> For the complete documentation index, see [llms.txt](https://warframe-disruption.gitbook.io/disruption-guide/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://warframe-disruption.gitbook.io/disruption-guide/documentation/speedrun/complex-documentation.md).

# Complex Documentation

**Enemy interactions & spawning**

* The first thing to know is that the enemy spawn rate depends on the *<mark style="background-color:blue;">**host's FPS.**</mark>* The higher the host's framerate, the more enemies will spawn and the faster they will appear. *(Note that there is always a minimum and a maximum cap — chasing perfect FPS is not necessary, but it remains a relevant factor in speedrun contexts.)*

***

## Enemy Drop Key

It's important to note that, as of today, there is <mark style="color:violet;">no data</mark> confirming the <mark style="color:violet;">key drop chance</mark> from <mark style="color:violet;">Heavy Units</mark>/<mark style="color:violet;">Eximus</mark> enemies. However, one thing is certain: the game decides whether an enemy becomes a <mark style="color:violet;">key carrier</mark> based on <mark style="color:violet;">several conditions</mark>.\
\
There are <mark style="color:violet;">no confirmed drop rate statistics</mark>. However, based on observations, we can estimate that <mark style="color:violet;">around 26%\~</mark> of <mark style="color:violet;">Heavy Units</mark> will drop a <mark style="color:violet;">key</mark>, <mark style="color:violet;">provided they are actually eligible to drop one</mark> (for example, <mark style="color:violet;">not at the end of a round</mark>).

{% hint style="info" %}
***Ice Skaters*** and ***Napalms*** have a **100% chance** to drop a **key**
{% endhint %}

### Heavy KAPPA :&#x20;

<table data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="image">Cover image</th></tr></thead><tbody><tr><td>Heavy Gunner</td><td data-object-fit="contain"><a href="/files/fbJSz7CQRbkFOVUvgJeh">/files/fbJSz7CQRbkFOVUvgJeh</a></td></tr><tr><td>Bombard</td><td data-object-fit="contain"><a href="/files/UAAN0c1lTWFj4ENd0Qzj">/files/UAAN0c1lTWFj4ENd0Qzj</a></td></tr><tr><td>Napalm</td><td data-object-fit="contain"><a href="/files/78oKr9lHWu9xN283vo3V">/files/78oKr9lHWu9xN283vo3V</a></td></tr><tr><td>Nox</td><td data-object-fit="contain"><a href="/files/Zwj1Tz01z8Vc2XVABjPu">/files/Zwj1Tz01z8Vc2XVABjPu</a></td></tr><tr><td>Eviscerator</td><td data-object-fit="contain"><a href="/files/2y0Clhg4sTXPQdiOfYBY">/files/2y0Clhg4sTXPQdiOfYBY</a></td></tr></tbody></table>

***

### Heavy APOLLO :&#x20;

<table data-view="cards"><thead><tr><th></th><th data-hidden data-card-cover data-type="image">Cover image</th></tr></thead><tbody><tr><td>Ice skaters</td><td data-object-fit="contain"><a href="/files/xbbsJNY0KM7JTWXLnt9s">/files/xbbsJNY0KM7JTWXLnt9s</a></td></tr><tr><td>Nullifier</td><td data-object-fit="contain"><a href="/files/B4CPukcZ25rmka7x1WDm">/files/B4CPukcZ25rmka7x1WDm</a></td></tr><tr><td>Moa Eximus Heavy Unit</td><td></td></tr></tbody></table>

***

## Deaddoor Spawn

If you choose a map with a <mark style="color:violet;">strategically placed dead door</mark>, it is important to understand that some <mark style="color:violet;">dead doors</mark> can provide a significant performance advantage.

For example, imagine choosing a <mark style="color:violet;">7 and 4 setup</mark>. <mark style="color:violet;">Tile 4</mark> is relatively large, which means enemies will usually spawn farther away. However, if a <mark style="color:violet;">dead door</mark> is placed at the location marked by the <mark style="color:violet;">danger icon</mark>, the game will consider it as a spawn point from another room.

This makes the spawn <mark style="color:violet;">much easier</mark> to <mark style="color:violet;">pre-shot for Cyte</mark>, and it also has a chance to make a <mark style="color:violet;">Demolyst spawn inside the dead door</mark>.

<div data-with-frame="true"><figure><img src="/files/Dv4tJ8ePPMPzpy2TrDM7" alt=""><figcaption></figcaption></figure></div>

You can therefore understand that even if you have a <mark style="color:violet;">very good tile</mark>, a <mark style="color:violet;">perfectly placed dead door</mark> can consistently save a <mark style="color:violet;">significant amount of time</mark> indirectly.
