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by light_rock_zz

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FAQ (IOS) by light_rock_zz

Version: 5.3 | Updated: 07/29/2025
FAQ of the Month Winner: January 2020 | Highest Rated Guide

Appendix G: Phoenix HD

Appendix G2: Enemy Ships & Weaponry

Phoenix HD Enemy Ships, Turrets & Bullets
ScoutMarauderRenegadeJesterRevenantWarlordReaperHarbingerBruteHarpy
Enemy Bullets & Turrets

Enemy Ships

With every wave cleared, Enemy Ship health increases by a factor of 0.005.

Unlike Phoenix 2, a wave can only contain one type of Enemy Ship. However, if the timer for the current wave expires, the next wave will arrive regardless, which may cause different Enemy Ship types to be on field at the same time.

Here is the probability matrix of the next wave of Enemy Ships based on the previous wave of Enemy Ships. Each row adds up to exactly 1, which fulfills the law that the probabilities of all possible mutually exclusive outcomes must add up to 1.

  • For example, you can determine that the probability that a wave of a Brute appearing after a wave of Marauders is 0.15 based on the table below.
Next Wave
ScoutsMaraudersRenegadesJestersRevenantWarlordReaperHarbingerBruteHarpy
Previous WaveScouts0.50.290.10.1-----0.01
Marauders0.20.390.10.10.10.030.030.030.150.005
Renegades0.20.20.070.070.060.110.120.120.0450.005
Jesters0.20.20.070.070.060.120.110.120.0450.005
Revenant0.40.30.070.070.060.120.120.110.0450.005
Warlord0.40.30.070.070.06-0.040.040.0150.005
Reaper0.40.30.070.070.060.04-0.040.0150.005
Harbinger0.40.30.070.070.060.040.04-0.0150.005
Brute0.40.30.070.070.060.040.040.01-0.01
Harpy0.50.40.050.05------

Scout

  • Base Health
    • Single Player = 10
    • Co-op (Apple TV) = 12
  • Base Score = 25
  • Max per wave = 8
  • Arrival Speed = 400, Hover Speed = 100
  • Maximum Wave Challenge Rating = 200
  • Cooldown time between current wave cleared and next wave starts arriving = 0s
  • Next wave arrives if current wave still not cleared in 3s
  • Possible weaponry categories:
  • The only Enemy Ships where when destroyed, their bullets are not converted into score.
Marauder

Renegade

Jester

Revenant

Brute

  • Base Health
    • Single Player = 165
    • Co-op (Apple TV) = 247.5
  • Base Score = 150
  • Max per wave = 1
  • Arrival Speed = 150, Hover Speed = 50
  • Maximum Wave Challenge Rating = 160
  • Cooldown time between current wave cleared and next wave starts arriving = 2.0s
  • Next wave arrives if current wave still not cleared in 120s
  • Possible weaponry categories:
    Front Left & Right Turrets
    (×1 of health)
    Rear Left & Right Turrets
    (×0.1 of health)
    Dart Shot Comet
    Ninja Shot MIRV Ball (Brute)
    Boomerang Shot
    Dart Lance
Warlord

Harbinger

  • Base Health
    • Single Player = 200
    • Co-op (Apple TV) = 300
  • Base Score = 150
  • Max per wave = 1
  • Arrival Speed = 150, Hover Speed = 25
  • Maximum Wave Challenge Rating = 160
  • Cooldown time between current wave cleared and next wave starts arriving = 2.0s
  • Next wave arrives if current wave still not cleared in 120s
  • Possible weaponry categories:
    Outer Left & Outer Right Turrets
    (×0.65 of health)
    Inner Left & Inner Right Turrets
    (×0.65 of health)
    Center Turret
    (×0.72 of health)
    Dart Lance Very Fast Cone Shot Lance Blossom
    Dart Shot Dual Dart Lance Alternating Wave
    Boomerang Cone Shot
Reaper

  • Base Health
    • Single Player = 200
    • Co-op (Apple TV) = 300
  • Base Score = 150
  • Max per wave = 1
  • Arrival Speed = 150, Hover Speed = 25
  • Maximum Wave Challenge Rating = 160
  • Cooldown time between current wave cleared and next wave starts arriving = 2.0s
  • Next wave arrives if current wave still not cleared in 120s
  • Possible weaponry categories:
    Outermost Left & Outermost Right Turrets
    (×0.7 of health)
    Middle Left & Middle Right Turrets
    (×0.8 of health)
    Innermost Left & Innermost Right Turrets
    (×0.9 of health)
    Ninja Shot Dart Shot Very Fast Cone Shot
    Dual Dart Lance Dual Dart Lance Dart Lance
    Boomerang Shot
Harpy

Enemy Bullets & Turrets

Bullets in Phoenix HD behave very differently.

  • With the exception of bullets from Scouts , destroying a turret eliminates all bullets fired by the destroyed turret, which are converted into bonus score .
  • Turrets in Phoenix HD have very different firing patterns.
  • Enemy Ships do NOT have Doomsday Weapons (so no Super MIRVs too).
  • Enemy Ships also don't have lasers.
PelletsDartsShurikens (Normal)Shurikens (Fast)Shurikens (Slow)BoomerangsMIRVsComets
Appearance (normal)
Appearance (blood)
Description-Fired only by Dart Shot turretsFired by all dart turrets which fire in lancesFired only by Vortex Wave Single turretsFired only by Vortex Wave turrets and Vortex Trench turrets of the Fast variantFired by all other shuriken turretsWork like actual boomerangs that travel straight, but reverse after traveling a fixed distance.Only trigger after a fixed time of 2.5s. Cannot be triggered by going near them.Spawns pellets (normal) to the left and right as it travels vertically downwards. Has 3 different tiers, refer to Comet Category below.
Base Initial Speed1001501001005035024570100
Acceleration--40050150−450−130--
Base Minimum Speed-----75−300--
Base Maximum Speed--200200----
Hitcircle5665551058
DamageNormal (brighter red) = 10
Blood (deeper red) = 15
50
Number of Point Defence Drone lasers to eliminate bullet12
Slow Shot Category
Single Lane Pellet LauncherAlternating Lane Pellet Launcher
Time between Shots-0.25s--
Shots per Burst-4--
Reload Time1s1s0.2s0.2s
Challenge Rating1 (normal)2 (normal)6 (normal)12 (normal)
17 (blood)
Diamond Turret Category
Exclusive to Jesters
Time between consecutive rows0.16s
Reload Time1.0s
Diamond Pellet Formation (Width × Height)3 × 55 × 93 × 135 × 17
Challenge Rating5 (normal)10 (normal)15 (normal)20 (normal)
25 (blood)
Cone Shot Category
7-way pellet spread9-way pellet spread
Shots per Burst59-
Time between Shots0.18s0.18s-
Reload Time between Bursts3.0s3.0s0.2s
Challenge Rating15 (normal)30 (normal)45 (normal)
55 (blood)
Sinusoidal Cone Category

30 pellets / Shots × 2 segments per Burst

30 pellets / Shots × 3 segments per Burst

60 Shots / pellets × 2 segments per Burst

60 Shots / pellets × 4 segments per Burst

Time between Shots0.14s
Reload Time between Bursts4.0s
Challenge Rating9 (normal)11 (normal)14 (normal)
19 (blood)
35 (normal)
45 (blood)
Sinusoidal Spiral Category
NormalXLarge for Harpy
Number of Segments7 Shots × 3 pellets13 Shots × 3 pellets13 Shots × 3 pellets14 Shots × 4 pellets
Number of pellets per Segment27273127
Time between pellets0.14s0.14s0.14s0.1s
Reload Time4.0s4.0s4.0s8.0s
Challenge Rating12 (normal)24 (normal)50 (normal)
55 (blood)
20 (normal)
Spiral Category
NormalXLarge for Harpy
Double Spiral Pattern (2 spirals at once)Triple Spiral Pattern (3 spirals at once)Double Spiral Pattern (2 spirals at once)Triple Spiral Pattern (3 spirals at once)Double Spiral Pattern (2 spirals at once)
(15 / 2) Shots × 2 pellets per Burst(16 / 3) Shots × 3 pellets per Burst12 Shots × 2 pellets per Burst(25 / 3) Shots × 3 pellets per Burst36 Shots × 2 pellets per Burst
Total Time of Burst3.0s1.5s3.0s1.5s10.0s
Reload Time5.0s
Challenge Rating20 (normal)35 (normal)30 (normal)50 (normal)
55 (blood)
5 (normal)
Wave Category
Capacity15 Shots × 3 pellets30 Shots × 3 pellets7 Shots × 15 pellets7 Shots × 30 pellets7 Shots × 30 pellets
Time between Shots0.2s
Reload Time4.0s
Challenge Rating8 (normal)12 (normal)16 (normal)24 (normal)30 (blood)
Alternating Wave Category

3 Rings × 20 pellets

5 Rings × 30 pellets

5 Rings × 30 pellets

Time between Rings0.3s
Reload Time4.0s
Challenge Rating10 (normal)25 (normal)30 (blood)
Dart Shot Category
Time between Shots-0.2s0.2s-
Shots per Burst-610-
Reload Time1.5s3s3s0.17s
Challenge Rating3 (normal)6 (normal)12 (normal)17 (normal)
22 (blood)
Dart Lance Category
Time between consecutive darts in lance0.06s
Lance Length5553
Time between Lances-0.5s0.5s-
Lances per Burst-23-
Reload Time between Bursts1.5s1.5s1.5s0.3s
Challenge Rating6 (normal)12 (normal)18 (normal)30 (normal)
35 (blood)
Dual Dart Lance Category
Time between consecutive darts in lance0.06s
Lance Length5 darts × 2 sides
Time between Lances-0.5s
Lances per Burst-3
Reload Time between Bursts2.5s5.0s
Challenge Rating12 (normal)20 (normal)
Multi Dart Lance Category
Time between consecutive darts in lance0.06s
Lance Length4 darts × 3-way8 darts × 3-way4 darts × 4 sides
Time between Lances--0.5s
Lances per Burst--3
Reload Time between Bursts2.0s2.0s1.5s
Challenge Rating9 (normal)14 (normal)
19 (blood)
24 (normal)
30 (blood)
Very Fast Cone Shot Category
7-way dart spreads5-way dart spreads7-way dart spreadsXLarge for Harpy
3-way dart spreads5-way dart spreads7-way dart spreads
Shots per Burst1381215
Initial Time between Shots-0.3s0.5s0.5s0.7s
Time Decrease between subsequent Shots--0.09s0.09s0.07s
Minimum Time between Shots--0.1s0.1s0.1s
Reload Time2.0s8.0s
Challenge Rating8 (normal)14 (normal)25 (normal)40 (normal)
45 (blood)
5 (normal)18 (normal)28 (normal)
Lance Blossom Category
NormalXLarge for Harpy

4 darts per lance × 8 lances × 3 rings

4 darts per lance × 8 lances × 3 rings × 2 cycles

4 darts per lance × 8 lances × 3 rings × 2 cycles

4 darts × 8 lances × 10 cycles

Time between consecutive darts in lance0.06s
Time between Lances or Cycles0.1s
Reload Time between Bursts4.5s4.5s4.5s8.0s
Challenge Rating15 (normal)30 (normal)35 (blood)10 (normal)
Ninja Shot Category
Fires Shuriken (Slow)
Time between Shots0.2s0.2s--
Shots per Burst24--
Reload Time1.8s1.8s0.2s0.12s
Challenge Rating4 (normal)9 (normal)20 (normal)30 (normal)
35 (blood)
Vortex Wave Category
Fires Shuriken (Fast)
3 segments × 5 shurikens per Burst3 segments × 9 shurikens per Burst7 segments × 3 shurikens per Burst5 segments × 9 shurikens per Burst5 segments × 17 shurikens per Burst
Time between shuriken in segment0.05s0.09s0.05s0.05s0.09s0.05s0.05s
Reload Time2.5s
Challenge Rating7 (normal)9 (normal)15 (normal)11 (normal)16 (normal)21 (normal)
25 (blood)
30 (normal)
35 (blood)
Vortex Wave Single Category
Fires Shuriken (Normal)
Shuriken per Burst599
Time between Shuriken in Burst0.03s
Reload Time1.5s1.5s0.05s
Challenge Rating6 (normal)12 (normal)

35 (normal)
40 (blood)

Vortex Spiral Category
Fires Shuriken (Slow)
Sparse PatternDense PatternDense PatternSparse PatternDense PatternSparse PatternDense Pattern

3 Shots × 19 shuriken per Burst

3 Shots × 19 shuriken per Burst

5 Shots × 19 shuriken per Burst

5 Shots × 19 shuriken per Burst7 Shots × 19 shuriken per Burst7 Shots × 19 shuriken per Burst9 Shots × 19 shuriken per Burst
Time between Shots0.5s0.15s0.15s0.5s0.15s0.5s0.15s
Reload Time1.0s
Challenge Rating5 (normal)9 (normal)16 (normal)10 (normal)20 (normal)15 (normal)
20 (blood)
25 (blood)
Vortex Trench Category
Fires Shuriken (Slow)Fires Shuriken (Fast)Fires Shuriken (Slow)Fires Shuriken (Fast)Fires Shuriken (Slow)Fires Shuriken (Fast)NormalXLarge for Harpy
Fires Shuriken (Slow)Fires Shuriken (Fast)Fires Shuriken (Slow)Fires Shuriken (Fast)
Startup Time2.0s3.0s2.0s3.0s2.0s3.0s2.0s3.0s2.0s3.0s
Time between shuriken in segment0.15s0.09s0.15s0.09s0.15s0.09s0.15s0.09s0.15s0.09s
Number of shuriken per segment9917917131713610
Number of Segments999111191111152520
Number of Switches between consecutive segments
(Direction reverses from left to right, to right to left, and so on)
105105105105555
Reload Time5.0s
Challenge Rating13 (normal)15 (normal)30 (normal)20 (normal)45 (normal)30 (normal)50 (blood)50 (normal)
55 (blood)
5 (normal)20 (normal)10 (normal)
Boomerang Shot Category
Time between Shots0.15s0.15s--
Shots per Burst46--
Reload Time4.0s2.0s0.25s0.25s
Challenge Rating12 (normal)17 (normal)45 (normal)50 (blood)
Boomerang Cone Shot Category
5-way boomerang spreads9-way boomerang spreads
Reload Time2.0s
Challenge Rating14 (normal)25 (normal)
30 (blood)
MIRV Ball Category
Time between consecutive MIRVs-0.25s-
MIRVs per Burst132 at once
Reload Time1.0s
Challenge Rating25
45 (Brute only)
45
55 (Brute only)
55
Comet Category
Exclusive to Brutes

Fires Tier 1 Comets

  • 15 splits per cycle
  • 0.5s interval between each split
  • 1.0s Reload Time between cycles

Fires Tier 2 Comets

  • 15 splits per cycle
  • 0.3s interval between each split
  • 1.0s Reload Time between cycles

Fires Tier 3 Comets

  • 15 splits per cycle
  • 0.2s interval between each split
  • 1.0s Reload Time between cycles
Reload Time4.0s2.0s1.5s1.0s
Challenge Rating25354555