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Enemies
Cove: enemy threats
How to answer protection, frontline damage, pulls, and blight threats in the Cove.
Overview
The Cove favors Eldritch creatures, some with protection and bleed resistance. Rather than trying to remove everything with direct damage, consider blight, stun, reach, and the cost of letting a support enemy act.
Threats by role, not a fixed kill order
| Enemy / group | Pressure | Decision to consider |
|---|---|---|
| Pelagic Shaman | Back-rank support with effects that can strengthen enemies and add stress pressure. | Reach and control limit how long the rest of the formation benefits from its support. |
| Drowned Thrall | Its presence can become an explosive threat if left unresolved. | Consider the urgency of removing it before choosing a slow setup action. |
| Pelagic Grouper | Frontline hits and movement can break the planned formation. | Keep at least one useful skill after displacement; do not rely on one starting rank. |
| Uca Crusher | Can inflict bleed and make a wounded hero harder to sustain. | A bandage or damage-over-time removal can matter near Death's Door. |
| Pelagic Guardian | Guard can redirect attacks away from a more dangerous target. | Attack the guard, use an ability that bypasses it, or choose another target still in reach. |
Read the encounter before committing
Blight can bypass protection more reliably than direct attacks, but its value depends on enemy resistance and how long the fight will last. Bleed can still work on some targets; do not treat a regional tendency as absolute immunity. Against guard, pulls, or shuffles, check whether the next hero still has healing, control, and reach before repeating the opening sequence.
Before the expedition
- Read current enemy ranks and resistances; they vary by encounter and quest tier.
- Separate immediate damage, stress, and support threats.
- Choose damage-over-time effects for the target, not by region slogan.
- Treat the table as selected threats, not a complete enemy roster.