Enemy Guide

Enemy Guide

Enemy Mechanics


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Enemy Locations

Enemies occupy spaces in a 3 by 3 grid in front of the player. The grid is composed of three horizontal rows and three vertical lanes. Up to one grounded enemy or obstacle and one flying enemy can occupy each space of the grid.

Actions

Enemies and bosses use actions to move, attack the player, and do various other things. Enemies use their actions during each enemy phase. Each type of enemy has a specific set of actions that it uses in patterns.

Enemies can use one action per enemy phase by default, and Enraged enemies can use two actions per enemy phase by default. Depending on the specific room layout, certain enemies sometimes have one less action during the first enemy phase of a room.

When an enemy is boogered, it must use one action to remove each booger before it can use other actions. In most cases, if an enemy or boss with three or more actions starts an enemy phase with two or more boogers, its number of actions during that enemy phase is reduced to two.

Patterns

All enemies and bosses use patterns to determine what action they will perform next. A pattern is a set of actions that repeat in order indefinitely or until their circumstances change. For example, Dips use the following pattern when in the front row:

Prime → AttackThus, a Dip will use its first action to prime, its second action to attack, its third action to prime, and so on.

Summoned Enemies

Certain enemies are able to spawn enemies in a variety of ways. When an enemy attempts to spawn an enemy in an occupied space, no enemy spawns. Enemies spawned during an enemy phase start with all actions available.

Damage Resistance

Some enemies can resist certain types of damage:

An enemy with Full Damage Resistance takes no damage from all sources.

An enemy with Puzzle Damage Resistance takes no damage from puzzle attacks, such as bone and tooth tile combos, and has a sword symbol.

An enemy with Spell Damage Resistance takes no damage from spells and has a puzzle piece symbol.Puzzle Damage Resistance and Spell Damage Resistance do not prevent damage from poison and certain trinkets.

Enraged Enemies

Some enemies are Enraged, allowing them to use two actions per enemy phase instead of one. Enraged enemies appear with a red vein symbol on them.

Green Clouds

Certain enemies can spawn green clouds. The next time an enemy or obstacle behind the green cloud is hit, the green cloud launches itself as a Ranged Attack at the player and disappears. At the end of the second enemy phase after the green cloud is created, it disappears.

Most attacks trigger green clouds immediately upon hitting an enemy behind a green cloud. However, certain types of damage only act as a delayed trigger upon damaging an enemy behind a green cloud; when these types of damage would trigger a green cloud, the green cloud doesn't launch itself at the player until the player throws a booger, makes another attack of any kind, or uses any spell that involves targeting enemies. The types of damage that act as a delayed trigger include:

Mega Boner combos

Mega Chomper combos

Damage inflicted during an enemy phase, including:

Poison damage

Passive damage from the Attack Fly spell

Retaliatory damage from the Barbed Wire, Brown Belt, Euthanasia, and Orange Belt spells

Retaliatory damage from the Norovirus trinket

Red Bubbles

Red Blobby enemies can spawn red bubbles. The next time an enemy in the same space as a red bubble would be damaged or boogered, the red bubble prevents the damage or booger and disappears. When a red bubble absorbs an attack, the enemy it is protecting acts as though it took damage even though no damage is taken.

Champion Crowns

When entering an enemy room, there is a small chance that one of the enemies will spawn with a champion crown. The chance that a room will have a champion enemy depends on the current chapter:

In Chapter 1, there is a 5% chance that a champion enemy will spawn.

In Chapter 2, there is a 10% chance that a champion enemy will spawn.

In Chapter 3, there is a 15% chance that a champion enemy will spawn.

In Chapter 4, there is a 20% chance that a champion enemy will spawn.Champion enemies do not spawn in boss rooms.

The different champion crowns and their effects are listed below:

Image Name Effect Black Crown The enemy's attacks deal a full heart of damage. Blue Crown No effect. This crown was intended to allow the enemy to dodge attacks, however this is not implemented in the game. Brown Crown When the enemy damages the player or dies, it drains all of the player's mana. Green Crown Upon death, the enemy creates an explosion that acts as an Attack action when in the front row. Grey Crown The enemy's starting health is doubled. Pink Crown No effect. This crown was intended to cause the enemy to spawn a clone on death, however this is does not function in the game. Purple Crown When the enemy damages the player or dies, a curse tile is placed on the puzzle board. Red Crown The enemy gains one health each enemy phase, but not beyond nine health. Yellow Crown The enemy appears Enraged and has two actions per enemy phase.

Enemies 1


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Dip

HP: 1

Appears in Chapters 1, 2, and 4.

Notes

During the Loaf boss fight:

All Dips have a chance to spawn with a piece of corn.

When a Dip that has a piece of corn is destroyed by Loaf, the corn is launched at the player as a Ranged Attack.

Dips that have a piece of corn always use the Prime action immediately after using the Attack action.

Dips that are in the middle row have 0 actions each enemy phase.Actions

Move: Moves one row forwards.

Prime: Prepares to attack.

Attack: Attacks from the front row.

Patterns

When a Dip is not in the front row and not in the Loaf boss fight, it uses the following pattern:

MoveWhen a Dip is in the front row and does not have a piece of corn, it uses the following pattern:

Prime → AttackWhen a Dip has a piece of corn and is in the front row, it uses the following pattern:

AttackSquat

HP: 3

Appears in Chapters 1, 2, and 4.

Actions

Prime: Prepares to attack.

Ranged Attack: Attacks from any row.

Patterns

Squats always use the following pattern:

Prime → Ranged Attack

Tall Boy

HP: 4

Appears in Chapters 1, 2, and 4.

Actions

Create Cloud: Spawns a green cloud in front of itself.

Summon Dip: Spawns a Dip in front of itself. Does nothing if there is no available space in front of itself.

Patterns

When a Tall Boy is behind a green cloud, it uses the following pattern:

Summon DipWhen a Tall Boy is not behind a green cloud, it uses the following pattern:

Create CloudFly

HP: 1

Flight

Appears in Chapters 1, 2, and 4.

Actions

Move: Moves one row forwards.

Prime: Prepares to attack.

Attack: Attacks from the front row.

Patterns

When a Fly is not in the front row, it uses the following pattern:

MoveWhen a Fly is in the front row, it uses the following pattern:

Prime → Attack Pooter

HP: 2

Flight

Appears in Chapters 1 and 2.

Actions

Prime: Prepares to attack.

Ranged Attack: Attacks from any row.

Patterns

Pooters always use the following pattern:

Prime → Ranged Attack

Boom Fly

HP: 2

Flight

Appears in Chapters 1 and 2.

Notes

When a Boom Fly dies, it causes an explosion that acts as an Attack action when in the front row.

When a Boom Fly uses the Attack action or is unable to move forwards when in the middle row, it starts moving backwards. When a Boom Fly enters the back row, it starts moving forwards.

Actions

Move: Moves one row forwards.

Move Backwards: Moves one row backwards.

Prime: Prepares to attack.

Attack: Attacks from the front row.

Patterns

When a Boom Fly is not in the front row and is moving forwards, it uses the following pattern:

MoveWhen a Boom Fly is moving backwards, it uses the following pattern:

Move BackwardsWhen a Boom Fly is in the front row and is moving forwards, it uses the following pattern:

Prime → AttackTato Kid

HP: 2

Appears in Chapter 1.

Notes

When a Tato Kid dies, it spawns a Leaper at its current position.

Actions

Move: Moves one row forwards.

Prime: Prepares to attack.

Attack: Attacks from the front row.

Patterns

When Tato Kid is not in the front row, it uses the following pattern:

MoveWhen a Tato Kid is in the front row, it uses the following pattern:

Prime → AttackLeaper

HP: 2

Appears in Chapters 1 and 3.

Actions

Prime: Prepares to attack.

Ranged Attack: Attacks from any row.

Patterns

Leapers always use the following pattern:

Prime → Ranged Attack

Suck

HP: 3

Appears in Chapter 1.

Actions

Prime: Prepares to attack.

Ranged Attack: Attacks from any row.

Mana Drain: Drains all of the player's mana.

Patterns

Sucks always use the following pattern:

Prime → Ranged Attack → Mana Drain

Imposter

HP: 3

Appears in Chapters 2 and 3.

Actions

Move: Moves forwards by one row.

Prime: Prepares to attack.

Attack: Attacks from the front row.

Patterns

When an Imposter is not in the front row, it uses the following pattern:

MoveWhen an Imposter is in the front row, it uses the following pattern:

Prime → AttackGreedling

HP: 3

Appears in Chapter 2.

Notes

Upon hitting the player, Greedlings cause the player to lose one coin.

Greedlings always appear Enraged, however they actually only have one action by default. This is likely a visual bug.

Actions

Move: Moves forwards by one row.

Prime: Prepares to attack.

Attack: Attacks from the front row.

Patterns

When a Greedling is not in the front row, it uses the following pattern:

MoveWhen a Greedling is in the front row, it uses the following pattern:

Prime → Attack

Enemies 2


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Mask

HP: 2

Spell Damage Resistance

Appears in Chapters 2, 3, and 4.

Actions

Move: Moves forwards by one row.

Prime: Prepares to attack.

Attack: Attacks from the front row.

Patterns

When a Mask is not in the front row, it uses the following pattern:

MoveWhen a Mask is in the front row, it uses the following pattern:

Prime → AttackDig Dig

HP: 1

Full Damage Resistance

Appears in Chapters 2 and 3.

Notes

When a Dig Dig is hit, it will hide in its hole. Dig Digs have Full Damage Resistance and cannot be hit by most attacks when hiding. If each Dig Dig in the room is hiding, they all die.

Actions

Prime: Prepares to attack.

Ranged Attack: Attacks from any row.

Prepare: Prepares to come out of its hole.

Rise: Comes out of its hole.

Patterns

When a Dig Dig is not hiding, it uses the following pattern:

Prime → Ranged AttackWhen a Dig Dig is hiding, it uses one of the following patterns:

Prepare → RisePrepare → Prepare → RiseBurfer

HP: 3

Appears in Chapters 2 and 3.

Notes

When a Burfer is not behind another enemy, it sometimes uses the Tunnel action instead of its usual action.

A Burfer will sometimes use the Heal action instead of its usual action.

Actions

Prime: Prepares to attack.

Ranged Attack: Attacks from any row.

Tunnel: Moves behind another enemy or to a random space.

Heal: Increases the health of another enemy by one. Only uses this action on enemies that are below their starting health.

Patterns

Burfers always use the following pattern:

Prime → Ranged AttackLarry

HP: 5

Appears in Chapter 2.

Notes

When a Larry is hit and is not currently boogered, it instantly uses the Create Cloud action; if a Larry is hit and boogered at the same time from the Sinus Infection trinket, it does not use the Create Cloud action. A Larry will rarely use the Prime and Ranged Attack actions when it would usually use the Strafe action.

Actions

Prime: Prepares to attack.

Ranged Attack: Attacks from any row.

Strafe: Moves horizontally to the nearest available space in its current row.

Create Cloud: Spawns a green cloud in front of itself.

Patterns

When there are no available spaces adjacent to a Larry in its current row, it uses the following pattern:

Prime → Ranged AttackWhen there are available spaces adjacent to a Larry in its current row, it uses the following pattern:

StrafeLongits

HP: 4

Flight

Appears in Chapters 2 and 3.

Notes

When a Longits is hit or boogered, it will curl itself. When a Longits is curled, it unprimes and cannot be hit by most attacks. When curled, all incoming damage is halved, rounded down. A Longits will always instantly uncurl itself before using any action.

Actions

Move: Moves forwards by one row.

Prime: Prepares to attack.

Attack: Attacks from the front row.

Patterns

When a Longits is not in the front row, it uses the following pattern:

MoveWhen a Longits is in the front row, it uses the following pattern:

Prime → AttackGreen Blib

HP: 2

Appears in Chapter 2, exclusively during the Gibs boss fight.

Actions

Move: Moves forwards by one row.

Prime: Prepares to attack.

Attack: Attacks from the front row.

Patterns

When a Green Blib is not in the front row, it uses the following pattern:

MoveWhen a Green Blib is in the front row, it uses the following pattern:

Prime → AttackSkully B.

HP: 3

Enraged

Spell Damage Resistance

Appears in Chapter 3.

Actions

Move: Moves forwards by one row.

Prime: Prepares to attack.

Attack: Attacks from the front row.

Patterns

When a Skully B. is not in the front row, it uses the following pattern:

MoveWhen a Skully B. is in the front row, it uses the following pattern:

Prime → AttackSkully P.

HP: 4

Enraged

Puzzle Damage Resistance

Appears in Chapter 3.

Actions

Move: Moves forwards by one row.

Prime: Prepares to attack.

Attack: Attacks from the front row.

Patterns

When a Skully P. is not in the front row, it uses the following pattern:

MoveWhen a Skully P. is in the front row, it uses the following pattern:

Prime → AttackCultist

HP: 5

Appears in Chapters 3 and 4.

Notes

A Cultist will rarely use the Fright action instead of its usual action. Upon damaging the player, it will instantly use the Curse action.

Actions

Move: Moves forwards by one row.

Prime: Prepares to attack.

Attack: Attacks from the front row.

Fright: Darkens a few tiles on the puzzle board, obscuring them.

Curse: Places a curse tile on the puzzle board.

Patterns

When a Cultist is not in the front row, it uses the following pattern:

MoveWhen a Cultist is in the front row, it uses the following pattern:

Prime → Attack

Enemies 3


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Floater

HP: 5

Flight

Appears in Chapter 3.

Actions

Double Curse: Places two curse tiles on the puzzle board.

Summon Enemy: Spawns an enemy at a random space. The enemy will be either a a Dip, a Squat, a Fly, a Tato Kid, a Leaper, or a Pooter.

Patterns

Floaters always use the following pattern:

Double Curse → Summon EnemyRed Floater

HP: 5

Flight

Appears in Chapters 3 and 4.

Actions

Enrage: Causes a random other enemy to appear Enraged, have one additional action, and deal a full heart of damage during the next enemy phase.

Prime: Prepares to attack.

Double Ranged Attack: Attacks twice from any row.

Patterns

Red Floaters always use the following pattern:

Enrage → Prime → Double Ranged AttackBlobby

HP: 3

Appears in Chapters 2 and 4.

Notes

Depending on the room layout, a Blobby will spawn with or without its upper portion. When a Blobby is hit and it has its upper portion, it takes no damage and loses its upper portion.

Actions

Prime: Prepares to attack.

Ranged Attack: Attacks from any row.

Patterns

Blobbys always use the following pattern:

Prime → Ranged AttackRed Blobby

HP: 4

Appears in Chapters 3 and 4.

Notes

Depending on the room layout, a Red Blobby will spawn with or without its upper portion. When a Red Blobby is hit and it has its upper portion, it takes no damage and loses its upper portion.

Actions

Summon Bubble: Randomly chooses a space occupied by an enemy and spawns a red bubble in the chosen space.

Prime: Prepares to attack.

Ranged Attack: Attacks from any row.

Patterns

If any spaces that are occupied by enemies do not have a red bubble, a Red Blobby will use the following pattern:

Bubble → Prime → Ranged AttackIf all spaces that are occupied by enemies have a red bubble, a Red Blobby will use the following pattern:

Prime → Ranged AttackBlack Blobby

HP: 5

Appears in Chapter 4.

Notes

Depending on the room layout, a Black Blobby will spawn with or without its upper portion. When a Black Blobby is hit and it has its upper portion, it takes no damage and loses its upper portion. Upon getting hit, a Black Blobby will instantly use the Mana Drain action.

Actions

Doom: Randomly chooses one of the player's spells and makes it unavailable during the player's turn.

Prime: Prepares to attack.

Ranged Attack: Attacks from any row.

Mana Drain: Removes all of the player's mana.

Patterns

Black Blobbys always use the following pattern:

Doom → Prime → Ranged AttackBlib

HP: 2

Enraged

Appears in Chapters 3 and 4.

Actions

Prime: Prepares to attack.

Attack: Attacks from the front row.

Patterns

When a Blib is not in the front row, it uses the following pattern:

MoveWhen a Blib is in the front row, it uses the following pattern:

Prime → AttackWhisp

HP: 3

Flight

Spell Damage Resistance

Appears in Chapter 3.

Actions

Move: Moves forwards by one row.

Prime: Prepares to attack.

Attack: Attacks from the front row.

Patterns

When a Whisp is not in the front row, it uses the following pattern:

MoveWhen a Whisp is in the front row, it uses the following pattern:

Prime → AttackSpookie

HP: 2

Flight

Appears in Chapters 3 and 4.

Notes

Each instance of incoming damage to a Spookie is limited to 1, with the exception that critical hits double damage like normal. Upon taking damage, a Spookie will instantly use the Curse action.

Actions

Prime: Prepares to attack.

Ranged Attack: Attacks from any row.

Move Loss: Reduces the players' starting moves by one for their next turn, but not below one move.

Curse: Places a curse tile on the puzzle board.

Patterns

Spookies always use the following pattern:

Move Loss → Prime → Ranged AttackHost

HP: 4

Appears in Chapter 3.

Notes

When a Host's head is lowered, it has Full Damage Resistance. When a Host's head is raised, it occupies both the grounded and flying portions of its current space.

Actions

Prime: Prepares to attack. Cannot be used if there is a flying enemy above this enemy.

Rising Ranged Attack: Raises its head and attacks from any row. Cannot be used if there is a flying enemy above this enemy.

Lower Head: Lowers its head.

Patterns

Hosts always use the following pattern:

Prime → Rising Ranged Attack → Lower HeadMana Wisp

HP: 1

Flight

Full Damage Resistance

Appears in Chapter 3, exclusively during the Pyre boss fight.

Notes

Mana Wisps spawn randomly colored of one of the five colors of mana: white, brown, green, grey, or yellow. When the player makes a tile combo of the same color as a Mana Wisp's color, it disappears.

Actions

Move: Moves forwards by one row.

Prime: Prepares to attack.

Attack: Attacks from the front row.

Patterns

When a Mana Wisp is not in the front row, it uses the following pattern:

MoveWhen a Mana Wisp is in the front row, it uses the following pattern:

Prime → Attack

Enemies 4


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Meat Golum

HP: 7

Enraged

Appears in Chapters 3 and 4.

Notes

When a Meat Golum uses an action or unboogers itself, it instantly uses the Heal action. When a Meat Golum gets hit when primed and it is not currently boogered, it instantly uses the Heal action. When a Meat Golum hits the player, it instantly uses the Move Loss action.

Actions

Move: Moves forwards by one row.

Prime: Prepares to attack.

Attack: Attacks from the front row.

Move Loss: Reduces the players' starting moves by one for their next turn, but not below one move.

Heal: Gains one health, but not above seven health.

Patterns

When a Meat Golum is not in the front row, it uses the following pattern:

MoveWhen a Meat Golum is in the front row, it uses the following pattern:

Prime → AttackJib

HP: 5

Enraged

Spell Damage Resistance

Appears in Chapter 4.

Notes

When a Jib takes puzzle damage, it transforms into a Nib.

Actions

Move: Moves forwards by one row.

Prime: Prepares to attack.

Attack: Attacks from the front row.

Patterns

When a Jib is not in the front row, it uses the following pattern:

MoveWhen a Jib is in the front row, it uses the following pattern:

Prime → AttackNib

HP: 5

Enraged

Puzzle Damage Resistance

Appears in Chapter 4.

Notes

When a Nib takes spell damage, it transforms into a Jib.

Actions

Move: Moves forwards by one row.

Prime: Prepares to attack.

Attack: Attacks from the front row.

Patterns

When a Nib is not in the front row, it uses the following pattern:

MoveWhen a Nib is in the front row, it uses the following pattern:

Prime → AttackSucker

HP: 2

Flight

Appears in Chapter 4.

Notes

For each Sucker in the current room, whenever the player would gain mana, they gain 1 less mana of that color.

Actions

Mana Drain: Removes all of the player's mana.

Patterns

Suckers always use the following pattern:

Mana Drain

Screecher

HP: 2

Flight

Appears in Chapter 4.

Actions

Move Loss: Reduces the players' starting moves by one for their next turn, but not below one move.

Patterns

Screechers always use the following pattern:

Move Loss

Mirror

HP: 4

Flight

Appears in Chapter 4.

Notes

The true Mirror spawns alongside a clone.

When the clone is hit, it instantly uses the Curse action and disappears.

When the true Mirror is hit, it takes damage like normal and instantly uses the Regenerate action.

Actions

Prime: Prepares to attack.

Ranged Attack: Attacks from any row.

Regenerate: Revives the clone to the true Mirror's current health. Both Mirrors move to random positions.

Curse: Places a curse tile on the puzzle board.

Patterns

When both Mirrors are alive, they use the following pattern:

Prime → Ranged AttackWhen only the true Mirror is alive, it uses the following pattern:

RegeneratePoofer

HP: 3

Enraged

Flight

Appears in Chapters 3 and 4.

Notes

When a Poofer dies, it causes an explosion that acts as an Attack action when in the front row and increases the health of all enemies in adjacent spaces by one, including diagonal spaces.

Actions

Move: Moves forwards by one row.

Prime: Prepares to attack.

Attack: Attacks from the front row.

Patterns

When a Poofer is not in the front row, it uses the following pattern:

MoveWhen a Poofer is in the front row, it uses the following pattern:

Prime → AttackMega Poofer

HP: 6

Enraged

Flight

Appears in Chapter 4.

Notes

When a Mega Poofer dies, it causes two explosions that act as an Attack and a Ranged Attack and increase the health of all enemies in adjacent spaces by four, including diagonal spaces.

Actions

Move: Moves forwards by one row.

Prime: Prepares to attack.

Attack: Attacks from the front row.

Patterns

When a Mega Poofer is not in the front row, it uses the following pattern:

MoveWhen a Mega Poofer is in the front row, it uses the following pattern:

Prime → AttackCurser

HP: 3

Flight

Appears in Chapter 4.

Actions

Curse: Places a curse tile on the puzzle board.

Patterns

Cursers always use the following pattern:

Curse

Keeper

HP: 6

Flight

Appears in Chapter 4 and the tutorial.

Actions

Move: Moves forwards by one row.

Prime: Prepares to attack.

Ranged Attack: Attacks from any row.

Patterns

When a Keeper is not in the front row, it uses the following pattern:

Move → Prime → Ranged AttackWhen a Keeper is in the front row, it uses the following pattern:

Prime → Ranged AttackDaddy Tato

HP: 8

Enraged

Appears in Chapter 4.

Notes

When a Daddy Tato attacks the player and is not blocked by poop, it shuffles the player's puzzle board.

At the beginning of each enemy phase, Daddy Tato enemies will instantly use the Heal action.

Actions

Move: Moves forwards by one row.

Prime: Prepares to attack.

Attack: Attacks from the front row.

Heal: Gains 1 health, but not above 8 health.

Patterns

When a Daddy Tato is not in the front row, it uses the following pattern:

MoveWhen a Daddy Tato is in the front row, it uses the following pattern:

Prime → AttackIsaac

HP: 4

Appears in Chapter 4.

Notes

When an Isaac enemy dies, it instantly uses the Move Loss action.

Actions

Move: Moves forwards by one row.

Prime: Prepares to attack.

Attack: Attacks from the front row.

Move Loss: Reduces the players' starting moves by one for their next turn, but not below one move.

Patterns

When an Isaac enemy is not in the front row, it uses the following pattern:

MoveWhen an Isaac enemy is in the front row, it uses the following pattern:

Prime → AttackStony

Full Damage Resistance

Appears in Chapter 4.

Notes

Stony enemies do not have to be defeated for the player to clear the room.

Actions

Prime: Prepares to attack.

Ranged Attack: Attacks from any row.

Patterns

Stony enemies always use the following pattern:

Prime → Ranged Attack

Bosses (Chapter 1)


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Loaf

HP: 10

Actions: 2

Notes

Unlike most bosses, Loaf can be blinded.

Loaf occupies all spaces in its current row.

Loaf sometimes gets knocked back one or two rows when hit.

Sometimes, Loaf uses the Belch action instead of the action it would usually use.

When Loaf is hit, it spawns a Dip on the space directly in front of itself and in each adjacent space in the same row. Dips spawned this way have a chance to spawn with a piece of corn.Actions

Stomp: Moves one row forwards, destroying all enemies in its path. When destroying Dips this way, approximately two tiles on the puzzle board are obscured for each Dip destroyed.

Prime: Prepares to attack.

Smash: Attacks from the front row, and in all three lanes at once; a poop pile in any lane will fully block the attack, but the attack hits poop piles in every lane. Obscures up to eight tiles on the puzzle board.

Belch: Obscures between six and twelve tiles on the puzzle board.

Patterns

When Loaf is not in the front row, it uses the following pattern:

StompWhen Loaf is in the front row, it uses the following pattern:

Prime → SmashThe Duke

HP: 10

Actions: 2

Notes

The Duke occupies all spaces in its current row.

The Duke varies in size between big, medium, and small:When big, each instance of incoming damage is limited to 1.

When medium, each instance of incoming damage is limited to 2.

When small, incoming damage is not limited.

The only exception to The Duke's damage reduction is that critical hits double damage like normal.

When The Duke is big and gets hit, its size is reduced to medium. When The Duke is medium and gets hit, its size is reduced to small.Actions

Prime: Prepares to attack.

Ranged Attack: Attacks from any row.

Grow: Increases in size. If the current size is small, it becomes medium. If the current size is medium, it becomes big.

Summon Flies: Spawns two Fly enemies. Rarely spawns two Pooters instead.

Patterns

When The Duke is big, it uses the following pattern:

Summon Flies → Prime → Ranged Attack → Summon FliesWhen The Duke is not big, it uses the following pattern:

Summon Flies → Prime → Ranged Attack → GrowPeeper

HP: 15

Actions: 3

Notes

Peeper spawns as a body and two eyes:

One eye starts in the front row, and the other starts in the middle row.

The body and the eyes have one movement each.

The eyes have Full Damage Resistance.

When an eye is hit, it immediately uses the Strafe action.

If an eye is in the same row as the body, it has no actions each enemy phase.Actions

Prime: Prepares to attack.

Ranged Attack: Attacks from any row.

Strafe: Moves horizontally to the nearest available space in its current row.

Double Curse: Places two curse tiles on the puzzle board.

Patterns

The body uses the following patterns:

When Peeper is not at low health:

Prime → Ranged Attack

When Peeper is at low health:

Double CurseThe eyes use the following pattern:

Strafe → Prime → Ranged AttackTainted Shy Gals

HP: 10

Actions: 6

Notes

Tainted Shy Gals spawn as a group of three: one of the Shy Gals is the true Shy Gal, one is a clone, and one is tainted:

One of the Shy Gals has three movement per enemy phase, and the other has two movement per enemy phase. The tainted Shy Gal has no movement.

When the true Shy Gal is hit and it has its face plate, it takes no damage and loses its face plate.

When the clone is hit, it curses the player using the Curse action and disappears.

When the tainted Shy Gal is hit, it curses the player using the Curse action and disappears.Actions

Move: Moves one row forwards.

Prime: Prepares to attack.

Attack: Attacks from the front row.

Respawn: Respawns all Shy Gals. All Shy Gals start with full actions.

Curse: Places a curse tile on the puzzle board.

Patterns

The Shy Gal clone and the true Shy Gal when it has its face plate use the following patterns:

When not in the front row:

Move

When in the front row:

Prime → AttackWhen the true Shy Gal does not have its face plate, it uses the following pattern:

Strafe → Prime → Ranged Attack

Bosses (Chapter 2)


Enemy Guide image 689
Enemy Guide image 690
Enemy Guide image 691
Enemy Guide image 692

Dusk

HP: 15

Actions: 4

Flight

NotesDusk sometimes gets knocked backwards one or two rows when hit.

If Dusk is primed and not in the front row, it uses the Ranged Attack action instead of its usual action.

Upon taking damage, if Dusk has taken 3 or more damage this turn since the last time it used the Doom action, it instantly uses the Doom action.Actions

Move: Moves one row forwards.

Prime: Prepares to attack.

Ranged Attack: Attacks from any row.

Doom: Randomly chooses one of the player's spells and makes it unavailable during the player's turn.

Patterns

When Dusk is not in the front row, it uses the following pattern:

MoveWhen Dusk is in the front row, it uses the following pattern:

Prime → Ranged AttackShy Gals

HP: 12

Actions: 6

Notes

Shy Gals spawn as the true Shy Gal and two clones:

One of the Shy Gals has three actions per enemy phase, one has two actions per enemy phase, and one has one action per enemy phase.

When a clone is hit, it instantly uses the Curse action and disappears.

When the true Shy Gal is hit and it has its face plate, it takes no damage and loses its face plate.Actions

Move: Moves one row forwards.

Prime: Prepares to attack.

Attack: Attacks from the front row.

Respawn: Respawns all Shy Gals. All Shy Gals start with full actions. The true Shy Gal regains its face plate. All Shy Gals return to the back two rows.

Curse: Places a curse tile on the puzzle board.

Patterns

The Shy Gal clones and the true Shy Gal when it has its face plate use the following patterns:

When not in the front row:

Move When in the front row:

Prime → AttackWhen the true Shy Gal does not have its face plate, it uses the following pattern:

RespawnGibs

HP: 12

Actions: 2

Notes

Gibs occupies all spaces in its current row.

Gibs spawns alongside two Green Blibs.

When Gibs gets hit and is not currently boogered, it instantly uses the Summon Blib to the Side action.

Upon falling below five health, Gibs becomes angered.

When angered, Gibs has one additional action per enemy phase.Actions

Prime: Prepares to attack.

Ranged Attack: Attacks from any row.

Heal: Heals two health, but not above twelve health.

Small Heal: Heals one health, but not above twelve health.

Summon Blib: Chooses an unoccupied space in the front row and spawns a Green Blib in the chosen space. Does nothing if all of the spaces are occupied.

Summon Blib to the Side: Chooses an unoccupied space in the front row but not in the middle lane and spawns a Green Blib in the chosen space. Does nothing if both of the spaces are occupied.

Patterns

When Gibs is above eleven health and not angered, it uses the following pattern:

Prime → Ranged Attack → Summon BlibWhen Gibs is not above eleven health and not angered, it uses the following pattern:

Heal → Prime → Ranged Attack → Summon BlibWhen Gibs is angered, it uses the following pattern:

Prime → Ranged Attack → Summon Blib → Small HealTainted Peeper

HP: 16

Actions: 4

Notes

Tainted Peeper is composed of a body and two eyes:The body has 3 movement per turn.

The eyes each have 2 movement per turn.

The eyes cannot be damaged.

When an eye is hit, it moves using the Strafe action.

When the body is hit, it sometimes spawns a Blib using the Summon Blib action.Actions

Prime: Prepares to attack.

Ranged Attack: Attacks from any row.

Strafe: Moves horizontally to the nearest available space in its current row.

Curse: Places a curse tile on the puzzle board.

Summon Blib: Spawns a Blib next to itself. Unlike naturally spawning Blibs, Blibs summoned this way have 1 movement each enemy phase.

Patterns

The body uses the following pattern:

Prime → Ranged Attack → Ranged AttackThe eyes use the following pattern:

Strafe → Curse

Bosses (Chapter 3)


Enemy Guide image 763
Enemy Guide image 764
Enemy Guide image 765
Enemy Guide image 766

Gizzarda

HP: 20

Actions: 1

Notes

When Gizzarda is hit and is not currently boogered, it instantly uses either the Quick Ranged Attack action or the Summon Fly action.

Gizzarda can be colored either blue or pink:

Gizzarda spawns colored blue.

When colored blue, Gizzarda has Spell Damage Resistance.

When colored pink, Gizzarda has Puzzle Damage Resistance.

Upon taking puzzle damage, Gizzarda switches its color from blue to pink.

Upon taking spell damage, Gizzarda switches its color from pink to blue. Actions

Quick Ranged Attack: Attacks from any row without needing to be primed.

Summon Fly: Spawns a Fly enemy in front of itself.

Double Curse: Places two curse tiles on the puzzle board.

Patterns

When Gizzarda is blue, it uses the following pattern:

Quick Ranged AttackWhen Gizzarda is pink, it uses the following pattern:

Double CursePyre

HP: 18

Actions: 3

Notes

When Pyre is damaged by the player, it instantly uses the Summon Mana Wisp action.

Sometimes immediately before Pyre uses the Ranged Attack action, it instantly uses the Doom action.

Pyre can be colored of one of the five colors of mana: white, brown, green, grey, or yellow.

Pyre spawns randomly colored.

When colored, Pyre has Full Damage Resistance.

When the player makes a tile combo of the same color as Pyre, it loses its color, takes 1 static damage, and instantly uses the Summon Mana Wisp action.Actions

Prime: Prepares to attack.

Ranged Attack: Attacks from any row.

Summon Mana Wisp: Spawns a Mana Wisp enemy in the front row.

Ignite: Becomes randomly colored of one of the five colors of mana,.

Doom: Randomly chooses one of the player's spells and makes it unavailable during the player's turn.

Patterns

When Pyre is colored, it uses the following pattern:

Prime → Ranged AttackWhen Pyre is not colored, it uses the following pattern:

IgniteSangre

HP: 18

Actions: 3

Notes

Sangre sometimes gets knocked back one or two rows when hit.

Upon taking damage, Sangre's heart becomes invulnerable.

When Sangre performs a Move or Quick attack action and its heart is invulnerable, its heart becomes vulnerable and it instantly uses the Double Curse action.

When Sangre's heart is invulnerable, it has Full Damage Resistance.

If Sangre uses the Quick Attack action twice in an enemy phase, it loses the rest of its actions for that enemy phase.Actions

Move: Moves one row forwards.

Quick Attack: Attacks from the front row without needing to be primed.

Double Curse: Places two curse tiles on the puzzle board.

Patterns

When Sangre is not in the front row, it uses the following pattern:

MoveWhen Sangre is in the front row, it uses the following pattern:

Quick AttackTainted Dusk

HP: 18

Actions: 4

Notes

Upon taking damage, if Tainted Dusk has taken at least 4 damage since the last time it was pushed away this turn, it gets pushed away and is knocked back 2 rows.Actions

Move: Moves one row forwards.

Prime: Prepares to attack.

Warp Attack 1: Moves to the left lane and attacks from the right lane.

Warp Attack 2: Moves to the right lane, then attacks from the middle lane, then moves to the middle lane.

Curse: Places a curse tile on the puzzle board.

Doom + Mana Drain: Randomly chooses one of the player's spells and makes it unavailable during the player's turn. Removes all of the player's mana.

Patterns

When Tainted Dusk is not in the front row, it uses the following pattern:

MoveWhen Tainted Dusk is in the front row, it repeats a variety of actions:

It curses the player using the Curse action.

It dooms and drains the player's mana using the Doom + Mana Drain action.

It primes and attacks using the Warp Attack 1 and Warp Attack 2 actions.

Bosses (Chapter 4)


Enemy Guide image 835
Enemy Guide image 836

Bygone (Body)

HP: 18

Actions: 2

Notes

Upon taking damage, Bygone instantly uses the Summon Fly action.

Upon death, Bygone spawns its ghost form in the front row.Actions

Quick Ranged Attack: Attacks from any row without needing to be primed.

Summon Flies: Spawns two Fly enemies in front of itself.

Summon Fly: Spawns a Fly enemy in front of itself.

Patterns

Bygone always uses the following pattern:

Summon Flies → Ranged Quick Attack → Ranged Quick AttackBygone (Ghost)

HP: 6

Actions: 2

Notes

Bygone's ghost appears Enraged.

Each instance of damage dealt to Bygone's ghost is limited to 1, with the exception that critical hits double damage like normal.

Upon taking damage, Bygone's ghost instantly uses the Curse action.

When below 4 health, Bygone's ghost has 1 additional action per enemy phase and deals a full heart of damage with its attacks.Actions

Move: Moves one row forwards.

Quick Attack: Attacks from the front row without needing to be primed.

Curse: Places a curse tile on the puzzle board.

Patterns

When Bygone's ghost is not in the front row, it uses the following pattern:

MoveWhen Bygone's ghost is in the front row, it uses the following pattern:

Quick Attack → Curse

Obstacles


Enemy Guide image 864
Enemy Guide image 865

Obstacles are objects that block the player's attacks. The two types of obstacles are Rocks and Poop. Obstacles cannot be healed or otherwise affected by enemies.

Rock

Full Damage Resistance

Notes

Rocks cannot move themselves or be moved by the player. Rocks do not have to be defeated for the player to clear the room. Rocks cannot be directly targeted by spells.

Poop

Notes

Similarly to most enemies, reducing a Poop's health to 0 will destroy it. The health of a Poop is represented by its size; full Poops have 3 health, lightly damaged Poops have 2 health, and heavily damaged Poops have 1 health.

Poops cannot be boogered; when a Poop would be boogered, it takes 1 static damage instead. Critical damage dealt to Poop this way does not deal double damage, although the damage indicator still appears critical.

Poops cannot move on their own, however in rare circumstances they can swap places with enemies that try to move through them. They can also be pulled or knocked back by the player. Moreover, Poops can be directly targeted by spells.

Poops do not have to be defeated for the player to clear the room.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2369663181					

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