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Enemy Types and Kill Priority

Updated 2026-09-15

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The dungeons contain over 100 different enemies, per the official description: bats, centaurs, exploding eyeballs and more. Some fly through walls while others walk, stick, or bounce on them. You won't learn 100 sprites — but the official movement taxonomy means a handful of behavioral reads covers most of what a new enemy will do.

Confirmed enemy types

These are verified from the official Steam page and official screenshots:

  • Spiders — killing 50 of them unlocks the Leggy character, which 68.7% of players have done.
  • Zombies — the Zombie Ring upgrade spawns zombies; having 10 zombies at once with it unlocks the Defibrillator item. Since v2026091401, zombies no longer target each other.
  • Bats — purple bats appear in official screenshots; named on the Steam page.
  • Centaurs — named on the Steam page.
  • Exploding Eyeballs — named on the Steam page; treat anything with "exploding" in the name as a walking hazard.
  • Ghosts — orange ghosts appear in official screenshots.
  • Pink blobs — appear in official screenshots.

Aftermath's review adds a few more seen in actual runs — none of them officially named:

  • A seagull with absurdly long legs
  • Skeletons in track suits
  • Flying demon babies
  • A giant floating mummy head
  • Centaur men (matching the Steam page's "Centaurs")

Behavior beats sprite

The official description gives the real taxonomy: enemies fly through walls, walk, stick, or bounce on them. Read the movement, not the art:

  • Wall-phasers and flyers ignore the terrain you're using to stay safe — the Steam page is explicit that some enemies fly through walls, so don't expect ladders and walls alone to save you.
  • Walkers are the body mass of the crowd.
  • Stickers and bouncers move along surfaces, so a route that was safe against walkers may not be against these. Patch v2026091401 gave Bouncer a slightly longer cooldown, though the notes do not publish a number.
  • Exploders (see Exploding Eyeballs above) are not something you want dying on top of you.

Kill priority

Your weapons auto-fire, so "priority" really means positioning: move so your fire lands on the right things.

  1. Anything that ignores your terrain first. Flyers and wall-phasers are the categories your movement can't answer.
  2. Everything else is a traffic problem. Keep your loop clean and let your build grind the crowd down.

Kiting basics

The official pitch is to run, jump and climb to avoid the hordes — "duck and weave between enemies." In practice:

  • Drag the horde along a loop you've already scouted; don't improvise routes through unexplored corners.
  • Use vertical transitions (walls, ladders, chains, grates, vines) to break up the crowd's path and buy yourself space.
  • Grab pickups on the move; doubling back into a crowd for one drop is how runs end.

Bosses are their own thing, with their own health bars — see the boss guide for the confirmed roster and how boss fights gate every arena unlock.