Mission minimap
Each image is an independently scaled connected component from the selected baked navigation layer. Markers show authored encounter loci and objects, not a guaranteed runtime spawn roster.
Each image is an independently scaled connected component from the selected baked navigation layer. Markers show authored encounter loci and objects, not a guaranteed runtime spawn roster.
Values apply the mission's first-run difficulty tuning to each enemy's base class. A rolled encounter can choose a subset of this roster; buffs, party size, critical hits, damage-over-time effects, and elite variants can change the live result.
VerdanthBasicRangedStationary until threatened; launches slow, relentlessly homing attacks.
IN DARKSPINZero locomotion keeps the turret stationary, its aggro presentation activates it, and its bounded projectile uses delayed retained-target homing with terminal cleanup even when the target becomes invalid or takes no damage.
VerdanthBasicDiseasedDisease projectile can jump between nearby heroes.
IN DARKSPINAudited in 1-4.
VerdanthSpecialOneTunnels close underground, then emerges with a poison area attack.
IN DARKSPINIts burrow animation and temporary intangibility accompany pursuit into the eight-unit radial Stagnant Nova.
VerdanthSpecialTwoHeals badly hurt allies; roots heroes, calls nearby friends to attack them, and keeps away from heroes.
IN DARKSPINIts strict-below-half support branch heals first, its repeated close-range retreat keeps separation, and Entangle applies the ranked root and redirects all living allies inside 20 units to that victim.
VerdanthSpecialThreePull victims are slowed, then struck with rapid melee attacks.
IN DARKSPINThe three-second Pulled modifier owns the forced-movement interval, then the phase uses the recovered nine-hit Fast Swipe while Puller cools.
CryosBasicPoisonConnected melee attacks can inject poison.
IN DARKSPINEvery accepted surviving hit rolls the ranked chance and applies or refreshes the authored damage-over-time modifier.
CryosSpecialThreeLobs a small sleeping cloud, then closes on sleeping heroes for a melee swipe.
IN DARKSPINSleep Mushroom creates the three-tick radius-two cloud and close targets switch to Rez Melee.
CitadelBasicShieldStraightforward melee protected by a periodically recharging absorption shield.
IN DARKSPINIts frontal melee is unchanged and its visible rank-shaped absorption shield recharges after 12/10/8 seconds.
CitadelBasicGunnerHighly resistant to energy damage; attacks with rapid-fire machine guns.
IN DARKSPINIt publishes rank-shaped 250/500/750 Energy Defense and fires its recovered five-shot burst.
CitadelSpecialFourGround slam knocks nearby heroes upward; when damaged, repairs itself.
IN DARKSPINIts phase chooses ranked self-repair while wounded, otherwise radial Ground Slam or close Piston Punch.
ZelemBasicRepairRepairs fallen robots and can use its tools as melee weapons.
IN DARKSPINAudited in 1-1.
ZelemBasicPackMeleeCowers alone and uses powerful melee when an ally is nearby.
IN DARKSPINAudited in 1-1.
ZelemSpecialThreePiercing lasers cross multiple heroes; buffs nearby allies’ energy damage.
IN DARKSPINThe piercing path damages each contact once and resolves at the selected target, while the support branch applies one ranked Energy Damage buff per 30-second modifier cycle.
BoomerUses energy damage at close range.
IN DARKSPINAudited in 1-3.
Enemy drops use the global DNA, item, rarity, and medal rules. This mission does not carry a fixed per-enemy item table.
OPEN DROP PROBABILITIES →