Enrage is an effect applied through various enemy-specific means, but most commonly when an enemy's health is low enough. Not all enemies can be enraged, with some having enrages locked to higher difficulties. Enraged enemies gain unique behavioral effects which cause them to act more volatile or reckless. Though these are more often buffs, some effects can be at the detriment of the enemy. Some enrages are permanent and last until the enemy dies, while others naturally go away after some time.
Enraged enemies who move on the ground do not avoid charging off of ledges into environmental hazards when performing some of their attacks, allowing for an easy kill by luring them near one. Otherwise, strategies vary for dealing with enraged enemies due to the effect's enemy-specific nature.
Enraged enemies appear bright red, gaining various yellow accents, and a glowing, circular red aura with intermittent lightning effects.
Causing an enemy to enrage gives the player the + Enraged style bonus. Enraging V2 in its second encounter by punching it with the
Knuckleblaster instead gives the player the + Stop Hitting Yourself style bonus.
| Enemies with Enrage Conditions
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| Enemy
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Difficulty
|
Enrage Condition
|
Enrage Effects
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Swordsmachine
|
All Difficulties
|
Enrages when any of their sword-based attacks are parried.
|
Becomes faster and rushes at the player, losing access to their ranged attacks. Is temporary, and wears off after a short time.
|
V2
|
All Difficulties
|
Enrages when the player keeps their distance from V2 for too long, indicated by a smaller bar below their healthbar.
|
Begins to move very quickly and aggressively, cancelling their slides to accurately chase the player, and has no cooldown on Piercer charge shots. Is temporary, and wears off after the player remains close to V2 for some time.
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Mindflayer
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Violent and higher
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Enrages once reaching half health.
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Begins to teleport significantly more often.
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V2 (2nd)
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All Difficulties
|
Enrages when the player keeps their distance from V2 for too long, indicated by a smaller bar below their healthbar, or if the player punches them with the Knuckleblaster.
|
Begins to move very quickly and aggressively, cancelling their slides to accurately chase the player, and has no cooldown on Piercer charge shots. Does not throw coins, and ignores any coins thrown by the player via the Marksman Revolver. Is temporary, and wears off after the player remains close to V2 for some time.
|
Gutterman
|
Brutal and higher
|
Enrages when their shield is broken, or when parried.
|
Melee attack becomes unparriable. Is temporary, and wears off after 10 seconds.
|
Malicious Face
|
Violent and higher
|
Enrages once reaching half health.
|
Along with the existing increase in the chance that a Malicious Face will perform a beam attack based on its missing health, performs two beams in quick succession with no charge time between them.
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Cerberus
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All Difficulties
|
Enrages when any other Cerberus in the level is killed while they are alive.
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Begins to move much faster and more aggressively, and will dash off of ledges attempting to reach the player.
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Hideous Mass
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All Difficulties
|
Enrages once they have reached 20% health as a boss, or 33% health in regular encounters.
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Rolls onto their back, exposing both of their weakpoints on the stomach and tail. Begins to wildly flail and constantly shoot Hell Mortars in various directions.
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Gabriel, Judge of Hell
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All Difficulties
|
Enrages once he has reached his second phase at half health.
|
Begins to move much more quickly and aggressively. Adds an extra hit to his spear combo, allows him to rethrow his greatsword if it misses or is parried, and adds teleports before certain finishers.
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Virtue
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Standard and higher
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Enrages after firing five Divine Beams without dying, or after firing three on Violent and higher. Cannot enrage while blessed by an Idol unless on Violent or higher.
|
Divine Beam insignias become bright red, and attempt to predict the player's movement once fired.
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Gabriel, Apostate of Hate
|
All Difficulties
|
Enrages at the start of his fight.
|
More reckless movement, preventing him from using teleports mid-combo or from attacking with his swords without cancelling an existing sword throw projectile. Temporary, as he loses his enraged status upon reaching his second phase.
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Mysterious Druid Knight (& Owl)
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All Difficulties
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Enrages after entering their third phase at half health.
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Moves faster and more erratically.
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Big Johninator
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Spawner Arm only
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Can only be toggled through the Alter menu, as a remnant of V2's AI.
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Moves faster and attacks more often. Wears off after some time.
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Media
Gallery
Only a select number of enemies are flammable by default, consisting of
Filth,
Strays,
Schisms,
Soldiers, and
Sisyphean Insurrectionists.
If an enemy is flammable, they take 150% damage while inflamed, excluding damage dealt by explosions and the burn damage itself. If an enemy that is not flammable is set on fire using
Gasoline, they do not receive this multiplier.
Each damage tick deals 0.2 damage. This does not get boosted by the burning multiplier as mentioned above, nor by the airborne multiplier on weak Husks. This passive damage cannot kill Insurrectionists.
Kills with fire damage give the player the + Fried style bonus. Killing enemies that are on fire gives the + Finished Off style bonus.
Duration
Burn duration is counted in ticks. Successfully igniting an enemy instantly inflicts the first tick of damage, with a 0.5 second delay between each subsequent tick.
When a new burn is applied, it overwrites the old duration only if the new duration is longer, instantly inflicting the first tick of the burn again.
Ignitable explosions set fire to flammable things for floor[enemy damage] * 4 + 1 ticks. This scales with coins and falloff but not enemy damage multipliers like those on red explosions and the
Malicious Railcannon.
Fire sources
5 ticks (2s)
|
- 1/1.3/1.5/1.7 modified damage explosions
- Falloff of 2 base damage explosions (1.3 damage)
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8 ticks (3.5s)
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|
9 ticks (4s)
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- 2 base damage explosions
- 2/2.3/2.5/2.7 modified damage explosions
- Falloff of 3.5 base damage explosions (2.3 damage)
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13 ticks (6s)
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- 3.5 base damage explosions
- 3/3.3/3.5/3.7 modified damage explosions
- Falloff of 5 base damage explosions (3.3 damage)
- Falloff of 3.5 base damage hitscan explosions with 1-3 coins (3/3.3/3.7 damage)
|
16 ticks (7.5s)
|
|
17 ticks (8s)
|
- 4/4.3/4.5/4.7 modified damage explosions
- Falloff of 6 base damage explosions (4 damage)
- Center of 3.5 base damage hitscan explosions with 1 coin (4.5 damage)
- Falloff of 3.5 base damage hitscan explosions with 4-6 coins (4/4.3/4.7 damage)
- Falloff of 5 base damage hitscan explosions with 1-3 coins (4/4.3/4.7 damage)
|
21 ticks (10s)
|
- 5 base damage explosions
- 5/5.3/5.5/5.7 modified damage explosions
- Center of 3.5 base damage hitscan explosions with 2-3 coins (5/5.5 damage)
- Falloff of 3.5 base damage hitscan explosions with 7-9 coins (5/5.3/5.7 damage)
- Falloff of 5 base damage hitscan explosions with 4-6 coins (5/5.3/5.7 damage)
|
25 ticks (12s)
|
- 6 base damage explosions
- 6/6.3/6.5/6.7 modified damage explosions
- Center of 3.5 base damage hitscan explosions with 4-5 coins (6/6.5 damage)
- Center of 5 base damage hitscan explosions with 1-2 coins (6/6.5 damage)
- Falloff of 3.5 base damage hitscan explosions with 10-12 coins (6/6.3/6.7 damage)
- Falloff of 5 base damage hitscan explosions with 7-9 coins (6/6.3/6.7 damage)
|
29 ticks (14s)
|
- 7/7.3/7.5/7.7 modified damage explosions
- Center of 3.5 base damage hitscan explosions with 6-7 coins (7/7.5 damage)
- Center of 5 base damage hitscan explosions with 3-4 coins (7/7.5 damage)
- Falloff of 3.5 base damage hitscan explosions with 13-15 coins (7/7.3/7.7 damage)
- Falloff of 5 base damage hitscan explosions with 10-12 coins (7/7.3/7.7 damage)
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33 ticks (16s)
|
- 8/8.3/8.5/8.7 modified damage explosions
- Center of 3.5 base damage hitscan explosions with 8-9 coins (8/8.5 damage)
- Center of 5 base damage hitscan explosions with 5-6 coins (8/8.5 damage)
- Falloff of 3.5 base damage hitscan explosions with 16-18 coins (8/8.3/8.7 damage)
- Falloff of 5 base damage hitscan explosions with 13-15 coins (8/8.3/8.7 damage)
|
37 ticks (18s)
|
- 9/9.3/9.5/9.7 modified damage explosions
- Center of 3.5 base damage hitscan explosions with 10-11 coins (9/9.5 damage)
- Center of 5 base damage hitscan explosions with 7-8 coins (9/9.5 damage)
- Falloff of 3.5 base damage hitscan explosions with 19-21 coins (9/9.3/9.7 damage)
- Falloff of 5 base damage hitscan explosions with 16-18 coins (9/9.3/9.7 damage)
|
41 ticks (20s)
|
- Virtue beams
- 10/10.3/10.5/10.7 modified damage explosions
- Center of 3.5 base damage hitscan explosions with 12-13 coins (10/10.5 damage)
- Center of 5 base damage hitscan explosions with 9-10 coins (10/10.5 damage)
- Falloff of 3.5 base damage hitscan explosions with 22-24 coins (10/10.3/10.7 damage)
- Falloff of 5 base damage hitscan explosions with 19-21 coins (10/10.3/10.7 damage)
|

Any enemy covered in
Gasoline can always be set on fire, regardless of if they are flammable or not. An enemy that is not flammable by default does not gain the usual 1.5x damage multiplier if set ablaze using gasoline.
Each drop of gasoline projected by the
Firestarter Rocket Launcher is equivalent to 0.1 Fuel. The maximum Fuel an enemy can have is 5. Every burn tick, a coated enemy's normal burn duration does not decrease, and instead consumes 0.175 Fuel. The enemy is also dealt 0.5 damage rather than 0.2. When an enemy's Fuel reaches 0, they resume consuming normal burn ticks as usual starting from the next tick. Non-flammable enemies that run out of Fuel stop receiving damage from burn ticks and have their flames slowly shrink. Unless the flames are completely put out, the enemy can be set on fire again during this time if Fuel is added back without any fire source.
When an enemy is in a body of water, they become wet, and are unable to be set on fire in any way. Wet enemies also conduct electricity.
After an enemy exits water, they stay wet for exactly 7 seconds. The effect is visibly indicated by water droplets occasionally appearing on the enemy. Held Objects and debris also gain a similar visual effect after being immersed in water.
Streetcleaners immediately die under this effect, even if blessed by an
Idol, although in this case their body remains blessed due to a bug.
Sandified enemies do not bleed, meaning the player cannot use their blood to heal.
This effect is sometimes applied by default to certain enemies depending on the level, but is most commonly applied by
Stalkers. Stalkers approach other enemies while preparing to self-detonate around nearby enemies, leaving behind a sand explosion that causes them to become sandified.
Although sandified enemies are incapable of bleeding, parries performed via the
Feedbacker,
Shotgun, or
Impact Hammer can still allow the player to heal off of them, making parries a reliable method of countering sandified enemies.
Sandified enemies appear with a scrolling, golden sand texture over them, as well as dripping sand particles.
Blessed enemies cannot be damaged by any non-environmental factor.
This effect can only be applied by
Idols, who apply it to a single enemy at a time and cannot have the effect applied to themselves.
Players can counter blessed enemies by killing the Idol that is protecting the enemy or by having the enemy die from an environmental hazard. Falling
Malicious Faces count as environmental hazards, making them a fantastic choice if an Idol is in an inconvenient position or protected.
Blessed enemies appear with a bright blue sheen, faint white circles over them, and a translucent beam of light connecting them to their Idol. Boss health bars of blessed enemies will turn blue.
When an enemy is Puppeted, they take on a very wobbly silhouette of their original body, and become completely composed of blood.
Any puppeted enemy takes 2× damage and has a 25% reduction to their speed. Additionally, if a puppeted enemy is to become sandified, they instantly die and cause a small cosmetic cloud of sand. Puppeted enemies do not increase level kill counts or style points in any form.
Puppets are always puppeted.
Puppets, as well as puppeted
Filth,
Strays, and
Mannequins, spawn naturally in the level 7-3: NO SOUND, NO MEMORY, under large trees which act as locks to certain parts of the level. They spawn infinitely until their respective tree has been completely "fed" by blood from the surrounding area.
Media
Renders
Audio
Puppet spawn - Heavy Enemy
Trivia
- When an enemy is Puppeted via the
Spawner Arm, then enraged, they will lose their puppeted bodies except some parts (trail effects when attacking, et cetera). Their stats stay the same.
Radiant enemies are granted additional strength in the form of multipliers to their health (by way of damage reduction) and speed, escalating their difficulty. The exact stat buffs are determined per enemy, keeping weaker enemies competitive and stronger enemies reasonable to fight. Certain enemies may get outsized multipliers to emphasize their roles in combat, like
Schisms and
Hideous Masses gaining vastly increased health and
Drones,
Streetcleaners, and
Stalkers getting more impactful speed buffs. Others gain unique behaviors, such as radiant
Idols transferring their radiance to the target they were protecting when destroyed.
Radiant enemies naturally appear in The Cyber Grind and in Encore levels. In The Cyber Grind, enemies can spawn radiant starting at Wave 25 and increase in quantity and possible enemy candidates as waves continue. Encores employ radiant enemies in their level design, appearing sparingly in certain encounters both on their own and alongside non-radiant enemies. With Cheats enabled, radiance can be applied to all enemies via the console command buffs forceradiance on, or for a single spawned enemy via the
Alter Arm. Radiant enemies created with forceradiance or the Alter Arm also gain a damage multiplier, which is normally unused for "natural" radiance, on top of their speed and health multipliers.
Despite the increased speed and health, faster attacks can mean more frequent parry windows for healing, stamina recovery, and damage.
Feedbacker melee parry damage bypasses the damage reduction given by Radiance, which can make certain enemies faster to kill. Artifically radiant enemies with increased damage will also inflict greater friendly fire damage, which stacks with the 2.5x damage multiplier applied to projectiles deflected by explosions or parried by the player for even greater damage.
Radiant enemies spawn with a unique sound and rainbow visual effect. They appear with a scrolling rainbow texture over their bodies, as well as a scrolling rainbow outline.
Unique Radiance Behaviors
- Radiant
Insurrectionists' stomp attack radius and speed is multiplied by 1.5 on Violent and above.
- Radiant
Idols transfer their radiance to the enemy they are protecting when destroyed.
- Radiant
Ferryman's lightning cast radius and speed is multiplied by 1.35 on all difficulties.
Modified Radiance
With cheats enabled, radiance parameters can be modified globally with the console command buffs radiancetier set <value>, or on a per-enemy basis via the Alter Arm, which can modify both radiance tier and the individual multipliers to health, damage, and speed. Radiance tier is set to 1 by default, representing the base strength of radiant enemies, and changes to the global radiance tier are obeyed by both naturally (i.e., in Encores and The Cyber Grind) and artificially (i.e., via forceradiance or the Alter Arm) radiant enemies. Radiance tier applies an extra modifier to a radiant enemy's default speed and health multipliers (or current multipliers if modified by the Alter Arm), given by 0.25 * (T + 3) for T ≥ 1 and T for T ≤ 1, where T is the enemy's radiance tier.
For instance, a
Filth has 0.5 base health and a 5x radiant health multiplier by default, resulting in a radiant Filth with 0.5 * 5 = 2.5 health at Tier 1 radiance. At Tier 2 radiance, it has 0.5 * 5 * [0.25(2 + 3)] = 2.5 * 1.25 = 3.125 health; at Tier 3, 0.5 * 5 * [0.25(3 + 3)] = 2.5 * 1.5 = 3.75 health; at Tier 1.5, 0.5 * 5 * [0.25(1.5 + 3)] = 2.5 * 1.125 = 2.8125 health; and at Tier 0.5, 0.5 * 5 * 0.5 = 2.5 * 0.5 = 1.25 health. If the Filth's radiant health multiplier is changed from 5x to 6x by the Alter Arm, then its health at Tier 1 radiance becomes 0.5 * 6 = 3, while its health at Tier 2 becomes 0.5 * 6 * [0.25(2 + 3)] = 3 * 1.25 = 3.75. The healthiest radiant Filth that can be produced with the Alter Arm alone has T10 radiance with a 10x health multiplier, which gives the Filth 0.5 * 10 * [0.25(10+3)] = 5 * 3.25 = 16.25 health.
Radiance tier can be changed in the Alter Arm menu from 0.5 to 10 in 0.5-unit increments, or by the radiancetier command to any float value, including decimal and negative tiers. Individual radiance multipliers can be changed in the Alter Arm menu from 0x to 10x, also in 0.5-unit increments (certain default radiance values are not accurately represented in the Alter Arm and are rounded to the nearest half-step). Radiance tier does not affect enemy damage—artificially radiant enemies will always use the default damage multiplier (or current multiplier if modified by the Alter Arm), while naturally radiant enemies will always use their base, unmodified attack strength (unless forceradiance is active, which enables their damage multiplier).
If the individual and global radiance tiers are mismatched, then the higher tier will be used, so if an enemy's individual radiance tier is set to 1.5 by the Alter Arm while the global radiance tier is 2, the enemy will have the stats of tier 2 radiance. Incidentally, this means the Tier 0.5 setting in the Alter Arm menu is by default nonfunctional, since the setting is lower than the initial global radiance tier of 1, which overrides it. In order to produce a T0.5 radiant enemy with the Alter Arm, the radiancetier command must first be used to set the global radiance tier to 0.5 or below.
Trivia
- From Early Access versions 12b to 13a, radiant
Stalkers would also spread radiance to enemies caught in their sandification explosion. This was removed in version 13b, less than a day after radiance was introduced to The Cyber Grind, with Hakita noting later on that while he likes the radiance-spreading behavior in general, it was not a good fit for the game mode.
Enemies which enter the
Crystal of Madness's cloud ignore the player and target other enemies. This status effect is exclusive to cheats being enabled and the crystal being accessed through the
Spawner Arm's spawn menu. The effect follows the same general rules of infighting in the game seen in 7-3: NO SOUND, NO MEMORY and the Enemies Attack Each Other cheat. Enemies not under the effect will ignore being attacked by enemies which do have the effect.
Mad enemies have a green cloud over their heads which lasts indefinitely.
The following groups will not infight:
- Enemies of the same type will not attack each other (e.g.
Filth will not attack other
Filth).
- This also applies to visual or mechanical variants of enemies (e.g.
Agony and
Tundra).
Filth,
Strays,
Schisms, and
Soldiers.
Drones,
Eye Spawn,
Malicious Spawn, and
Mysterious Druid Knight (& Owl).
Cerberi and
Very Cancerous Rodent.
V2,
V2 (2nd), and
Big Johninator.
Earthmover Rocket Launchers,
Earthmover Mortar Launchers,
Earthmover Defence Towers, and
Earthmover Defence Mainframe.
The following enemies are immune to the status: