Invaders
Phoenix II —FAQ (IOS)
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FAQ (IOS) by light_rock_zz
Version: 4.5 | Updated: 01/01/2025
FAQ of the Month Winner: January 2020 | Highest Rated Guide
Invaders
Invader Detailed Stats & Mounted Weaponries | ||
---|---|---|
Invader Equipment, Health & Appearances |
Invaders can sometimes appear to be moving outside of your screen boundaries.
- However, they are not actually outside of your straight firing main weapon's range, because the camera actually moves when you change sides of the field.
- This means that there is actually much more horizontal space than you can actually see.
While Invader movements are mostly random, they follow a few rules:
- They generally move within a defined boundary.
- As the playing field size increases, the boundary of their movement also scales accordingly.
- They move in bursts of straight lines.
- The time and distance of the straight line movement is random.
- The boundary stated above means that they also tend to move much more horizontally than vertically.
- When they reach the end of the straight line movement, they will slow down, then they will make their next burst of straight line movement.
- However, if the straight line movement ends up outside of their boundary as mentioned above, they immediately start their next burst of straight line movement without slowing down.
- Invaders don't always spawn in the middle of their boundary zones.
- This is especially so for Eagles that can move horizontally towards the center but can spawn at one side of the screen.
- Generally, Ravens and Sparrows don't care if they completely overlap each other or other bigger Invaders.
- However, Herons or bigger don't overlap more than half of each other or bigger.
- Ravens and Sparrows spawn in a way the chances of them completely overlapping another larger Invader is pretty small.
The XP earned for killing each Invader-class is as shown below.
- It is the same for all ranks and mission types.
- When using revives, Invaders killed during the Act you were unable to pass through are also counted.
Invader | XP Earned |
---|---|
Sparrow | 1 |
Raven | 6 |
Heron | 14 |
Eagle | 24 |
Vulture | 60 |
Condor | 100 |
Roc | 180 |
The XP earned goes into increasing your pilot level. There is no significance to pilot levels other than how much you have played the game.
- A normal Level Up gives you ¢100 and 1 revive .
- If you reach a level that is a multiple of 10, you will earn ¢250 and 5 revives .
- If you reach a level that is a multiple of 100, you will receive ¢1.000 and 25 revives .
The XP required to reach the next pilot level is not well known. It is estimated to be 67.318 × log10(Invaders Killed) - 234. Note that different Invaders killed give different XPs, so this may not be the most reliable way, and the error of margin could be 5 pilot levels. Currently, the data collected up to Level 18 is shown below.
Pilot Lvl | XP to reach lvl |
---|---|
1 | 0 |
2 | 40 |
3 | 150 |
4 | 260 |
5 | 380 |
6 | 490 |
7 | 610 |
8 | 740 |
9 | 860 |
10 | 990 |
11 | 1120 |
12 | 1260 |
13 | 1390 |
14 | 1540 |
15 | 1680 |
16 | 1830 |
17 | 1970 |
18 | 2130 |
Invader Turrets
- You will die when your ship core comes into contact with an Invader's turret circular hitbox for at least a short period of time.
- This means you can quickly swipe your ship core over a turret's hitbox without dying, provided you do it fast enough.
- Your ship actually has an invisible health, and this health is depleted as your core goes over the turrets' hitboxes.
- Note that you do NOT re-generate health throughout the entirety of one run.
- This explains the slight inconsistencies on how long you can stay on top of a turret.
- Despite having an invisible health, bullets and lasers do enough damage to kill you the instance you touch their hitboxes / laser lines.
- Different turrets have different size of hitboxes.
- Turret health differs from Invader to Invader (which includes different affinities as well).
- All turrets on the same Invader will have the same health.
- The turret type does NOT change the turret health.
- A turret's circular hitbox is different based on the mount point the turret is at.
- It is not affected by the turret type.
- This also means, on one single Invader, the turret hitbox can be different for turrets at different mount points.
- Both turret health and hitboxes are meticulously handset by the devs (confirmed by the devs themselves).
- Invaders will self-destruct 5s after all its turrets are destroyed even if left alone.
There is a distance where bullets continue to exist even as they exit your screen.
- This means offscreen bullets can deal damage to barriers.
- This information is particularly relevant to boomerangs , as some boomerangs will re-enter the screen, while others simply disappear.
Do please familiarize yourself with the different tiers of turrets in the table below as they will be used frequently.
Take note that the reload time for every turret differs from Invader to Invader and wave to wave. The reload time is what makes up the different invisible Mks of turrets, which are currently not well known. Other variable factors for the different turrets will be mentioned in the table below.
Turret | Tier 1 | Tier 2 | Tier 3 | Tier 4 | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Pellet Launchers / Spreads (Daily Missions) |
| - 5 tightly packed Pellets in a horizontal row per burst (Gaps between pellets are not observable) | - 3 tightly packed Pellets in a 7-way spread per burst (Gaps between pellets are not observable) | - 5 tightly packed Pellets in a 9-way spread per burst (Gaps between pellets are not observable) | ||||||||||||||
Pellet Launchers / Spreads (Community Missions) | - Single Shot | - Double Shot | - 5-way spread | - 9-way spread | ||||||||||||||
Pellet Spinners (Lane) |
| - 35 Pellet Lanes | - 50 Pellet Lanes | - 72 Pellet Lanes | ||||||||||||||
Pellet Spinners (Wall) |
|
- Number of rings may vary per burst | - 10 groups of 16 bullets per ring | - 10 groups of 40 bullets per ring | ||||||||||||||
Dart Launchers / Spreads |
| - 2 side-by-side lanes × 3 darts per burst | - 5 lane spread × 3 darts per burst | - 7 lane spread × 5 darts per burst | ||||||||||||||
Dart Spinners | - 8 Dart Lanes | - 10 Dart Lanes | - 24 Dart Lanes | - 40 Dart Lanes | ||||||||||||||
Shuriken Launchers |
| - 2 side-by-side lanes × 5 shurikens per burst | - Long and Sustained Double Shots | - Long and Sustained Quadruple (×4) Shots | ||||||||||||||
Shuriken Spreads | - Single Lane Firing | - 1-by-1 Lane Firing (Right side, in your perspective, fires first, then a 0.5s pause, then the Left side) | - Set(s) of 6 arcs of 5 shurikens, each arc horizontally spaced apart | - 3 sets of 2 arcs of 7 shurikens which spread in opposite directions (one from left to right, the other from right to left, which ultimately forms a chevron) which intercross with each other. | ||||||||||||||
Shuriken Spinners |
| - 8 arcs per burst | - 8 arcs per burst | - 6 slow passes of shurikens in a zig-zag pattern | ||||||||||||||
Boomerangs | - Single Lane Firing | - 1 stream of boomerangs from both left and right sides | - 2 streams of boomerangs from both left and right sides | - 4 streams of boomerangs from both left and right sides | ||||||||||||||
(Pellet / Laser) MIRV Launchers / Spreads | - 1 MIRV fired per burst | - 2 MIRVs fired per burst if pellet MIRVs | - 4 MIRVs fired per burst if pellet MIRVs | - 6 MIRVs fired per burst if pellet MIRVs | ||||||||||||||
(Pellet / Laser) MIRV Bloomers |
| - 12 MIRVs per burst if pellet MIRVs | - 20 MIRVs per burst if pellet MIRVs | - 30 MIRVs per burst if pellet MIRVs | ||||||||||||||
Tracking Lasers | - Single straight laser | - Single straight laser | - 2 parallel straight lasers | - 3 parallel straight lasers | ||||||||||||||
Speed Lasers | - Single straight laser | - Single straight laser | - 2 parallel straight lasers | - 3 parallel straight lasers | ||||||||||||||
Laser Spreads | - 3-way laser spread | - 5-way laser spread | - 7-way laser spread | - 9-way laser spread | ||||||||||||||
Doomsday Laser | - Gigantic Nightfury wide laser, with a width of 100 | |||||||||||||||||
Doomsday Bomb | - Kills you if within your ship's core is within a radius of 300 without invincibility activated (using the center of the generated ball of red energy as the epicenter) | |||||||||||||||||
Doomsday Super MIRV | - Forward firing (No tracking) | |||||||||||||||||
Caged MIRVs | - Only activates after corresponding Sparrow is destroyed | |||||||||||||||||
Empty Turret Slot | - Not possible unless damage is dealt to the turret previously occupying the space |
Invader Equipment, Health & Appearances
Sparrows
From left to right:
- Elite Unprotected
- Imperial Shielded
- Sinister Shielded
- Assault Armored
- Sinister Armored
Sparrows can be equipped with a different turret based on the mission type, as follows:
- General : Pellet Launcher (T1A/B), Dart Streamer (T1A/B), Shuriken Launcher (T1A/B), Static Laser (T1)
- General - No Lasers : Pellet Launcher (T1A/B), Dart Streamer (T1A/B), Shuriken Launcher (T1A/B)
- General/Boomerang : Dart Launcher (T1A/B), Shuriken Launcher (T1A/B), Static Laser (T1), Speed Laser (T1)
- Lasers Only : Static Laser (T1), Speed Laser (T1)
- Laser/Pellet : Pellet Launcher (T1A/B), Static Laser (T1), Speed Laser (T1)
- Laser/Shuriken : Shuriken Launcher (T1A/B), Static Laser (T1)
- Shuriken/Pellet/Laser : Pellet Launcher (T1A/B), Shuriken Launcher (T1A/B), Static Laser (T1)
- Dart/Boomerang/Pellet : Pellet Launcher (T1A/B), Dart Streamer (T1A/B)
- Dart/Boomerang/Laser : Dart Streamer (T1A/B), Static Laser (T1)
- Shuriken/MIRV(A) : Shuriken Launcher (T1A/B)
- Shuriken/MIRV(B) : Shuriken Launcher (T1A/B)
- Dart/MIRV : Pellet Launcher (T1A/B), Dart Streamer (T1A/B)
- Shuriken/Boomerang : Pellet Launcher (T1A/B), Shuriken Launcher (T1A/B)
- Dart/Pellet/Laser : Pellet Launcher (T1A/B), Dart Streamer (T1A/B), Static Laser (T1)
Each Sparrow killed, no matter the affinity or rank, gives you a score of 150. Sparrows can appear as early as Act 1.
The health of the different affinities of Sparrows are as shown. The turret on a Sparrow cannot be destroyed without destroying the Sparrow itself.
- Unprotected = 5 HP
- Shielded = 2 HP Shield + 3 HP Body
- Armored = 4 HP
Sparrows can also be equipped with Caged MIRVs .
Trivia 1: Here are early versions of Sparrows which were used back in the game's early versions, which were all of Imperial class. From top to bottom, Unprotected, Armored & Shielded. Also, note the different symbols used to represent Unprotected, Armored & Shielded Invaders in the past.
Trivia 2: Here are some representations of Sparrows that the devs use when designing the different wave formations:
Ravens
From left to right:
- Elite Unprotected
- Imperial Shielded
- Sinister Shielded
- Assault Armored
- Sinister Armored
Both mount points can choose from the following pool of turrets in their respective missions types as shown below:
- General : Pellet Launcher/Spread (T1-T3), Dart Launcher/Spread (T1-T3), Shuriken Spread (T1-T2), Tracking Laser (T1-T3)
- General - No Lasers : Pellet Launcher/Spread (T1-T3), Dart Launcher/Spread (T1-T3), Shuriken Launcher (T1-T2), Shuriken Spread (T1-T2), Boomerang (T1-T2)
- General/Boomerang : Dart Launcher/Spread (T1-T3), Shuriken Launcher (T1-T2), Shuriken Spread (T1-T2), Boomerang (T1-T2), Tracking Laser (T1-T3), Speed Laser (T1-T3)
- Lasers Only : Tracking Laser (T1-T3), Laser Spread (T1-T2), Speed Laser (T1-T3), MIRV Launcher (T1-T2)
- Laser/Pellet : Pellet Launcher/Spread (T1-T3), Tracking Laser (T1-T3), Laser Spread (T1-T2), Speed Laser (T1-T3), MIRV Launcher (T1-T2)
- Laser/Shuriken : Shuriken Launcher (T1-T2), Shuriken Spread (T1-T2), Tracking Laser (T1-T3), Laser Spread (T1-T2), MIRV Launcher (T1-T2)
- Shuriken/Pellet/Laser : Pellet Launcher/Spread (T1-T4), Shuriken Launcher (T1-T2), Shuriken Spread (T1-T2), Tracking Laser (T1-T3), Laser Spread (T1-T2), MIRV Launcher (T1-T2)
- Dart/Boomerang/Pellet : Pellet Launcher/Spread (T1-T3), Dart Launcher/Spread (T1-T3), Boomerang (T1-T2)
- Dart/Boomerang/Laser : Dart Launcher/Spread (T1-T3), Boomerang (T1-T2), Tracking Laser (T1-T3), Laser Spread (T1-T2)
- Shuriken/MIRV(A) : Pellet Launcher/Spread (T1-T3), Shuriken Launcher (T1-T2), MIRV Launcher (T1-T2)
- Shuriken/MIRV(B) : Pellet Launcher/Spread (T1-T3), Shuriken Launcher (T1-T2), MIRV Launcher (T1)
- Dart/MIRV : Pellet Launcher/Spread (T1-T3), Dart Launcher/Spread (T1-T3), MIRV Launcher (T1-T2)
- Shuriken/Boomerang : Pellet Launcher/Spread (T1-T3), Shuriken Launcher (T1-T2), Boomerang (T1-T2)
- Dart/Pellet/Laser : Pellet Launcher/Spread (T1-T3), Dart Launcher/Spread (T1-T3), Tracking Laser (T1-T3), Laser Spread (T1-T2)
Each Raven killed, no matter the affinity or rank, gives you a score of 250. Ravens can appear as early as Act 1.
The health of the different affinities of Ravens are as shown. All turrets on a Raven have the same health and are shown below.
- Unprotected = 27 HP. Turret Health = 8.1 HP.
- Shielded = 13 HP Shield + 18 HP Body. Turret Health = 5.4 HP.
- Armored = 24 HP. Turret Health = 7.2 HP.
Trivia 1: Here's a picture of a Raven in the pre-alpha version of Phoenix 2, alongside a pre-alpha T2 Dart Launcher:
Trivia 2: Here's a unique Sinister Raven model, using an Assault Raven Shield (instead of the usual Sinister Raven Shield) with a lower transparency. It is actually used in Campaign Missions #13 and #14.
Trivia 3: Here are some representations of Ravens that the devs use when designing the different wave formations:
Herons
From left to right:
- Elite Unprotected
- Imperial Shielded
- Sinister Shielded
- Assault Armored
- Sinister Armored
Both its side 2 turret mounts will always have the same turret, which varies from the list below:
- General : Pellet Launcher/Spread (T1-T3), Dart Launcher/Spread (T1-T3), Shuriken Spread (T1-T4), Tracking Laser (T1-T4)
- General - No Lasers : Pellet Launcher/Spread (T1-T3), Dart Launcher/Spread (T1-T3), Shuriken Launcher (T1-T4), Shuriken Spread (T1-T4), Boomerang (T1-T2)
- General/Boomerang : Dart Launcher/Spread (T1-T3), Shuriken Launcher (T1-T4), Shuriken Spread (T1-T4), Boomerang (T1-T2), Tracking Laser (T1-T3), Speed Laser (T1-T3)
- Lasers Only : Tracking Laser (T1-T4), Laser Spread (T1-T2), Speed Laser (T1-T3), MIRV Launcher/Spread (T1-T3)
- Laser/Pellet : Pellet Launcher/Spread (T1-T3), Tracking Laser (T1-T3), Laser Spread (T1-T2), Speed Laser (T1-T3), MIRV Launcher/Spread (T1-T3)
- Laser/Shuriken : Shuriken Launcher (T1-T4), Shuriken Spread (T1-T4), Tracking Laser (T1-T3), Laser Spread (T1-T2), MIRV Launcher (T1-T2)
- Shuriken/Pellet/Laser : Pellet Launcher/Spread (T1-T4), Shuriken Launcher (T1-T4), Shuriken Spread (T1-T4), Tracking Laser (T1-T3), Laser Spread (T1-T2), MIRV Launcher (T1-T2)
- Dart/Boomerang/Pellet : Pellet Launcher/Spread (T1-T3), Dart Launcher/Spread (T1-T3), Boomerang (T1-T2)
- Dart/Boomerang/Laser : Dart Launcher/Spread (T1-T3), Boomerang (T1-T2), Tracking Laser (T1-T3), Laser Spread (T1-T2)
- Shuriken/MIRV(A) : Pellet Launcher/Spread (T1-T3), Shuriken Launcher (T1-T4), MIRV Launcher (T1-T2)
- Shuriken/MIRV(B) : Pellet Launcher/Spread (T1-T3), Shuriken Launcher (T1-T4), MIRV Launcher (T1)
- Dart/MIRV : Pellet Launcher/Spread (T1-T3), Dart Launcher/Spread (T1-T3), MIRV Launcher (T1-T2)
- Shuriken/Boomerang : Pellet Launcher/Spread (T1-T3), Shuriken Launcher (T1-T4), Boomerang (T1-T2)
- Dart/Pellet/Laser : Pellet Launcher/Spread (T1-T3), Dart Launcher/Spread (T1-T3), Tracking Laser (T1-T3), Laser Spread (T1-T2)
The middle turret is a fixed turret which has the same pool of turrets that a Sparrow can have for the respective mission types. The list of turrets is repeated below:
- General : Pellet Launcher (T1A/B), Dart Streamer (T1A/B), Shuriken Launcher (T1A/B), Static Laser (T1)
- General - No Lasers : Pellet Launcher (T1A/B), Dart Streamer (T1A/B), Shuriken Launcher (T1A/B)
- General/Boomerang : Dart Launcher (T1A/B), Shuriken Launcher (T1A/B), Static Laser (T1), Speed Laser (T1)
- Lasers Only : Static Laser (T1), Speed Laser (T1)
- Laser/Pellet : Pellet Launcher (T1A/B), Static Laser (T1), Speed Laser (T1)
- Laser/Shuriken : Shuriken Launcher (T1A/B), Static Laser (T1)
- Shuriken/Pellet/Laser : Pellet Launcher (T1A/B), Shuriken Launcher (T1A/B), Static Laser (T1)
- Dart/Boomerang/Pellet : Pellet Launcher (T1A/B), Dart Streamer (T1A/B)
- Dart/Boomerang/Laser : Dart Streamer (T1A/B), Static Laser (T1)
- Shuriken/MIRV(A) : Shuriken Launcher (T1A/B)
- Shuriken/MIRV(B) : Shuriken Launcher (T1A/B)
- Dart/MIRV : Pellet Launcher (T1A/B), Dart Streamer (T1A/B)
- Shuriken/Boomerang : Pellet Launcher (T1A/B), Shuriken Launcher (T1A/B)
- Dart/Pellet/Laser : Pellet Launcher (T1A/B), Dart Streamer (T1A/B), Static Laser (T1)
Each Heron killed, no matter the affinity or rank, gives you a score of 275. Herons can appear as early as Act 1.
The health of the different affinities of Herons are as shown. All Turrets on a Heron have the same health and are shown below.
- Unprotected = 63 HP. Turret Health = 12.6 HP.
- Shielded = 31 HP Shield + 42 HP Body. Turret Health = 8.4 HP.
- Armored = 56 HP. Turret Health = 11.2 HP.
Trivia 1: Here is a representation of Herons that the devs use when designing the different wave formations:
Trivia 2: At some point, the devs were considering to use the cockpit of Herons as the app icon, as shown below:
Eagles
From left to right:
- Elite Unprotected
- Imperial Shielded
- Sinister Shielded
- Assault Armored
- Sinister Armored
Both its side 2 turret mounts will always have the same turret. For the middle turret, the range is expanded to include more turrets (and includes all of the possible ones from its side turret mounts). If the turret is marked in italics, it can only be on the middle turret.
- General : Pellet Launcher/Spread (T1-T4), Dart Launcher/Spread (T1-T4), Shuriken Spread (T1-T4), Tracking Laser (T1-T4)
- Middle Turret + Dart Spinners (T1-T4), Pellet Spinners (Lane) (T1-T4), Pellet Spinners (Wall) (T1-T4), Shuriken Spinners (T1-T4)
- General - No Lasers : Pellet Launcher/Spread (T1-T4), Dart Launcher/Spread (T1-T4), Shuriken Launcher (T1-T4), Shuriken Spread (T1-T4), Boomerang (T1-T4)
- Middle Turret + Dart Spinners (T1-T4), Pellet Spinners (Lane) (T1-T4), Pellet Spinners (Wall) (T1-T4), Shuriken Spinners (T1-T4)
- General/Boomerang : Dart Launcher/Spread (T1-T4), Shuriken Launcher (T1-T4), Shuriken Spread (T1-T4), Boomerang (T1-T4), Tracking Laser (T1-T4), Speed Laser (T1-T4)
- Middle Turret + Dart Spinners (T1-T4), Shuriken Spinners (T1-T4)
- Lasers Only : Tracking Laser (T1-T4), Laser Spread (T1-T3), Speed Laser (T1-T4), MIRV Launcher/Spread (T1-T4)
- Middle Turret + Laser Spread (T4), MIRV Bloomer (T1-T4)
- Laser/Pellet : Pellet Launcher/Spread (T1-T4), Tracking Laser (T1-T4), Laser Spread (T1-T3), Speed Laser (T1-T4), MIRV Launcher/Spread (T1-T4)
- Middle Turret + Laser Spread (T4), Pellet Spinners (Lane) (T1-T4), Pellet Spinners (Wall) (T1-T4), MIRV Bloomer (T1-T4)
- Laser/Shuriken : Shuriken Launcher (T1-T4), Shuriken Spread (T1-T4), Tracking Laser (T1-T4), Laser Spread (T1-T3), MIRV Launcher/Spread (T1-T3)
- Middle Turret + Laser Spread (T4), MIRV Spread (T4), Shuriken Spinners (T1-T4), MIRV Bloomer (T1-T4)
- Shuriken/Pellet/Laser : Pellet Launcher/Spread (T1-T4), Shuriken Launcher (T1-T4), Shuriken Spread (T1-T4), Tracking Laser (T1-T4), Laser Spread (T1-T3), MIRV Launcher (T1-T3)
- Middle Turret + Laser Spread (T4), MIRV Spread (T4), Shuriken Spinners (T1-T4), MIRV Bloomer (T1-T4)
- Dart/Boomerang/Pellet : Pellet Launcher/Spread (T1-T4), Dart Launcher/Spread (T1-T4), Boomerang (T1-T4)
- Middle Turret + Pellet Spinners (Wall) (T1-T4), Dart Spinners (T1-T4)
- Dart/Boomerang/Laser : Dart Launcher/Spread (T1-T4), Boomerang (T1-T4), Tracking Laser (T1-T4), Laser Spread (T1-T3)
- Middle Turret + Laser Spread (T4), Dart Spinners (T1-T4)
- Shuriken/MIRV(A) : Pellet Launcher/Spread (T1-T4), Shuriken Launcher (T1-T4), MIRV Launcher/Spread (T1-T3)
- Middle Turret + MIRV Spread (T4), Pellet Spinners (Lane) (T1-T4), Pellet Spinners (Wall) (T1-T4), Shuriken Spinners (T1-T4), MIRV Bloomers (T1-T3)
- Shuriken/MIRV(B) : Pellet Launcher/Spread (T1-T4), Shuriken Launcher (T1-T4)
- Middle Turret + Pellet Spinners (Lane) (T1-T4), Pellet Spinners (Wall) (T1-T4), Shuriken Spinners (T1-T4), MIRV Bloomers (T1-T3)
- Dart/MIRV : Pellet Launcher/Spread (T1-T4), Dart Launcher/Spread (T1-T4), MIRV Launcher/Spread (T1-T3)
- Middle Turret + MIRV Spread (T4), Pellet Spinners (Lane) (T1-T4), Pellet Spinners (Wall) (T1-T4), Dart Spinners (T1-T4), MIRV Bloomers (T1-T3)
- Shuriken/Boomerang : Pellet Launcher/Spread (T1-T4), Shuriken Launcher (T1-T4), Boomerang (T1-T4), MIRV Launcher/Spread (T1-T3)
- Middle Turret + MIRV Spread (T4), Pellet Spinners (Lane) (T1-T4), Pellet Spinners (Wall) (T1-T4), Shuriken Spinners (T1-T4), MIRV Bloomers (T1-T3)
- Dart/Pellet/Laser : Pellet Launcher/Spread (T1-T4), Dart Launcher/Spread (T1-T4), Tracking Laser (T1-T4), Laser Spread (T1-T3)
- Middle Turret + Laser Spread (T4), Pellet Spinners (Lane) (T1-T4), Pellet Spinners (Wall) (T1-T4), Dart Spinners (T1-T4)
Each Eagle killed, no matter the affinity or rank, gives you a score of 300. Eagles can appear as early as Act 2.
The health of the different affinities of Eagles are as shown. All Turrets on an Eagle have the same health and are shown below.
- Unprotected = 110 HP. Turret Health = 22 HP.
- Shielded = 55 HP Shield + 73 HP Body. Turret Health = 14.6 HP.
- Armored = 99 HP. Turret Health = 19.8 HP.
Here's how the cockpit of an Armored Assault Eagle would look like:
Trivia: Here are some representations of Eagles that the devs use when designing the different wave formations:
Vultures
From left to right:
- Elite Unprotected
- Imperial Shielded
- Sinister Shielded
- Assault Armored
- Sinister Armored
The list of turrets on a Vulture is as listed below. Note that Vultures need not be symmetrical and every turret slot can hold any possible turret in the list below. All turrets have the full range from T1 - T4 (aside from Doomsday weapons which have no tiers).
- General : Pellet Launcher/Spread, Dart Launcher/Spread, Shuriken Spread, Tracking Laser, Dart Spinners, Pellet Spinners (Lane), Pellet Spinners (Wall), Shuriken Spinners, Doomsday Laser, Doomsday Bomb
- General - No Lasers : Pellet Launcher/Spread, Dart Launcher/Spread, Shuriken Launcher, Shuriken Spread, Boomerang, Dart Spinners, Pellet Spinners (Lane), Pellet Spinners (Wall), Shuriken Spinners, Doomsday Bomb
- General/Boomerang : Dart Launcher/Spread, Shuriken Launcher, Shuriken Spread, Boomerang, Tracking Laser, Speed Laser, Dart Spinners, Shuriken Spinners, Doomsday Laser, Doomsday Bomb
- Lasers Only : Tracking Laser, Laser Spread, Speed Laser, MIRV Launcher/Spread, MIRV Bloomer, Doomsday Laser
- Laser/Pellet : Pellet Launcher/Spread, Tracking Laser, Laser Spread, Speed Laser, MIRV Launcher/Spread, Pellet Spinners (Lane), Pellet Spinners (Wall), MIRV Bloomer, Doomsday Laser
- Laser/Shuriken : Shuriken Launcher, Shuriken Spread, Tracking Laser, Laser Spread, MIRV Launcher/Spread, Shuriken Spinners, MIRV Bloomer, Doomsday Bomb, Doomsday Super MIRV
- Shuriken/Pellet/Laser : Pellet Launcher/Spread, Shuriken Launcher, Shuriken Spread, Tracking Laser, Laser Spread, MIRV Launcher, Shuriken Spinners, MIRV Bloomer, Doomsday Bomb
- Dart/Boomerang/Pellet : Pellet Launcher/Spread, Dart Launcher/Spread, Boomerang, Pellet Spinners (Wall), Dart Spinners, Doomsday Bomb
- Dart/Boomerang/Laser : Dart Launcher/Spread, Boomerang, Tracking Laser, Laser Spread, Dart Spinners, Doomsday Laser
- Shuriken/MIRV(A) : Pellet Launcher/Spread, Shuriken Launcher, MIRV Launcher/Spread, Pellet Spinners (Lane), Pellet Spinners (Wall), Shuriken Spinners, MIRV Bloomers, Doomsday Bomb, Doomsday Super MIRV
- Shuriken/MIRV(B) : Pellet Launcher/Spread, Shuriken Launcher, MIRV Launcher/Spread, Pellet Spinners (Lane), Pellet Spinners (Wall), Shuriken Spinners, MIRV Bloomers
- Dart/MIRV : Pellet Launcher/Spread, Dart Launcher/Spread, MIRV Launcher/Spread, Pellet Spinners (Lane), Pellet Spinners (Wall), Dart Spinners, MIRV Bloomers, Doomsday Bomb, Doomsday Super MIRV
- Shuriken/Boomerang : Pellet Launcher/Spread, Shuriken Launcher, Boomerang, MIRV Launcher/Spread, Pellet Spinners (Lane), Pellet Spinners (Wall), Shuriken Spinners, MIRV Bloomers, Doomsday Bomb
- Dart/Pellet/Laser : Pellet Launcher/Spread, Dart Launcher/Spread, Tracking Laser, Laser Spread, Pellet Spinners (Lane), Pellet Spinners (Wall), Dart Spinners, Doomsday Laser, Doomsday Bomb
Each Vulture killed, no matter the affinity or rank, gives you a score of 350. Vultures can appear as early as Act 3, although usually Act 4.
The health of the different affinities of Vultures are as shown. All Turrets on a Vulture have the same health and are shown below.
- Unprotected = 270 HP. Turret Health = 40.5 HP.
- Shielded = 135 HP Shield + 180 HP Body. Turret Health = 27 HP.
- Armored = 243 HP. Turret Health = 36.45 HP.
Trivia 1: Here's a picture of a Vulture in the pre-alpha version of Phoenix 2, along with pre-alpha T1 & T2 pellet launchers:
Trivia 2: Here are some representations of Vultures that the devs use when designing the different wave formations:
Condors
From left to right:
- Elite Unprotected
- Imperial Shielded
- Sinister Shielded
- Assault Armored
- Sinister Armored
The list of turrets on a Condor is identical to that of Vultures . Every turret slot can hold any possible turret.
Each Condor killed, no matter the affinity or rank, gives you a score of 750. In daily and specialist missions, Condors can appear as early as Act 4 while in community missions , they only appear as early as Act 5.
It is frequently accompanied by a "welcoming party" which can be as heavy as 2 Eagles and a Heron , or as light as only Sparrows . This "welcoming party" appears in front of the Condor and come in first. These smaller enemies will come in immediately while the Condor will take the full 3s to arrive.
A Condor can also arrive without any other accompanying Invaders come in when the wave starts. This only happens in daily and specialist missions up to Commander rank. For Marshal rank, a Condor can arrive in front of 4 Ravens behind.
The health of the different affinities of Condors are as shown. All Turrets on a Condor have the same health and are shown below.
- Unprotected = 450 HP. Turret Health = 45 HP.
- Shielded = 225 HP Shield + 300 HP Body. Turret Health = 30 HP.
- Armored = 405 HP. Turret Health = 40.5 HP.
Rocs
From left to right:
- Elite Unprotected
- Imperial Shielded
- Sinister Shielded
- Assault Armored
- Sinister Armored
The list of turrets on a Roc is identical to that of Vultures . Every turret slot can hold any possible turret.
Each Roc killed, no matter the affinity or rank, gives you a score of 1500. Rocs only appear as early as Act 5.
It is frequently accompanied by a "welcoming party" which can be as heavy as 2 Eagles and a Heron , or as light as Ravens (+ possible Sparrows ). Sparrow only "welcoming party" is possible with only community missions .
- These smaller enemies come in immediately while the Roc will take the full 8s to arrive after the wave counter has changed.
- It is possible to have a Roc without any other Invaders come in when the wave starts, which occurs only in daily and specialist missions.
- Invaders cannot appear behind a Roc.
The health of the different affinities of Rocs are as shown. All Turrets on a Roc have the same health and are shown below.
- Unprotected = 810 HP. Turret Health = 48.6 HP.
- Shielded = 405 HP Shield + 540 HP Body. Turret Health = 32.4 HP.
- Armored = 729 HP. Turret Health = 43.74 HP.
Trivia 1: All Invaders in Phoenix 2 are named after birds. However, Rocs are named after the mythical bird of the same name. In mythology, rocs have talons large enough to hold an elephant, as shown below:
Trivia 2: Here's a fun image made by the devs of an impossible formation of 2 Shielded Assault Condors and 1 Shielded Assault Roc. Note that Shielded Assault Invaders don't currently appear. Perhaps they don't seem to look particularly pretty? Also, most of the in-game effects (especially the cockpit flare of Condors and Rocs) are absent in this image which makes these Invaders look very crisp and clear.
Satellite
This special enemy only appears in Campaign Missions #24 & #25.
Affinity | None. All weapons deal normal damage. Not even High Impact weapons can deal critical damage. |
---|---|
Health | 120 |
Turrets | None |
XP | 10 |
Score | 50 |
Effective Health of Invaders
- Armored Invaders have 90% health of Unprotected Invaders, rounded down to the nearest integer.
- Invader Shields have 2/3 the health of Unprotected Invaders, while the health of Shielded Invaders after their shield is downed are exactly ½ the health of Unprotected Invaders, both rounded down to the nearest integer.
Here's a more detailed table showcasing the effective health of Invaders.
- For Shielded Invaders [denoted as x+y], x is the effective shield health, while y is the effective health of the Invader after the shield is downed i.e. the Invader's body.
- For Armored Invaders [denoted as a (b)], a is the effective health if the damage is ALWAYS dealt to the body of Invaders, while b is the effective health if damage is ALWAYS dealt to the cockpit of Invaders.
- Unlike other invader-classes, a Sparrow's cockpit is completely protected by armor (just like Invader shields). This means a Sparrow's cockpit is functionally the same as a Sparrow's body.
- This means non-Armor Piercing weapons will always suffer armor damage reduction when dealing against Armored Sparrows (and High Impact weapons cannot deal critical damage). Thus, the effective health for Armored Sparrows will be reflected as simply a without (b).
- A red colored number mean that the respective health is lowered because of a High Impact weapon.
- A blue colored number mean that the respective health is lowered because of a Shield Breaker weapon.
- An amber colored number mean the respective health is maintained instead of increased because of using an Armor Piercing weapon.
- A number in italics, bold & underlined means that the respective health is increased because of armor damage reduction.
- Note that the effective health for High Impact weapons is calculated based on the average boost, taking into account the critical hit rate.
Invader | Weapon Affinity | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
None (Aura / Zen ) | High Impact | Shield Breaker | Armor Piercing | |||||||||
Invader Affinity | ||||||||||||
Unprotected | Shielded | Armored | Unprotected | Shielded | Armored | Unprotected | Shielded | Armored | Unprotected | Shielded | Armored | |
Sparrow | 5 | 2+3 | 5.7 | 4.4 | 2+2.7 | 5.7 | 5 | 0.8+3 | 5.7 | 5 | 2+3 | 4 |
Raven | 27 | 13+18 | 34.3 (24) | 24 | 13+16 | 34.3 (21.3) | 27 | 5.2+18 | 34.3 (24) | 27 | 13+18 | 24 (24) |
Heron | 63 | 31+42 | 80 (56) | 56 | 31+37.3 | 80 (49.8) | 63 | 12.4+42 | 80 (56) | 63 | 31+42 | 56 (56) |
Eagle | 110 | 55+73 | 141.4 (99) | 97.8 | 55+64.9 | 141.4 (88) | 110 | 22+73 | 141.4 (99) | 110 | 55+73 | 99 (99) |
Vulture | 270 | 135+180 | 347.1 (243) | 240 | 135+160 | 347.1 (216) | 270 | 54+180 | 347.1 (243) | 270 | 135+180 | 243 (243) |
Condor | 450 | 225+300 | 578.6 (405) | 400 | 225+266.7 | 578.6 (360) | 450 | 90+300 | 578.6 (405) | 450 | 225+300 | 405 (405) |
Roc | 810 | 405+540 | 1041.4 (729) | 720 | 405+480 | 1041.4 (648) | 810 | 162+540 | 1041.4 (729) | 810 | 405+540 | 729 (729) |
Effective Health of Invader Turrets
- Note that Sparrow Turret Health are not listed because it's not possible to destroy a Sparrow's turret without destroying the Sparrow itself.
- Turrets can only be damaged through inflicting damage on the body of Invaders (specifically, on the turret hitbox, and definitely not an Invader's cockpit).
- This means that Invader shields (if any) need to be downed before damaging turrets. As Shield Breaker weapons deal normal damage to Invaders with their shield downed, there is no advantage from Shield Breaker weapons to turrets.
- Armor damage reduction applies to turrets on Armored Invaders if you are NOT using an Armor Piercing weapon..
- Note that for Herons and Eagles , even though it looks like their middle turrets are on their cockpits, they do not take damage if you deal damage to their cockpits. This means you cannot deal critical hit damage to turrets of Armored Invaders.
- A red colored number mean that the respective turret health is lowered because of a High Impact weapon.
- An amber colored number mean the respective turret health is maintained instead of increased because of using an Armor Piercing weapon.
- A number in italics, bold & underlined means that the respective turret health is increased because of armor damage reduction.
Invader | Weapon Affinity | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
None (Aura / Zen ) | High Impact | Shield Breaker | Armor Piercing | |||||||||
Invader Affinity | ||||||||||||
Unprotected | Shielded | Armored | Unprotected | Shielded | Armored | Unprotected | Shielded | Armored | Unprotected | Shielded | Armored | |
Raven | 8.1 | 5.4 | 10.29 | 7.2 | 4.8 | 10.29 | 8.1 | 5.4 | 10.29 | 8.1 | 5.4 | 7.2 |
Heron | 12.6 | 8.4 | 16 | 11.2 | 7.47 | 16 | 12.6 | 8.4 | 16 | 12.6 | 8.4 | 11.2 |
Eagle | 22 | 14.6 | 28.29 | 19.56 | 12.98 | 28.29 | 22 | 14.6 | 28.29 | 22 | 14.6 | 19.8 |
Vulture | 40.5 | 27 | 52.07 | 36 | 24 | 52.07 | 40.5 | 27 | 52.07 | 40.5 | 27 | 36.45 |
Condor | 45 | 30 | 57.86 | 40 | 26.67 | 57.86 | 45 | 30 | 57.86 | 45 | 30 | 40.5 |
Roc | 48.6 | 32.4 | 62.49 | 43.2 | 28.8 | 62.49 | 48.6 | 32.4 | 62.49 | 48.6 | 32.4 | 43.74 |