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.
- 🔥 High armor: use fast hits and long bends.
- 💨 High speed: lead with slow or stun.
- 💰 High gold: bank, then push a key buy.
- 🧭 Low gold: stay light and hold pace.
| 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."