Enemy Mechanics
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
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
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
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
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)
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)
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)
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)
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
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
More The Legend of Bum-Bo guilds
- All Guilds
- Trinket Guide
- The Legend of Bum-Bo Crash Course
- Guide to Every Character
- Spell Guide
- Trinket Guide
- How to win the game with The Lost
- The Legend of Bum-Bo - Basic Character Guide
- The Legend of Bum-Bo - Beginners Guide (Bosses, Dungeons, Enemies and More)
- The Legend of Bum-Bo - All Tile Combos