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Immunities are special abilities granted to certain enemies that prevent them from taking damage or being afflicted by a status effect. Most enemies have no Immunity, especially the early-game ones. Later on during the game, more enemies will usually spawn with Immunities to make them more powerful. Some event enemies may also have Immunities. This page also includes enemy types, like bosses.

BossIcon Boss

Boss enemies are major bosses which generally spawn at the final wave. In some cases, an enemy may be considered a Boss enemy only for its first appearance. These enemies have multiple immunities applied to them which either make them fully or partially immune to all forms of stalling, even if they are not visible under their green health bar. These immunities include the Freeze Immunity, Energy Immunity and immunity to the Toxic Gunner's slowdown. These immunities are not the same as their regular counterparts, though in most cases they function identically.

This immunity was added in the MEGA Update, though it was not shown under enemy health bars until 7th of April 2023. Before this update, the immunities for bosses were inconsistent. After the MEGA Update, all Bosses had the Freeze Immunity and Burn Immunity. In the Overhaul Update, Bosses no longer had Burn Immunity by default, as the Pyromancer no longer slowed down enemies. In this update, all Bosses also gained the Energy Immunity. On the 4th of July 2021, Bosses also gained immunity to the Toxic Gunner's slowdown. On the 23rd of May 2023, Energy Immunity was replaced by Stun Immunity.

In some cases, some Bosses may have the the same immunity twice. For example, the Grave Digger has the Stun Immunity listed alongside Boss, with Boss also granting it the Stun Immunity. However, this has no impact on the slowdown from the Electroshocker and Warden, it will still work as if there was just one Stun Immunity on the Grave Digger.

Boss enemies also cannot be affected by some enemy buffs. For example, the Witch's ability from the Lunar Overture Event cannot buff Boss enemies.

The following enemies are currently a Boss enemy, with the Freeze Immunity, Stun Immunity and Toxic Gunner slowdown immunity:

The following enemies are a Boss enemy for their first spawn in Easy Mode, with the Freeze Immunity, Stun Immunity and Toxic Gunner slowdown immunity:

The following event enemies were also a Boss enemy, with the Freeze Immunity, Energy/Stun Immunity and Toxic Gunner slowdown immunity:

The following event enemies were a Boss enemy for their first spawn, with the Freeze Immunity, Stun Immunity and Toxic Gunner slowdown immunity:

The following removed enemies were also a Boss enemy, with the Freeze Immunity, Energy Immunity and Toxic Gunner slowdown immunity:

The following event enemies were also a Boss enemy, with the Freeze Immunity and Energy Immunity:

The following removed enemies were also a Boss enemy, with the Freeze Immunity and Energy Immunity:

The following event enemies were also a Boss enemy, with the Freeze Immunity and Burn Immunity:

The following removed enemies were also a Boss enemy, with the Freeze Immunity and Burn Immunity:

In-game Icons

HiddenDetection Hidden

Enemies that are Hidden cannot be detected by towers that do not have hidden detection. They may be indirectly damaged by towers that do not have hidden detection by collision with units or by being caught in an explosive radius, for example. The appearance of Hidden enemies are also affected, in which they will have a wavering transparency.

On The Haunted Past and Krampus Frosthold, certain normally non-Hidden enemies can be hidden.

The following enemies are currently a Hidden enemy:

The following enemies have a Hidden variant:

The following event enemies were also a Hidden enemy:

The following event enemies have a Hidden variant:

The following removed enemy was also Hidden:

In-game Icons

Fly Fly

This is not to be confused with Collision Immunity. Flying enemies have certain immunities unique to them. They can be targeted by all cliff and air-based towers. They cannot be targeted by most ground towers (exceptions are the Archer, Hunter, Engineer; tower only, Golden Soldier, Electroshocker, Executioner, and Necromancer), though on very rare occasions, a ground tower may be able to hit a Flying enemy (if a tower is capable of damaging multiple enemies with a single attack). Units generally cannot collide with Flying enemies, with a few exceptions. Some maps may also allow units to collide with them under certain conditions.

The following enemies are currently a Flying enemy:

The following event enemies were also a Flying enemy:

GhostImmunity Ghost

Ghost enemies cannot collide with units. This immunity is mostly paired with Hidden, however there was an exception of a Ghost enemy that does not have Hidden.

The following enemies are currently a Ghost enemy:

The following event enemies were also a Ghost enemy:

The following removed enemy was a Ghost enemy:

In-game Icons

LeadIcon Lead

Lead enemies cannot be damaged by any enemy without lead penetration, though unlike Flying and Hidden enemies, all towers can detect and target them normally unless they are Hidden or Flying. Only towers with lead penetration can damage them. By default, Splash Damage, fire damage and collision damage all have lead penetration. Some towers cannot damage lead enemies with all their attacks as only some of them have it, such as the Archer not being able to damage Lead enemies with its arrows, but still being able to damage them through its burn. These following towers have lead penetration:

Full Partial

The following enemies are currently a Lead enemy:

The following event enemies were also a Lead enemy:

These following event enemies had a Lead variant:

Freeze Freeze Immunity

Enemies with Freeze Immunity (in-game it is referred to as "No Freeze") cannot be frozen or slowed down by the chill effect from the Freezer, Frost Blaster, Sledger, ice bomb Jester and Cryomancer. Other enemies may not have Freeze Immunity, but due to their large size, the freeze effects will last for a shorter period of time. All major bosses have this immunity by default since the MEGA Update, even if it is not shown under their green health bar.

The following enemies have Freeze Immunity:


The following event enemies also had Freeze Immunity:

These following event enemies could spawn with the Freeze Immunity, but did not have it by default:

The following enemies once had Freeze Immunity, but now no longer have it:

The following removed enemies had Freeze Immunity:


Prior to the Overhaul Update, the following enemies were immune to the Freezer's basic freeze only (but they were not immune to the Frost Blaster or Ice Age). This was because these enemies were immune to Splash Damage at the time and the Freezer's projectile counted as an explosive:


Prior to the MEGA Update, some enemies had Basic Freeze Immunity. They could not be frozen by the basic freeze of the Freezer but they could be frozen by the Freezer's Ice Drop.

Prior to the MEGA Update, the following enemies had Basic Freeze Immunity:

In-game Icons

Fire Burn Immunity

Enemies with the Burn Immunity (in-game it is referred to as "No Burn") cannot be burnt by the Pyromancer, Golden Pyromancer, fire bomb Jester, Level 3+ Archer and Trapper's landmines. While they can be dealt non-burn damage, they cannot be dealt burn damage.

Since the MEGA Update, all major bosses had this immunity by default. However, as the Pyromancer lost its ability to slow down enemies in the Overhaul Update, most major bosses have lost it in the same update.

The following enemies have Burn Immunity:

The following event enemies also had Burn Immunity:

These following event enemies could spawn with the Burn Immunity, but did not have it by default:

The following enemies once had Burn Immunity, but now no longer have it:

The following removed enemies had Burn Immunity:


Prior to the MEGA Update, the following enemies had Burn Immunity, and could not be attacked by the Pyromancer at all:

In-game Icons

Explosion Splash Damage Immunity

Also referred to as Explosion Immunity (in-game it is referred to as "No Explosion"), enemies with the Splash Damage Immunity cannot be dealt Splash Damage. However, some towers that deal Splash Damage can also deal non-splash damage, which can harm enemies with this immunity. As of currently, this immunity is not used in the game, outside of occasional events which include enemies with this immunity.

Prior to the 24th of December 2019, splash damage did minimal damage to enemies with Splash Damage Immunity. This was because if the enemy was directly targeted by splash damage (called direct damage), they would be damaged. However they would not be damaged if they were not directly targeted, even if they were in the explosion radius. The Freezer could still deal direct damage until the Overhaul Update, where its Splash Damage was removed, though it could not freeze the enemies with its projectile.

The following event enemies had Splash Damage Immunity:

The following enemies once had Splash Damage Immunity, but now no longer have it:

The following removed enemies had Splash Damage Immunity:

In-game Icons

Energy Stun Immunity

Enemies with the Stun Immunity (in-game it is referred to as "No Stun") are only slowed down by 25% by the Electroshocker, Trapper and Warden's stun instead of being completely stopped. For the Warden, the stun time depends on the size of the enemy. Larger enemies, like the Tank or Amalgamation will have a reduced stun time, even if the enemy does not have the Stun Immunity. All major bosses have this immunity by default, but the slowdown effect is weaker on them.

The following enemies have Stun Immunity:

The following event enemies also had Stun Immunity:

These following event enemies could spawn with the Stun Immunity, but did not have it by default:

In-game Icons

Full Immunity

This is a temporary immunity that can arise if an enemy uses an ability that grants them Full Immunity. This grants enemies the immunity to all forms of damage. Units will pass through these enemies, dealing no collision damage. Prior to the Overhaul Update, units could deal damage to those with Full Immunity.

The following enemies can, at one point, have Full Immunity:

The following event enemies also had Full Immunity:

The following removed enemy also had Full Immunity:

ShieldHealth Shield Health

While not being considered an immunity, Shield Health is yellow extra health that enemies generally spawn with. Any Shield Health lost does not grant the player any money. For some enemies, losing their Shield Health makes them weaker. Prior to the 12th of March 2022, upon the transition between Shield Health and normal health, any extra damage dealt to Shield Health did not carry over to normal health. Prior to the 13th of May 2022, Shield Health did not decrease your base health. For example, when the Hazard reached the exit, the base health was only decreased by 50, not 100.

The Mutation modifier adds Shield Health onto enemies, adding a specific percentage of the enemy's base normal health per wave.

The following enemies have Shield Health:

The following event enemies also had Shield Health:

VehicleSpawn Collision Immunity (Removed)

Those with the Collision Immunity were immune to collisions with a unit (like Military Base vehicles, Crook Boss minions and the Enforcer's SWAT Van). No collision would occur, and the enemy and unit would not be harmed. Some enemies with the Collision Immunity were only immune to some collisions, while other were immune to all of them. Enemies with this immunity were not immune to any other type of damage that came from these units.

Collision immunity has been replaced with the Ghost and Flying enemies.

The following event enemies had Collision Immunity:

Shield Immunity (Removed)

This was normally incorporated within an ability or attack. This made the enemy limit most forms of damage to whatever the quoted number was per firerate for most towers. Exceptions were:

The following enemies could perform Shield Immunity:

Energy Partial Electric Immunity (Removed)

This immunity is not to be confused with Energy Immunity. Enemies with this immunity were not slowed down by 30% by the Electroshocker. Instead, they were slowed down by only 15%. These enemies were also immune to the pushback that the Electroshocker applied to other enemies. This immunity did not prevent or decrease damage from the Electroshocker.

The following enemies had Partial Electric Immunity:

Energy Energy Immunity (Removed)

This replaced Partial Electric Immunity. Enemies with the Energy Immunity (in-game it was referred to as "No Energy") were only slowed down by 25% by the Electroshocker and Warden's shock instead of being completely stopped. For the Warden, the shock time depended on the size of the enemy. Larger enemies, like the Tank or Amalgamation would have a reduced shock time, even if the enemy did not have the Energy Immunity. All major bosses had this immunity by default since the Overhaul Update, even if it was not shown under their green health bar. However, unlike regular enemies, they were not slowed down by 25%. The slowdown effect was weaker on them.

As of 23rd May 2023, this immunity has been replaced with Stun Immunity, though its functionality is identical to the Energy Immunity.


The following enemies had the Energy Immunity before being replaced by the Stun Immunity:

The following event enemies also had Energy Immunity:

The following enemies once had the Energy Immunity:

The following removed enemies had Energy Immunity:

In-game Icons

Notes

  1. Splash Damage was removed from the Gold Guard in the Overhaul Update. However, as it was also removed alongside the Golden mode, this change is not included here.


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