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Pokémon TD Enemies

125 enemy types to face in PokéPath TD Enemies

HP
Armor
Speed
Gold
Invisible

Bosses (35)

solrock enemy

solrock

10,220 0.8 115
Burn Immune
drifblim enemy

drifblim

11,060 6,080 0.6 180
Slow Immune
ludicolo enemy

ludicolo

11,180 1 140
cinccino enemy

cinccino

12,050 0.6 155
sigilyph enemy

sigilyph

12,120 1 215
porygon-z enemy

porygon-z

12,220 2 220
camerupt enemy

camerupt

13,090 11,800 0.6 200
Burn Immune
seviper enemy

seviper

14,020 1.3 185
Poison Immune
zangoose enemy

zangoose

14,020 1.3 185
lickitung enemy

lickitung

14,070 0.8 240
pinsir enemy

pinsir

14,510 1.1 318
mamoswine enemy

mamoswine

15,290 8,580 0.8 180
furfrou enemy

furfrou

15,520 1.1 225
aerodactyl enemy

aerodactyl

16,550 25,000 1 582
dusknoir enemy

dusknoir

16,570 16,570 1 515
tauros enemy

tauros

16,660 2 250
Slow Immune
yanmega enemy

yanmega

17,140 1 365
dusclops enemy

dusclops

17,770 1 320
lickilicky enemy

lickilicky

20,190 0.8 445
kangaskhan enemy

kangaskhan

20,580 1 392
Stun Immune
spiritomb enemy

spiritomb

21,250 1.1 700
Burn ImmunePoison Immune
tyranitar enemy

tyranitar

23,000 15,000 1 500
metagross enemy

metagross

27,110 16,180 0.8 900
Poison Immune
snorlax enemy

snorlax

30,000 0.6 300
Slow ImmuneBurn ImmunePoison Immune
miltank enemy

miltank

30,550 0.8 450
Stun ImmunePoison Immune
dragonite enemy

dragonite

35,000 1 600
Stun Immune
Entei enemy

Entei

40,000 20,000 0.8 12000
Burn Immune
Suicune enemy

Suicune

50,000 1.5 18000
Slow Immune
Raikou enemy

Raikou

55,000 1.2 6000
Stun Immune
zapdos enemy

zapdos

62,000 1 10000
Stun Immune
articuno enemy

articuno

70,000 0.8 5000
Slow Immune
caterpie enemy

caterpie

100,000 0.8 5000
moltres enemy

moltres

190,000 0.8 15000
Burn ImmunePoison Immune
registeel enemy

registeel

200,000 200,000 0.8 21000
Poison Immune
regirock enemy

regirock

714,286 0.8 7000
Stun ImmuneSlow ImmuneBurn Immune

Normal Enemies (44)

delibird enemy

delibird

500 HP

graveler enemy

graveler

510 HP

poochyena enemy

poochyena

510 HP

ninjask enemy

ninjask

590 HP

golbat enemy

golbat

600 HP

zigzagoon enemy

zigzagoon

600 HP

raticate enemy

raticate

700 HP

spearow enemy

spearow

740 HP

dodrio enemy

dodrio

780 HP

butterfree enemy

butterfree

820 HP

venomoth enemy

venomoth

820 HP

magneton enemy

magneton

870 HP

dustox enemy

dustox

880 HP

ponyta enemy

ponyta

880 HP

weepinbell enemy

weepinbell

920 HP

exeggcute enemy

exeggcute

920 HP

whismur enemy

whismur

930 HP

sentret enemy

sentret

960 HP

bronzong enemy

bronzong

990 HP

metang enemy

metang

1080 HP

combee enemy

combee

1120 HP

chimecho enemy

chimecho

1210 HP

pupitar enemy

pupitar

1210 HP

linoone enemy

linoone

1320 HP

loudred enemy

loudred

1410 HP

scraggy enemy

scraggy

1450 HP

beautifly enemy

beautifly

1450 HP

dratini enemy

dratini

1500 HP

swinub enemy

swinub

1500 HP

golem enemy

golem

1550 HP

zoroark enemy

zoroark

1650 HP

mightyena enemy

mightyena

1810 HP

lotad enemy

lotad

1850 HP

yanma enemy

yanma

1950 HP

liepard enemy

liepard

1980 HP

furret enemy

furret

2010 HP

lunatone enemy

lunatone

2090 HP

rapidash enemy

rapidash

2150 HP

beedrill enemy

beedrill

2290 HP

paras enemy

paras

2350 HP

baltoy enemy

baltoy

2510 HP

snover enemy

snover

2510 HP

slugma enemy

slugma

2520 HP

lombre enemy

lombre

2980 HP

Strong Enemies (24)

magnezone enemy

magnezone

3,040 HP 7,580 AR
victreebel enemy

victreebel

3,050 HP
fearow enemy

fearow

3,080 HP
skarmory enemy

skarmory

3,110 HP 24,090 AR
magcargo enemy

magcargo

3,120 HP 5,950 AR
exeggutor enemy

exeggutor

3,210 HP
porygon enemy

porygon

3,440 HP
rhyhorn enemy

rhyhorn

3,500 HP 2,700 AR
rhydon enemy

rhydon

3,510 HP 5,170 AR
vespiquen enemy

vespiquen

3,780 HP
scrafty enemy

scrafty

3,850 HP
drifloon enemy

drifloon

4,510 HP
parasect enemy

parasect

4,820 HP
scyther enemy

scyther

4,880 HP
piloswine enemy

piloswine

4,940 HP 920 AR
exploud enemy

exploud

4,980 HP
chansey enemy

chansey

5,080 HP
dragonair enemy

dragonair

5,500 HP
claydol enemy

claydol

6,060 HP
tropius enemy

tropius

6,080 HP
porygon2 enemy

porygon2

6,150 HP
numel enemy

numel

7,510 HP
scizor enemy

scizor

8,550 HP
abomasnow enemy

abomasnow

9,590 HP 1,200 AR

Weak Enemies (22)

regice enemy

regice

1 HP

nosepass enemy

nosepass

50 HP

caterpie enemy

caterpie

50 HP

zubat enemy

zubat

60 HP

rattata enemy

rattata

70 HP

geodude enemy

geodude

80 HP

doduo enemy

doduo

80 HP

metapod enemy

metapod

90 HP

magnemite enemy

magnemite

95 HP

cascoon enemy

cascoon

110 HP

wurmple enemy

wurmple

200 HP

kakuna enemy

kakuna

250 HP

kecleon enemy

kecleon

330 HP

chingling enemy

chingling

350 HP

venonat enemy

venonat

350 HP

beldum enemy

beldum

350 HP

weedle enemy

weedle

380 HP

probopass enemy

probopass

410 HP

purrloin enemy

purrloin

420 HP

bellsprout enemy

bellsprout

450 HP

larvitar enemy

larvitar

450 HP

bronzor enemy

bronzor

450 HP

Pokémon TD Enemies Guide: Pokémon TD Enemies stats, tags, and reads

Enemy data is the core of a clean build, so read it fast and act. HP shows how long a foe can take hits. Armor cuts each hit by a set rate. Speed shows how much path time you gain, and gold shows how each pick pays. In PokéPath TD Enemies, a slow foe with high HP can still be safe. That holds if your team has burn or slow in its kit. In fast waves, a low HP foe can still leak. That can happen if you lack slow or stun. Keep notes on the mix, not the name. You want a quick plan that fits the map and wave set. If you see high armor, add more hits, not just big hits. If you see high speed, place slow in front and aim for long bends. A short read like this keeps your gold safe and your pace calm. Keep a small log for boss cues, and it pays off with less waste. When the grid feels long, trim the plan to two key roles and test again.

This list is a clean read tool for PokéPath TD Enemies. It gives a fast cue on what each foe can take. It also shows what it gives back. Use it to pick a safe start, then shift based on wave mix. The card tags show which debuffs fail, so you do not waste a slot. A hidden foe can slip by if you lack a spotter role. Plan one in each run. If you want a quick ref, keep a tab open to Wiki for broad lore. Then come back to stats for real play value. This page also notes where gold jumps, so you can time a big buy. Gold tags show a safe bank point. Use that bank to time a key buy. A short scan keeps your mind clear. It also cuts tilt when a wave spikes. The key is to stay calm. Play in short tests. Trust the data more than hype. 😄

Pokémon TD Enemies stats map for Pokémon TD Enemies runs

A stats map is a fast way to read risk. If HP is low, you can run light DPS and push for gold. If HP is high, you need a main hit unit set by wave six. Armor is a flat wall. It asks for more hits and more time on path. In Pokémon TD Enemies runs, armor can make a boss feel worse. It can feel worse than its HP count. A set of fast hits on a long bend can beat a big hit. A short lane favors burst. Speed is the next key, since fast foes cut your hit time in half. When speed is high, add slow and place slow in front of your main zone. Plan a small mix: one main hit, one slow, one area, one gold. Then flex the last slot for odd waves. That simple map keeps you safe even in wild boss packs. If your pace still feels tight, drop one gold unit. Add more hits for a wave or two, then swap back.

Each card tells you the right kind of hit to bring. Low armor foes can fall to burst hits. High armor foes need rapid hits or dots. Gold is the pay line that tells you when to spend hard. A boss with huge gold pay is a key time to bank. Then dump on a big upgrade. That bank can fund two key picks in one wave. Use it to fix gaps fast. Speed also sets where you place your core. Fast foes need a bend or loop, slow foes can take a short lane. Mark each wave by pace, so you know when to drop a stun. This simple map cuts bad buys and keeps runs stable. It feels less like luck, and more like a clean read you can trust. A calm pace note helps when a map feels odd. It keeps your plan firm. That helps a lot. ⚡

Armor, speed, and gold reads

Armor is the stat that often tricks new runs. A big hit can look good, yet armor cuts it down fast. A set of fast hits can do more net work. Speed is the stat that sets your lane plan. A fast foe needs slow, chill, or stun to keep it in range. Gold is the stat that tells you if a wave pays. It also shows a drain wave. If gold is low, keep spend low and stay safe. If gold is high, bank it, then push a key upgrade right after. This rule keeps your gold pool full and lets you shift on a dime. It also keeps your team lean. You do not add a bad role that eats space. This rule also helps time a boss swap. A safe bank lets you take a hard wave. Use this rule set with a calm mind and your runs will feel less wild.

Stat cue What it means Team move
High armor Hits lose power Use fast hits and slow
High speed Less time on path Place on bends, add slow
High gold Big pay wave Bank, then buy

Hidden foes and immune tags

Some foes are hidden, so they slip past most hits. When a card shows the hidden icon, bring a spot role that can see it. If you skip that role, you can lose on a low wave, which feels rough. A small spot unit near the start can tag them. Keep its range on a long bend. That role is cheap and saves runs. A cheap spot unit can sit near the base too. That keeps a short lane safe. If a map has split paths, place two spot roles for a bit. In Pokémon TD Enemies, the hidden tag is a loud cue to shift your plan. Keep one spot role in the build, then scale your main hit next. A calm plan is a plan you can run each time. Keep it in your set list. Hidden foes are not rare in late runs. Add this rule to your main flow.

Immune tags do the same kind of harm if you miss them. A burn immune foe turns a burn plan to dust. A slow immune foe cuts your path time in half. A stun immune foe will walk right past your best hold line. When you see more than one immune tag, shift to raw hits or area hits. Add one role for pace, then test a wave and see the gap. It is a small step that saves gold. If burn fails, move to raw hits or dots. If slow fails, use more range and fast hits. If stun fails, plan to burst with gold and speed. Note the immune tags by wave set, then plan a swap in advance. A short tag note helps you spot bad picks fast. It keeps the run smooth and keeps you in control. That small plan keeps each run on track. 🙂

"Short tests beat long myths when you tune your enemy plan."