Certain enemies in Enter the Gungeon do not have entries in the Ammonomicon, despite being fully functional in-game. Some of these enemies are part of the Cult of the Gundead, within the Gungeon, whereas others are part of various Gungeoneer's pasts.
This page does not include the plethora of strange enemies from the R&G Dept.
Enemies within the Gungeon[ | ]
(All names are either taken from the sprites of the enemy, or from what little cues are given in game).
Icon | Name | Base
Health |
Description |
---|---|---|---|
Claymore | Base:
15 Mines: 24 |
Summoned by the Mine Flayer.
Walks clockwise or counterclockwise around the Mine Flayer's boss room, exploding if the player comes too close. Invulnerable to most forms of attack, but can be damaged by Bullet Bore. | |
Bell | Base:
15 Mines: 24 |
Summoned by the Mine Flayer.
Wanders around the Mine Flayer's boss room while the Mine Flayer is disguised as one of them in order to hide his exact location. Does not actively attack, but will release a ring of bullets around itself either upon death, or if the Mine Flayer ends his attack. | |
Bomb Bot | 10 | Summoned by Fuselier.
Waddles towards the player, attempting to deal contact damage similarly to a Spent. | |
Mouser | Base:
1 Rat Den: 1.85 |
Runs towards the player, attempting to deal contact damage similarly to a Spent. | |
Superball | Base:
75 Gungeon Proper: 97.5 |
Summoned by the Ammoconda in the corners of its boss room.
Sits in place occationally shooting a pointed bullet at the player. Can be eaten by the Ammoconda to restore the Ammoconda's health. | |
Chancellor | Complex | Sits by the Bullet King in his boss room.
If the Chancellor is damaged he will run towards the player and attempt to deal contact damage. Any damage after this kills him. If the Chancellor is not damaged throughout the fight, he will begin to cry once the Bullet King is defeated. Should the Chancellor not be killed, he will appear alongside the next boss the player encounters, armed with a dagger. They will then run towards the player, attempting to deal more contact damage, and taking more than one hit to kill. The Chancellor technically has 1000 health, but he is automatically reduced to 1 shortly after taking damage. This means that if the player deals more than 1000 damage on their initial shot, the chancellor will instantly die, and not have a chance to chase them down. If the Chancellor survives the Bullet King's boss fight, he will automatically be reduced down to 1 health. If the Chancellor survives, and is spared as to appear again in another boss room, they will still have a base health of 1000, but upon taking damage they will be reduced to 20 instead of one. | |
Old Chancellor | Complex | Sits by the Old King in his boss room.
Similarly to the regular Chancellor, if he is damaged during the fight he will be angered and will attempt to deal contact damage to the player. If he is not damaged, he will cry once the Old King is defeated. Unlike the regular Chancellor, the Old Chancellor will not appear again even if spared. The Old Chancellor handles health in the same way as the regular Chancellor, except with health scaling. Their base health is at 1000, but with the health scaling of the abbey they will always be found with 1666.6 health. Upon taking damage (or surviving the fight), they will still be reduced to 1 as normal. If the Chancellor is hit with Casey from about a Casey’s length away, the Chancellor’s body will deal a large amount of damage to the Old King, killing him in one hit. | |
Dragun's Knifeguy | Base:
60 Forge: 126 |
Thrown by the Dragun onto either side of his boss room as part of an attack.
Shoots a swathe of bullets into the boss room. Does not specifically aim at the player. | |
Advanced Dragun's Knifeguy | Base:
60 Forge: 126 |
Thrown by the Advanced Dragun onto either side of his boss room as part of an attack.
Fires a handful of extremely fast-moving kunai into the boss room, telegraphed by red lines on the floor. Aims in the vague direction of the player. | |
Cursebullet | Base: 4.2
Jammed: 24.7 |
Summoned by Gummies.
Runs towards the player, occasionally stopping to release a cluster of bullets around themselves. Is always Jammed, unless cured with the Heck Blaster, or unless light is shined upon it during the 'Don't Blink' Challenge mode modifier. | |
Candle Guy | Base:
1 Hollow: 1.85 |
Appears in the High Priest's boss room as part of the 'Something Wicked' Challenge Mode modifier.
Stands still, not actively attacking the player. If it takes damage, it will burst into an extremely long lasting pool of fire. |
Enemies outside of The Gungeon[ | ]
Icon | Name | Base
Health |
Description |
---|---|---|---|
Hegemony Soldier | 15 | Appears in the Convict's past.
Walks towards the player, shooting bullets in bursts of three. Wields the unused Chromesteel Assault Rifle. | |
Terminator | 55 | Summoned by the Last Human in the Robot's past.
Alternates between shooting a fast shotgun spread (similar in structure to the attack of a Red Shotgun Kin), a slow shotgun spread, or a pointed shotgun spread with predictive aim (identical to the attack of a Veteran Shotgun Kin). | |
Imp | 25 | Summoned by the Interdimensional Horror in the Marine's Past.
Walks towards the player, firing fiery bullets. | |
Dr. Wolf | 4 | Appears in the Hunter's past, aiding his monster.
Runs away from the player, deflecting bullets with a shield similar to that of most NPCs. Once in a safe position, he pulls out a small device which he uses to buff his monster. | |
Hegemony Ship | ? | Deployed by the HM Absolution in the Pilot's past.
Sits in formation, firing individual bullets at the player before eventually moving down the screen and disappearing. Hegemony Ships are not technically enemies, and have more in common code-wise with projectiles than they do other enemies featured on this page. Functionally however, they are still individual foes that the player can dispatch, and thus they have been listed here. |
Harmless Entities[ | ]
These creatures don't actively attack the player, and only deal damage if they are jammed.
Icon | Name | Base
Health |
Description |
---|---|---|---|
Chicken | 40 | Spawned when an enemy is transmogrified via Magic Bullets or certain magical guns.
Wanders around the room, only dealing contact damage while Jammed. Instantly dies when stepped on. | |
Snake | N/A | Spawned when transmogrifying enemies with the Snakemaker.
Sits in place, not dealing any sort of damage even if jammed. Can be smacked around by the melee swing of Blasphemy, but will not be killed. | |
Rat | Base:
5 Mines: 8 |
Wanders around the room in the Black Powder Mines that contains the entrance to the Resourceful Rat's Lair.
Deals contact damage if it is Jammed. | |
Candle Rat | Base:
2 Rat Den: 3.7 |
Wanders around the Resourceful Rat's Lair, with a candle on its back.
Deals contact damage if it is Jammed. | |
Chick | 40 | Spawns upon the death of a Terminator in the Robot's Past.
Wanders around harmlessly. If made to be Jammed via mods, it still will not deal any damage. Immune to any form of damage except the melee swing of Blasphemy, which is impossible without mods. | |
Squirrel | 40 | Spawns upon the death of a Terminator in the Robot's Past.
Wanders around harmlessly. If made to be Jammed via mods, it still will not deal any damage. Immune to any form of damage except the melee swing of Blasphemy, which is impossible without mods. | |
Bunny | 40 | Spawns upon the death of a Terminator in the Robot's Past.
Wanders around harmlessly. If made to be Jammed via mods, it still will not deal any damage. Immune to any form of damage except the melee swing of Blasphemy, which is impossible without mods. | |
Kernel | 5 | Has a chance to spawn when a Poopulon is killed.
Stands still and does not attack, only dealing contact damage to the player when Jammed. | |
Egg Yolk | 1 | Can be spawned upon shooting the Weird Egg.
Slowly slides towards the player, only able to damage them if jammed. | |
Blobulord Death Crawler | Base:
15 Oubliette: 19.9995 |
The tiny remnant of the Blobulord left behind after his defeat.
Slowly crawls towards the player, only dealing damage if jammed. | |
Red Caped Bullet Kin | 15 | Appears after at least one past has been beaten.
Wanders around harmlessly before eventually disappearing. Allowing 5 of these Bullet Kin to disappear unlocks the Bullet. Deals contact damage if it is Jammed. |
Notes[ | ]
- Both the Chancellor and Old Chancellor are referred to as 'Toadies' via their sprite names, with the name 'Chancellor' coming from the Ammonomicon entry of the Bullet King.
- 'Candle Guys' are remarkably similar in appearance to both decorative candles in Bullet Hell, and a type of enemy in the R&G Dept that uses a Magnum to actively attack.
- The 'Kernel' is called the 'Kernal' by its sprites, which is likely a misspelling.
- Many enemies are specific to certain floors, meaning that while they have a base health, their health will effectively be multiplied in all scenarios in which they are encountered.