In battles of the map stages and quests, the player's team face waves of enemies of various elements, more often two or three. The ordinary enemies encountered are called Monsters (or colloquially Mobs).
In some situations, the enemies are stronger and unique from others, sharing Special Skills with bosses. Those are called Elite Enemies (or colloquially Mini Bosses).
For Path of Valor Challenges and Daily Challenges the term 'enemy' refers to Monsters including Elite Enemies and bosses as well as Titans and Heroes in Raids.
Elite enemies are specialized enemies that, unlike rank-and-file ones, have a mana bar and special skills like bosses and usually fill a whole stage. They appear in Season 1 and 3; their stages are marked on the map with crossed swords/wings. All enemies in Season 5 are elite with unique passive abilities; each stage in every province list these enemies (e.g. S5: Province 1).
One Path of Valor daily challenge is "Defeat 10 Elite Enemies". All stages in Season 1 have at most 9 of them ("standard" final bosses do not count). Some Season 3 stages like S3: Province 4 Stage 4 have 10, but the standard cost of 6 World Energy is the same as attacking twice in S1; it becomes advantageous during Valhalla Forever.
In Season 1, elite enemies first appear in S1: Province 3 with Doomed fighters, followed by elementals.
Enemy; Special Skill
Element; Introduced
Doomed Warrior: Cursed Strike
Deals 185% damage to the target.
The target receives 24 poison damage over 6 turns.
Deals 225% damage to the target and nearby enemies.
The target and nearby enemies become weak against the element they are strong against for 4 turns. They stay weak against the element they are normally weak against.
Icy Draugr; Frost Bound Blade
Deals 185% damage to the target and minor damage to nearby enemies.
The target and nearby enemies can't gain mana for 3 turns.
The target and nearby enemies get -18% defense against Special Skills for 3 turns.
All Ice shields on the board become enhanced. Enhanced shields have +48% attack when cast from attacker side and -49% attack when cast from defender side.
Removes all status effects and stacks from the caster. Removes even those status effects and stacks that are otherwise undispellable or uncleansable.
The caster shifts into Dire Ghost form.
While in Dire Ghost form the caster automatically daels 135% damage against a random enemy each turn.
While in Dire Ghost form the caster can't gain mana but is immune to normal attacks. Special Skill attacks, status effects and stacks except the damage from enemies whose element is strong against the caster.
Dire Ghost form lasts for 4 turns.
S3: Province 22 Dark
Shadereave; Eternal Servitude
All allies get +30% attack for 4 turns.
All allies get +14% critical chance for 4 turns.
All allies receive Draugr Blessing. If the blessed Hero dies in the next 4 turns, they will be reborn as a Draugr with:
Boosts health of all allies by 240. If health exceeds max HP, it is added as temporary HP.
The caster gets +29% attack, and a further 20% increase every time they or any of their allies are hit during 3 turns. Each hit on the caster or their allies during the duration increases the damage by 19 to a maximum of 509 damage.
Bosses are often a single target or multiple targets faced at the final wave of a stage who yield a special skill and mana, like the heroes that players utilize in battle.
In certain Events, a unique enemy is introduced with an rare chance of replacing a normal enemy. These enemies net the player a coin or several for the specific events they appear in.
Enemy
Element
Specialty
Appears
Dunes Scarab
Holy
Upon defeating the enemy, has a chance to drop Dunes Coins.