FAQ (IOS) by light_rock_zz

Version: 3.1 | Updated: 06/20/2024
FAQ of the Month Winner: January 2020 | Highest Rated Guide

Invaders

Detailed Invader Stats & Weaponry Appearances on Invaders

Invaders can sometimes appear to be moving outside of your screen boundaries. However, they are not actually outside of your straight firing 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.

The XP earned for killing each invader type is shown below. It is the same for all ranks, all leagues and all mission types. Note that when using revives, the invaders killed during the Act where you are unable to pass through are also counted.

XP Earned
Sparrow1
Raven6
Heron14
Eagle24
Vulture60
Condor100
Roc180

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 LvlXP to reach lvl
240
3150
4260
5380
6490
7610
8740
9860
10990
111120
121260
131390
141540
151680
161830
171970
182130

Invader Turrets

You will die when your ship's blue blinking core comes into contact with an invader's turret circular hitbox (different turrets have different size of hitboxes) for at least a short period of time. This means you can quickly swipe your ship's 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, along with the fact that turret hitboxes are all different for different turrets.

The turret health differs from invader to invader (which includes different affinities as well), and even differs depending on which mount point the turret is at on one single invader. However, the turret type does not change the turret health. This means, for example, the turret health of a difficult-to-reach T4 shuriken launcher on a Roc is different from an exposed T4 shuriken launcher at the front row on the same Roc. In addition, the turret's circular hitbox is also different based on the mount point the turret is at, and is once again 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 that have all of their turrets destroyed will self-destruct after some time even if left alone. This is because at the point of time when their last turret is destroyed, their health starts to decay until it reaches zero, where it will self-destruct.

There is a distance where bullets continue to exist even as they exit your screen, and thus are able to deal damage to barriers that span beyond the screen. This distance is exactly 7, as confirmed by the devs. 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.

TurretTier 1Tier 2Tier 3Tier 4
Pellet Launchers / Spreads (Daily Missions)

Tier 1ATier 1B
- 3 tightly packed Pellets per burst (Gaps between pellets are not observable)
-
Takes some time before firing first burst after invader is on field
- 5 tightly packed Pellets per burst (Gaps between pellets are not observable)
- F
ires first burst immediately after invader is on field
- Pellets are fired in quick succession
- Forward Firing (No tracking)
- Invader movement speed slowed while firing

- 5 tightly packed Pellets in a horizontal row per burst (Gaps between pellets are not observable)
- All Pellets are fired at the same time
- Forward Firing (No tracking)
- Invader free to move even while firing
- Fires first burst immediately after invader is on field

- 3 tightly packed Pellets in a 7-way spread per burst (Gaps between pellets are not observable)
- Forward Firing (No tracking)
- Invader mostly fixed in place while firing
- Takes some time before firing first burst
after invader is on field

- 5 tightly packed Pellets in a 9-way spread per burst (Gaps between pellets are not observable)
- Forward Firing (No tracking)
- Invader mostly fixed in place while firing
- Takes some time before firing first burst
after invader is on field

Pellet Launchers / Spreads (Community Missions)

- Single Shot
- Number of shots per burst varies
- Forward Firing (No tracking)
- Invader free to move even while firing

- Double Shot
- Number of double shots per burst varies
- Forward Firing (No tracking)
- Invader free to move even while firing

- 5-way spread
- Number of shots is the same for every lane but varies per burst
- Forward Firing (No tracking)
- Invader mostly fixed in place while firing

- 9-way spread
- Number of shots is the same for every lane but varies per burst
- Forward Firing (No tracking)
- Invader mostly fixed in place while firing

Pellet Spinners (Lane)

Tier 1ATier 1B
- 15 Pellet Lanes- 30 Pellet Lanes
- Number of pellets is the same for every lane but varies per burst
- Long charge up time
- 360° Firing
- Invader mostly fixed in place while firing

- 35 Pellet Lanes
- Number of pellets is the same for every lane but varies per burst
- Long charge up time
- 360° Firing
- Invader mostly fixed in place while firing

- 50 Pellet Lanes
- Number of pellets is the same for every lane but varies per burst
- Long charge up time
- 360° Firing
- Invader mostly fixed in place while firing

- 72 Pellet Lanes
- Number of pellets is the same for every lane but varies per burst
- Long charge up time
- 360° Firing
- Invader mostly fixed in place while firing

Pellet Spinners (Wall)

Tier 1ATier 1B
- 10 groups of 5 bullets per ring- 16 groups of 5 bullets per ring
- Number of rings may vary per burst
- Short 1s charge up time
- 360° Firing
- Invader mostly fixed in place while firing

Tier 2ATier 2B
- 10 groups of 9 bullets per ring
- Refer to Pellet Spinners (Wall) for more details.
- 10 groups of 10 bullets per ring
- Refer to Pellet Spinners (Wall) for more details.
Tier 2CTier 2D
- 10 groups of 11 bullets per ring
- Refer to Pellet Spinners (Wall) for more details.
- 10 groups of 12 bullets per ring
- Refer to Pellet Spinners (Wall) for more details.

- Number of rings may vary per burst
- Short 1s charge up time
- 360° Firing
- Invader mostly fixed in place while firing

- 10 groups of 16 bullets per ring
- Number of rings may vary per burst
- Short 1s charge up time
- 360° Firing
- Invader mostly fixed in place while firing

- 10 groups of 40 bullets per ring
- Number of rings may vary per burst
- Each subsequent ring is rotated clockwise such that the each group of bullets are not radially aligned to its immediate outer / inner ring, giving the spiral visual.
- Short 1s charge up time
- 360° Firing
- Invader mostly fixed in place while firing

Dart Launchers / Spreads

Tier 1ATier 1B
- 1 dart per burst
- Takes some time before firing first burst
after invader is on field
- 3 darts per burst
- Fires first burst immediately
after invader is on field
- Single Lane Firing
- Very Fast Tracking & Rotation
- Turret and Invader free to move even while firing

- 2 side-by-side lanes × 3 darts per burst
- Very Fast Tracking & Rotation
- Fires at fixed intervals
- Turret and Invader free to move even while firing

- 5 lane spread × 3 darts per burst
- Very Fast Tracking & Rotation
- Fires only when brief lock-on is achieved
- Turret and Invader mostly fixed in place while firing

- 7 lane spread × 5 darts per burst
- Very Fast Tracking & Rotation
- Fires only when brief lock-on is achieved
- Turret and Invader mostly fixed in place while firing

Dart Spinners

- 8 Dart Lanes
- Number of darts is the same for every lane but varies per burst
- 360° Firing
- Invader mostly fixed in place while firing
- Long charge up time

- 10 Dart Lanes
- Number of darts is the same for every lane but varies per burst
- 360° Firing
- Invader mostly fixed in place while firing
- Long charge up time

- 24 Dart Lanes
- Number of darts is the same for every lane but varies per burst
- 360° Firing
- Invader mostly fixed in place while firing
- Long charge up time

- 40 Dart Lanes
- Number of darts is the same for every lane but varies per burst
- 360° Firing
- Invader mostly fixed in place while firing
- Long charge up time

Shuriken Launchers

Tier 1ATier 1B
- 2 shurikens per burst
- Takes some time before firing first burst
after invader is on field
- 5 shurikens per burst
- Fires first burst immediately
after invader is on field
- Single Lane Firing
- Slow Tracking & Rotation
- Fires at fixed intervals
- Turret and Invader free to move even while firing

- 2 side-by-side lanes × 5 shurikens per burst
- Slow Tracking & Rotation
- Fires at fixed intervals
- Turret and Invader free to move even while firing

- Long and Sustained Double Shots
- Duration of sustained burst varies
- Larger spacing between barrels compared to T2 variant
- Random Angle Scattering from barrels' line of fire
- Slow Tracking & Rotation
- Fires at fixed intervals
- Turret and Invader free to move even while firing

- Long and Sustained Quadruple (×4) Shots
- Duration of sustained burst varies
- Random Angle Scattering from barrels' line of fire
- Slow Tracking & Rotation
- Fires at fixed intervals
- Turret and Invader free to move even while firing

Shuriken Spreads

- Single Lane Firing
- 1 / 2 / 5 shurikens per burst
- Medium Tracking & Rotation
- Fires only when brief lock-on is achieved
- Turret and Invader free to move even while firing

- 1-by-1 Lane Firing (Right side, in your perspective, fires first, then a 0.5s pause, then the Left side)
- 5 shurikens per burst (for both sides)
- Medium Tracking & Rotation
- Fires only when brief lock-on is achieved
- Turret and Invader mostly fixed in place during firing sequence

- Set(s) of 6 arcs of 5 shurikens, each arc horizontally spaced apart
- There may or may not be a pause between each set, if there is more than one
- The first set of shurikens in each arc spans from right to left. The next set will be from left to right. The subsequent set will be from right to left again, and so on. This forms 6 zig-zags.
- The number of sets per burst varies
- Medium Tracking & Rotation
- Fires only when brief lock-on is achieved
- Turret and Invader mostly fixed in place while firing

- 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.
- The 3 lines cutting the chevron in half crossed by each set of intercrossing arcs are 40° apart from each other, with the middle intercrossing arc being shot straight with respect to where the direction it faces when it first fires.
- The number of these 3 sets being fired varies per burst
- Medium Tracking & Rotation
- Fires only when brief lock-on is achieved
- Turret and Invader mostly fixed in place while firing

Shuriken Spinners

Tier 1ATier 1B
- Each arc contains 3 shurikens- Each arc contains 5 shurikens
- 8 arcs per burst
- 360° Firing
- Invader mostly fixed in place while firing
- Long charge up time

- 8 arcs per burst
- Each arc contains 9 shurikens
- 360° Firing
- Invader mostly fixed in place while firing

- 8 arcs per burst
- Each arc contains 13 shurikens
- 360° Firing
- Invader mostly fixed in place while firing

- 6 slow passes of shurikens in a zig-zag pattern
- Each sustained burst lasts an extremely long time, but the duration varies
- 360° Firing
- Invader mostly fixed in place while firing

Boomerangs

- Single Lane Firing
- Boomerang(s) are fired with a slight curve
- Number of boomerangs fired varies between 1 - 6 per burst
- Fast Tracking & Rotation
- Fires only when brief lock-on is achieved
- Turret and Invader mostly fixed in place while firing
- Does not appear in Bronze ranks (Cadet, Ensign & Sergeant)

- 1 stream of boomerangs from both left and right sides
- Each stream of boomerangs are fired in a parabolic curve
- Number of boomerangs is the same for both streams but varies per burst
- Fast Tracking & Rotation
- Fires only when brief lock-on is achieved
- Turret and Invader mostly fixed in place while firing
- Does not appear in Bronze ranks (Cadet, Ensign & Sergeant)

- 2 streams of boomerangs from both left and right sides
- Each stream of boomerangs are fired in a parabolic curve
- Number of boomerangs is the same for every stream but varies per burst
- Fast Tracking & Rotation
- Fires only when brief lock-on is achieved
- Turret and Invader mostly fixed in place while firing
- Does not appear in Bronze ranks (Cadet, Ensign & Sergeant)

- 4 streams of boomerangs from both left and right sides
- Each stream of boomerangs are fired in a parabolic curve
- Number of boomerangs is the same for every stream but varies per burst
- Fast Tracking & Rotation
- Fires only when brief lock-on is achieved
- Turret and Invader mostly fixed in place while firing
- Does not appear in Bronze ranks (Cadet, Ensign & Sergeant)

(Pellet / Laser) MIRV Launchers / Spreads

- 1 MIRV fired per burst
- Forward Firing (No tracking)
- Laser MIRVs are T1 (5 laser lanes)

- 2 MIRVs fired per burst if pellet MIRVs
- 1 MIRV per burst if laser MIRVs
- Forward Firing (No tracking)
- Laser MIRVs are T2 (9 laser lanes)

- 4 MIRVs fired per burst if pellet MIRVs
- 2 MIRVs per burst if laser MIRVs
- Forward Firing (No tracking)
- Laser MIRVs are T2 (9 laser lanes)

- 6 MIRVs fired per burst if pellet MIRVs
- 3 MIRVs per burst if laser MIRVs
- Forward Firing (No tracking)
- Laser MIRVs are T2 (9 laser lanes)

(Pellet / Laser) MIRV Bloomers

Tier 1ATier 1B
- 6 MIRVs per burst- 8 MIRVs per burst
-360° Firing
- Laser MIRVs are T1 (5 laser lanes)
- Charge up & reload time varies

- 12 MIRVs per burst if pellet MIRVs
- 10 MIRVs per burst if laser MIRVs
- 360° Firing
- Laser MIRVs are T1 (5 laser lanes)
- Charge up & reload time varies

- 20 MIRVs per burst if pellet MIRVs
- 16 MIRVs per burst if laser MIRVs
- 360° Firing
- Laser MIRVs are T2 (9 laser lanes)
- Charge up & reload time varies

- 30 MIRVs per burst if pellet MIRVs
- 20 MIRVs per burst if laser MIRVs
- 360° Firing
- Laser MIRVs are T2 (9 laser lanes)
- Charge up & reload time varies

Tracking Lasers

- Single straight laser
- Slow Tracking & Rotation
- Turret and Invader free to move even while firing
- Laser line is shown 3s before firing a burst of 1s

- Single straight laser
- Medium Tracking & Rotation
- Turret and Invader free to move even while firing
- Laser line is shown 3s before firing a burst of 1s

- 2 parallel straight lasers
- Medium to Fast Tracking & Rotation
- Turret and Invader free to move even while firing
- Laser lines are shown 3s before firing a burst of 1s

- 3 parallel straight lasers
- Fast Tracking & Rotation
- Turret and Invader free to move even while firing
- Laser lines are shown 3s before firing a burst of 1s

Speed Lasers

- Single straight laser
- Slow Tracking & Rotation
- Invader free to move even while firing
- Turret fixed in place while firing
- Takes some time before firing first burst even if player ship is in cone range of turret
- Laser line appears 1s before firing a burst of 0.5s
- Slow to Medium recharge time
- Does not appear in Bronze ranks (Cadet, Ensign & Sergeant) or community missions

- Single straight laser
- Medium Tracking & Rotation
- Invader free to move even while firing
-Turret fixed in place while firing
- Fires first burst immediately after player ship is in cone range of turret
- Laser line appears 1s before firing a burst of 0.5s
- Fast recharge time
- Does not appear in Bronze ranks (Cadet, Ensign & Sergeant) or community missions

- 2 parallel straight lasers
- Medium to Fast Tracking & Rotation
- Invader free to move even while firing
-Turret fixed in place while firing
- Fires first burst immediately after player ship is in cone range of turret
- Laser lines appear 1s before firing
- The right side fires first, then the left side. Each of the 2 bursts lasts 0.5s.
- Fast recharge time
- Does not appear in Bronze ranks (Cadet, Ensign & Sergeant) or community missions

- 3 parallel straight lasers
- Fast Tracking & Rotation
- Invader free to move even while firing
-Turret fixed in place while firing
- Fires first burst immediately after player ship is in cone range of turret
- Laser lines appear 1s before firing
- The right side fires first, then the left side, then the center. Each of the 3 bursts lasts 0.5s.
- Fast recharge time
- Does not appear in Bronze ranks (Cadet, Ensign & Sergeant) or community missions

Laser Spreads

- 3-way laser spread
- Forward Firing (No tracking)
- Invader free to move even while firing
- Laser lines are shown 3s before firing a burst of 1s

- 5-way laser spread
- Forward Firing (No tracking)
- Invader free to move even while firing
- Laser lines are shown 3s before firing a burst of 1s

- 7-way laser spread
- Forward Firing (No tracking)
- Invader free to move even while firing
- Laser lines are shown 3s before firing a burst of 1s

- 9-way laser spread
- Forward Firing (No tracking)
- Invader free to move even while firing
- Laser lines are shown 3s before firing a burst of 1s

Doomsday Laser

- Gigantic Nightfury wide laser, with a width of 100
- Forward firing (No tracking)
- Invader free to move even while charging or firing
- 3 seconds of charging, followed by 3 seconds of firing
- Quickly obliterates barriers and Phalanxes (Not instant)
- Does not appear in Bronze ranks (Cadet, Ensign & Sergeant) or community missions

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)
- 360° Firing
- Invader free to move even while charging or firing
- 3 seconds of charging, before 1s of firing
- Instantly obliterates barriers
- Does not affect Phalanxes
- Does not appear in Bronze ranks (Cadet, Ensign & Sergeant) or community missions

Doomsday Super MIRV

- Forward firing (No tracking)
- Invader free to move even while charging or firing
- 3 seconds charge up time
- All MIRVs are primed at the moment of firing, so Super MIRVs, as well as the MIRVs released by the sMIRV, can explode immediately when ship's core is in range
- Does not appear in the ranks of Cadet, Ensign, Sergeant & Ace. Also does not appear in community missions. Only appears from Lieutenant onwards.

Caged MIRVs

- Only activates after corresponding Sparrow is destroyed
- On activation, releases 30 pellets in the same way a pellet MIRV is triggered
- Can be activated immediately
- If corresponding Sparrow is destroyed with the Caged MIRV attachment too far off-screen, Caged MIRV does not activate
- Only appears in Major, Commander & Marshal rank missions. Does not appear in community missions.

Empty Turret Slot

- Not possible unless damage is dealt to the turret previously occupying the space
- Doesn't do anything
- Going on top of it doesn't kill you unlike when a turret is in the slot
- You will only see it with fire around the slot, unlike in this picture which is taken on the game's test version

Invader Equipment, Health & Appearances

Sparrows

From left to right:

  1. Elite Unprotected
  2. Imperial Shielded
  3. Sinister Shielded
  4. Assault Armored
  5. Sinister Armored

Sparrows can be equipped with a different turret based on the mission type, as follows:

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:

  • Unprotected = 5 HP
  • Shielded = 2 HP Shield + 3 HP Hull
  • 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:

  1. Elite Unprotected
  2. Imperial Shielded
  3. Sinister Shielded
  4. Assault Armored
  5. 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:

  • Unprotected = 27 HP
  • Shielded = 13 HP Shield + 18 HP Hull
  • Armored = 24 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 are some representations of Ravens that the devs use when designing the different wave formations:

Herons

From left to right:

  1. Elite Unprotected
  2. Imperial Shielded
  3. Sinister Shielded
  4. Assault Armored
  5. 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:

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:

  • Unprotected = 63 HP
  • Shielded = 31 HP Shield + 42 HP Hull
  • Armored = 56 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:

  1. Elite Unprotected
  2. Imperial Shielded
  3. Sinister Shielded
  4. Assault Armored
  5. 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:

  • Unprotected = 110 HP
  • Shielded = 55 HP Shield + 73 HP Hull
  • Armored = 99 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:

  1. Elite Unprotected
  2. Imperial Shielded
  3. Sinister Shielded
  4. Assault Armored
  5. 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 DD 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. In daily missions, Vultures can appear as early as Act 2, while in community and specialist missions they appear as early as Act 3, although usually Act 4.

The health of the different affinities of Vultures are as shown:

  • Unprotected = 270 HP
  • Shielded = 135 HP Shield + 180 HP Hull
  • Armored = 243 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:

  1. Elite Unprotected
  2. Imperial Shielded
  3. Sinister Shielded
  4. Assault Armored
  5. 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 missions, Condors can appear as early as Act 4 while in community and specialist 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 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:

  • Unprotected = 450 HP
  • Shielded = 225 HP Shield + 300 HP Hull
  • Armored = 405 HP
Rocs

From left to right:

  1. Elite Unprotected
  2. Imperial Shielded
  3. Sinister Shielded
  4. Assault Armored
  5. 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 will come in immediately while the Roc will take the full 8s to arrive. It is also entirely possible to have a Roc without any other invaders come in when the wave starts, which can occur only in daily missions. Invaders cannot appear behind the Roc.

The health of the different affinities of Rocs are as shown:

  • Unprotected = 810 HP
  • Shielded = 405 HP Shield + 540 HP Hull
  • Armored = 729 HP

Trivia: All invaders in Phoenix 2 are named after birds. However, Rocs are the only one named after the mythical bird of the same name. In mythology, rocs have talons large enough to hold an elephant, as shown below:

Effective Health of Invaders

Note that Armored Invaders have 90% health of Unprotected Invaders, rounded down to the nearest integer. Invader Shields are 2/3 of the health of the 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. For Armored Invaders [denoted as a (b)], a is the effective health if the damage is always dealt to the hull of invaders, while b is the effective health if damage is always dealt to the cockpit of invaders. A red colored number mean that the respective health is lowered because of a HI weapon, a blue colored number mean that the respective health is lowered because of an SB weapon, while an amber colored number mean the respective health is increased because of NOT using an AP weapon. Note that the effective health for High Impact weapons is calculated based on the average boost, taking into account the crit rate.

InvaderWeapon Affinity
None (Aura / Zen )High Impact Shield Breaker Armor Piercing
Invader Affinity
Unprotected Shielded Armored Unprotected Shielded Armored Unprotected Shielded Armored Unprotected Shielded Armored
Sparrow52+35.7 (4)4.42+2.75.7 (3.56)50.8+35.7 (4)52+34 (4)
Raven2713+1834.3 (24)2413+1634.3 (21.3)275.2+1834.3 (24)2713+1824 (24)
Heron6331+4280 (56)5631+37.380 (49.8)6312.4+4280 (56)6331+4256 (56)
Eagle11055+73141.4 (99)97.855+64.9141.4 (88)11022+73141.4 (99)11055+7399 (99)
Vulture270135+180347.1 (243)240135+160347.1 (216)27054+180347.1 (243)270135+180243 (243)
Condor450225+300578.6 (405)400225+266.7578.6 (360)45090+300578.6 (405)450225+300405 (405)
Roc810405+5401041.4 (729)720405+4801041.4 (648)810162+5401041.4 (729)810405+540729 (729)