 50 165
Initial: 10
500
1 UP
Immune to adverse effects of blizzards.
  • Blizzard: ATK x1.3
  • Heavy Blizzard: ATK x1.5
Blue Snowman
Blue Snowman
Ranged (120) Magic 1200 200 20 171
Initial: 25
Move: 101
Missile: 6
500
1 UP
Immune to adverse effects of blizzards.
  • Blizzard: ATK x1.3
  • Heavy Blizzard: ATK x1.5
Large Red Snowman
Large Red Snowman
Melee Physical 3000 350 100 165
Initial: 10
500
2 UP
Immune to adverse effects of blizzards.
  • Blizzard: ATK x1.3
  • Heavy Blizzard: ATK x1.5
Large Blue Snowman
Large Blue Snowman
Ranged (176) Magic 3000 240 50 171
Initial: 25
Move: 101
500
2 UP
Immune to adverse effects of blizzards.
  • Blizzard: ATK x1.3
  • Heavy Blizzard: ATK x1.5


Slimes and Oozes
Enemy Unit
Type
Attack
Type
HP ATK DEF
MR
Attack
Speed
MOV
UP
Notes
Yellow Ooze
Yellow Ooze
Melee Physical 1200 200 50 121
Initial: 20
300
1 UP
Green Ooze
Green Ooze
Melee Physical 1600 300 1600 121
Initial: 20
300
1 UP
Blue Ooze
Blue Ooze
Melee Physical 2000 150 10 121
Initial: 20
300
1 UP
Green Crystal Guardian
Green Crystal Guardian
Melee Magic 3500 300 100
MR 50
141
Initial: 40
300
1 UP
Red Crystal Guardian
Red Crystal Guardian
Melee Physical 7000 600 100
MR 50
141
Initial: 40
300
1 UP
Blue Crystal Guardian
Blue Crystal Guardian
Melee Physical 9000 700 150
MR 50
141
Initial: 40
300
1 UP


Other Monsters
Enemy Unit
Type
Attack
Type
HP ATK DEF
MR
Attack
Speed
MOV
UP
Notes
Roper
Roper
Melee Physical 5500 10 100
MR 15
61
Initial: 16
450
1 UP
Paralyzes target after 6 hits. Paralyzed units are ignored by enemies.

Demons Edit

Demons
Enemy Unit
Type
Attack
Type
HP ATK DEF
MR
Attack
Speed
MOV
UP
Notes
Black Baphomet
Baphomet
Melee
Demon
Physical 8000 700 150
MR 5
172
Initial: 24
300
2 UP

4000 600 250 177
Initial: 0
500
3 UP
Occurs in The Witch Girl and Gold Rush.
3000 500 200 500
2 UP
White Baphomet
White Baphomet
Melee
Demon
Physical 5200 900 400
MR 5
177
Initial: 24
500
2 UP
Ancient Blue Demon
Ancient Blue Demon
Ranged (170)
Demon
Physical 12000 700 300 141
Initial: 60
Move: 41
Missile: 10
400
2 UP

300
MR 15
Red Demon
Red Demon
Melee
Demon
Physical 6000 500 150
MR 50
142
Initial: 48
300
1 UP
Black Archdemon
Black Archdemon
Melee
Demon
Physical 15000 1000 150
MR 90
186
Initial: 46
300
1 UP

20000 1200 Has an aura.

Occurs as the boss of Base Scramble I with 110% scaling.

Black Archdemon (Ranged)
Black Archdemon (Ranged)
Ranged (140)
Demon
Physical 15000 1000 150
MR 90
141
Initial: 46
Move: 71
Missile: 10
300
? UP
Has an aura.

Occurs in The Treacherous Pirate.

White Archdemon
White Archdemon
Ranged (150)
Demon
Physical 10000 1000 150
MR 60
141
Initial: 46
Move: 71
Missile: 10
300
2 UP
Demon Sorcerer
Demon Mage
Ranged (200)
Demon
Magic
Splash 147
30000 400 350
MR 70
186
Initial: 50
Move: 121
Missile: 6
150
3 UP
Will switch to the melee version if blocked.

Occurs as the boss of Base Scramble II with 110% scaling.

Melee
Demon
Physical 2000 141
Initial: 36

Ranged (200)
Demon
Magic
Splash 147
20000 400 180
MR 70
186
Initial: 50
Move: 121
Missile: 6
180
? UP
Will switch to the melee version if blocked.
Melee
Demon
Physical 2000 141
Initial: 36
Lesser Demon
Lesser Demon
Melee
Demon
Physical 2700 350 70
MR 40
89
Initial: 24
650
1 UP
Paralyzes target after 6 hits. Paralyzed units are ignored by enemies.
Ranged (10)
Demon
49
Initial: 24
Move: 7
Missile: instant
Greater Demon
Greater Demon
Melee
Demon
Physical 42000 5000 150 245
Initial: 84
800
? UP

52000 800
3 UP
26000 100
3 UP
When HP reaches 0, switches to faster version.
800
3 UP
Red Flying Demon (without weapon)
Red Flying Demon (without weapon)
Flying
Demon
- 2000 - 350
MR 60
- 500
1 UP
Red Flying Demon (with weapon)
Red Flying Demon (with weapon)
Flying
Ranged (100)
Demon
Physical 2000 600 350
MR 60
76
Initial: 32
Move: 21
Missile: 10
500
1 UP
After attacking one, changes to Red Flying Demon (without weapon).
Black Flying Demon
Black Flying Demon
Flying
Ranged (100)
Demon
Physical 2000 900 800
MR 80
156
Initial: 32
Move: 101
Missile: 10
500
1 UP
Servant of Belzebuth
Servant of Belzebuth
Flying
Demon
- 6000 - 800
MR 50
- 500
2 UP
Units within range 70 have attack reduced by 70% and suffer 10 damage per 0.167 seconds (60 damage per second).

The Demon King is not himself a demon, and gets his own category.

Demon King
Enemy Unit
Type
Attack
Type
HP ATK DEF
MR
Attack
Speed
MOV
UP
Notes
Demon King (shadow)
Demon King (shadow)
Melee Physical 20000 2200 400
MR 40
261
Initial: 64
250
3 UP
Demon King
Demon King
Melee Physical 55000 2200 400
MR 40
261
Initial: 64
250
3 UP
At 50% HP, changes to ranged attack, attacks faster, and gains an aura.
Ranged (144) 141
Initial: 64
Move: 61
Missile: 12

Undead Edit

The (un)living dead may not consist solely of vampires, but Vampire_Hunters don't care and will have increased attack versus all of them.

Undead
Enemy Unit
Type
Attack
Type
HP ATK DEF
MR
Attack
Speed
MOV
UP
Notes
Goblin Zombie
Goblin Zombie
Melee
Undead Goblin
Physical 2100 220 0
MR 20
101
Initial: 12
900
1 UP
Paralyzes target after 6 hits. Paralyzed units cannot attack, cannot use skills, and have halved defense (but they will continue blocking).
Ghost Soldier
Ghost Soldier
Ranged (10)
Undead
Physical 1500 250 80 101
Initial: 10
Move: 61
250
? UP
Skeleton
Skeleton
Ranged (120)
Undead
Physical 800 250 50 111
Initial: 30
Move: 61
Missile: 2
600
1 UP
Skeleton Swordsman
Skeleton Swordsman
Melee
Undead
Physical 1000 300 120 161
Initial: 10
600
1 UP
Red Skeleton Swordsman
Red Skeleton Swordsman
Melee
Undead
Physical 2000 320 140 161
Initial: 10
150
1 UP
Skeleton Lancer
Skeleton Lancer
Melee
Undead
Physical 3000 600 220 181
Initial: 37
450
1 UP
Green Skeleton Cavalry
Green Skeleton Cavalry
Melee
Undead
Physical 2800 750 280 160
Initial: 24
1600
2 UP
Red Skeleton Cavalry
Red Skeleton Cavalry
Melee
Undead
Physical 8000 900 400 160
Initial: 24
1600
2 UP
Lich King
King of the Dead
Ranged (250)
Undead
Magic 13000 700 350 191
Initial: 40
Move: 71
Missile: instant
250
3 UP

15000 1200 500 211
Initial: 40
Move: 91
Missile: instant
Has an aura.
13000 700 350 191
Initial: 40
Move: 71
Missile: instant
All Undead enemies get +30% attack and defense. (Includes himself, not included in listed stats.)
15000 1000 500 211
Initial: 40
Move: 91
Missile: instant
All Undead enemies get +30% attack and defense. (Includes himself, not included in listed stats.) Has an aura.
Ochimusha Swordsman
Ochimusha Swordsman
Melee
Undead
Physical 5000 700 250
MR 10
201
Initial: 36
100
1 UP
When HP reaches 50% gains an aura, attack speed, move speed, defense, and magic resistance increase, and assassination rate decreases.
500
MR 20
49
Initial: 16
1600
1 UP
Helmeted Ochimusha Swordsman
Helmeted Ochimusha Swordsman
Melee
Undead
Physical 8000 900 350
MR 15
201
Initial: 36
100
1 UP
When HP reaches 50% gains an aura, attack speed, move speed, defense, and magic resistance increase, and assassination rate decreases.
700
MR 30
55
Initial: 20
1600
1 UP
Ochimusha Archer
Ochimusha Archer
Ranged (227)
Undead
Physical 6000 500 250
MR 10
171
Initial: 40
Move: 121
Missile: 3
300
1 UP
Helmeted Ochimusha Archer
Helmeted Ochimusha Archer
Ranged (227)
Undead
Physical 8000 600 300
MR 20
171
Initial: 40
Move: 121
Missile: 3
300
1 UP
When HP reaches 50% gains an aura and gains the ability to simultaneously attack all targets in range.
Mummy
Mummy
Melee
Undead
Physical 4000 300 50
MR 20
121
Initial: 24
400
1 UP
HP below 50%: ATK x2

HP below 25%: ATK x3

Mummy King
Mummy King
Melee
Undead
Physical 10000 500 250
MR 30
161
Initial: 30
350
1 UP
HP below 50%: ATK x2

HP below 25%: ATK x3

Large Mummy
Large Mummy
Melee
Undead
Physical 50000 800 50
MR 30
201
Initial: 40
180
3 UP
HP below 50%: ATK x2

HP below 25%: ATK x3

Mummy Mage
Mummy Mage
Ranged (150)
Undead
Magic
Splash 147
40000 500 120
MR 50
181
Initial: 40
Move: 121
Missile: 6
350
3 UP
HP below 50%: ATK x2

HP below 25%: ATK x3

Bat
Bat
Flying
Undead
- 520 - 7 - 2000
1 UP

Flying
Lesser Vampire
Lesser Vampire
Melee
Undead
Physical 7000 300 0 151
Initial: 20
400
1 UP
Paralyzes target after 6 hits. Paralyzed units cannot attack, cannot use skills, and have halved defense.
Greater Vampire
Greater Vampire
Melee
Undead
Physical 20000 400 0 76
Initial: 10
400
2 UP
Paralyzes target after 6 hits. Paralyzed units cannot attack, cannot use skills, and have halved defense.
Vampire Lord
Vampire Lord
Melee
Undead
Physical 10000 1000 300
MR 20
201
Initial: 45
300
3 UP
Transforms upon reaching 0 HP.
Vampire Lord (Transformed)
Vampire Lord (Transformed)
Ranged (300)
Undead
Magic 10000 800 300
MR 20
125
Initial: 74
Move: 21
Missile: instant
600
3 UP
Uses melee attack while blocked. Melee attack paralyzes target after one hit. Paralyzed units can't attack, block, or use skills. Paralysis lasts about 12 seconds.
Melee
Undead
Physical 1500 201
Initial: 70
Tiny Lich
Tiny Lich
Ranged (67)
Undead
Magic 2000 150 100 145
Initial: 40
Move: 61
Missile: instant
350
1 UP
Occurs in Two Saints.
Small Lich
Small Lich
Ranged (160)
Undead
Magic 3000 150 150 145
Initial: 40
Move: 61
Missile: instant
350
? UP
Occurs in The Princess, The Bandits, and The Capital of Evil Spirits.
Lich
Lich
Ranged (300)
Undead
Magic 12000 250 300 145
Initial: 40
Move: 61
Missile: instant
250
? UP
Weaker version that occured in Gold Rush.
500 250
3 UP
Notably first encountered during Castle Retake Story Mission, these skeletal mages launch a single target magic attack. It looks like a small purple pillar of energy and doesn't have a travel time - it hits immediately. Three Liches show up at the same time at the end of the Immortal Beast Story Mission.

Note that they tend to target your units in reverse order of placement, within their range. Therefore, you should place the desired tank last in order to make sure they don't target something more vulnerable.

Ranged (400)
Undead
700 1000 105
Initial: 40
Move: 21
Missile: instant
200
? UP
Has an aura.
Ranged (300)
Undead
500 300 145
Initial: 40
Move: 61
Missile: instant
250
2 UP

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