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  1. Squadbreak
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  3. Juggernaut
Enemy

Juggernaut

The Juggernaut is a giant with a golden aura that armours every enemy near it, and a stomp: a red glyph spreads round it, then everyone inside is hurt, thrown back and slowed.

650 base health34 base damage62 speedMeleeWeak to ToxicResists FireFearless
Juggernaut

Special move: Stomp

A giant. Its golden aura armours every enemy near it, and it stomps: a red glyph spreads round it for a second, then everyone in it is hurt, thrown back and slowed.

Aura

Every enemy inside its aura, itself included, takes 35% less damage. The aura glows gold on the ground round it.

How to beat the Juggernaut

Health and damage by map

Enemies get tougher on harder maps, deeper into each map, and with more players in the squad (see co-op). They also grow with your squad’s average level: 2% more health and 1.5% more damage per level, and 0.8% armour per level (up to 50%) that takes that share off every hit, half as much against heavy rounds and while corroded. In the first area of each map, at level 1:

MapHealth (solo)Damage (solo)Health (4 players)Damage (4 players)
Overgrown Outpost48857.892675.1
Sunken Ruins731781,389101.4
Scrapyard Docks731781,389101.4
Obsidian Citadel97598.31,852127.7
Ashlands1,219118.52,316154

An enhanced Juggernaut has 1.35× the health as an Enhanced, 1.8× the health as an Elite and 2.6× the health as a Champion, with one, two or three powers.

Enhanced Juggernauts

Enhanced Juggernauts can have these powers: Phasing, Brutal, Piercing, Toxic, Splitting, Spiked, Undying, Swift, Vampiric, Frost, Shielded, Blinding, Concussive, Dizzying, Mending, Bolstering and Chilling. See what each power does.

Elements

Takes 50% extra damage from Toxic. Takes 90% less from Fire.

Where it appears

MapAreaAs
Overgrown OutpostWarlord’s YardA special a pack can bring
Sunken RuinsColossus PitA special a pack can bring
Scrapyard DocksWarehouseA special a pack can bring
Obsidian CitadelInner HallsA special a pack can bring
AshlandsCinder FieldsA special a pack can bring
AshlandsCalderaA special a pack can bring

In Survival and Defend it joins the waves from wave 12 (sooner with a bigger squad).

Loot

Each kill pays 40 XP (more on harder maps) to every player and drops 6–10 gold per map tier, shared by the squad. It drops a mod crate 10% of the time, a gun case 5% and an armour plate 2.5%.

Other enemies

Grunt
GruntGrunts are the backbone of every horde: slow-witted melee fighters that come in packs and walk straight at the nearest player.
Runner
RunnerRunners are fast, fragile melee enemies that close distance before you can react.
Spitter
SpitterSpitters hang back and lob toxic spit from range, keeping their distance as you approach.
Brute
BruteBrutes are big, slow bruisers with a lot of health and heavy hits. They are also among the best loot drops outside bosses.
Bloater
BloaterBloaters walk up to you, swell, and burst in a toxic explosion that hurts everything nearby, including your turrets and the Defend generator.
Shieldbearer
ShieldbearerShieldbearers carry a shield that blocks every shot from the front. The shield turns slowly, and it breaks after soaking enough damage.
Sniper
SniperSnipers show a red laser for a second, then fire a fast, heavy shot straight down it from long range.
Broodmother
BroodmotherThe Broodmother keeps hatching Mites, tiny fast enemies, every few seconds until you kill her.
Splitter
SplitterSplitters burst into three fast Splitlings when they die, so every kill makes more enemies.
Mender
MenderMenders keep back and cast a heal on every enemy around them every few seconds, and bring one fallen enemy back to its feet. Both spells take a second, with a green or golden glyph glowing on the ground.
Ironclad
IroncladIronclads are walking tanks: riveted plates take a set amount off every hit, so SMG bullets and shotgun pellets barely scratch them.
Regenerator
RegeneratorRegenerators heal themselves all the time, and much faster as soon as you stop shooting them.
Warden
WardenWardens hang back and cast a bubble shield over every enemy around them every few seconds, a blue glyph glowing under them for a second first. The bubbles soak your damage until they break.
Necromancer
NecromancerNecromancers keep well back and raise the dead: every few seconds up to two enemies that fell near them get back up, with purple glyphs glowing under the bodies for a second first.
Shaman
ShamanShamans carry a wide green aura: every enemy inside it heals all the time. A pack round a Shaman soaks far more than it should.
Frostcaller
FrostcallerFrostcallers carry an icy aura that slows you while you’re in it, and every few seconds spread a frost glyph on the ground under someone. A second later, whoever’s still on it is hurt and frozen almost still.
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