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Enemy Recipes

These 38 recipes cover classic enemy intent, rotation, phase, summon, escape, targeting, and boss mechanics used across deckbuilders such as Slay the Spire and Night of the Full Moon.

Recipe overview

#MechanismWhat it builds
1Deterministic intent sequenceUse this for recognizable cycles such as Attack → Defend → Attack → Buff.
2Weighted random intentsUse this when an enemy has several moves but some should be more common than others.
3HP-threshold boss phasesUse this for bosses whose move set changes as HP crosses 75%, 50%, and 25%.
4Opening move and periodic specialUse this for a one-time opener followed by a special every N turns and a normal fallback.
5Charge, countdown, and delayed attackUse this for telegraphed attacks that resolve after several enemy phases.
6Summon, minions, and reinforcement wavesUse Spawn Unit to add minions or replace a defeated wave.
7Sacrifice an ally and reviveUse this for cultists, necromancers, and bosses that trade another unit for a second life or large payoff.
8Enrage and scaling over timeUse this for enemies that gain strength, armor, regeneration, or another resource every action cycle.
9Lowest-HP, highest-armor, and priority targetingUse collection operators to select targets by a visible combat property.
10Multi-stage and chained enemy actionUse Sequence when one enemy move promises several ordered results.
11Attack the player's handUse this for forced discard, temporary cost increases, card transformation, and hand corruption.
12Deck top, deck bottom, discard, and shuffle controlUse this for inserting curses on top, recycling discard, burying cards, and enemy-driven shuffles.
13Battle combo meterUse cards played this turn as a combo count, then persist or spend that value when other graphs need it.
14Cross-graph internal eventUse internal events when cards, statuses, and enemies inside GCS must coordinate without direct references.
15External GES eventUse GES events when FlowGraph must coordinate with UI, quests, scene systems, or other game code outside GCS.
16Boss phase broadcastUse a single phase check to notify UI, music, hazards, and supporting statuses when the boss changes form.
17Split at Half HPReplace the normal move with a split behavior below the HP threshold.
18Escape CountdownTelegraph an escape and remove the enemy when the countdown completes.
19Steal and Exhaust a CardChoose a random card from the player's hand and move it to exhaust.
20Time Warp Card LimitInstall a once-per-battle status that limits long card chains.
21Opening FlightStart combat with a finite stack of flight.
22Mode Shift at HP ThresholdSwitch from a normal attack pattern to a defensive phase.
23StrawmanThe production Strawman enemy graph is a complete intent and action implementation from the demo database.
24Pyre EffigyThe production Pyre Effigy enemy graph is a complete intent and action implementation from the demo database.
25Gibbet PriestThe production Gibbet Priest enemy graph is a complete intent and action implementation from the demo database.
26Stitched HoundThe production Stitched Hound enemy graph is a complete intent and action implementation from the demo database.
27Hex AcolyteThe production Hex Acolyte enemy graph is a complete intent and action implementation from the demo database.
28Candle MagusThe production Candle Magus enemy graph is a complete intent and action implementation from the demo database.
29Ashen HierarchThe production Ashen Hierarch enemy graph is a complete intent and action implementation from the demo database.
30Hex HoundThe production Hex Hound enemy graph is a complete intent and action implementation from the demo database.
31Plague StalkerThe production Plague Stalker enemy graph is a complete intent and action implementation from the demo database.
32Spore BruteThe production Spore Brute enemy graph is a complete intent and action implementation from the demo database.
33Mire ReaperThe production Mire Reaper enemy graph is a complete intent and action implementation from the demo database.
34Bog PolypThe production Bog Polyp enemy graph is a complete intent and action implementation from the demo database.
35Lantern SisterThe production Lantern Sister enemy graph is a complete intent and action implementation from the demo database.
36Order KnightThe production Order Knight enemy graph is a complete intent and action implementation from the demo database.
37Gilded BishopThe production Gilded Bishop enemy graph is a complete intent and action implementation from the demo database.
38Stringed SquireThe production Stringed Squire enemy graph is a complete intent and action implementation from the demo database.

Open a mechanism to follow its node-by-node build and inspect the full-resolution FlowGraph.

Deterministic intent sequence

Use this for recognizable cycles such as Attack → Defend → Attack → Buff.

Build it

  1. Connect On Enemy Behavior Start to Sequence Pattern
  2. Add one output step per move and set Repeat Counts when a step repeats
  3. Connect each step to a matching Leaf Intent
  4. Connect the leaf to the action that fulfills it: damage, armor, status, heal, or another visible result

The enemy advances through the same readable move cycle each turn.

Deterministic enemy sequence FlowGraph
Weighted random intents

Use this when an enemy has several moves but some should be more common than others.

Build it

  1. Connect the behavior entry to Weighted Random Pattern
  2. Create one branch per move and enter matching weights
  3. Add a Leaf Intent and its action to every branch
  4. Keep dangerous specials at a lower weight, then use separate gates if they also have cooldowns or phase limits

One branch is selected according to the configured weight distribution.

Weighted random intents FlowGraph
HP-threshold boss phases

Use this for bosses whose move set changes as HP crosses 75%, 50%, and 25%.

Build it

  1. Connect the behavior entry to HP Threshold Pattern
  2. Enter thresholds in ascending order
  3. Attach an intent and complete action to every threshold branch
  4. Use Default for the healthy opening phase

The current HP band selects the boss move family before its intent is shown.

Boss HP phases FlowGraph
Opening move and periodic special

Use this for a one-time opener followed by a special every N turns and a normal fallback.

Build it

  1. Pass the behavior entry through Once Per Battle
  2. Put the opening intent and action on Body
  3. Continue from Done into Every N Turns
  4. Put the periodic special on Body and the ordinary move on Done

The opener runs once; later turns alternate between the periodic gate and fallback.

Opening and periodic move FlowGraph
Charge, countdown, and delayed attack

Use this for telegraphed attacks that resolve after several enemy phases.

Build it

  1. Show a Special or attack intent when charging begins
  2. Connect to Delayed Trigger
  3. Set Delay Turns and Fire At = Enemy Phase End or the exact promised timing
  4. Connect the future attack from Body, not Done

The player sees the warning first and receives the attack only when the countdown completes.

Charge and delayed attack FlowGraph
Summon, minions, and reinforcement waves

Use Spawn Unit to add minions or replace a defeated wave.

Build it

  1. Select a summon branch from the enemy's intent pattern
  2. Add a Special intent so the player can read the action
  3. Connect it to Spawn Unit and choose the enemy asset
  4. Add Once Per Battle, a phase gate, or a living-minion condition to prevent uncontrolled summoning

The selected enemy unit joins the battle when the summon move resolves.

Enemy summon FlowGraph
Sacrifice an ally and revive

Use this for cultists, necromancers, and bosses that trade another unit for a second life or large payoff.

Build it

  1. Read All Enemies and filter out the acting unit when self-sacrifice is not allowed
  2. Pick a target with Random Elements or a deterministic selector
  3. Feed it into Kill Unit
  4. Chain Revive Unit or the sacrifice reward after the kill

One valid ally is removed before the enemy receives its revival or reward.

Sacrifice and revive FlowGraph
Enrage and scaling over time

Use this for enemies that gain strength, armor, regeneration, or another resource every action cycle.

Build it

  1. Start from On Enemy Behavior Start
  2. Apply the growth with Change Status, Change Armor, or another resource action
  3. Chain the actual move after the growth when both happen in one turn
  4. Use a phase or turn condition if scaling begins later in the fight

The enemy becomes stronger at a predictable pace without hidden state.

Enemy enrage FlowGraph
Lowest-HP, highest-armor, and priority targeting

Use collection operators to select targets by a visible combat property.

Build it

  1. Start with the candidate collection such as All Enemies
  2. Use Sort and select the relevant unit field and order
  3. Use Pick Element with First or Last
  4. Feed the chosen unit into the action's exposed target port

The same priority rule is applied consistently every time the move runs.

Priority targeting FlowGraph
Multi-stage and chained enemy action

Use Sequence when one enemy move promises several ordered results.

Build it

  1. Connect the behavior entry to Sequence
  2. Place one action on each numbered step
  3. Keep dependent effects in the required order, such as damage before lifesteal or debuff before detonation
  4. Use a matching Multi or Special intent before the sequence

Every stage completes in order as one enemy move.

Chained enemy action FlowGraph
Attack the player's hand

Use this for forced discard, temporary cost increases, card transformation, and hand corruption.

Build it

  1. Read Card Piles.Hand
  2. Select cards with Random Elements, Filter, or Choice when the player decides
  3. Send the collection to Move Cards, Modify Card Cost, Transform Card, or Exhaust Cards
  4. Show a debuff or special intent that communicates the kind of disruption

Only the selected hand cards are changed.

Enemy hand attack FlowGraph
Deck top, deck bottom, discard, and shuffle control

Use this for inserting curses on top, recycling discard, burying cards, and enemy-driven shuffles.

Build it

  1. Read the source pile with Card Piles
  2. Select the exact segment with Take or another collection operator
  3. Move it with Move Cards, choosing destination pile and position
  4. Run Shuffle Draw Pile only when the mechanic promises loss of order

The cards move to a known destination, and order changes only when explicitly requested.

Enemy deck control FlowGraph
Battle combo meter

Use cards played this turn as a combo count, then persist or spend that value when other graphs need it.

Build it

  1. Read Cards Played This Turn
  2. Count the collection and apply any offset or multiplier
  3. Save the result with Set Variable, Battle-Wide = true
  4. Feed the same value into damage, rewards, thresholds, or UI events

Every card play updates one shared combo value from observable battle history.

Battle combo meter FlowGraph
Cross-graph internal event

Use internal events when cards, statuses, and enemies inside GCS must coordinate without direct references.

Build it

  1. Choose a stable event name such as MoonBurst
  2. Connect the sender's flow to Raise Internal Event
  3. Add On Internal Event with the same name on every receiver graph
  4. Attach each receiver's local action to that entry

One sender can trigger several independent GCS graph owners in the same battle.

Internal event FlowGraph
External GES event

Use GES events when FlowGraph must coordinate with UI, quests, scene systems, or other game code outside GCS.

Build it

  1. Ensure the GES bridge is installed
  2. Select the real GES asset on Raise GES Event
  3. Use On GES Event on a graph that must respond to an external event
  4. Keep event assets named by gameplay meaning, not by the current receiver

GCS can publish to and receive from the wider game's event network.

External GES event FlowGraph
Boss phase broadcast

Use a single phase check to notify UI, music, hazards, and supporting statuses when the boss changes form.

Build it

  1. At enemy behavior start, read Self Unit → Unit Info.HP%
  2. Compare it with the phase threshold through Condition
  3. Feed the result into Branch
  4. On True, raise a stable internal event such as BossPhaseTwo; guard it with Once Per Battle when it must fire only once

Every listening graph receives the same phase transition at the same moment.

Boss phase broadcast FlowGraph
Split at Half HP

Replace the normal move with a split behavior below the HP threshold.

Build it

  1. Open Split at Half HP in FlowGraph and use On Enemy Behavior Start as the entry
  2. Add the graph in this order: On Enemy Behavior StartHP Threshold PatternLeaf IntentSequenceSpawn UnitDeal Damage
  3. Configure keep the values shown in the graph and replace only content references that belong to your project
  4. Connect control flow from left to right, then connect each data output to the exposed input shown in the screenshot

The graph resolves the named mechanic without hiding any work in code.

Split at Half HP FlowGraph
Escape Countdown

Telegraph an escape and remove the enemy when the countdown completes.

Build it

  1. Open Escape Countdown in FlowGraph and use On Enemy Behavior Start as the entry
  2. Add the graph in this order: On Enemy Behavior StartEvery N TurnsLeaf IntentSelf UnitKill Unit
  3. Configure keep the values shown in the graph and replace only content references that belong to your project
  4. Connect control flow from left to right, then connect each data output to the exposed input shown in the screenshot

The graph resolves the named mechanic without hiding any work in code.

Escape Countdown FlowGraph
Steal and Exhaust a Card

Choose a random card from the player's hand and move it to exhaust.

Build it

  1. Open Steal and Exhaust a Card in FlowGraph and use On Enemy Behavior Start as the entry
  2. Add the graph in this order: On Enemy Behavior StartLeaf IntentCard PilesRandom ElementsMove Cards
  3. Configure keep the values shown in the graph and replace only content references that belong to your project
  4. Connect control flow from left to right, then connect each data output to the exposed input shown in the screenshot

The graph resolves the named mechanic without hiding any work in code.

Steal and Exhaust a Card FlowGraph
Time Warp Card Limit

Install a once-per-battle status that limits long card chains.

Build it

  1. Open Time Warp Card Limit in FlowGraph and use On Enemy Behavior Start as the entry
  2. Add the graph in this order: On Enemy Behavior StartOnce Per BattleChange Status
  3. Configure keep the values shown in the graph and replace only content references that belong to your project
  4. Connect control flow from left to right, then connect each data output to the exposed input shown in the screenshot

The graph resolves the named mechanic without hiding any work in code.

Time Warp Card Limit FlowGraph
Opening Flight

Start combat with a finite stack of flight.

Build it

  1. Open Opening Flight in FlowGraph and use On Enemy Behavior Start as the entry
  2. Add the graph in this order: On Enemy Behavior StartOnce Per BattleChange Status
  3. Configure keep the values shown in the graph and replace only content references that belong to your project
  4. Connect control flow from left to right, then connect each data output to the exposed input shown in the screenshot

The graph resolves the named mechanic without hiding any work in code.

Opening Flight FlowGraph
Mode Shift at HP Threshold

Switch from a normal attack pattern to a defensive phase.

Build it

  1. Open Mode Shift at HP Threshold in FlowGraph and use On Enemy Behavior Start as the entry
  2. Add the graph in this order: On Enemy Behavior StartHP Threshold PatternLeaf IntentChange ArmorDeal Damage
  3. Configure keep the values shown in the graph and replace only content references that belong to your project
  4. Connect control flow from left to right, then connect each data output to the exposed input shown in the screenshot

The graph resolves the named mechanic without hiding any work in code.

Mode Shift at HP Threshold FlowGraph
Strawman

The production Strawman enemy graph is a complete intent and action implementation from the demo database.

Build it

  1. Open Strawman in FlowGraph and use On Enemy Behavior Start as the entry
  2. Add the graph in this order: On Enemy Behavior StartDeal DamagePlay Effect(Shake)Leaf IntentChange ArmorPlay EffectLoopWeighted Random Pattern
  3. Configure Deal Damage: TargetSource = Opponent, Amount = 8; Leaf Intent: Intent = Attack; Change Armor: TargetSource = Self, Mode = Delta, Amount = 8; Deal Damage: TargetSource = Opponent, Amount = 4; Leaf Intent: Intent = Defend; Loop: Count = 3; Deal Damage: TargetSource = Opponent, Amount = 3; Leaf Intent: Intent = Multi; Weighted Random Pattern: Weights = [50,25,25]
  4. Connect control flow from left to right, then connect each data output to the exposed input shown in the screenshot

At runtime, the selected intent is followed by the exact action chain shown in the graph.

Strawman FlowGraph
Pyre Effigy

The production Pyre Effigy enemy graph is a complete intent and action implementation from the demo database.

Build it

  1. Open Pyre Effigy in FlowGraph and use On Enemy Behavior Start as the entry
  2. Add the graph in this order: On Enemy Behavior StartDeal DamagePlay Effect(Shake)Change StatusPlay EffectLeaf IntentChange ArmorWeighted Random Pattern
  3. Configure Deal Damage: TargetSource = Opponent, Amount = 14; Change Status: TargetSource = Opponent, Status = Burn, Mode = Delta, Amount = 2; Leaf Intent: Intent = Attack; Change Armor: TargetSource = Self, Mode = Delta, Amount = 12; Deal Damage: TargetSource = Opponent, Amount = 6; Leaf Intent: Intent = Defend; Change Status: TargetSource = Opponent, Status = Burn, Mode = Delta, Amount = 3; Change Status: TargetSource = Opponent, Status = Weak, Mode = Delta, Amount = 1; Leaf Intent: Intent = Debuff; Change Status: TargetSource = Self, Status = Strength, Mode = Delta, Amount = 2; Deal Damage: TargetSource = Opponent, Amount = 6; Leaf Intent: Intent = Buff; Weighted Random Pattern: Weights = [35,25,20,20]
  4. Connect control flow from left to right, then connect each data output to the exposed input shown in the screenshot

At runtime, the selected intent is followed by the exact action chain shown in the graph.

Pyre Effigy FlowGraph
Gibbet Priest

The production Gibbet Priest enemy graph is a complete intent and action implementation from the demo database.

Build it

  1. Open Gibbet Priest in FlowGraph and use On Enemy Behavior Start as the entry
  2. Add the graph in this order: On Enemy Behavior StartDeal DamagePlay Effect(Shake)Leaf IntentChange ArmorPlay EffectSpawn UnitWeighted Random PatternChange HPChange StatusHP Threshold Pattern
  3. Configure Deal Damage: TargetSource = Opponent, Amount = 12; Leaf Intent: Intent = Attack; Change Armor: TargetSource = Self, Mode = Delta, Amount = 10; Deal Damage: TargetSource = Opponent, Amount = 6; Leaf Intent: Intent = Defend; Spawn Unit: Unit = Stitched Hound, MaxOnField = 1; Deal Damage: TargetSource = Opponent, Amount = 6; Leaf Intent: Intent = Special; Weighted Random Pattern: Weights = [45,25,30]; Spawn Unit: Unit = Stitched Hound, MaxOnField = 2; Deal Damage: TargetSource = Opponent, Amount = 10; Leaf Intent: Intent = Special; Change HP: TargetSource = Self, Mode = Delta, Amount = 14; Deal Damage: TargetSource = Opponent, Amount = 6; Leaf Intent: Intent = Heal; Deal Damage: TargetSource = Opponent, Amount = 18; Change Status: TargetSource = Opponent, Status = Bleed, Mode = Delta, Amount = 2; Leaf Intent: Intent = Hidden; Deal Damage: TargetSource = Opponent, Amount = 8; Change Status: TargetSource = Opponent, Status = Bleed, Mode = Delta, Amount = 2; Leaf Intent: Intent = Attack; Weighted Random Pattern: Weights = [30,25,25,20]; HP Threshold Pattern: Thresholds = [50]
  4. Connect control flow from left to right, then connect each data output to the exposed input shown in the screenshot

At runtime, the selected intent is followed by the exact action chain shown in the graph.

Gibbet Priest FlowGraph
Stitched Hound

The production Stitched Hound enemy graph is a complete intent and action implementation from the demo database.

Build it

  1. Open Stitched Hound in FlowGraph and use On Enemy Behavior Start as the entry
  2. Add the graph in this order: On Enemy Behavior StartDeal DamagePlay Effect(Shake)Change StatusPlay EffectLeaf IntentWeighted Random Pattern
  3. Configure Deal Damage: TargetSource = Opponent, Amount = 5; Change Status: TargetSource = Opponent, Status = Bleed, Mode = Delta, Amount = 1; Leaf Intent: Intent = Attack; Change Status: TargetSource = Opponent, Status = Bleed, Mode = Delta, Amount = 2; Deal Damage: TargetSource = Opponent, Amount = 3; Leaf Intent: Intent = Debuff; Weighted Random Pattern: Weights = [60,40]
  4. Connect control flow from left to right, then connect each data output to the exposed input shown in the screenshot

At runtime, the selected intent is followed by the exact action chain shown in the graph.

Stitched Hound FlowGraph
Hex Acolyte

The production Hex Acolyte enemy graph is a complete intent and action implementation from the demo database.

Build it

  1. Open Hex Acolyte in FlowGraph and use On Enemy Behavior Start as the entry
  2. Add the graph in this order: On Enemy Behavior StartDeal DamagePlay Effect(Shake)Change StatusPlay EffectLeaf IntentChange ArmorWeighted Random Pattern
  3. Configure Deal Damage: TargetSource = Opponent, Amount = 5; Change Status: TargetSource = Opponent, Status = Burn, Mode = Delta, Amount = 1; Leaf Intent: Intent = Attack; Change Status: TargetSource = Opponent, Status = Burn, Mode = Delta, Amount = 2; Leaf Intent: Intent = Debuff; Change Status: TargetSource = Opponent, Status = Burn, Mode = Delta, Amount = 2; Change Status: TargetSource = Opponent, Status = Drained, Mode = Delta, Amount = 1; Leaf Intent: Intent = Debuff; Change Armor: TargetSource = Self, Mode = Delta, Amount = 8; Deal Damage: TargetSource = Opponent, Amount = 4; Leaf Intent: Intent = Defend; Weighted Random Pattern: Weights = [35,30,20,15]
  4. Connect control flow from left to right, then connect each data output to the exposed input shown in the screenshot

At runtime, the selected intent is followed by the exact action chain shown in the graph.

Hex Acolyte FlowGraph
Candle Magus

The production Candle Magus enemy graph is a complete intent and action implementation from the demo database.

Build it

  1. Open Candle Magus in FlowGraph and use On Enemy Behavior Start as the entry
  2. Add the graph in this order: On Enemy Behavior StartChange StatusPlay EffectDeal DamagePlay Effect(Shake)Leaf IntentChange HPWeighted Random Pattern
  3. Configure Change Status: TargetSource = Opponent, Status = Burn, Mode = Delta, Amount = 3; Deal Damage: TargetSource = Opponent, Amount = 6; Leaf Intent: Intent = Debuff; Change Status: TargetSource = Opponent, Status = Confused, Mode = Delta, Amount = 2; Deal Damage: TargetSource = Opponent, Amount = 6; Leaf Intent: Intent = Debuff; Change Status: TargetSource = Self, Status = Ritual, Mode = Delta, Amount = 1; Deal Damage: TargetSource = Opponent, Amount = 8; Leaf Intent: Intent = Buff; Change HP: TargetSource = Self, Mode = Delta, Amount = 12; Change Status: TargetSource = Opponent, Status = Burn, Mode = Delta, Amount = 1; Leaf Intent: Intent = Heal; Deal Damage: TargetSource = Opponent, Amount = 12; Leaf Intent: Intent = Attack; Weighted Random Pattern: Weights = [25,20,20,20,15]
  4. Connect control flow from left to right, then connect each data output to the exposed input shown in the screenshot

At runtime, the selected intent is followed by the exact action chain shown in the graph.

Candle Magus FlowGraph
Ashen Hierarch

The production Ashen Hierarch enemy graph is a complete intent and action implementation from the demo database.

Build it

  1. Open Ashen Hierarch in FlowGraph and use On Enemy Behavior Start as the entry
  2. Add the graph in this order: On Enemy Behavior StartChange StatusPlay EffectDeal DamagePlay Effect(Shake)Leaf IntentSpawn UnitWeighted Random PatternChange HPHP Threshold Pattern
  3. Configure Change Status: TargetSource = Self, Status = Ritual, Mode = Delta, Amount = 1; Deal Damage: TargetSource = Opponent, Amount = 8; Change Status: TargetSource = Opponent, Status = Burn, Mode = Delta, Amount = 2; Leaf Intent: Intent = Attack; Deal Damage: TargetSource = Opponent, Amount = 12; Leaf Intent: Intent = Attack; Spawn Unit: Unit = Hex Hound, MaxOnField = 1; Deal Damage: TargetSource = Opponent, Amount = 6; Change Status: TargetSource = Opponent, Status = Burn, Mode = Delta, Amount = 2; Leaf Intent: Intent = Special; Weighted Random Pattern: Weights = [35,30,35]; Change Status: TargetSource = Self, Status = Ritual, Mode = Delta, Amount = 1; Deal Damage: TargetSource = Opponent, Amount = 10; Change Status: TargetSource = Opponent, Status = Burn, Mode = Delta, Amount = 3; Leaf Intent: Intent = Attack; Spawn Unit: Unit = Hex Hound, MaxOnField = 2; Deal Damage: TargetSource = Opponent, Amount = 8; Leaf Intent: Intent = Special; Change HP: TargetSource = Self, Mode = Delta, Amount = 12; Change Status: TargetSource = Opponent, Status = Burn, Mode = Delta, Amount = 2; Leaf Intent: Intent = Heal; Deal Damage: TargetSource = Opponent, Amount = 14; Change Status: TargetSource = Opponent, Status = Confused, Mode = Delta, Amount = 2; Leaf Intent: Intent = Hidden; Weighted Random Pattern: Weights = [30,25,25,20]; HP Threshold Pattern: Thresholds = [50]
  4. Connect control flow from left to right, then connect each data output to the exposed input shown in the screenshot

At runtime, the selected intent is followed by the exact action chain shown in the graph.

Ashen Hierarch FlowGraph
Hex Hound

The production Hex Hound enemy graph is a complete intent and action implementation from the demo database.

Build it

  1. Open Hex Hound in FlowGraph and use On Enemy Behavior Start as the entry
  2. Add the graph in this order: On Enemy Behavior StartDeal DamagePlay Effect(Shake)Change StatusPlay EffectLeaf IntentLoopWeighted Random Pattern
  3. Configure Deal Damage: TargetSource = Opponent, Amount = 6; Change Status: TargetSource = Opponent, Status = Burn, Mode = Delta, Amount = 1; Leaf Intent: Intent = Attack; Loop: Count = 2; Deal Damage: TargetSource = Opponent, Amount = 4; Leaf Intent: Intent = Multi; Weighted Random Pattern: Weights = [60,40]
  4. Connect control flow from left to right, then connect each data output to the exposed input shown in the screenshot

At runtime, the selected intent is followed by the exact action chain shown in the graph.

Hex Hound FlowGraph
Plague Stalker

The production Plague Stalker enemy graph is a complete intent and action implementation from the demo database.

Build it

  1. Open Plague Stalker in FlowGraph and use On Enemy Behavior Start as the entry
  2. Add the graph in this order: On Enemy Behavior StartDeal DamagePlay Effect(Shake)Change StatusPlay EffectLeaf IntentLoopWeighted Random Pattern
  3. Configure Deal Damage: TargetSource = Opponent, Amount = 6; Change Status: TargetSource = Opponent, Status = Marked, Mode = Delta, Amount = 1; Leaf Intent: Intent = Attack; Change Status: TargetSource = Opponent, Status = Marked, Mode = Delta, Amount = 2; Leaf Intent: Intent = Debuff; Change Status: TargetSource = Opponent, Status = Restricted, Mode = Delta, Amount = 1; Leaf Intent: Intent = Debuff; Loop: Count = 3; Deal Damage: TargetSource = Opponent, Amount = 3; Leaf Intent: Intent = Multi; Weighted Random Pattern: Weights = [35,25,20,20]
  4. Connect control flow from left to right, then connect each data output to the exposed input shown in the screenshot

At runtime, the selected intent is followed by the exact action chain shown in the graph.

Plague Stalker FlowGraph
Spore Brute

The production Spore Brute enemy graph is a complete intent and action implementation from the demo database.

Build it

  1. Open Spore Brute in FlowGraph and use On Enemy Behavior Start as the entry
  2. Add the graph in this order: On Enemy Behavior StartDeal DamagePlay Effect(Shake)Change StatusPlay EffectLeaf IntentChange ArmorChange HPWeighted Random Pattern
  3. Configure Deal Damage: TargetSource = Opponent, Amount = 8; Change Status: TargetSource = Opponent, Status = Poison, Mode = Delta, Amount = 3; Leaf Intent: Intent = Attack; Change Status: TargetSource = Opponent, Status = Weak, Mode = Delta, Amount = 2; Deal Damage: TargetSource = Opponent, Amount = 6; Leaf Intent: Intent = Debuff; Change Armor: TargetSource = Self, Mode = Delta, Amount = 8; Deal Damage: TargetSource = Opponent, Amount = 6; Leaf Intent: Intent = Defend; Change HP: TargetSource = Self, Mode = Delta, Amount = 12; Leaf Intent: Intent = Heal; Change Status: TargetSource = Self, Status = Thorns, Mode = Delta, Amount = 3; Change Armor: TargetSource = Self, Mode = Delta, Amount = 6; Leaf Intent: Intent = Buff; Weighted Random Pattern: Weights = [30,20,20,15,15]
  4. Connect control flow from left to right, then connect each data output to the exposed input shown in the screenshot

At runtime, the selected intent is followed by the exact action chain shown in the graph.

Spore Brute FlowGraph
Mire Reaper

The production Mire Reaper enemy graph is a complete intent and action implementation from the demo database.

Build it

  1. Open Mire Reaper in FlowGraph and use On Enemy Behavior Start as the entry
  2. Add the graph in this order: On Enemy Behavior StartDeal DamagePlay Effect(Shake)Change StatusPlay EffectLeaf IntentChange ArmorWeighted Random PatternChange HPHP Threshold Pattern
  3. Configure Deal Damage: TargetSource = Opponent, Amount = 14; Change Status: TargetSource = Opponent, Status = Poison, Mode = Delta, Amount = 2; Leaf Intent: Intent = Attack; Change Status: TargetSource = Opponent, Status = Poison, Mode = Delta, Amount = 3; Change Status: TargetSource = Opponent, Status = Weak, Mode = Delta, Amount = 2; Leaf Intent: Intent = Debuff; Change Armor: TargetSource = Self, Mode = Delta, Amount = 8; Deal Damage: TargetSource = Opponent, Amount = 8; Leaf Intent: Intent = Defend; Weighted Random Pattern: Weights = [40,30,30]; Deal Damage: TargetSource = Opponent, Amount = 18; Change Status: TargetSource = Opponent, Status = Poison, Mode = Delta, Amount = 3; Leaf Intent: Intent = Attack; Change Status: TargetSource = Opponent, Status = Poison, Mode = Delta, Amount = 2; Change Status: TargetSource = Opponent, Status = Curse, Mode = Delta, Amount = 1; Change Status: TargetSource = Self, Status = Thorns, Mode = Delta, Amount = 3; Leaf Intent: Intent = Special; Change HP: TargetSource = Self, Mode = Delta, Amount = 14; Change Status: TargetSource = Opponent, Status = Poison, Mode = Delta, Amount = 2; Leaf Intent: Intent = Heal; Deal Damage: TargetSource = Opponent, Amount = 20; Leaf Intent: Intent = Hidden; Weighted Random Pattern: Weights = [30,25,25,20]; HP Threshold Pattern: Thresholds = [40]
  4. Connect control flow from left to right, then connect each data output to the exposed input shown in the screenshot

At runtime, the selected intent is followed by the exact action chain shown in the graph.

Mire Reaper FlowGraph
Bog Polyp

The production Bog Polyp enemy graph is a complete intent and action implementation from the demo database.

Build it

  1. Open Bog Polyp in FlowGraph and use On Enemy Behavior Start as the entry
  2. Add the graph in this order: On Enemy Behavior StartChange StatusPlay EffectLeaf IntentDeal DamagePlay Effect(Shake)Weighted Random Pattern
  3. Configure Change Status: TargetSource = Opponent, Status = Curse, Mode = Delta, Amount = 1; Leaf Intent: Intent = Debuff; Deal Damage: TargetSource = Opponent, Amount = 6; Leaf Intent: Intent = Attack; Weighted Random Pattern: Weights = [55,45]
  4. Connect control flow from left to right, then connect each data output to the exposed input shown in the screenshot

At runtime, the selected intent is followed by the exact action chain shown in the graph.

Bog Polyp FlowGraph
Lantern Sister

The production Lantern Sister enemy graph is a complete intent and action implementation from the demo database.

Build it

  1. Open Lantern Sister in FlowGraph and use On Enemy Behavior Start as the entry
  2. Add the graph in this order: On Enemy Behavior StartDeal DamagePlay Effect(Shake)Change StatusPlay EffectLeaf IntentChange ArmorChange HPWeighted Random Pattern
  3. Configure Deal Damage: TargetSource = Opponent, Amount = 10; Change Status: TargetSource = Opponent, Status = Silence, Mode = Delta, Amount = 1; Leaf Intent: Intent = Attack; Change Armor: TargetSource = Self, Mode = Delta, Amount = 8; Deal Damage: TargetSource = Opponent, Amount = 5; Leaf Intent: Intent = Defend; Change HP: TargetSource = Self, Mode = Delta, Amount = 14; Leaf Intent: Intent = Heal; Change Status: TargetSource = Self, Status = Strength, Mode = Delta, Amount = 2; Change Status: TargetSource = Self, Status = Regeneration, Mode = Delta, Amount = 1; Leaf Intent: Intent = Buff; Weighted Random Pattern: Weights = [30,25,25,20]
  4. Connect control flow from left to right, then connect each data output to the exposed input shown in the screenshot

At runtime, the selected intent is followed by the exact action chain shown in the graph.

Lantern Sister FlowGraph
Order Knight

The production Order Knight enemy graph is a complete intent and action implementation from the demo database.

Build it

  1. Open Order Knight in FlowGraph and use On Enemy Behavior Start as the entry
  2. Add the graph in this order: On Enemy Behavior StartDeal DamagePlay Effect(Shake)Change StatusPlay EffectLeaf IntentChange ArmorWeighted Random PatternChange HPHP Threshold Pattern
  3. Configure Deal Damage: TargetSource = Opponent, Amount = 12; Change Status: TargetSource = Self, Status = Strength, Mode = Delta, Amount = 2; Leaf Intent: Intent = Attack; Change Armor: TargetSource = Self, Mode = Delta, Amount = 10; Deal Damage: TargetSource = Opponent, Amount = 6; Leaf Intent: Intent = Defend; Change Status: TargetSource = Self, Status = Metallicize, Mode = Delta, Amount = 2; Change Status: TargetSource = Self, Status = Strength, Mode = Delta, Amount = 1; Leaf Intent: Intent = Buff; Weighted Random Pattern: Weights = [45,30,25]; Deal Damage: TargetSource = Opponent, Amount = 14; Change Status: TargetSource = Self, Status = Strength, Mode = Delta, Amount = 2; Leaf Intent: Intent = Attack; Change Armor: TargetSource = Self, Mode = Delta, Amount = 10; Change Status: TargetSource = Self, Status = Metallicize, Mode = Delta, Amount = 2; Deal Damage: TargetSource = Opponent, Amount = 6; Leaf Intent: Intent = Defend; Deal Damage: TargetSource = Opponent, Amount = 22; Leaf Intent: Intent = Hidden; Change HP: TargetSource = Self, Mode = Delta, Amount = 12; Change Armor: TargetSource = Self, Mode = Delta, Amount = 8; Leaf Intent: Intent = Heal; Weighted Random Pattern: Weights = [35,25,20,20]; HP Threshold Pattern: Thresholds = [50]
  4. Connect control flow from left to right, then connect each data output to the exposed input shown in the screenshot

At runtime, the selected intent is followed by the exact action chain shown in the graph.

Order Knight FlowGraph
Gilded Bishop

The production Gilded Bishop enemy graph is a complete intent and action implementation from the demo database.

Build it

  1. Open Gilded Bishop in FlowGraph and use On Enemy Behavior Start as the entry
  2. Add the graph in this order: On Enemy Behavior StartDeal DamagePlay Effect(Shake)Leaf IntentChange ArmorPlay EffectSpawn UnitWeighted Random PatternChange HPChange StatusHP Threshold Pattern
  3. Configure Deal Damage: TargetSource = Opponent, Amount = 11; Leaf Intent: Intent = Attack; Change Armor: TargetSource = Self, Mode = Delta, Amount = 12; Deal Damage: TargetSource = Opponent, Amount = 7; Leaf Intent: Intent = Defend; Spawn Unit: Unit = Stringed Squire, MaxOnField = 1; Deal Damage: TargetSource = Opponent, Amount = 6; Leaf Intent: Intent = Special; Weighted Random Pattern: Weights = [35,30,35]; Spawn Unit: Unit = Stringed Squire, MaxOnField = 2; Deal Damage: TargetSource = Opponent, Amount = 9; Leaf Intent: Intent = Special; Change HP: TargetSource = Self, Mode = Delta, Amount = 14; Change Armor: TargetSource = Self, Mode = Delta, Amount = 8; Leaf Intent: Intent = Heal; Deal Damage: TargetSource = Opponent, Amount = 16; Change Status: TargetSource = Opponent, Status = Frozen, Mode = Delta, Amount = 1; Leaf Intent: Intent = Hidden; Change Armor: TargetSource = Self, Mode = Delta, Amount = 14; Deal Damage: TargetSource = Opponent, Amount = 8; Change Status: TargetSource = Opponent, Status = Frozen, Mode = Delta, Amount = 1; Leaf Intent: Intent = Defend; Weighted Random Pattern: Weights = [25,25,25,25]; HP Threshold Pattern: Thresholds = [50]
  4. Connect control flow from left to right, then connect each data output to the exposed input shown in the screenshot

At runtime, the selected intent is followed by the exact action chain shown in the graph.

Gilded Bishop FlowGraph
Stringed Squire

The production Stringed Squire enemy graph is a complete intent and action implementation from the demo database.

Build it

  1. Open Stringed Squire in FlowGraph and use On Enemy Behavior Start as the entry
  2. Add the graph in this order: On Enemy Behavior StartDeal DamagePlay Effect(Shake)Change StatusPlay EffectLeaf IntentChange ArmorWeighted Random Pattern
  3. Configure Deal Damage: TargetSource = Opponent, Amount = 5; Change Status: TargetSource = Opponent, Status = Frozen, Mode = Delta, Amount = 1; Leaf Intent: Intent = Attack; Change Armor: TargetSource = Self, Mode = Delta, Amount = 8; Deal Damage: TargetSource = Opponent, Amount = 3; Leaf Intent: Intent = Defend; Weighted Random Pattern: Weights = [60,40]
  4. Connect control flow from left to right, then connect each data output to the exposed input shown in the screenshot

At runtime, the selected intent is followed by the exact action chain shown in the graph.

Stringed Squire FlowGraph
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