Classic SurvivorsPL
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Bestiary

Who comes for you, when and how they fight. Base values are for 0:00 on the Meadow; the clock and the arena make everyone tougher.

How enemies scale

The numbers on the cards below are base values: 0:00 on the Meadow.

Who spawns where

Each arena unlocks its five kinds one after another; once unlocked, a kind keeps spawning for the rest of the run.

Enemies

Chaser

Slime

HP
10
Speed
1.4
Contact
5
XP
1

The first thing you meet on the Meadow. Slow and soft, it crawls straight at you and leaves a trail of goo.

Tank

Golem

HP
90
Speed
0.8
Contact
16
XP
8

A slow wall of stone, half again as big as the rest. It ignores knockback and shoves you 1.2 units away when it touches you. The mini-boss of the Meadow and of Scorched Earth.

Lunger

Ghoul

HP
20
Speed
1.6
Contact
7
XP
2

Walks like the others, but within 3 units it lunges at speed 2.4 for 0.8 s, then needs 3 s before it can lunge again.

Charger

Boar

HP
24
Speed
1.6
Contact
6
XP
3

Within 6 units it stops and shivers for 0.6 s while marks show its path, then dashes 8 units at speed 9 for double contact damage and stands stunned for 1.5 s. The Graveyard mini-boss, and boars run the 10:00 charge on the Graveyard and Scorched Earth.

Elites

Elites

From 5:00 every spawn, including encirclements and charges, has a 25% chance to be an elite. During the elite surge from 12:00 to 13:00 the chance triples to 75%.

  • ×3 HP and 1.35× size, red tint and a glow; contact damage stays the same.
  • ×3 XP, scattered as 3 gems.
  • Always drops a 5-coin, and has a 0.5% chance to drop a key (KEY HUNTER raises it).

Mini-boss

7:30

Mini-boss

Once per run, at 7:30, a gold giant joins the fight. It is not needed to clear the arena, but its loot is worth it.

Golem on the Meadow and Scorched Earth, Boar on the Graveyard.

  • Twice the size, ×4 HP (after the clock and arena), gold tint, glow and its own health bar.
  • Never elite, ignores knockback.
  • 30 XP in 10 gems, 3 hearts and a key.

Boss minions

Summoned by two of the final bosses; they are never part of an arena roster.

Hive Queen minion

Bee

HP
6
Speed
3
Contact
4
XP
1

Released by the Hive Queen in rings of 8. Faster than any regular enemy; drops only its XP gem, never coins.

Lantern Wraith minion

Shade

HP
7
Speed
1.6
Contact
4
XP
1

A pale, lighter wraith with half the HP. Summoned in a ring of 8 around you; it only drifts in, never spits, and drops no coins.

Final bosses

At 13:30 a BOSS warning sounds, and at 13:33 the arena’s final boss enters. Regular spawns drop to 40% while it lives. Defeating it clears the arena and wins the run.

Final boss of Meadow

Hive Queen

The Meadow’s final boss hovers 5 to 7 units from you, strafing, and keeps diving at the spot you just left.

Frames

Base pool
250
HP at 13:33
≈ 3,638
Contact
20
Phases
50% · 20%
  1. Phase 1 100–50%Dives every 5 s, bees every 12 s.
  2. Phase 2 below 50%Dives every 4 s, bees every 10 s, dives leave honey.
  3. Phase 3 below 20%Dives every 3 s.

Attacks

  • Dive

    A shadow grows where you stood for 0.8 s, then she drops onto it: 30 damage within 2.2 units. She stays on the ground for 0.6 s and takes 1.5× damage meanwhile.

  • Swarm

    Releases a ring of 8 Bees around herself, first after 8 s and then every 12 s (10 s from phase 2).

  • Honey

    From phase 2 every dive leaves a honey pool (radius 1.6, 8 s) that halves your speed. At most 4 at once.

Final boss of Graveyard

Lantern Wraith

The Graveyard’s final boss: don’t stand in the light. It keeps its distance and lets the beam and the shades do the work.

Frames

Base pool
200
HP at 13:33
≈ 4,947
Contact
18
Phases
50% · 25%
  1. Phase 1 100–50%The beam sweeps a circle every 25 s.
  2. Phase 2 below 50%The beam speeds up: a circle every 18 s.
  3. Phase 3 below 25%A second beam sweeps opposite the first.

Attacks

  • Lantern beam

    A 10-unit beam sweeps a full circle every 25 s. Standing in it burns 12 damage per second, and every burn darkens the arena for 1 s, leaving only 3 units of sight around you.

  • Shade ring

    Every 15 s (first after 5 s) 8 Shades fade in on a ring 6 units around you for 0.6 s, then drift in.

  • Blink

    It floats 6 to 8 units away. Get within 3 units and it fades out and reappears 7 units from you, at most once every 6 s.

Final boss of Scorched Earth

Ash Wyrm

Scorched Earth’s final boss is a chain: a head, five plates and a tail. Only the head takes damage, and only above ground (about 58% of its cycle); every piece hurts on touch.

Frames

Base pool
200
HP at 13:33
≈ 5,529
Contact
16
Phases
50% · 20%
  1. Phase 1 100–50%Crawls 4 s, 1.5 s underground, 5 meteors every 6 s.
  2. Phase 2 below 50%Crawls 3 s, 1 s underground, emerges leave burning ground.
  3. Phase 3 below 20%7 meteors every 4 s, two of them on you.

Attacks

  • Burrow and burst

    It crawls after you for 4 s, sinks in 0.6 s and travels underground for 1.5 s. The ground cracks under you for 1.2 s, then it bursts out: 35 damage within 1.8 units.

  • Meteors

    While above ground it marks 5 rings (radius 1.4) every 6 s, one of them on you. A burning rock lands on each 1 s later for 25 damage.

  • Burning ground

    From phase 2 every emerge leaves 3 burning patches (radius 1.3, 6 s) that deal 8 damage per second. At most 6 at once.