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MegaBlock Survivors Enemies

Every enemy in MegaBlock Survivors is a custom model driven by the plugin's own movement and collision code, not a vanilla Bukkit mob. They ignore vanilla AI entirely: each one is spawned at the current wave level, derives its stats from that level, and is ticked by the match instance.

See Gameplay for how waves are composed and how wave level is derived from elapsed match time.

Shared Stat Baseline​

All mobs share one stat derivation, applied at spawn from the wave level:

StatFormulaPer-type overrides
Max HPround(waveLevel * 1.6 - 1.0, 1dp)Bosses x10, Artillery x0.5, Ghost x5
Contact damagemax(1, floor(waveLevel / 2.5))Bosses x2
Acceleration0.15 * baseMul + 0.0163296 * slopeMul * sqrt(waveLevel)Volatile x2, Ghost ramps over time, Scorpion ramps with distance
Max speedacceleration * 1.1Follows acceleration
Hitbox2 blocks (ENTITY_SIZE)Bosses render at x2 scale or more

baseMul / slopeMul come from the match difficulty -- see the Difficulty table on the Gameplay page.

Wave Enemies​

These four types are the only ones the wave composer can draw. Their relative weights per wave bracket and their budget costs are on the Gameplay page.

Shadow Slime​

The baseline enemy and the only thing that spawns in waves 1-2. Walks straight at the player and deals contact damage on overlap. No special behavior, no telegraph -- it is the pressure that every other mechanic is balanced against. Budget cost 1.

Volatile​

A creeper-style suicide bomber. Moves at roughly 2x the shadow slime's speed, and once it closes within 2 blocks it hard-stops and enters a 30-tick priming countdown, drawing an expanding ring that escalates red -> orange -> white and tinting the model toward white-hot as it goes. If the countdown completes it explodes for 5 damage in a radius of 2.0 + waveLevel * 0.15 blocks and despawns.

Its explosion is its only damage output -- a volatile deals no contact damage, so being touched by one before it primes is survivable by design. Killing one mid-priming cancels the explosion entirely and pays out 5 bonus shadow fragments, which makes rushing them a genuine risk-reward play rather than a punishment. Budget cost 2.

Artillery​

A ranged mob that fires a sphere attack at the match player within 30 blocks, with a minimum interval of 101 ticks (about 5 seconds). Shots lead horizontal movement by 2 blocks. Its movement code uses an 18-22-block preferred band, but the shared pursuit push still runs: inside 18 blocks the retreat push cancels that acceleration rather than guaranteeing retreat, and inside the preferred band it still advances. Do not rely on a fixed 20-block standoff.

Each sphere strike is a 40-tick (2-second) telegraph: a yellow glass shell at cast, orange at +20 ticks, and red at +40 ticks -- damage lands only on the red frame, and only within 1.5 blocks of the marked point. Artillery mobs pay for their range with half the normal HP pool. Budget cost 2.

Laser Sentinel​

A four-phase kiting sniper that cycles AIM -> LOCK -> FIRE -> COOLDOWN:

PhaseDurationBehavior
AIM30 ticksBeam tracks the player continuously
LOCK20 ticksBeam freezes on its current endpoint -- the last moment to step out of it
FIREinstant (5-tick flash)Hitscan along the locked direction; damage is max(1, contactDamage) if the match player's chest-height position is within 1 block of a sampled ray point
COOLDOWN80 ticksIdle, then repeat

It kites at distances below 15 blocks while idle or cooling down, and enters AIM only within the 15-60-block band. Moving beyond 60 blocks during AIM cancels that attempt; once LOCK begins, the shot finishes along its locked ray, capped at 60 blocks. Solid blocks clip the beam and damage ray, so cover blocks the shot. Horizontal movement stops during AIM, LOCK, and FIRE. Move out of the locked beam before it fires. Budget cost 2.

Off-Composer Enemies​

These never appear in a normal wave draw.

Ghost​

Ghosts have 5x normal HP and award no drops, kill credit, XP, or portal sacrifice progress. Their behavior depends on their source:

  • Timed Ghost Army: follows a separate controller and triggers the player's fatal-hit path on contact. An available extra life can revive the player. These ghosts are absent from the current weapons' targeting collection and from Nuke, Ghost Army Banner, and Second Wind clearing. Advance to the next world to remove the army; fighting it is not a supported escape in the current source.
  • Final-boss minion: the boss can summon the same ghost model with two or more Boss Tributes. These ghosts use ordinary enemy tracking, deal normal level-scaled contact damage, and can be hit by weapons or removed by clearing effects. They do not receive the timed army's speed ramps.

The timed army spawns one ghost every 5 seconds once summoning begins, and the entire army (existing and future spawns alike) gains a 1.2x speed ramp every 30 seconds. See the Ghost Army section on the Gameplay page for the trigger timer.

Death Orb​

Spawned only by the final boss when the player brings 3 Boss Tributes into the fight. A Death Orb is not a mob at all -- it is a tracked position that drifts toward the player at 0.14 blocks/tick (about half a sprint) with a configured contact radius of 1.5 blocks and a 1-second cooldown intended to apply the boss's level-scaled damage. It cannot be targeted, damaged, or destroyed by anything the player can do; it lives until the boss dies. Two spawn at the boss's position (the second offset 2 blocks along X) and then home in on the player independently -- they do not orbit or return to the boss.

The current source initializes the previous damage tick to Integer.MIN_VALUE. Subtracting it from the nonnegative match tick overflows, so the first cooldown check fails and never advances that timestamp during an ordinary run. The orbs still move and render, but their contact-damage branch does not fire. This is a source-derived limitation, not a verified live damage test.

Bosses​

Scorpion (portal boss)​

The gate boss for each of Worlds 1-3. Attacks in bursts: three sphere strikes fired a few ticks apart, then a short pause, repeating. Each strike uses the same 40-tick yellow/orange/red telegraph as the Artillery mob, leads the player's movement by 2 blocks, and damages within 1.5 blocks on the red frame.

It rolls a rarity at spawn (2% Nightmare / 10% Elite / else Normal) that multiplies HP, damage, model scale, and loot. It also accelerates progressively when the player is more than 50 blocks away, scaling linearly with distance and capping at 4x speed at 200+ blocks, so kiting it out across an endless world does not work. Full rarity table on the Gameplay page.

Angel of Death (final boss)​

Challenge-mode only, spawned at the centre of the WORLD_4 arena. Immobile, 2.5x the baseline boss HP, and picks one of two attacks every 5 seconds based on your distance -- a 9-block sweep inside 10 blocks, or a three-pillar volley past it. Boss Tributes stack "trophy powers" onto it. Full details on the Gameplay page.

Both bosses are immune to the Nuke drop and to the Second Wind respawn clear -- panic buttons wipe the field around them, never the boss itself. Wave mobs also keep spawning during the final fight, so the arena is never a clean duel.