Elites, bosses and hordes¶
Enemy assets expose scaled values with Base, Per Wave and Min. Inspector previews evaluate health/contact damage at waves 1, 5 and 10; verify the actual curve at your target progression. Movement selects chase, keep-distance or one of the wander/offset styles. Special attacks select none, shoot, charge or summon. Summons reference EnemyAsset objects.
Bosses can switch movement/attack definitions by phase. Configure Is Boss, ordered phases and phase thresholds together. Status immunity supports built-in enum values and custom behaviour ids. Burn ticks damage, Slow modifies speed, and Stun prevents movement/attacks/contact; one instance per status behaviour id uses the chosen refresh/stacking rules. Elite modifiers compose with these rules.
A wave contains ordered spawn groups and entries. Configure count/interval/delay, safety and placement settings, Elite Chance/Elite references, and timed Horde events. An arena can supply common groups reused by its waves. Add a boss spawn before enabling End On Boss Death.
Inspect a single wave in Horde Preview before tuning an entire arena in Run Pacing. Capacity/safety limits can make actual spawn counts differ from authored requests.
Entry point and reference fields¶
Entry point: Assets/Create/Survivor Roguelite Maker/Content/Elite
| Field / API | Purpose |
|---|---|
Elite.Modifiers |
Swift, armored, regeneration and other modifiers |
IsBoss / Phases |
Phase thresholds/overrides |
Hordes |
Timed bursts with enemy/elite references |
EndOnBossDeath |
Requires an actual boss encounter |
Figure¶

Enemy inspector with boss phases and wave-scaled previews.
Check your result¶
Validate connected content before starting a new measurement or run. Keep the settings, seed and content version with any result you compare. For code-only adapters, compile against the package version you ship and configure the required authored data before gameplay.