Enemy & Threat Priority Guide

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).

Table of Contents

Why Threat Priority Matters

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.

The 8-Point Threat Checklist

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.

Common Enemy Archetypes

Rushers (fast closers)

These enemies end runs by collapsing your spacing. Kill early, kite wide, and never reload in front of them.

Ranged shooters

They punish you while you focus elsewhere. Break line of sight, reposition, then remove them quickly.

Elites / tanks

High HP and steady pressure. Dangerous when you tunnel vision on them while smaller threats close in.

Explosive / area threats

If present, treat them like “space denial.” Keep distance and use cover. Don’t cluster yourself in tight lanes.

Swarm groups

Not dangerous individually, but deadly in volume. Use kiting routes and clear them in controlled chunks.

Hard-angle threats

Targets on high ground or behind cover. Reposition to get a better angle—don’t stubbornly duel from a bad spot.

Default Priority Order (Simple Rule Set)

If you want a single rule you can follow every run, use this:

  1. Immediate proximity (anything already in your red zone)
  2. Fast closers (rushers)
  3. Ranged / high-ground shooters
  4. Explosive / utility threats (if present)
  5. Swarm groups (reduce volume)
  6. Elites / tanks (only after the wave is controlled)

Pair this with spacing rules from: Wave Survival Guide.

Positioning to Make Threats Easier

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.

Common Mistakes

A Quick “Next Wave” Plan

Use this 15-second plan at the start of each wave:

  1. Locate your escape route (where you run if pressured).
  2. Identify the fastest closer and the strongest ranged threat.
  3. Choose your first target based on proximity + speed + angle.
  4. Clear in chunks (never let the wave surround you).

Win Waves by Thinking First

Pick targets with a rule, not with panic. Your survival time will jump immediately.

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