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  3. Monsters and Anomalies

All 20 Monsters and Anomalies to Watch For in Active Matter

Updated on October 22, 2026 (5 days ago)

A Ball Lightning doesn't have a health bar you can empty. Shooting it builds a charge until it bursts, so the real job is controlling where that blast happens. Recognize the threat before you fire, and leave yourself room to get clear.

View

Threat type

Creatures

16 items

Flowermen

Red flowers can hide a dormant Flowerman. Disturbing it can wake the pack around its nest.

How to fight it
Head and neck hits deal 1.5 times damage. Ignited Flowermen take 1.6 times fire damage.
Health and defeat condition
Ordinary Flowermen use body-part health: head 100, torso 200, arms 100 each and legs 200 each. A Flowerman dies once its head drops to 0, and its torso can finish it too. Alpha phases have separate pools: escort head 450 and torso 700; boss head 6,000, torso 7,000, arms 4,500 each and legs 4,750 each.
Attacks
A dash deals 50 damage; a close standing combo deals 20 per hit. The Alpha adds 60 to 75 damage combos, 120 to 140 damage heavy hits, 140 to 160 damage vine lashes and 40 to 50 damage from ground roots. Update 0.4.0.201 (October 21, 2026) shortened the time between dashes and stopped them from ending early.
Where to find it
Flower nests and the tall bushes around them in raid areas. The nests draw new growth and wake nearby Flowermen. In 0.4.0.192 (October 15, 2026), large monster lairs changed to respawn enemies less often and in waves. Large anomaly concentration zones can again appear in Isolated Raids on Ozernoe, Factory, Shegolskoe (all variations) and Airport after 0.4.0.201 (October 21, 2026).
Forms and states
Ordinary pack; Alpha Flowerman escort and boss phases.

Distorted

Quiet shelters can hold sleeping Distorted. Noise wakes them, and a blink puts their claws within reach.

How to fight it
Head hits deal 12 times damage and neck hits deal 15.5 times damage. Move quietly around sleeping groups; noise can wake them.
Health and defeat condition
Child forms have 400 health, indoor and outdoor forms have 560, and the Broodmother has 1,210.
Attacks
Claw hits deal 40 damage. Heavy hits can knock an operative back. Child forms can throw energy orbs for 40 to 50 damage. Every form can blink up to 7 meters while moving. A Distorted already pursuing a fleeing target may teleport ahead of it (0.4.0.163, September 30, 2026). The special Distorted gained a distinct aggression scream in 0.4.0.201 (October 21, 2026), separate from the sound of becoming a Distorted Hunter.
Where to find it
They spend much of a raid asleep in sheltered places and avoid open, sunlit ground.
Forms and states
Standard, indoor, outdoor, child and Broodmother forms, plus the Distorted Hunter variant, which transforms to change its abilities.

Turned Soldiers

An old uniform doesn't make the gun harmless. Turned Soldiers fire their weapons and strike with the buttstock up close.

How to fight it
Fight from cover, keep moving and avoid trading shots in open ground.
Health and defeat condition
They use operative-style body-part health, with 220 torso health. Head hits can also end the fight quickly.
Attacks
They fire the weapons they spawn with, and use a weapon buttstock at close range. Their rusted guns do not jam.
Where to find it
Soviet soldiers appear on Dalniy Island, U.S. troops appear in African areas and turned police appear in the U.S. coastal city.
Forms and states
Ordinary, timid and aggressive temperaments: 60%, 30% and 10% of spawns respectively.
IInvisible

Invisible

A faint electrical shimmer gives away an Invisible before it reveals itself to strike.

How to fight it
It resists melee damage and takes less damage while invisible. Shoot or burn the electrical flicker, or wait for it to reveal itself before attacking.
Health and defeat condition
320 health with no body-part pools.
Attacks
Each melee strike deals 80 to 120 damage. It often fades in behind or beside its target, then disappears again if knocked back.
Where to find it
It can stalk raid areas. In Isolated PvE Raids, it no longer suddenly spawns near players who remain in one area for a long time (0.4.0.182, October 9, 2026).
Forms and states
Visible and invisible states; hidden form has extra damage resistance.
DDevourer

Devourer

The worm swarm guards a hidden nest. Destroy the nest to end the encounter.

How to fight it
A hit can destroy at most one cell, so excess damage is wasted. Fire and explosives clear the nest.
Health and defeat condition
Its nest body has 20 separate cells with 20 health each. One hit can destroy at most one cell, so excess damage does not carry over. Destroy the nest body to clear the Devourer.
Attacks
A worm swarm attack can land four hits for 84 to 88 damage each. The nest also bursts on death, dealing up to 120 blast damage and sending out fragments.
Where to find it
The worm swarm stays within 30 meters of its nest, which is usually hidden in a dark spot.
Forms and states
The stationary nest body and its unbreakable attacking worm swarm.
SStatue

Statue

Lose sight of a Statue and it can teleport closer. Its next melee strike can catch you by surprise.

How to fight it
Explosives deal eight times damage, so a grenade can destroy it. Keep it in view to freeze it while you make space.
Health and defeat condition
25,000 health with no body-part pools.
Attacks
When it is outside every player's view, it teleports closer. A melee strike deals 80 to 120 damage.
Where to find it
Most maps summon one after an operative touches a stone pile. Military Base: Silent Watcher can spawn statues directly.
Forms and states
-
SSwarm

Swarm

A cloud of insects can guard a nest or gather around a corpse. A broken nest leaves the airborne insects alive.

How to fight it
A flamethrower, fire or extinguisher can clear or disperse a swarm. Indoor spaces, cover and water can break its attack line.
Health and defeat condition
Individual insects have low health. A nest-guard swarm can reach 400 insects; scavenger swarms start at 30 and can grow to 60. Destroying a linked nest stops its reinforcements, not insects already in the air.
Attacks
A full-strength insect bite starts at 3.5 damage and scales with the number of living insects.
Where to find it
Nests sit on towers and other high ground. Scavenger swarms can gather at corpses.
Forms and states
Nest-guard, scavenger and wandering swarms.
HHellhounds

Hellhounds

A lone Hellhound can't knock you down, but a pack can pin you in place.

How to fight it
Fire and melee weapons work well. A moving vehicle's horn or engine can scare them off for a short time.
Health and defeat condition
120 health per Hellhound.
Attacks
A bite deals 10 damage. Packs can pin down an operative even though a single Hellhound cannot knock one down.
Where to find it
They appear in the corrupted Villa District, and rifts are also spawn points. In Isolated PvE Raids, they no longer suddenly spawn near players who remain in one area for a long time (0.4.0.182, October 9, 2026).
Forms and states
They hunt in packs.
DDendroid

Dendroid

Dendroids usually carry melee weapons. Watch the group for the occasional gun-carrier.

How to fight it
Fire makes some Dendroids flee, and they can't put it out themselves. Keep your distance, and watch for the members carrying guns.
Health and defeat condition
-
Attacks
Most use melee weapons that hit at 70% of normal power, and a few carry firearms.
Where to find it
-
Forms and states
A transitional stage. It fuses with a seed into a thorn nest, then becomes a Flowerman.
MMimic

Mimic

Black tendrils poking out of an everyday object can give away a hidden Mimic.

How to fight it
Shotguns and flamethrowers are effective. Look for black tendrils in a hiding object before walking close.
Health and defeat condition
160 health for the ordinary form.
Attacks
One attack action makes three to six quick stabs. Each successful stab deals 45 melee damage.
Where to find it
Mimics can hide in everyday objects; groups gather on the Dam's outer second-floor platform.
Forms and states
Dormant disguise and attacking form; some mature Mimics outgrow objects that could hide them.
SScorch

Scorch

A dead Scorch can still explode. Leave room around its body if you finish it with gunfire.

How to fight it
Scorch takes no fire damage. An extinguisher deals 13.5 times damage to the ordinary form and 25 times to the flamethrower form; an extinguisher kill prevents its death burst.
Health and defeat condition
The ordinary form has 500 health; the flamethrower variant has 900.
Attacks
A melee hit deals 40 damage. Two and a half seconds after death, the ordinary form explodes for 100 damage and 30-damage fragments; the flamethrower form bursts for 450 with 60-damage fragments.
Where to find it
Fire-themed Overrun Raid maps.
Forms and states
Ordinary Scorch and flamethrower form.
BOBurnt-Out Operative

Burnt-Out Operative

A Burnt-Out Operative roams PvE raids with the weapons and equipment of an armed operative.

How to fight it
Use cover and treat it like an armed opponent.
Health and defeat condition
Uses operative-style health and can wear armor.
Attacks
Uses the same weapons and equipment as regular operatives, and turns on a flashlight in dim areas.
Where to find it
PvE raids, where it roams in search of Active Matter.
Forms and states
-
SGShy Girl

Shy Girl

A Shy Girl can stand among harmless mannequin decoys. Keeping it out of sight reduces its aggression.

How to fight it
Keep it out of sight to reduce its aggression. It resists blast damage, but fragments deal full damage; head hits deal six times damage.
Health and defeat condition
9,000 health with no body-part pools.
Attacks
A close hit deals 80 damage. Its energy shot fires two projectiles, each dealing 80 to 100 damage. Since 0.4.0.201 (October 21, 2026), drones no longer fly through dormant Shy Girls.
Where to find it
It appears among inert mannequin decoys, which do not attack.
Forms and states
The active Shy Girl appears among inert mannequin decoys.
PPoltergeist

Poltergeist

Laughter or crying can warn you of a Poltergeist. Nearby objects become its weapons.

How to fight it
Leave the affected area or dodge its thrown objects until it fades. A grenade or flamethrower can end it sooner.
Health and defeat condition
It can run out of energy and disappear; an F1 grenade or flamethrower can clear it quickly.
Attacks
Throws nearby objects at its target. Damage varies with the object's speed, from 10 to 150.
Where to find it
It appears in affected raid areas; laughter or crying may signal it nearby.
Forms and states
An unseen, energy-limited anomaly that throws objects.
SSeeds

Seeds

A Seed rises from its dormant state and follows a living target. Its hum warns you it's awake.

How to fight it
Spot it by its hum and shoot or grenade it from a distance. Fire deals increased damage. Stay alert after the first one wakes the group.
Health and defeat condition
110 health. Its explosion deals up to 160 damage, then falls off with distance.
Attacks
A Seed rises and follows a nearby living target, then explodes when touched or shot. Seeds give up pursuit sooner after 0.4.0.163 (September 30, 2026).
Where to find it
Wooded areas and question-mark points; a foot operative can wake one within 3 meters.
Forms and states
Dormant Seed and awakened pursuing Seed.
MCMimic Car

Mimic Car

A parked car can rise into a tentacled Mimic boss. Its headlights can interfere with your vision.

How to fight it
Its headlights are the weak point. Explosives can knock it down briefly, and an RPG can defeat it from range.
Health and defeat condition
16,500 health.
Attacks
A tentacle strike deals 100 damage and can knock an operative back. The Mimic Car death explosion was added in the Gigastructure update (April 1, 2026) and damages nearby targets.
Where to find it
The school in Dogor Town and the distorted Villa District.
Forms and states
The Mimic boss, disguised as a car until it stands up.

Threat type

Environmental anomalies

4 items

Ball Lightning

This roaming orb bursts when it overloads or gets too close to an exposed operative.

How to fight it
Build charge quickly from a safe distance with focused damage or explosives; it cannot be defeated by draining a health bar.
Health and defeat condition
Unlimited health. It overloads when its hidden charge passes 100, then bursts after about 1.4 seconds. It can also explode when an operative gets within 3 meters without cover.
Attacks
The blast deals up to 250 damage and scatters 30-damage fragments. Since 0.4.0.201 (October 21, 2026), a reappearing Ball Lightning no longer spawns directly on top of a player.
Where to find it
It floats low and roams around raid areas.
Forms and states
Roaming and overloaded states.
FFireball

Fireball

A Fireball leaves flames behind when it explodes. The ground can stay dangerous after the blast.

How to fight it
Keep away from it and trigger its charge from a distance; do not try to wear down a health bar.
Health and defeat condition
It uses Ball Lightning's charge behavior and explodes when overloaded or touched.
Attacks
Its blast deals up to 150 damage and leaves a 4.5-meter burning area that deals 25 damage per second.
Where to find it
It floats low and moves freely through raid areas.
Forms and states
Roaming and exploding states.
GTGravity Trap

Gravity Trap

Floating stones and a faint distortion mark a Gravity Trap near the ground.

How to fight it
Listen for its gurgle and trigger it from range with a shot or a small nut.
Health and defeat condition
A shot or small nut triggers it before you cross its path.
Attacks
Contact launches an operative upward and can throw them into nearby terrain. The fall itself is not fatal, but a height difference can still be dangerous.
Where to find it
Near ground level where a small space distortion is lifting loose stones.
Forms and states
Dormant and triggered states.
HHive

Hive

Look high on building exteriors for a Hive and the insects guarding it.

How to fight it
Use bullets to destroy the hive. Clear or disperse nearby insects before approaching its drops.
Health and defeat condition
Shooting the nest destroys it.
Attacks
A large swarm often gathers around it; the insects attack living targets in the open.
Where to find it
Factory: Hive and Cargo Port, attached high on building exteriors.
Forms and states
Hive nest with nearby guarding swarm.

Weak points and nests in Active Matter raids

Flowermen and Turned Soldiers have health split across body parts, so scattered hits can leave them standing. Aim carefully rather than spreading damage around. Distorted reward head and neck shots too, but their ability to blink makes close range dangerous.

A Devourer needs a different approach. Its worms can't be destroyed, so find the nest they defend. The nest breaks into separate cells, and excess damage from a hit won't carry into the next cell. A powerful round can waste much of its damage there.

Match your weapon to the creature

Fire helps against Swarms, Seeds and Hellhounds. It can also make some Dendroids flee. Scorch is immune to fire, so carrying a flamethrower doesn't give you an answer to everything. Keep an extinguisher for that fight.

Explosives are especially effective against a Statue. They can also briefly knock down a Mimic Car, while an RPG lets you attack it from range. A shotgun suits an ordinary Mimic. Turned Soldiers and Burnt-Out Operatives carry guns, so use cover instead of trading shots in the open.

Looking at a Statue or a Shy Girl has opposite effects

A Statue closes the gap when nobody can see it. Keep it in view while you make space to attack. A Shy Girl becomes less aggressive when you keep it out of sight, so staring at every mannequin is a bad habit.

Leave room around environmental anomalies

Listen for a Gravity Trap's gurgle and look for loose stones floating near the ground. Trigger it with a shot or a small nut before crossing its path. Fireball leaves a burning area after exploding, so keep it away from the route you need to use.

A Hive hangs high on building exteriors. You can shoot the nest down, but the Swarm around it still needs clearing before you approach the drops.

FAQ

Q.

Can Flowermen wake up without seeing you?

Yes. Their proximity checks depend on distance rather than line of sight. More squad members approaching means more chances to wake them, so moving together through a nest can still set them off.

Q.

How do you stop a Scorch from exploding after death?

Finish it with an extinguisher. An extinguisher kill prevents the death burst, which makes your finishing weapon matter even if you've already weakened it with gunfire.

Q.

Can a vehicle scare off Hellhounds?

A moving vehicle's horn or engine can drive them off briefly. Use that opening to get clear; it won't keep the pack away for good.

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