Fleet Enemies are a special enemy class that shows up from Tier 14 onward, made up of three types: Saboteur, Commander, and Overcharge. They behave differently from standard enemies in almost every way — what hurts them, how they move, and what they drop.
Everything here comes from community testing plus the V28.3 patch notes, so treat the details as best current knowledge rather than confirmed fact.
Fleet Enemies
Three enemy types fall under the Fleet umbrella: Saboteur, Commander, and Overcharge, and you will only meet them on T14 or higher. A long list of your usual tools simply does not work on them — Orbs, Death Ray, shockwave, knockback, and both Black Hole damage and pull all fail to connect. Chrono Field, Chrono Loop (CF+), Thunder Bot, Poison Swamp stun, and Land Mine stun do function, but only at half strength. The Plasma Cannon card will not even select them as a target.
Fleets pass straight through other enemies instead of colliding with them. Where each type stops differs: Commander and Overcharge halt once they are inside your Tower Range, whereas the Saboteur keeps coming until it reaches the tower itself. Thorns are heavily blunted against them at 85% resistance, and whatever Thorn damage does land is calculated from their current health rather than their maximum.
Their attack rate scales with wave count. At Wave 1 they attack extremely slowly, and this ramps up until hitting its ceiling at Wave 4000.
Overview
Two quirks are worth knowing. The Saboteur counts as attacking for the purposes of Thorn effects, yet it never triggers Energy Shield and cannot damage The Wall. Overcharge, meanwhile, never scales its damage — it stays fixed at whatever Wave 1 dealt on that tier.
The table below summarises the per-type details.
| Fleet Enemy | Description | Speed | Health | Attack |
|---|---|---|---|---|
| Saboteur | Selects an ultimate weapon on tower hit, decreasing its upgrade level by 1 and deactivating the ultimate weapon if it reaches 0. Wall hits do not affect ultimate weapons. | 2x | 20x | 0* |
| Commander | Empowers enemies within an area, providing a 1.15x boost to health, mass, and speed with each pulse, capped to 8 boosts per enemy. This pulse does not affect bosses. | 0.5x | 20x | N/A |
| Overcharge | Shoots a returning projectile at the Tower, dealing 1.4x damage with each hit. Fires a final projectile on death. | 1x | 20x | Wave 1** |
Fleet Rewards
Killing a Fleet enemy pays out one of two currencies. Reroll shards are the common result at an 80% drop chance, with module shards making up the remaining 20%.
Exact amounts per enemy type are listed in the rewards table.
| Tiers | Reroll Shards (80%) | Wave | Module Shards (20%, 5% per type) |
|---|---|---|---|
| T14 | 1080 | 1 | 5 |
| T15 | 1200 | 250 | 6 |
| T16 | 1350 | 500 | 7 |
| T17 | 1500 | 750 | 8 |
| T18 | 1650 | 1000 | 9 |
| T19 | 1800 | 1250 | 10 |
| T20 | 1950 | 1500 | 11 |
| T21 | 2100 | 1750 | 12 |
| 2000 | 13 | ||
| 2250 | 14 |
Fleet Enemy Spawns
Fleet spawns are guaranteed — if a wave is due to produce one, it will, and wave-skipping past that point still forces the Fleet enemy to appear. Each one arrives alongside a pack of matching escort enemies, with the group size looking like a random roll somewhere between 10 and 14. The moment it appears within its assigned wave is also randomised.
Since v28.3, these escort packs sit under their own separate cap. That means the whole group is guaranteed to spawn and can push the total enemy count above the normal limit.
| Fleet | Companions |
|---|---|
| Overcharge | Ranged |
| Commander | Tank |
| Saboteur | Fast |
Fleets at Higher Waves on All Tiers
Fleets are no longer exclusive to the top tiers — every tier gets them eventually if you push far enough. On Tier 1 they begin appearing at wave 15,000, and each tier above that moves the first appearance 250 waves sooner: 14,750 on T2, 14,500 on T3, and so on down the line. After their debut, they keep coming back every 100 waves.
| Tier | First Spawn Wave | Spawn Frequency Waves / Fleet |
|---|---|---|
| Tier 1 | 15,000 | 100 |
| Tier 2 | 14,750 | 100 |
| Tier 3 | 14,500 | 100 |
| Tier 4 | 14,250 | 100 |
| Tier 5 | 14,000 | 100 |
| Tier 6 | 13,750 | 100 |
| Tier 7 | 13,500 | 100 |
| Tier 8 | 13,250 | 100 |
| Tier 9 | 13,000 | 100 |
| Tier 10 | 12,750 | 100 |
Fleets in Battle Condition Tiers and Tournaments
Bonus spawns carry the pattern over from the high-wave Fleets of lower tiers. One caveat: if a regular Fleet is present at the same time, the bonus ones drop nothing.
| Tier | First Wave | Frequency Wave/fleet | Bonus Spawn First Wave | Frequency Wave / Fleet |
|---|---|---|---|---|
| Tier 14+ (Legends prior to V27.3) | 895 | 30 | N/A | N/A |
| Tier 14 | 2495 | 1000 | 11,750 | 100 |
| Tier 15 | 1495 | 750 | 11,500 | 100 |
| Tier 16 | 995 | 500 | 11,250 | 100 |
| Tier 17 | 495 | 250 | 11,000 | 100 |
| Tier 17+ (Legends from V27.3+) | 895 | 30 | ||
| Tier 18 | 95 | 100 | 10,750 | 100 |
| Tier 19 | 45 | 50 | 10,500 | 100 |
| Tier 20 | 5 | 10 waves/1 fleet | 10,250 | 100 |
| Tier 21 | 5 | 10 waves/2 fleets | 10,000 | 100 |