Every hostile in the game: all 107 distinct battle units wired into the wave-spawner tables — 25 bosses (two carrying Transformers names: Devastator and Unicron), 21 strong foes, and the aerial and ground/sea armies — plus the three Titans. Unit portraits are top-down orthographic renders of the actual game models — the same birds-eye angle you see them at in-game.
Every unit the spawner can field is tagged with one or more branches — the same five-way taxonomy your own stats target (atk#unitBranchN, dmgRed#unitBranchN, the Anti-Air / Anti-Land / Enhancement gems, drone set bonuses…). A unit is typically tagged twice: a battlefield role (Aerial or Ground/Sea) plus a rank (Boss, Strong Foe or Normal).
Units also carry an element type (an enum with values 1 and 2 in the spawner rows — its display meaning is not defined anywhere in the game's data, so it is shown raw), and reference up to dozens of AI movement patterns from the flight-path library.
The Titan Challenge (weekly damage-race, unlocked at stage 32) rotates three named Titans. Each is a scripted boss stage with its own scene, weather and skill pool — the full mode economy is on the Titan deep-dive.
Unit identity and typing verified from the game's wave chain: each Titan stage names a wave (wave_m13: 64002–64004) whose batch trigger (batch_group4: 640002–640004) spawns exactly one batch — RobotBoss (301001, Aerial + Boss, element 1), BigSpiderBoss_N (301002, Ground/Sea + Boss, element 2) and DevilfishBoss (301003, Ground/Sea + Boss, element 2). All three cards show renders of those exact units. UnicronBoss_TaiTan in the roster is a separate unit; where it is fielded is not resolvable from the game's tables.
Sorted bosses → strong foes → aerial → ground/sea. Names are the game's internal unit codenames (there is no player-facing bestiary in game); notable units are annotated. Portraits are top-down orthographic renders of each unit's own model (the birds-eye angle the game shows them at), and every one of them is painted with the game's own textures — each mesh is sampled through its own UVs from the texture its material actually points at, so the colours are the unit's real colours rather than a tint. 103 of 107 units render; CloudMaster, FuelTank, Hostage and smallspider have no renderable model available. Three units (hyzhishengjiBOSS, hyzhishengjiBOSS_1, TankBOSS_Heavy_1) have a single part apiece whose material carries no texture; that part alone falls back to neutral grey.
batch_factory + batch_land_factory (1,168 spawn entries); Titans from the Titan Challenge stage config; AI pattern counts from per-spawn unitAI references.MeshRenderer → material → _MainTex → texture, sampled through the mesh's UV0 — so nothing is hand-coloured. Shadow planes and effect branches (StoneEff, eff_*) are excluded because they are not the unit. 103 of 107 units render; the 4 without (CloudMaster, FuelTank, Hostage, smallspider) have no renderable model available.