Enemy 1: Drill Snail (Beast)
Voracious eaters by nature, these creatures prefer to wait underground until they sense the vibrations of something to eat nearby.
Appearance:
An Alpha-Wolver sized snail with a large shell shaped like a drill on its back.
Attack 1:
A slow, but strong, 2-hit combo consisting of a bite followed by the Snail grabbing his shell with his tail and swiping with it.
Attack 2 (Tiers 2 & 3):
The Snail spits out several Blast Jelly globules that explode after a few seconds. Tier 3 globules have shorter timers
Ability 1:
The Drill Snail flips itself upside-down (so that its shell is embedded in the ground) and retracts into its shell, whereupon the shell starts drilling and burrows into the ground.
At Tier 1 they can only dig in a straight line, and don't hurt Knights above them.
At Tier 2 they can slowly turn and knock back Knights above them.
At Tier 3 they can quickly turn, leave a trail of spikes where they dig like Snarby and knock back Knights above them.
When they've reached their destination they burst out of the ground, knocking back and injuring anyone near them.
Variants:
Shock: Voltstalk (Blue-ish colour, has Lightning moving up and down between its eye-stalks)
Fire: Molteneye Snail (Dark grey with Volcanic veins, has a 'Molten' Belly)
Poison: Septislime Snail (Surrounded by green vapor, sickly looking)
Frost: Glaciershell (Pale white, shell has an icy texture)
Special Version:
On rare occasion, a Gem Snail will spawn in the place of a regular Drill Snail. The Gem Snail is identical to the Drill Snail except that he lives in a large hollowed out mineral, which can be picked up and taken to the Lift like a regular Colossal mineral after he's died.
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Enemy 2: Gremlin Trooper (Gremlin)
With the loss of a good portion of their Construct forces, the Gremlins have now taken to training their own to help defend their installments.
Appearance:
A heavily-armored Gremlin carrying a energy rifle.
Tier 1: Wears basic armour made out of salvaged Mecha Knights, no helmet.
Tier 2: Wears a flak-jacket-type set of armour along with a helmet similar to the one worn by Gremlin Demos. In addition the rifle now has both a Scope and a stun prod mounted underneath the barrel.
Tier 3: Wears a set of high-tech power armour, with matching helmet. The rifle now has a laser sight.
Attack 1:
The trooper fires a several bullets from his rifle one after the other. The number of shots fired is equivalent to their tier (Tier 1 troopers fire one bullet, Tier 2 & 3 ones fire 2-3 shot bursts)
Attack 2 (Tiers 2 & 3):
A fast, 2-hit combo consisting of the Trooper jabbing with his Stun prod before kicking/shoving the target away. Neither of these attacks do much damage and Troopers only use it if they're cornered and running isn't an option.
Attack 3 (Tiers 2 & 3):
The trooper begins to look down his scope while a targeting reticule appears over the targeted Knight. After 6-3 seconds (for Tiers 2 & 3 respectively) he fires a high-damage, very fast moving bullet at his target. The Trooper won't do this attack unless he feels every Knight is a good distance away (and if an enemy moves too close to him while he's aiming, he'll stop.)
Ability 1 (Tier 3 only):
If nobody's around then the Troopers will activate a small cloaking device on their armour to hide. While 'hiding' their outlines are still faintly visible just like a Chromalisk. Moving (on their own accord or due to knockback) ends the effect.
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Enemy 3: Gremlin Cyborg (Gremlin)
All Gremlins have an affinity for machines, and some take it further than others...
Appearance:
An armoured, larger than average Gremlin with various cybernetic implants & limbs, with higher Tiers getting progressively more Machine and less Gremlin. They have a "power pack" on their backs similar to the one found on the Mercurial Demo armour. Tier 2 & 3 versions have a 3rd arm attached to one of their shoulders.
Attack 1:
A 2-hit combo consisting of a left & right punch. Tier 2 adds a third hit from the robo-arm, and Tier 3 completes the combo with a rocket-boot assisted roundhouse kick.
Attack 2:
One of the Cyborgs hands splits open to reveal an energy cannon mounted inside their wrist, which then fires a large bullet that flies a short distance before exploding, damaging anyone caught in it's AoE. Tier 2 versions leave a Shock haze, and Tier 3 versions fire 2 bullets with minor spread.
Ability 1 (Tiers 2 & 3):
The Gremlin activates Rocket boosters in his feet and charges forwards. Getting hit by him does a good amount of damage and inflicts Stun, while walking into the exhaust trails does minor damage and inflicts fire. Tier 2 Cyborgs can only dash forwards, while Tier 3 ones have limited turning abilities.
Ability 2 (Tiers 2 & 3):
Upon reaching very low health the Gremlin Cyborg starts to go into Overdrive and gets 4-8 (for Tiers 2 & 3) seconds of (near-?)invulnerability & increased damage/attack speed. The Cyborg cannot be healed while under this effect and dies the second it runs out. It's possible (though difficult) to kill them before they can enter Overdrive.
Tier 3 Cyborgs also explode when they die while overdriving, damaging and knocking back nearby Knights.
-Snails do sound more like slimy creatures instead of beasts. You even named the poison one "septislime"
The shell fits with pierce resistance.
-Gremlin troopers are Stalkers with rifles instead of saws. Cloaks, amount of 'bullets' based on tier...