Robo-Mercenaries/LordRemiem

Fought in: Special Operations - Mann vs Machine

Passives
Note: These passives are common to all enemies listed
 * Mechanical Body
 * Immune to Bleeding and Poison
 * Immune to Psychic and Bio attacks
 * Vulnerable to EMP Grenades
 * Mindless
 * Immune to Psychic and Fear effect

Robo-Scout

 * Class: Scrapper

Passives

 * Mechanical Body
 * Mindless
 * Robo-Speed
 * 50% chance to preemptive counter attacks

Abilities

 * Scatter Shot
 * Type: Gun, Ranged
 * Target: One enemy
 * One enemy: Bleeding (Deals damage over time and whenever performing an offensive action; Can stack up to 3 times)
 * Stun Ball
 * Type: Ranged
 * Target: One enemy
 * One enemy: Stun (Loses next turn; Cannot dodge attacks; Protection and Counter effects are disabled)

Robo-Soldier

 * Class: Bruiser

Passives

 * Mechanical Body
 * Mindless
 * Robo-Smash
 * Attacks deal extra damage, but Robo-Soldier takes recoil damage

Abilities

 * Rocket
 * Type: Ranged, Gun, Explosion
 * Target: One enemy
 * Special: High Crits (Increased chance of critical hits)
 * Special: Ignore Defense (Ignore target's Defense and Shield effects)
 * One enemy: Shield Breaker (Removes and prevents Shield effects)
 * War Trumpet
 * Type: Buff
 * Target: All allies
 * All allies: Strengthened (Increases attack by 25%)
 * All allies: Morale Boost (Increases all stats)
 * All allies: Epiphany (Next attack is guaranteed crit)

Robo-Pyro

 * Class: Blaster

Passives

 * Mechanical Body
 * Mindless
 * Robo-Fire
 * Attacks against Burning targets deal Pyrophoric (Nearby fire attacks spread to this target, dealing fire damage)
 * Attacks against targets with Pyrophoric deal Melt Armor (Attacks against this target ignore defense)

Abilities

 * Scorched Earth
 * Type: Fire, Gun, Ranged
 * Target: All enemies
 * All enemies: Burning (Deals damage over time; Reduces defense)
 * Flare
 * Type: Fire, Gun, Ranged
 * Target: One enemy
 * Special: Stealthy (Ignores Protection and Counter effects)
 * Special: Splash Damage (Deals additional damage, Burning and Bleeding to all enemies)

Robo-Demoman

 * Class: Tactician

Passives

 * Mechanical Body
 * Mindless
 * Robo-Boom
 * Attacks have a 50% chance to spread additional damage to all enemies

Abilities

 * Grenade
 * Type: Explosion, Gun, Ranged
 * Target: One enemy
 * One enemy: Bleeding (Deals damage over time and whenever performing an offensive action; Can stack up to 3 times)
 * One enemy: Ravaged (Taxes extra damage from Bleeding)
 * Big Explosion
 * Type: Explosion, Ranged
 * Target: All enemies
 * Special: Catastrophic (Ignores Protection and Avoidance effects; Always hits)
 * Special: Hemorragic Attack (Triggers all stacks of Bleeding)

Robo-Heavy

 * Class: Bruiser

Passives

 * Mechanical Body
 * Mindless
 * Robo-Resistance
 * Protects allies from single-target and area attacks

Abilities

 * Punching
 * Type: Melee, Unarmed
 * Target: One enemy
 * Special: High Crits (Increased chance of critical hits)
 * One enemy: Pummeled (Attacks against this target reduce its Evasion)
 * One enemy: Weak Point (Next attack against this target is guaranteed to hit and crit)
 * Minigun
 * Type: Gun, Ranged
 * Target: All enemies
 * Special: Deadly Crits (Deals extra damage with critical hits)
 * All enemies: Hobbled (Attacks cannot be Stealthy)

Robo-Engineer
Note: Robo-Engineer is fought only as a miniboss.
 * Class: Tactician

Passives

 * Mechanical Body
 * Mindless
 * Robo-Construction
 * Enemies take explosive damage whenever Robo-Sentries, Robo-Dispensers or Robo-Teleporters are destroyed

Abilities

 * Shotgun
 * Type: Gun, Ranged
 * Target: One enemy
 * One enemy: Impaired (Attacks deal 20% less damage and cannot crit)
 * One enemy: Off-balance (Removes and prevents Counter effects)
 * Robo-Sentry
 * Type: Buff, Tech
 * Target: All allies
 * All allies: Robo-Sentry
 * Shield effect absorbs incoming damage
 * Deals damage to attacking enemies
 * Can stack with Robo-Dispenser and Robo-Teleporter
 * Cannot build more than 1 Robo-Sentry per time
 * Robo-Dispenser
 * Type: Buff, Tech
 * Target: All allies
 * All allies: Robo-Dispenser
 * Shield effect absorbs incoming damage
 * Restores health while active
 * Can stack with Robo-Sentry and Robo-Teleporter
 * Cannot build more than 1 Robo-Dispenser per time
 * Robo-Teleporter
 * Type: Buff, Tech
 * Target: One ally
 * One ally: Robo-Teleporter
 * Shield effect absorbs incoming damage
 * Grants an extra turn when removed by damage
 * Can stack with Robo-Sentry and Robo-Dispenser
 * Cannot build more than 1 Robo-Teleporter per time

Robo-Medic

 * Class: Generalist

Passives

 * Mechanical Body
 * Mindless
 * Robo-ÜberCharge 10%
 * Gains 10% ÜberCharge at every round and when performing Heal actions

Abilities

 * Bonesaw
 * Type: Melee, Slashing
 * Target: One enemy
 * One enemy: Weakened (Reduces Attack by 25%)
 * Healing Gun
 * Type: Buff, Heal
 * Target: One ally
 * One ally: Restore Health (Recovers 25% of maximum health)
 * ÜberCharge
 * Type: Buff, Tech
 * Target: One ally
 * One ally: ÜberCharge (Prevents all damage and debuffs dealt to this target until next round)

Robo-Sniper

 * Class: Infiltrator

Passives

 * Mechanical Body
 * Mindless
 * Robo-Marksman
 * Attacks always hit and ignore Avoidance effects

Abilities

 * Knife Slash
 * Type: Melee, Slashing
 * Target: One enemy
 * Special: Guaranteed Hit (Ignores target's Evasion)
 * Special: True Strike (Ignores Avoidance effects)
 * One enemy: Generalized (Removes and prevents class bonuses)
 * Headshot
 * Type: Gun, Ranged
 * Target: One enemy
 * Special: Stealthy (Ignores Protection and Counter effects)
 * Special: Guaranteed Hit (Ignores target's Evasion)
 * Special: True Strike (Ignores Avoidance effects)
 * Special: Guaranteed Crit (This attack will crit if possible)
 * Special: Deadly Crits (Deals extra damage with critical hits)

Robo-Spy

 * Class: Infiltrator

Passives

 * Mechanical Body
 * Mindless
 * Robo-Stealth
 * Starts the battle with Phased
 * 20% chance to gain Phased before being attacked

Abilities

 * Robo-Sapper
 * Type: Debuff, Tech
 * Target: One enemy
 * Special: Subtle (Does not trigger most status effects)
 * One enemy: Remove Buffs (Removes positive status effects)
 * One enemy: Depower (Attacks no longer deal status effects)
 * Backstab
 * Type: Melee, Slashing
 * Target: One enemy
 * Special: High Crits (Increased chance of critical hits)
 * Special: Stealthy (Ignores Protection and Counter effects)
 * Special: Ignore Defense (Ignore target's Defense and Shield effects)
 * Special: Phased Advantage (Deals extra damage while Phased)
 * One enemy: Fatal Blow (Instantly kills enemies with less than 30% health)