List of enemies including Bosses, sorted by the area in which they make their first appearance.
As you progress the game's difficulty increases. Difficulty is the number of portals you entered; it determines the amount of enemies spawning in the area, the attack rate of enemies, and which weapons start to drop from Weapon Chests and enemies. Entering a Crown Vault or the Sewers Secret Area counts as entering a portal and increases the difficulty by one each time you exit them, so you get better weapons sooner but there are more enemies.
HP of Bosses and other Enemies changes depending on loops. Each loop increases the HP of all enemies by 12.5% up until loop 10. HP of Bosses first increases by 33%, then by 12.5%.
If a non-IDPD enemy has an Elite Variant listed, the chance that they spawn as that variant is . During the first loop, Elite Variants will not spawn in the first subarea of an area. Some Elite Variants can only spawn after looping.
The Rads/Drop Chance column contains the guaranteed number of Rads (Radiation) that each enemy drops when it dies. It also contains the drop chance of pickups and weapons. Some enemies can drop multiple pickups or a pickup and a weapon. These are listed using X or Y. If pickup chance or weapon chance is not listed, it has a 0% chance to drop something. Pickup calculation is always calculated before Weapon calculation.
Chases the player, dealing damage when it runs into them.
Very common in the sewers.
Touch: 2
7
Rads: 4
Green Rat
Spawned by Big Green Rat.
Behavior is identical to Rat, but it moves faster.
Degenerates and dies after 30 seconds.
Touch: 2
4
Rads: 0
Pickup: 20%
Big Green Rat
Regularly spawns batches of Small Green Rats.
When out of rats to spawn (after 4 waves), it will charge at the player if in proximity, breaking walls in its path.
Charge will end in an explosion, destroying itself and releasing a final batch of Small Green Rats.
Touch: 1
Charge: 4
35
Rads: 20
Pickup: 12%
or
Weapon: 16%
Ballguy
Explodes when killed or when it comes into contact with the player, firing 8 green projectiles around its location of death. After loop 1, spawns 14 projectiles.
Actively chases down the player.
Transforms into a dangerous Super Ballguy when it touches toxic gas.
Projectile: 2
5
Rads: 5
Super Ballguy
Elite variant of the Ballguy.
Shoots green projectiles continuously while running around.
Loves toxic gas, heals itself with it.
Explodes when killed or when it comes into contact with the player, firing 20 green projectiles and releases a toxic cloud.
Unlike the regular Ballguy, it breaks walls near its locaton of death.
Attacks by shooting lasers from each side of the level, and by opening a lid and shooting a series of explosive bullets downwards. While doing so, is more vulnerable to damage.
After a short delay it instantly destroys nearby walls, and then releases a 360 degree salvo of fast green projectiles.
Fires a 360 degree shot of medium speed projectiles if it's killed while charging.
Destroys walls on death.
Projectile: 2
Touch: 2
50
Rads: 14
Weapon: 20%
Dog Guardian
Jumps at the player.
Bounces off walls when above ground.
Destroys walls on landing.
Very high health.
Destroys walls on death.
Charge: 6
160
Rads: 22
Pickup: 50%
Ghost Guardian
Flies through walls.
Has three square guardian bullets orbiting it. More bullets orbit post-loop.
Actively chases the player.
When killed, its orbiting bullets fly outward.
Projectile: 4
Touch: 5
54
Rads: 11
Pickup: 20%
Cube Guardian
Can suck the player toward it and fire in the cardinal directions.
Projectile: 4
Touch: 5
60
Rads: 14
Pickup: 12%
Weapon: 6%
The Nuclear Throne
Final Boss of the game.
Shoots a large green laser once activated, it kills instantly upon contact.
Fires 2 tri-shot bursts green bullets.
Shoots two large green orbs that explode into smaller green orbs in a star pattern.
Large orbs when destroyed always spawn a pickup.
Does 10 damage on contact even when stationary. Walks forwards if you back up too far, try to hide back of walls, or go to the sides or top of the Nuclear Throne, will start shoot a lots of large orbs.
Crates a massive explosion on death which mostly consists of big green explosions.
The left and right parts of the Throne have 700 health each. Damage dealt to them is applied to the main body.
Destroying the left or right part of the Throne deals 100 damage to the main body.
Destroying the left or right part of the Throne prevents it from firing bursts.
Can fire a force field, which significantly slows movement, much like Plant.
Force field can be deflected by melee.
Force field can slow down other non-I.D.P.D. enemies.
Rides a segway, improving its movement speed.
Fires a spread of three lasers.
Explodes when killed.
Laser: 2
9
Rads: 0
Pickup: 25%
Buff I.D.P.D.
Fires two weapons simultaneously, much like Steroids.
Fires bouncer projectiles.
Projectile: 4
20
Rads: 0
Pickup: 24%
Loop-Exclusive I.D.P.D.
Enemy
Description
Damage Values
Health
Rads/Drop Chance
I.D.P.D. Van
Unloads I.D.P.D. troops.
Will teleport in through a large I.D.P.D. portal, breaking walls and running over everything in it's path including other enemies.
Deals contact damage while moving.
Stays stationary after unloading all the I.D.P.D. troops.
When destroyed it creates 3 I.D.P.D. grenade-like explosions.
After loop 3, spawns a ring of square I.D.P.D. bullets.
Doesn't have to be destroyed to finish a level.
Touch: 20
Death: 4+
255
Rads: 9
Pickups: 30%
Pickups: 30%
Pickups: 50%
or
Weapons: 1%
Elite I.D.P.D.[]
Enemy
Description
Damage Values
Health
Rads/Drop Chance
Elite Grunt
Upgraded version of the I.D.P.D. Grunt. Moves quickly and erratically.
Dodge rolls, much like Fish with Throne Butt.
Uses an I.D.P.D. version of the Assault Rifle that shoots fast, small, blue bullets.
Fires bursts of 3 bullets at a time.
If they do not have direct line of sight to the player, occasionally fires a very fast missile towards the player that deals 4 impact damage and causes a blue I.D.P.D. grenade-like explosion on impact, large enough to go through thin walls.
Projectile: 3
Missile: 4 + 4+
40
Rads: 0
Pickup: 25%
Elite Inspector
Upgraded version of the I.D.P.D. Inspector.
Can draw the player towards itself and push away projectiles much like Eyes with Throne Butt.
Very quick and dangerous.
Highly erratic movement pattern makes it difficult to kill.
Uses an I.D.P.D. version of the Energy Sword
Attacks the player with a far reaching melee slash that can also reflect their projectiles.
Reflected projectiles hurt other enemies, but not the player.
Plays a short animation right before its melee slash.
Does not deal damage on physical contact with player.
Throws blue I.D.P.D. grenades.
Melee Attack**: 8
Grenade: 4+
38
Rads: 0
Pickup: 25%
Elite Shielder
Upgraded version of the I.D.P.D. Shielder.
Can shield projectiles and teleports afterwards, much like Crystal with Throne Butt.
Uses an I.D.P.D. version of the Plasma Minigun.
Fires inaccurate bursts of blue plasma projectiles, from 4 to 6 at a time.
Each plasma projectile deals damage the same way as Plasma Weapons projectiles and causes a Plasma Explosion.
Projectile: 4-16
Plasma Explosion: 10-20
50
Rads: 0
Pickup: 28%
Mutated I.D.P.D.[]
Enemy
Description
Damage Values
Health
Rads/Drop Chance
I.D.P.D. Freak Van
Unloads Popo Freaks.
Will teleport in through a large I.D.P.D. portal, breaking walls and running over everything in it's path including other enemies.
Deals contact damage while moving.
Explodes after unloading all the Popo Freaks.
Drops a lot of I.D.P.D. grenades after exploding.
Doesn't have to be destroyed to finish a level.
Touch: 20
Death: Explosive Damage*
255
I.D.P.D. Freak
Mutated version of the I.D.P.D. Grunt.
Fires 15 blue bullets in a wide, random spread.
Can spawn 3 I.D.P.D. grenades on death, creating a huge explosion.
Resurrects from enemy corpses. The resurrection continuously happens on its own if at least one enemy is left alive on the level.
I.D.P.D. Freak Vans will unload I.D.P.D. Freaks and instantly explode after that.
Drops rads unlike any other I.D.P.D. unit in the game.
Touch: 5
Projectile: 3
Grenade: Explosive Damage
25
Rads: 25
Pickup: 90%
Loop-Exclusive Bosses
Enemy
Description
Damage Values
Health
Rads/Drop Chance
Mom
Sewers area Boss you encounter after looping.
She shoots projectiles that spew out toxic clouds.
Lays eggs from which Ballguys come out, its easy for them to change into Toxic Ballguys since they come in contact with toxic clouds more frequently.
Does 10 melee damage.
Heals when in contact with toxic clouds.
Explodes when killed, firing 80 projectiles around her location of death.
Toxic Ballguys deals 3 toxin damage, instead of 2 damage on Mom battle.
Toxic Projectile: 3
Impact: 5
Toxin: 3
Projectiles on death: 2
Touch: 10
450
Rads: 100
Big Assassin
Scrapyards area Boss you encounter after looping.
Spawns in 3-1.
Move at really high speed.
Makes a very powerful attack with his Dark Sword.
Spawns at the start of the level.
Reflects projectiles with his sword.
Melee Damage: 6
190
Rads: 40
Pickup: 100%
Pickup: 30%
Tenchnomancer
Labs area Boss you encounter after looping.
Has the ability to turn other enemy's corpses into living Necromancers.
Summons Turrets.
The boss itself deals no damage.
The Technomancer jumps between three randomly placed machines.
Destroying all three machines kills the boss.
None
420
Rads: 50
Pickup: 100%
Pickup: 50%
or
Weapon: 1%
Hyper Crystal
Crystal Caves area Boss you encounter after looping.
Surrounded by five Laser Crystal enemies that constantly circle around the boss.
The Boss itself doesn't have a ranged attack but it will summon more Laser Crystals if they get destroyed.
Expands the Laser Crystals which will then explode, breaking walls and removing your cover. Each explosion creates a fixed pattern of 7 lasers around its center.
Touch: 400
900
Rads: 150
Pickup: 50%
or
Weapon: 50%
Cursed Hyper Crystal
Cursed Crystal Caves area Boss you encounter after looping.
Can teleport.
Surrounded by five Cursed Laser Crystals that constantly circle around the boss.
The Boss itself doesn't have a ranged attack but it will summon more Cursed Laser Crystals if they get destroyed.
Touch: 400
900
Rads: 150
Pickup: 50%
or
Weapon: 50%
Inverted Big Assassin
Inverted Scrapyards area Boss you encounter after looping.
Melee Damage: 6
80
Rads: 40
Pickup: 200%
Pickup: 200%
Inverted Mom
Inverted Sewers area Boss you encounter after looping.
Fires more frequently.
Projectiles move faster.
Actively moves toward the player.
Toxic Projectile: 3
Impact: 5
Toxin: 3
Projectiles on death: 2
Touch: 10
450
Rads: 100
Inverted Technomancer
Inverted Labs area Boss you encounter after looping.
The boss itself deals no damage.
The Technomancer jumps between three randomly placed machines.
Destroying all three machines kills the boss.
None
390
Rads: 55
Pickup: 100%
Pickup: 50%
or
Weapon: 1%
Inverted Hyper Crystal
Inverted Crystal Caves area Boss you encounter after looping.
Spawns 5 of any combination of Lightning Crystals and Inverted Golden Laser Crystals.
After the more they spawn, the higher likelihood of Inverted Golden Laser Crystals increases.
Shoots a bunch of small moving projectiles in a heart shape.
Spawns in groups with the Black Card Soldier.
Projectile: 3
Square Bullet: 2
31
Rads: 10
Pickup: 20%
Black Card Soldier
Shoots a bunch of fast, shotgun like projectiles at close range.
Spawns in groups with the Rad Card Soldier.
Projectile: 3
Square Bullet: 2
31
Rads: 10
Pickup: 20%
Teapot
Shoots slow moving rockets, similar to Big Dog's.
Expodes on death.
Missile: 5+
65
Rads: 15
Pickup: 24%
or
Weapon: 4%
Teapot Missile
Missile fired by Teapots and the Chesire Cat.
Bounces off of walls.
Explodes on death or upon contact with the player.
Touch: 5
Explosion: 5+
16
Rads: 0
Pickup: 42%
Golden Teapot
Elite variant of the Teapot.
Acts faster.
Explodes into 6+ explosions on death.
Nuke: 5+
Death: 5+
190
Rads: 50
Teapot Nuke
Nuke fired by Golden Teapots.
Fires two lasers, at 30 degrees up and down constantly.
Explodes on contact with player or wall.
Touch: 5
Explosion: 5+
30
Rads: 0
Pickup: 40%
Sheep
Does not attack.
The level ending portal appears even if not killed.
None
1
Rads: 1
Pickup: 20%
or
Weapon: 1%
Exploding Sheep
Does not attack.
The level ending portal appears even if not killed.
Explodes on death.
Explosion: 5+
4
Rads: 1
Pickup: 30%
or
Weapon: 2%
Lost Sheep
Does not attack.
The level ending portal appears even if not killed.
Drops a Health Chest and a weapon upon death.
None
50
Rads: 10
Weapon: 100%
Health Chest
Chesire Cat
Boss of the Wonderland.
Can move through walls rapidly.
Can shoot a barrage of bullets in a circular shape around itself.
Can shoot rockets, identical to Teapot's.
Can Shoot a couple of lasers at the player.
Can spin and perform a Wazer attack.
Can spawn Wonderland enemies near itself.
Explodes on death.
Touch: 3
Projectile: 3
Square Bullet: 2
Laser: 2
Death: 5+
660
Rads: 60
Pickup: 100%
Pickup: 20%
Pickup: 50%
or
Weapon: 40%
Pickup: 50%
or
Weapon: 100%
Cursed Crystal Caves[]
Enemy
Description
Damage Values
Health
Rads/Drop Chance
Cursed Crystal Spider
Similar to the regular Crystal Spider.
Emits purple smoke.
Has a 25% chance to split in two upon death. These split versions will not drop rads when killed.
Melee: 4
26
Rads: 9
Pickup: 30%
or
Weapon: 1%
Cursed Laser Crystal
Similar to the regular Laser Crystal.
Unlike the Laser Crystal it can't drop weapons.
Emits purple smoke.
Every few seconds will teleport over a short distance in random directions.
Charges up and shoots 4 laser beams in a burst at the player.
Each laser does 1 damage per hit animation, up to 4 damage.
Long range.
Turns red when charging and firing.
Shows the direction it shoots by painting a target on the wall and with a trail of red particles.
Does not actively pursue the player; moves randomly.
Instant death when touched.
Laser: 2
Melee: 20
65
Rads: 22
Pickup: 12%
or
Weapon: 5%
Graveyard[]
Enemy
Description
Damage Values
Health
Rads/Drop Chance
Factory[]
Enemy
Description
Damage Values
Health
Rads/Drop Chance
Cursed Factory[]
Enemy
Description
Damage Values
Health
Rads/Drop Chance
Golden Factory[]
Enemy
Description
Damage Values
Health
Rads/Drop Chance
Ultra Factory[]
Enemy
Description
Damage Values
Health
Rads/Drop Chance
Ultra Scrapyard[]
Enemy
Description
Damage Values
Health
Rads/Drop Chance
Crown Courtyard[]
Enemy
Description
Damage Values
Health
Rads/Drop Chance
Inverted Areas
Inverted Areas have Inverted Variants of some enemies found in all areas, excluding some special areas. Inverted Enemies have different attributes, which can include: different attack patterns, faster movement, different stats, etc. The description of the enemies will only list either the new attributes or how it is different from the normal enemy.
Fires bouncer bullets, regular bullets, and square bullets.
Projectiles: 3
25
29(L2)
Rads: 12
Pickup: 15%
Inverted Black Card Soldier
Faster than Black Card Soldiers.
Shoots a line of fire.
Makes a sniper line to indicate where the line will be created.
Fire: 2
25
29(L2)
Rads: 12
Pickup: 15%
Inverted Teapot
Shoots rockets.
Rockets leave a small trail of fire.
Explosion radius is same to a nuke launcher's rocket.
Death: 5+
45
53(L2)
Rads: 30
Pickup: 30%
or
Weapon: 4%
Teapot Nuke
Moves toward the player.
Explodes on contact with the player or a wall.
Touch: 5
Death: 5+
16
Rads: 0
Pickup: 40%
Inverted Golden Teapot
Fires Inverted Golden Teapot Nukes.
Acts faster.
Explodes into 6+ explosions on death.
Death: 5+
160
Rads: 60
Inverted Golden Teapot Nuke
Fires lasers.
Moves faster.
Explodes on contact with the player or a wall.
Touch: 5
Death: 5+
20
Rads: 0
Inverted Chesire Cat
Boss of the Inverted Wonderland.
Fires lots of square bullets while spinning.
Fires barrages of square bullets and lunges.
Spinning Wazer attack has two Wazers.
Touch: 3
Projectiles: 3
Wazer: 2
Death: 5+
610
740(L2)
Rads: 150
Pickup: 100%
Pickup: 20%
Pickup: 50%
or
Weapon: 40%
Pickup: 50%
or
Weapon: 100%
Inverted Palace[]
Guardians in the Inverted Palace fire inverted versions of their normal projectiles, some of which have homing capabilities. These projectiles deal the same amount of damage as their normal counterparts.
Enemy
Description
Damage Values
Health
Rads/Drop Chance
Inverted Guardian
Faster fire speed.
Creates a purple explosion on death.
Projectile: 5
Square: 4
Melee: 2
Death: 16+
30
Rads: 12
Pickup: 50%
Inverted Explo Guardian
Faster fire speed.
Faster projectile speed.
Creates a purple explosion on death.
Projectile: 2
Melee: 2
Death: 16+
30
Rads: 19
Weapon: 20%
Inverted Dog Guardian
Faster move and jump speed.
Acts faster.
Creates a purple explosion on death.
Touch: 6
Death: 16+
130
Rads: 24
Pickup: 50%
Inverted Ghost Guardian
Faster move speed.
Creates a purple explosion on death.
Projectile: 4
Touch: 5
Death: 16+
20
Rads: 13
Pickup: 20%
Cube Guardian
More aggressive.
Projectiles move faster.
Pulling move is much stronger.
Creates a purple explosion on death.
Projectile: 4
Touch: 5
Death: 16+
45
Rads: 19
Pickup: 12%
Weapon: 6%
The Inverted Nuclear Throne
Alternate Final Boss of the game.
Shoots a double large purple laser once activated.
Fires 2 tri-shot bursts purple bullets.
Shoots two large purple orbs that explode into smaller purple orbs in a star pattern.
The large orbs explode when destroyed, dealing at least 16 damage.
Does 10 damage on contact even when stationary. Walks forwards if you back up too far, try to hide back of walls, or go to the sides or top of the Inverted Nuclear Throne, will start shoot a lots of large orbs.
Crates a massive explosion on death which mostly consists of big purple explosions.
The left and right parts of the Throne have 500 health each. Damage dealt to them is applied to the main body.
Destroying the left or right part of the Inverted Throne deals 100 damage to the main body.
Destroying the left or right part of the Inverted Throne prevents it from firing bursts.
Large Beam: 5
Bullet: 2
Orb: 5
Large Orb: 12
Melee: 10
Death: 16+
1700
Rads: 600
Inverted Graveyard[]
Enemy
Description
Damage Values
Health
Rads/Drop Chance
Damage explanation[]
Explosive Damage*:
Big Explosion - Bigger version of the regular explosion. Deals 5 damage if hit by a single instance of an explosive blast but it's easy to be hit two times by standing close to the explosion's center. This can deal 10 damage instantly.
Small Explosion - Smaller version of the regular explosion. Has less range than a Big Explosion but deals the same amount of damage.
Green Explosion - Has the same range as a regular Big Explosion but deals much more damage. Deals 12 damage if hit by a single instance of an explosive blast but it's easy to be hit two times by standing close to the explosion's center. This can deal 24 damage instantly.
I.D.P.D. Explosion - Large blue explosion created by I.D.P.D. grenades. Deals 4 damage if hit by a single instance of an explosive blast but it's easy to be hit two times by standing close to the explosion's center. This can deal 8 damage instantly.
Melee Attack**: Melee swing attack that is able to reflect your projectiles and grenades. The reflected projectiles won't hurt your character but will hurt enemies. Reflected grenades will deal contact damage only to enemies but the explosion can still hurt you.