Every weapon level, enemy hull and cost curve in Last Radius (version 1.4.0), pulled from the game's own balance code. Download the workbook · Discuss on Discord
Enemy codex
Drone (Swarm)
Debut wave 1, 1 hull points, speed 2.6, core damage 1. At wave 100: 8 hull points. Threat Director budget. Traits: Shielded, Insulated, Evasive, Ram.
- Flies straight at the planet.
- On spawn, 30% of standard hulls pick your nearest Tesla tower or the Orbital Station as their target instead of the core.
- Motherships, warlords and Splitter wrecks release Drones that scatter for 0.55s, then turn in over 0.65s.
How to beat it: Flak or one missile; parry it back into the swarm.
Dart (Kamikaze)
Debut wave 2, 1 hull points, speed 4.6, core damage 1. At wave 100: 8 hull points. Threat Director budget. Traits: Insulated, Evasive, Ram.
- Kamikaze run: it closes to a trigger range of 6–8.5 units, strafes sideways at 1.15× speed for 1.1–1.9s (that window shrinks every wave, toward ×0.35), then dives at 2.7× speed (a harder dive every wave, toward +30%). From wave 12 it dives at once when your laser overheats or your silos are reloading.
- From wave 16, 30% fly in disguised: two flickering decoys split off beside it, and 1.2s later the real hull dashes in at 2.7× speed. Decoys pop in one hit.
- Steers around Dilation Fog.
How to beat it: Flak it while it strafes, before the dive; keep heat and missiles in reserve from wave 12.
Splitter (Swarm)
Debut wave 3, 2 hull points, speed 2.4, core damage 1. At wave 100: 20 hull points. Threat Director budget. Traits: Shielded, Insulated, Evasive, Splitter.
- Flies straight at the planet.
- With the Splitter trait it bursts into 3 mini Drones when destroyed.
- On spawn, 30% of standard hulls pick your nearest Tesla tower or the Orbital Station as their target instead of the core.
How to beat it: Missiles or Pulse catch the 3 fragments together.
Bulwark (Heavy)
Debut wave 4, 4 hull points, speed 1.5, core damage 1. At wave 100: 22 hull points. Threat Director budget. Traits: Shielded, Insulated, Ram, Splitter.
- Slow, armoured hull that flies straight in. Too heavy to parry.
- Ploughs straight through Dilation Fog at full speed.
- On spawn, 30% of standard hulls pick your nearest Tesla tower or the Orbital Station as their target instead of the core.
How to beat it: Missiles and Tesla; don't try to parry it.
Warden (Escort)
Debut wave 5, 3 hull points, speed 1.9, core damage 1. At wave 100: 21 hull points. Threat Director budget. Traits: Shielded, Insulated, Jammer, Splitter.
- Flies straight at the planet.
- With the Jammer trait it jams missiles aimed at hulls within 3.5 units.
- On spawn, 30% of standard hulls pick your nearest Tesla tower or the Orbital Station as their target instead of the core.
How to beat it: Missiles if it's Shielded; laser if it's a Jammer.
Carrier (Heavy)
Debut wave 9, 5 hull points, speed 1.2, core damage 2. At wave 100: 23 hull points. Threat Director budget. Traits: Shielded, Insulated, Jammer.
- Big, slow hull that hits the core for 2. Too heavy to parry; shows as a large blip on the Threat Radar.
- With the Jammer trait it jams missiles near it.
- A Carrier caught on a Tether Buoy becomes a wrecking ball when thrown.
How to beat it: Missiles and Tesla, or throw it with a Tether Buoy.
Mauler (Kamikaze)
Debut wave 7, 3 hull points, speed 2.2, core damage 1. At wave 100: 21 hull points. Threat Director budget. Traits: Insulated, Ram, Splitter.
- Kamikaze run: it closes to a trigger range of 6–8.5 units, strafes sideways at 1.15× speed for 1.1–1.9s (that window shrinks every wave, toward ×0.35), then dives at 2.7× speed (a harder dive every wave, toward +30%). From wave 12 it dives at once when your laser overheats or your silos are reloading.
- Medium hull with 3 hull points: the toughest kamikaze.
How to beat it: Flak during its strafe; it takes three hits.
Shrike (Kamikaze)
Debut wave 6, 2 hull points, speed 3.8, core damage 1. At wave 100: 20 hull points. Threat Director budget. Traits: Insulated, Evasive, Ram.
- Kamikaze run: it closes to a trigger range of 6–8.5 units, strafes sideways at 1.15× speed for 1.1–1.9s (that window shrinks every wave, toward ×0.35), then dives at 2.7× speed (a harder dive every wave, toward +30%). From wave 12 it dives at once when your laser overheats or your silos are reloading.
- From wave 16, 30% fly in disguised: two flickering decoys split off beside it, and 1.2s later the real hull dashes in at 2.7× speed. Decoys pop in one hit.
- Steers around Dilation Fog.
How to beat it: Same as Dart: flak the strafe.
Halo (Swarm)
Debut wave 8, 2 hull points, speed 2, core damage 1. At wave 100: 20 hull points. Threat Director budget. Traits: Shielded, Insulated, Evasive, Jammer, Splitter.
- Flies straight at the planet.
- Can carry Shielded, Evasive, Jammer or Splitter: the most flexible counter-hull.
- On spawn, 30% of standard hulls pick your nearest Tesla tower or the Orbital Station as their target instead of the core.
How to beat it: Read its trait first, then switch weapon.
Bastion (Boss)
Debut wave 5, 14 hull points, speed 0.9, core damage 4. At wave 100: 32 hull points. Sector boss. Traits: Point Defense.
- Sector boss. Three phases, at full hull, two-thirds and one-third.
- Each attack: a 1.5s warning (RAM IN), a 1s ram at 2.2× speed (+0.3× per phase), then its core is exposed for 2s at 0.45× speed and every hit deals +2.
- Rams again every 10s, minus 2s per phase.
- With Point Defense it shoots down missiles. Can't be parried or netted; resists Gravity Wells.
How to beat it: Prime a missile breach (3 laser hits), then focus fire while its core is exposed.
Hammer (Heavy ram)
Debut wave 12, 6 hull points, speed 1.7, core damage 2. At wave 100: 24 hull points. Threat Director budget. Traits: Insulated.
- Heavy ram that hits the core for 2. Too heavy to parry.
- Never sidesteps missiles, and ploughs through Dilation Fog.
- From wave 16, 30% fly in disguised: two flickering decoys split off beside it, and 1.2s later the real hull dashes in at 2.7× speed. Decoys pop in one hit.
How to beat it: Missiles (it never dodges) and Gravity Wells.
Mothership (Boss)
Debut wave 10, 40 hull points, speed 0.85, core damage 5. At wave 100: 58 hull points. Sector boss. Traits: Insulated.
- Sector boss. Its brood screen stays up on approach and holds until its spine bays open.
- Each attack launches 4 Drones per phase out of its bays; it launches again every 7s minus 1s per phase.
- Three phases, at full hull, two-thirds and one-third. Can't be parried or netted; resists Gravity Wells.
How to beat it: Prime missile breaches; Pulse or flak the brood as it launches.
Lancer (Edge gunship)
Debut wave 14, 6 hull points, speed 2, core damage 2. At wave 100: 24 hull points. Every wave on top of the swarm. Traits: None.
- Parks 78% of the way to a screen edge, in the middle of a side, swaying ±0.3 radians clear of the HUD.
- A front deflector blocks laser and missiles within ±65° of its nose; hits from the side or rear deal ×3. A quarter of the missiles aimed at it swing wide to hit the flank.
- Charges (0.9s, shortening toward 0.55s), then beams the shield every 3.8s (tightening toward 2.0s): 5 volleys, 4 from wave 30, then it dives at 2.4× speed.
- Each beam burns 1 shield cell (2 from wave 34, 3 from wave 60, +1 every 30 waves after) and stops shield recharge for 2.5s. From wave 26 Lancers fire together.
How to beat it: Hit it from the side or rear; flanking missiles and the Deadstick get round the deflector.
Leech (Special)
Debut wave 10, 3 hull points, speed 3.4, core damage 1. At wave 100: 21 hull points. Threat Director budget. Traits: Insulated.
- Latches onto the shield (6 at most; extras strike the shield instead) and crawls around it.
- Drains one shield cell every 2.2s. Once the shield is down it bores into the core: 1 integrity every 4s.
- Burn it off with the laser, the Orbital Station or a Pulse.
How to beat it: Laser, Orbital Station or Pulse burn it off the shield.
Herald (Command ship)
Debut wave 16, 10 hull points, speed 1.3, core damage 2. At wave 100: 28 hull points. Every wave on top of the swarm. Traits: None.
- Command ship. Holds station 7.2 units out and circles.
- Hulls inside its 4.5-unit aura fly 1.25× faster. Every 6s it signals the kamikazes and Reapers in its aura to dive together.
- Commits to its own dive after 35s on station. Killing it freezes its escort for 1.2s. Too heavy to parry.
How to beat it: Kill it first: its escort freezes and the synchronized dives stop.
Reaper (Interceptor)
Debut wave 20, 5 hull points, speed 3, core damage 1. At wave 100: 23 hull points. Every wave on top of the swarm. Traits: Insulated.
- Interceptor that hunts your Deadstick and Apex-9: it closes to 1.3 units and fires every 0.8s.
- Each hit costs the Deadstick 3s of flight; 3 hits end a flight (and send the Apex-9 home).
- With nothing to hunt it flies a kamikaze run like a Dart.
How to beat it: Shoot it before launching the Deadstick or Apex-9.
Scrambler (Special)
Debut wave 22, 8 hull points, speed 1.1, core damage 2. At wave 100: 26 hull points. Every wave on top of the swarm. Traits: None.
- Heavy EMP hull that hits the core for 2. Too heavy to parry.
- Reaching the shield, or dying within 3.8 units of the planet, fires an EMP: missiles in flight are destroyed, towers, station and silos go offline for 4s, laser heat jumps to at least 80%, and the Pulse recharge gains 2s.
- Kill it far out.
How to beat it: Kill it far from the planet so its EMP misses your towers.
Sower (Minelayer)
Debut wave 28, 7 hull points, speed 1.6, core damage 1. At wave 100: 25 hull points. Every wave on top of the swarm. Traits: Insulated.
- Minelayer: crosses the field at radius 5.6 dropping 6 mines, one every 1.4s (14 mines on the field at most).
- Mines drift toward the shield at 0.22 units/s and hit it for 2. A missile passing within 0.55 sets one off (0.9 blast, 2 damage), so mines swat your salvos.
- Laser the mines, or Pulse them. A mine burns out after 40s. Ploughs through Dilation Fog.
How to beat it: Laser the mines before your salvo flies through them.