Everspring › Guides › Enemies
Everspring enemies and how to beat them
Warlord Gorrak's Iron Horde fields 12 kinds of enemy, from goblins that die to a single arrow to a warlord with five thousand health. Each one is built to punish a particular mistake. This page lists them all, in the order they march onto the road, with the numbers and the counter for each.
Updated 19 October 2026 · stats from the game's balance file, web version 0.3.28. Health is at wave 1 on the Wellspring Glade on Warden difficulty; see how the horde grows for later waves.
The whole horde at a glance
Armor reduces physical damage (arrows, ballista bolts, treants); magic resist reduces magic damage (Moonfire, Frost). Neither reduces true damage from Sunfire, burning or poison. “Light lost” is what the Spring pays if the enemy reaches it.
| Enemy | Health | Speed (tiles/s) | Armor | Magic resist | Light lost if it leaks | Gold | First seen |
|---|---|---|---|---|---|---|---|
| Goblin Skirmisher | 45 | 1.7 | 0% | 0% | 1 | 4 | Wave 1 |
| Orc Grunt | 100 | 1 | 10% | 0% | 1 | 6 | Wave 2 |
| Bat Swarm | 40 | 2.1 | 0% | 0% | 1 | 5 | Wave 5 |
| Orc Brute | 280 | 0.75 | 65% | 0% | 1 | 13 | Wave 6 |
| Orc Shaman | 130 | 0.9 | 0% | 60% | 1 | 14 | Wave 8 |
| Warg Rider | 160 | 1.9 | 20% | 0% | 1 | 10 | Wave 10 |
| Goblin Sapper | 70 | 1.5 | 0% | 0% | 1 | 7 | Wave 12 |
| Orc Berserker | 220 | 1 | 15% | 0% | 1 | 12 | Wave 14 |
| Cave Troll | 950 | 0.6 | 45% | 10% | 3 | 50 | Wave 15 (every road but Moonwell Terraces) |
| Wyvern | 420 | 1.2 | 20% | 20% | 2 | 22 | Wave 17 |
| Gorrak's Champion | 1700 | 0.55 | 50% | 25% | 3 | 120 | Moonwell Terraces only: waves 15, 20 and 25 |
| Warlord Gorrak | 5000 | 0.5 | 50% | 30% | 5 | 250 | The final wave of every road, then every 10th Endless wave |
Reading the wave preview
Between waves the game shows the next wave's enemies and their numbers, and the first time a new enemy appears it names it with a one-line hint (for example “resists magic, use arrows”). The opening of every road is scripted the same way, so you can prepare: goblins on wave 1, the first grunts on wave 2, Bat Swarms on wave 5, Orc Brutes on wave 6, the first Orc Shaman on wave 8, Warg Riders on wave 10, Goblin Sappers on wave 12, Orc Berserkers on wave 14, the first boss wave on wave 15 and Wyverns on wave 17. Waves in between are drawn from every enemy unlocked so far.
The bestiary
Goblin Skirmisher
“Small, fast and expendable. The Horde sends them first because nobody misses them.”
Health 45 · Speed 1.7 · Armor 0% · Magic resist 0% · Costs 1 Light · Bounty 4 gold · First seen Wave 1
How to beat it: Anything kills it; the danger is numbers. Rangers on the first bends handle the opening waves, and a Windrunner Roost or a Starfall Spire clears late-game swarms.
Damage check: a level-3 Ranger arrow (42) lands for 42; a level-3 Moonfire bolt (90) lands for 90.
Orc Grunt
“The backbone of the Iron Horde. Leather, iron and bad intentions.”
Health 100 · Speed 1 · Armor 10% · Magic resist 0% · Costs 1 Light · Bounty 6 gold · First seen Wave 2
How to beat it: The baseline orc. Its 10% armor barely matters; upgrade your first towers rather than building more of them.
Damage check: a level-3 Ranger arrow (42) lands for 37.8; a level-3 Moonfire bolt (90) lands for 90.
Bat Swarm
“Cave bats driven mad by shaman drums. They fly over your treants — only arrows and magic reach them.”
Health 40 · Speed 2.1 · Armor 0% · Magic resist 0% · Costs 1 Light · Bounty 5 gold · First seen Wave 5
Traits: Flying.
How to beat it: It flies, so treants, the Dawn Ballista and its Sunburst Engine cannot touch it. Have a Ranger, a Moonfire Altar or a Frost Well covering the road before wave 5. It has only 40 health: two arrows from a level-2 Ranger kill it.
Damage check: a level-3 Ranger arrow (42) lands for 42; a level-3 Moonfire bolt (90) lands for 90.
Orc Brute
“Plate-armored and slow. Arrows glance off; moonfire does not.”
Health 280 · Speed 0.75 · Armor 65% · Magic resist 0% · Costs 1 Light · Bounty 13 gold · First seen Wave 6
How to beat it: Its 65% armor cuts arrows to a third. Use magic (a Moonfire bolt lands in full), a Sunpiercer Bastion set to Strongest, or a Siegebreaker to halve its armor for every physical tower behind it.
Damage check: a level-3 Ranger arrow (42) lands for 14.7; a level-3 Moonfire bolt (90) lands for 90.
Orc Shaman
“Chants the Horde back to its feet. Resists magic; falls to arrows. Kill it first.”
Health 130 · Speed 0.9 · Armor 0% · Magic resist 60% · Costs 1 Light · Bounty 14 gold · First seen Wave 8
Traits: Heals allies 10 HP every 1 s within 1.6 tiles.
How to beat it: Kill it first: it heals every wounded enemy within 1.6 tiles each second, though not itself. It resists 60% of magic and has no armor, so arrows, ballista bolts and Sunfire are the answer.
Damage check: a level-3 Ranger arrow (42) lands for 42; a level-3 Moonfire bolt (90) lands for 36.
Warg Rider
“Fast and mean. Slow them down or they are past you before the arrows land.”
Health 160 · Speed 1.9 · Armor 20% · Magic resist 0% · Costs 1 Light · Bounty 10 gold · First seen Wave 10
How to beat it: Fast enough to run past towers that fire slowly. Slow it with a Frost Well or block it with treants; Deep Freeze and Moonbind stop it in its tracks.
Damage check: a level-3 Ranger arrow (42) lands for 33.6; a level-3 Moonfire bolt (90) lands for 90.
Goblin Sapper
“Carries a powder keg and no sense of self-preservation. Explodes on death — keep it away from your treants.”
Health 70 · Speed 1.5 · Armor 0% · Magic resist 0% · Costs 1 Light · Bounty 7 gold · First seen Wave 12
Traits: Explodes on death: 60 damage within 1 tile.
How to beat it: Its 60-damage blast hits treants, reinforcements and Aelith within a tile of where it dies, so kill it with range before it reaches them. Rangers and Moonfire Altars covering the road ahead of the Grove do the job.
Damage check: a level-3 Ranger arrow (42) lands for 42; a level-3 Moonfire bolt (90) lands for 90.
Orc Berserker
“Runs faster the closer it is to death. Finish it or it finishes the run to the Spring.”
Health 220 · Speed 1 · Armor 15% · Magic resist 0% · Costs 1 Light · Bounty 12 gold · First seen Wave 14
Traits: Speeds up as it loses health.
How to beat it: It speeds up as it is wounded, so damage spread thinly along the road turns it into a sprinter at the end. Concentrate fire on one stretch, behind a Frost Well or treants.
Damage check: a level-3 Ranger arrow (42) lands for 35.7; a level-3 Moonfire bolt (90) lands for 90.
Cave Troll Mini-boss
“Regenerates faster than most towers can wound it. Fire and poison stop the regrowth; focus everything.”
Health 950 · Speed 0.6 · Armor 45% · Magic resist 10% · Costs 3 Light · Bounty 50 gold · First seen Wave 15 (every road but Moonwell Terraces)
Traits: Regenerates 12 HP/s.
How to beat it: It regenerates 12 health a second and carries 45% armor. Burning or poison stops the regeneration while it lasts, so set it on fire with Sunfire or a Sunburst Engine, or hold it on Thornguard treants, and focus magic and armor-piercing shots on it. It costs 3 Light if it reaches the Spring.
Damage check: a level-3 Ranger arrow (42) lands for 23.1; a level-3 Moonfire bolt (90) lands for 81.
Wyvern
“A scaled terror the shamans broke to the saddle. Two Light if it reaches the Spring.”
Health 420 · Speed 1.2 · Armor 20% · Magic resist 20% · Costs 2 Light · Bounty 22 gold · First seen Wave 17
Traits: Flying.
How to beat it: A flying tank: 420 health and 20% armor and magic resist, worth 2 Light. Only towers that reach the air can stop it, so build at least two upgraded Rangers or Moonfire Altars before wave 17; a Siegebreaker's 480-damage bolt also reaches it.
Damage check: a level-3 Ranger arrow (42) lands for 33.6; a level-3 Moonfire bolt (90) lands for 72.
Gorrak's Champion Mini-boss
“The Warlord's shieldbearer. When he raises the wall, arrows and spells glance off everything behind it. Fire and poison do not care about shields.”
Health 1700 · Speed 0.55 · Armor 50% · Magic resist 25% · Costs 3 Light · Bounty 120 gold · First seen Moonwell Terraces only: waves 15, 20 and 25
Traits: Shield wall every 10 s: 50% less damage for 3.5 s to him and orcs within 2.2 tiles (burn and poison go through); Resists 30% of slows.
How to beat it: Every 10 seconds he winds up (a golden ring) and raises a shield wall that halves damage to him and every orc near him for 3.5 seconds. Burning and poison go straight through it, so Sunburst Engines, Sunfire and Thornguard treants are the counter; save burst damage for the moments between walls.
Damage check: a level-3 Ranger arrow (42) lands for 21; a level-3 Moonfire bolt (90) lands for 67.5.
Warlord Gorrak Boss
“He has buried three warlords and means to be the last. If he drinks from the Spring, the war never ends.”
Health 5000 · Speed 0.5 · Armor 50% · Magic resist 30% · Costs 5 Light · Bounty 250 gold · First seen The final wave of every road, then every 10th Endless wave
Traits: War cry every 10 s speeds up nearby orcs; Resists 50% of slows.
How to beat it: He has 5,000 health, 50% armor and 30% magic resist, shrugs off half of every slow, and his war cry speeds up the orcs around him. Kill the escort first, keep Time Bloom and Sunfire ready for his approach, and do not let him reach the Spring: he takes 5 Light.
Damage check: a level-3 Ranger arrow (42) lands for 21; a level-3 Moonfire bolt (90) lands for 63.
Boss waves
Wave 15 is the first boss wave on every road, and another comes every five waves after it. On the Wellspring Glade, Ashen Crossing and Root Halls the boss waves bring Cave Trolls; on Moonwell Terraces, Gorrak's Champion takes their place. The final wave of every road is Warlord Gorrak himself, with an escort. In Endless, Gorrak comes back every 10 waves past the road's final wave, with more mini-bosses at his side the deeper you go.
Three habits win boss waves:
- Hold your spells. Stop casting Sunfire and Time Bloom on ordinary waves early enough that both are ready when the boss arrives: Sunfire recharges in 60 seconds, Time Bloom in 90. Calling the waves before it early shortens the wait.
- Bring fire. Burning stops the Cave Troll's regeneration and goes through the Champion's shield wall. A Sunburst Engine on the last bend is worth more on boss waves than any other single tower.
- Clear the escort first. Gorrak's war cry speeds up the orcs around him, and any shamans in the escort heal them. A boss alone on the road is slow and dies; a boss inside a healed, hastened crowd leaks.
How the horde grows
Every wave is tougher than the last. Enemy health is multiplied by a curve that starts gently and steepens, the gold each kill pays grows a little, and clearing a wave pays a bonus that grows with the wave number. On top of this curve, each road multiplies health again (×1.15 on the Ashen Crossing, ×1.3 on the Root Halls and Moonwell Terraces), and so does difficulty (80% on Sapling, 130% on Ancient).
| Wave | Enemy health multiplier | Gold per kill multiplier | Bonus for clearing the wave |
|---|---|---|---|
| 1 | ×1 | ×1 | 23 gold |
| 5 | ×1.38 | ×1.05 | 35 gold |
| 10 | ×2 | ×1.11 | 50 gold |
| 15 | ×2.81 | ×1.17 | 65 gold |
| 20 | ×3.78 | ×1.23 | 80 gold |
| 25 | ×4.94 | ×1.29 | 95 gold |
| 30 | ×6.26 | ×1.35 | 110 gold |
| 40 | ×9.44 | ×1.47 | 140 gold |
| 50 | ×13.32 | ×1.59 | 170 gold |
That is why Endless runs end: by wave 50 an ordinary goblin has well over ten times its wave-1 health, while your gold grows far more slowly. Deep Endless runs are won with armor shred, true damage, beacons and slows, not with more level-1 towers.