Threats

Beam Drones
Each drone's color corresponds to the type of special beam they will fire. Drones can only be destroyed using endurium waves. At the beginning of the game, drones have an armor rating of 100, which means they can typically be destroyed with one or two endurium waves. As you progress through the game you'll face drones with increasingly higher armor ratings.
Drones will be firing beams at you relentlessly while in their attack phase, but will be vulnerable for just a moment after their movement phase. This is the most opportune time to attempt a counter-attack since there will be a moment before you must defend yourself again, and the drones won't change position again until they've completed another attack phase which makes it more likely that you'll land a hit. Damaged drones will twitch, and sparks can be seen cascading from them proportionate to how much damage they've taken.
Every drone will fire 3-5 beams between movement phases. If any drones have been destroyed, one drone will spawn during a movement phase. Even on endless or timed sessions, destroying drones has its benefits. First, its the only way to earn credits. The longer you've survived in any round, the more credits a drone is worth. While bonus credits are awarded for clearing a tier in Beam Break mode, making custom games where you survive for lengthy sessions are another great way to progress if you need to upgrade your gear to survive the next level of difficulty. Additionally, beam speed and damage are proportionate to the number of active drones, which means destroying a drone at the beginning of their attack phase will not only make it easier to avoid damage for the entire volley, but also reduce damage from any mishaps. This of course makes the inverse true as well, if you discharge your endurium into your shields to recover, the battle will become slightly harder as the drones replenish their numbers. But this is where discharge modules can even the playing field.
Each drone's color corresponds to the type of special beam they will fire. Drones can only be destroyed using endurium waves. At the beginning of the game, drones have an armor rating of 100, which means they can typically be destroyed with one or two endurium waves. As you progress through the game you'll face drones with increasingly higher armor ratings.
Drones will be firing beams at you relentlessly while in their attack phase, but will be vulnerable for just a moment after their movement phase. This is the most opportune time to attempt a counter-attack since there will be a moment before you must defend yourself again, and the drones won't change position again until they've completed another attack phase which makes it more likely that you'll land a hit. Damaged drones will twitch, and sparks can be seen cascading from them proportionate to how much damage they've taken.
Every drone will fire 3-5 beams between movement phases. If any drones have been destroyed, one drone will spawn during a movement phase. Even on endless or timed sessions, destroying drones has its benefits. First, its the only way to earn credits. The longer you've survived in any round, the more credits a drone is worth. While bonus credits are awarded for clearing a tier in Beam Break mode, making custom games where you survive for lengthy sessions are another great way to progress if you need to upgrade your gear to survive the next level of difficulty. Additionally, beam speed and damage are proportionate to the number of active drones, which means destroying a drone at the beginning of their attack phase will not only make it easier to avoid damage for the entire volley, but also reduce damage from any mishaps. This of course makes the inverse true as well, if you discharge your endurium into your shields to recover, the battle will become slightly harder as the drones replenish their numbers. But this is where discharge modules can even the playing field.

Shielded Beam
These blue beams emit a pulse of protective energy. Damage that exceeds their remaining shield value will not roll over into the health of the beam. This means that while its possible to not strike it hard enough to disable the shields in a single strike, they will always completely absorb the damage from the first attack, and therefore require at least 2 strikes to destroy.
Like all beam types in Endurium, it does not matter which hand you use to make these strikes. You can, for example, cross or scissor cut with both hands at once, strike swiftly through with one hand and back again in reverse, or with one hand then the other in parallels or in sequence. You are free to make whatever movement feels best to you in the moment.
These blue beams emit a pulse of protective energy. Damage that exceeds their remaining shield value will not roll over into the health of the beam. This means that while its possible to not strike it hard enough to disable the shields in a single strike, they will always completely absorb the damage from the first attack, and therefore require at least 2 strikes to destroy.
Like all beam types in Endurium, it does not matter which hand you use to make these strikes. You can, for example, cross or scissor cut with both hands at once, strike swiftly through with one hand and back again in reverse, or with one hand then the other in parallels or in sequence. You are free to make whatever movement feels best to you in the moment.

Electric Beam
Identified by their yellow color and spinning corkscrew shaft, as well as Electric beams cannot be destroyed. You must duck under or step away from them. Striking them will cause them to slightly change direction and stop their rotation, if any, allowing you to more easily evade them.
Identified by their yellow color and spinning corkscrew shaft, as well as Electric beams cannot be destroyed. You must duck under or step away from them. Striking them will cause them to slightly change direction and stop their rotation, if any, allowing you to more easily evade them.

Peashot Volley
With a damage resistance of zero, peashots burst as soon as they touch your blades at any velocity. Simply holding in place is enough to stop them, though you will need to follow the volley as it moves in rotation with the drone's arms. If you hit every peashot in the volley with the same plasma blade and don't miss any, you'll gain an extra 25% boost to your endurium charge.
With a damage resistance of zero, peashots burst as soon as they touch your blades at any velocity. Simply holding in place is enough to stop them, though you will need to follow the volley as it moves in rotation with the drone's arms. If you hit every peashot in the volley with the same plasma blade and don't miss any, you'll gain an extra 25% boost to your endurium charge.

Heavy Beam
Holding the trigger on one of your plasma blades can activate your endurium wave module, but it can also serve another purpose. The energy primed into your blades to produce the wave also increases your blades damage output significantly, and this pent up energy will detonate explosively if your blades touch anything while in this state. Heavy beams resist damage at an extremely high rate, but using a charged strike with enough force should be enough to destroy one in a single hit.
These beams are orange in color, and are characterized by a significant layer of plasma flowing across its surface, as well as a flickering starburst pattern on either end.
Holding the trigger on one of your plasma blades can activate your endurium wave module, but it can also serve another purpose. The energy primed into your blades to produce the wave also increases your blades damage output significantly, and this pent up energy will detonate explosively if your blades touch anything while in this state. Heavy beams resist damage at an extremely high rate, but using a charged strike with enough force should be enough to destroy one in a single hit.
These beams are orange in color, and are characterized by a significant layer of plasma flowing across its surface, as well as a flickering starburst pattern on either end.

Heavy Shielded Beam
Possessing both the protective layer of plasma of the heavy beams and shield emissions, heavy shielded beams will absorb all damage unless the shield is removed with a charged strike. They can then be destroyed by any follow up strike. Holding both triggers and striking with both blades is enough to destroy it instantly, but using one charged strike and following back through with the same blade will work just as well.
Heavy Shielded beams grant an additional 10 points of Endurium Charge.
Possessing both the protective layer of plasma of the heavy beams and shield emissions, heavy shielded beams will absorb all damage unless the shield is removed with a charged strike. They can then be destroyed by any follow up strike. Holding both triggers and striking with both blades is enough to destroy it instantly, but using one charged strike and following back through with the same blade will work just as well.
Heavy Shielded beams grant an additional 10 points of Endurium Charge.

Endurium Bolt
Although they can be hard to see at a fast pace, there is a telltale bang when one is fired. Endurium bolts will deplete any endurium you've built up if they strike you, your blades can absorb them to completely fill your endurium charge. If hit with a charged strike, it will instead reflect back at the drone that fired it, dealing damage and stunning it until the next movement phase.
If you create an endurance round with endurium buildup disabled, you will still be able to gain a full charge using an endurium bolt.
Although they can be hard to see at a fast pace, there is a telltale bang when one is fired. Endurium bolts will deplete any endurium you've built up if they strike you, your blades can absorb them to completely fill your endurium charge. If hit with a charged strike, it will instead reflect back at the drone that fired it, dealing damage and stunning it until the next movement phase.
If you create an endurance round with endurium buildup disabled, you will still be able to gain a full charge using an endurium bolt.

Sixer
MNR-120 Human Interface Number Six, code named "Sixer." On game modes that include him, he will occasionally spawn when the drones enter their movement phase. He will strafe across the field firing lasers until he enters his assault phase, wherein he will ignite his own plasma blade and charge the player. His lasers can be deflected back at him by holding up your blades like a mirror. As he loses health, the light at his base will change color to indicate his level of damage.
Pay close attention to his posture during his assault as this telegraphs the angle he will strike from; left, right, or above. If his slash is parried he will become unbalanced for a moment allowing you to counter strike. While he starts the game without one, Sixer gains an invulnerable shield starting from tier 3. If you strike his shield he will stop his assault and back off until the next movement phase. This makes it difficult to deal damage to him without taking damage yourself unless you parry his attack to stagger him, although targeting him with an endurium wave will destroy him instantly.
Sixer was the last in a line of interfaces designed with the goal of creating sentient machine intelligence. While every interface is made to recognize itself as a thinking being, Sixer was given the ability to choose his disposition according to his experience with the results of his actions. This lead to a cascade of bad interactions that left Sixer annoyed, bitter, and generally agitated. Sixer found that making angry demands was more efficient than pleasantly asking. Even if those around him only deferred to him out of a desire to shut him up, it was less likely to result a request being put off until later. Eventually, the interface was scrapped in favor of one who would always be polite.
MNR-120 Human Interface Number Six, code named "Sixer." On game modes that include him, he will occasionally spawn when the drones enter their movement phase. He will strafe across the field firing lasers until he enters his assault phase, wherein he will ignite his own plasma blade and charge the player. His lasers can be deflected back at him by holding up your blades like a mirror. As he loses health, the light at his base will change color to indicate his level of damage.
Pay close attention to his posture during his assault as this telegraphs the angle he will strike from; left, right, or above. If his slash is parried he will become unbalanced for a moment allowing you to counter strike. While he starts the game without one, Sixer gains an invulnerable shield starting from tier 3. If you strike his shield he will stop his assault and back off until the next movement phase. This makes it difficult to deal damage to him without taking damage yourself unless you parry his attack to stagger him, although targeting him with an endurium wave will destroy him instantly.
Sixer was the last in a line of interfaces designed with the goal of creating sentient machine intelligence. While every interface is made to recognize itself as a thinking being, Sixer was given the ability to choose his disposition according to his experience with the results of his actions. This lead to a cascade of bad interactions that left Sixer annoyed, bitter, and generally agitated. Sixer found that making angry demands was more efficient than pleasantly asking. Even if those around him only deferred to him out of a desire to shut him up, it was less likely to result a request being put off until later. Eventually, the interface was scrapped in favor of one who would always be polite.

Lucky
HI:7 is code named "Lucky," a designation he hates, but he's programmed to be chipper. While technically still an example of machine intelligence, he sees all outcomes as favorable from an emotional perspective. While this creates some bugs of its own, he was deemed less dangerous than his predecessor. The only real threat Lucky poses is to himself.
HI:7 is code named "Lucky," a designation he hates, but he's programmed to be chipper. While technically still an example of machine intelligence, he sees all outcomes as favorable from an emotional perspective. While this creates some bugs of its own, he was deemed less dangerous than his predecessor. The only real threat Lucky poses is to himself.