Bomb Rush

==// SUMMARY==
Bomb Rush is an event encountered on Wave 24. This event spawns a swarm of Explosive Noobs that serve the sole purpose off charging towards you and your allies or the Statue.
==// ENCOUNTER==
When Wave 24 is reached, a text will pop up to alert the player that there is another rush incoming as well as a timer counting down until the enemies arrive.
This event has 5 Stages. After killing a certain amount of enemies, the stage will progress which adds new enemies to the spawn pool. Below is a table to show this information:
ENEMIES LEFT	STAGE	NEW ENEMY
100% 	0/5 	
* Explosive Noob
90% 	1/5 	
* Scorching Explosive
* Hypothermal Explosive
* Intoxicating Explosive
75% 	2/5 	
* Cluster Explosive
* Debuff Explosive
60% 	3/5 	
* Necromatic Explosive
* Teleport Explosive
45% 	4/5 	
* Flash Explosive
* Rocket Projected Explosive
* Vortex Explosive
30% 	5/5 	
* Subspace Explosive
* American Explosive
==// ENEMIES==
This Information can be viewed in Enemies. Additionally, Unique Explosives health is scaled with player count (Full Server 100% - Solo 50%).
Enemy 	Description	Health 	Damage Modifiers
Explosive Noob 	
*Close range enemy that explodes on contact.
*Weak and potentially lethal, but still generally regarded as cannon fodder.
*Damage can rapidly ramp up in higher numbers.
*Targets closest enemy	300 HP 	N/A
Scorching Explosive 	
*Close range enemy that explodes and burns enemies.
*Has the tag: FIRE
* Bypasses Shields.
*Targets players first.	450 HP 	
* MAGE - x0.25
* FIRE - x0
* WATER - x1.25
* ICE - x0.5
* EARTH - x0.5
* WIND - x-1
* ELECTRIC - x1
* LIGHT - x0.5
* DARK - x0.5
Hypothermal Explosive 	
*Close range enemy that explodes and freezes enemies.
* Has the tag: [ICE]
*Bypasses Shields.
*Targets players first.	600 HP 	
* MAGE - x0.25
* FIRE - x1.25
* WATER - x0.5
* ICE - x0
* EARTH - x0.75
* WIND - x1
* ELECTRIC - x1
* LIGHT - x1.25
* DARK - x0.75
Intoxicating Explosive 	
*Close range enemy that explodes and poisons enemies for long amount of time.
*Has the tag: [POISON]
*Bypasses Shields.
*Targets players first.	500 HP 	
* MELEE - x0.5
* RANGED - x0.5
* MAGE - x0.25
* SUMMONER - x0.5
* FIRE - x0
* WATER - x1.25
* ICE - x0.5
* EARTH - x0.5
* WIND - x-1
* ELECTRIC - x1
* LIGHT - x0.5
* DARK - x0.5
Cluster Explosive 	
* Close range enemy that drops multiple cluster bombs upon exploding.
* Has the tag: [HEAVY]
*Damage can rapidly ramp up in higher numbers.	750 HP 	ALL ELEMENTS - x0.5
Debuff Explosive 	
*Close range enemy that explodes and provide random debuffs on enemies.
*Bypasses Shields
*Targets players first.	600 HP 	
* MELEE - x1
* RANGED - x1
* MAGE - x0.25
* SUMMONER - x0.5
* ALL ELEMENTS - x0.25
Necromatic Explosive 	
* Close range enemy that explodes into 3 random Bomb Noobs. (Cannot create itself)
*Has the tags: [HEAVY], [POISON]
*Damage can rapidly ramp up in higher numbers.
*Has Thorns, attacking Necromantic Bomb will also damage the player	600 HP 	
* MELEE - x0.5
* RANGED - x0.75
* MAGE - x0.25
* SUMMONER - x0.5
* FIRE - x0
* WATER - x0
* ICE - x0
* EARTH - x0
* WIND - x0
* ELECTRIC - x0
* LIGHT - x0
* DARK - x0
* POISON - x-1
Teleport Explosive 	
*Close range enemy that explodes and teleports players.
*Has the tags: [HEAVY], [POISON]
*Targets players first.	400 HP 	
* MELEE - x0.5
* RANGED - x0.5
* MAGE - x0.5
* SUMMONER - x0.5
Flash Explosive 	
*Close range enemy that explodes and blinds players for a few seconds.
*Has the tags: [LIGHT], [THINK FAST CHUCKLENUTS]
*Extremely fast movement speed. (Reduced by 25% for Bomb Rush)
*Targets players first.
*Appears again in True Military	300 HP 	
* MELEE - x0.5
* RANGED - x0.5
* MAGE - x0.5
* SUMMONER - x0.5
* FIRE - x1
* WATER - x0.5
* EARTH - x0.25
* WIND - x0
* ELECTRIC - x1
* LIGHT - x0.25
* DARK - x1
Rocket Propelled Explosive	
*Explosive enemy that after some time, flies up and starts homing towards an enemy.
*Randomly wanders about; does not rush towards enemies unless armed and airborne.
*Has ability to pierce through resistances
*Has the tags: [ARMORED], [HEAVY], [AERIAL]
*Appears again in True Military	1,000 HP 	
* MELEE - x0.5
* RANGED - x0.5
* MAGE - x0.75
* SUMMONER - x0.67
Vortex Explosive 	
*Close range enemy that explodes and create a Vortex that sucks players in and damage enemies.
*Has the tags: [HEAVY], [DARK]
*Bypasses shields.
*Targets players first.	700 HP 	
* MELEE - x0.5
* RANGED - x0.5
* MAGE - x0.75
* SUMMONER - x0.67
American Explosive 	
* An enemy with a tank turret that fires explosive shells.
* Tags: [HEAVY], [ARMORED], [REALLY ARMORED], [EXTREMELY ARMORED], [AMERICAN], [EXPRESSING THE 2ND AMENDMENT]
* Randomly wanders about while firing; does not rush towards enemies.
* Has the ability to pierce through resistances
* Unable to damage the Statue.
* Appears again in True Military	1,000 HP 	
* MELEE - x0.5
* RANGED - x0.5
* MAGE - x0.75
* SUMMONER - x0.67
* FIRE - x0.75
* WATER - x0.75
* ICE - x0.75
* EARTH - x0.25
* WIND - x0.25
* ELECTRIC - x0.75
* LIGHT - x0.25
* DARK - x0.25
Subspace Explosive 	
*Subspace Tripmine enemy that after some time will explode and deal massive amounts of damage. The explosion deals 9,999 damage
*Unlike other Minibosses, there can a maximum of 3 Subspace Explosives on the Battlefield at a time.
*Has the tags: SPIRIT, HEY :), MINIBOSS, HEAVY, ARMORED, "ORGANIC"
*Randomly wanders about; does not rush towards enemies.
*Can be spawned earlier than it's stage due to Necromantic Bombs	15,000 HP	
* ALL CLASSES - x0.5
* ALL ELEMENTS - x0.25
Additionally, if an enemy in this wave is not killed and instead exploded on their own, their death will not decrease the enemy counter. However, the more enemies killed in the wave, the less chances for enemies to not decrease the enemy counter from exploding themselves.
=== // GAMEMODE CHANGES ===
Flash Explosives: 
* Casual/Default: Exploding on statue will not blind everyone in the battlefield
Subspace Explosives: 
* Legacy: Starts off invisible, slowly becomes visible the longer it has been in the battlefield (affected by the timer)
==/// STRATEGY==
# Bomb Rush is NOT meant to be taken lightly, it is best to do every preparation you have before the wave even starts, placing sentries via Building Tools can provide hefty amount of use for protection, it is heavily recommended to place them around the statue. 
# Most Unique Bombs do not deal any damage to the statue meaning the Statue is not in heavy threat, prioritizing your team defenses rather than statue's safety can be very beneficial as a slip-up or losing consistency can end up very bad for the team. However, regular Bomb Noobs or Subspace Tripmine's can still destroy the statue in seconds.
# In Stage 5, it is very important to take care of American Bombs and Rocket Propelled Explosives as they can deal massive damage, if there's a Subspace Tripmine in the battlefield, it is best to not target Subspace Tripmine unless it is very close to setting off as they don't have way of attacking otherwise. Alternatively, you can freeze Subspace Tripmine using any weapons that apply freeze and this will reset their timer by an amount. Generally it is best to leave Subspace's for last.
# Unique Bombs will never target enemies that are out of their reach, such as in the air, cliffs and on the statue. This can be exploited via mobility tools or simple jumping
=== // ARSENAL ===
In Bomb Rush, there are plenty of weapons that can provide use during combat, recommended arsenal include;
==== // MELEE ====
Melee is borderline unusable in Bomb Rush. However, there are some notable weapons from this category that have some viability in this wave.
* GREAT BUSTER - Effective weapon to deal with Rocket Propelled Explosive and American Explosive due to it's high damage output. However, it's speed penalty and Close-quarters Combat (CQC) nature forces the user to play carefully.
* GHOSTWALKER - This weapon deals increased damage to [SPIRIT] type enemies which allows it to significantly damage Subspace Explosive.
* BASEBALL BAT - Similar to Ghostwalker but way more lethal towards Subspace Explosive compared to it. It's only downside is the considerably higher cost.
* ICE DAGGER - This weapon has the ability to freeze enemies, using this against Subspace Explosive will freeze it in place alongside reversing it's timer. This makes the weapon great for stalling the explosion and provide more time to damage Subspace Explosive. 
* SURVIVAL KNIFE - Though it lacks in offensive capabilities during this wave without the ability to backstab, this weapon provides great utility allowing players to avoid All bombs with cloak while also providing a large speedboost to assist with grabbing ammo or using Ice dagger and other weaponry. 
==== // RANGED ====
Ranged is generally the most effective class for Bomb Rush as it can safely kill enemies from a distance. Due to the speed and health of most enemies however, there are very few options that are viable for this wave.
* ROCKET LAUNCHER - Utilizing it's Rocket Jump ability, this weapon is able to deal with significant amount of crowded enemies with it's damage and firerate at the cost of health.
* MILITARY SNIPER - High pierce, decent damage and lack of weaknesses against Bomb Rush enemies, makes this the best general use weapon overall if users can aim.
* MINIGUN - This weapon has immense power with it's high firerate and DPS compared to other weapons. However, accuracy and ammo will gradually be a bigger issue the longer the wave lasts.
* EAGLE - While not having fast firerate or incredible damage. It's multipliers make it excel against Rocket Propelled Explosive, American Explosive, as well being viable for Subspace Explosive with good enough aim.
==== // MAGE ====
Mage is less effective than usual in Bomb Rush due to most Unique Bombs having heavy resistance to this class. However, some weapons in this category can showcase impressive performance.
* BLOODLUST - This weapon has infinite pierce and fires in a horizontal line, making it the overall go-to weapon for this event as far as Mage weapons go. However, it may be difficult to hit enemies with extremely high movement speed.
* SUNRAY - Great tool for decreasing enemies health right when they spawn. Sunray itself isn't enough to deal with enemies due to their resistance but it can provide substantial use for focusing a certain lane -- acting as supporting DPS. However due to it's insane hit interval, Necromantic Explosive will be a major threat due to their thorns.
* BALL LIGHTNING & TEMPEST - These weapons, when paired, provide a high hit interval, above average damage, high AoE (Area of Effect) spell that clears almost every anything with ease. It's main weakness is the high mana cost alongside Necromantic Explosive thorns being extremely deadly.
* FROSTBANE - Extremely weak damage and crowd control wise but amazing as a utility tool. This weapon is capable of freezing more than one enemy at a time, this also allows it to stall Subspace Explosive's timer easily as an accidental use can unintentionally track towards one.
==== // SUMMONER ====
Summoner although ineffective for Bomb Rush, can be substantial as support damage or it's own use. The most ideal summoner weapons are one's that provide extremely high range.
* THE GUN RUNNER - One of the few weapons with infinite range with lock on. On it's own, it has decent enough damage that combining this summon with low-firerate weapon can show how useful it is.
* REJUVENATOR DESTINY - Although niche, this weapon passively heal all teammates around you. In a wave filled with enemies that bypass shields, it can help save lives. Not only that, it has great offensive abilities against Rocket Propelled Explosive, American Explosive, and Subspace Explosive.
* THE HEIGHTS OF JUDGEMENT - Extremely DPS focused weapon that can deal with most enemies in this wave rather suboptimally. However, one of this weapon's summon has the ability to freeze, allowing it to reverse Subspace Explosive's timer.
==/// TRIVIA==
#This is the only event which includes Minibosses that can be on the battlefield more than once at the same time.
#The theme that plays during the event are the following:
#*Plants Vs Zombies Music - Cerebrawl (Guitar Cover)
#*Plants Vs Zombies Music - Loonboon (Remix)
Category:Events