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  4. Enemies

All 44 Enemies and Their Weaknesses in ULTRAKILL

Updated on November 1, 2026 (3 days ago)

ULTRAKILL is a fast first-person shooter where you play as V1, a prototype machine that heals by absorbing blood, as it fights its way through the layers of Hell. The enemies you face, from common foes to bosses, fall into five main families: Husks, Machines, Demons, Angels and Prime Souls, plus a small group of one-off foes. They attack with guns, melee combos and special tricks, and most of them can be beaten by reading their attacks and parrying at the right moment.

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Class

Husk

9 items

Filth

A frail husk that rushes in to bite, usually in groups.

Class
Lesser Husk
Health
0.5
Attacks (damage to you)
30 DP (Lunging Bite); 30 DP (Leaping Bite)
Weaknesses and resistances
Head ✓, Limbs ✓; Shotgun Parries - 200%; Silver Nails/Saws - 200%; Airborne - 150%; Explosions - 50%; Flammable; Non-Fire/Non-Explosion Damage (Inflamed) - 150%

Stray

A ranged husk that keeps its distance and throws hell-energy shots.

Class
Lesser Husk
Health
1.5
Attacks (damage to you)
25 DP (Hell Bullet)
Weaknesses and resistances
Head ✓, Limbs ✓; Shotgun Parries - 200%; Silver Nails/Saws - 200%; Airborne - 150%; Flammable; Non-Fire/Non-Explosion Damage (Inflamed) - 150%

Schism

A tougher ranged husk that fires linked shots in crossing patterns.

Class
Greater Husk
Health
5
Attacks (damage to you)
35 DP (Linked Projectiles)
Weaknesses and resistances
Head ✓ (Shoulder), Limbs ✓; Shotgun Parries - 200%; Silver Nails/Saws - 150%; Airborne - 150%; Flammable - 50%; Non-Fire/Non-Explosion Damage (Inflamed) - 150%

Soldier

A gunner that fires a spread of hell-energy shots and kicks at close range.

Class
Greater Husk
Health
2.5
Attacks (damage to you)
25 DP (Hell Scatter); 40 DP (Soldier Kick)
Weaknesses and resistances
Head ✓, Limbs ✓; Shotgun Parries - 200%; Silver Nails/Saws - 150%; Blocked Explosions - 25% on Hard / 0% on Very Hard; Airborne - 150%; Flammable; Non-Fire/Non-Explosion Damage (Inflamed) - 150%

The Corpse of King Minos

A giant husk that attacks with heavy hand strikes and projectile bursts.

Class
Supreme Husk
Health
65 (HAND); 160 (BODY)
Attacks (damage to you)
45 DP (King's Hand); 35 DP (King's Hand Shockwave); 30 DP (Hell Seeker); 25 DP (Hell Bullet); 10 DP (Black Hole , 99 Hard Damage Override)
Weaknesses and resistances
HAND; Revolvers - 150%; BODY; Eyes ✓; Shotgun Parries - 650%; Feedbacker Parries - 500%; All Damage (Head) - 150%

Stalker

A support husk that coats nearby enemies with sand, blocking V1’s healing from them.

Class
Lesser Husk
Health
3.5
Attacks (damage to you)
10 DP (Sandblast); (Remaining Health = Hard Damage)
Weaknesses and resistances
Head ✓, Limbs ✓; Revolvers - 150%; Silver Nails/Saws - 150%; Slam - 200%

Sisyphean Insurrectionist

A heavy melee husk that swings a Malicious Face and takes extra fire damage.

Class
Supreme Husk
Health
75 (COMMON); 110 (BOSS)
Attacks (damage to you)
30 DP (Malicious Beating); 30 DP (Concussion Impact); 25 DP (Shockwave)
Weaknesses and resistances
Limbs ✓; All Damage (Malicious Face) - 0%; Friendly Fire - 0%; Flammable - 200%; Non-Fire/Non-Explosion Damage (Inflamed) - 150%

Ferryman

An agile melee fighter that uses an oar up close and lightning at range.

Class
Supreme Husk
Health
30 (COMMON); 90 (BOSS)
Attacks (damage to you)
35 DP (Lightning); 25 DP x 2 (Oar Combo 12); 25 DP x 2 (Kick Combo 12); 25 DP (Stinger); 25 DP (Far Sweep); 25 DP (Backstep); 25 DP (Explosive Overhead); 25 DP (Uppercut)
Weaknesses and resistances
Head ✓, Limbs ✓; Shotgun Parries - 150%; Friendly Fire - 0%

Mirror Reaper

An aggressive fighter that covers the floor with homing hands and attacks at range with acid.

Class
Supreme Husk
Health
70 (COMMON); 120 (BOSS)
Attacks (damage to you)
5/10/20 DP (Homing Hands 100% Hard Damage); 10 DP x 3 (Gas Projectiles); 3/7/15 DP / tick (Lingering Gas Clouds); 30 DP x 2 (Vertical Swings); 30 DP x 3 (Horizontal Swings); 30 DP x 7 (Frenzy)
Weaknesses and resistances
Limbs ✓; Nails/Saws - 50%; Slam - 50%; Flammable - 33%; Non-Fire/Non-Explosion Damage (Inflamed) - 150%

Class

Machine

11 items

Swordsmachine

A fast machine that mixes sword combos with shotgun blasts.

Class
Greater Machine
Health
30 (COMMON); 125 (BOSS)
Attacks (damage to you)
25 DP x 12 (Shotgun Blast); 40 DP/10 DP if swordless (Running Swing); 25 DP x 3/10 DP x 3 if swordless (Sword Combo 1,2,3); 30 DP (Sword Throw); 30 DP (Sword Spiral)
Weaknesses and resistances
Head ✓, Limbs ✓; Shotgun - 150%; Electricity - 175% (AGONY ONLY); Explosions - 175% (TUNDRA ONLY); Fire - 175% (TUNDRA ONLY)

Drone

A flying machine that fires projectile bursts and dives into targets when destroyed.

Class
Lesser Machine
Health
2
Attacks (damage to you)
25 DP x 3 (Hell Orb Burst); 35 DP (Suicide Dive)
Weaknesses and resistances
Heavy Punches - 200%

Streetcleaner

A flame-throwing machine with a weak gas canister on its back.

Class
Lesser Machine
Health
4.5
Attacks (damage to you)
20 DP / tick (Flamethrower)
Weaknesses and resistances
Head ✓, Limbs ✓; Explosions - 50%

V2

A rival machine that copies V1’s movement and fights with a similar weapon loadout.

Class
Supreme Machine
Health
40
Attacks (damage to you)
10 DP x 3 (Revolver Burst); 30 DP (Charged Piercer Shot); 25 DP x 12 (Shotgun Blast); 35 DP (Core Eject Grenade)
Weaknesses and resistances
Head ✓, Limbs ✓; Revolvers - 60%

V2 (2nd)

The later V2 fight adds a Marksman Revolver and Overheat Nailgun to its attacks.

Class
Supreme Machine
Health
80
Attacks (damage to you)
10 DP x 3 (Revolver Burst); 30 DP (Charged Piercer Shot); 25 DP x 12 (Shotgun Blast); 35 DP (Core Eject Grenade); 15/22/30 DP (Coin Throw); 8 DP / tick (Nail Barrage); 8 DP / tick (Overheat Burst)
Weaknesses and resistances
Head ✓, Limbs ✓; Revolvers - 60%

Mindflayer

A teleporting machine that fires homing projectiles or a sweeping beam.

Class
Greater Machine
Health
30
Attacks (damage to you)
30 DP (Melee Swipe); 35 DP (Beam); 30 DP x 5 (Hell Seeker Barrage); 50 DP (Self Destruct)
Weaknesses and resistances
Head ✓, Limbs ✓

Sentry

A long-range machine that stops to charge an accurate hitscan shot.

Class
Greater Machine
Health
12
Attacks (damage to you)
50 DP (Hitscan Beam); 40 DP (Kick)
Weaknesses and resistances
Head ✓, Limbs ✓

Gutterman

A heavily armored machine that tracks with a rotary cannon and blocks shots with a shield.

Class
Greater Machine
Health
25
Attacks (damage to you)
10 DP (Minigun); 35 DP (Shield Bash); 25 DP (Punch); 0 DP (Death Shockwave)
Weaknesses and resistances
Head ✓, Limbs ✓; All Damage (With Shield) - 66%

Guttertank

A rocket fighter that lays mines and punches when V1 gets close.

Class
Greater Machine
Health
23
Attacks (damage to you)
35 DP (Rocket Launcher); 35 DP (Landmine); 35 DP (Punch / if dodged)
Weaknesses and resistances
Head ✓, Limbs ✓

1000-THR "Earthmover"

A giant machine whose encounter spans its exterior, interior and central brain.

Class
Supreme Machine
Health
100
Attacks (damage to you)
10 DP (Hot Metal); 25 DP (Rising Blood); 20 DP (Magenta Laser); 30 DP (Giant Hellseeker Orb); INSTANT DEATH (Final Explosion)
Weaknesses and resistances
-

1000-THR Defence System

A stationary boss made of seven launcher, tower and mainframe segments.

Class
Supreme Machine
Health
15 per segment × 7 segments
Attacks (damage to you)
35 DP (Rocket Launcher); 60 DP (Mortar Launcher); 30 DP (Hell Seeker Tower); 15 DP (Mainframe Laser)
Weaknesses and resistances
Head ✓ (except Mortar Launcher)

Class

Demon

9 items

Malicious Face

A floating demon that fires projectile volleys and an explosive beam.

Class
Lesser Demon
Health
15
Attacks (damage to you)
25 DP (Hell Bullet); 50 DP (Malicious Explosion); 0 DP (Death Shockwave)
Weaknesses and resistances
Slam - 200%; Nails - 150%; Alternate Shotgun - 150%; Explosions - 0%

Cerberus

A demon that throws explosive orbs, dashes, and stomps out shockwaves.

Class
Lesser Demon
Health
22 (COMMON); 80 (BOSS)
Attacks (damage to you)
20 DP (Energy Orb); 25 DP x 1/2 (Dash); 25 DP x 1/2 (Stomp Shockwave)
Weaknesses and resistances
Head ✓, Limbs ✓; Rockets - 150%; Cannonballs - 200%

Hideous Mass

An armored demon with a tail harpoon, projectile bursts, and two attack forms.

Class
Greater Demon
Health
60
Attacks (damage to you)
60 DP x 2 (Mortar); 40 DP (Ground Slam); 20 DP (Clap, 40 if caught between the arms); 25 DP (Harpoon)
Weaknesses and resistances
All Damage (Belly and Tail) - 300%; Limbs (Belly) ✓

Idol

A demon that blesses another enemy, making it invulnerable until the Idol is destroyed.

Class
Lesser Demon
Health
999
Attacks (damage to you)
Bless Enemy; (Makes an enemy invincible to non-environmental damage)
Weaknesses and resistances
All Damage - 0%; Punch - INSTAKILL; Slam - INSTAKILL; Knuckleblaster Blast - INSTAKILL; Alternate Shotgun - INSTAKILL

Leviathan

A massive boss that fires spiraling volleys and exposes a weak point on its head.

Class
Supreme Demon
Health
240
Attacks (damage to you)
35 DP (Lunge); 25 DP (Hell Orb); 20 DP (Explosive Orb); 35 DP (Tail); 35 DP (Beam)
Weaknesses and resistances
All Damage (Heart) - 300%

Mannequin

A wall-crawling demon that fires a homing shot or skitters in for a strike.

Class
Lesser Demon
Health
6
Attacks (damage to you)
30 DP (Homing Projectile); 30 DP x 2 (Melee 1,2)
Weaknesses and resistances
Head ✓, Limbs ✓; Explosions - 50%; Airborne - 150%; Airborne Punch/Parry - INSTAKILL

Minotaur

A heavy boss that attacks with hammer swings, acid and a tram-track charge.

Class
Supreme Demon
Health
160
Attacks (damage to you)
15 DP / tick (Acid); 25 DP x 4 (Four-Swing Combo); 25 DP, 35 DP x 2 (Explosion Combo); 50 DP (Stampede); 20 DP (Touching ground during subway phase)
Weaknesses and resistances
Head ✓ (Second phase only) Guts ✓

Deathcatcher

A demon that revives fallen enemies as weaker puppets and only takes melee damage.

Class
Lesser Demon
Health
999
Attacks (damage to you)
Revives killed enemies as puppeted versions
Weaknesses and resistances
All Damage - 0%; Punch - INSTAKILL; Slam - INSTAKILL; Knuckleblaster Blast - INSTAKILL; Alternate Shotgun - INSTAKILL

Geryon

A flying boss that fills the arena with crossing shots, beams and shockwaves.

Class
Supreme Demon
Health
180
Attacks (damage to you)
20 DP x 8 (Magenta Volley); 30 DP x 5 (Static Orange Beams); 30 DP x 1/3 + 30 DP x 2/4 + 30 DP x 3/5 (Moving Blue Beams); 25 DP x 3 (Magenta Shockwaves); 20 DP (Green explosion)
Weaknesses and resistances
Head ✓

Class

Angel

5 items

Virtue

An angel that calls down a tracking light beam and drops a parryable core.

Class
Lesser Angel
Health
10
Attacks (damage to you)
30 DP (Divine Beam)
Weaknesses and resistances
Nails - 125%; Silver Nails/Saws - 125%; Railcannon Hitscan - 150%; Electricity - 150%

Gabriel, Judge of Hell

This form uses light weapons, spear attacks, rapier strikes and teleporting dives.

Class
Supreme Angel
Health
100 total; 50 per phase
Attacks (damage to you)
Spear dive (25 DP) and throw (35 DP); rapier slashes (15 DP each) and thrust (25 DP); light-based combos.
Weaknesses and resistances
Head ✓, Limbs ✓; Nails - 125%

Gabriel, Apostate of Hate

This form fights with sword combos, throws and spiraling blades.

Class
Supreme Angel
Health
100 total; 50 per phase
Attacks (damage to you)
Light Combo (20 DP × 4, then 35 DP); Medium Combo (30 DP × 2, then 35 DP × 2); Heavy Combo (35 DP, 45 DP, 35 DP); sword throw and Spiral Swords (35 DP).
Weaknesses and resistances
Head ✓, Limbs ✓; Nails - 125%

Providence

A flying angel that fires magenta beams and leaves a healing hookpoint when defeated.

Class
Lesser Angel
Health
16
Attacks (damage to you)
20 DP (Magenta Cross Projectile); 20 DP (Folding Magenta Cross)
Weaknesses and resistances
Revolvers - 150%; Alternate Shotgun - 200%; Nails - 200%; Silver Nails/Saws - 125%; Railcannon Hitscan - 150%; Electricity - 150%; Rockets - 200%; Cannonballs - 1000%

Power

An angel that summons light constructs and becomes vulnerable after a parry.

Class
Greater Angel
Health
40
Attacks (damage to you)
20 DP, 35 DP (Spear Combo 1, 2); 20 DP x 3 (Rapier Combo 1, 2, 3); 30 DP x 3 (Greatsword Combo 1, 2, 3); 20 DP x 2, 35 DP (Glaive Combo 1, 2,); 35 DP (Glaive Throw)
Weaknesses and resistances
Head ✓, Limbs ✓; Nails - 125%; Silver Nails/Saws - 125%

Class

Prime Soul

2 items

Minos Prime

A fast melee fighter who mixes heavy combos with a parriable homing projectile.

Class
Prime Soul
Health
130
Attacks (damage to you)
25 DP (Shockwaves); 30 DP (Rider Kick ("DIE"); 30 DP x 3 (Kick Combo ("PREPARE THYSELF") 1, 2, 3); 30 DP x 4 (Boxing Combo ("THY END IS NOW") 1, 2, 3, 4); 30 DP x 4 (Phase 2 Boxing Combo ("THY END IS NOW") (Violent) 1, 2, 3, 4); 30 DP (Uppercut); 30 DP (Overhead); 30 DP (Serpent Projectile); 50 DP (Dropkick ("JUDGEMENT"); 50 DP (Phase 2 Dropkick ("JUDGEMENT") (Violent); 50 DP (Ground Slam ("CRUSH")
Weaknesses and resistances
Head ✓, Limbs ✓

Sisyphus Prime

A quick melee boss who teleports behind V1 and chains parriable attacks.

Class
Prime Soul
Health
200
Attacks (damage to you)
30 DP x 4 (Sumo Combo ("YOU CAN'T ESCAPE") 1, 2, 3, 4, 5(Brutal phase 2); 30 DP (Clap ("BEGONE") 1, 2(Brutal phase 2); 30 DP, 23 DP (Uppercut Combo ("DESTROY") 1, 2); 50 DP, 33 DP (Big Explosion ("THIS WILL HURT"); 30 DP (Roundhouse Kick); 30 DP (Overhead Chop); 30 DP (Ground Slam); 25 DP (Shockwaves)
Weaknesses and resistances
Head ✓, Limbs ✓

Class

Other

8 items

Something Wicked

An invulnerable pursuer that follows set routes and vanishes when shot.

Class
-
Health
Can't be killed
Attacks (damage to you)
999 DP (Contact)
Weaknesses and resistances
All Damage - 0%

Cancerous Rodent

A tiny secret enemy that slowly approaches and cannot harm the player.

Class
-
Health
0.1
Attacks (damage to you)
-
Weaknesses and resistances
Indirect damage: 0%

Very Cancerous Rodent

A stationary secret boss that fires three homing projectiles.

Class
-
Health
50
Attacks (damage to you)
20 DP x 3 (Explosive Homing Projectile)
Weaknesses and resistances
Slam - 200%

Mysterious Druid Knight (& Owl)

A flying secret boss that alternates quick bursts with tracking volleys.

Class
-
Health
80
Attacks (damage to you)
25 DP x 7 x 4 (Shotgun Barrage ("Full auto"); 30 DP x 40 (Seeker Spam ("Fuller auto"); 50 DP (Death Explosion ("Oh great, now we lost the fight, fantastic")
Weaknesses and resistances
Head ✓, Limbs ✓

Big Johninator

A robotic boss that uses V2-like movement, rockets, beams and landmines.

Class
-
Health
40
Attacks (damage to you)
35 DP x 3 (Triple Rocket Barrage); 50 DP (Malicious Explosion); 35 DP (Landmine)
Weaknesses and resistances
-

Puppet

A weak enemy that spawns from Blood Trees and takes extra damage.

Class
-
Health
5
Attacks (damage to you)
10 DP (Punch)
Weaknesses and resistances
All Damage - 200%; Head ✓, Limbs ✓

Flesh Prison

A stationary boss that summons small enemies and cycles between projectiles, beams and a black hole.

Class
-
Health
100
Attacks (damage to you)
30 DP x 35/50 (Seeker Spam); 30 DP x 50/75 (Phase 2 Seeker Spam); 30 DP x 2/3/4 (Divine Beam); 30 DP x 3/4/5 (Phase 2 Divine Beam); 10 DP (Black Hole, 99 Hard Damage Override); 15 DP (Eyeball Beams); 20 DP (Miniface Beams); 50 DP (Miniface Explosions)
Weaknesses and resistances
Electricity - 50%; Nails/Saws - 50%

Flesh Panopticon

A stationary boss that summons eye-like enemies and cycles through beams, mortars and a black hole.

Class
-
Health
150
Attacks (damage to you)
30 DP x 2/3/4 (Divine Beam); 30 DP x 3/4/5 (Phase 2 Divine Beam); 60 DP x 11/16 (Mortar Spiral); 60 DP x 16/25 (Phase 2 Mortar Spiral); 10 DP (Black Hole , 99 Hard Damage Override); 20 DP (Miniface Beams); 50 DP (Miniface Explosions)
Weaknesses and resistances
Electricity - 50%; Nails/Saws - 50%

ULTRAKILL Enemy Types Explained

Husks are the physical forms of damned souls. The basic ones are fragile and some come in swarms, while the tougher ones take real effort to bring down.

Machines are blood-powered war machines that came into Hell hunting for blood to fuel themselves. They fire projectiles and beams, swing at you up close, and they're the family most likely to feel like they're reacting to your every move. Demons live in Hell, and most of them are superheavy, which makes them hard to push around. Angels come from Heaven, and all of them fly, using mostly light-based beams, spears and swords.

Prime Souls are the rarest of the lot. They are human spirits strong enough to take shape without a Husk body. The last group, Other, holds one-off foes that don't fit any family, including the Flesh Prison and Flesh Panopticon that guard the Prime Souls.

How ULTRAKILL Enemies Attack and React

Most enemies mix ranged and close-range attacks. Some also use tricks like homing shots, ground slams or teleporting right beside you. As a fight goes on, many switch up what they do, especially once their health drops to around half.

Plenty of enemies also get angrier when you push them. They may speed up or change their attacks when you keep your distance, when one of their friends dies, or when you parry their weapon.

Weight shapes how each enemy reacts when hit. Light enemies get knocked back by your hits, while heavy ones hold their ground. The Whiplash grapple also works differently on heavy foes, pulling you toward them instead of the other way around.

Difficulty matters too. On Violent and above, enemies get meaner, and on Brutal and above the change is bigger. Mindflayers enrage at half health on Violent, and Filth starts leaping at airborne players on Brutal.

How to Beat ULTRAKILL Enemies

Parrying is the core skill of the game. You time a hit so an enemy's attack bounces back at them. Your fists, called the Feedbacker, are the only thing that can parry projectiles, and a point-blank shotgun blast parries melee attacks and charges. A good parry deals heavy damage, sends projectiles back with more force, and refills your health and stamina.

Many enemies, especially machines and the Prime Souls, take extra damage to the head and limbs, so aim there first. Some have one weak point that matters far more than the rest, like the Leviathan's heart or a Streetcleaner's gas canister. A few attacks can also be broken up. Shooting a Sentry's antenna stops its charging beam, and a Swordsmachine staggers for a long time after you parry it.

ULTRAKILL Enemies With Special Rules

A few enemies ignore the usual rules, so it helps to know them before you walk in. The Idol blesses another enemy, making it immune to anything except environmental damage. The Idol itself can only be killed in melee and can't be grappled.

The Deathcatcher follows the same melee-only rule and can't be grappled either. It also brings slain enemies back as weaker puppets, so it's worth dealing with quickly.

Stalkers blast enemies with sand, which stops you from healing by hitting them. On most difficulties they destroy themselves doing it, except on Brutal and above. Mirror Reapers later turn invisible unless you see them through a mirror, and their gas projectiles can't be parried, so dodging them is the safer answer.

Which ULTRAKILL Enemies Matter Most

Some enemies show up early and set the tone for the rest of the game. Filth and Stray are among the first husks you'll face, and Malicious Face and Drone appear in the opening levels, with Swordsmachines following soon after.

Later on, V2 is worth watching closely. It copies your movement and weapons, and it's a boss in 1-4 and again in 4-4. Gabriel is the only Angel boss, and you fight him twice, first in 3-2 and again in 6-2, where he's more aggressive.

Minos Prime and Sisyphus Prime are the two Prime Souls, and they're the bosses that will test you most. Minos Prime is the hardest challenge in Act I, with combos that can kill or nearly kill you before you recover.

Where to Find ULTRAKILL Enemies

Most enemies appear as you move through the story, and each one first shows up in a specific level. Bosses are tied to a single level, so you'll face them at set points rather than at random.

The Cyber Grind is the other main place to meet the regular enemies. It's an endless, wave-based mode where you clear a grid arena to keep advancing, and each wave brings a new mix.

Prime Souls are harder to reach. Minos Prime waits behind the Flesh Prison in P-1, a Prime Sanctum that opens once you earn a P Rank on every Prelude and Act I level. You enter it from 3-1. Sisyphus Prime is in P-2, which needs a P Rank on every Act II level and P-1 finished first, and its entrance is in 6-2.

FAQ

Q.

Which ULTRAKILL enemy is the hardest?

Sisyphus Prime, the Prime Soul in P-2, is the hardest boss in the game. He moves fast and tries to teleport behind you, but almost all of his attacks can be parried. On Violent and above, his attacks lose their cooldown once he drops to half health, and on Brutal, once he's at half health, his Clap and Sumo Combo attacks end with an extra explosion.

Q.

Which enemies show up in the Cyber Grind?

The Cyber Grind draws from the regular enemy roster, sorted by how often each one appears. The common ones are Filth, Stray, Schism, Drone, Soldier, Streetcleaner, Malicious Face, Cerberus, Swordsmachine, Mannequin and Gutterman. The uncommon group is Stalker, Virtue, Sentry, Idol, Guttertank, Deathcatcher and Providence, while Mindflayer, Insurrectionist, Ferryman, Power and Mirror Reaper count as special. Hideous Mass has its own group and spawns first in a wave when there are enough points. Uncommon enemies start around wave 12, specials around wave 16, and from wave 25 enemies can turn Radiant, which raises their cost.

Q.

How do you kill a Mannequin quickly?

Mannequins are fast and crawl across walls and ceilings, so they're hard to pin down on the ground. If one is in the air when you punch it with your fists, it dies instantly.

Q.

Which enemies resist explosions?

Malicious Face is immune to explosions, and explosive shots bounce off it unless it's soaked in gasoline, so blasts won't help against it. Filth and Streetcleaners take only half damage from explosions, so they're better handled with direct hits.

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