Click any entity card to view detailed threat assessment and evasion tactics. Data sourced from community research and wiki documentation.
Agony
Critical ThreatAttack Profile: Instant kill (removes 50% HP)
Behavior: Buggy AI allows Ultra Coil speed. Enters 4-second inactive cooldown after landing a hit. Ignores ally NPCs (Noob Tube). Cannot bypass Blue Relic.
Evasion: Emits light source useful during blackouts. Completely immune to stuns (Metal Bat/Freeze Ray). Use Glass Coil to outrun.
Note: Useful during Blackout trials for navigation.
Alex
Critical ThreatAttack Profile: Instant kill (black screen death state)
Behavior: Stationary for 15s post-spawn with global phone call audio. Fog covers entire map. Begins targeting players after audio ends.
Evasion: Can barely be outrun with Heliotrope Coil. Emits audible breathing cue for localization. Bypasses Blue Relic.
Note: Requires Heliotrope Coil for escape.
Angry Munci
Critical ThreatAttack Profile: Instant kill on contact
Behavior: Speed scales drastically when observed by players. Halts briefly upon initial detection. Visual: 2D sprite with large shadow and white eyes.
Evasion: Avert visual contact completely. Use Riot Coil for safe stuns. Listen for loud humming audio cue.
Note: Cannot be highlighted in spectate mode.
King
High ThreatAttack Profile: Melee (60 dmg), Jump Shockwave, Mace Throw (30 dmg + Shockwave), Projectile Barrage (13 AOE dmg)
Behavior: Slow walk pace; transitions to rapid sprint if players break line of sight or create excess distance.
Evasion: Execute mid-air crouch (roll) to negate shockwave fall damage. Avoid open spaces during projectile barrage.
Note: Jump shockwave flings players upward, causing fatal fall damage.
Lita (Nekolita)
High ThreatAttack Profile: Melee (37 dmg), Quick Lunge (10 dmg + Stun), Vertical Slam (45 splash dmg + Fling), Horizontal Swing (60 dmg + Bleed)
Behavior: Searches map actively. Slow movement speed. Long attack range. Will NOT target child avatars.
Evasion: Maintain strict distance. Conserve stamina. Observe visual cues to predict attack variations.
Note: Child avatar immunity is a documented quirk.
Kolossos
High ThreatAttack Profile: Unknown direct damage
Behavior: Broadcasts a distinct, highly audible sound cue prior to initiating a high-speed, linear charge attack.
Evasion: Rely heavily on auditory monitoring. Break linear paths and utilize lateral movement upon hearing the charge cue.
Note: Charge is linear and highly telegraphed.
Grappler
Medium ThreatAttack Profile: Unknown direct damage
Behavior: Slow-paced wandering. Increases pursuit speed ONLY when players attempt to distance themselves.
Evasion: Maintain close-to-medium proximity to prevent rapid algorithmic acceleration.
Note: Inverted speed scaling - approaching can be safer.
Brute Twins
High ThreatAttack Profile: Applies severe bleed effect on contact
Behavior: Unknown specific movement variables. Subject to systemic fixes regarding specific stun intervals.
Evasion: Monitor health degradation carefully post-contact. Prioritize healing items immediately.
Note: Bleed effect is continuous until healed.
The Mafia
High ThreatAttack Profile: Varies by sub-faction: machetes, crowbars, linked swords, ranged pistols
Behavior: Distributed swarm logic. Agents have unique voice lines denoting death, combat initiation, and player interaction.
Evasion: Visually identify agent hats (fedora vs. ushanka vs. beanie) to predict optimal engagement range and weapon type.
Note: Sub-factions: Right Hand (black fedora), Britalians (black beanie), Debt Collectors (ushanka), Made Men (Clockwork shades), Squires (black fedora), Gunners (black ski mask).
Render Man
High ThreatAttack Profile: Visual distortion and aggression penalty
Behavior: Aggressively penalizes players who maintain direct line of sight. Forces camera aversion.
Evasion: Avert cameras downward immediately upon visual contact to minimize screen distortion and reduce aggression.
Note: Pure sight-based threat mechanics.
Red44
Medium ThreatAttack Profile: Danger meter-based behavior
Behavior: Overhauled in recent patches to switch between targets during pursuit rather than tunneling single players.
Evasion: Use environmental cover. The targeting changes offer windows for escape.
Note: More forgiving than other chase entities.
Evil Roblox
Critical ThreatAttack Profile: Devours or murders players on contact
Behavior: Spawns exclusively during server restart or shutdown for patch deployments. Respects player audio settings.
Evasion: Disengage from primary objectives and prepare for server termination. No in-round counter.
Note: Meta-entity tied to server state, not standard spawning.