Enemies & Danger

Eight families of enemy come at your train. Three of them simply want to reach you; the other five each break a rule you were relying on.

Start with the one fact that never changes: your guns fire on two damage channels, and no single gun type handles everything. Brutes are armoured against physical damage and soft to energy; Grapplers are the exact inverse. See Guns, Cores & Elements for which guns fire which channel.

Every family has a colour you can read at a distance, and its subtypes differ in shape and in how they move. If something is on all fours, it is a Leaper. If it is dragging a rope, it is a Grappler.

The eight families

Walker — the crowd

Green. Bare to everything, and the reason you own a fast physical gun at all.

Ram Prow (2026-10-10): Throws a Walker aside at full distance, except the Ploughman: squat and heavy, it flies 60% as far.

SubtypeWhat it does
ShamblerThe crowd. Walks at the nearest carriage and chews.
StriderTall and thin. Walks past your engine to press the rear of the train, so the crowd spreads along the whole consist instead of piling up at the front where your ram and forward guns already are. The back has to defend itself.
PloughmanSquat and dark. Most zombies walk around burning ground. This one doesn't — it comes straight through the fire, burning, and keeps coming. A wall of hazards will leak Ploughmen.

Zombies that grab on. Draggers latch onto the train with a long pink tongue and get towed behind it - flying and tumbling at speed. Vaulters throw a rope and climb up it. Anchors are the big ones: they latch on with a tongue AND rope themselves to the ground, braking the train until something gives - their rope (they stay hanging on and throw another) or their tongue (they're torn off and crash). Speed helps: a flying Dragger drags less than one bumping along the ground. Every Dragger on a rope also drains the carriage it hooked, a little HP each second, so Damage Reflection hits back at all of them.

Brute — the wall

Purple. Slow, huge, heavily armoured against physical damage, and it does not panic. This is where a machine-gun-only build is meant to stall. All three are immune to Earth's stun and Ice's freeze, too — too much mass to knock over or lock solid. Ice's ordinary slow and Fire's burn still land; it is only the hard-control effects a Brute shrugs off.

Ram Prow (2026-10-10): Never throws a Brute: too much mass.

SubtypeWhat it does
BulwarkThe wall itself. Bring energy.
BreakerSwings instead of chewing — big, slow, discrete hits, and every one of them knocks your speed down hard.
ShieldbearerCarries a plate. Shots that hit it from the front barely scratch it; its flanks and back are soft. Where you shoot it from matters more than what you shoot it with.

Grappler — the anchor

Orange. Hooks your train with a line and refuses to let go. Armoured against energy, soft to physical — the exact inverse of the Brute.

Ram Prow (2026-10-10): Never throws a Grappler: hooking your train is its job.

SubtypeWhat it does
DraggerHooks a carriage, gets yanked off its feet, and trails behind it on a taut rope, bunching up with any others that caught the same car. It rides where most of your guns can't reach — and it slows you and drains that carriage's HP the whole time. Its rope is only as long as the throw that placed it, so it cannot drag itself the length of the train to reach the others.
VaulterHooks on, then climbs its own rope onto the train. It does not wait for you to be slowed down first.
AnchorHooks your train and drives a stake into the ground. For about a second the line goes tight and your train brakes hard — then it snaps. Kill it before the line pulls, and you keep your speed.

Sprinter — the ram

Magenta. Very fast, hits very hard, and dies to almost anything. It screams before it charges, which is your warning and your window. It also doesn't just chase — it cuts toward where your train is headed, not where it is right now, so a straight sprint away from one is a bad plan.

Ram Prow (2026-10-10): Throws a Charger or a Burster the full distance. It never throws a Bolter: a roadblock you could throw aside is not a roadblock.

SubtypeWhat it does
ChargerWinds up, sprints, slams the front of the train, bounces off, and does it again.
BolterThe tough one. It runs ahead of you and plants itself on the track, in your way. Your ram has to grind through it, and your speed bleeds the whole time it lives. Immune to Earth's stun — a roadblock that could be stunned out of the way would defeat the point of it.
BursterBloated. It detonates when it reaches you — one enormous hit — and dies doing it. Kill it at range or wear it.

Spitter — the ranged threat

Coloured by its element. It stops short of your train and throws, so "shoot whatever is closest" stops being the right answer — and a wall of Brutes becomes a screen for something that is actually hurting you. Fragile: the hard part is reaching one. It winds up before its first throw, so there is a moment to kill it in.

Ram Prow (2026-10-10): Throws a Spitter almost the full distance (85%): light, but planted.

SubtypeWhat it does
Fire SpitterSets your carriage burning. The damage keeps arriving after the Spitter is dead.
Ice SpitterChills you, stacking, and drags your speed down. While you are chilled, drop far enough — in speed or in health — and your engine seizes outright. No chill, no seize. A seize needs a fresh chill hit to start again.
Toxic SpitterFast and weak. Harmless for ten seconds, serious at forty. It punishes standing still.
Earth SpitterA heavy stone that jolts the train — a lurch, a thud, and a dip in throttle you have to ride out.

Leader — the aura

The rarest thing on the line, and it never turns up alone. It hangs back inside its own pack and buffs everything near it, marked by a ring on the ground in its own colour. Kill it and the whole crowd loses the buff at once — so for the first time the question is not what is closest, it is what is worth killing first.

You can see the aura, not just its owner. Everything inside it — the leader included — is wrapped in that leader's energy, and each kind looks different: Agro throws sharp red streaks up the body, Defence wraps it in a slow blue shroud with rings of light climbing it, and Morale sends violet wisps spiralling round it. A pack under two or three leaders wears every layer at once, so what a horde is carrying reads at a glance. A boss wears all three, thicker than any pack. The moment a leader dies, its layer goes out.

Leaders stack. Deeper into the ladder you will meet packs carrying several at once.

Ram Prow (2026-10-10): Never throws a Leader: the pack reads off it.

SubtypeWhat its pack gets
Agro LeaderMoves faster and hits harder. It arrives sooner and in worse shape for you.
Defense LeaderTakes noticeably less damage.
Moral LeaderShrugs off your elements — shorter afflictions, fewer procs — and will not panic. The answer to "just bring Fire".

Only the Moral Leader is immune to panic. Set fire to the other two and they will run, dragging their aura out of their own pack — which is exactly what you want.

Husk — the splitter

Pale olive, and unmistakably fat. What it leaves behind is worse than what it does.

Ram Prow (2026-10-10): Throws a Huskling the full distance, a Brooder half, a Husk or a Bloater a little under half (45%). It never throws a brood egg.

SubtypeWhat it does
HuskDies into six small, fast husklings. If you kill it while it is clinging to your train, all six arrive already aboard.
HusklingSmall, quick, and hits harder than it looks. It cannot split again.
BloaterBursts into a cloud that lingers. Drive through it and your screen slimes over while it eats a share of your health. Worse: every zombie that walks through is healed and buffed.
BrooderThe opposite of a Husk — it doesn't split when it dies, it births a huskling every few seconds while it lives. A Husk punishes killing it. A Brooder punishes ignoring it.
Brood eggOnly in the Brood-Mother's valley. A sac with a creature inside. It does not move or bite - it hatches.

Leaper — the mobility threat

Near-black, and the only thing on the ground running on all fours. It jumps — a real arc, and it does not care how fast you are going. Speed is normally your defence against being boarded; against a Leaper it isn't. It crouches before it jumps, and you can shoot it out of the air.

Ram Prow (2026-10-10): Throws a Leaper the full distance.

SubtypeWhat it does
PouncerLeaps onto the nearest carriage. Closes the gap toward where you're headed before it jumps, not just where you are.
StalkerShadows you from outside your gun range and is hard to hit at distance. It waits — and commits when you are nearly dead, mid-repair, or already swarmed. When it commits, it cuts the corner toward where you're headed rather than running you down in a straight line.
FlingerDoesn't attack you much at all. It headbutts other zombies onto your train, like a break shot. It shadows at a distance while its throw is on cooldown, then runs in close, headbutts a body off the scrum at your hull, and backs straight out again — those few seconds inside your gun range are your window to kill it. Its victim is knocked into a high arc and comes down on the hull, a target the whole way, exactly like a Pouncer mid-leap. Kill the Flinger to stop the supply, not to stop the bite.

Where and when

Danger builds as you travel further into a line, and again as you climb the Track Ladder — see The Track Ladder. Which enemies you meet also depends on where you are: Fire Spitters belong to volcanic country, Ice Spitters to the tundra, Husks to swamps.

Bosses

Every tenth rung stages a boss — guaranteed, not rolled, and surviving one for the first time is worth a reward. Every boss resists crits: a crit still hits a boss harder, but much less hard than it hits a normal enemy. Thorns hurt a boss less too: it loses a small share of its health each time it touches the train, so thorns wear a boss down slowly instead of killing it at once. There are nine of them and they rotate through three kinds:

Each boss is the apex of an enemy family you have already met, so it tests the counter that family taught you — and because you meet a new subtype every third rung, its family is always familiar by the time its boss arrives.

Every boss is also a Leader, carrying all three auras at once. Anything fighting alongside it is faster, hits harder, takes less damage and shrugs off your afflictions far quicker than it should. That includes the boss itself, so a boss is tougher and hits harder than its own numbers suggest. Clearing the pack around a boss is not a distraction from the fight; it is the fight.

Bosses are also unmistakable on sight — at least twice the size of the enemy they are modelled on. Every boss also wears a bright gold outline and stands in a gold ring on the ground that slowly pulses. The ring stays on the ground when the boss jumps or is thrown, so it also shows where the boss will land. Outline and ring go away when the boss dies or leaves.

Riding the train

Zombies do not just bite the train — they hang on to it:

Meeting the roster

You do not meet all twenty-six subtypes at once. Rung 1 carries only the Shambler and Bulwark — it already has enough to teach on its own. Starting on rung 2, one new subtype is introduced every third rung (2, 5, 8 and so on, up to rung 68): it is guaranteed to spawn near the track, and the game pauses and shows its stat sheet the first time it appears — its family, HP, speed, contact damage, physical/energy armour, and any control immunities it carries — rather than trying to point the camera at it (an enemy is sometimes behind something, or too small to make out at the moment it spawns). The Huskling arrives with the Husk, on rung 17. By rung 68 you will have met every subtype in the game, and none of them vanish again afterward. A boss's family is always met before the boss: the Burster comes on rung 14 (the Windlass is rung 20), the Bloater and Brooder on rungs 23 and 26 (the Brood-Mother is rung 30), and the Agro Leader on rung 59 (the Standard is rung 60). So the Leaders are not strictly the last three: the Agro Leader is early, and the Defense and Moral Leaders stay last.

RungNew subtype
2Charger
5Strider
8Pouncer
11Vaulter
14Burster
17Husk (and Huskling)
20Ploughman
23Bloater
26Brooder
29Bolter
32Fire Spitter
35Breaker
38Dragger
41Anchor
44Ice Spitter
47Toxic Spitter
50Shieldbearer
53Earth Spitter
56Stalker
59Agro Leader
62Flinger
65Defense Leader
68Moral Leader

New types start rare. A new type does not spawn at full weight on its first rung. Each special starts at 20% of its normal spawn weight on the rung it unlocks. It then grows (slowly at first, faster later) to full weight by rung 40. Types that unlock after rung 40 are at full weight at once. The Dragger is the exception: it starts at 2% on rung 38 and reaches full weight on rung 50. Boss adds and scripted set pieces do not change. The numbers are in towerdef.archetypeRarity in game.json.

Rung 1 also stages a small, unexplained pack — a Leader and a few escorts, wearing the violet glow described above. Nothing pauses for it and nothing names it; it is there so the glow means something the first time you see it, long before a Leader is formally introduced.

See Also