Squad doctrine

Threat Levels — who dies first

Most wipes aren't a DPS problem — they're a target-priority problem. This ranking is built from Cold Iron's official enemy briefings (via G2A) and GamingBolt's hands-on behavior notes.

The priority order

PriorityEnemyWhy it dies first
1SirenCalls reinforcements — every second alive grows the wave (G2A)
2ExploderSplash self-destruct on walls/ceilings — kills stacked squads (G2A)
3HarbingerGrabs and immobilizes a Marine — remove its victim-selection (G2A)
4Spitter / snipersRanged pressure that punishes tunnel vision (GamingBolt)
5Warden / riot shieldsLane controllers — beat them with angles, not uptime (G2A)
6Drones, Runners, StrikersMelee pack — dangerous up close, fragile under focus fire
7Crusher / heaviesHigh HP but predictable — sidestep the charge, punish recovery

Why "kill the big one first" is wrong

The instinct to focus the biggest model on the field is how squads lose to a Siren screaming off-screen. Cold Iron's briefings repeatedly frame counters around mechanics — reinforcement calls, grabs, splash — not health bars (G2A). Big targets are usually the most predictable thing in the room.

Difficulty changes the math

On Extreme and Insane, high-threat enemies spawn in greater numbers (GamingBolt), so priority discipline matters more, not less. Friendly fire is also live at those tiers (GamingBolt) — the worst outcome of an Exploder rush is a panicked teammate's grenade. Read the difficulty guide before queueing Intense+.

Sources: G2A — Cold Iron enemy briefings, GamingBolt — 10 New Details, GamingBolt — 15 Things. Back to the full bestiary.