Game Mechanics
Scaling formulas, party modifiers, and tower-specific mechanics. All values are auto-generated from the canonical data files.
Enemy HP Scaling
Enemy HP scales linearly with wave number:
$$ \text{HP}(w) = \text{baseHp} \times (1 + 0.12 \times w) $$
| Wave | Multiplier | Example (100 base HP) |
|---|---|---|
| 1 | 1.12× | 112 |
| 5 | 1.60× | 160 |
| 10 | 2.20× | 220 |
| 15 | 2.80× | 280 |
| 20 | 3.40× | 340 |
| 25 | 4.00× | 400 |
| 30 | 4.60× | 460 |
Enemy Armor Scaling
Enemies gain +1 armor every 5 waves:
$$ \text{armor}(w) = \text{baseArmor} + \lfloor w \div 5 \rfloor $$
| Wave | Bonus armor |
|---|---|
| 1 | +0 |
| 5 | +1 |
| 10 | +2 |
| 15 | +3 |
| 20 | +4 |
| 25 | +5 |
| 30 | +6 |
Party Size HP Scaling
Enemy HP is multiplied by a factor based on the number of players in the party at game start. Solo play is intentionally easier:
| Players | HP multiplier |
|---|---|
| 1 | 0.7× |
| 2 | 1× |
| 3 | 1.25× |
| 4 | 1.5× |
The full HP formula combining both wave and party scaling:
$$ \text{HP} = \text{round}(\text{baseHp} \times (1 + 0.12 \times w) \times \text{partyMult}) $$
Prep Time Scaling
Base prep time between waves is 20s. Smaller parties get more time to gather resources:
| Players | Multiplier | Prep time |
|---|---|---|
| 1 | 1.5× | 30s |
| 2 | 1× | 20s |
| 3 | 0.9× | 18s |
| 4 | 0.75× | 15s |
Void Annihilator — Inferno DPS
The Void Annihilator fires a continuous beam that ramps damage the longer it stays locked on a target:
$$ \text{DPS}(t) = \text{baseDps} + \frac{(2t)^3}{5} $$
With baseDps = 0 and max lock time = 5s:
| Lock time | DPS | Cumulative damage |
|---|---|---|
| 0.0s | 0.0 | 0 |
| 0.5s | 0.2 | 0 |
| 1.0s | 1.6 | 1 |
| 1.5s | 5.4 | 4 |
| 2.0s | 12.8 | 10 |
| 2.5s | 25.0 | 23 |
| 3.0s | 43.2 | 44 |
| 3.5s | 68.6 | 78 |
| 4.0s | 102.4 | 130 |
| 4.5s | 145.8 | 203 |
| 5.0s | 200.0 | 303 |
The beam resets when the target dies, leaves range, changes, or the tower is disabled by a nullifier.