LSW:TSS Enemy Types manual

LSW:TSS Enemy Types manual

Starters

First of all, a little bit of story.

With so many hours of gameplay, I had thoughts that the time will come to churn out the complete encyclopedia of all enemies in at least one LEGO game. Seeing as manuals are no longer that popular, take up a lot of unnecessary time, and are often not detailed enough for bookworm-type players to scan through. Maybe though manuals are supposed to not include WAY too much information, a golden middle is all that matters. This one's purpose is to detail everything I know about non-playable characters found in The Skywalker Saga, and share it all here.

Contents:

The manual will have all enemies described in the order they are encountered. Some are omitted (a few bosses and most Lightsaber Wielder characters). Starting from Episode 4 to 6, then 1 to 3 and 7 to 9, finalizing the entire thing with Miscellaneous enemies found in Free Play while exploring the Galaxy.

* Classic Trilogy enemy types

* Prequel Trilogy enemy types

* Sequel Trilogy enemy types

* Free Play Only enemy types

Basic stat sheet for any enemy type:

Example description, basis for each enemy's chart.

Name

Description

Health

Movement speed

Battle script (AI type)

Complete attack roster

Toughness level (general difficulty, with names mostly borrowed from DOOM Eternal)

Strength traits

Weaknesses

Anything special which doesn't fall into any other criteria

Fastest way to take down

Enemy Toughness levels: Nuisance - Planetary fauna, which are never deliberate with their attacks, but are persistent and annoying.

Fodder - Weakest mainline enemy types, usually normal soldiers with basic attacks. They appear in sheer numbers and work together as a team.

Regular - Stronger Fodders who aren't as tough as Heavies are Regulars. Basically they are the Weapon Specialist variants of normal soldiers.

Heavy - Strong mainline enemies, which are rarer than most, and tougher to take down.

Super Heavy - The Super Elite. Ultimate enemies who require most of your attention turned towards them. They are the strongest non-boss enemies.

Boss - Every character who has an introduction cutscene with their name display (and some strange text written in Basic) is a Boss. They have huge health ranging from one thousand to about six thousand health points (all can be measured in-game by damaging them).

Armor - Vehicles, which can or cannot be damaged by characters and player's attacks. They either require another vehicle or spaceship to be taken down.

Enemy Battle Scripts: Melee Charger - The weakest enemies, who are easily outran by player characters, and can only charge in to beat you up with their fists (or sometimes melee weapons). Max toughness - Fodder.

Assault / Ranged Weapons - The most common enemy type. They wield slow-firing energy weapons, and usually miss most of their shots. Some of them (Stormtroopers) have special attack in form of Explosives Throw, accompanied by creation of a warning circle for 3 seconds before they throw an Impact Grenade.

Gunner - Less common Weapon Specialists. Gunners have their mobility hindered by their weapons (which are heavy repeating blasters), have medium effective range and rapid fire.

Aggressor - Uncommon Weapon Specialists. Basically beefed up Assaults who dual-wield blasters. They can only attack in a pair of two-shot bursts before Dodge Rolling away. If they are aimed at, they forcibly Dodge Roll away.

Sniper - Uncommon Weapon Specialists. They are notable for being mostly stationary and are recognized by their signature kneel crouch stance while they aim. All Snipers wield a longblaster, and perform a unique non-lethal Melee Attack in form of a Rifle Push, which does no damage, but Throws Away the player if they failed to Dodge Roll in time.

Melee Charger Boss - Most of Melee Charger Bosses are Bosses (hence the postfix "Boss"). Unlike Melee Chargers they are more deliberate with their attacks, with nearly each of these producing warning lines/circles. If they see the player being way too far away from them, they usually throw a Force Crush and lock them in a Quick-Time Event (next QTE), but the not many MCBs who do not wield The Force cannot do this for obvious reasons.

Unique - Any enemy type with unique behavior not matching either of these is placed here.

Enough for starters, enjoy surveying.

Please note: not all enemy attack damage numbers are listed. Normally most attacks do 12,5 damage (one eighth of player's standart maximum health), and Melee Boss attacks always do 25. If so, they do normal damage. If they do not, it is specifically stated near the attack's name tag.

Other note: some technical difficulties prevented me from finishing the guide normally as I could, but I will update the pictures for all remaining tabs soon enough.

Stormtrooper


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LSW:TSS Enemy Types manual image 41

The very first enemy type you are to encounter in Episode 4. Eight of them appear to slice open the airlock on Tantive-IV, and will immediately engage Princess Leia, Captain Raymus Antilles and Rebel Troopers inside. They are very resistant to gunfire, but are very inaccurate with their E-11 Blaster Rifles. Stormtroopers never appear alone, seen only in squads from 2 and more troopers.

Health: 100

Speed: Normal. Though they will Sprint for alarm buttons in E4M3: Best Leia'd Plans.

Attacks: Blaster Shot, Fist Punch, Strong Fist Punch, Thermal Detonator (deals around 13 damage for explosion, and around 26 for direct latch explosion).

Script: Assault AI

Toughness: Fodder

Strength: They always appear in numbers. They always try to assemble Cover System out of loose bricks if one happens to be around. Their accuracy instantly skyrockets to 100% when they are behind Cover System. Can throw Explosives.

Weakness: They can be instantly killed if their helmet is shot off, though two Head Shots are required thanks to their armored headgear. They are vulnerable to Leg Shots, collapsing down immediately after one such, and are easily scared off by thrown attacks (Villains' grenades). Half their melee attacks allow for Melee Reversal [F].

Special: If at least one playable character in the party is a Hero, defeated Stormtroopers have 33% chance to drop either piece of their equipment. Defeating three always yields a full disguise. This Special is, however, ignored in E4M1: Boarding Party if the game is started from Episode 4, because the A New Hope is always started immediately from this level, not awarding the player with any kind of Playable Characters until it is completed (as no vanilla Hero characters are unlocked until completion of E4M1, the game does not check for that case for two already existing Heroes in the party, and does not drop armor from slain Stormtroopers).

In later parts of the game, when the player has a Bounty Hunter with Scattershot level 3, they become walking bags of money. Firing their weapon away into Stormtrooper's legs will quickly rack up a LOT of successful ranged attacks, yielding lots of money right away.

Quickest way to take down: Rapid-fire weapons, if they are available. Shooting off their helmet and shooting their head again. Abusing Leg Shots is also helpful for ease aim for their heads.

Stormtrooper Sergeant


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LSW:TSS Enemy Types manual image 55

Tougher variant of Stormtroopers. They are identified by their signature Dual SE-14C Blaster Pistols set to 2-blast burst fire, and jet black pauldron (sometimes, because in E4M1 they do not wear one). Unlike helpless Stormtroopers these guys have the guts to charge in all guns blazing. They have better reflexes and will Dodge Roll away from return fire. Unlike Stormtroopers they never go for melee and rely on their guns. They first appear mid-way in E4M1: Boarding Party in the holoprojector room.

Health: 100

Speed: Normal + Dodge Roll

Attacks: Blaster Barrage, Dodge Roll (not really an attack, but a maneuver).

Script: Agressor AI

Toughness: Regular

Strength: Rapid fire and ability to dodge retaliatory attacks other than melee.

Weakness: Easily stopped in his tracks by shooting him in a leg. Cannot survive more than two Head Shots. Prone to Stunlocking from weapons which fire faster than the most basic Blaster. Does not Dodge Roll away if you charge in to melee him.

Special: If at least one character in the party is a Hero, Stormtrooper Sergeants have 33% chance to drop a piece of their armor. Sergeants can survive one Head Shot, which will remove their helmet.

Stormtrooper Sergeants never go for Cover System, but are more than happy to blast away whatever you are hiding behind.

Fastest way to take down: Leg Shot is necessary to put down a Sergeant, to cancel his immense and unpredictable mobility. Assaulting him with a powerful Melee Weapon (Hunter's Bayonet, unique Strong Attack), which cannot be Parried, is also okay. Thrown Explosives also cancel their Dodge Rolls, and do a good deal of damage. Only while they're busy recovering from such attacks is when you can go for their helmet, and finally their head.

Stormtrooper Specialist


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Stormtroopers trained in usage of DLT-20A longblasters, who are placed up high in hard-to-reach locations, and who snipe people from great distances while their friends keep enemies busy. They never appear alone, and if given enough time (around three seconds), will launch a powerful three-blast burst of notably faster, more damaging projectiles. Killing them is the first priority in all cases, especially when you have other Weapon Specialists targeting you.

Health: 100

Speed: Stationary, but they will chase the player if one gets within about 0.75 of One Full Melee Range. (around 5 meters)

Attacks: Sniper Burst (25 per bolt), Rifle Push (no damage).

Script: Sniper AI

Toughness: Regular

Strength: Very long attack range, insane damage (75) if all three shots connect, ability to move the player aside by Rifle Pushing them.

Weakness: Specialists never move a step aside unless they are threatened in melee, and do not actively retaliate if under heavy fire. They are, like any minifigure enemy, easily disabled by taking a Leg Shot, which, combined with the already time-consuming aiming sequence, gives the player more than enough time to deal with more important stuff, or to kill them.

Special: Like any Stormtrooper, Specialists drop a piece of their armor if at least one character is a Hero. Specialist's shot projectiles leave very noticeable trail of red matter (possibly plasma), and deal double the damage normally done by any Ranged Weapons Enemy. They have exceptional accuracy, and their fully-prepared shot can only be avoided by strafing or Dodge Rolling.

While going through Aiming sequence, Specialists project a trail from their weapon's laser sight, and their scope produces a subtle glint. The laser sight goes from orange to red the longer he aims.

Fastest way to take down: Leg Shot cancels his ability to return fire for a long time, and exposes them for Head Shots. After collapsing them, going for their helmet and then head is the fastest way to dispose of a Specialist.

Imperial Astromech


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Also known as R2-Q5s, Imperial Astromechs are THE strongest Imperial Melee Chargers in The Skywalker Saga, but they appear only twice in entire game: once if you take R2-D2's path in latter part of E4M1: Boarding Party, and again as Lord Vader's hallucination minion to fight R2-D2 on Dagobah. Maybe even though they don't look threatening, never underestimate a droid.

Health: 100

Speed: Normal

Attacks: Headbutt, Stun Prod, Claw.

Script: Melee Charger AI

Toughness: Regular

Strength: Very rapid melee attacks without any kind of "slowdown to not compromise fun gameplay". Deceiving look. Cannot be instantly eliminated with a Head Shot due to improper character build.

Weakness: Doesn't have any ranged attacks. Easily stunlocked by any kind of retaliatory attacks.

Special: R2-Q5s are the only hostile Astromech enemies who actually attempt to kill the player, and do so relentlessly. Like any mechanical enemy, they instantly die if they are shot by Jawa's CA-87 Shock Blaster.

Fastest way to take down: Rapid-fire weapons.

Womp Rat

Improperly built oversized rat-like filth, which haunts Tatooine in Jundland Wastes and partially in Mos Eisley. One notable Womp Rat ("Mr. Tiddles") was smuggled by a criminal to Takodana. They have medium health and are annoying for extreme speed and no-warning melee attacks, which often ignore stunlock to deal damage despite any retaliatory attacks.

Health: 100

Speed: Very Fast

Attack: Claw swipe

Toughness: Fodder

Strength: Incredible agression up close. Ability to do melee damage while ignoring throwback from retaliatory attacks. Cannot be Countered or thrown away by explosives.

Weakness: Low aggro range, helpless past point-blank range.

Special: One of not many fauna enemies. Like any improperly build characters they ignore Knockback from explosive and Ground Pound attacks.

Fastest way to take down: Rocket launcher to the face. Rapid-fire weapons otherwise.

Sandtrooper


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Sandtroopers are visually reskinned Stormtroopers, and behave in an identical way, sharing stats. They only appear in E4M2: Hunk of Junk in massive numbers, and in Mos Eisley hub in one of the docking bays inside the town, guarding a Kyber-Brick.

Sandtrooper Gunner


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The first possible appearance of a Gunner AI enemy type in The Skywalker Saga, if you do not start from The Force Awakens, where you have to face a Gunner in the very beginning. Sandtrooper Gunners are downgraded Stormtrooper Commanders with mixed traits of Sandtroopers and the gun and speed of Commanders. They are still dangerous though. Better not let them open fire. They are the only Gunners who rapidly fistpunch the player instead of shooting them in the face with their minigun.

Health: 100

Speed: Hindered (unalerted pedestrian's walking pace)

Attacks: Suppression Fire, Rapid Fist Punches.

Script: Gunner AI

Toughness: Regular

Strength: Quickly dishes out damage, will deny player from using any Cover System by eviscerating it with rapid fire. Rapid relentless melee, which cannot be Combat Countered (they never produce a warning flash)

Weakness: Very short effective aggro range (about two-three Full Melee Ranges), easily loses his helmet by taking a Head Shot, and can collapse if shot in a leg.

Special: Sandtrooper Gunners are noticeably different from Stormtrooper Commanders by at least not having a Flamethrower Backpack. This removes the ability to one-shot kill them by throwing a grenade behind them, but also removes their immunity to Leg Shot collapse and instant death from Headshots, all of which Heavy Gunners alike do possess. They are still Scared if a grenade is thrown near them; and like any Stormtrooper will drop their Armor piece.

Fastest way to take down: Removing his helmet, collapsing with a Leg Shot, and a final Head Shot. Latching a Grenade on him also works, as it will wax off more than half of his maximum health.

Sandtrooper Sergeant


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Essentially reskinned Stormtrooper Agiles and Sergeants with Sandtrooper armor and same weapons. They follow the same AI and have same weaknesses.

Sandtrooper Marksman


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Yes, you've seen this right. They are not Specialists. They use the same DLT-20A, but with low-velocity rounds (kinda), with less-powered scope, judging by the subtler glint, and with a FAR more noticeable laser sight. They also do half as much damage, and never chase the player for Melee attacks. They also become Terminators should they dare find a Cover System piece. Aim-throw Grenades at them then, because they just won't let go.

Health: 100

Speed: Normal, but mostly Stationary.

Attacks: Three-blast burst (because it is not exactly a Sniper Shot, deals 25 damage per bolt), Rifle Push (no damage), FULL AUTO SUPPRESSION FIRE (in case they find Cover System)

Script: Mesh between Assault AI and Sniper AI.

Toughness: Regular

Strength: Ability to stop progress bar filling in E4M2, takes less to aim than Specialists. Starts firing unrealistically fast in full-auto if he finds Cover System with pinpoint accuracy and no warning.

Weakness: Fairly easily dealt with with any ranged weapon. His terminator-like full auto fire is cancelled if he sees an Aim-Thrown grenade flying his way, and will run for his life.

Special: This is the ONLY Sniper AI enemy type to actually go for cover and exploit it to gain immense firepower, even more of a threat than Sandtrooper Gunner out in the open due to his incredible accuracy, same projectile velocity as that of Player's, and high damage.

Fastest way to take down: Shoot off his helmet and go for his head. If he dares find a Cover System piece, QUICKLY swap to a disguised Hero and Aim-Throw a grenade to break off his attack sequence, because quick-throw will do as much as just damage him instead of Scaring him, if not completely miss the target.

Imperial Crews


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LSW:TSS Enemy Types manual image 134

They are Engineers based on Death Star, keeping the technology working and chatting around with Stormtroopers guarding the place. In combat they are less than a threat because of their terrible accuracy, inability to throw Grenades and survive at least one Head Shot without dying. They only appear in E4M3: Best Leia'd Plans so far, and as Pedestrian AI characters on Death Star and Death Star II in free play.

Health: 100

Speed: Normal, but they Sprint for alarms in E4M3: Best Leia'd Plans.

Attacks: Blaster Shot, Fist Punch, Strong Fist Punch.

Script: Ranged Weapons AI.

Toughness: Fodder.

Strength: They appear alongside Stormtroopers to provide minor cover fire.

Weakness: UNlike Stormtroopers their helmets are not as armored to save them from a Head Shot, and they do not throw Grenades. They instantly die if shot in the head and collapse from a Leg Shot.

Special: Engineers are the only Imperial enemies alongside Officers to never drop their Armor pieces, regardless of whether or not your character is a Hero, or you are in Free Play.

Fastest way to take down: Headshot.

Imperial Officer


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Officers are annoying for their cowardice. They always hide someplace (either behind a curtain of Stormtroopers or inside an All-Terrain Scout Transport), and most of them in E4M4: This Is Some Rescue keep a Key Card needed to progress forward. They are weaker than Engineers for having less health and never attempting to directly attack the player (save for one in E6M4: The Chewbacca Defence, where one survives the walker crash and shoots the player alongside two Sergeants). Compared to more accurate and faster-firing B1 Battle Droids, they are the weakest ranged weapons enemies in entire game.

Health: 80

Speed: Stationary in E4M4. Normal in E6M4 and E5M4.

Attacks: Blaster Shot, Fist Punch, Strong Fist Punch.

Script: Ranged Weapons AI.

Toughness: Nuisance or Fodder.

Strength: Always accompanied by lots of other Enemy Types.

Weakness: Never is a threat on his own.

Special: Officers found in E4M4: This Is Some Rescue and one in Mos Eisley always do carry a Key Card, which unlocks something. They never drop their Armor pieces if they die.

Fastest way to take down: Headshot.

Stormtrooper Heavy Gunner


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Stronger variant of Sandtrooper Commanders found in E4M2: Hunk of Junk. These guys are beefier, with more muscle in their legs and more armor in their helmets, and they wear a Flamethrower Backpack. They never go for melee unlike Commanders, and prefer to pepper attackers with machine gun fire. As their name suggests, they are armed with a full auto conversion of T-21 Light Repeating Blaster. With said new armor, the only way to instantly get rid of them is to Aim-Throw a grenade nearby. Their first possible appearance is E4M4: This Is Some Rescue, where they can spawn in place of Stormtrooper Sergeants.

Health: 100

Speed: Hindered

Attacks: Suppression Fire

Script: Gunner AI

Toughness: In-between Regular and Heavy

Strength: Relentless full-auto ranged attack. Cannot be eliminated with a Head Shot, nor can he collapse to a Leg Shot. Destroys Cover System near-instantly thanks to his gun.

Weakness: Very slow. Has limited aggro range, and will stop firing if the player goes too far away. Instantly dies if hit in the back (this is slightly difficult because his character model is turned 80 degrees clockwise, and merely shooting his backpack from up front will not suffice. Throwing a grenade however will, because enemy AI always makes them turn AWAY from explosion, making for a cheap kill on all Heavy Gunners, because they expose their backs to the explosion).

Special: One of not many enemies to partially ignore Pain, Falter effects and completely ignore Knock Back. One of two (the other being Flamethrower) enemy types to have an instant-death hitbox behind him. The only enemy type with indestructible headgear armor, who does not produce the "TSSIN" sound when taking a head shot, and for damage number not to go red in that case.

Fastest way to take down: Aim-throw a grenade behind him. Even a Shock Grenade will be enough to put one out of his misery.

Viper Probe Droid


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LSW:TSS Enemy Types manual image 171

The full name to Imperial Probe Droids. It doesn't really matter, because they only appear in E5M1: Hoth and Cold as the one and only enemy type. They are not as threatening because of their stupid AI and need to directly spot the player before opening fire. They are very easy to deal with without them ever finding out about where you were. Probe droids go for a suicide bomb when they die, so take two-three more shots to them when they give out three red warning lightnings above their "head".

Armor: 100

Speed: Slow, Sprint-fast while Suicide Bombing

Attacks: Blaster Shot, Death Explosion (about 25 damage, knocks the player away).

Script: Unique.

Toughness: Fodder.

Strength: Powerful post-mortem attack. Acceptable accuracy with its built-in blaster.

Weakness: Easily Stunlocked by return fire. Dies from taking two shots while it is doing its suicide bomb sequence.

Special: I do not know for sure, but they probably are supposed to instantly die when shot from Jawa's CA-87 Shock Blaster. They always take fixed damage of 20-25 per blaster shot (even from Bounty Hunter's shotgun pellets, which normally do 5 damage)

Fastest way to take down: Shoot at them until they die.

Snowtrooper


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Snowtroopers are the rarest enemies in The Skywalker Saga, appearing only once in entire game per save slot, mid-way between E2M2 and E2M3 during Free Play section at Echo Base. They are technically identical to Snowtroopers and differ in nothing but gear style.

Gamorrean Guard


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These zombie-pigs are annoying. Even though they wield Vibro-Axes, it's not their super-slow to wind-up melee attack to be afraid of. The Super Charge. Anything, and I mean ANYTHING other than a shielded Droideka will get Thrown Away and be dealt full physical Melee Damage is the worst they can do. Including the fact they swarm you in hordes, they should not be taken not seriously. Surprisingly sometimes instead of axing you, they can holster the axe and try to do a regular melee attack with a fist, or whacking with their axe (reusing either of attacks done by Stormtroopers with their gun)

Health: 100

Speed: Normal, but Over the Top while Super Charging

Attacks: Vibro Ax Smash, Fist Punch (why?), Super Charge (25 damage, throws the player away).

Script: Melee Charger AI

Toughness: Regular

Strength: Ability to send every single character flying away with their Super Charge.

Weakness: Takes a second to charge up his special attack. VERY slow to charge smashes with his Vibro Ax. Instantly dies if shot in the head and collapses to a Leg Shot. Instead of throwing away a shielded Droideka, if it survives the Super Charge, Gamorrean is instead Thrown Away and Staggered for 3 seconds, and takes self-damage.

Special: Gamorreans ignore Bounty Hunters' passive ability making all enemies Submissive and always attack on sight, whether the player characters are Heroes, Villains or Extras. Charging Gamorreans, who hit a wall or a shielded Droideka, are Thrown Away and take full return damage from their own attack. While Charging, they are completely ignorant to Stunlocks and cannot be stopped even by a Force Push.

Fastest way to take down: Headshot.

Weequay Guard


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LSW:TSS Enemy Types manual image 199

Weaker alternative to Gamorreans, who are found on Khetanna and herding in Mos Eisley. They are recruited from Weequaies all over the galaxy due to Jabba's extraordinarily knowledge of specist-racial supremacies and advantages of one over another (primarily because they survive heat well, easily referencing the golden age of slavery). But it's not racism we're talking. They swing axes and blast everyone with DH-17, though they have a hard time hitting something with them due to zero training. Weequay Guards first appear in E6M2: The Copa-Khetanna, where they also give out unique Battle Calls sometimes in Basic and sometimes in Huttese.

Health: 100

Speed: Normal

Attacks: Glaive Slash, Fist Punch (same "why?" as with Gamorreans), Blaster Shot.

Script: Ranged Weapons AI

Toughness: Fodder

Strength: Annoying due to their offensive Battle Calls.

Weakness: Every single trait of theirs is a weakness. They instantly die when shot in the head, collapse to a Leg Shot, aren't accurate, and their melee is easily Dodged [RMB+Space] or Combat Countered [F].

Special: Weequaies always attack on sight, and there is absolutely no character they will prefer ignoring, other than very few Extras.

Fastest way to take down: Headshot, as with any non-Stormtrooper minifig enemy.

Scout Trooper


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Reskin of Stormtroopers for E6M3: Endor the Line. Scout Troopers are lightly armored (what can't be said for their health, being equalized to exact same level as Stormtroopers), and use SE-14C blaster pistols locked at semi-auto fire. They also have strengthened variants, one wielding DLT-20A (called a Scout Trooper Specialist), and ones riding 74-Z Speeder Bikes (Biker Scouts), both having separate pages.

Health: 100

Speed: Normal

Attacks: Blaster Shot, Fist Punch, Strong Fist Punch, Thermal Detonator.

Script: Assault AI

Toughness: Regular

Strength: Frequent appearance in numbers (3-5), accuracy leap while hiding behind Cover System, ability to throw explosives and resist one Head Shot.

Weakness: Half their melee attacks are Counterable [F], they're easily scared by Aim-Thrown grenades, they easily collapse to a Leg Shot, making shooting their head even easier.

Special: Scout Troopers always drop a piece of their equipment due to them never appearing outside situations where a Hero is available and there's Free Play.

Fastest way to take down: Shoot off their helmet before doing a Leg Shot, and going again for their now-exposed head for a kill.

Biker Scout


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Strengthened variant of Scout Trooper. Basically a Scout Trooper on a 74-Z Speeder Bike, still wielding a SE-14C and magically being able to both drive their vehicle and (inaccurately) drive-by the player in the second part of E6M3: Endor the Line. They present little to no threat other than a mysteriously-scripted THIRD appearing Biker Scout, who always threatens the player to side-ram them for cheap and no-retaliation health loss, which is very offensive.

Armor: ~500 (they survive about 5 direct hits from 74-Z Speeder Bike's integrated blaster cannon)

Speed: Ridiculously fast (they go as fast as player's 74-Z Speeder Bike, and follow scripted path to always outrun them)

Attacks: Side Ram (collision damage varies, sometimes it one-shots the player), Drive-By Shot.

Script: Unique (they either go ahead of player's speeder and Drive-by on them, or stay in-line for side ram attacks, forcing the player to stick to either far right or left side.)

Toughness: Armor

Strengths: Ability to deal lots of damage without letting the player retaliate.

Weakness: Fairly fragile and never scores a single hit with their Drive-By attack.

Special: Upon dying a Biker Scout loses control of his speeder, making him ridiculously spin out of control before blowing up.

Fastest way to take down: Shoot at them until they die.

The REAL Scout Trooper

Exactly as you see. The REAL Scout Troopers who use DLT-20A Pulse Cannons instead of handguns. They only appear a few times during the Ship Highjack event of The Executor. They follow Sniper AI and are a reskin of Stormtrooper Specialists. They are REAL because just like battle-fielded Scout Troopers they work as snipers instead of people working for scout drones.

Health: 100

Speed: Stationary. Normal while pursuing the player for a Rifle Push.

Battle Script: Sniper AI

Attacks: Sniper Shot (25 per bolt), Rifle Push.

Toughness: Regular

Strengths: Same as Stormtrooper Specialist

Weakness: Same as Stormtrooper Specialist

Special: The thing that makes these Scout Troopers become REAL is the reference to Scout Troopers found in Pandemic Studios' as well as DICE's Star Wars Battlefront series, where they always wield a Longblaster (E-11S in Pandemic SWBF and SWBFII; Pulse Cannon in DICE'S SWBF and DLT-20A in DICE's SWBFII). Unfortunantely TT Games did not care about updating the current playable Scout Trooper, nor adding new playable Weapon Specialists to be armed with DLT-20As, so they are AI only.

Fastest way to take down: Same as with any Stormtrooper

Imperial Royal Guard


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The worst. Literally. The worst. Same situation when you take a Pirate Beheader from Far Cry 3, give him an Inquisition Sword for his machete, inject him with a Supercharge! and send him into fight. They are power-crazed Imperial Royal Guards who appear twice in entire game, in different missions having different AI. Only thing that unites them under the same banner is immense health, immunity to Head Shots, and melee charger AI.

Health: ~400 (~200 in E6M5) (their top health is difficult to determine due to immunity to instant death attacks)

Speed: Normal, but Over the Top while they're Charging.

Attacks: In E3M4 - Pike Swing, Strong Pike Swing, No-warning throw of a Thermal Detonator.; In E6M5 - Chain Strikes, Ground Pound, Charge, Rapid Lunge, essentially every melee attack used by Lightsaber Boss AI enemies.

Script: Melee Charger AI mixed with Assault AI for E3M4. Melee Charger Boss AI for E6M5.

Toughness: Super Heavy.

Strength: Incredibly aggressive for a non-boss Melee Charger. Does high (25 per melee attack) damage with his Force Pike, and can replicate special melee attacks used by Darth Vader, Darth Maul, Count Dooku, Anakin Skywalker, The Sovereign Protectors, FN-2199 and Kylo Ren. Imperial Royal Guards cannot be eliminated with a Head Shot, nor can they collapse to a Leg Shot due to having transparent leg hitbox (basically all shots go through their tunic).

Weakness: Thankfully they cannot perform Saber Flurry (the quick time event where you are forced to parry 25 of his melee attacks in a row by mashing F).

Special: Imperial Royal Guards are the only Melee Chargers to throw Grenades. They are also the only non-boss enemy types to use Super Melee Attacks (listed above) without locking the player in Lightsaber Duel stance. They are also similiar to Stormtrooper Heavy Gunners for ability to resist Leg and Head Shots without losing armor.

Fastest way to take down: Aim-Throwing Grenades will disrupt most of their attacks, sending them running around in terror. Shoot at them until they die.

B1 Battle Droid


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One of, if not the, weakest enemy in The Skywalker Saga. B1 Battle Droids are skeleton-like automatons wielding E-5 Blaster Rifles (which reuse E-11 models). They are very fragile, but unlike Stormtroopers they have near-pinpoint accuracy, which is further increased if they attack in hordes as seen in E1M3: Better Call Maul. Like any unprotected Battle Droid, they can be Force-Thrown by Force-Sensetives, specifically Jedi and Dark Side characters. Like any droids, they instantly die if shot by Jawa's CA-87 Shock Blaster. Other variants include Fleet Security BDs, BD Commanders, Kashyyyk BDs, Geonosian BDs, and player-character only Heavy Assault BDs.

Health: 80

Speed: Normal

Attacks: "Accurate" Blaster Shot, Melee.

Script: Ranged Weapons AI.

Toughness: Fodder,

Strength: Noticeably accurate with its ranged attacks. Always appears in large numbers (from 5 and up to 20 of them at once). Cannot be Mind-Tricked or Influenced. Can survive Leg Shots and not collapse down, playing normal pain recovery sequence instead.

Weakness: Vulnerable to The Force - can be Force-Thrown and Force-Pushed. Its less health supply makes it much quicker to die than other enemies.

Special: B1 Battle Droids instantly die if they have been shot by Jawa with his CA-87 Shock Blaster, no matter where the shot landed and how much health it had.

Fastest way to take down: Jawa's shock blaster shot. Generally any weapon is cool against them, but Jedi and Sith can easily get rid of their ranged attacks by rebounding them back, and mass-murder squads of B1s with Force Push.

Droideka


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THE strongest non-minifigure non-boss level enemy type in entire game. Droidekas are incredibly fast, being able to outrun any character other than Wampa and Grummgar, deal lot of damage, shoot fast and have double the health of any normal trooper. They have a window of vulnerability of 6 seconds, when you take down their shield, before it reappears with full charge again. They however cannot repair themselves if they take damage to their base while their shield is down. Still, they are very powerful, but inaccurate, and facing two at a time without proper defences is a suicide.

Health: 100 (Droideka itself) + 100 Energy Armor (Shield)

Speed: Top while in Wheel Form.

Attacks: Suppression Fire (12,5 per bolt, 25 per shot if both bolts connect).

Script: Gunner AI (because they actively chase after the player and always fire away without resorting to melee)

Toughness: Heavy

Strengths: Ignores Pain, Falter and Stagger while its Energy Armor is effective. Any ranged attacks hitting its shield are rebounded and deal half as much damage, and if they were Jawa's CA-87 Shock Blaster attacks, will not instakill Droideka. Can resist Charge attacks, throwing the assaulters away, cannot be Rifle Pushed while its Energy Armor is up. Rapidly drains health with its extraordinarily dangerous ranged attack (dealing 12,5 health per bolt, with 25 if both bolts connect per shot). Its Energy Armor comes back with full strength if the Droideka wasn't destroyed within 6 second-period. It can not be instantly killed by scoring a Head Shot, and will never collapse to Leg Shots thanks to its improper build.

Weakness: After losing its Energy Armor, it is easily stunlocked and denied of retaliation for 6 seconds. Its ranged attack becomes very inaccurate past close range, and it is forced to stop firing and turn around if you flank it. It instantly dies if its Energy Armor was destroyed by a Shock Blaster shot, or by shooting it with said weapon while its shield is down. Its Energy Armor is instantly destroyed if it suffers an explosion from Bounty Hunter's Shock Grenade, if one is available. It can still be Scared with thrown attacks.

Special: Droidekas are potentially the strongest enemies around. They pose a big threat to ranged weapons characters while its energy armor is up, because it can't be Stunlocked, and if not depleted in time, will result in player dying before they could interrupt its attacks.

Fastest way to take down: Synergize Bounty Hunter's Shock Grenade to deplete its Energy Armor with Jawa's CA-87 Shock Blaster for a finishing blow.

B1 Marksman Droid


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Special B1 Battle Droids wielding DLT-20A-looking longblasters with high-brightness laser sights on them. Only two appear in entire game once, in E1M3: Better Call Maul, attempting to shoot Qui-Gon and Obi-Wan on their way to Darth Maul on the higher level, if they decide to follow him up.

Health: 80

Speed: Stationary

Attacks: Three-blast burst, Rifle Push (unconfirmed).

Script: Sniper AI

Toughness: Fodder

Strength: Pinpoint accuracy and high damage. Cannot collapse if shot in a leg, cannot be instantly killed by shooting him in the head (there's a chance for his head to merely get shot off and the droid keep working normally).

Weakness: Never makes a move from his initial position other than the scripted event where they step back closer to Darth Maul once the player reaches the above ground. Easily outgunned with any and every ranged weapon.

Special: The only partially functional Weapon Specialist B1 Battle Droid.

Fastest way to take down: Force-Push, Force-Throw them away, or shoot them with Jawa's CA-87 Shock Blaster, though any and every other ranged weapon will suffice.

Geonosian Guard


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Natives to Geonosis. Basically oversized flies with over-the-top brains that made them engineers enough to work for CIS. They shoot radiation and fly around, or dumbly charge with spears in hopes to make a difference.

Health: 100

Speed: Normal / Scripted Movement Pattern (Flight)

Attacks: Radiation Shot (if armed with a sonic gun, deals 25 damage, cannot be rebounded by Energy Armor and lightsabers), Melee, Counterable melee.

Script: Ranged Weapons Enemy / Melee Charger

Toughness: Fodder

Strengths: Erratic flight pattern makes it very hard to headshot. Increased projectile velocity, about the same as Marksmen's and player's. Does 25 damage while ignoring Lightsaber block with its ranged attack.

Weakness: If it doesn't fly, it's helpless. Will instantly die if shot in the head, collapse down if shot in a leg, and flinch every time it is shot in torso. Can be easily outgunned or outbrawled by anything.

Special: One of two (the other being First Order Jet Trooper) Aerial enemies to be fought on foot in The Skywalker Saga.

Fastest way to take down: Shoot it in the head, but this is easier said than done if it's airborne. In Free Play it's easy to take a Heavy Gunner and spam blaster fire in its general direction in hopes one of bolts will hit it.

B2 Super Battle Droid


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These work differently than B1s. Not as fragile, nor as mobile, but they dish out lots of damage fast and cannot be Stunlocked up close by melee attacks. B2s are some of not many Droid enemy types who can resist a single Force Throw and not die, whether they were thrown into something, or something was thrown into them (other than Biofuel Canisters, which deal 300 explosion damage, thrice as much as their maximum health). Theoretically B2 Super Battle Droids are the only droid enemies in entire game to be able to survive an instant-kill attack (excluding Rocket Launcher, which bypasses this check), collapsing down on their back with 1 health left after taking a CA-87 Shock Blaster discharge to the face.

Health: 100

Speed: Slow

Attacks: Rapid series of three-blast bursts (12,5 damage per bolt for 37,5 damage if all three bolts connect), Three Fist Punches.

Script: Ranged Weapons Enemy

Toughness: Regular

Strengths: Tougher than most human enemies, even though it has just as much health. Shoots even faster than Heavy Gunners, but inaccurate like Assaults. Becomes immune to falter effects while it plays its melee anim. Cannot be eliminated with a Head Shot, nor can he collapse to a Leg Shot. Doesn't die after one Force Throw on full health. Has a confusingly long pain recovery anim where it collapses on its back which lasts about as much as 6 seconds, then gets back up to keep fighting.

Weakness: Can be Force-Thrown away like any droid enemy. Way too long Knockback recovery to let it retaliate while it is collapsed. Misses most of its bursts with a pair of its shots. Winds up his melee for too long, letting the player to backpedal and shoot it until it dies while it swings its arms in air. If hit by Jawa's Shock Blaster, their health instantly drops to 1 and they collapse on their back, making them a cheap target for another finishing shot.

Special: Just like Droideka, B2 SBDs lack head and leg hitboxes, making them immune to collapse from a leg shot and instant death from a head shot.

Fastest way to take down: Everywhere one appears, the player has access to a Jedi in some way, so just throw them away and again until they die. They can be humiliated by depleting their health with a Jawa's Shock Blaster shot, and performed a melee attack on after.

IG-100 MagnaGuards


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Special IG-series assassin droids programmed to work exclusively as bodyguards for high-ranking CIS General Grievous. They are armed with Elektrostaves, but are slow to react and even slower to actually deal melee damage. For some reason the toughness of their staves is enough to act as Lightsabers and randomly deflect blaster fire (even solid bullets fired by Tusken Raider's cycler rifle for equalization purposes). They continue operate even after losing their head, but unlike their appearance in LSWIII:TCW shooting off their head is not mandatory to be able to deal melee damage to them with Chain Strikes. IG-100 first appears in E3M1: Out for the Count, but is actually fightable in E3M2: So Uncivilized; and reappears twice in Free Roam as part of Jawas' quest series.

Health: 100

Speed: Normal

Attacks: Wound-up Elektrostaff smash (cannot be Combat Countered or Perfect-Parried).

Script: Melee Charger AI

Toughness: Regular

Strength: Takes no bonus damage from a Head Shot. Can randomly deflect blaster fire. Ignores Pain. Their random projectile deflect makes Jawa's Shock Blaster less than preferrable against them

Weakness: Takes a second to wind up a melee attack. Helpless past direct close range.

Special: One of not many enemies to completely ignore Falter effects from any damage. In Free Roam specially scripted IG-100 appears to be able to lock the player in Quick Time Event each time it loses 20% of its health mid-fight.

Fastest way to take down: Rocket launcher, or flamethrower. With former's instakill damage and latter's constant damage over medium range, both fit for not letting IG-100 get up close and both will it quickly through its Pain immunity and immunity to Head Shots.

41-st Elite Corps' Clone Troopers


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Recently memory-wiped with inhibitor chips activated by execution of Order 66, the clone troopers on E3M3: Attack on the Wookies are chronologically the first Stormtroopers to be fought. Though they do not throw grenades yet (but they can do that both if you swap to one in Free Play and if you Influence one), they can still shoot. Their poor tactical recognition system makes different-roled Clone Troopers statistically identical to each other, save for different appearance and different look of guns.

Health: 100 each.

Speed: Normal

Attacks: Blaster Shot, Melee, Counterable melee, Rifle Push (Marksman, unconfirmed.)

Script: Ranged Weapons Enemy.

Toughness: Fodder.

Strength: Exactly the same as any Stormtrooper, but cannot throw Grenades. Can resist one Head Shot before the second will kill them.

Weakness: Collapses down if shot in the head. Can be easily Mind-Tricked or Influenced to turn the tide. Cannot throw grenades despite them actually having some. All different-looking Troopers use the same AI as assaults, and do not become Agiles/Marksmen/Heavy Gunners.

Special: Appears as either an Assault, Officer, Commander or a Marksman, with all having the same AI and behavior as Assault. One uniquely coded 41-st Elite Corps Clone Trooper appears at the end of E3M3: Attack on the Wookies in an All-Terrain Reconnaissanse Transport, and his script always makes him go for any free AT-RT, even the player's one, which respawns after being destroyed, which, if achieved, will make him invincible due to respawning alongside the vehicle over and over.

Fastest way to take down: Shoot off their helmet and follow up with another headshot. Lots of them can be Force-Pushed, but this method may prove to be unsafe *wink-wink* for them near the cliff edges.

All-Terrain Reconnaissance Transport


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Better known as AT-RT, or as AT-RAT by me, these mechs are direct precursors to the feared AT-STs. They are slow, and shoot slow, so they don't really have firepower. The only AT-RAT which appears at the end of E3M3: Attack on the Wookies isn't really hostile, and its pilot fake calls reinforcements by yelling at radio, but really he is just there for the show. The only reason it exists is for a Level Challenge completion, which involves using another AT-RAT to destroy the enemy AT-RAT and three enemy troopers.

Armor: 1000

Speed: Very Slow / Stationary

Attacks: None

Script: Passive

Toughness: Armor

Strength: Any form of damage to AT-RAT deals 20 damage, and is not affected by critical strike chance or custom raw damage (Rocket will still deal 20 instead of 100, while shotguns will deal 20 x 6-12 instead of 5 x 6-12).

Weakness: Does increase raw damage of weapons with lower damage, so it generally is vulnerable to Bounty Hunter Shotguns and repeating weapons which put a lot of projectiles in the air.

Special: Necessary for completing a Level Challenge in E3M3. Does not attempt to attack the player in any way.

Fastest way to take down: Equip a shotgun or heavy repeating blaster and shoot at it until it dies.

Coruscant Guard Clone Troopers


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Shocktroopers in charge of policing Coruscant. They appear in Free Roam during quests bridging E3M3 with E3M4 and E3M4 with E3M5, and always appear during E3M4: Senate Showdown. They are similiar to 41-st Elite Corps Clone Troopers in sense they do not have actually working classes, with most of them either behaving like normal Assault (Free Roam) or being forced into melee combat only (E3M4 only). ALTHOUGH their Specialists DO actually work properly.

Health: 100 each.

Speed: Normal (Stationary for Specialists)

Attacks: Blaster Shot (Sniper Shot for Specialists), Fist Punch (Rifle Push for Specialists) and Strong Fist Punch.

Script: Ranged Weapons Enemy for Assault, Commander and Officer. Sniper AI for Specialists.

Toughness: Fodder, but Specialsits are Regulars.

Strength: Same as with 41-st Elite Corps Clone Troopers, but plus Specialist's ability to deal a lot of damage with pinpoint accuracy and ability to throw people away. Given the enough amount of Cover System specifically deployed by them around Coruscant, they mitigate low accuracy by blindfiring from it.

Weakness: They lose their helmet after the first head shot resisted.

Special: One and only Coruscant Guard Specialist appears just before E3M4: Senate Showdown.

Fastest way to take down: Head shots, just like with any Stormtrooper.

FO Stormtrooper

Absolutely the same as the Empire's old Stormtroopers. They are armored and their helmet can withstand one shot before falling off, or spinning around. Same F-11D Blaster Rifles and Thermal Detonators. It's safe to say that they are a cheap reskin of normal Stormtroopers, just with different voice modulators.

Health: 100

Speed: Normal

Attacks: Blaster Shot, Fist Punch, Charged Fist Punch, Explosive Throw.

Toughness: Fodder

Strength: Same as Stormtrooper, Sandtrooper, Snowtrooper, Clone Troopers and Sith Trooper.

Weakness: Same as above.

Special: Just like most Stormtroopers they drop armor pieces on death if at least one player character is a Hero or there's Free Play mode.

Fastest way to take down: Shooting their helmet off and shooting them in head again.

FO Stormtrooper Squad Leader

Cheap reskin of Stormtrooper Sergeants, who behave identically, have same weapons, strengths and weaknesses, just they use First Order armor instead.

FO Heavy Assault Stormtrooper

Stormtroopers WITHOUT BACKPACKS who carry SonnBlass FWMB-10K heavy repeating blaster cannons. They behave identically to Sandtrooper Commanders by being able to collapse if shot in a leg, losing their helmet on a headshot, and not dying if shot in the back.

FO Stormtrooper Heavy Gunner

These guys replace Heavy Assaults from E7M1, appearing once in E7M1 alongside a Heavy Assault, once in E8M4, and once aboard The Steadfast, a Resurgent-Class Star Destroyer between E9M3 and E9M4. They wear backpacks UNLIKE HEAVY ASSAULTS, and behave identically to Stormtrooper Heavy Gunners.

FO Stormtrooper Specialist

Stormtroopers armed with DLT-20A Pulse Cannons, who behave identically to Stormtrooper Specialists of Galactic Empire (first appearance - E4M1: Boarding Party). They appear in E7M1, E7M4, E8M4, and their unique First Order Cold Weather Assault Trooper variant appears twice in E9M3. A single Sith Trooper Specialist also appears at the end of second act of E9M5: Be With Me.

Twin Ion Engine Fighter Pilot

Two-three Special Forces TIE Pilots appear in E7M1 and follow Assault AI (being able to resist one headshot and throw explosives). They are identical by behavior to Stormtroopers.

FO Officer

Not as fragile and cowardish as in Classic Trilogy. These follow Assault AI and their hats somehow got magical armor, letting them survive one headshot. They've got more health (as much as Stormtroopers - 100, instead of Imperial Officer's 80), but they cannot throw explosives or phone for help.

Unkar's Thugs

Specifically an Unkar Thug and Unkar Goon. These masked fools are the typical Melee Charger AI enemies with nothing but their fists, and only appear between E7M1 and E7M2, and twice during Free Play on Jakku: Niima Outpost.

Health: 100

Speed: Normal

Attacks: Fist Punch, Charged Fist Punch.

Toughness: Nuisance

Strength: Ability to overwhelm the player by attacking in group from three and more.

Weakness: Absolutely helpless against a player with ranged weapons and/or thrown explosives.

Special: None

Fastest way to take down: Headshot.

Guavian Security

Stereotypical Enemy Soldiers because they're dressed head to toe in red armor. They only appear in E7M3 and in Free Play on Jakku: Niima Outpost. They follow Ranged Weapons AI and die from the first head shot.

Kanjiklub

Kanji mafiosi use one of three character models - edited Razoo Qin-Fee, Crokind Shand or edited Kanjiklub Sniper from the previous game. They all use repeater rifles (which is odd considering how wide their arsenal was back in LSWVII:TFA) and die with the first headshot.

FO Riot Trooper

Cheap Stormtroopers armed with nothing but a Z6 Riot Control Baton (not to be confused with extraordinarily Kick-BACK popular and effective Z6 Rotary Blaster Cannon). Only one appears as a common enemy on E7M1, and one appears as FN-2199 with five times the health as the boss of Takodana.

FO Flametrooper

The real thing. Face it - when somebody sprays highly flammable gel into your face with a force of a Supersoldat's face punch you are well and truly screwed. These idiots use D-93 Incinerator flamethrowers and are the only non-Melee Charger Boss AI enemies who can focribly cancel whatever the player is doing and move them away. Mind it when they spray torrent of fire into your general direction - it will instantly destroy any cover and will let you do nothing until you die.

Health: 100

Speed: Normal. Stationary while prepping his Fire Torrent.

Attacks: Fire Torrent (rapidly deals 2 damage per tick (1/60-th of the second) and applies unique Fear of Fire pain recovery anim, which BYPASSES player's pain resistance), Super Rifle Push (yeah. unlike Sniper's rifle push it also applies Stagger for 5 seconds once the character gets back up.)

Toughness: Heavy

Strength: Incredibly powerful mid-range weapon. Siphons health like hell. Forcibly cancels any movenemt, attacks and in-process animations and forces the player to step the hell away. Very wide attack width and notably long range (one full melee range). Turns the player into a target practice dummy with his melee attack.

Weakness: Will have his helmet shot off with the first head shot, very much unlike Heavy Gunners. Instantly dies if shot in the back (taking 200 damage, measured by shooting a 400-health playable Flametrooper, who also takes additional damage from the back). Collapses to leg shots. Helpless past medium range. Very fragile for such a powerful enemy type.

Special: The second appearance of an Area Denial AI enemy type in entire LEGO franchise (the first to date being Flamethrower Parademon in LEGO DC Super-Villains, who was even stronger), who can be normally fought as a normal enemy (because Flametroopers in LSWVII:TFA were cheap justifications for no-go zones and would never really try to kill the player, or having it impossible for them to kill the player without one going into their line of fire, and who could only be killed with Levolution Damage through silly improvised LEGO builds).

Note: I do not consider Klaue Henchmen flamethrowers, and any Super Heavy armed with a Flamethrower in LEGO Marvel Super Heroes 2 an actual enemy type, as they merely serve as rather a stationary natural threat, that can be stunned by a ranged attack and punched in the face. In the next game however, Flamethrower Parademon is a fully scripted enemy type that, once completing his rev-up animation, will run towards the player to stunlock, and kill them with fire damage, unless they managed to gear up The Rookie to be hazard-resistant, making them virtually jokes.

Fastest way to take down: Throw a grenade behind them. They can also be humiliated by turning into an Extra who is ignored by Villains and kick them in the backpack. They are also nothing if targeted by an allied Flametrooper (meaning you're playing as one), and will easily fall to the taste of their own medicine.

Casino Bouncer

For those who like me are annoyed by Rylothian natives, you can unfavourite this guide and generally refund the game, no offense. This super toughnuts beefy tank who will rip you in half if you dare look at him wrong, Baron-of-Hell-style absolutely harmless bouncer is really easy to defeat, and is not really an enemy. It is a non-playable character scripted to stand in place and constantly Rifle-Push the player if they try to go through without shooting him, shooting near him, making a distraction, or killing him otherwise. He only appears during the story section of Canto Bight right before E8M2: Master Codebreak Out

Health: 100

Speed: Stationary, but Flees in Terror if fired upon.

Battle Script: Unique

Attack: Rifle Push only

Toughness: Ambient

Strength: Never makes a move and keeps pushing the player away, add to it constantly offending the player in native Huttese.

Weakness: Past his Rifle Push he never directly assaults the player, and will generally run away if he is shot. Any distraction will permanently draw him away and open up the way to Master Codebreaker's table.

Special: The only fully scripted NPC that cannot deal damage at all, despite having a fully-scripted direct attack, and the only enemy type in entire game not to directly attack the player past his only scripted sequence.

Fastest way to take down: Do anything - shoot someplace, and he will run away like a child.

Canto Bight Police Officer

Pigs which watch over the Canto Bight Casino Jail, armed with what appears to be Finn's EL-16 HFE. They are scripted as Extra characters (because that's exactly what your player marker swaps to when you disguise FN-2187 and/or Rose Tico), but they share a thing with Stormtroopers - ability to drop armor, which is part of the level's completion where they appear (E8M2: Master Codebreak Out). During the riot sequence they are shown to be incredibly dumb and stupid, as they can quit assaulting Finn/Rose after being aggravated for like 5 seconds, and resume running circles around the jail block, making it kinda hard to achieve the "Isn't It Ironic?" level challenge in story mode for Max Possible Level Completion runs.

Health: 100

Speed: Normal

Battle Script: Ranged Weapons Enemy AI

Attacks: Blaster Shot, Fist Punch, Charged Fist Punch, Grenade Throw (never seen in use, but if Finn/Rose obtain their uniform, they can throw grenades)

Toughness: Fodder

Strength: They attack in numbers of five (more during the riot), and more often than not they break the Fair Treatment Act and start shooting at Finn/Rose despite them not yet having obtained a ranged weapon.

Weakness: Easily Taken Down during the stealth sequence, if player chose to enable the alarm. They collapse to Leg Shots and instantly die to Head Shots, so they're generally the most ordinary Ranged Weapons Enemies.

Special: They are the only non-Stormtrooper enemies to drop their armor pieces in a level, and for their armor set to grant the character Villain powers, and not be a Villain character in game code (they're Extras as noted above and from the player marker).

Fastest way to take down: Headshot or Melee Takedown during stealth sequence.

First Order Jet Trooper

One of the most annoying enemies found during Don't Thread On Me! (because they present no threat at all in E9M2: They Fly Now! due to scripted invulnerability of Rey's speeder). They erratically fly around horizontally and randomly fire their rocket launcher to substationally damage The Threadable (they are also covered by Specialists, who will ignore the player and shoot The Threadable as well, magically damaging it too). Best way to go with them is to pick something with high damage per second (T-21, for instance), turn on Homing Shots, and fire away until they die.

Health: 100

Speed: Scripted Movement Pattern

Battle Script: Unique

Attack: Rocket Launch

Toughness: Heavy

Strength: VERY agile in air, and nearly impossible to hit without using a Scattershot Bounty Hunter weapon or Homing Shots aim assist cheat. Cannot have his helmet shot off for some reasons, and has no sense to collapse down to Leg Shots due to flying.

Weakness: Takes a while to aim before firing a rocket.

Special: One of not many Aerial enemies in the game, and one of two to use a Rocket Launcher (but they never use it directly against the player on foot).

Fastest way to take down: Shotgun or heavy repeating blaster, with or without aim assist.

First Order Cold Weather Assault Stormtrooper

The enemy type with the longest hard-coded name in The Skywalker Saga. That was a mouthful. Officially they're Snowtrooper Officers, and they appear in E9M3: C-3P-Oh No! alongside First Order Kijimi Officers and UA-TT walkers, all three being unique to the level. They have two AIs: Assault and Sniper, latter having DLT-20A rifle and looking at a yellow Stealth warning circle someplace fixed. One of them is stuck sitting in a 75197 First Order Specialists Battle Pack turret. They are essentially reskins of FO Stormtrooper and FO Stormtrooper Specialist respectively, and can be dealt with just as easily.

Sith Trooper

In the movie they were the last-generation amalgamations between Phase I/II Clone Troopers and First Order Stormtroopers, being equipped with inhibitor chips and with minds degraded even stronger than that of Clones' to be absolutely, fiercely loyal. Here they are just jokes. Just as with FOCWATs they have an Assault and Sniper variant, alongside a uniquely scripted Jet Trooper armed with a blaster rifle. They can be dealt with just as easy as Stormtroopers, and Jet Troopers should be approached just like Geonosian Warriors for their erratic flight pattern.

Snoke Clones

Free Play only enemies encountered during Attack Of The Clones (Again) mission given by Lieutenant Bastian (closest named character from Sequel Trilogy that guy appears to resemble, even having a similiar voice actor). Snoke Clones are jokes, because they are equalized to all other Melee Chargers, and instantly die from head shots. Their horde attacks can be dispelled by Aim-Throwing a Grenade to send them running in terror with a cacophonous screams of fear, which does not really fit into Snoke's neutral behavior.

Health: 100

Speed: Normal

Attacks: Fist Punch, Charged Fist Punch (both unlike Snoke's force-kind of attacks, with him never really making a move with his arms)

Toughness: Fodder

Strength: They appear in huge hordes from eight and more

Weakness: Generally helpless if they are up against the player who by then already has access to Flametrooper, both for his area-of-effect flamethrower to brutalize them up close, and grenades to dispel the crowds. Jet Trooper also works for his instakill Rocket Launcher able to mow down all Snoke Clones in one-two shots.

Special: One of many Snoke variants not available for the player, which DO differ from original Snoke in some way.

Fastest way to take down: Flamethrower, grenades, Rocket Launcher. It is also possible to Panick them as a Jedi to watch them start a massive Monster In-Fighting.

Super Snoke Clones

Boss variants of Snoke Clones, these five bastards are twisted in a ridicolous way by the game designers to make them hilarious to fight. Most of them are Melee Charger Bosses, save for one being a Runaway AI, and other being Unique AI. They only appear in the penultimate Sith Acolyte quest line.

Health: 500, like all bosses

Speed: Normal, Sprint Only for Speedy Snoke, Teleport Only for Funky Snoke.

Battle Script: Melee Charger Boss AI for Droid, Backwards and Gentleman Snokes, Runaway AI for Speedy Snoke, Unique AI for Funky Snoke.

Attacks: Chain Strikes, Ground Slam, Shoulder Charge, Saber Flurry / Smokescreen Throw / Grenade Throw, Teleport.

Toughness: Boss / Ambient

Strengths: High health roster, essentially all the strengths of most Melee Charger Boss AI enemies. / None / Constant spam of gas and unpredictable teleports combined with Knockback-causing confetti bombs. Instant pisspants teleport away in case player tries to melee Funky Snoke.

Weakness: Rocket Launcher (all five) / Obi-Wan's, Kit Fisto's and Kanan Jarrus' Force Push And Ball-Kick which ignores Pain Resistance of anything (melee ones) / Bounty Hunter with Scatteshot 3 and Enemy Detector 3 which cancels his gas invisibility (Funky Snoke).

Special: All five bosses have different AI other than Droid, Gentleman and Backwards Snokes, who share similiar Melee Charger Boss AI.

Baby Beldon

Five undersized Beldons appear in The Last Beldon quest given by a Ugnaught in Bespin: Cloud City hub. They generally follow the same Aerial AI as Steelpecklers and Bogwings, but are much easier to deal with due to their massive hitbox and sluggish speed. All five can be defeated without even allowing them to start attacking, from any distance.

Health: 100

Speed: Very Slow (Flight)

Battle Script: Unique (Bird AI), same as Steelpeckler and Bogwing

Attacks: Swoop

Toughness: Ambient

Strength: Ability to knock the player over, like Bogwing, complete immunity to damage while Swooping (when the warning circle is fully visible under the player, from start til end of the sequence.)

Weakness: BIG hitbox and ability to take damage from any distance makes it a target practice dummy for snipers.

Special: The first and probably the last appearance of an inappropriately scaled Beldon in LEGO games.

Fastest way to take down: Rocket Launcher with Homing Shots aim assist on.

Komodo Dragon


LSW:TSS Enemy Types manual image 492

The closest real-life equivalent to whatever the hell these lizards are. "Komodo Dragons" are the only hostile fauna on Dagobah: Dragonsnake Bog hub, which constantly respawn around the map, hunting for Pikobi and player. They also appear alongside unique hostile Bogwings during Episode 4: A New Home quest for R5-D4. They are not encountered until the completion of E6M5: Fulfill Your Destiny.

Health: 100

Speed: Slightly slower than normal

Attacks: Rapid bite (which cannot be dodged in any way, but can be parried by Jedi and Sith).

Script: Melee Charger AI

Toughness: Nuisance enemy

Strengths: Ability to deal melee damage as soon as it starts playing the bite animation, and even do so while intercepting your Stunlock-delivering melee attack. Has health comparable to a Stormtrooper.

Weakess: Completely lacks ranged attacks, and is slow to hit its top speed.

Bogwing


LSW:TSS Enemy Types manual image 502

Strange pteranodon-like flying enemies, who are found passively roaming the airspace above Dagobah: Dragonsnake Bog and Naboo: Lake Paonga. Hostile Bogwings only appear in Episode 4: A New Home and Bogwing Blunder quests on respective planets. They follow the same AI as Steelpecklers and can only be damaged while they are not attacking.

Health: 100

Speed: Slow (flight)

Attack: Claw swoop (throws everyone inside warning circle away, deals 25 melee damage)

Script: Unique (shares the same Aerial AI with Steelpecklers found on Jakku: Niima Outpost)

Toughness: Nuisance enemy

Strength: Ability to ignore any kind of retaliatory/interception fire while it performs its Claw Swoop, and can knock any character over with its attack. Can Fly, making targeting it harder with slow-moving blaster bolts.

Weakness: Can be damaged within 10-second cooldown after its melee attack.

Special: Bogwing shares its AI with Steelpeckler, and strangely, health size, which is incredibly frustrating, seeing how small Steelpecklers are and how big Bogwings are, they just can't be identically strong.

Fastest way to take down: Obtain a First Order Jet Trooper and set Homing Shots aim assist option on. Then just launch a rocket and see it get gibbed. Otherwise rapid-fire weapons are necessary.

Bounty Hunters

These are the only enemy types in entire game to have a huge number of preset skins. They can appear as many species, but all are equalized to either a Melee Charger AI or Ranged Weapons AI. The nine Bounty Hunters found in Raiders Of The Great Temple on Yavin 4 have notably higher health supply (~300 each, plus immunity to headshot instakill as I remember), and six Bounty Hunters accompanying The Crimson Corsair during Dodgy Dealings carry the super rare RPS-6 Rocket Launchers, which can normally only be found in Weapon Drop Crates on Classic Trilogy worlds / levels.

Health: 100 (300 in Raiders of The Great Temple)

Speed: Normal

Battle Script: Melee Charger AI (Canto Fight, for example), Ranged Weapons AI otherwise.

Attacks: Blaster Shot, Fist Punch, Charged Fist Punch, Rocket Launch (Dodgy Dealings only).

Toughness: Fodder / Regular (Dodgy Dealings and Raiders of the Great Temple only)

Strength: They attack in numbers, and with slightly more accuracy than Stormtroopers. They go for cover, if any is currently available. They shout out offensive Battle Calls.

Weakness: All collapse to a Leg Shot and most of them instantly die to a Head Shot.

Special: They have the highest roster of variants:

Blas Tyran

Hooded Eyepatch

Devaronian Male (also notable for appearing ten times piloting the Golden IG-2000)

Devaronian Female

Rodian

Tarish Juhden

Bith (Ambushes only)

Teedo (Ambushes only)

Any of 5 reused skins from Weequay Guards

Reused skin from Twi'Lek Dancers (civilian dress) from the starting part of E6M1: A Plan To Save Han, notably appearing in one of ambushes and Raiders of The Great Temple with boosted health.

Unique green Twi'Lek with Bounty Hunter clothes appearing during Snake Oil Salesman at one of the lockers.

Shadow Hunter Dealer-like with hood, cape, glasses and Tarish Juhden's shirt and pants.

With a beige beanie and black gas mask, with Tarish Juhden's shirt and normal pants. (notable appearance at Chalmun's, telling Luke and Obi-Wan to get their droids the hell out.)

Fastest way to take down: Headshot. If not, then Flamethrower, Shotgun, Heavy Repeating Blaster Rifle, Grenades and Rocket Launcher.

501-st Legion Clone Troopers

Essentially replacing Coruscant Guard clone troopers for the post-release patched Venator ship highjacking event. They only differ cosmetically and offer no challenge.

TT-2005

A unique named Boss variant of Stormtrooper Heavy Gunner wearing a vent backpack (and oddly walks up in his opening cutscene holding a keycard instead of his signature T-21 Light Repeating Blaster due to game rules). TT-2005 strangely does not follow the regular TK-something trooper identification nomenclature, and both his initials and 4-digit number refer to the foundation of Traveller's Tales Games, year 2005, and coincidentally, the release year of their first LEGO game - LEGO Star Wars The Videogame. Post Scriptum - I will have to look into him whether or not can he ignore Obi-Wan's Force Push And Ball-Kick strong attack, but he definently can breathe fire without having to backpedal from it.

Health: 1000

Speed: Stationary

Battle Script: Gunner AI

Attack: Suppression Fire

Toughness: Super Heavy / Boss

Strengths: All strengths of a Stormtrooper Heavy Gunner plus insane health and immunity to painlocks.

Weakness: (Can he be pushed away and kicked below the belt by Obi-Wan?) Never makes a move, making him an easy target for rapid-fire weapons, and all his gunfire can be mirrored back into him by a Jedi/Sith player. He is absolutely helpless against Phasma due to her Mirror Armor. (Can he be scared by explosives?)

Special: The only Heavy Gunner in entire game to be a Boss, and the only non-Officer enemy type to possess a Key Card.

Rebel Fleet Trooper

Most of the times they appear as hostiles to Stormtroopers, and are scripted to never attack the player. The only time they appear as main enemies is during the highjack event of Home One, and no more. They share traits with all other Ranged Weapons AI enemies, and will instantly die to a headshot.

Woolatrooper

Uniquely reskinned Phase II Clone Troopers made as part of "Woolatrooper Project" to phase out the older clone troopers, hosted by prime minister Lama Su himself. These are simply inferior to Clone Troopers for not having a helmet (making them vulnerable to headshots), and they, like Clone Troopers, cannot change roles depending on their weapon (ones wielding long-barrelled rifles will still shoot like an Assault, instead of shooting it rapidly from the hip). One unique Woolatrooper appears to wield D-93 Incinerator by the end of Teen Mutant Ninja Woolamanders (or is that Troopers?) quest given by Barris Offie, but strangely lacks a backpack, making it harder to kill than First Order Flametrooper. It doesn't usually survive long enough to use it anyway, considering that the player by then already has heavy weapons and Bounty Hunters.

Runners

All characters/enemies who flee the dialogue zone after poofing an M22 Smokescreen grenade are characterized as Runner AI. These include Enigmatic Neimodian, Aurra Sing, Kyber Swiper (really an unarmed Weequay Guard), Faulty Mouse Droid, Faulty Pit Droid, Faulty R-3P0, Speedy Snoke, Sy Snootles (disgusting), Dodgy Droid Dealer, a Scurrier, a Pikobi and Bossk. They all share the same ability to throw Smokescreen (save for droids for not having limbs to do so), run almost as fast as the player, spawn an incredibly annoying chase theme and have 5-seconds-long invincibility frame every time they take damage.

Best way to kill them is the Rocket Launcher used by Jet Trooper.

Closing Chapter

Obviously due to, or thanks to, the new Entity engine, enemies in LEGO Star Wars: The Skywalker Saga have been heavily weakened, comparing them to mainline enemies in games like LEGO DC Super-Villains, for instance, but thanks to the game letting more Weapon Specialists join the combat, it made fighting more Battlefield- or Far Cry-like, where a specifically set roster of enemy classes exist, and all factions (enemy ones anyway) follow it.

So all of them can be easily dealt with, and theoretically LSW:TSS is one of not many LEGO games which can be completed from the beginning to the end without ever dying.

Good luck!

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2977033012					

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