This guide is designed to give you a clear understanding of every enemy in R.E.P.O. and how to deal with them efficiently. You’ll find their key stats, behaviors, strengths, weaknesses, and practical counterplay strategies that work in real runs.
The goal is to help you recognize threats quickly, avoid avoidable damage, and turn encounters into advantages instead of setbacks. Whether you’re learning the basics or improving consistency on longer runs, this guide provides the structure and knowledge you need to stay in control.
How to Use This Guide
Each entry lists: Tier • Health • Damage • Pick-Up Strength • Spawn Notes • Behavior • Counters • Pro Tips.
Terminology you’ll see:
- LoS = line of sight. If it can’t “see” you, it often can’t act.
- Tumble chain = slide → jump → tumble (Q) → stand (Space) → repeat for speed/control.
- Pit tech = using map pits to delete or trap enemies.
- Group replacement = multiple low-tiers spawning in the slot of a single higher-tier.
Global Systems You Should Know
Tiers (Official 3-Tier System)
- Tier 1 – Basic Threats: punish mistakes, teach rules.
- Tier 2 – Moderate Threats: mechanics that force counterplay.
- Tier 3 – High Threats: serious run enders; treat with respect.
Spawn / Despawn / Respawn Logic
Spawn distance: enemies try to appear ≥2 rooms from a player; early floors or cramped maps can break this rule.
Despawn: most enemies drop after ~3–5 min if untriggered or stuck; breaking LoS and moving 2–3 rooms away accelerates it.
Respawn window: early level ~5 min; if you kill an enemy, its return is slower (≈15 min); timers shorten the longer you stay, approaching instant respawns past ~50 min.
Fixed counts: scale up through Lv 20, then stabilize.
Group replacement bonus (~4%): a Tier-3 slot can roll groups of lower tiers (counts vary per enemy).
Movement & Survival Core
Learn the tumble chain. It’s your most reliable no-resource escape.
Corner discipline: don’t peek LoS enemies; reset aggro with clean 90° turns and hard cover.
Furniture is a system: desks, carts, shelves, door frames—use them to break sight, bait lunges, or body-block bounce paths.
Pits are tools: many enemies are trivialized by well-timed slides, grabs, or bait jumps near pit lips.
Tier 1 — Basic Threats
Gnome
HP: 25 • Dmg: 10 • Pick-Up: 0 • Group Replacement: 10 in a T3 slot
Behavior: Spawns in packs of 3–4 (endgame extraction exception spawns single fast-respawns). If you’ve touched valuables recently, they become object-hostile and smash them; otherwise they prioritize you.
Counters: Jump rhythmically, grab-throw into any surface to shatter. Don’t gently set them down.
Pro Tips: Time jumps so you’re airborne while they land to avoid mid-air tags.
Spewer
HP: 65 • Dmg: Tumble vomit • Pick-Up: 4 • Group Replacement: 4
Behavior: Perches on your head, then alternates between circling and vomiting you into tumble; knock-back while it pukes.
Counters: Two-player slam kill is trivial; solo tumble into it twice to finish. Fire and certain pits (Arctic deep pits) hard-counter it.
Pro Tips: Weapons get flung if you whip your view—attack only once it locks you.
Peeper
HP: 30 • Dmg: 2/sec gaze • Pick-Up: — (ceiling only) • Group Replacement: 3
Behavior: Ceiling camera. Enters lock after your crosshair lingers; damage ticks until you break LoS.
Counters: Hold any hand-item (not tools) in your crosshair to break lock while backing out. Tumble-hit twice to kill or use uranium aura while a teammate holds aggro.
Pro Tips: If multiple are present, only one locks at a time—use that to cross rooms safely.
Apex Predator (The Duck)
HP: 150 • Dmg: Contact • Pick-Up: — • Group Replacement: 4
Behavior: Moves toward your crosshair; touching it or stray enemy hits enrage it for a 12-second chase. Loud jumps can bait other enemies.
Counters: Toilet is the safest kill: bait jump, flush, face it so it can’t hop out, then finish. Otherwise kite corners or pit/cart setups.
Pro Tips: Slide-tumble knockback can break chase if you create ≥10 units of gap.
Shadow Child
HP: 150 • Dmg: Pull + tick damage • Pick-Up: 9 • Group Replacement: 4
Behavior: Charges while viewed; when charged, it drags you in and forces tumble.
Counters: Don’t center-gaze; watch on edge of screen. Tumble into it to despawn for 5 min (−5 HP). Durable valuables also knock it down.
Pro Tips: Takes reduced collision (≈10 vs. normal 25); prefer displacement over kill.
Birthday Boy (Update)
HP: 150 • Dmg: 10 per slap • Pick-Up: 4 • Group Replacement: 3
Behavior: Plants balloons; harmless until a pop (touch or item). Then tantrum slaps.
Counters: Don’t pop balloons; if triggered, break LoS and wait it out.
Pro Tips: Call out balloon locations to avoid accidental chain-aggro.
Tick (Update)
HP: 10 → “fills” to ~100 while draining • Dmg: 10 HP/sec only if you grab it • Pick-Up: 0 • Group Replacement: 5
Behavior: Passive. If grabbed, latches and drains until killed/filled. On death, drops healing mist that refunds lost HP.
Counters: Only grab if ready to tumble-finish instantly. Fire works too.
Pro Tips: Treat as a risk-to-heal mechanic when you control the field.
Elsa (Update)
HP: 600 • Dmg: 15 (enraged) • Pick-Up: pet only • Group Replacement: friendly clusters
Behavior: Dog that loves pets. If harmed/ignored, hulks out and shreds squads.
Counters: Pet on sight. Keep allies and stray enemy swings away.
Pro Tips: Consider her a roaming “peace check.” If enraged, treat like a fast Tier-2½.
Head Grabber (Update)
HP: 150 • Dmg: 15 dropkick / 5 slap • Pick-Up: 4 • Group Replacement: 3
Behavior: LoS chaser; steals dead heads to buff speed/tempo.
Counters: Deny corpses; light valuables stagger. Focus fire if empowered.
Pro Tips: Extract bodies or guard them until despawn to starve its buff.
Tier 2 — Moderate Threats
Animal
HP: 150 • Dmg: Collision-only • Pick-Up: 4 • Group Replacement: 3
Behavior: Charges initial spot, then unpredictable jukes. Escapes grabs fast.
Counters: Stand on chairs/tables; jump-over with eyes on target; 2-player lift to secure.
Pro Tips: It damages other T1/T2—kite it through packs for free clears.
Banger
HP: 50 • Dmg: Explosion (15-sec fuse on aggro) • Pick-Up: 0 • Group Replacement: spawns in 3s; 6 replace T3
Behavior: Lights up, chases, then explodes; visible particle build-up.
Counters: Double-slam into ground/wall, the third hit explodes—or toss into a pit.
Pro Tips: “Living grenades”: prime at 2 hits, then throw into another enemy for on-impact detonation.
Bowtie
HP: 200 • Dmg: 5 (push into objects) • Pick-Up: 7 • Group Replacement: 3
Behavior: Blower: 10-sec gust pushes you; damage only on collision. Then sprints off, flattening others.
Counters: Don’t stand near walls; trigger it around a corner and walk away.
Pro Tips: Use it as a speed booster—if you avoid collisions, free movement tech.
Chef
HP: 150 • Dmg: Knife roll • Pick-Up: 9 • Group Replacement: 3
Behavior: Short-range launch into knife-roll for ~4 sec; hits enemies too.
Counters: Crouch timing makes it sail over your head; bait over a pit for instant deletion.
Pro Tips: Slide → tumble taps turn Chef into a pinball; count bounces.
Hidden
HP: 100 • Dmg: None directly • Pick-Up: 4 • Group Replacement: 3
Behavior: Invisible carrier—grabs you and hauls you away; drops after ~10 sec or if stuck/hurt.
Counters: Hide under objects pre-aggro; once grabbed, teammates intercept its path; durable valuables to stagger/finish.
Pro Tips: It often runs away from truck if near—predict its vector for rescues.
Mentalist
HP: 150 • Dmg: 50 slam • Pick-Up: 4 • Group Replacement: 3
Behavior: Casts gravity sphere (8 sec) forcing tumble, then red wind-up into ground slam.
Counters: When it pauses to cast, back-slide to dodge lift. Pull teammates out when sphere turns red.
Pro Tips: Can float most T1/T2 (T3 float without stun). Weaponize it to lift enemies for you.
Rugrat
HP: 150 • Dmg: 8–225 (by thrown item mass) • Pick-Up: 4 • Group Replacement: 3
Behavior: Finds a valuable, tracks you across map, then throws—even through walls if timer expires.
Counters: Pre-loot or stash valuables high/tight corners; slide when throw anim starts.
Pro Tips: At Lv5+, bait jumps over pits, grab mid-air, and drop it straight down.
Upscream
HP: 150 • Dmg: 5 + collision • Pick-Up: 4 • Group Replacement: 3
Behavior: Face-screams, locks your view, then launches you into tumble.
Counters: Two-player lift; or get to elevated spots it can’t reach and quick-tumble to drop aggro.
Pro Tips: Loudest enemy in the game—use audio to pre-position.
Gambit (Update)
HP: 150 • Dmg: Roulette outcomes • Pick-Up: 9 • Group Replacement: 2 Gambits replace a T3
Behavior: Rushes, picks up, spins: +25 HP / −50 HP / +$1000 / set HP to 1 / full heal.
Counters: Hide if low; agree team rule (e.g., don’t gamble <60 HP unless revive guaranteed).
Pro Tips: Early floors, take Yellow windfalls to snowball Economy.
Ooly (Update)
HP: 200 • Dmg: ~40 per spotlight dive • Pick-Up: 9 • Group Replacement: 3 Oolies replace a T3
Behavior: Ceiling spotlight; entering light triggers a swift swoop, then it disappears. Room-bound unless aggro’d.
Counters: Don’t cross the cone; hide under furniture; bait one safe dive to clear.
Pro Tips: Use the post-dive window as a free traversal moment.
Tier 3 — High Threats
Clown
HP: 250 • Dmg: 100 laser / 60 kick • Pick-Up: 13
Behavior: Laser sweeps left→right at your head height; then close-range kick loop.
Counters: Stand close so laser starts behind you; crouch/jump accordingly; jump on kick wind-up.
Pro Tips: Bangers delete it; you can also “spin-laser” it by grab-release at corners for crowd control.
Headman
HP: 250 • Dmg: 50 bite knockback • Pick-Up: 13
Behavior: Quiet roam; on detect, very fast chase and bite—sometimes launches you to odd angles.
Counters: Corner → side tumble to vanish from LoS. Non-host slide-under during bite wind-up works with tight timing.
Pro Tips: Despawns quickly when ignored at range; on Swiftbroom, shelf doors chunk it down.
Huntsman
HP: 250 • Dmg: 100 shot • Pick-Up: 9
Behavior: Blind; reacts to sound. Shoots toward noises; four triggers → brief calm unless touched.
Counters: Crouch near it; walk, don’t sprint; block shots with an item near its left shoulder; use stairs to stun on falls.
Pro Tips: Lure its fire through other enemies for free kills.
Reaper
HP: 250 • Dmg: 10 per slice, very fast • Pick-Up: 9
Behavior: Deaf; reacts to jumping and vision; stabs under tables/objects.
Counters: Two-exit cover: slide in, wait for under-stab, slip out opposite.
Pro Tips: Certain square pit corners make it slip off mid-jump. Arctic box trap works pre-Lv10.
Robe
HP: 250 • Dmg: 100 (50 crouch) • Pick-Up: 13
Behavior: Silent; becomes faster if you look at it. Reaches under low cover and hits slightly above head height.
Counters: Don’t stare; keep moving; crawl under multi-exit tables, then swap sides while it commits to reach.
Pro Tips: Hard to kill without tools; museum laser loop room can shred it.
Trudge
HP: 500 • Dmg: Vacuum combo (20 ground slam → explosion knock + collision/fall); bite 30–100 inconsistent • Pick-Up: 13
Behavior: Slow but loud. Main pattern is club slam that vacuums you then throws you; special lie-down bite for under-table players.
Counters: Hear it early; after slam dash past; bait vacuum at pit edge so it slides in.
Pro Tips: Its vacuum tosses stunned enemies too—use it to clear packs.
Loom (Update)
HP: 500 • Dmg: 100 clap shockwave • Pick-Up: 13
Behavior: Tall stalker; crouches through doors; once close, claps to AOE shockwave and tracks tenaciously even through basic hides.
Counters: Early LoS breaks and room changes; if it winds up, sprint out before impact.
Pro Tips: Don’t stack near doorways when it’s charging—shockwave punishes clumps.
Heart Hugger (Update)
HP: 300 • Dmg: ~60 (two bites after lure) • Pick-Up: 9 • Group Replacement: 2 replace a T3
Behavior: Plant stem sprays pink mist; if it tags you, you’re pulled to two “hearts” that morph and bite twice. Relocates on failed lures.
Counters: Side-step the cone; assign a rescue—teammate can grab and pull victims out mid-flight.
Pro Tips: Fight diagonals; pre-plan lanes like you would with lasers.
Cleanup Crew (Update)
HP: 350 • Dmg: 100 exploding head + radiation; 60 spike melee • Pick-Up: 13
Behavior: LoS artillery. Throws a bouncing head that detonates; touching the head shortens the fuse. Body sprouts spikes at close range; explosion leaves radiation patch.
Counters: Never touch the head. Break LoS with hard cover; reroute around green mist.
Pro Tips: You can “place” its radiation to area-deny other enemies if you kite smartly.
Update-Exclusive Tier 1.5s (Behavior light but noteworthy)
Bella (Update)
HP: 200 • Dmg: 5 per hit (flurry) • Pick-Up: 9
Behavior: Tricycle patrol; don’t block her lane. Three-stage bell → rage if you persist or touch her.
Counters: Yield the aisle; if she’s stuck, step aside.
Pro Tips: Good squad discipline check for hallway traffic.
New Upgrades (Patch Additions)
Death Head Battery
While dead, your head charges. At 50%, press E, hold Space to move your head. Higher levels increase duration.
Uses: Recon, guiding revives, baiting pathing, pinging threats without risking a body.
Tumble Climb
Freedom while tumbling—more control, small climbs.
Uses: Silent repositions past LoS sentries, Chef pit setups, last-second pit saves.
New Map-Specific Valuables (Highlights)
Spider Potion: cracks into a screen-crawling spider effect. No direct damage; visual disruption.
Levitation Potion: temporary zero-gravity zone. One-time escape or traversal play; great for Ooly bait and vertical routes.
Note: Valuables are now map-specific, tightening loot identity and routing.
Group Replacement Reference (Add to your spawn table)
Tier-3 slot → Groups:
- Gambit ×2
- Ooly ×3
- Heart Hugger ×2
- Birthday Boy ×3
- Tick ×5
- Legacy examples: Mentalist ×3, Gnome ×10, etc.
