Enemy
Enemy lists | |
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Stage 1 |
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Stage 2 |
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Stage 3 |
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Stage 4 |
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Stage 5 |
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Stage 1 (Hard) |
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Stage 2 (Hard) |
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Stage 3 (Hard) |
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Stage 4 (Hard) |
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Time Stage 1 |
As the player progresses through the game, different enemies or fans, also referred to as "targets", will appear and make attempts to deal contact damage. Some are capable of additional attacks while others only appear in time events in a fixed formation. Stronger boss-type variants will also appear now and then.
Enemies have a small chance to drop a Fan Letter once the feature is unlocked from the shop.
Behavior
In general, enemies will move towards the player at their designated movement speed. When an enemy collides with the player's collision box, the player will take damage according to the enemy's ATK stat. During this time, the enemy will attack every time its attack cooldown is over.
The enemy defeated counter will increase by one when the player defeats an enemy.
Some enemies have a set maximum lifetime. When this time is up, the enemy will automatically be "defeated". Enemies whose lifetimes expire do not drop pickups, nor count for the total enemies defeated counter.
Drops
When an enemy is defeated, it may drop any combination of the following:
Drop item | Drop chance | Drop increase method(s) | |
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Amount | Rate | ||
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1/1 | Enemy's EXP stat![]() ![]() |
- |
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1/200 | - | ![]() ![]() ![]() |
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1/90 | ![]() ![]() ![]() Stage multiplier |
- |
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1/1301 | - | ![]() |
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1/3000 | - | ![]() |
Knockback
Some attacks apply a knockback effect to enemies hit by it. When an enemy is knocked back, it travels in the opposite direction based on the speed and duration of the knockback effect. If at any point during the knockback duration the enemy collides with another enemy or an environment obstacle (e.g. fences), the knockback immediately stops (the other enemy knockback is also stopped, in the case of colliding with another enemy).
All enemies have some level of knockback resistance. Knockback resistance reduces the strength of the knockback effect by multiplying the knockback speed by . Whenever an enemy is hit by knockback, they will gain an additional 10% knockback resistance, stacking up to 90%. Knockback resistance resets if the enemy has not been hit by a knockback in the last 10 seconds. Some attacks, mainly characters' Special Attacks, can ignore this knockback resistance system. There are also some variations of enemies (mainly bosses) that are completely immune to knockback effects, including effects that ignore knockback resistance.
There are few effects that can increase the knockback effect. The "+Knockback Effect" enchantment strengthens the knockback of non-main weapons that already apply a knockback. Similarly, Knockback Stamp improve's the knockback of main weapons with a knockback effect. Lastly,
Knightly Milk item increases the knockback of all weapons that are capable of knocking back.
Name | Type | Level | Knockback speed | Knockback duration | Ignores knockback resistance |
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Main Weapon | 6 | 5 | 5 (0.08 s) | No |
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Special | - | 2 | 20 (0.33 s) | Yes |
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Special | - | 0 (0 s) | Yes | |
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Main Weapon | 6 | 3 | 12 (0.2 s) | No |
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Main Weapon | 6 | 0 (0 s) | No | |
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Special | - | 10 | 10 (0.17 s) | Yes |
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Special | - | 2 | 3 (0.05 s) | Yes |
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Main Weapon | 1 | 1 | 5 (0.08 s) | No |
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Main Weapon | 1 | 4 | 10 (0.17 s) | No |
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Main Weapon | 1 | 5 | 5 (0.08 s) | No |
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Special | - | 10 | 10 (0.17 s) | Yes |
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Main Weapon | 7 | 20 | 25 (0.42 s) | No |
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Special | - | 0 (0 s) | Yes | |
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Main Weapon | 4 | 2 | 4 (0.07 s) | No |
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Special | - | 4 | 4 (0.07 s) | Yes |
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Special | - | 15 | 20 (0.33 s) | Yes |
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Main Weapon | 3 | 10 | 5 (0.08 s) | No |
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Special | - | 12 | 12 (0.2 s) | Yes |
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Special | - | 0 (0 s) | Yes | |
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Special | - | 1 | 2 (0.03 s) | Yes |
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Main Weapon | 7 | 0 (0 s) | No | |
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Main Weapon | 4 | 3 | 3 (0.05 s) | No |
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Main Weapon | 5 | 5 | 5 (0.08 s) | No |
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Special | - | 5 | 10 (0.17 s) | Yes |
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Main Weapon | 5 | 3 | 3 (0.05 s) | No |
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Basic Weapon | 1 | 2 | 5 (0.08 s) | No |
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Basic Weapon | 4 | 3 | 0 (0 s) | No |
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Basic Weapon | 1 | 7 | 20 (0.33 s) | No |
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Basic Weapon | 1 | 15 | 10 (0.17 s) | No |
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Basic Weapon | 6 | 7 | 15 (0.25 s) | No |
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Basic Weapon | 3 | 5 | 5 (0.08 s) | No |
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Basic Weapon | 7 | 3 | 8 (0.13 s) | No |
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Basic Weapon | 1 | 5 | 10 (0.17 s) | No |
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Collab | - | 16 | 15 (0.25 s) | No |
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Collab | - | 5 | 7 (0.12 s) | No |
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Collab | - | 1 | 3 (0.05 s) | No |
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Collab | - | 0 (0 s) | No | |
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Collab | - | 3 | 7 (0.12 s) | No |
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Collab | - | 4 | 4 (0.07 s) | No |
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Super Collab | - | 3 | 5 (0.08 s) | No |
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Super Collab | - | 0 (0 s) | No | |
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Stamp | - | 5 | 5 (0.08 s) | No |
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Item | - | 10 | 10 (0.17 s) | No |
+Knockback Effect | Enchantment | - | 4 | 4 (0.07 s) | No |
Special enemies
Bombers
These self-destructive enemies warn the player with a red circle when the player approaches them, and after a set time, they explode within the radius of the circle, and cause damage. Some examples are the SSRBs in Stage 2 and
Oruyanke in Stage 2 (Hard). Stats of these enemies depends on the exact time that they spawn:
ATK = 2 + minutesTimer * 0.15
SPD = 0.35 + 0.015 * minutesTimer
HP = round(4^(3.6 + minutesTimer/8.5) - 127)
expValue = round(5^(1 + (minuteTimer + secondTimer /30)/25))
where minuteTimer and secondTimer is the minute and second component of the timer respectively.
Shooters
These enemies act as rangers, which move slowly (or not at all), and shoot ranged attacks against the player, in the form of danmaku-style bullets. Some examples are the Saplings in Stage 1 (Hard) and
Shiokko in Stage 3. The stats of these enemies depends on the exact time that they spawn:
ATK = 2 + minutesTimer * 0.8
SPD = 0.35 + 0.015 * minutesTimer
HP = round (4^(3.6 + minutesTimer/8.5) - 127)
expValue = round (5^(1 + (minuteTimer + secondTimer / 30) / 25))
where minuteTimer and secondTimer is the minute and second component of the timer respectively.
Chargers
These ramming enemies display a warning indicator in the form of two large red exclamation points ( !! ) along with an audio cue. Immediately after, they will quickly charge towards the last known location of the player character. Some examples are the Rosetai and
Thicc Bubbas in Stage 3 (Hard).
Area effect enemies
These enemies periodically apply an effect within a certain radius, either to the player or to other enemies. Currently, all are variations of the Otaku enemy.
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Restores the HP of other enemies. |
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Applies an ATK debuff to the player. |
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Applies a SPD debuff to the player. |
It is recommended to defeat these enemies quickly, as several of them hiding within a large group of enemies can quickly overwhelm an unprepared player.
Bosses
Mini-boss and Boss enemies generally behave the same way as regular enemies. The key difference between them are their (usually doubled) size, vastly increased stats, and the amount of drops they provide. These enemies are also immune to all instant KO effects, and some are completely immune to knockback effects. Mini-bosses spawn every 2 minutes, while main bosses spawn every 10 minutes. The amount of boss and mini-boss enemies defeated are one of the variables used when calculating the final score.
If a mini-boss or boss is a Bomber, its stats depends on the exact time that they spawn:
ATK = 2 + 0.225 * minutesTimer
SPD = 0.42 + 0.018 * minutesTimer
HP = round(1000+1000^(1 + minutesTimer/25)
expValue = round(750^(1 + minutesTimer/60 ))
where minuteTimer and secondTimer is the minute and second component of the timer respectively.
Harmless enemies
Harmless Takodachis
Ninomae Ina'nis' skill
The Ancient One is capable of converting enemies into Harmless Takodachis. When an enemy is converted, the enemy is replaced with a ghost-version of the
Takodachi enemy. These enemies behave like a regular Takodachi enemy, except it cannot take damage through any other method but colliding with the player character, upon which it is instantly defeated.
Harmless Takodachis can stack by colliding with each other, forming bigger Harmless Takodachis. Touching a Harmless Takodachi will heal the player for 1HP per stack, and deal AoE damage based on its size. They can drop EXP, HoloCoins, or Food upon defeat. They are still considered enemies by the game, which causes on-target weapons, like Plug Type Asacoco or
Flattening Board, to target Harmless Takodachis.
Silver YAGOOs
Added in Version 0.5, Silver YAGOOs are harmless enemies that hop around quickly and drop HoloCoins whenever they are hit. There is a 30% chance for a Silver YAGOO to spawn on a certain time period on any map.
Although they technically have extremely high HP, they will vanish after receiving enough hits, and drop a random Stamp. Otherwise, they will disappear after 25 seconds.
Stage | Timestamp | Amount of coins |
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Grassy Plains | 3:00 | |
9:00 | ||
17:00 | ||
Holo Office | 3:00 | |
9:00 | ||
17:00 | ||
Halloween Castle | 3:30 | |
9:XX | ||
17:XX | ||
Gelora Bung Yagoo | 3:XX | |
9:XX | ||
17:XX | ||
Fantasy Island | ||
Grassy Plains (Night) | 3:XX | |
9:XX | ||
17:00 | ||
Holo Office (Evening) | 3:00 | |
9:00 | ||
17:15 | ||
Halloween Castle (Myth) | 3:00 | |
9:00 | ||
17:XX | ||
Gelora Bung Yagoo (Night) | ||
Golden YAGOOs
Added in version 0.4, Golden YAGOOs are harmless enemies that hop around quickly and drop HoloCoins whenever they are hit. There is a 20% chance for a Golden YAGOO to randomly spawn on any map at certain timestamps, listed below.
Although they technically have extremely high HP, they will vanish after receiving enough hits, and drop a massive amount of HoloCoins and a Holozon Box. Otherwise, they will disappear after 25 seconds.
Stage | Timestamp | Amount of coins |
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Grassy Plains | 5:00 | 400 |
15:30 | 1,800 | |
Holo Office | 5:00 | 480 |
15:00 | 2,160 | |
Halloween Castle | 5:00 | 520 |
15:00 | 2,340 | |
Gelora Bung Yagoo | 5:XX | 560 |
15:XX | 2340 | |
Fantasy Island | ||
Grassy Plains (Night) | 5:00 | 560 |
16:00 | 2,520 | |
Holo Office (Evening) | 5:00 | 600 |
15:15 | 2,700 | |
Halloween Castle (Myth) | 5:00 | 640 |
15:XX | 2,880 | |
Gelora Bung Yagoo (Night) | ||
Spawning
The game follows certain rules when attempting to spawn enemies.
Spawn pool
Throughout the run, the game will keep adding and removing enemies from the spawn pool. These enemies are then selected at random based on their spawn weight, with enemies that weigh more being spawned more often.
Spawn rate
This determines how many enemies can appear on screen at once. This value changes throughout the run.
Enemy level
This determines which variation of the enemy is going to be spawned. In a time event, enemies could spawn with their original stats, or with modified stats (signified by an "override" command in the code).
Level | Sprite | HP | ATK | SPD | EXP value | Other features |
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Level 1 | 40 | 4 | 0.4 | 7 | ||
Level 2 | 150 | 7 | 0.6 | 9 | ||
Level 3 | 380 | 5 | 0.65 | 8 | Immune to knockback | |
Level 4 | 80 | 7 | 1.0 | 8 | ||
Level 5 | 1500 | 20 | 0.1 | 4 |
Spawn cooldown
This determines how fast the game will spawn enemies.
Maximum enemy limit
This determines how many enemies are allowed to be spawned at any given time. The game will stop periodically spawning enemies when this value is reached. However, enemies spawned via time events (including bosses) will still be spawned. This value changes throughout the run.
Timed events
- For a list of timed events for each stage, visit that stage's enemy page.
These are events that trigger based on the current time. When the specified time is reached, the game forcibly spawns enemies in the given pattern, amount, and size. Spawn rate and enemy limits are often modified during these events as well. Timed events can also control the spawned enemies' stats like HP, ATK, SPD, EXP, and lifetime.
Spawn pattern
- For a full list of spawn pattern in each stage's timed events, visit that stage's enemy page.
This determines how enemies are spawned. Periodical spawning simply spawns in a random pattern while timed events can spawn with different patterns (see below).
- Cluster - Large groups of enemies spawn together, but otherwise behave normally with no adjustments to behavior or stats.
- Horde - Large amounts of enemies move at very high speeds to catch the player off-guard. However, they charge in a straight line, meaning that the player can avoid most of them by stepping out of the way. The enemies within the horde usually have very low HP and EXP drops. Hordes are a good way to trigger On Defeat effects such as the Nurse's Horn's healing effects.
- Horde Rush - A variation of the Horde where hordes are spawned rapidly, quickly filling the entire screen with hordes. This version is usually announced by an alert indicator.
- Ring - Enemies spawn surrounding the player, forming a ring shape. The enemies usually creep in to trap the player but there are cases where the ring simply acts as a barrier to prevent the player's safe escape.
- Wall - Walls of enemies appear in straight vertical or horizontal lines, usually on both sides of the screen. Sometimes they appear at the same time, forming a box shape. The enemies may move towards the player at varying speeds, or simply stand still.
- Stampede - A variation of the Wall in which the enemies are spawned in a linear formation but are much faster than regular walls. Stampedes are always announced by a quick alert indicator revealing which direction they will appear from. They will also usually have holes in the formation where players can fit through.
- Wave - A variation of the Stampede where enemies fly rapidly across the screen in a sine-wave pattern in an attempt to confuse the player.
- Stampede - A variation of the Wall in which the enemies are spawned in a linear formation but are much faster than regular walls. Stampedes are always announced by a quick alert indicator revealing which direction they will appear from. They will also usually have holes in the formation where players can fit through.
- Airdrop - Before spawning, a red circle appears, followed by a damage burst as an enemy is spawned in, similar in fashion to Bomber-type enemies. Airdrops can occur either in a coherent formation, as a random scatter around the player, or by attempting to spawn directly on top of the player which necessitates moving out of the way.
- Fastball - An enemy turns itself into a projectile aimed at the player, signified with with a red line spanning across the screen. In harder stages, these appear rapidly and in copious amounts.
- Ambush - A combination of Airdrop and Fastball, where enemies drop in at select spots and immediately charge up to ram the player.
Enemy power scaling
- For a list of enemies' base stats for each stage, visit that stage's enemy page.
Enemy stats calculation depends on their base stats and how long the run have been going.[1]
Time scaling
The game calculates two following values:
a = max(0, minuteTimer - 23) + 37 * hourTimer
where minuteTimer and hourTimer as in the minute and hour component of the timer respectively.
For example, if a run is at 2 hour 30 minute, then minuteTimer = 30 and hourTimer = 2 ⇒ a = 81
b = minutesPast30 + 60 * hourPast1
where minutesPast30 and hourPast1 are the total full minutes passed since the 30:00 marks and total full hours passes since 1:00:00 respectively. If time is less than 30:00 (less than 1 hour), then minutesPast30 (hourPast1) = 0.
For example:
- If a run is at 2 hour 45 minute, then minutesPast30 = 135 and hourPast1 = 1 ⇒ b = 195.
- If a run is at 0 hour 25 minute, then minutesPast30 = hourPast1 = 0, therefore b = 0.
Stats scaling
Enemies' ATK, SPD and HP stats are calculated every minute based on these following formulas:
ATK = (baseATK + 2a )^(1+b/25)
SPD = (baseSPD + 0.12a)^(1 + b/25) (300 maximum)
HP = (baseHP + baseHP * 0.05 * a)^(1 + b/50)
Formulas for a and b are mentioned in Time Scaling.
Phases
Based on the formulas, a stage could be divided into three phases:
- Pre-Endgame (Before 23:00): a and b are both equal to 0, enemy stats are essentially equal to their base stats.
- Endgame (23:00 - 30:00): a is now larger than 0, enemy stats are increased gradually through time.
- Kill screen (After 30:00): b is now larger than 0, Spawn pool are totally replaced with YAGOOs, enemy stats skyrocket every minute.
List of enemies
- For a list of enemies that appear in a certain stage, click on that respective stage name.
Stage no. | Normal mode | Hard mode |
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Stage 1 | Grassy Plains | Grassy Plains (Night) |
Stage 2 | Holo Office | Holo Office (Evening) |
Stage 3 | Halloween Castle | Halloween Castle (Myth) |
Stage 4 | Gelora Bung Yagoo | Gelora Bung Yagoo (Night) |
Stage 5 | Fantasy Island | |
Time Stage 1 | Concert Stage |
Trivia
- According to Kay Yu, the lead developer of Holocure, the difficulty for Normal stages onward will be no more than Stage 2 while Hard mode stages will continue to keep climbing in difficulty.[2]
- Aside from major bosses and YAGOO, all enemies in game are supposed to represent the fans of Hololive members. However, not all enemy designs are actually fan mascots. This is due to either the member not having a canon fan mascot design or the dev team not being aware of said design. As a result, some of the enemies are either based on other mascots created/associate with a member or are created by the dev team.
References
- ↑ OwenJu#9399, r/holocure Discord server. Formula for Eneny stats scaling in HoloCure (ver 0.4).
- ↑ Kay Yu, Twitter status.
Gameplay | |||||||||||
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Main | |||||||||||
Mechanics | |||||||||||
Stages |
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Holo House | |||||||||||
Other |