Enemy units
All 8 enemy archetypes in Servnash, with the stats the simulation actually uses. Health is base enemy HP multiplied by the archetype's modifier at wave 1; strength is barricade damage per second. Difficulty scales every one of these; see difficulty multipliers.
Play in your browser| Unit | Health | Barricade DPS | Speed (px/s) | Fire range | HP mul | Notes |
|---|---|---|---|---|---|---|
| Insurgent rifleman | 40 | 8 | 55 | 440 | ×1 | |
| Shock runner | 22 | 5.6 | 90.8 | 176 | ×0.55 | Ignores cover |
| Armored brute | 96 | 17.6 | 30.3 | 374 | ×2.4 | |
| Glass-eye marksman | 34 | 4.8 | 49.5 | 682 | ×0.85 | |
| Field surgeon | 36 | 3.2 | 57.8 | 308 | ×0.9 | Heals allies |
| Column Commander | 220 | 24 | 38.5 | 528 | ×5.5 | Boss; Kit: column |
| Canopy Stalker | 192 | 19.2 | 52.3 | 462 | ×4.8 | Boss; Kit: ambush |
| Ridge Battery | 232 | 20.8 | 27.5 | 726 | ×5.8 | Boss; Kit: battery |
Insurgent rifleman
40 HP · 55 px/s · 440 px fire range · 8 barricade DPS
The baseline unit and the one every wave is measured against. Nothing about a rifleman is remarkable on its own, since it is the archetype the other seven are multipliers of, but they arrive in the largest numbers, and a wall that leaks riflemen loses to attrition rather than to any single threat.
Shock runner
22 HP · 90.8 px/s · 176 px fire range · 5.6 barricade DPS · Ignores cover
Closes distance instead of trading fire, and it is the one archetype that ignores cover entirely: the protection you are standing behind does nothing against it. Shock runners are built to reach the barricade before a slow weapon can cycle, which makes them the clearest argument for keeping a close-range option in your loadout and for not committing to a prone stance when the map is open.
Armored brute
96 HP · 30.3 px/s · 374 px fire range · 17.6 barricade DPS
Absorbs the damage a rifleman would die to. Armored brutes are a damage-per-second problem rather than a positioning one: they walk the same path as everyone else, they simply need more of your magazine to stop, and they punish a loadout with no sustained fire.
Glass-eye marksman
34 HP · 49.5 px/s · 682 px fire range · 4.8 barricade DPS
Trades health for reach: below-baseline health paired with the longest fire range of any non-boss unit. Glass-eye marksmen hit you from outside the fight you think you are in, so they are the archetype that most rewards breaking line of sight rather than trading shots in the open.
Field surgeon
36 HP · 57.8 px/s · 308 px fire range · 3.2 barricade DPS · Heals allies
Heals nearby wounded, which quietly undoes damage you already paid for. Killing the surgeon first is almost always worth more than the health it has, because every second it survives restores more than it costs to remove.
Column Commander
220 HP · 38.5 px/s · 528 px fire range · 24 barricade DPS · Boss; Kit: column
A wave-ending unit with a dedicated kit rather than a scaled statline. Column Commanders are meant to be fought with the whole toolbox of cover, grenades and allies, instead of out-shot from a single position.
Canopy Stalker
192 HP · 52.3 px/s · 462 px fire range · 19.2 barricade DPS · Boss; Kit: ambush
The Forest Outpost boss, built around short sightlines. Canopy Stalkers exploit the same reduced vision that makes the forest theater harder in general, so the fight is about seeing them at all rather than about raw damage.
Ridge Battery
232 HP · 27.5 px/s · 726 px fire range · 20.8 barricade DPS · Boss; Kit: battery
The Mountain theater boss. Ridge Batteries pressure the barricade from range, which turns the fight into a timer: the wall takes damage while you close, so the decision is how much of your kit to spend getting there.
Reading the numbers
Health assumes wave 1 on Regular. Enemies do not gain new abilities as waves climb. The multipliers grow, so a unit that took one magazine early takes several later. Fire range is in world pixels, which is why breaking line of sight beats out-ranging anything with a longer reach than yours.