Rushers (fast closers)
These enemies end runs by collapsing your spacing. Kill early, kite wide, and never reload in front of them.
Waves become easy when you stop shooting “whatever is closest” and start removing the enemies that can end your run.
Version note: enemy types vary by portal/version. This guide uses universal FPS threat logic (speed, damage, range, and how quickly they collapse your spacing).
In wave shooters, you don’t lose because one enemy exists—you lose because too many enemies are alive at the same time, from too many angles, at too close a distance. Threat priority is how you keep the wave “small” and controllable.
Think of every enemy as a timer:
Your job is to remove the shortest timers first.
When you see an enemy, score it mentally using this checklist. The higher the score, the earlier it must die.
| Factor | Question | Why it matters |
|---|---|---|
| Speed | Can it close the gap quickly? | Fast closers destroy spacing and force panic reloads. |
| Damage | Can it delete you in a short window? | High damage punishes even small mistakes. |
| Range | Can it shoot you while you fight others? | Chip damage adds up and breaks your rhythm. |
| Angle | Is it on high ground or a safe angle? | Hard angles are hard to trade into safely. |
| Utility | Does it stun, explode, or deny space? | Utility changes the whole fight, not just HP numbers. |
| Tankiness | Does it take forever to kill? | Tanks are dangerous when mixed with fast threats. |
| Spawn pressure | Are there many of them? | Volume multiplies risk and blocks escape routes. |
| Proximity | Is it already in your “red zone”? | Near threats require immediate attention, even if weaker. |
Tip: you don’t need perfect scoring. You just need a consistent rule that prevents the same deaths.
These enemies end runs by collapsing your spacing. Kill early, kite wide, and never reload in front of them.
They punish you while you focus elsewhere. Break line of sight, reposition, then remove them quickly.
High HP and steady pressure. Dangerous when you tunnel vision on them while smaller threats close in.
If present, treat them like “space denial.” Keep distance and use cover. Don’t cluster yourself in tight lanes.
Not dangerous individually, but deadly in volume. Use kiting routes and clear them in controlled chunks.
Targets on high ground or behind cover. Reposition to get a better angle—don’t stubbornly duel from a bad spot.
If you want a single rule you can follow every run, use this:
Pair this with spacing rules from: Wave Survival Guide.
Threat priority is easier when your positioning is good. Use positioning to “force” enemies into a line:
If you keep dying during reloads, revisit: Reload Discipline.
Use this 15-second plan at the start of each wave:
Pick targets with a rule, not with panic. Your survival time will jump immediately.
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