Enemy Guide (All 12 Types)
VOID STRIKER begins with four enemy types and unlocks more as stages advance, eventually mixing all 12. This page covers each enemy's durability, score, attack pattern, and counterplay. Values are the stage 1 baseline; actual health, bullet speed, and firing interval increase through difficulty scaling.
Small and Medium Enemies
dart
4 HP, 130 points. The most basic enemy, descending straight down from the top at 250px/s. It has a 35% chance to fire one aimed bullet. A single dart poses little threat, but formations arrive in clusters, so choose an escape route early. Destroying a splitter also spawns two darts moving left and right.
sine
6 HP, 195 points. Descends slowly in a horizontal sine wave and fires straight down at fixed intervals, with a baseline of 0.85 seconds. Its predictable path makes it possible to learn the rhythm and clear it while holding a safe position.
orbiter
7 HP, 350 points. Enters toward a target point, circles in place, then fires a three-direction aimed fan before leaving. Its circular motion is easy to read, so concentrated fire as soon as it begins orbiting can destroy it before it shoots.
turret
14 HP, 700 points. Descends slowly while repeatedly firing aimed 3-way shots, with a baseline interval of 1.36 seconds. Shift sideways in small steps while it tracks you to redirect its firing lanes.
weaver
5 HP, 250 points. Descends rapidly in a triangular zigzag and periodically fires an aimed 3-way spread about 0.5 radians wide. Its fast, irregular movement is difficult to chase, so hold a safe lane and intercept it instead.
sniper
10 HP, 350 points. Stops near the top of the screen, around y=120–180, flashes a 0.6-second telegraph, then fires three fast aimed shots. Move away from its aim during the flash to evade the entire burst. The warning remains fixed at 0.6 seconds at every difficulty.
splitter
8 HP, 300 points. Descends slowly with a gentle sine motion and does not fire, but spawns two darts moving left and right when destroyed. The spawned darts are worth half score. Plan an escape route for the new enemies before landing the finishing shot.
miner
9 HP, 350 points. Descends to mid-screen, moves horizontally, and places a mine about every two seconds before leaving. Each mine remains still and bursts into a ring after 2.2 seconds. Keep away from placed mines and create distance early.
Medium and Large Armored Enemies
tank
70 HP, 3,500 points. Descends slowly, holds position, and periodically releases a 12-bullet ring, with a baseline interval of 1.87 seconds. It always drops a P item. Line up with a ring gap as it fires, concentrate on passing through, then return fire from the opening.
carrier
45 HP, 2,700 points. Crosses the upper screen and releases three darts every 1.3 seconds. It always drops a P item. Destroying the carrier early reduces the total number of darts it can deploy, making it a valuable priority target.
aegis
24 HP, 500 points. A slow armored enemy whose shield halves incoming damage while HP remains above 50%. The shield appears as a ring around it. Consider clearing other enemies before focusing on it, or use a bomb to cut through the shield efficiently. It also fires periodic 10-bullet rings and always drops a P item.
bomber
14 HP, 400 points. Crosses the upper screen while dropping timed orb projectiles. An orb slows gradually, then bursts into an eight-bullet ring after 1.6 seconds. Read its landing point and use the delay to reach safety before it bursts. It always drops a P item.
Drop Rates
| Item | Chance from Standard Small Enemies | Notes |
|---|---|---|
| P (Power-up) | 12% | Guaranteed from tank, carrier, bomber, and aegis |
| B (Bomb) | 3% | — |
| L (Life) | 0.5% | The rarest drop |
| G (Gem / 300 points) | 25% | Dropped only by small enemies |
Explosion size reflects enemy class: dart and sine are small; orbiter, turret, weaver, splitter, sniper, and miner are medium; carrier and bomber are large; tank and aegis are extra large. As a practical rule, a larger explosion indicates a tougher enemy.
Once you are comfortable handling regular enemies, move on to the three boss archetypes that appear after each stage.