Ricochet Ritualwiki

Waves

How a wave is built, what can be done to it, and when each enemy joins the pool.

The shape of a wave

Enemies spawn over time rather than all at once, against a cap on how many can be alive together. Both the count and the cap ramp with the wave number and are scaled by the difficulty. Clearing the field ends the wave and opens the upgrade screen.

They arrive from just outside the camera's view — the real view, which stops at the map's edge, so nothing pops in on screen when you fight near a border. One left far out of sight for a few seconds is brought back to just off screen, ahead of where you are heading; a boss never is. Once the wave has nothing left to send and three or fewer remain, arrows at the screen edge point to them.

A wave can also carry one event: a modifier, or a designed roster. Never both — two banners at once is two things to read and no time to read either.

How enemies scale. Each wave adds +13% health and +8% damage to every spawn, of its wave-1 figures. Speed starts +8% above an enemy's listed speed and adds +1.4% a wave, stopping at ×1.8 of the ramp (wave 58 on medium). The difficulty's scaling rate stretches all three ramps, and a wave's event multiplies on top: Blood Moon, Frenzy and The Hunt are the fast ones.

Your orb grows too. Its damage adds +6% of its base a wave (×1.54 at wave 10, ×2.14 at wave 20) on every difficulty, and so does everything that deals a share of it, such as Static Charge, Storm Front or Reckoning. Cards still have to carry the rest of the climb.

Bosses compound. Every boss carries ×1.3 health and ×1.15 damage, and the Nth boss of a run (wave 10×N) also gets ×1.75N health and ×1.15N damage on top of the ramp, so each boss keeps pace with a build that grows a card a wave. A boss wave sends only 15% of its normal count as an escort, and no more than 5 enemies are alive at once, the boss included. No boss summons help. Bosses keep a gentler speed ramp (+1% a wave) so the Revenant can always be outrun.

When each enemy appears

New types stagger in rather than arriving together.

FromJoins the pool
Wave 1Mushroom (weight 4)
Wave 2Bat (weight 3)
Wave 3Bomber (weight 3), Toadstool (weight 4)
Wave 4Vampire (weight 3)
Wave 5EvilWizard (weight 2), Frog (weight 3)
Wave 6Sporeling (weight 3), Wisp (weight 3)
Wave 7Brute (weight 2), Slug (weight 3)
Wave 8Bulwark (weight 2)
Wave 9Nosferatu (weight 2), Siphon (weight 3)
Wave 10Witchdoctor (weight 1)
Wave 11Archmage (weight 1), Bonecaller (weight 2)
Wave 12Hivemind (weight 2)
Wave 13Broodmother (weight 2)
Wave 14PlaguePriest (weight 2)

Wave modifiers

A named rule change on a single wave, announced by a banner before it starts.

BLOOD MOONbloodmoon
The horde is faster and hits harder. Kills are worth more.
enemy damage +15%
score per kill +50%
enemy speed +70%
SWARMswarm
Far more of them, far more fragile, and they arrive fast.
wave size +70%
enemy health -55%
concurrent cap +50%
spawn interval -45%
IRON HIDEironhide
Thick-skinned and slow. Bring something that hits hard.
enemy health +90%
score per kill +30%
enemy speed -25%
ELITE GUARDeliteguard
Every single one wears a crown. There are fewer of them.
every spawn is elite
wave size -58%
concurrent cap -30%
VOLATILEvolatile
Everything you kill explodes. Mind where you are standing.
enemy health -20%
score per kill +25%
corpses explode
BOUNTYbounty
They hit harder, but every kill pays double.
enemy damage +25%
essence per kill +100%
score per kill +120%
INFESTATIONinfestation
Everything here breeds. Kill them somewhere with room.
wave size -45%
enemy health -30%
score per kill +40%
everything splits on death
FRENZYfrenzy
They come in a constant stream and never stop arriving.
enemy health -25%
concurrent cap +80%
score per kill +35%
spawn interval -70%
enemy speed +50%

Special waves

A hand-picked roster instead of the usual weighted table. They start from wave 6 and roll at about 17% on an eligible wave, so they stay an event rather than a rotation.

THE SIEGEsiege
Armour, and plenty of it. Few, slow, and very hard to move.
Answer: Anything that flanks, pierces or ignores a guard. Four of them is a wave.
Brute 4 · Bulwark 4 · Nosferatu 2
wave size -60%
concurrent cap -45%
score +35%
from wave 9
MURMURATIONmurmuration
All of it is airborne, all of it shoots, and none of it will come to you.
Answer: Close the distance, or swat the shots out of the air.
Bat 3 · Hivemind 3 · Wisp 4
wave size +25%
concurrent cap +15%
score +25%
from wave 12
THE HUNTthehunt
Everything here is faster than you and none of it stops.
Answer: Footwork. Nothing here can be out-damaged from a standstill.
wave size -15%
concurrent cap 0%
score +30%
speed +60%
from wave 6
THE CONGREGATIONcongregation
They are keeping each other alive. Decide what dies first.
Answer: Target priority. Kill the supports or the wave refills faster than it empties.
wave size -10%
concurrent cap 0%
score +40%
from wave 14
DEMOLITIONdemolition
Everything on this wave either explodes or divides. Mind where you stand.
Answer: Spacing. Everything on the field punishes killing it up close.
wave size -20%
concurrent cap -10%
score +30%
from wave 7
THE COVENcoven
Nothing but casters. Every one of them is reaching for your feet.
Answer: Do not get chained. Every one of them is a root somewhere on the map.
wave size -55%
concurrent cap -45%
score +45%
from wave 13
Every entry pays for its roster. A wave of nothing but Bulwarks and Brutes at the normal count is not a themed wave, it is a wall — so THE SIEGE runs at a fraction of the usual number with a tighter concurrent cap, while MURMURATION, built from things that die to a glance, runs above it. A composition is a different shape of wave, not a harder one, and the score multiplier is what it pays you for the trouble.

The same two safety rails as an ordinary wave still apply: members are filtered against their own unlock waves, and the concurrent caps hold — so THE CONGREGATION cannot put four healers on the field however its weights fall. If every member of a rolled composition turns out to be locked or capped, the spawn table falls back to the normal one, because a wave that spawns nothing never ends.

They are events, not a per-wave roll: never two waves running, and never on a wave that already carries a modifier. Two banners at once is two things to read and no time to read either.

Elites

Any ordinary spawn can arrive crowned: more health, more damage, a visible crown and a wider health bar, and a much better drop. They are a fight you can choose to take or leave, and the reward is scaled so that taking one is usually correct but never free. Bosses are never elite — they are already the exception to the health multipliers.

The health bonus is not one number. Base health across the roster spans twelve-fold, so a flat multiplier would charge every type the same percentage and a wildly different absolute price: an elite Brute would take most of a boss fight to kill. So the bonus falls off with the type's base health on a square root: quadruple the base and the bonus halves, with a floor so a tank is still meaningfully tankier. It is read off the row rather than off the scaled figure, so the shape is identical on every wave and elites do not weaken as a run goes on. Anything at or below the reference keeps the full multiplier, so elite trash gets the whole bonus.

Boss waves

Every tenth wave, in a fixed order: wave 10 is DREAD SOVEREIGN, wave 20 is PALE REVENANT, wave 30 is THE COLLECTOR, then it cycles.