Enemies

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Enemies.png

See also: Status Effects, Weapons, Difficulties

Enemies are AI-driven characters who provide the main challenge to players in ULTRAKILL. Due to their varying mechanics, they allow for unique interactions that the player must overcome. There are 4 major enemy types in the game, with 2 minor ones which primarily appear in secret levels.

Every enemy has unique attacks and health values. Enemies with a boss variant typically have more health and attack types.

Damage Modifiers

Damage modifiers affect the amount of damage enemies take from certain attacks.

Fire
Flammable enemies can be set alight by Overheat Nails Overheat Nails, Overheat Sawblades Overheat Sawblades, and various explosions, as well as certain environmental hazards. Some enemies cannot be set on fire by default but can be inflamed with the use of Gasoline Gasoline.
Enemies set on fire normally receive passive damage at a rate of 0.2/tick, while enemies set on fire using Gasoline receive passive damage at a rate of 0.5/tick. Inflamed enemies take 150% damage from all sources, except from explosions and passive damage inflicted by being on fire. If an enemy that is not flammable by default is set ablaze using Gasoline Gasoline, it does not receive this multiplier.


Airborne
Filth, Strays, Schisms, and Soldiers take 150% damage from all sources except burn damage while they are not touching the ground.


Locational Damage
The Standard Revolvers Standard Revolvers and punched coins have modifiers based on the part of the enemy hit by their attack, dealing 2x damage to zones tagged as heads and 1.5x damage to zones tagged as limbs. This stacks multiplicatively with any overlapping hitzones with weapon-agnostic damage multipliers, such as Hideous Mass whose 3x belly weakspot is also a 1.5x limb zone for a 4.5x total multiplier for eligible attacks, and The Corpse of King Minos where the 1.5x head weakspot is also overlapped by a 1.5x "limb" zone on the eyes for a 2.25x total multiplier.

Weight

Light - Light enemies are able to receive knockback, and are pulled to the player when grappled using the Whiplash Whiplash.
Medium - Medium enemies are also able to receive knockback, but the player is pulled to them when grappling instead of the other way around.
Heavy - Heavy enemies cannot receive knockback, and the player is still pulled to them when grappling with the Whiplash.
Superheavy - Superheavy enemies cannot receive knockback, and the player is still pulled to them when grappling with the Whiplash. In addition, the player cannot dash or slide through superheavy enemies.

Enemy Roster

Enemy Behaviour + Notes Attacks - Damage Damage Modifiers
FILTH
LESSER HUSK
Filth.png
DEBUTED IN 0-1: INTO THE FIRE
  • Fragile, spawns in swarms to overwhelm the player.
  • Runs towards the player at a fast pace, stopping to lunge at them if close enough.
  • Stays still if the player is on top of them.
  • On Brutal and above, Filth leap into the air to attack if the player is airborne.
30 DP (Lunging Bite Icon primalparry.png)

30 DP (Leaping Bite Icon primalparry.png)

Icon shotgun.png Shotgun Parries - 200%

Icon silvernail.png Icon silversaw.png Silver Nails/Saws - 200%

GenericRevolverHUD.png Head

GenericRevolverHUD.png Limbs

Icon airshot.png Airborne - 150%

Icon explosion.png Explosions - 50%

Icon fire.png Flammable

Health 0.5
Weight LIGHT
STRAY
LESSER HUSK
Stray.png
DEBUTED IN 0-1: INTO THE FIRE
  • Periodically throws an energy projectile at the player.
  • Moves away to keep their distance from the player.
  • On Brutal and above, Strays attempt to slightly predict the player's trajectory.
25 DP (Hell Bullet Icon primalparry.png Icon projectileparry.png) Icon shotgun.png Shotgun Parries - 200%

Icon silvernail.png Icon silversaw.png Silver Nails/Saws - 200%

GenericRevolverHUD.png Head

GenericRevolverHUD.png Limbs

Icon airshot.png Airborne - 150%

Icon fire.png Flammable

Health 1.5
Weight LIGHT
SCHISM
GREATER HUSK
Schism.png
DEBUTED IN 0-3: DOUBLE DOWN
  • Shoots linked energy projectiles in vertical and horizontal motions.
  • Health pool and strangely-placed weakpoint make Schisms difficult to kill.
  • On Brutal and above, Schisms aim directly at the player.
35 DP (Linked Projectiles Icon primalparry.png Icon projectileparry.png) Icon shotgun.png Shotgun Parries - 200%

GenericRevolverHUD.png Head ✓ (Shoulder)

GenericRevolverHUD.png Limbs

Icon silvernail.png Icon silversaw.png Silver Nails/Saws - 150%

Icon airshot.png Airborne - 150%

Icon fire.png Flammable - 50%

Health 5
Weight LIGHT
SOLDIER
GREATER HUSK
Soldier.webp
DEBUTED IN 2-2: DEATH AT 20,000 VOLTS
  • Shoots a hell energy projectile at the player, with 3-5 smaller shots being fired alongside it.
  • Heavily resistant to explosive damage when grounded.
  • Kicks the player if they are too close.
  • On Brutal and above, Soldiers combat roll before shooting unless on a ledge.
25 DP (Hell Scatter Icon primalparry.png Icon projectileparry.png)

40 DP (Soldier Kick Icon primalparry.png)

Icon shotgun.png Shotgun Parries - 200%

GenericRevolverHUD.png Head

GenericRevolverHUD.png Limbs

Icon silvernail.png Icon silversaw.png Silver Nails/Saws - 150%

Icon airshot.png Airborne - 150%

Icon explosion.png Standard Explosions - 25%

Icon fire.png Flammable

Health 2.5
Weight LIGHT
THE CORPSE OF KING MINOS
SUPREME HUSK
The Corpse of King Minos.webp
BOSS OF 2-4: COURT OF THE CORPSE KING
  • Attacks using lumbering punches and palm strikes that can also be parried, yielding the + Down to Size style bonus.
  • In Phase 2, Parasites erupt from Minos' eyes shooting both homing and standard projectiles at the player in addition to previous attacks.
  • On Standard, he spawns black holes in phase 1 that disappear in phase 2. They apply 99 Hard Damage on contact.
  • On Violent and above, he also spawns black holes in phase 2.
45 DP (King's Hand Icon primalparry.png)

35 DP (King's Hand Shockwave Icon hazard.png)

30 DP (Hell Seeker HellOrbBlue.png Icon projectileparry.png)

25 DP (Hell Bullet Icon projectileparry.png)

10 DP (Black HoleBlackHole.png, 99 Hard Damage Override)

HAND

Icon revolver.png Revolvers - 150%

BODY

Icon shotgun.png Shotgun Parries - 650%

Icon primalparry.png Feedbacker Parries - 500%

All Damage (Head) - 150%

GenericRevolverHUD.png Limbs
(Eyes)

Health 65 (HAND)
160 (BODY)
Weight SUPERHEAVY
STALKER
LESSER HUSK
Stalker.png
DEBUTED IN 4-2: GOD DAMN THE SUN
  • Splashes other enemies in sand, preventing the player from regaining health from them.
  • Kills itself in the process of its sandblast.
  • Sandblast is smaller if killed directly, and has low vertical reach.
  • Doesn't attack the player directly unless there are no enemies.
  • On Brutal and above, Stalkers do not kill themselves upon sandblasting.
10 DP (Sandblast Icon unparryable.png)
(Remaining Health = Hard Damage)
GenericRevolverHUD.png Head

GenericRevolverHUD.png Limbs

Icon slam.png Slam - 200%

Icon revolver.png Revolvers - 150%

Icon silvernail.png Icon silversaw.png Silver Nails/Saws - 150%

Health 3.5
Weight MEDIUM
SISYPHEAN INSURRECTIONIST
SUPREME HUSK
Sisyphean Insurrectionist.webp
DEBUTED IN 4-2: GOD DAMN THE SUN
  • Slow, persistent enemy with far-reaching attacks
  • Uses a dead Malicious Face Malicious Face as a flail to attack the player.
  • High-priority enemy that can catch unattentive players off guard.
30 DP (Malicious Beating Icon projectileparry.png)

30 DP (Concussion Impact Icon hazard.png)

25 DP (Shockwave Icon hazard.png)

Icon fire.png Flammable - 200%

GenericRevolverHUD.png Limbs

Non-Fire/Explosion Damage (Inflamed) - 150%

All Damage (Malicious Face) - 0%

Icon hazard.png Friendly Fire - 0%

Health 75 (COMMON)
110 (BOSS)
Weight SUPERHEAVY
FERRYMAN
SUPREME HUSK
Ferryman.png
DEBUTED IN 5-2: WAVES OF THE STARLESS SEA
  • Agile enemy that's difficult to parry at close range and mid-range.
  • Demands full attention and fast reflexes from the player.
  • Uses lightning strikes when far away.
  • On Brutal and above, Ferrymen use lightning strikes at any distance.
35 DP (Lightning Icon hitscanparry.png)

25 DP x 2 (Oar Combo Icon unparryable.png1Icon primalparry.png2)

25 DP x 2 (Kick Combo Icon unparryable.png1Icon primalparry.png2)

25 DP (Stinger Icon primalparry.png)

25 DP (Far Sweep Icon unparryable.png)

25 DP (Backstep Icon primalparry.png)

25 DP (Explosive Overhead Icon primalparry.png)

25 DP (Uppercut Icon unparryable.png)

GenericRevolverHUD.png Head

GenericRevolverHUD.png Limbs

Icon shotgun.png Shotgun Parries - 150%

Icon hazard.png Friendly Fire - 0%

Health 30 (COMMON)
90 (BOSS)
Weight HEAVY

Enemy Behaviour + Notes Attacks - Damage Damage Modifiers
SWORDSMACHINE
GREATER MACHINE
Swordsmachine.png
DEBUTED IN 0-2: THE MEATGRINDER
  • Drops the Shotgun Shotgun at 50% health.
  • Phase 1 attacks include sword swing combos, a shotgun blast, and a lunging swing.
  • Phase 2 attacks include a blade throw, orbital swing, and both lunging and combo swings.
  • Staggers for a significant amount of time when parried or dropped to 50% health, allowing for free and easy damage.
  • Enrages when its sword attacks are parried, losing the use of projectile attacks in this state.
  • All attacks are easily parriable.
  • On Brutal and above, staggers for much less time, can use projectile attacks while enraged, and can still attack after a sword throw.
25 DP x 12 (Shotgun Blast Icon projectileparry.png)

40 DP/10 DP if swordless (Running Swing Icon primalparry.png)

25 DP x 3/10 DP x 3 if swordless (Sword Combo Icon primalparry.png1,Icon primalparry.png2,Icon primalparry.png3)

30 DP (Sword Throw Icon primalparry.png Icon projectileparry.png)

30 DP (Sword Spiral Icon primalparry.png Icon projectileparry.png)

GenericRevolverHUD.png Head

GenericRevolverHUD.png Limbs
Icon shotgun.png Shotgun - 150%
Icon electric.png Electricity - 175% (AGONY ONLY) (AGONY ONLY)
Icon explosion.png Explosions - 175% (TUNDRA ONLY) (TUNDRA ONLY)

Health 30
Weight HEAVY
DRONE
LESSER MACHINE
Drone.png
DEBUTED IN 1-1: HEART OF THE SUNRISE
  • Hovers around, shooting horizontal clusters of projectiles at the player.
  • Upon death, initiates a Suicide Dive, detonating upon impact with any surface, other enemy, or the player.
  • On Brutal and above, significantly faster, dashing and attacking far more frequently.
25 DP x 3 (Hell Orb Burst Icon primalparry.png Icon projectileparry.png)

35 DP (Suicide Dive Icon projectileparry.png)

Heavy Punch Heavy Punches - 200%
Health 2
Weight LIGHT (FLYING)
STREETCLEANER
LESSER MACHINE
Streetcleaner.png
DEBUTED IN 1-2: THE BURNING WORLD
  • Attacks the player with an unparriable flamethrower.
  • Can dodge projectile attacks, and parry Cores Cores and Rockets Rockets.
  • The gas canister on the back is a weakpoint that, upon hit, causes the Streetcleaner to detonate, killing it instantly.
  • On Brutal and above, Streetcleaners can aim their flamethrower up by 45°.
20 DP / tick (Flamethrower Icon unparryable.png) GenericRevolverHUD.png Head
GenericRevolverHUD.png Limbs
Icon explosion.png Explosions - 50%
Health 4.5
Weight LIGHT
V2
SUPREME MACHINE
V2.png
BOSS OF 1-4: CLAIR DE LUNE­ AND 4-4: CLAIR DE SOLEIL
  • Mimics the player's movement and arsenal.
  • Switches between four movement patterns depending on its distance from the player.
  • Enrages if the player constantly distances themselves from it.

SECOND FIGHT (4-4)

10 DP x 3 (Revolver Burst Icon projectileparry.png)

30 DP (Charged Piercer Shot Icon projectileparry.png)

25 DP x 12 (Shotgun Blast Icon projectileparry.png)

35 DP (Core Eject Grenade)


15/22/30 DP (Coin Throw Icon projectileparry.png)

8 DP / tick (Nail Barrage Icon unparryable.png)

8 DP / tick (Overheat Burst)

GenericRevolverHUD.png Head

GenericRevolverHUD.png Limbs
Icon revolver.png Revolvers - 60%

Health 40 (1st)
80 (2nd)
Weight MEDIUM
MINDFLAYER
GREATER MACHINE
Mindflayer.png
DEBUTED IN 2-3: SHEER HEART ATTACK
  • Teleports around and to the player sporadically, shooting the player with a cluster of 5 homing projectiles.
  • Alternatively charges up and shoots a sweeping energy beam that attempts to predict player movement.
  • Swipes at the player with its tendrils if they get too close.
  • Explodes on death.
  • On Violent or above, Mindflayers enrage when at or below 50% health. While enraged, it attacks faster and teleports more erratically.
30 DP (Melee Swipe Icon primalparry.png)

35 DP (Beam Icon unparryable.png)

30 DP x 5 (Hell Seeker Barrage HellOrbBlue.png Icon projectileparry.png)

50 DP (Self Destruct)

GenericRevolverHUD.png Head

GenericRevolverHUD.png Limbs

Health 30
Weight HEAVY (FLYING)
SENTRY
GREATER MACHINE
Sentry.png
DEBUTED IN 5-1: IN THE WAKE OF POSEIDON
  • Digs its legs into the ground before charging up for a perfectly accurate hitscan shot.
  • Can be interrupted by shooting its antenna or launching it in the air.
  • Kicks the player if they're too close.
  • On Brutal and above, Sentries fire a second beam immediately after the first.
50 DP (Hitscan Beam Icon primalparry.png Icon hitscanparry.png)

40 DP (Kick Icon unparryable.png)

GenericRevolverHUD.png Head

GenericRevolverHUD.png Limbs

Health 12
Weight MEDIUM
GUTTERMAN
GREATER MACHINE
Gutterman.png
DEBUTED IN 7-2: LIGHT UP THE NIGHT
  • Constantly fires a hitscan rotary cannon, tracking the player with greater accuracy over time.
  • Possesses a Shield that passively reduces damage taken and can fully block attacks.
  • Punches the player with fist/shield when close, resetting their tracking accuracy.
  • Shield can be broken with the Knuckleblaster Knuckleblaster or Impact Hammer Impact Hammer.
  • Shieldless Guttermen no longer have passive damage reduction and can be parried when they punch, but have improved accuracy.
  • On Brutal and above, Guttermen enrage when their shield is broken or when parried, resulting in improved accuracy and unparriable melee attacks.
10 DP (Minigun Icon hitscanparry.png)

35 DP (Shield Bash Icon unparryable.png)

25 DP (Punch Icon primalparry.png)

GenericRevolverHUD.png Head

GenericRevolverHUD.png Limbs
All Damage (With Shield) - 66%

Health 25
Weight SUPERHEAVY
GUTTERTANK
GREATER MACHINE
Guttertank.png
DEBUTED IN 7-2: LIGHT UP THE NIGHT
  • Fires rockets at the player, predicting player movement.
  • Quickly punches the player if close enough. The initial punch cannot be parried, but if the punch misses, it staggers and becomes vulnerable to a short parry window.
  • Periodically stops to lay down a Landmine Landmine.
  • On Brutal and above, Guttertanks never slip unless on a slippery surface.
35 DP (Rocket Launcher Icon unparryable.png)

35 DP (Landmine Landmine Icon projectileparry.png)

35 DP (Punch Icon unparryable.png/Icon primalparry.png if dodged)

GenericRevolverHUD.png Head

GenericRevolverHUD.png Limbs

Health 23
Weight HEAVY
1000-THR "EARTHMOVER"
SUPREME MACHINE
Centaur.png
BOSS OF 7-4: ...LIKE ANTENNAS TO HEAVEN
  • Has lasers that circle the Brain and cannot be dashed through.
  • The lasers have holes in them that can be passed through to avoid damage.
  • Fires giant Seeker Orbs at half health, which can be parried.
  • Puts up an Idol Idol shield after a certain amount of time.
  • On Violent and above, the Brain fires the giant Seeker Orbs from the start.
  • On Brutal and above, the Brain sets up a giant laser wall.
35 DP (Rocket Launchers)

60 DP (Mortar Launchers Icon projectileparry.png)

30 DP (Towers Icon projectileparry.png)

30 DP (Giant Hellseeker Orb HellOrbBlue.png Icon projectileparry.png)

15 DP (Mainframe)

None
Health 100
Weight SUPERHEAVY

Enemy Behaviour + Notes Attacks - Damage Damage Modifiers
MALICIOUS FACE
LESSER DEMON
Malicious Face.png
DEBUTED IN 0-1: INTO THE FIRE
  • Shoots volleys of hell energy projectiles.
  • Occasionally charges up an explosive hitscan beam.
  • On Violent or above, it enrages when at 50% health or lower. When enraged, it shoots 2 beams one after another.
25 DP (Hell Bullet Icon projectileparry.png)

50 DP (Malicious Explosion Icon primalparry.png Icon hitscanparry.png)

Icon slam.png Slam - 200%
Icon nail.png Nails - 150%
Icon impacthammer.png Impact Hammer - 150%
Icon explosion.png Explosions - 0%
Health 15
Weight SUPERHEAVY
CERBERUS
LESSER DEMON
Cerberus.png
DEBUTED IN 0-5: CERBERUS
  • Throws an explosive glowing apple at the player at incredible speeds, which can be parried with the right timing.
  • Dashes towards the player to close gaps.
  • Stomps the ground to create a large shockwave.
  • Enrages if another active Cerberus dies while it is alive.
  • On Brutal and above, Cerberus dash twice in a row, and create two shockwaves upon stomping.
20 DP (Energy Orb Icon projectileparry.png)

25 DP (Dash)

25 DP (Stomp Icon hazard.png)

GenericRevolverHUD.png Head

GenericRevolverHUD.png Limbs
Icon rocket.png Rockets - 150%
Icon cannonball.png Cannonballs - 200%

Health 22
Weight HEAVY
HIDEOUS MASS
GREATER DEMON
Hideous Mass.png
DEBUTED IN 1-3: HALLS OF SACRED REMAINS
  • Has two different form variations constantly switching around (Upright, Laying).
  • When Upright, lobs 2 large explosive projectiles into the air and slams the ground creating a horizontal shockwave. This slam transitions to Laying.
  • While Laying, it claps its hands to create a vertical shockwave and shoots a harpoon from its tail that greatly reduces your mobility if it hits.
  • When at low health, it flips upside down and frantically attacks with explosive projectiles. On Brutal, it can still shoot its harpoon.
  • Impenetrable armor covers most of its body, making its underbelly and tail viable targets.
60 DP (Mortar Icon projectileparry.png)

40 DP (Ground Slam Icon hazard.png)

20 DP (Clap, 40 if caught between the arms Icon hazard.png)

25 DP (Harpoon Icon projectileparry.png)

All Damage (Belly and Tail) - 300%

GenericRevolverHUD.png Limbs (Belly)

Health 60
Weight SUPERHEAVY
IDOL
LESSER DEMON
Idol.webp
DEBUTED IN 5-2: WAVES OF THE STARLESS SEA

CANNOT BE GRAPPLED

  • Can bless a singular enemy, making said enemy invincible to all damage except environmental hazards.
  • Can only be killed with melee attacks, ending the blessing.
Bless Enemy
(Makes an enemy invincible to non-environmental damage)
All Damage - 0%
Icon primalparry.png Punch - INSTAKILL
Icon slam.png Slam - INSTAKILL
Icon primalparry.pngIcon explosion.png Knuckleblaster Knuckleblaster Blast - INSTAKILL
Alternate Shotgun Alternate Shotgun - INSTAKILL
Health 999
Weight SUPERHEAVY
LEVIATHAN
SUPREME DEMON
Leviathan.png
BOSS OF 5-4: LEVIATHAN
  • Fires massive volleys of projectiles and hell mortars in a spiral pattern.
  • Lunges towards the player to push them off the platform.
  • Sweeps its tail across the arena, moving either high or low as indicated by the direction the tail swings.
  • Breaks the arena in its second phase, transforming its own body into a moving circular arena.
  • Gains a Beam attack which circles its entire body in its second phase.
35 DP (Lunge Icon primalparry.png)

25 DP (Hell Orb Icon projectileparry.png)

35 DP (Tail)

35 DP (Beam)

All Damage (Heart) - 300%
Health 200
Weight SUPERHEAVY
MANNEQUIN
LESSER DEMON
Mannequin.png
DEBUTED IN 7-1: GARDEN OF FORKING PATHS
  • Incredibly quick and agile; can hang onto walls and ceilings.
  • Can either skitter up to the player to melee attack them, or shoots a singular homing projectile.
30 DP (Homing Projectile HellOrbBlue.png Icon projectileparry.png)

30 DP x 2 (Melee Icon primalparry.png1,Icon primalparry.png2)

GenericRevolverHUD.png Head

GenericRevolverHUD.png Limbs
Icon explosion.png Explosions - 50%
Icon airshot.png Airborne - 150%
Icon primalparry.pngIcon airshot.png Airborne Punch/Parry - INSTAKILL

Health 6
Weight MEDIUM
MINOTAUR
SUPREME DEMON
Minotaur.png
DEBUTED IN 7-1: GARDEN OF FORKING PATHS

FIRST PHASE

  • Very hard to heal from due to the terrain of the fight.
  • Can destroy trams with its hammer.
  • Newly-arrived trams which replace recently-destroyed ones have a Stray Stray on them which can be useful for healing.
  • Can cover trams in acid, damaging anything on them. The damage which this acid deals varies based on difficulty.

SECOND PHASE

  • Performs a four-swing combo with its hammer.
  • Slams its mace into the ground, causing two explosions: one normal and one red.
  • Rips out a chunk of its flesh to spawn two types of acid fields: a spherical floating field and a flat ground field.
  • Stampedes after a few attacks. This can be parried to deal large damage.
15 DP / tick (Acid Icon hazard.png)

25 DP x 4 (Four-Swing Combo)

25 DP, 35 DP x 2 (Explosion Combo)

50 DP (Stampede Icon primalparry.png)

GenericRevolverHUD.png Head ✓ (Second phase only)

GenericRevolverHUD.png Guts

Health 160
Weight HEAVY

Enemy Behaviour + Notes Attacks - Damage Damage Modifiers
VIRTUE
LESSER ANGEL
Virtue.png
DEBUTED IN 4-1: SLAVES TO POWER
  • Summons a beam of holy light on the player's location.
  • Enrages after a set number of attacks, making its beams predict player movement.
  • Drops its core on death as a parriable, non-damaging explosive.
30 DP (Divine Beam Icon primalparry.png) Icon nail.png Nails - 125%
Icon electric.png Electricity - 150%
Health 10
Weight MEDIUM (FLYING)
GABRIEL
SUPREME ANGEL
Gabriel, Judge of Hell.webp
BOSS OF 3-2: IN THE FLESH­ AND 6-2: AESTHETICS OF HATE
  • Becomes briefly vulnerable between phase transitions, allowing quick damage from the player until either on the ground or kept airborne due to damage dealt from weapons. (Nailguns Nailguns and the Screwdriver Railcannon Screwdriver Railcannon)
  • On higher difficulties, summons an encircling blade shield, dealing rapid damage in close contact.
  • Often taunts in between waves of attacks, causing him to be left open.

FIRST FIGHT - THE JUDGE OF HELL (3-2)

  • Uses multiple light-based weapons for quick combos to get close to the player.
  • Throws an explosive light spear at the end of a combo
  • Teleports behind the player for a ground pound.

SECOND FIGHT - THE APOSTATE OF HATE (6-2)

  • Starts enraged.
  • Doesn't teleport to the player until phase 2.
  • Uses slow powerful combos with his swords.
  • Despite being easier to parry, he is a lot more aggressive and technical; strategy is key to defeating him.
15 DP x 2, 25 DP (Straight Sword Combo Icon unparryable.png)

35 DP x 3 (Greatsword Combo Icon unparryable.png1, Icon unparryable.png2, Icon projectileparry.png3)

30 DP (Twin Axe Throw Icon projectileparry.png)

25 DP (Spear Helmbreaker Icon unparryable.png)

35 DP (Spear Throw Icon projectileparry.png)

35 DP (Spiral Swords Icon projectileparry.png)


20 DP x 4, 35 DP (Light Combo Icon unparryable.png1, Icon unparryable.png2, Icon unparryable.png3, Icon unparryable.png4, Icon primalparry.png5)

30 DP x 2, 35 DP x 2 (Medium Combo Icon unparryable.png1, Icon unparryable.png2, Icon unparryable.png3, Icon primalparry.png4)

35 DP, 45 DP, 35 DP (Heavy Combo Icon primalparry.png1, Icon primalparry.png2, Icon projectileparry.png3)

35 DP (Sword Throw Icon projectileparry.png)

35 DP (Spiral Swords Icon projectileparry.png)

GenericRevolverHUD.png Head

GenericRevolverHUD.png Limbs
Icon nail.png Nails - 125%

Health 100
Weight MEDIUM (FLYING)

Enemy Behaviour + Notes Attacks - Damage Damage Modifiers
SOMETHING WICKED
???
Something Wicked.png
EXCLUSIVE TO 0-S: SOMETHING WICKED
  • Constantly emits a loud buzzing near itself.
  • Hisses when spotting the player.
  • Instantly kills the player upon contact.
  • Has a few set patrol points that it wanders to when it's not chasing the player.
  • Cannot be killed. When shot, it teleports to the patrol point that is the farthest away from the player.
999 DP (Contact) All Damage - 0%
Health Null
Weight HEAVY
CANCEROUS RODENT
???
Cancerous Rodent.png
DEBUTED IN 1-2: THE BURNING WORLD
  • Unable to attack. Slowly moves towards the player.
  • Ricoshots do not target it and explosions do not harm it.
  • Reference to a character from Civvie11 that debuted in "FROM DUSK TILL DAWN".
None None
Health 0.01
Weight HEAVY
VERY CANCEROUS RODENT
???
Very Cancerous Rodent.png
DEBUTED IN 1-2: THE BURNING WORLD
  • Stationary enemy that blocks the exit.
  • Its only attack is a homing projectile that explodes on impact.
  • Also a reference to a character from Civvie11 that debuted in "FROM DUSK TILL DAWN".
20 DP (Explosive Homing Projectile HellOrbGreen.png Icon projectileparry.png)) Icon slam.png Slam - 200%
Health 50
Weight SUPERHEAVY
MYSTERIOUS DRUID KNIGHT (& OWL)
???
Mysterious Druid Knight (& Owl).webp
DEBUTED IN 4-3: A SHOT IN THE DARK
  • Their first attack, "Full Auto", fires four fast bursts of projectiles at the player.
  • Their second attack, "Fuller Auto", fires an intimidating barrage of tracking projectiles.
  • Each phase shortens the time between these attacks.
  • Fuller Auto, while intimidating, can allow for some easy parries if low on health.
  • Reference to MandaloreGaming and ShammyTV Youtube Channels.
25 DP ("Full Auto" HellOrb.png Icon projectileparry.png))

30 DP ("Fuller Auto" HellOrbBlue.png Icon projectileparry.png))

GenericRevolverHUD.png Head

GenericRevolverHUD.png Limbs

Health 80
Weight LIGHT (FLYING)
BIG JOHNINATOR
???
BigJohninator.png
DEBUTED IN 7-1: GARDEN OF FORKING PATHS
  • Comes down in payload shell.
  • Shares V2's AI.
  • Shoots rockets and Malicious Beams, as well as deploying Landmine Landmines.
  • A robotic version of the New Blood joke character Big John, who debuted in the 2013 Rise of the Triad reboot.
35 DP (Triple Rocket Barrage)

50 DP (Malicious Explosion Icon hitscanparry.png)

35 DP (Landmine Landmine Icon projectileparry.png)

None
Health 40
Weight MEDIUM
PUPPET
???
Puppet.png
DEBUTED IN 7-3: NO SOUND, NO MEMORY
  • Indefinitely generated by Hungry Blood Trees until the Tree is fully fed.
  • Can adapt into the shape of any enemy and replicate its behavior, albeit slower.
    • Shape is defined by the parent Blood Tree.
  • Default shape is a weak humanoid.
10 DP GenericRevolverHUD.png Head

GenericRevolverHUD.png Limbs

Health 2.5
Weight HEAVY
FLESH PRISON
???
Flesh Prison.webp
BOSS OF P-1: SOUL SURVIVOR
  • Summons eyeball and (on Violent and above) Malicious Face minions that fire malicious beams at the player.
  • (Indicated by a colorful flash) It cycles between different states where it either:
    • Fires a barrage of homing projectiles. (BLUE)
    • Uses tracking holy light beams with larger diameters. (WHITE)
    • Uses a homing black hole. (PURPLE)
  • Contains Minos Prime Minos Prime, and frees him upon death.
30 DP (Homing ProjectileHellOrbBlue.png Icon projectileparry.png)

30 DP (Divine Beam)

10 DP (Black HoleBlackHole.png, 99 Hard Damage Override)

15 DP (Eyeball Beams Icon hitscanparry.png)

20 DP (Miniface Beams Icon hitscanparry.png)

50 DP (Miniface Explosions)

Icon electric.png Electricity - 50%
Icon nail.png Icon saw.png Nails/Saws - 50%
Health 100
Weight SUPERHEAVY
FLESH PANOPTICON
???
Flesh Panopticon.webp
BOSS OF P-2: WAIT OF THE WORLD
  • Summons yellow eyeball minions (induce permanent hard damage) and (on Violent and above) Malicious Face minions.
  • Similarly to the Flesh Prison, it cycles between different states indicated by color where it either:
    • Uses vertical and horizontal holy light beams. (WHITE)
    • Uses tracking mortars. (YELLOW)
    • Has a homing black hole attack. (PURPLE)
  • Destroyed by Sisyphus Prime Sisyphus Prime upon its first healing attempt or at low enough health.
30 DP (Divine Beam)

60 DP (Mortar Icon projectileparry.png)

10 DP (Black HoleBlackHole.png, 99 Hard Damage Override)

20 DP (Miniface Beams Icon hitscanparry.png)

50 DP (Miniface Explosions)

Icon electric.png Electricity - 50%
Icon nail.png Icon saw.png Nails/Saws - 50%
Health 150
Weight SUPERHEAVY

Enemy Behaviour + Notes Attacks - Damage Damage Modifiers
MINOS PRIME
PRIME SOUL
Minos Prime.webp
BOSS OF P-1: SOUL SURVIVOR
  • Slow movement, but fast and powerful attacks that are hard to avoid.
  • Parriable Serpent Projectile that tracks the player.
  • On Violent or above, at 50% health, has no cooldown on attacks and all melee strikes cannot be parried.
25 DP (Shockwaves Icon hazard.png)

30 DP (Rider Kick Icon unparryable.png)

30 DP x 3 (Kick Combo Icon unparryable.png1, Icon unparryable.png2, Icon projectileparry.png3)

30 DP x 4 (Boxing Combo Icon unparryable.png1, Icon unparryable.png2, Icon unparryable.png3, Icon primalparry.png4)

30 DP (Uppercut Icon unparryable.png)

30 DP (Overhead Icon unparryable.png)

30 DP (Serpent Projectile Icon projectileparry.png)

50 DP (Dropkick Icon primalparry.png)

50 DP (Ground Slam Icon unparryable.png)

GenericRevolverHUD.png Head

GenericRevolverHUD.png Limbs

Health 130
Weight HEAVY
SISYPHUS PRIME
PRIME SOUL
Sisyphus Prime.webp
BOSS OF P-2: WAIT OF THE WORLD
  • Quick movement and powerful attacks that are hard to avoid.
  • Attempts to teleport behind the player to attack them.
  • Almost all attacks are parriable.
  • On Violent or above, at 50% health, has no cooldown on attacks.
  • When at 50% health on Brutal, he creates the Uppercut Combo explosion after performing Clap and Sumo Combo attacks.
30 DP x 4 (Sumo Combo Icon unparryable.png1, Icon unparryable.png2, Icon unparryable.png3, Icon primalparry.png4)

30 DP (Clap Icon primalparry.png)

30 DP, 23 DP (Uppercut Combo Icon unparryable.png1, Icon primalparry.png2)

50 DP, 33 DP (Big Explosion Icon primalparry.png)

30 DP (Roundhouse Kick Icon primalparry.png)

30 DP (Overhead Chop Icon unparryable.png)

30 DP (Ground Slam Icon unparryable.png)

25 DP (Shockwaves Icon hazard.png)

GenericRevolverHUD.png Head

GenericRevolverHUD.png Limbs

Health 200
Weight HEAVY


Game Mechanics
Player
AssistsCheats (Debug Console) • Health (Hard Damage) • MovementParryingStyleWeapons
World
DifficultiesLevelsPointsRankingSeasonal EventsSound EffectsSoundtrackStatus Effects
Entities
Checkpoints CheckpointsEnemies EnemiesHeld ObjectsHookpoint HookpointsSkull Keys Skull KeysSoul Orbs Soul OrbsTerminals TerminalsV1 V1
Easter Eggs Florp FlorpKITR KITR