Enemies Overview


Page Contents

This page will be a comprehensive list of enemies and their tech at a later date. For now, just their statistical data is listed.

A sub-page for any death causes in the game can be found here. Another sub-page for full enemy HP lists in loop will be created at a later date.

Enemies will be ordered by their first appearances in preloop. An overview of enemies in each area can be found on the area page, with brief enemy descriptions.

Column Classification:


Enemies List



Desert

Bandit
3 Projectile Damage 4 HP Speed: 2.6 2 Rads
1 Pickup (16%)
  • Normal Spawns: Desert, Sewers, Scrapyards
  • Special Spawns: Crystal Caves, Oasis, Y.V.'s Mansion, Cursed Crystal Caves, Jungle
  • Special Loop Spawn: Palace

Special Spawns:
Bandits only spawn in a limited capacity for five different areas - one Bandit will spawn for every corresponding chest/rad canister upon level generation, meaning only 3 will spawn in these levels typically. (More are seen when running Open Mind.)
Proto Statues will spawn with four Bandits guarding it as well each time one appears, with snow variants in the Frozen City. This is the only way to encounter normal Bandits during Palace, but only in loop.

Enemy Behavior:
- Idle Phase: Bandits will simply wander around in random directions so long as they do not have line of sight.
- Attack Phase: When the player is within line of sight Bandits will choose to either attack or move. If they attack they will fire a bullet and then aim afterwards, making them inaccurate. If they choose to move they will aim while doing so, making it more likely for an accurate shot.
If Bandits are too close to the player they will actively try to walk away and will not attack so long as they are within point blank range.

Maggot
1 Contact Damage 2 HP Speed: 1.6 1 Rad
  • Normal Spawns: Desert, Jungle

Enemy Behavior:
- Idle Phase: Maggots will wander around in a random direction so long as they do not have line of sight. They will only change their direction when bumping into a wall or enemy/prop.
- Attack Phase: When the player is in line of sight Maggots will try to walk into the player, doing 1 contact damage if successful. They will only change direction towards the player every second or so, making them easy to avoid.

Rad Maggot
1 Contact Damage 2 HP Speed: 2.1 2 Rads
  • Special Spawn: Desert

Special Spawn:
Rad Maggots only appear from Infested Rad Canisters, which has a chance of replacing normal Rad Canisters on muddy floorings during any Desert level.

Enemy Behavior:
Rad Maggots share the behavior of normal Maggots, except that they move faster making them slightly harder to avoid.
Rad Maggots will die upon contact with the player even without Gamma Guts. If an Infested Rad Canister is walked directly over, it can cause all 20 Rad Maggots to die instantly, while only causing the player to take 1 damage due to iframes.

Maggot Nest
None 12 HP Speed: 0 5 Rads
1 Pickup (100%)
1 Weapon Drop (35%)
  • Normal Spawn: Desert

Enemy Behavior:
Maggot Nests are stationary enemies with no way of harming the player. Upon their destruction they will break into 6 Maggot enemies.
Standing too close to a Maggot Nest will cause their HP to rapidly decay even if behind a wall, and can break on their own without being fired at.

Big Maggot
1 Contact Damage 22 HP Speed: 0.6
2.6 (Rage)
10 Rads
1 Weapon Drop (5%)
  • Normal Spawn: Desert

Enemy Behavior:
- Idle Phase: Big Maggots will wander in random directions so long as they do not have line of sight.
- Attack Phase: Big Maggots will enter a rage mode when the player is within line of sight. They will move similar to Maggots except at a higher speed, attempting to make contact to do 1 damage.
- Burrow Phase: If a Big Maggot is damaged at all and loses line of sight with the player, they will burrow into the ground. They will then resurface near the player but enter a permanent idle phase, where they no longer actively move into the player but rather slowly move in one direction.
If no valid spot exists for the Big Maggot to surface near the player (such as hiding in a one tile hallway), Big Maggots will stay burrowed indefinitely until a valid spot exists.

Scorpion
5 Contact Damage
2 Projectile Damage
15 HP Speed: 3.6 10 Rads
1 Pickup (15%)
  • Normal Spawn: Desert

Enemy Behavior:
- Idle Phase: While not having line of sight, Scorpions will walk in short spurts away from the player's location. They will often bunch up together in corners of a level.
- Attack Phase: When having line of sight with the player, Scorpions will choose either to walk away from the player, or walk away while firing. They fire 10 pellets at a time in a wide barrage, each doing 2 damage.
Scorpions also do 5 contact damage. While they actively walk away from the player, they can easily bounce off walls while in corners/hallways making their movement seem erratic and dangerous to try to run around.

Gold Scorpion
5 Contact Damage
2 Projectile Damage
37 HP Speed: 2.6 30 Rads
1 Pickup (100%)
1 Weapon Drop (10%)
  • Normal Spawn: Desert (Elite)

Spawning:
Gold Scorpions are elite enemies, meaning they have a small chance of replacing normal Scorpions on 1-2 and 1-3. This chance rapidly increases with each loop, becoming guaranteed by Loop 6 normally, or Loop 4 with Crown of Blood.

Enemy Behavior:
- Idle Phase: Gold Scorpions will remain completely stationary until line of sight has been broken. They will remain idle even if they are damaged through walls. Once they make line of sight at least once they will behave similar to normal Scorpions, constantly moving away from the player in short spurts.
- Attack Phase: While having line of sight Gold Scorpions will shoot a wide barrage of pellets at the player while moving back. The front barrage has 20 pellets that are more compact and move fast, while the back barrage has another 20 pellets that move slow with very wide coverage. Gold Scorpions may even attack twice in a row with almost no delay.
- Death: When a Gold Scorpion dies it will burst into 60 pellets going out in every direction.

Big Bandit
10 Charge Damage
3 Projectile Damage
100 HP Speed: 2.6
4.6 (Charge)
30 Rads
2 Pickups (200%)
  • Normal Spawn: Desert

Spawning:
Big Bandit is the Desert boss normally only spawning on 1-3. Once 10% of enemies in the level are killed he will burst out of the nearest wall, initiating the fight. His spawn can be delayed if the level has a very open area, but he must be spawned and killed in order to end the leve.
On loop, 10% of the enemies is before cluster counts are accounted for, meaning that he may spawn much later than expected.
Big Bandit can be spawned on any Desert level by opening all chests and rad canisters while keeping most or all enemies alive. This is linked to a secret area.

Enemy Behavior:
- Idle Phase: Big Bandit will charge into the level and then enter his idle phase, which will be maintained until line of sight is made or if he is damaged in any way, in which he will permanently enter his attack phase.
- Attack Phase: If Big Bandit has line of sight he will fire a barrage of 10 bullets each doing 3 damage. He stands stationary during this attack.
If the player hides behind any walls while Big Bandit is on screen he will charge at the player, similar to how he spawned into the level. He will also use this attack if the player tries standing directly next to him.
During Big Bandit's charge, enemy iframes will not be applied to him. This means that the pool of weapons that typically respect enemy iframes, can do major damage to him here. Most prominently includes melee weapons.
- Searching Phase: If Big Bandit cannot locate the player he will move in the direction that they were last seen. Upon hitting a wall he will keep trying to move in that direction, but will often shift to the left/right causing him to move clockwise or counterclockwise around the edges of the level.

Loop Scaling:
Every loop the number of Big Bandits that spawn at a time increases, starting with 2 Big Bandits in Loop 1, and 4 Big Bandits in Loop 2. They follow the formula of Big Bandits = Loop * 2.
Big Bandit will also fire at the player much more aggressively, not having to shoot all 10 bullets in a barrage before he starts a new one. He will also use his charge attack much more aggressively.


Sewers

Rat
2 Contact Damage 7 HP Speed: 3.6 4 Rads
  • Normal Spawns: Sewers, Pizza Sewers

Enemy Behavior:
- Idle Phase: Rats will stand around and sometimes run in random directions.
- Attack Phase: Upon having line of sight Rats will run in a straight line towards the player, trying to make contact to deal 2 damage. They can only change their direction after running for about 1.5 seconds.

Green Rat
2 Contact Damage 4 HP Speed: 4.1 1 Pickup (20%)
  • Special Spawn: Sewers
  • Special Loop Spawn: Labs

Special Spawn:
Green Rats are spawned through Big Rats only, not having any natural spawns.

Enemy Behavior:
Green Rats will behave the same as normal Rats, but with a slightly faster speed.
If a Green Rat is alive for 30 seconds it will instantly die on its own.

Big Rat
(Rat King)
1 Contact Damage
5 Charge Damage
35 HP Speed: 1.6
5.6 (Rage)
20 Rads
1 Pickup (12%)
1 Weapon Drop (16%)
  • Normal Spawn: Sewers
  • Loop Spawn: Labs

Enemy Behavior:
- Idle Phase: Big Rats will constantly walk away from the player's location, similar to Scorpions.
- Attack Phase: Once Big Rats have line of sight with the player they may choose to spew out Green Rat enemies, anywhere from 3 to 5 at a time. Once they have spawned more than 12 Green Rats total they have a 75% chance of becoming enraged, with that chance repeating every time they spawn another wave of Green Rats.
- Enraged: Once Big Rats have no more Green Rats to spawn, they will stand in one spot and no longer move. If the player gets too close it will enter a charge state, running at the player and dealing 5 contact damage instead of its usual 1 in this state. They can also break through walls like this. After a few seconds (exact time varies) the Big Rat will die on its own, bursting into five Green Rats.
Big Rats will not drop rads if they die on their own. When they are enraged they will drop Green Rats regardless of how they die.

Gator
1 Projectile Damage 12 HP Speed: 2.6 8 Rads
1 Pickup (16%)
  • Normal Spawn: Sewers
  • Special Spawn: Crystal Caves

Special Spawn:
Gators can rarely appear when breaking the Cocoon prop which appears in the Crystal Caves.

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text

Buff Gator
4 Projectile Damage (Flak)
1 Projectile Damage (Pellet)
30 HP Speed: 3.1 12 Rads
1 Pickup (32%)
  • Normal Spawn: Sewers (Elite)
  • Loop Spawns: Sewers, Scrapyard, Crystal Caves
  • Special Spawn: Crystal Caves

Special Spawn:
Buff Gators spawn in Sewers in two separate ways.
Firstly they are treated like elite enemies, meaning that they have a small chance of replacing normal Gators on 2-1. This chance rapidly increases with each loop, becoming guaranteed by Loop 5 normally, or Loop 4 with Crown of Blood.
They also are in the loop spawn pool separately during Sewers, making them a common spawn during loop.
Similar to Gators they can also appear from Cocoons during the Crystal Caves.

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text

Ballguy
2 Projectile Damage 5 HP Speed: 2.6 5 Rads
1 Pickup (20%)
  • Normal Spawns: Sewers, Scrapyards

Enemy Behavior:
Toxic immunity

Toxic Ballguy
2 Projectile Damage
3 Toxic Damage
21 HP Speed: 2.1 8 Rads
1 Pickup (80%)
  • Special Spawns: Sewers, Scrapyards

Special Spawn:
If any Ballguy comes in contact with toxic gas they will become a Toxic Ballguy instead, which is the only way in which they can appear. Toxic gas can be from any source - player, enemy or prop.

Enemy Behavior:
Toxic immunity

Assassin
5 Melee Damage 7 HP Speed: 2.6 8 Rads
(16 Rads while hiding)
1 Pickup (20%)
(No pickups while hiding)
  • Normal Spawns: Sewers, Scrapyards
  • Loop Spawn: Desert

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text

Mom
(Frog Queen)
10 Contact Damage
5 Projectile Damage (Main Toxic Ball)
3 Toxic Damage
2 Projectile Damage (Death)
350 HP (Base)
490 HP (Loop 1)
1.7 (Base) 100 Rads
3 Pickups (100%)
  • Loop Spawn: Sewers

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text


Scrapyards

Raven
3 Projectile Damage 10 HP Speed: 3.1 4 Rads
1 Pickup (20%)
  • Normal Spawn: Scrapyards

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text

Salamander
1 Contact Damage
2-6 Damage per. Flame
25 HP Speed: 2.1 12 Rads
1 Pickup (30%)
1 Weapon Drop (10%)
  • Normal Spawn: Scrapyards

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text

Sniper
3 Projectile Damage
5-10 Explosive Damage (Death)
6 HP Speed: 1.1 8 Rads
1 Pickup (40%)
  • Normal Spawn: Scrapyards
  • Loop Spawns: Desert, Palace

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text

Big Dog
3 Projectile Damage
5-10 Explosive Damage (Death)
300 HP Speed: 0.6 90 Rads
1 Weapon Drop (100%)
  • Normal Spawn: Scrapyards (3-3)

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text

Big Dog Missile
(ScrapBoss Missile)
5 Contact Damage
3 Projectile Damage (Loop)
5-10 Explosive Damage (Death)
22 HP Speed: 1.6 1 Pickup (100%)
  • Special Spawn: Scrapyards (3-3)

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text


Crystal Caves

Spider
3 Contact Damage 18 HP Speed: 4.6 9 Rads
1 Pickup (30%)
1 Weapon Drop (2%)
  • Normal Spawn: Crystal Caves

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text

Laser Crystal
20 Contact Damage
1-2 Damage per Laser
45 HP Speed: 1.1 22 Rads
1 Pickup (35%)
1 Weapon Drop (5%)
  • Normal Spawn: Crystal Caves
  • Loop Spawns: Sewers, Labs

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text

Lightning Crystal
20 Contact Damage
2 Damage per Lightning
45 HP (Base)
47 HP (Loop 1)
Speed: 1.4 25 Rads
1 Pickup (45%)
1 Weapon Drop (5%)
  • Loop Spawns: Crystal Caves, Cursed Crystal Caves

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text

Hyper Crystal
200 Contact Damage 550 HP (Base)
770 HP (Loop 1)
Speed: 1.1 150 Rads
3 Pickups (100%)
  • Loop Spawns: Crystal Caves, Cursed Crystal Caves

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text


Frozen City

Snow Bandit
3 Projectile Damage 8 HP Speed: 2.6 4 Rads
1 Pickup (16%)
  • Special Spawn: Frozen City

Special Spawn:
Snow Bandits are not naturally occuring spawns. They will appear when a Snowman prop is destroyed, and four will always spawn guarding the Proto Statue on 5-2.

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text

Snowbot
4 Charge Damage 15 HP Speed: 2.6
7.6 (Dash)
4 Rads
1 Pickup (40%)
1 Weapon Drop (8%)
  • Normal Spawn: Frozen City
  • Loop Spawn: Scrapyards

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text

Wolf
2 Contact Damage
3 Projectile Damage
12 HP Speed: 3.1
4.6 (Dash)
5 Rads
  • Normal Spawn: Frozen City

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text

Snowtank
3 Projectile Damage
5-10 Explosive Damage (Death)
50 HP Speed: 1.1 8 Rads
2 Pickups (50%)
  • Normal Spawn: Frozen City

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text

Gold Snowtank
3 Projectile Damage
4 Contact Damage (Missile)
5-10 Explosive Damage (Missile & Death)
70 HP Speed: 1.1 13 Rads
2 Pickups (50%)
  • Normal Spawn: Frozen City (Elite)

Spawning:
Gold Snowtanks are elite enemies, meaning they have a small chance of replacing normal Snowtanks on 5-2 and 5-3. This chance rapidly increases with each loop, becoming guaranteed by Loop 4 normally, or Loop 3 with Crown of Blood.

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text

Lil Hunter
3 Projectile Damage
1 Damage per Flame
5-10 Explosive Damage (Death)
140 HP Speed: 3.6 20 Rads
1 Pickup (200%)
  • Normal Spawn: Frozen City (5-3)

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text


Labs

Freak
3 Contact Damage 7 HP Speed: 3.6 1 Rad
1 Pickup (10%)
  • Normal Spawn: Labs
  • Special Loop Spawn: Frozen City

Special Spawning:
Necromancers spawn in Frozen City during loop which can create Freaks, who do not spawn there naturally.

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text

Explo Freak
2 Contact Damage
5-10 Explosive Damage (Death)
5 HP Speed: 2.6 9 Rads
1 Pickup (60%)
  • Normal Spawn: Labs
  • Loop Spawns: Crystal Caves, Palace

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text

Rhino Freak
5 Contact Damage 80 HP Speed: 0.6 17 Rads
1 Pickup (50%)
1 Weapon Drop (20%)
  • Normal Spawn: Labs
  • Loop Spawn: Crystal Caves

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text

Necromancer
None 6 HP Speed: 2.6 7 Rads
1 Pickup (60%)
  • Normal Spawn: Labs
  • Loop Spawn: Frozen City

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text

Turret
3 Projectile Damage 40 HP Speed: 0 1 Rad
1 Pickup (40%)
  • Normal Spawn: Labs

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text

Technomancer
None 350 HP (Base)
490 HP (Loop 1)
Speed: 0 50 Rads
2 Pickups (100%)
  • Loop Spawn: Labs

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text


Palace

Guardian
2 Contact Damage
5 Projectile Damage
35 HP Speed: 0.2 11 Rads
1 Pickup (50%)
  • Normal Spawn: Palace

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text

Explo Guardian
2 Contact Damage
2 Projectile Damage
50 HP Speed: 2.6 16 Rads
1 Weapon Drop (30%)
  • Normal Spawn: Palace
  • Loop Spawn: Frozen City

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text

Dog Guardian
6 Contact Damage 160 HP Speed: 0.5
7.0(Jump)
20 Rads
2 Pickups (60%)
  • Normal Spawn: Palace
  • Loop Spawn: Frozen City

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text

The Nuclear Throne
10 Contact Damage
(Damage Goes Here)
1500 HP Speed: 2.3 200 Rads
  • Normal Spawn: Palace (7-3)

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text


Campfire

Throne II
10 Contact Damage
(Damage Goes Here)
600 HP (Base)
800 HP (Loop 1)
Speed: 5.1 100 Rads
2 Pickups (100%)
  • Loop Spawn: Campfire

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text


Misc

Mimic
3 Contact Damage 12 HP Speed: 0 6 Rads
2 Pickups (200%)
(Mechanics)
Weapon Mimic
4 Contact Damage 15 HP Speed: 0 15 Rads
1 Weapon (100%)
Added on update 100.
Health Mimic
(Super Mimic)
4 Contact Damage 15 HP Speed: 0 15 Rads
2 Pickups (200%)
+ 1 Guaranteed Health Pickup
(Mechanics)
Hostile Horror
(Enemy Horror)
4 Contact Damage
(Beam Damage Goes Here)
60 HP Speed: 4.1 25-115 Rads
(Mechanics)

IDPD


IDPD Spawning Mechanics:
During preloop, normal IDPD units will appear when opening an IDPD chest, opening a Proto Statue, taking a crown (including crown start), and are a part of Palace's spawn pool. They will also appear in any area while playing as Rogue.

During loop IDPD will additionally spawn during every level, and can include any normal units, elite units, and Vans.

IDPD have a 0% chance of being elite during Loop 0, a 20% chance of being elite during Loop 1, and a 40% chance of being elite during Loop 2. Starting from Loop 3, all IDPD units will always spawn in as Popo Freaks instead, with the exception of Vans. (Campfire seems to follow the logic from the previous loop, meaning that no elites are seen on 0-1 L1, and no Popo Freaks are seen on 0-1 L3.)

Spawn Exceptions: IDPD will never spawn in Y.V.'s Crib, 7-3 and HQ3. Crown Vaults themselves do not have IDPD spawns unless if playing as Rogue. Vans do not spawn at the Campfire.

Grunt
3 Projectile Damage
8-16 Explosive Damage (Grenade)
8 HP Speed: 2.6
4.6 (Roll)
1 Pickup (40%)
(Mechanics)
Inspector
5 Projectile Damage
8-16 Explosive Damage (Grenade)
10 HP Speed: 2.6 1 Pickup (60%)
(Mechanics)
Shielder
3 Projectile Damage
(Shield Damage Goes Here)
45 HP Speed: 3.1 1 Pickup (60%)
(Mechanics)
Elite Grunt
3 Projectile Damage
4 Contact Damage (Missile)
8-16 Explosive Damage (Missile)
40 HP (Base)
42 HP (Loop 1)
Speed: 2.6
6.6 (Roll)
1 Pickup (80%)
(Mechanics)
Elite Inspector
8 Melee Damage
8-16 Explosive Damage (Grenade)
40 HP (Base)
42 HP (Loop 1)
Speed: 3.1 1 Pickup (100%)
(Mechanics)
Elite Shielder
(Damage Goes Here) 100 HP (Base)
105 HP (Loop 1)
Speed: 3.1 1 Pickup (100%)
(Mechanics)
Van
20 Contact Damage (Drive)
8-16 Explosive Damage
250 HP (Base)
262 HP (Loop 1)
Speed: 8.0
(On spawn)
3 Pickups (100%)
Vans can be entered once per run to enter HQ and once to exit HQ. In Loop 3 they start exploding instead, which will kill the Popo Freaks inside.
Captain
3 Projectile Damage (Bullet)
12 Projectile Damage (Orb)
10 Charge Damage
1100 HP (Base)
1540 HP (Loop 1)
Speed: 0
13.6 (Dash)
None
  • Loop Spawn: IDPD HQ3

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text

Popo Freak
5 Contact Damage
3 Projectile Damage
8-16 Explosive Damage (Grenade)
30 HP (Base)
34 HP (Loop 3)
Speed: 4.1 25 Rads
1 Pickup (60%)
All IDPD spawns in as Popo Freaks permanently starting from 1-1 Loop 3.

Secret

Crown Guardian
12 Projectile Damage (Large Orb)
5 Projectile Damage (Normal Orb)
70 HP Speed: 0.2 12 Rads
1 Pickup (100%)
  • Normal Spawn: Crown Vault

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text

Bonefish
2 Contact Damage 6 HP Speed: 3.6 2 Rads
  • Normal Spawn: Oasis

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text

Crab
3 Contact Damage
2 Projectile Damage
12 HP Speed: 4.1 3 Rads
1 Pickup (30%)
  • Normal Spawn: Oasis

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text

Turtle
4 Contact Damage 15 HP Speed: 4.6 12 Rads
1 Pickup (80%)
  • Normal Spawn: Pizza Sewers

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text

Molefish
3 Projectile Damage 6 HP Speed: 3.1 3 Rads
1 Pickup (12%)
  • Normal Spawn: Y.V.'s Mansion

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text

Molesarge
1 Projectile Damage 14 HP Speed: 3.1 6 Rads
1 Pickup (80%)
  • Normal Spawn: Y.V.'s Mansion

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text

Fireballer
3 Projectile Damage 25 HP Speed: 1.6 5 Rads
1 Weapon Drop (10%)
  • Normal Spawn: Y.V.'s Mansion

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text

Super Fireballer
1 Contact Damage
3 Projectile Damage
60 HP Speed: 1.1 15 Rads
2 Pickups (40%)
  • Normal Spawn: Y.V.'s Mansion
  • Loop Spawn: Sewers

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text

Jock
2 Contact Damage
4 Contact Damage (Missile)
5-10 Explosive Damage (Missile)
25 HP Speed: 2.6 8 Rads
1 Pickup (20%)
  • Normal Spawn: Y.V.'s Mansion

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text

Cursed Spider
3 Contact Damage 18 HP Speed: 4.6 16 Rads
1 Pickup (20%)
  • Normal Spawn: Cursed Crystal Caves

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text

Cursed Laser Crystal
20 Contact Damage
(Laser Damage Goes Here)
45 HP Speed: 1.1 25 Rads
1 Pickup (40%)
  • Normal Spawn: Cursed Crystal Caves

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text

Jungle Bandit
1 Projectile Damage 9 HP Speed: 3.6 5 Rads
1 Pickup (18%)
  • Normal Spawn: Jungle
  • Loop Spawn: Palace

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text

Jungle Assassin
5 Melee Damage 12 HP Speed: 3.6 8 Rads
(20 Rads while hiding)
1 Pickup (60%)
(No pickups while hiding)
  • Normal Spawn: Jungle

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text

Jungle Fly
5 Contact Damage
1 Projectile Damage (Maggot)
40 HP Speed: 1.6
3.6 (Rage)
10 Rads
1 Weapon Drop (20%)
  • Normal Spawn: Jungle
  • Loop Spawn: Desert

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text

Gun God
(Yung Venuz)
3 Projectile Damage (Bullet)
(Damage Goes Here)
700 HP Speed: X 3 Golden Weapons (100%)
  • Normal Spawn: Y.V.'s Crib

Enemy Behavior:
- Idle Phase: Text
- Attack Phase: Text

Added on update 100. Full guide
Halloween Bandit
3 Projectile Damage 4 HP Speed: 2.6 2 Rads
1 Pickup (16%)
Can spawn in addition to normal Bandits during the Halloween event only.