Enemy

Enemy Lists

As the player progresses through the game, different **enemies** 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.

## 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.

Some enemies have a set maximum lifetime. When this time is up, the enemy will automatically be defeated. Enemies defeated this way do not drop pickups nor count for the total enemies defeated counter.

### Drops

When an enemy is defeated, it may drop any combination of EXP, Hamburger, HoloCoins, Anvil and EXP Magnet. By default, there is a 1/200 chance to drop a Hamburger, 1/90 chance to drop 10 HoloCoins, 1/1301 to drop an anvil and 1/3000 to drop an EXP Magnet. The chances of dropping a Hamburger can be improved by the Uber Sheep item. The amount of HoloCoins dropped can be further improved by the Super Chatto Time! item. The amount of EXP the enemies dropped are defined by their EXP stat and are improved by the Study Glasses item as well as the EXP Gain Up Shop Upgrade. The enemy defeated counter will increase by one when the player defeats an enemy.

### Knockback

When an enemy is knocked back, it travels to the opposite direction based on the speed and duration of the knockback effect. However, 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 knockback resistance. Whenever an enemy is hit by a knockback they will gain an additional 10% knockback resistance, stacking up to 90%. Knockback resistance reduces the strength of the knockback effect by multiplying the knockback speed by **Failed to parse (SVG (MathML can be enabled via browser plugin): Invalid response ("Math extension cannot connect to Restbase.") from server "http://mathoid-facade/v1/":): {\displaystyle 1 - kbResistance%/100%}**
. Knockback resistance resets if the enemy has not been hit by a knockback in the last 10 seconds. Some characters have attacks that can ignore knockback resistance. There are also some variations of enemies that are completely immune knockback effects, including ones that ignore knockback resistance.

## Special enemies

### Ranged enemies (Shooter)

On certain stages, certain enemies can appear which act as rangers, they move slowly (or not at all), and fire ranged attacks against the player. Some examples are Rooted Saplings in Stage 1 (Hard) and Mahou Shiokko in Stage 3. Stats of these enemies depends on the minutes that they are spawn:

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{\displaystyle ATK = 2 + minutesTimer \cdot 0.8
 }

 `ATK = 2 + minutesTimer * 0.8`

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0.35
0.015
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{\displaystyle SPD = 0.35 + 0.015 \cdot minutesTimer
 }

 `SPD = 0.35 + 0.015 * minutesTimer`

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{\displaystyle HP = round \left(4^{3.6 + \frac{minutesTimer}{8.5} } - 127 \right)
 }

 `HP = round (4^(3.6 + minutesTimer/8.5) - 127)`

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{\displaystyle expValue = round \left(5^{1 + \frac{minuteTimer + secondTimer \div 30}{25} }\right)
 }

 `expValue = round (5^(1 + (minuteTimer + secondTimer / 30) / 25))`
where *minuteTimer* and *secondTimer* is the minute and second component of the timer respectively.

### Self-Destructive enemies (Bomber)

On certain stages certain enemies warn the range with a red circle when player are approach them. and after a while they explode and cause damage. Some examples are SSRB in Stage 2 and Oruyanke in Stage 2(Hard). Stats of these enemies depends on the minutes that they are spawn:

[Toggle display]

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{\displaystyle ATK = 2 + minutesTimer \cdot 0.15
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 `ATK = 2 + minutesTimer * 0.15`

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0.015
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{\displaystyle SPD = 0.35 + 0.015 \cdot minutesTimer
 }

 `SPD = 0.35 + 0.015 * minutesTimer`

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{\displaystyle HP = round \left(4^{3.6 + \frac{minutesTimer}{8.5} } - 127 \right)
 }

 `HP = round(4^(3.6 + minutesTimer/8.5) - 127)`

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{\displaystyle expValue = round \left(5^{1 + \frac{minuteTimer + secondTimer \div 30}{25} }\right)
 }

 `expValue = round(5^(1 + (minuteTimer + secondTimer /30)/25))`
where *minuteTimer* and *secondTimer* is the minute and second component of the timer respectively.

### Ramming enemies (Charger)

On certain stages certain enemies are warns the !! indicator along with an audio cue that will signal they charge attack towards the last location of the player character, quickly zipping through the stage.

### Mini-bosses and bosses

Mini-boss and Boss enemies generally behave the same way as regular enemies. The key difference between them are their size and the amount of things they drop. These enemies are also immune to all instant KO effects. 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 minutes that they are spawn:

[Toggle display]

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0.225
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{\displaystyle ATK = 2 + 0.225 \cdot minutesTimer
 }

 `ATK = 2 + 0.225 * minutesTimer`

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0.018
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{\displaystyle SPD = 0.42 + 0.018 \cdot minutesTimer
 }

 `SPD = 0.42 + 0.018 * minutesTimer`

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{\displaystyle HP = round\left(1000+1000^{1+\frac{minutesTimer}{25} }\right)
 }

 `HP = round(1000+1000^(1 + minutesTimer/25)`

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{\displaystyle expValue = round\left(750^{1 + \frac{minutesTimer}{60} }\right)
 }

 `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 can't take damage and immediately gets defeated when colliding with the player character. Harmless Takodachis can stack by colliding with each other, forming bigger Harmless Takodachis. Touching a Harmless Takodachi will heal 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.

## Stats

### Life time

25 seconds

Added in Version 0.5, **Silver YAGOOs** are harmless enemies that hop around quickly and drop coins whenever they are hit. There is a 30% chance for a Silver YAGOO to spawn on a certain time period on any map. After receiving enough hits, they will vanish, and drop a Stamp.

## Stats

### Life time

25 seconds

Added in version 0.4, **Golden YAGOOs** are harmless enemies that hop around quickly and drop coins 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 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.

## 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 time-event, enemy could be spawn with a level and their original stats, or with a level and modified stats (signified by an "override" command).

### 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 events will still be spawned. This value changes throughout the run.

### Timed events

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.

*For a list of timed events for each stage, visit that stage's enemy page.*
### **Spawn pattern**

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** - Clusters are large groups of enemies that spawn together, but otherwise behave normally with no adjustments to stats.
* **Horde** - Hordes are composed of large to massive amounts of enemies moving 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 announced by an alert indicator.
* **Ring** - In a Ring, the enemies are spawned 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 wall preventing the player's safe escape.
* **Wall** - Walls come in either vertical or horizontal version. Sometimes they even appear at the same time. In this pattern, the enemies are spawned in a straight line, usually on both ends of the screen. The enemies move towards the player at varying speeds.
	+ **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.
		- **Wave** - A variation of the Stampede where enemies follow a sine-wave pattern while crossing the screen in an attempt to confuse the player on where the safe zones in the waves are.
* **Airdrop** - Airdrops are signaled by a red circle appearing, followed by a damage burst as an enemy is spawned in. Airdrops can occur either in a coherent formation or as a random scatter based around the player.
* **Fastball** - A Fastball is an attack where an enemy charges up and turns itself into a projectile aimed at the player. This attack is signaled with a red line spanning the screen.
* **Ambush** - Ambushes are a combination of Airdrop and Fastball. Enemies drop in at select spots and immediately charge up to ram the player.

*For a full list of spawn pattern in each stage's timed events, visit that stage's enemy page.*
## Enemy power scaling

Enemy stats calculation depends on their base stats and how long the run have been going.

*For a list of enemies' base stats for each stage, visit that stage's enemy page.*
### Time scaling

The game calculates two following values:

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{\displaystyle a = \max(0,minuteTimer-23)+37\cdot hourTimer
 }

 `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*
>
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# b
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{\displaystyle b = minutesPast30+60\cdot hourPast1
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 `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:
>
>
> 1. If a run is at 2 hour 45 minute, then *minutesPast30* = 135 and *hourPast1* = 1 ⇒ *b = 195*.
> 2. 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:

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# ATK

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{\displaystyle \text{ATK} = \left(baseATK + 2a \right)^{\left(1+\frac{b}{25}\right)}
 }

 `ATK = (baseATK + 2a )^(1+b/25)`

# SPD

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(300 maximum)

{\displaystyle \text{SPD} = \left( baseSPD + 0.12a \right)^\left(1+\frac{b}{25}\right) \text{(300 maximum)}
 }

 `SPD = (baseSPD + 0.12a)^(1 + b/25) (300 maximum)`

# HP

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{\displaystyle \text{HP}=\left(baseHP+ baseHP \cdot 0.05 \cdot a \right)^\left(1+\frac{b}{50}\right)
 }

`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.*
>
>

**List of stages in Holocure**

## 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.
* 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

1. ↑ OwenJu#9399, r/holocure Discord server. Formula for Eneny stats scaling in HoloCure (ver 0.4).
2. ↑ Kay Yu, Twitter status.