Skip to content

Enemies

Up to 40 NPCs are alive at once. Which type spawns is random, weighted like this:

Enemy How common Base HP Base damage Base speed Style
Noob 13.9 % 50 18 16 melee
Iron 13.9 % 72 12 15 melee, tanky
Zombie 11.6 % 65 24 13 melee
Burst 9.3 % 45 28 16 burst
Rocket 9.3 % 35 43 16 projectile
Ice 7.4 % 45 28.5 16 slows you
Giant 6.9 % 70 22.5 11 body flop
Mafia 6.9 % 40 24 13 ranged
Scythe 6.9 % 60 27 16 melee sweep
ANoobis 4.6 % 70 8.5 16 special
Speedster 4.6 % 60 17.5 30 melee
Wizard 4.6 % 40 25 18 magic beam

Every enemy is scaled by its tier. Damage scales with the tier’s power multiplier; health scales with that multiplier to the power of 2.63. So high-tier enemies are enormously tanky but not proportionally deadly. A high-tier Iron is a chore. A high-tier Rocket will still delete you.

  • Rocket — the hardest hitter in the game, and it shoots from range. Kill it first.
  • Wizard — ranged, hits hard, and faster than you.
  • Speedster — speed 30. You cannot walk away from it.
  • Zombie — hits hard but is slower than you. Kite it.
  • Giant — slow and clumsy. Free XP.
  • ANoobis — barely does damage. Also free XP.

Enemies lock onto the closest target within about 80 studs and rarely switch. Once one has picked someone, it usually stays on them — so you can pull an enemy off a teammate by letting it hit you once.

They’re also slow to notice you in the first place. An enemy with no target checks its surroundings far less often than one that’s already fighting.

Anything that wanders into spawn gets teleported back out.

Enemy value scales with distance from spawn, up to 9.3x at the far east corners. See the map.