Element Space Guide

Enemy Encyclopedia for Element: Space

Enemy Encyclopedia

Overview

Learn about each Enemy: Space enemy — health and shield meters, weapons, passive abilities, active abilities and battlefield insights. Find all this at Enemies Encyclopedia.This guide is organized alphabetically by Faction acronym — aside from armored turrets, which don’t seem to be faction-specific — and then also alphabetically under each faction by some arbitrary archetype names I conjured because the game doesn’t yet have any official names for those. This is a work in progress, and due to the sheer number of enemy units, variations and level variations, I might never list them all. I’d like to also include some other details like movement/sprint numbers, and the precise damage of weapons, but it’ll be a chore to extrapolate those. Hopefully this is useful, especially to new players who’d like more details on enemy units.NOTE: Enemies can come in various levels, noted by the number of “up caret/pointers” in the status bar hexagon. I’ve put in info for the units I’ve encountered per the screenshots. This may *not* reflect the level you encounter them at.

Enemy Faction: CSAC

Napalm Ned

(Level 1)
Shield Meter: 40 (4 segments)
Health Meter: 30 (3 segments)
Weapon: Flamethrower. Sprays large swath of persistent, Damage over Time flames. Works in Overwatch Mode too.

Passives:

  • Guerilla Warfare: Immune to Overwatch. Automatically fires against any enemy that gets close to them.
  • Fuel Tank: Will explode when killed, dealing
    AOE damage.

Battlefield Intel:

  • Flame tank bursts when you kill this unit.
    Beware this, but you can also use this to your advantage to kill enemies next to him.
  • This sucker’s flamethrower will go through solid walls (!) — so watch for that, especially when protecting an NPC objective who “seems” protected behind a wall.
  • If this guy’s dumb enough to get stuck in his own persistent flames, use Captain Christopher’s Command ability to pin him there.

SMG Sam

(Level 1)

Shield Meter: None.
Health Meter: 30 (3 segments)
Weapon: Submachine Gun

Passives:

  • Guerilla Warfare: Immune to Overwatch. Automatically fires against any enemy that gets close to them.

Battlefield Intel:

  • Nothing crazy special about this unit, but submachine guns generally chip away faster at a target’s energy shield.
  • This unit has no built-in energy shield, so you can usually take it out quickly.

Enemy Faction: ES

Katana Karl

(Level 3)
Shield Meter: 20 (2 large segments)
Health Meter: 100 (10 segments)

Weapon: Long, 2-handed Katana blade. A single attack on your unit consists of multiple slashes. Does less damage than dual-knife attacks.

Passives: None.

Battlefield Intel:

  • Very thin energy shield (20), which is easy to eliminate fast.
  • Use your highest-damage weapons to bring his 100 health points down fast — it may be
    the most health on any enemy in the game.
  • Scary looking, but generally has no special passives or abilities (I think).

Mine-Tossing Plasma Pistol Paul

(Level 2)
Health Meter: 40 (4 segments)
Shield Meter: 40 (4 segments)

Weapon: Plasma Pistol. Your basic plasma pew-pew.

Passives: None.

Active Abilities:

  • Mine Toss: I believe the plasma pistol units are the ones that toss proximity mines long distances across the map.

Battlefield Intel:

  • Beware the proximity mines tossed by this unit. Move out of the mine radius asap.

Blinding Sniper Rifle Shawn

Shield Meter: None
Health Meter: 40 (4 segments)

Weapon: Plasma Rifle. Long-range, high damage sniper rifle.

Passives: None.

Active Abilities:

  • Blinding: Instead of a grenade, the animation is more like the unit is casting a spell, dropping a circular radius on the ground that blinds targets within the radius.

Battlefield Intel

  • Beware plasma rifle’s extremely long long range, both on “action shots” and when they’re in Overwatch mode.

Enemy Faction: FNAS

Plasma Pete – Sniper

(Level 3)
Shield Meter: None
Health Meter: 80 (7.5 Segments) [My guess; visually the meter looks like 6 segments plus a 1.5 segment]

Weapon: Plasma Rifle (sniper)

Passives:

  • Eye for an Eye: Unit fires back at any enemy that fires a ranged weapon at them.

Battlefield Intel

  • Beware plasma rifle’s extremely long long range, both on “action shots” and when they’re in Overwatch mode.

Plasma Pete – Sniper/Side Shields

(Level 1)
Shield Meter: No passive shield — see active ability explanation below.
Health Meter: 45 (4.5 segments)

Weapon: Plasma Rifle. Long range sniper rifle.

Active Abilities:

  • Side Shields: Spawns a lateral shield that protects their flank. The shield is disabled after 1 hit and needs 1 turn to restart.
  • Generates/Restores Shields on Fellow Enemies: On another campaign runthrough, it seems like the plasma rifle variants of this faction are the ones that essentially generate energy shields on *other* enemy units and can restore their shield energy. These plasma rifle units themselves *don’t* have their own energy shields though.

Battlefield Intel:

  • Eliminating this unit eliminates all shields it has generated upon fellow enemies. So, prioritize attacking this unit first instead of wasting time trying to eliminate the shields it generated on fellow enemies.
  • This unit has no passive abilities.
  • In most situations, you can find a way to attack this unit on its front or back side, to avoid messing with the energy shield flanks.

Triple-Shot Gunslinger

Shield Meter: None
Health Meter: 115 (11.5 segments)

Weapon: Regular Pistol. However, note the special Wild West-style “triple-shot against laser-targed enemies in a single turn” ability.

Passives:

  • Eye for an Eye: Unit fires back at any enemy
    that fires a ranged weapon at them.

Active Ability:

  • Gunslinger Triple-Shot (my name for it): Unit precise laser-targets 3 of your own units on the map. I believe it takes one turn to laser-target the units, and then on the next turn this enemy fires pew-pew-pew at each of the 3 targets, kind of like a Wild West-era gunslinger.

Battlefield Intel

  • Beware the “triple-shot” laser targeting, which is indicated by 3 “laser sight lines” drawn to 3 of your units on the map. Any targeted unit will have a big square crosshairs drawn around it with little double-solid arrows (see image below):
  • Although not shielded, this unit has a huge amount of health at 115.
  • Its regular pistol doesn’t do that much damage.

Enemy Faction: KOH

Tanker Teddy

(level 2)

Shield Meter: 50 (5 segments)
Health Meter: 45 (4.5 segments) [the 1st bar looks smaller, but I could be wrong]

Weapon: I believe this is a shotgun.

Passives:

  • Tank Armor: Unit is immune to all attacks received from the front.

Battlefield Intel:

  • Obviously, don’t attack this guy’s front side. Seek opportunities to attack him from the side or back, even more so than usual.
  • Note that the visible front shield is separate from the energy shield he’s equipped with. You can damage his energy shield, but not the floating “tank armor” on the front.

Enemy Faction: MSRM

Dual-Curled Knives Dave

(Level 1, Level 3)
Shield Meter: None
Health Meter: Level 1 [screenshot BELOW]: 30 (3 segments)
Level 3: 60 (6 segments) [screenshot AT RIGHT]

Weapon: Dual curved knives. Attacks with 3 consecutive whirling-knives slashes. Does high damage.

Passives:

  • Devotion: This unit is Strengthened when it takes damage.

Battlefield Intel:

  • Key thing — these knives specialists can sprint an extra long distance *and* then attack your character at sprint’s end. You’re almost never out of their range.
  • So take these enemies out quickly, both to avoid their high damage triple-slash attacks and to not allow their Devotion passive to kick in and make them stronger.
Dual-Straight Knives Steven

(Level 1, Level 3)
Shield Meter: Level 1 [screenshot RIGHT]: 30 (3 segments)
Level 3: 50 (5 segments)
Health Meter: Level 1 [screenshot BELOW]: 50 (5 segments)
Level 3: 90 (9 segments)
Weapon: Dual straight knives. These don’t do quite as much damage per attack as Dave’s curved knives.

Passives: (on L3 enemy variant; none on L1)

  • Pain Reflect: Charges up an attack.

    Attacking the enemy while this is effect is active will increase the attack’s power and area of effect.
    This ability always targets the last attacker.

Battlefield Intel:

  • The Level 1 variant of this enemy has a relatively thin shield, not too much health and isn’t that tough to defeat.
  • The Level 3 variant — which you’ll probably face on the Bomb Defusal/Stop the Toast map — is a BEAST with some of the thickest shielding AND highest health reservoir in the game.

    Although I like to gang up on the L3 variant with all three of my squad members, you might consider eliminating the many lesser units on the Bomb Defusal/Stop the Toast map because it usually takes a few turns to eliminate this particular knives guy.

Enemy Faction: SU

Sniper Rifle Simon

(Level 2)
Shield Meter: None
Health Meter: 75 (7.5 segments)

Weapon: Sniper Rifle. Laser-sighted rifle with long range.

Passives: (NOTE: Not every variant of this enemy has a passive ability)

  • Magnetic Boots: This unit cannot be displaced. Note that companion’s abilities such as Zero’s Hacking Protocol can temporarily remove this passive.

Battlefield Intel

  • This sniper usually (not always) prefers to go
    into a long-range Overwatch mode instead of taking active shots.
  • This sniper variant has a relatively hefty amount of health at around 75.

Non-Faction Specific Enemies

Armored Turret

(Level 1) [NOTE: Seen this on both ES and EBD levels. It doesn’t seem Faction-specific]
Health Meter: 30 (3 segments)
Shield Meter: 30 (2 segments)

Weapon Variant #1: Grenade Launcher. Launches grenade that detonates on the next turn. [CHECKING TO CONFIRM THIS]
Weapon Variant #2: Burst machine gun. Fires a 3-round burst.

Passives:

  • Armored Unit: This unit is Immune to DIsplacement and Debuffs. Displacement means, for example, that Captain Christopher can’t move the turret via Grappling Hook, and Alice can’t knock it backwards using Earth Dash. I believe Earth Dash can still damage a turret; it just can’t knock it backwards.
  • Fuel Tank: Will explode when killed, dealing AOE damage.

Battlefield Intel:

  • Obviously, don’t be close to a turret when you’re about to finish it off, so you avoid its blast radius.
  • The Machine Gun variant is generally more dangerous, so beware of its long range and power.
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