Planet 1 has three families of monsters and a boss every ten waves up to wave 50, then endless.
Saurians
01 / 03Family
Saurians
From the 12 HP Hatchling to the 2,000 HP Tyrant Maw.
13 kinds·From wave 1·HP 12–2,000
01
Chaff·Splits from Mirecrest and Broodcrest
Hatchling
HP
12
Speed
2.8 tiles/s
Base dmg
1
Gold
2
The smallest body on the planet. Broodcrest carries a clutch of them, and Mirecrest spills three when it breaks.
Threat
Density - one is nothing, thirty is a leak
Counter
Any sweep; do not spend single-target fire on them
02
Chaff·From wave 1
Sprigtail
HP
50
Speed
2.0 tiles/s
Base dmg
1
Gold
6
Knee-high chaff that runs in loose packs: a whip tail, a low chiselled body and a lit seam down the spine.
Threat
Numbers - the first thing you ever see, and it never stops coming
Counter
Anything that hits more than one (Spark Coil)
03
Fast·From wave 3
Sicklerunner
HP
30
Speed
3.2 tiles/s
Base dmg
1
Gold
9
A sprinting raptor built around one sickle claw. It reaches the line before a slow turret has finished turning.
Threat
Speed - it is past the front of your line before it is shot
Counter
Slows and burn (Plasma Torch), or something that leads its run
04
Mid-line·From wave 4
Sailjaw
HP
80
Speed
1.8 tiles/s
Base dmg
2
Gold
18
Twin sail fans over long jaws, snapping sideways at whatever it walks past.
Threat
Steady mid-line pressure, and it does not walk in a straight line
Counter
Sustained single-target fire (Railgun Rig)
05
Fast·From wave 7
Stormquill
HP
55
Speed
2.6 tiles/s
Base dmg
2
Gold
10
A quilled darter with charge sacs down both flanks. Fast, and it does not stop for anything.
Threat
Speed with a body behind it - reads scarier than it is
Counter
Slows, then steady damage
06–08
Tank·From wave 9
Clubspine
3 hides
HP
300
Speed
0.7 tiles/s
Base dmg
5
Gold
48
A scuted tank under a heavy spiked club, plated against hits from the flanks. This one is made of fire: the club is lit in the Plasma Torch's own colour, and fire damage barely marks it.
Threat
Armour 3 plus a fire hide - the wall the wave walks behind
Counter
Hit it with anything BUT fire; elemental and DoT ignore the plates
Armour 3
Fire-resistant
A scuted tank under a heavy spiked club, plated against hits from the flanks. This one is made of lightning: the club is lit in the Spark Coil's own colour, and lightning damage barely marks it.
Threat
Armour 3 plus a lightning hide - the wall the wave walks behind
Counter
Hit it with anything BUT lightning; elemental and DoT ignore the plates
Armour 3
Lightning-resistant
A scuted tank under a heavy spiked club, plated against hits from the flanks. This one is made of poison: the club is lit in the Toxin Injector's own colour, and poison damage barely marks it.
Threat
Armour 3 plus a poison hide - the wall the wave walks behind
Counter
Hit it with anything BUT poison; elemental and DoT ignore the plates
Armour 3
Poison-resistant
09
Mid-line·From wave 11
Emberfrill
HP
100
Speed
1.1 tiles/s
Base dmg
3
Gold
18
A charger behind a wide ceramic frill and three forward horns.
Threat
A frill the size of a shield leading a wave in
Counter
Burn ignores the frill (Plasma Torch)
10
Mid-line·From wave 12
Mirecrest
HP
70
Speed
2.2 tiles/s
Base dmg
2
Gold
22
Comb-crested and quick, and it arrives spread out instead of in a clump. Lightning washes off it, nothing stuns it, and when it breaks three hatchlings spill out.
Threat
The hard counter to coil spam: lightning-proof, stun-proof, and it splits
Counter
Fire or toxin, and a sweep ready for the hatchlings
Lightning-resistant
Splits into 3 Hatchlings
11
Fast·From wave 13
Vaneglider
HP
24
Speed
4.5 tiles/s
Base dmg
1
Gold
16
Membrane vanes carry it straight over your turrets. Ground zones and traps never touch it.
Threat
Airborne - it ignores the map you built
Counter
Direct fire and chains (Spark Coil)
Flies
12
Tank·From wave 14
Broodcrest
HP
780
Speed
0.5 tiles/s
Base dmg
4
Gold
90
A plated mother with a clutch riding her back. Break her and four hatchlings keep walking.
Threat
Armour 4 that becomes four more bodies when it dies
Counter
Elemental damage bypasses the plates; keep a sweep for the brood
Armour 4
Splits into 4 Hatchlings
13
Anchor·From wave 43
Tyrant Maw
HP
2,000
Speed
0.4 tiles/s
Base dmg
10
Gold
120
The pack's big predator: a gaping skull on two thunderous legs. The wave-10 anchor, and a rare sight again later.
Threat
Wave anchor - it eats a full salvo and nothing stuns it
Counter
Everything you have, and keep the line clear behind it
Wave-10 boss
Raptors
02 / 03Family
Raptors
From the Nubtail, the runt of the pack, to Crestmaw, the heaviest raptor.
10 kinds·From wave 8·HP 40–850
01
Chaff·From wave 8
Nubtail
HP
40
Speed
2.0 tiles/s
Base dmg
1
Gold
7
The runt of the plumed pack: short, stubby and bare, with one small fan on a stub of a tail.
Threat
Numbers - the runt of the plumed pack
Counter
Anything that hits more than one
02
Swarm·From wave 16
Ribbontail
HP
60
Speed
2.3 tiles/s
Base dmg
1
Gold
13
A thin, fast runner whose tail forks into two long ribbons that cross as it strides.
Threat
Speed - a thin runner that slips past slow guns
Counter
Slows, then a sweep
03
Fast·From wave 17
Dartplume
HP
50
Speed
2.3 tiles/s
Base dmg
1
Gold
16
A whip-thin sprinter that holds two feather vanes out from its flanks.
Threat
Speed - a sprinter that crosses a kill zone fast
Counter
Slows, then steady damage
04
Mid-line·From wave 18
Quillox
HP
90
Speed
1.8 tiles/s
Base dmg
2
Gold
28
The one plumed raptor on four legs: a low, humped body with a skirt of quills down each flank.
Threat
A low four-legged body that keeps walking
Counter
Sustained single-target fire
05
Mid-line·From wave 19
Spadehead
HP
105
Speed
1.9 tiles/s
Base dmg
3
Gold
33
A lean grubber whose head ends in a broad, flat shovel wider than its chest.
Threat
Steady mid-line pressure
Counter
Sustained single-target fire
06
Mid-line·From wave 22
Stiltreap
HP
95
Speed
2.1 tiles/s
Base dmg
2
Gold
32
All legs and neck: it wades forward on two long stilts with its scythe claws folded back.
Threat
Long legs - it covers ground faster than it looks
Counter
Slows, then steady damage
07
Anchor·From wave 29
Broodback
HP
800
Speed
1.4 tiles/s
Base dmg
8
Gold
110
A broad-hipped carrier with a row of five young riding down its back.
Threat
A heavy anchor that holds the lane
Counter
Everything you have, focused
08
Tank·From wave 24
Yokehorn
HP
340
Speed
1.6 tiles/s
Base dmg
4
Gold
50
A short, heavy body with two blunt bone spars standing straight out from its shoulders.
Threat
Armour and bulk that soak plain hits
Counter
Elemental damage bypasses the plates
Armour 3
09
Tank·From wave 27
Mantlereap
HP
380
Speed
1.5 tiles/s
Base dmg
4
Gold
50
The heaviest scythe-arm: three folded claws a hand under a dark cloak of skin.
Threat
Armour under a cloak of skin
Counter
Elemental damage bypasses the plates
Armour 3
10
Anchor·From wave 32
Crestmaw
HP
850
Speed
1.5 tiles/s
Base dmg
8
Gold
130
A deep-chested bruiser with a wide gaping jaw and a feather cape over its shoulders.
Threat
The heaviest raptor - deep chest, wide jaw
Counter
Everything you have, focused
Herd
03 / 03Family
Herd
From the Bulbfoal calves to Combspire, the herd bull.
11 kinds·From wave 21·HP 35–3,000
01
Chaff·From wave 21
Bulbfoal
HP
35
Speed
0.9 tiles/s
Base dmg
1
Gold
5
A herd calf that is nearly all head: a round skull on a stub neck, a short tail and big young feet.
Threat
Numbers - the herd's calves come in crowds
Counter
Anything that hits more than one
02
Swarm·From wave 23
Forkcolt
HP
105
Speed
1.0 tiles/s
Base dmg
1
Gold
12
A light colt carried nose-out on a straight neck, its short tail splitting into a two-pronged fork.
Threat
A quick swarm of light colts
Counter
Chain and splash damage
03
Fast·From wave 26
Scutecolt
HP
110
Speed
1.1 tiles/s
Base dmg
2
Gold
16
A quick young longneck under a broad plate of bone, its neck and tail sticking out from under the shield.
Threat
A fast body that arrives early
Counter
Turrets that reach the lane where it enters
04
Mid-line·From wave 28
Bladebill
HP
190
Speed
0.6 tiles/s
Base dmg
2
Gold
27
A slim duck-bill that browses reared up, with a single fin of crest standing over its bare neck.
Threat
A steady mid-weight walker
Counter
Sustained single-target fire
05
Anchor·From wave 36
Broodhaul
HP
1,200
Speed
0.4 tiles/s
Base dmg
6
Gold
90
A broad herd cow hauling five calves on her back. At half health they jump off and walk on as five Bulbfoals.
Threat
At half health five calves jump off her back
Counter
Splash damage for the calves, focus for her
5 Bulbfoals at half health
06–08
Anchor·From wave 38
Slabback
3 hides
HP
1,050
Speed
0.5 tiles/s
Base dmg
8
Gold
95
A heavy longneck under a great slab of bone. This one is made of fire: the core of the slab is lit in the Plasma Torch's own colour, and fire damage barely marks it.
Threat
A heavy slab of a body with a fire hide
Counter
Hit it with anything BUT fire
Fire-resistant
A heavy longneck under a great slab of bone. This one is made of lightning: the core of the slab is lit in the Spark Coil's own colour, and lightning damage barely marks it.
Threat
A heavy slab of a body with a lightning hide
Counter
Hit it with anything BUT lightning
Lightning-resistant
A heavy longneck under a great slab of bone. This one is made of poison: the core of the slab is lit in the Toxin Injector's own colour, and poison damage barely marks it.
Threat
A heavy slab of a body with a poison hide
Counter
Hit it with anything BUT poison
Poison-resistant
09
Mid-line·From wave 31
Hammerwader
HP
240
Speed
0.6 tiles/s
Base dmg
3
Gold
30
A stilt-legged longneck carrying a wide, hammer-shaped head on the thinnest neck in the herd.
Threat
A steady mid-weight walker on long legs
Counter
Sustained single-target fire
10
Anchor·From wave 34
Fanhelm
HP
1,450
Speed
0.4 tiles/s
Base dmg
8
Gold
85
A short, heavy duck-bill with a wide, square-cut fan of crest behind its bill.
Threat
A heavy body that soaks a salvo
Counter
Focus fire before it reaches the base
11
Anchor·From wave 41
Combspire
HP
3,000
Speed
0.4 tiles/s
Base dmg
12
Gold
180
The herd bull: the longest neck below the boss, edged on both sides with a comb of bony flanges.
Threat
The heaviest regular body in the herd
Counter
Everything you have, focused
BossesWaves 10 · 20 · 30 · 40 · 50
5 bosses. See them in the game.
A boss every ten waves, up to wave 50. Then the run goes endless.