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Swarm Promo 01
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.
Separator

Swarm | Operation: Anima Squad is a bullet heaven,[1] 1–4 player PvE game available within League of Legends icon League of Legends that entirely re-imagines the core gameplay experience. Set in the futuristic Anima Squad Event profileicon 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 Event profileicon Anima Squad 2024 event, and is expected to run until August 19th, 2024.[4]

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.[5]

Playable characters[]

The following fighters are selectable in Swarm. Click on a fighter to navigate to their Abilities and Signature Weapon article.

Jinx and Seraphine are available by default. The rest can be unlocked through progression.

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: Defeat the mighty Boss
  • Average Game Time: 20–35 minutes, depending on level

Swarm has two queue types:

  1. 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, after selecting the map.
  2. Matchmade (4vE): Players enter a matchmade queue as any party size and on a random map.

There are three different modes, each unlocking new progression boards and escalating the difficulty. The game's campaign constitutes a single throughline and all unlocks and rewards persist through modes.

Swarm lobby Story difficulty icon Anima Squad: Story → Swarm lobby Hard difficulty icon Hard → Swarm lobby Extreme difficulty icon Extreme

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 increases with more players in the game.

Only the lobby owner can change the map.

Progression[]

Maps[]

Swarm lobby Final City map

The Final City (Map view)

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.

Warehouse District → The Outskirts → Subterranean Lab → The Beachhead



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.

Swarm lobby Objectives menu icon 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
  • Profile titles

Upon finishing all objectives in the mode, the next mode is unlocked. Finishing Story mode additionally unlocks fighter-specific campaigns that award extra items beyond the regular modes.

Swarm lobby Upgrades menu icon 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 icon 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 icon Gold any teammate picks up. Players can earn Gold by picking it up within their Pickup Radius and from the following sources:

An asterisk * means the Upgrade is available by default.

List of Upgrades
Upgrade Increment Max Level Gold icon Cost
Swarm stat Damage Damage +10% 8
Swarm stat Armor Armor +5 5
Swarm stat Max Health Max Health +10% 5
Swarm stat Health Regen Health Regen +3 5
Swarm stat Move Speed Movement Speed +5% 5
Swarm stat Pickup Radius Pickup Radius +25% 3
Swarm stat Area Size Area Size +5% 4
Swarm stat Duration Duration +5% 4
Swarm stat Critical Chance Critical Chance +5% 4
Swarm stat Ability Haste Ability Haste +5 5
Swarm stat EXP EXP +10% 5
Swarm stat Projectile Count Projectiles +1 2
Swarm stat Gold Mod Gold Multiplier +15% 3
Swarm stat Boon Duration Battle Bunny Boon Duration +25% 2
Swarm stat Anima Power Anima Power See below 100

Anima Power is an attribute that grants the following stats combined for each level: Swarm stat Ability Haste +1 Ability Haste, Swarm stat Damage +1% Damage, Swarm stat Move Speed +1% Movement Speed, Swarm stat Pickup Radius +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 icon 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. Swarm stat EXP 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, but simultaneously isolated location, surrounded by a large ocean. Its city landscape has been kept in pristine condition, and a small amount of flora such as trees and bushes survive in the wasteland between locations of importance. In the ground below, the Anima Squad's lab of operations is hidden from the rest of the world.

Each map features one Anima Squad Event profileicon Anima Squad NPC to assist in combat, providing communications to the players.

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
A rare type, allows or denies passage entirely, including through dashes.
Border
NPC-controlled/created terrain; appears during certain events such as Primordial trials or Boss fights.

Objects[]

Ground obstructions
Boulders, industral debris, and edge of map
Premises
Buildings, platforms, and utilities such as benches, lights, railings, etc.
Megastructures
Each map features a large area-structure that is conducive to winning the level

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 icon Gold.
  • A Heal power icon healing pack that restores 20% maximum heath to all teammates.
  • A vacuum orb that grants a vacuum effect which will pick up every EXP Orb and Gold icon Gold dropped on the map for the next 6 ( × Swarm stat Duration) seconds.

Megastructures[]

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 Swarm stat Max Health 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 icon 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 Aatrox, 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 seconds.

BB01 Helper[]

Commander Fortune Commander Fortune exists as an NPC, roaming around the map. She will occasionally stop to attack a random enemy in her radius and occasionally unleashes a Miss Fortune Bullet Time bullet storm in her aiming direction.

Structure[]

Waves of enemies start spawning outside the spawning location from the very start of the game, and inch toward the fighters in order to attack them.

The goal is to survive enough time until the Boss appears, and then successfully take the Boss down.

Revival[]

In non-Solo Runs, upon Death 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 Cosmic Radiance 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 base respawn timer is 15 seconds. For every death, this increases by 9 seconds, up to 60 seconds for the fifth death.

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 Gold icon 25 Gold to all allies.

Spires[]

At random game times, a featured character announces a 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.

Commander Fortune Commander Fortune 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 Battle Bunny Boon) to the entire team.
Assistant Yuumi Assistant Yuumi 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 Augment) to the entire team, but it features both an advantage and a drawback.
Primordian Bel'Veth Primordian Bel'Veth 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 Gold icon Gold reward to the entire team as well as offers an additional selection screen for free.

List of Battle Bunny Boons[]

All Battle Bunny Boons are available by default.

Type Effect
Swarm boon Anima Super Car Anima Super Car Become Cosmic Radiance invulnerable, but you are Lockout icon 2 unable to use your Abilities and Signature Weapon.
Swarm boon Battle Feline Gun Improver Battle Feline Gun Improver Gain a tremendous amount of Swarm stat Area Size Area Size and Swarm stat Projectile Count Projectile Count.
Swarm boon Cruise Control Cruise Control Gain a tremendous amount of Swarm stat Move Speed Move Speed.
Swarm boon Fired Up Fired Up Shoot strong fireballs toward the closest enemy around you, each dealing damage on impact.
Swarm boon Health Back Healthpack Health Back Healthpack Heal power icon Heal for every enemy you kill.
Swarm boon Primordian Pickpocketing Primordian Pickpocketing Every number of enemies slain drops Gold icon Gold.
Swarm boon Squad Shield Squad Shield Gain a massive Hybrid resistances icon shield.
Swarm boon Stopwaves Stopwaves Emit shockwaves in an area around you that freeze enemies for a few seconds.
Swarm boon Ultra Rapid Fire-r Ultra Rapid Fire-r Gain a tremendous amount of Swarm stat Ability Haste Ability Haste.

List of Augments[]

An asterisk * means the Augment is available by default.

Type Effect
Swarm augment Armor Up Armor Up Gain Swarm stat Armor +4 armor for 5 seconds upon being dealt one instance of damage, stacking up to 10 times for a maximum of Swarm stat Armor +40 armor, and refreshing on subsequent triggers. Stacks are removed at once when the duration ends.
Swarm augment Bite Sized Bite Sized * Lose 30% size and 20% total health, but gain Swarm stat Move Speed +20% Move Speed and Swarm stat Ability Haste +36 Ability Haste.
Swarm augment Bullet-Mania Bullet-Mania Reduce your damage dealt by 20%, but gain Swarm stat Projectile Count +1 Projectile Count every 6 level ups.
Swarm augment Card Collector Card Collector * Each Access Card picked up after equipping this Augment grants you Swarm stat Damage +5% Damage.
Swarm augment Celebration! Celebration! For 8 seconds after leveling up, gain Swarm stat Damage +25% Damage, Swarm stat Move Speed +30% Move Speed, Swarm stat Area Size +60% Area Size, and Swarm stat Ability Haste +40 Ability Haste.
Swarm augment Circle of Stats Circle of Stats Every 8 seconds, gain the following stats, cycling in this order:
1. Swarm stat Move Speed +30% Move Speed
2. Swarm stat Ability Haste +40 Ability Haste
3. Swarm stat Area Size +60% Area Size
4. Swarm stat Projectile Count +3 Projectile Count
5. Swarm stat Health Regen +40 Health Regen
Swarm augment Critical Expansion Critical Expansion Gain Swarm stat Area Size +1% Area Size for 5 seconds after dealing an instance of damage that Swarm stat Critical Chance critically strikes, stacking potentially infinitely.
Swarm augment Cross Country Cross Country For every 10,000 units traveled, gain Swarm stat Damage +5% Damage, Swarm stat Max Health +10% Max Health, and Swarm stat Area Size +10% Area Size.
Swarm augment Death and Taxes Death and Taxes * Every enemy you kill has a 2% chance to drop several Gold icon Gold.
Swarm augment Ebb And Flow Ebb And Flow * Cycles between -50 to +125 Ability Haste Swarm stat Ability Haste at a rate of +/- 22 Ability Haste every 2 seconds.
Swarm augment Elite Bomber Elite Bomber Deal 130% damage against elite monsters. Upon killing an elite, it drops a bomb on the ground that explodes over the area after a delay.
Swarm augment Emotional Support Pet Emotional Support Pet Your summoned pets deal 150% damage.
Swarm augment Experienced Fighter Experienced Fighter Gain Swarm stat EXP +10% EXP. For every EXP Orb you pick up, gain Swarm stat Damage +2% damage and Swarm stat Move Speed +2% Move Speed for 1 second.
Swarm augment Gathering Speed Gathering Speed * Lose 15% total Move Speed, but gain Swarm stat Move Speed +3% Move Speed for every level up after equipping this Augment.
Swarm augment Glass Cannon Glass Cannon * Gain Swarm stat Damage +40% Damage, but lose 40% total health.
Swarm augment Heavy Hitter Heavy Hitter * Gain Swarm stat Damage +50% Damage, but lose Swarm stat Ability Haste 30 Ability Haste.
Swarm augment Hoarder Hoarder * Restore Swarm stat Max Health 0.5% Max Health for each Gold icon Gold you pick up.
Swarm augment Immobile Immolation Immobile Immolation For every 0.5 seconds you stand still, your health incurs a cost of 60 (+ 1 for every trigger) to grant you Swarm stat Ability Haste 20 Ability Haste. Lose this bonus when you start moving again.
Swarm augment Juggernaut Juggernaut Gain Swarm stat Armor +20 Armor. For every Swarm stat Armor 1 Armor you have you gainSwarm stat Damage +0.5% Damage
Swarm augment Larger Than Life Larger Than Life * Gain 30% size, gain Swarm stat Health Regen +1.2 Health Regen and increase your total health by 30%, but lose 15% of your total move speed.
Swarm augment Long Range Long Range * Deal 0% − 30% increased damage based on distance to the enemy (grants higher damage with higher distance to the enemy hit).
Swarm augment Metabolic Overdrive Metabolic Overdrive * Heal power icon Heal every second equal to 12% of your Swarm stat Max Health Max Health, but lose 60% health.
Swarm augment Mission Critical Mission Critical Gain Swarm stat Critical Chance +10% Critical Chance and Critical strike damage icon +30% critical damage, but your non-critical damage deals 20% less.
Swarm augment Pescatarian Pescatarian * Each enemy you kill has a 25% chance to drop a Heal power icon healing pack.
Swarm augment Pick-Me-Up Pick-Me-Up * Lose 80% total pickup radius. Every 60 seconds, automatically vacuum all EXP Orbs and Gold icon Gold active on the map.
Swarm augment Point Blank Point Blank * Deal 0% − 30% increased damage based on distance to the enemy (grants higher damage with lower distance to the enemy hit).
Swarm augment Ramming Runner Ramming Runner * Gain Swarm stat Move Speed +10% Move Speed. Gain or lose Swarm stat Damage 1% Damage for every Swarm stat Move Speed 1% bonus Move Speed you acquire or lose, respectively.
Swarm augment Regenerative Tissue Regenerative Tissue Picking up a Heal power icon healing pack additionally grants Swarm stat Max Health +0.5% Max Health.
Swarm augment Size Scrambler Size Scrambler On-cast grant Abilities or Weapons fired a random amount of Swarm stat Area Size Area Size between -20% and +60%.
Swarm augment Spray and Pray Spray and Pray Gain Swarm stat Projectile Count +4 Projectile Count, but deal 35% reduced damage.
Swarm augment Ultimate Speed-Up Ultimate Speed-Up * Your Ultimate Ability gains Swarm stat Ability Haste 100 Ability Haste.
Swarm augment Uptime Upgrade Uptime Upgrade Gain Swarm stat Duration 60% Duration.
Swarm augment With Haste With Haste * Gain Swarm stat Move Speed +1% Move Speed for every Swarm stat Ability Haste 2 Ability Haste you have.

Boss Fight[]

At 15:00 game time, the map's boss arrives. The fight lasts until either the Anima Squad Event profileicon Anima Squad team is defeated or the boss is slain, the latter awarding a victory.

At 20:00 game time, bosses become enraged, tremendously improving their damage and reducing their spell cooldowns.

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 zero (for flat stats) or 1.000 (for modifiers). The player can also start the game with extra stats from purchased Swarm lobby Upgrades menu icon Upgrades, and earn extra stats by completing in-game missions.

  • A default Gameplay radius gameplay radius of 65 units for all fighters
  • Swarm stat Damage Generic Damage Modifier, which affects the damage of all Weapons and Abilities. It stacks additively with itself. Other sources of damage modifiers stack multiplicatively with each other and the current amount of Generic Damage Modifier.
  • Swarm stat Ability Haste Ability Haste, which affects the cooldown of all Weapons and Abilities
  • Swarm stat Max Health Max Health, base amount varies by fighter
  • Swarm stat Armor Armor, base amount varies by fighter
  • Swarm stat Health Regen Health Regen, base amount varies by fighter
  • Swarm stat Move Speed 350 base Movement Speed
  • Swarm stat Projectile Count Projectile Count (for projectile-based effects)
  • Swarm stat Critical Chance 5% base Critical Chance
  • Swarm stat Pickup Radius 100 base Pickup Radius
  • Swarm stat EXP EXP Modifier
  • Swarm stat Gold Mod Gold Modifier
  • Swarm stat Area Size Area Size Modifier
  • Swarm stat Duration Duration Modifier

The default critical damage is 200% (double). Lastly, certain fighters additionally use a Mana colored icon resource bar for the purposes of their Abilities.

Slain enemies drop EXP Orbs that fighters collect within their Swarm stat Pickup Radius 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' Swarm stat EXP EXP simultaneously, and at certain thresholds of Swarm stat EXP EXP, fighters gain a level.

Upon leveling up, the game and its timer pauses and a selection menu opens that presents three offerings, varying by player. 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 Left Mouse Button 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 Swarm stat EXP EXP than the previous. Each level-up awards Gold icon 10 Gold.


Passives[]

A Passive grants a stat bonus. By default, the fighter has access to three slots for Passives. This limit can be increased up to six, and new types of Passives can be unlocked by progressing the game.

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
Swarm passive Ability Haste Ability Haste +10
Swarm passive Area Size Area Size +11%
Swarm passive Armor Armor * +8
Swarm passive Critical Chance Critical Chance +8%
Swarm passive Damage Damage * +10%
Swarm passive Duration Duration +12%
Swarm passive EXP EXP +10%
Swarm passive Health Regen Health Regen +4
Swarm passive Max Health Max Health * +150
Swarm passive Move Speed Move Speed +9%
Swarm passive Pickup Radius Pickup Radius +35%
Swarm passive Projectile Count Projectile Count 1 / 1 / 2 / 2 / 3
Swarm passive Gain Gold Gain 25 Gold * At full build
Swarm passive Max Health Heal 25% HP * At full build

Weapons[]

A Weapon is equipment that will activate entirely automatically, and which can be granted and improved via selections. Only five weapons are available by default; new types of Weapons can be unlocked by progressing the game. New Weapons are presented throughout the game to the player at random until a full set has been assembled.

Fighters start the game with their Basic Attack Signature Weapon which represents their primary combat equipment. Players can obtain up to four additional Weapons from selections.

Each Weapon can be stacked by selecting them again, leveling them up to improve various attributes. Weapons can additionally be improved beyond levels by gaining 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:
  1. The maximum level of the Weapon has been reached (5), and
  2. 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.

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An editor has marked this article or section as being actively worked on. Please be patient to avoid edit-conflicts. Please consider contacting the last editor or replacing this notice with {{ToDo}} when its expiration date has passed: 21-Jan-2025 11:02.

This article was last edited by 1Dawn2Dusk3 on 21-Jul-2024 11:02.

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
Swarm weapon Ani-Mines Ani-Mines
Jinx's Tri-Namite
Drops timed explosive projectiles in a ring that explode for large area damage. Swarm passive Area Size Area Size

Drops timed explosive projectiles in a ring that explode and release additional explosions for massive area damage.

Swarm weapon Anti-Shark Sea Mine Anti-Shark Sea Mine
Neverending Mobstomper
Fires explosives that bounce between enemies. Swarm passive Damage Damage

Explosives bounce endlessly as long as it can find a target.

Swarm weapon Battle Bunny Crossbow Battle Bunny Crossbow
Bunny Prime Ballista
Fires a cone of projectiles scaling with bonus crit chance in a random direction. Projectiles pierce on critical strike. Swarm passive Critical Chance Critical Chance

Fires a semi-circle of projectiles scaling with bonus crit chance in a random direction. Projectiles pierce on critical strike.

Swarm weapon Blade-o-rang Blade-o-rang
Quad-o-rang
Fires returning projectiles at the nearest enemy. Swarm passive Move Speed Move Speed

Projectiles explode into fans of smaller missiles.

Swarm weapon Bunny Mega-Blast Bunny Mega-Blast
Rapid Rabbit Raindown
Fires orbital strikes scaling with bonus critical chance at random enemies. Swarm passive Critical Chance Critical Chance

Fires orbital bombardments scaling with bonus critical chance at random enemies, ending with a large strike.

Swarm weapon Cyclonic Slicers Cyclonic Slicers *
Unceasing Cyclone
Orbiting projectiles damage and knock back enemies. Swarm passive Health Regen Health Regen

Permanently orbiting projectiles damage and knock back enemies.

Swarm weapon Echoing Batblades Echoing Batblades
Vayne's Chromablades
Fires piercing projectiles that bounce off terrain. Swarm passive Projectile Count Projectile Count

Fires projectiles that bounce off walls, damaging all enemies they pass through. Arrows deal more damage each time they bounce.

Swarm weapon Final City Transit Final City Transit
FC Limited Express
Trains occasionally appear and drive through enemies. Swarm passive Damage Damage

Trains generate explosions in their wake and knock up enemies. Enemies slain by the train have a chance to drop Gold icon Gold.

Swarm weapon Gatling Bunny-Guns Gatling Bunny-Guns *
Double Bun-Bun Barrage
Deals area damage over time in a cone. Swarm passive Duration Duration

Enemies damaged are slowed and eventually stunned.

Swarm weapon Iceblast Armor Iceblast Armor
Deep Freeze
Blocks damage and freezes surrounding enemies. Damage scales with Armor and Max Health. Swarm passive Armor Armor

Occasionally grants a shield and freezes surrounding enemies when the shield expires or is destroyed.

Swarm weapon Lioness's Lament Lioness's Lament *
Enveloping Light
Fires crescent shaped projectiles. Swarm passive Ability Haste Ability Haste

Fires beams of light horizontally in the two opposite directions.

Swarm weapon Paw Print Poisoner Paw Print Poisoner
Bearfoot Chem-Dispenser
Leaves a damaging poison cloud behind while moving. Swarm passive Move Speed Move Speed

Leaves a damaging poison cloud behind while moving which grants a stacking shield and stacking Move Speed based on the damage dealt.

Swarm weapon Radiant Field Radiant Field
Explosive Embrace
Damages nearby enemies, scaling with your Max Health. Swarm passive Max Health Max Health

Enemies killed within the burn zone explode, dealing additional damage in an area around them.

Swarm weapon Searing Shortbow Searing Shortbow *
Evolved Embershot
Fires projectiles that create lingering fire areas for a duration. Swarm passive Area Size Area Size

Areas of fire grow in size and increase their damage over their duration.

Swarm weapon Statikk Sword Statikk Sword
Prumbis's Electrocarver
Fires a lightning shock that bounces between enemies with the highest absolute current health. Swarm passive Max Health Max Health

A lightning storm is created around targeted enemies for a short duration, which continuously damages enemies affected.

Swarm weapon T.I.B.B.E.R.S T.I.B.B.E.R.S
T.I.B.B.E.R.S (B.E.E.G Edition)
Summons Robo-Tibbers. Robo-Tibbers swipes, dealing area damage. Robo-Tibbers focuses on enemies with the highest absolute current health. Swarm passive Duration Duration

Summons enraged Robo-Tibbers. Enraged Robo-Tibbers grows larger, becomes faster and deals more damage.

Swarm weapon The Annihilator The Annihilator
Animapocalypse
Summons a massive strike over the area after a delay which instantly kills all normal enemies and heavily damages Elite enemies. Swarm passive EXP EXP

Enemies killed by the strike drop bigger EXP Orbs and have a chance to drop a small amount of Gold icon Gold.

Swarm weapon UwU Blaster UwU Blaster *
OwO Blaster
Rapidly fires laser projectiles at the nearest enemy. Swarm passive Ability Haste Ability Haste

Fires twice as fast.

Swarm weapon Vortex Glove Vortex Glove
Tempest's Gauntlet
Fires a rotating stream of projectiles. Swarm passive Health Regen Health Regen

Fires a second constant stream of projectiles that rotate around the user.

Swarm weapon YuumiBot YuumiBot
YuumiBot_Final_FINAL
Summons a Yuum.AI drone. Yuum.AI damages and knocks up enemies, and also gathers EXP Orbs. Swarm passive Pickup Radius Pickup Radius

Yuum.AI now drops a Heal power icon healing pack after attaining a certain amount of damage to enemies.

Abilities[]

An Ability is part of the fighter's set of capabilities which they have available by default. Most Abilities can be improved through various stat types, depending on the ability's attributes.

  • Innate Ability - The fighter has an innate attribute or capability.
  • E Active ability item icon Active Ability - The fighter performs their special move, as ordered by the player. Active abilities have a short or moderate Cooldown icon cooldown. Unlocks at fighter Swarm stat EXP level 3.
  • R Ability power colored icon Ultimate Ability - The fighter performs their momentous move, as ordered by the player. Ultimate abilities have a long Cooldown icon cooldown. Unlocks at fighter Swarm stat EXP level 6.

The player can choose between manually controlling the aiming direction of the fighter's Abilities by moving the cursor, or letting the game automatically aim at the nearest/strongest/most important target.

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.

Monsters may have have two types of Abilities: attacks and spells. Attacks are launched toward fighters whenever they are in the monster's Range modelRange icon range, and cannot miss unless it is affected by a Stun icon disable or the fighter being targeted is downed. Spells are launched toward various areas of the map or at fighters' current location and vary in size, but they have generally long windups and can be dodged; 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 effects that fighters have or are able to acquire have interactions 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.

Elite bosses have a distinct icon on the minimap (Primordian shark).

Bosses[]

Bosses are the largest, most dangerous enemy and the main objective of each level.

Warehouse District
Primordian Rek'Sai Primordian Rek'Sai
The Outskirts
Primordian Briar Primordian Briar
Subterranean Lab
Primordian Bel'Veth Primordian Bel'Veth
The Beachhead
Primordian Aatrox Primordian Aatrox, two phases

Trivia[]

  • Swarm's codename in-development is "Strawberry".
  • Then, upgrade Battle Bat Xayah Battle Bat Xayah Swarm weapon Xayah Winged Dagger evolved Winged Dagger to the maximum. A new weapon and shield showcase, which in combination resembles Rakan Rakan.
  • Upgrading to the maximum Anima Power level permanently grants the player a special glow SFX on their fighter, an Anima Squad Event profileicon Anima Squad icon next to their health bar, and an acknowledgement in chat.[6] These are visible to all players in the game.
  • Defeating Primordian Aatrox Primordian Aatrox on Swarm lobby Extreme difficulty icon Extreme difficulty with every single fighter awards the permanent profile title "Swarm Conqueror".

Media[]

Fight for Final City

Anima Squad 2024 - Official Event Teaser

References[]

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