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Waves, bosses and difficulty

Questo articolo è scritto in inglese.

Difficulties

Normal is open from the start. Clearing wave 50 unlocks the next difficulty. Each one changes the insects, the rewards and the light over the pit.

HealthDamageSpeedRewardsBoulders at the start
Normal×1×1×1×13–10
Hard×1.55×1.3×1.15×1.35–13
Nightmare×2.16×1.6×1.2×1.67–15

Each difficulty has twelve insect families of its own (five waves per family), and its own light: Normal runs from day into dusk, Hard from dusk into night, Nightmare from night into dawn.

Bosses

  • A boss arrives every 5 waves: a larger form of that wave's family with a pack of minions. The minions walk strung out, each at its own pace around the wave's speed.
  • One boss in every 3 flies. From the boss of wave 25 on, bosses carry a shield.
  • Killing a boss pays skill points for your skill tree.

Champions

From wave 25, each wave without a boss has a 15% chance of bringing a champion: an insect with 2.5× health that costs double lives if it gets through. It comes as one of five kinds: regenerator, splitter, shielded, haste aura or necromancer. Killing it pays +20 gold, materials straight into your stock and a guaranteed rare-or-better card in the next offer.

Mutations

From wave 35, a wave has a 40% chance to mutate. Surviving it pays a bonus on top of the normal reward.

  • Double speed: insects move twice as fast (+50% reward).
  • Regeneration: insects heal over time (+30%).
  • Fog of war: tower range drops to 70% (+40%).
  • Armored wave (+60%).
  • Swarm surge: ×3 insects at 40% health (+35%).
  • Boss minions (+45%).
  • Elemental immunity (+50%).

The boss rush

The last waves are the final test. Wave 45 brings a boss with champions, waves 46 to 49 come doubled, and wave 50 is the final boss, whose reinforcements keep coming until its original pack is dead or has escaped. Every minion already on the field still has to be dealt with before the victory counts.

Endless mode

After wave 50, a solo run stops at a victory choice. Endless mode continues the same run: new waves are generated from the run's seed and their health grows exponentially. It grants no experience and no skill points.

Boulders and wreckage

Each run scatters neutral boulders across the pit. They block building and ground insects alike. A level-2 or level-3 Collettore clears them with its magnet, one piece per trip, and the tile stays blocked until the last piece is gone. Towers the worm devours leave wreckage that also blocks the tile until the Collector hauls it away, but insects walk over wreckage freely.