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Wanderburg Enemy Database

Every enemy type, boss, and neutral unit with exact stats from the launch build.

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Enemy Database

This page is the complete enemy database for Wanderburg’s launch build. Numbers come from the game database and public data sources. Bosses, regular enemies, and neutral units are all here with their stats, attack patterns, and where they appear.

For fighting advice, see how to beat bosses. For module recommendations against these types, see the module tier list.

Bosses

Bosses are the apex roaming fortresses you encounter at the end of each stage tier. They scale in difficulty and reward. All bosses share a 30-second lifetime and drop 100 RES on defeat unless noted.

Tier 0 Boss

The introductory boss. Appears in Dark Forest Stage 1, Desert Stage 1, and Grassland Stage 1.

Stats: 1800 HP, 10 damage, 6.5s attack interval, 100 range, 13 speed. Has 3 attacks and 3 stage appearances.

Attack patterns: Cannon projectiles (1 per attack, 0.25s interval, 0s travel), Drill damage (1 damage per tick, 0.5s tick interval) used twice. Fire resistance 50%, stun resistance 75%, immune to burning.

Strategy: Target wheels first to immobilize, then focus fire on the main chassis. The drill attack requires staying mobile.

Sauger — Tier 1 Boss

Appears in Dark Forest Stage 2, Desert Stage 2, and Grassland Stage 2.

Stats: 4500 HP, 25 damage, 17.5 speed. Single attack type, 3 stage appearances, rewards 100 RES.

Strategy: Larger than Tier 0 with more HP. Ram builds should time boost carefully. Mortar and ranged modules work well at this tier.

Mortar — Tier 2 Boss

Appears in Dark Forest Stage 3, Desert Stage 3, and Grassland Stage 3.

Stats: 6000 HP, 50 damage, 0.25s attack interval, 120 range, 17.5 speed. High damage artillery, 3 stage appearances, 100 RES reward.

Attack patterns: High-damage cannon shots every 0.25s. Projectiles have 0.5s travel duration and ignore enemies.

Strategy: Do not stand still. Circle strafe at range. Mortar towers and kiting builds shine here. Keep moving to avoid the high-damage volleys.

Mage Tower — Tier 3 Boss

Appears in Dark Forest Stage 4, Desert Stage 4, and Grassland Stage 4.

Stats: 10000 HP, 20 speed, 100 range. 3 attacks, 3 stage appearances, 100 RES reward.

Attack patterns: Single powerful cannon (20s interval), 6-projectile spread (10s interval, 30 damage each, ignores enemies), 10-projectile burst (10s interval, 10 damage, passes through friendlies and enemies). Fire resistance 70%, stun resistance 75%, immune to burning.

Strategy: The multi-projectile attacks are the danger. Use cover and terrain. Do not try to tank this boss. High-damage ranged modules or sustained fire builds work best.

Regular Enemies

Tier 3 Enemies

Side-Shooting Agent — 1400 HP, 15 damage, 15 speed, 80 range, 40 RES. Appears in Desert Stage 4 and Dark Forest Stage 4. Has 8 attacks with slight imprecision. Priority target for its consistent damage output.

Large Rocket Tower — 1000 HP, 100 damage, 15 speed, 100 range, 10 RES. Appears in Stage 3 and 4 across all biomes. Rocket attack passes through all units. High priority elimination.

Mortar Tower — 800 HP, 50 damage, 2.5s interval, 100 range, 10 speed, 20 RES. Appears in Stage 3 and 4. High-arc shots ignore enemies. Keep moving.

Archer Tower — 600 HP, 1 damage, 2s interval, 50 range, 10 speed, 20 RES. Appears in Stage 1-3. Low damage but consistent. Easy to ignore in favour of larger threats.

Small Cannon Tower — 600 HP, 10 damage, 5s interval, 100 range, 12 speed, 20 RES. Grassland Stage 3 and 4 only. Moderate damage, moderate threat.

Spike Sphere — 1500 HP, 5 damage per tick (0.5s), 36 speed, 20 RES. Grassland Stage 3 and 4. Extremely fast. Fire resistance 60%. Prioritize immobilization.

Double Cannon (Tier 3) — 5000 HP, 30 damage, 6.5s interval, 100 range, 15 speed. Grassland Stage 4 only. Fire resistance 50%, stun resistance 25%. High threat.

Archer Rider — 20 HP, melee only, 2 RES. Stage 3 and 4 across biomes. Fast spawns in groups of 10-15. Low individual threat, high group threat.

Tier 2 Enemies

Drill — 700 HP, 2.5 damage per tick (0.5s), 25 speed, 20 RES. Stage 2-4. Rapid drill damage on contact. Moderate HP. Watch for flanking.

Archer — 5 HP, 1 RES, attack cooldown 5s. Stage 1-4 across all biomes. Extremely fragile but shoots arrows. High spawn counts (20-30 per wave). Drop chance 30%.

Tier 1 Enemies

Rider — 20 HP, melee only, 2 RES. Stage 1 and 2 across all biomes. Spawns in groups of 7-18. Easy to farm early.

Cannoneer — 5 HP, 1 RES, 5.5s attack cooldown. Desert Stage 1 only. Low threat, moderate spawn count.

Tier 0 Enemies

Fire Monk — 5 HP, 1 RES, 5s attack cooldown. Dark Forest Stage 1 only. Fragile. Mostly environmental flavour.

Neutral Units

Neutral units do not attack but appear in later stages and high-tier areas.

Chicken — 10 HP, 1 RES, melee only. Desert Stage 4 and Dark Forest Stage 4. Easy food source. Neutral.

Cow — 10 HP, 1 RES, melee only. Desert Stage 4 and Dark Forest Stage 4. Easy food source. Neutral.

Sheep — 10 HP, 1 RES, melee only. Appears in Grassland Stage 2-4 and occasionally Desert/Dark Forest Stage 4. The iconic Wanderburg food source. High spawn counts. Neutral.

Support HP — 100 HP, no RES reward, no attacks. Grassland Stage 1-4. Does not fight back. Strategic target for sustained growth.

Unbound Farmers — 10 HP each, no RES. Grassland Stage 4. Two variants. Easy scrap sources.

Enemy Stats Reference

EnemyHPDamageSpeedRESStage Appearances
Tier 0 Boss180010130All Stage 1
Sauger (T1 Boss)45002517.5100All Stage 2
Mortar (T2 Boss)60005017.5100All Stage 3
Mage Tower (T3 Boss)10000varies20100All Stage 4
Side-Shooting Agent1400151540D/Dark Stage 4
Large Rocket Tower10001001510All Stage 3-4
Mortar Tower800501020All Stage 3-4
Spike Sphere15005/tick3620Grassland 3-4
Archer5001All stages
Sheep10001Grassland 2-4

Spawn Mechanics

Enemy waves scale by stage tier. Early stages (0-1) feature 10-30 basic units. Later stages (3-4) reduce basic unit counts but increase elite and boss presence.

Desert and Dark Forest stages replace wheeled enemies with leg-based variants. Walking forts do not leave tyre tracks. Read vertical slam indicators instead of horizontal movement cues.

The video in the middle of this page shows a full game run with enemy encounters across multiple stages. Watch for boss attack patterns and wave compositions.

FAQ

Frequently Asked Questions

Quick answers to the most common Wanderburg questions.

What is the hardest boss in Wanderburg?

The Mage Tower (Tier 3 Boss) has 10000 HP and three attack patterns including a 10-projectile burst. It appears in Stage 4 across all biomes.

How do I beat the Tier 2 Mortar Boss?

Keep moving. Its 0.25s attack interval with 50 damage volleys punishes standing still. Circle strafe at range and use kiting builds with mortar or high-damage ranged modules.

What enemies drop the most RES?

Tier 1-3 bosses each drop 100 RES on defeat. Side-Shooting Agents drop 40 RES. Most regular enemies drop 1-20 RES.

Are desert enemies different from grassland enemies?

Yes. Desert enemies use leg-based locomotion instead of wheels. They also gain access to different elite types like the Large Rocket Tower and Side-Shooting Agent.

What are the neutral units for?

Neutral units like sheep, chickens, and cows provide easy RES and scrap without combat risk. They appear most commonly in later stage tiers and are a reliable food source.