Tale of Diep:Dungeon Crawlers

Dungeon Crawlers are specific enemies that spawn strictly within Fortress Mode and Tower of Gladii unless listed otherwise. Dungeon Crawlers are tank-like enemies that each have different effects. There are five 'Statuses' of Dungeon Crawler, each progressively more difficult. Each Status has four types of Dungeon Crawlers (for a total of 20 different kinds). Dungeon Crawler types cannot cross between Statuses.

Statuses

 * Division: The weakest status of enemy. They have less than average stats (listed on the Dungeon Crawlers page), and are the most common. Usually found near the start of a Dungeon. Symbol is a red sword.
 * Striker: The second status. Enemies with this have higher Bullet Speed, Detection Range, and Bullet Penetration. Symbol is two blue crossed spears. Found usually in off-set rooms not leading to the Boss.
 * Phantom: The third status. Enemies with this status go invisible while immobile, and have higher than average Health Regen and Movement Speed. Found rarely in general. Symbol is a purple scythe.
 * Noble: The fourth status. Usually melee enemy tanks that have something to fight for. They have higher than average Health and Body Damage. The lower health they get, the more damage they do. Symbol is a golden helmet.
 * Disciple: The last and rarest status. These are attributed to tanks that have a direct connection with the Archprophet. They have higher points in every stat, and killing them decreases the Archpuppet's (In Fortress Mode) or Archprophet's (in Tower of Gladii) max health by 2% each. Happen to kill 50 Disciples? You win. Good thing the max that CAN spawn in a game mode is 10 overall.

Division

 * Grunt: Small Lancer soldiers the size of Level 15 tanks that move in packs of up to five, and can charge at unsuspecting players. Have about 2x the health of a regular Blue Pentagon. Their damage can add up fast if not stopped, because when one Grunt dies, all Grunts in the room and two rooms over are alerted, and come after the attacker.
 * Pursuer: A Twin tank with a Machine Gun on the back. While firing at players, it's Machine Gun recoil helps it chase after them. Come in smaller numbers than Grunts, but have a much heftier health pool. Their speed makes them dangerous if left unchecked.
 * Prey: Small square-shaped minion with a spawner on each side. Usually immobile, when alerted by walking close enough, it will begin rapidly rotating, release a swarm of 25 Crashers from each spawner, then explode. Enough of them activated at one can cause a swarm that cannot be quelled!
 * Cultist: Black-robed Mage-like tank that can create fireballs. Fireballs explode in a 5x5 tile area. Attacks three types in quick succession, then teleports in a purple flash to another position in the room. Cannot move in any other way than this. Generally annoying.

Striker

 * Resistor: A giant Dungeon Crawler with no offensive capability. Instead, can create Protector shields to defend other Dungeon Crawlers with. They also have almost equivalent health to an Alpha Pentagon, making them super difficult to fully destroy.
 * Headshot: Bulked-up Snipers whose barrels appear to have much more technology. When shot by a Headshot, not only does it do considerable damage on its own, it applies Broken and Slowed for 3 seconds! Watch out!
 * Turmoil: A Hunter that fires piercing shots every 3 seconds. Isn't very mobile generally, but when it does move, it moves fast! Turmoils usually flee when players get too close. If Turmoils are the last enemies in the room, they will flee and die off screen.
 * Fanatic: Cultists whose black robes have red trimmings lining the inside edge of the hood. They behave almost identically to Cultists, save for two things. One, their shots Paralyze. And two, when teleporting, a ring of eight bullets is released from not only the place they once were, but where they are now!

Phantom

 * Wraith: Melee tanks that behave similarly to Lancers. When first seen, they are entirely invisible. The only way to reveal them is to attack them first! Only spawn in rooms where all enemies must be killed to exit. Their first attack deals double damage. Like a Punisher, the longer they touch, the higher the damage becomes.
 * Grin: Floating barrel-less tanks that have black particle smoke coming off of them. Like the Archprophet, have skull masks. They bounce diagonally off of the walls and have quite the health pool, about half an Alpha Pentagon.
 * Delirious: Black goo-like Destroyers with a generally weak health pool. The catch? When killed, they split into two tiny black piles of goo. If these piles are not destroyed after two seconds, each one becomes a new Delirious! Keep failing to kill them and the number goes bigger. Don't worry, despite this, as the goo form has even less health than the Delirious themselves.
 * Lunatic: Cultists with golden trimmings lining the inside edge of the hood. Unlike the other Cultists, this one acts and moves as a normal player would. Fires purple fireballs with larger areas that inflict Confused. Every few seconds, it will summon in a Tear of Panzer. Unlike regular Tears, however, these ones can't drop Panzer Tokens, so NO Panzer Token farms!

Noble

 * Knight: Powerful tanks with two arms like the Archprophet. On one is a lance and on the other is a shield. A helmet similar to The Tres Geminos is donned on their bodies. The lance swings at a 45 degree angle while they attack. The shield will deflect bullets that hit it directly.
 * Warmind: Armored golden tanks with two spawners spaced evenly apart like an Overseer. Lances stab a bit past these, similar to The Lich. Has a black eye with red glowing pupil like The Saw. Constantly releases a stream of golden Drones from each barrel while charging at players. While chasing, it will use its Drones as a buffer from damage, due to its relatively low health compared to other Nobles.
 * Seraph: Golden-armored tanks with angel wings, Seraphs are like laser beam Cultists. They sweep a red laser beam at a 75 degree angle before warping in a golden flash somewhere else in the room. Lasers are blocked by obstacles, so rooms with Seraphs usually have them. Will occasionally wrap their angel wings around their front, getting Armored.
 * Heretic: Not to be confused with The Heretic, the Heretic enemies can be just as problematic. Heretics are another advancement to the Cultist enemy, this one with purple trimmings. They are perpetually Armored, and have four 'Heretic Orbitals' rotating around them. Heretic Orbitals are purple and emit black smoke. They occasionally fire red bullets at the closest target. Heretics themselves fire a slow moving shockwave of bullets, each off which have a random debuff associated with them. After every attack, the Heretic teleports, leaving very little opprotunity to hit them. Luckily, they have very low health.

Disciples

 * Wavemakers: Black metal tanks with two glowing purple eyes and grates on them like a knight's visor that also glow purple. From their eyes occasionally, two purple lasers of bullets will be shot out in a double helix pattern for three seconds. Immobile while occurs. They are also Broken, making this a good time to attack them.
 * Bishop: The last of the Cultist line, Bishops are the epitome of the Cult's defensive line. Bishops are like Guardians of a Castle. When a Bishop is in the room, no other enemies can be hurt until the Bishop dies. Luckily they do not attack or move. Enemies will naturally guard them, however, should one spawn. They have an obnoxious amount of health, sitting at 1500, 1.5x that of an Alpha Pentagon.
 * Paradigm: Black Overlords that sort of... glitch with purple effects and pixels. Paradigms summon hordes of Tears of Panzer, while simultaneously recovering health rapidly. A Paradigm is probably THE worst Dungeon Crawler to run into, due to its endless swarm of powerful minions, and regenerating health pool. Needless to say, a coordinated group of even two or three can take it down.
 * Thinker: Whatever it thinks up... that is the outcome...