“ | The Primordian threat has pushed civilization to the brink. Their prime directive: extinguish humanity. Now, Anima Squad, Final City’s elite task force of superpowered warriors is ready to lead the dawn of a new human resistance. |
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Swarm | Operation: Anima Squad was a bullet heaven,[1] 1–4 player PvE game available within League of Legends that entirely re-imagines the core gameplay experience. Set in the futuristic
Anima Squad universe, players team up to defend humanity and Final City from waves of alien Primordians while improving their firepower and gaining access to unique combat capabilities. Four different maps mark four increasingly difficult levels, each one culminating in a boss fight of epic proportions that allows players to progress the story as well as unlock new playable champions.[2][3] Champions are called fighters for the purposes of this article.
Swarm launched on July 17th, 2024 (patch 14.14) as part of the Anima Squad 2024 event, and ran until August 19th, 2024.[4][5]
Many traditional elements of League of Legends do not apply to Swarm. The player moves their fighter by using the WASD keys as an arrow pad, and can toggle between manual aim direction with the cursor and automatic aim direction, by tapping the C key. The Fog of War does not exist. Fighters are given an entirely different set of statistics, which includes new ones. Fighters also have access to an innate and only two player-controlled abilities, which are similar but not identical to the main game and do not improve through skill points; however, fighters gain a multitude of powerups and equipment that they can warp their combat with in imaginative ways. Mastery is not available, as fighters' gameplay is vastly different from regular champions' gameplay.[6]
Lore[]
Playable characters[]
Characters are unlocked by progressing through the game.
- Jinx and Seraphine: available by default.
- Leona: obtain Searing Shortbow level 2.
- Illaoi: obtain Radiant Field level 4.
- Briar: complete The Outskirts in Story mode.
- Yasuo: complete Subterranean Lab in Story mode.
- Riven: complete The Outskirts in Hard mode (OR purchase the Anima Squad 2024 Event Pass).
- Aurora: defeat 25 Elite monsters on Hard mode.
- Xayah: complete 20 Bel'Veth Trials on Hard mode.
Queuing[]
Swarm is unlocked for all players who have finished the League of Legends Tutorial.
- Map: Final City, 4 levels
- Draft Type: Free pick, limited selection pool
- Win Condition: Survive until 15:00 (game time), and then defeat the mighty Boss
- Average Game Length: 20–25 (real time) minutes
Swarm has two queue types:
- Co-Op (XvE): The player creates a lobby for their party. They can enter a game by themselves (Solo Run) or in a pre-made party of 2–4.
- Matchmade (4vE): Players enter a matchmade queue as any party size and on a random map. Completing all maps on Story mode is required to unlock.
Within the lobby, players choose their fighter. Multiple players can play the same fighter. The mode and map can only be assigned by the party leader.
Progression[]
Campaign & Modes[]
The entire campaign of Swarm constitutes a single throughline, as all unlocks and rewards persist through modes. The game can be played in three different modes, each unlocking new progression boards and escalating the difficulty.



Difficulty parameters include:
- Various enemy mechanics such as ability rates and speeds
- Enemy health: 1x → 3x → 7x
- Enemy attack damage: 1x → 2x → 3x
- Enemy spell damage: 1x → 1.5x → 2x
- Ally Gold income: 1x → 1.5x → 2.25x
In addition, the number of enemies spawned in the current map's waves and their number of attacks increases with more players in the game.
Maps[]

There exist four different levels, or maps, each being a different part of the large Final City. Completing a map is required to unlock the next one.
Upon finishing all maps in the Story mode, the Matchmade queue becomes available, termed the "Matchmaking Island". In the Matchmade queue, players can enter a public game as a party of 1–3, on a random level. The matchmade queue is played exclusively on Hard difficulty.
Objectives[]
Complete Objectives in order to progress the mode. Rewards include:
- Advancing to the next map, by killing each Boss
- Recruiting new fighters to play as
- New Upgrades
- Additional in-game missions
- New Passives
- Additional Passive slots
- New Weapons
- Champion Permanent shards
Upon finishing all Objectives in a mode, the next mode is unlocked. Finishing Story mode additionally unlocks fighter-specific Objectives that award extra items beyond the regular modes.
Defeating on Extreme difficulty with every single fighter awards the permanent profile title "Swarm Conqueror".
Upgrades[]
Some Objectives rewards include unlocking Upgrades, which grant the player's fighter extra stats from the beginning of the level. The player can purchase them from the menu of the same name in the main lobby. Upgrades start at level zero and are purchased by spending Gold, a currency used exclusively for this purpose.
Gold earned during a round is kept regardless of victory or defeat.
The entire team earns the same amount of Gold any teammate picks up. Players can earn Gold by picking it up within their
Pickup Radius and from the following sources:
- By destroying Pods scattered around the map
- By killing elite and mini-boss monsters
- By completing a Primordian Bel'Veth trial
- By completing certain
Objectives
An asterisk *
means the Upgrade is available by default.
Upgrade | Increment | Max Level | ![]() |
---|---|---|---|
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+10% | 8 | |
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+5 | 5 | |
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+10% | 5 | |
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+3 | 5 | |
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+5% | 4 | |
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+25% | 3 | |
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+5% | 4 | |
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+5% | 4 | |
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+5% | 4 | |
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+5 | 5 | |
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+5% | 5 | |
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+1 | 2 | |
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+15% | 3 | |
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+25% | 2 | |
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See below | 100 | 3000 per level |
Anima Power is an attribute that grants the following stats combined for each level:
+1 Ability Haste,
+1% Damage,
+1% Movement Speed,
+1% Pickup Radius.
HUD[]
Teammate portraits feature the regular information: level, current health, resource (if applicable), cooldown of their Ultimate Ability, and respawn timer. A small bar in the top right corner of the screen displays Creep Score (CS) and Gold earned during the current round.
The rest of the Swarm HUD features exclusive elements.
At the very top of the screen, the Game tab will show the current game time and mission timers. This is replaced by the boss' health during a boss fight, or the selection countdown during a selection screen.
The Player menu shows the fighter's Weapons alongside their abilities in the middle, Augments at the top left and Passives at the top right. EXP is displayed in a long line bar at the very bottom of the screen.
The Scoreboard (default: ↹ TAB
) is entirely replaced by an overlay that includes: a table next to the Player menu that lists fighter stats; a quick legend at the top left that assists players in assembling the proper Weapon evolutions; and a drawer next to teammates' portraits that displays their own selected Passives, Weapons and their respective levels.
Various messages sent to the fighters relevant for major events, missions, or general flavor are displayed at the opposite side of the minimap (depending on the player's settings). Combat announcements are displayed at the top center of the screen.
Environment[]
Final City is a highly advanced and industrial city built on a highly isolated island that is surrounded by Primordian ocean and enclosed almost entirely within thick walls. Its city landscape has been kept in pristine condition and features trees and bushes, roads and skyscrapers, storage locations, elevated platforms and plazas as well as utilities such as posts, benches, lights and railings. Outside of city premises, the ground is grassy in some places, arid in others, large boulders are scattered throughout, and a small amount of wild flora remain. In the ground below, the Anima Squad's lab of operations is hidden from the rest of the world.
Terrain[]
Three terrain types exist in Final City:
- Structural
- The most common type, projectiles will penetrate through it and dashes can cross through it.
- Gate
- Denies passage entirely. NPCs can also temporarily form such terrain during certain events such as Primordial trials or Boss fights.
- Border
- Edge of map.
Pods[]
Pods are destructible objects that may exist at random spots around any map. They have 100 health, and drop one of the following objects at random:
- A small amount of
Gold.
- A
healing pack that restores 20% maximum heath to all teammates.
- A vacuum orb that grants a vacuum effect which picks up every EXP Orb and
Gold dropped on the map for the next 6 ( ×
) seconds.
- A Sea Mine that detonates upon being picked up, dealing massive damage to enemies over the surrounding 600-unit radius.
Megastructures[]
Each map features a large area-structure that is conducive to winning the level. A megastructure and its status are denoted in the map by their respective symbols.
- Warehouse District
- The Healing Fountain: A gigantic charging station is situated at the map's most central location. One teammate can activate it by standing on its platform, which will start charging it; the charging speed increases with the number of fighters on the platform. Upon activation, it will heal all teammates by
50% of their maximum health. It has a long recharge time.
- The Outskirts
- Ion Cannon: An inactive cannon can be loaded with fuel cells which occasionally drop around the map. One teammate can pick up a Fuel Cell and has to carry it up to the cannon's loading area (marked on the ground). Upon being loaded, cannon fires potent laser blasts at enemies for the next 30 seconds, dealing damage over a large area. Fuel Cell deployment takes a moderate amount of time.
- Subterranean Lab
- Freeze Bomb: Two icy cores sit at opposite ends of the map. They can be activated by standing in their platform's radius. Upon activating, a freeze bomb will
stun all enemies in a large radius. It has a moderate recharge time.
- The Beachhead
- Primordian Ocean: The ocean next to Final City is controlled by , who uses it to flood the map. When the first phase of his boss fight ends, the ocean will start moving westward, prompting players to relocate away from the coastline. The flooding stops when half the map is underwater. Coming into contact with the flood causes fighters to take 50 damage every 0.165 seconds.
BB01 Helper[]
exists as an NPC, roaming around the map. She will occasionally stop to attack a random enemy in her radius and occasionally unleashes a bullet storm in her aiming direction.
Structure[]
Waves of monsters start spawning outside the spawning location from the very start of the game, and inch toward the fighters in order to attack them.
As the level progresses, the spawns in these waves become higher in number and tier. The goal is to survive enough time until the Boss appears, and then successfully take them down.
Revival[]
In non-Solo Runs, upon dying fighters enter a downed state. While downed, the downed timer around the fighter's circle displays a countdown until they can be revived by a teammate, by them stepping inside the circle. The revived teammate gains 4 seconds of
invulnerability upon revival.
If the fighter is not revived during this time, they must wait for the respawn timer to elapse until they automatically respawn. Fighters revive with 50% of their maximum health.
The downed timer is 10 seconds. The base respawn timer is 15 seconds; for every death, this increases by 9 seconds, up to 60 seconds for the fifth and onward deaths.
If all teammates are downed, the game ends in a defeat.
Access Cards[]
Slaying an elite or mini-boss monster drops an Access Card on the ground at the spot where they die. A fighter can pick it up by walking over it.
Upon picking up an Access Card, an additional selection screen is granted to all teammates for free. This selection screen includes a single offering instead of three, but additionally has a chance to offer a Weapon evolution (once the conditions for it have been met).
If there are no more Passives or Weapons to improve, the selection screen will instead include two offerings: (A) restore 25% maximum health to all allies or (B) grant 25 Gold to all allies.
Spires[]
At random game times, a featured character announces an optional mission for the fighters, and creates a spire somewhere on the map. At least one teammate can interact with the spire by standing within a marked radius, in order to "capture" that spire. The more teammates capturing, the quicker the capturing can take place. Completing missions transforms the level's development in a particular way, and allows the squad to earn combat bonuses.
There exist three different types of spires.
- Boosts
- Mission: Upon the spire's appearance, the team must simply find and capture that spire.
- Success: The commaner grants a temporary but massive combat boost called a Battle Bunny Boon to the entire team, normally lasting for 15 seconds (increased with the
Battle Bunny Boon Duration
Upgrade).
- Quests
- Mission: Upon capturing, the Assistant assigns the fighters to complete various mini-games in order to entertain her; being a cat, the tasks are meant to be playful and meaningless.
- Success: Completing the assigned mission will grant a permanent combat modifier called an Augment to the entire team. Most feature both an advantage and a drawback.
- Trials
- Mission: Upon capturing, the Primordian causes a cataclysmic event, applying various negative effects to all fighters in the battlefield or summoning a large wave of enemies to flock into the area surrounding the spire and assigning a combat-related mission.
- Success: Completing the assigned mission will grant a massive EXP Orb and
Gold reward as well as offers multiple Access Cards.
List of Battle Bunny Boons[]
All Battle Bunny Boons are available by default.
Type | Effect | |
---|---|---|
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Anima Super Car | Become ![]() ![]() |
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Battle Feline Gun Improver | Gain a tremendous amount of ![]() ![]() |
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Cruise Control | Gain a tremendous amount of ![]() |
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Fired Up | Shoot strong fireballs toward the closest enemy around you, each dealing damage on impact. |
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Health Back Healthpack | ![]() |
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Primordian Pickpocketing | Every number of enemies slain drops ![]() |
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Squad Shield | Gain a massive ![]() |
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Stopwaves | Emit shockwaves in an area around you that freeze enemies for a few seconds. |
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Ultra Rapid Fire-r | Gain a tremendous amount of ![]() |
List of Augments[]
An asterisk *
means the Augment is available by default.
Type | Effect | |
---|---|---|
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Armor Up | Gain ![]() ![]() |
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Bite Sized * | Lose 30% size and 20% total health, but gain ![]() ![]() |
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Bullet-Mania | Reduce your ![]() ![]() |
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Card Collector * | For every Access Card picked up after equipping this Augment, gain ![]() |
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Celebration! | For 8 seconds after leveling up, gain ![]() ![]() ![]() ![]() |
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Circle of Stats | Every 8 seconds, gain the following stats, cycling in this order: 1. ![]() 2. ![]() 3. ![]() 4. ![]() 5. ![]() |
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Critical Expansion | Gain ![]() ![]() |
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Cross Country | For every 20,000 units traveled, gain ![]() ![]() ![]() |
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Death and Taxes * | Every enemy you kill has a 2% chance to explode in a ![]() ![]() |
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Ebb And Flow * | Cycles between ![]() |
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Elite Bomber | Gain ![]() |
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Emotional Support Pet | Your summoned ![]() ![]() |
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Experienced Fighter | Gain ![]() ![]() ![]() |
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Gathering Speed * | Lose 15% total Move Speed, but gain ![]() |
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Glass Cannon * | Gain ![]() ![]() |
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Heavy Hitter * | Gain ![]() ![]() |
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Hoarder * | For every ![]() ![]() ![]() |
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Immobile Immolation | For every 0.5 seconds you stand still, your health incurs a cost of 60 (+ 1 for every trigger) to grant you ![]() |
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Juggernaut | Gain ![]() ![]() ![]() |
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Larger Than Life * | Gain 30% size, ![]() ![]() ![]() |
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Long Range * | Deal ![]() |
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Metabolic Overdrive * | ![]() ![]() ![]() |
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Mission Critical | Gain ![]() ![]() ![]() |
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Pescatarian * | Each enemy you kill has a 25% chance to drop a ![]() |
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Pick-Me-Up * | Lose all pickup radius, but gain ![]() ![]() |
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Point Blank * | Deal ![]() |
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Ramming Runner * | Gain ![]() ![]() ![]() |
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Regenerative Tissue | Picking up a ![]() ![]() |
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Size Scrambler | On-cast grant Abilities or Weapons fired a random amount of ![]() ![]() |
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Spray and Pray | Gain ![]() |
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Ultimate Speed-Up * | Your Ultimate Ability benefits from ![]() |
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Uptime Upgrade * | Gain ![]() |
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With Haste * | For every ![]() ![]() |
Boss Fight[]
At 15:00 game time, the map's boss arrives. The fight lasts until either the Anima Squad team is defeated or the boss is slain, the latter awarding a victory.
After 5 minutes of game time from their spawning, bosses become enraged, increasing their damage by 20% for the next 30 seconds of game time, during which they gain a prominent glow. If not taken down before the end of this duration, they will unleash a lethal nova which invariably kills all fighters alive on the map. For fight specifically, this 5-minute timer restarts upon commencing his second phase.
Combat[]
Every fighter has access to Abilities and Weapons. Abilities generally require the player's active input, while Weapons take place completely independently of user input.
Leveling Up[]
Fighters are given the following statistics by the game rules. Stats that do not include a value below, initialize at a default of 0 (for flat stats) or 1.000 (for modifiers). Most stats from different sources of the same stat type, stack multiplicatively with each other. Identical sources of the same stat, and all sources of flat stat types (
,
,
,
)
stack additively.
Fighters have access to the following set of stat types:
- A default
gameplay radius of 65 units for all fighters
Generic Damage Modifier, which affects the damage of all Weapons and Abilities.
Ability Haste, which affects the cooldown of all Weapons and Abilities
Max Health, base amount varies by fighter
Armor, base amount varies by fighter
Health Regen
350 base Movement Speed
Projectile Count (for projectile-based attacks)
5% base Critical Chance
100 base Pickup Radius
EXP Modifier
Gold Modifier
Area Size Modifier (for area-based attacks)
Duration Modifier
- The default
critical damage is 200% (double).
- Lastly, certain fighters additionally use a
resource bar for the purposes of their Abilities.
Slain enemies drop EXP Orbs that fighters collect within their Pickup Radius; when the fighter moves within valid range, the Orbs become "attracted" to them, start moving toward them, and can eventually be picked up upon reaching them. Collecting orbs increases all teammates'
EXP simultaneously, and at certain thresholds of
EXP, fighters gain a level.
Upon leveling up, the game and its timer pauses and a selection menu opens that presents three offerings at most, varying by player and determined randomly. Offerings consist of Passives and Weapons that grant the fighter stats and equipment, respectively. Players have up to 30 seconds to confirm their selection by using MB1/Left Mouse Button, and a bubble next to each teammate's portrait will indicate whether they have made their selection and are ready to continue. Once all players have made their selection, the menu closes and the game slowly resumes over the following 1 (real-time) second.
Levels are capped at 99, and each level requires more EXP than the previous. Each level-up awards
10 Gold.
Passives[]
A Passive grants a stat bonus. By default, the fighter has access to three slots for Passives. The Passive slot limit can be increased up to six, and new types of Passives can be unlocked by progressing the game. Slots specifically are unlocked by completing each of the following Objectives:
- In Story mode, select 3 Passives in one game.
- In Hard mode, select 4 Passives in one game.
- In Hard mode, defeat on Subterranean Lab.
Each Passive can be stacked by selecting them again, leveling them up to grant a higher stat bonus. If all Passive slots have been filled, new Passives are not offered.
Lastly, Passives allow for obtaining Weapon evolutions, differing by Weapon.
- List of Passives
An asterisk *
means the Passive is available by default.
Type | Amount per level |
---|---|
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+10 |
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+11% |
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+8 |
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+8% |
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+10% |
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+12% |
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+10% |
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+4 |
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+150 |
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+9% |
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+35% |
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1 / 1 / 2 / 2 / 3 |
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At full build |
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At full build |
Weapons[]
A Weapon is equipment that will activate entirely automatically, and which can be granted and improved via selections. Only five Weapon types are available by default; new ones can be unlocked through the game's campaign, by completing Objectives. In the game, new Weapons are presented to the player at random until a full set has been assembled.
Fighters begin the level with their Signature Weapon, which represents their primary combat equipment. The player can choose between manually controlling its aiming direction with cursor, or letting the game automatically aim at the nearest target in range, by using the C key.
Up to four additional Weapons can be obtained from selections.
Each Weapon can be leveled up by selecting them again, which improves various attributes. Weapons can additionally be improved beyond levels through certain stats that scale their power.
- Evolutions
- In addition to the above improvements, a Weapon can be super-improved through Access Cards, provided both of the following conditions are met:
- The maximum level of the Weapon has been reached (5), and
- At least one level of the Weapon's evolution stat has been acquired via a Passive
- At that point, the free selection screen has a chance to offer the Weapon's evolution. Evolving a Weapon grants it a new, permanent and highly powerful effect. The types of stats, including the evolution stat, which improve a Weapon are listed in its tooltip (by hovering the cursor over its icon) as well as the quick legend (TAB). The types of stats that scale a Weapon's power depend on its attributes.
- List of Weapons
Fighters' Signature Weapons are not included; see Playable characters instead. An asterisk
*
means the Weapon is available by default.Weapon | Function | Evolve | ![]() | |
---|---|---|---|---|
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Ani-Mines Jinx's Tri-Namite |
Deploys timed explosives on the ground in a ring. | ![]() The initial explosions release additional explosions. |
❌ |
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Anti-Shark Sea Mine Neverending Mobstomper |
Launches a mine that bounces between enemies. | ![]() The mine bounces endlessly so long as a new target is found. |
❌ |
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Battle Bunny Crossbow Bunny Prime Ballista |
Fires a cone of arrows in a random direction. Arrows pierce their target upon critically striking. | ![]() Fires a fan of many, many knives instead. |
✔️ |
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Blade-o-rang Quad-o-rang |
Fires returning blades at the nearest enemy. | ![]() Blades explode into smaller ones. |
✔️ |
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Bunny Mega-Blast Rapid Rabbit Raindown |
Launches orbital strikes at random enemies. | ![]() Launches a barrage of orbital strikes at random enemies, ending with a massive one. |
✔️ |
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Cyclonic Slicers * Unceasing Cyclone |
Orbiting razors damage and knock back enemies. | ![]() Razors now permanently orbit. |
❌ |
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Echoing Batblades Vayne's Chromablades |
Fires piercing spikes that bounce off terrain. | ![]() Damage increases with each bounce. |
✔️ |
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Final City Transit FC Limited Express |
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![]() Trains now generate explosions in their wake and knock up enemies. Enemies slain by the train have a chance to drop |
✔️ |
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Gatling Bunny-Guns * Double Bun-Bun Barrage |
Deals area damage over time in a cone. | ![]() Enemies hit are slowed and eventually stunned. |
❌ |
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Iceblast Armor Deep Freeze |
Grants an icy armor that blocks the next damage then freezes surrounding enemies. | ![]() Grants an icy armor that blocks the next damage then grants a shield. When gaining the shield and when it destroyed or expires, freezes surrounding enemies. |
❌ |
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Lioness's Lament * Enveloping Light |
Fires crescent-shaped projectiles horizontally in two opposite directions. | ![]() Fires beams of light horizontally in the two opposite directions. |
✔️ |
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Paw Print Poisoner Bearfoot Chem-Dispenser |
Leaves a damaging poison cloud behind while moving. | ![]() Leaves a damaging poison cloud behind while moving which grants stacking |
❌ |
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Radiant Field Explosive Embrace |
A solar field damages nearby enemies. | ![]() Enemies that die within the field erupt, dealing damage in an area around them. |
❌ |
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Searing Shortbow * Evolved Embershot |
Shoots blazing arrows that sear random zones on the ground. | ![]() Seared zones' size and damage grows over their lifespan. |
❌ |
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Statikk Sword Prumbis's Electrocarver |
Fires a lightning shock that bounces between high-health enemies. | ![]() A lightning storm is created in an area around shocked enemies for a short duration. |
✔️ |
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T.I.B.B.E.R.S T.I.B.B.E.R.S (B.E.E.G Edition) |
Summons a ![]() |
![]() The improved model of Robo-Tibbers: larger, faster, and deals more damage. |
❌ |
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The Annihilator Animapocalypse |
Clears the area. Long cooldown. | ![]() All enemies slain by the strike drop bigger EXP Orbs and have a chance to drop several |
❌ |
![]() |
UwU Blaster * OwO Blaster |
Rapidly fires laser shots at the nearest enemy, dealing damage to the first enemy hit. | ![]() Fires twice as fast. |
✔️ |
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Vortex Glove Tempest's Gauntlet |
Fires a stream of orbs which hit all enemies in their path. The stream constantly rotates clockwise. | ![]() Fires an additional stream of orbs that constantly rotates counter-clockwise. |
✔️ |
![]() |
YuumiBot YuumiBot_Final_FINAL |
Summons a ![]() |
![]() The drone now drops a |
❌ |
Abilities[]
An Ability is part of the fighter's unique set of moves. Abilities automatically improve by leveling up, and some of their attributes can be improved through various stat types (may vary for each).
- Innate Ability - The fighter has an innate attribute or capability.
Active Ability - The fighter performs their special move, as ordered by the player. Active abilities have a short or moderate
cooldown. Unlocks at fighter
level 3.
Ultimate Ability - The fighter performs their momentous move, as ordered by the player. Ultimate abilities have a long
cooldown. Unlocks at fighter
level 6.
Enemies[]
From as soon as the game begins, small and large Primordian monsters will start continuously spawning in a large radius around each fighter and in waves. Upon spawning, enemies will start running toward and targeting the nearest fighter immediately and regardless of range.
All monsters have an attack by default. Higher-tier monsters may also have spells. Attacks are launched toward fighters whenever they are in the monster's range, and cannot miss unless it is affected by a
disable or the fighter being targeted is downed. Spells are launched toward fighters' current location and vary in size, but they have generally long windups and can be dodged by running out of their area of effect; indicators will appear on the ground for an incoming spell, and when they fill or blink, the monster launches it, hitting fighters in the spell's marked area.
Normals[]
These are the most common enemy. They have a small size and health pool and deal low to moderate damage, but they are nimble.
Elites[]
These are special versions of normal enemies that have exceptionally large health pools. Elite monsters are distinguished by a prominent glow.
Certain Abilities or Weapons that fighters have or are able to acquire may interact with elites specifically.
Mini-bosses[]
These are slow but tough and large enemies that have powerful single-target and/or area abilities to crush or explode targets with.
Mini-bosses have a health bar as a gauge above their model which is segmented every 1000 points, and their exact health is displayed above it. They have a distinct icon on the minimap (Primordian shark).
Bosses[]
Bosses are the largest, most dangerous enemy and slaying them is the main goal of each level.
- Warehouse District
- The Outskirts
- Subterranean Lab
- The Beachhead
- , two phases
Trivia[]
- Swarm is heavily inspired by Vampire Survivors (2022). Riot Sirhaian, who prototyped the game within League of Legends, has mentioned it as far back as March 2023[7]. Riot have hinted at this inspiration multiple times, especially at the time of its reveal ("bullet heaven survivor"[8]). More insight around Swarm's production by the entire team of developers was granted after its launch in an Q&A / outlook video.[9]
- Swarm's codename in-development was Strawberry.
- There are hidden strawberries on every map in reference to this.
- Each map features various
Anima Squad members that provide communications to the fighters; these messages are either game-state-aware or exist for flavor purposes.
-
Evolved Winged Dagger grants a new combat and visual effect that closely resembles and .
YuumiBot_Final_FINAL uses instead of her base skin.
- Upgrading Anima Power to the maximum level permanently grants the player a special glow SFX on their fighter, an
Anima Squad icon next to their health bar, and an acknowledgement in chat at the beginning of the game.[10] These are visible to all players in the game.
- The Bel'Veth Trial "Darkness Has Come" references Swarm designer Sirhaian's indie game, When the darkness comes.[11]
Media[]
Against All Odds - Anima Squad 2024 Official Theme - League of Legends
Swarm - Operation- Anima Squad (Original Game Soundtrack) - League of Legends - Riot Games Music
Fight for Final City - Anima Squad 2024 Cinematic - League of Legends
Development of Swarm
By Sirhaian, Swarm's creator and lead developer
- Related Videos
- Main article: Summoner icon
References[]
- ↑ Bullet heaven on Wikipedia
- ↑ League of Legends Support article on Swarm
- ↑ LeagueOfLegends.com — Anima Squad 2024: Everything You Need To Know
- ↑ Patch 14.16 Notes
- ↑ Patch 14.14 Notes
- ↑ X — Riot Cadmus on Mastery in Swarm
- ↑ X — Riot Sirhaian: unlimited monies...
- ↑ YouTube — Arena, Lee Sin & PvE Mode First-Look | Dev Update
- ↑ YouTube — Devs Answer Questions While Swarmed by Kittens
- ↑ X — Riot Sirhaian on Anima Power visual perks
- ↑ Sirhaian on Darkness Has Come