Enemies
Moboria has no named monsters. Each raid draws a few enemy races from the Deep, in several variants, and sends them at your party one duel at a time. The last enemy is always a boss.
Categories
Every enemy race belongs to one of three categories. Every class has a favored foe: heroes of that class deal 10% more damage to enemies of that category. See the heroes for what each class can do.
Humanoids
They have names, plans, and opinions about your plan.
Humans, orcs, goblins, lizardfolk, cyclopes and minotaurs: the thinking folk of the Deep. They fight with tactics, which is exactly why rogues, rangers and necromancers, who like to think one step ahead, hit them harder than anything else.
Beasts
Fangs, claws, scales, and no manners.
Wolves, spiders, bats, slimes, trolls, nagas and dragons: the creatures of the Deep that never learned to talk and see no reason to start. Knights, barbarians and druids know how to deal with them, and hit them harder than they hit anything else.
Cursed
Not alive, not entirely unalive, and very much in the way.
Skeletons, zombies, shadows, imps, gargoyles, oni, and the occasional mimic pretending to be a chest. Sorcerers and clerics, whose magic cuts straight through old curses, hit them harder than anything else.
Enemy tiers
Enemy
1xhealth of a common enemy of its race
Each raid has one enemy per participant. The last one is the boss.
Miniboss
1.5xhealth of a common enemy of its race
One per raid, only in raids with 8 or more enemies. 1.5x the health of a common enemy of its race, and up to 5.9% more health and attack.
Boss
2xhealth of a common enemy of its race
The last enemy of every raid. 2x the health of a common enemy of its race, and up to 17.6% more health and attack. It carries the biome's signature ability and fights in a boss format.
Boss formats
The boss fight is played as heroes x enemies. When the raid starts, the game compares the heroes' power with the enemy line-up and picks one of 3x1, 2x1, 1x1, 2x2 (from the weakest raid to the strongest); the format is then locked for the whole raid. Only the boss fight changes format.
| Format | Heroes | Enemies |
|---|---|---|
| 3x1 | 3 | 1 |
| 2x1 | 2 | 1 |
| 1x1 | 1 | 1 |
| 2x2 | 2 | 2 |
Boss warning and guard
Most boss abilities are announced 2 attacks before they land. Use that window: answer in chat with !guard before the attack lands and it hurts you far less. Knights can answer with their skill, Taunt, instead.
Guarding when no warning is open wastes 100% of that next attack, so wait for the announcement.
Enemy races
Stats are for an ordinary enemy at raid level 10; each range covers all the variants of the race. In a real raid they scale with the raid level and the number of players, and stronger variants show up deeper.
Humanoids
| Enemy | Attacks | HP | Attack | Defense % | Crit % | Dodge % | Variants |
|---|---|---|---|---|---|---|---|
| Human | Melee | 225–255 | 10–12 | 15–21 | 15–21 | 10–14 | 3 |
| Orc | Melee | 225–255 | 10–12 | 15–21 | 6–18 | 8–12 | 3 |
| Goblin | Ranged | 180–210 | 9–11 | 3–9 | 18–24 | 12–16 | 4 |
| Lizardfolk | Melee | 195–225 | 9–10 | 6–21 | 21–24 | 10–12 | 3 |
| Cyclops | Melee | 240 | 12 | 18 | 3 | 4 | 3 |
| Minotaur | Melee | 225–270 | 10–15 | 18–27 | 6–12 | 0–8 | 3 |
Beasts
| Enemy | Attacks | HP | Attack | Defense % | Crit % | Dodge % | Variants |
|---|---|---|---|---|---|---|---|
| Spider | Ranged | 150–180 | 5–9 | 0–6 | 18–30 | 10–18 | 4 |
| Wolf | Melee | 195–240 | 9–12 | 6–18 | 12–18 | 4–10 | 4 |
| Bat | Melee | 165 | 7 | 0 | 12 | 20 | 4 |
| Slime | Melee | 225–285 | 8–10 | 0–6 | 0–3 | 0–4 | 3 |
| Dragon | Melee | 225–270 | 9–14 | 12–21 | 9–15 | 2–8 | 3 |
| Naga | Melee | 225 | 11 | 15 | 15 | 8 | 3 |
| Troll | Melee | 240 | 10 | 21 | 3 | 2 | 3 |
Cursed
| Enemy | Attacks | HP | Attack | Defense % | Crit % | Dodge % | Variants |
|---|---|---|---|---|---|---|---|
| Skeleton | Ranged | 210–225 | 9–10 | 6–21 | 12–24 | 8 | 4 |
| Zombie | Melee | 225 | 9 | 6 | 3 | 0 | 3 |
| Shadow | Melee | 195–225 | 8–10 | 0–9 | 6–18 | 12–16 | 3 |
| Imp | Ranged | 180–210 | 8–10 | 0–6 | 15–21 | 6–14 | 4 |
| Gargoyle | Melee | 240 | 8 | 30 | 0 | 0 | 3 |
| Oni | Melee | 225 | 12 | 18 | 9 | 8 | 3 |
| Mimic | Melee | 150–270 | 7–13 | 0–18 | 0–21 | 0–12 | 3 |
Mimic is rare: each raid has a 1% chance to include one, rising to 10% at the deepest depths.