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MeatSlicer/docs/enemies.md
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Cleaver whirl, HD boss first-draw, elite Splitter minis.
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Enemies

All 11 enemy types in MeatSlicer, plus elites, drops, and the exact difficulty-scaling formulas. Pulled from js/enemies.js and js/rooms.js.


Enemy roster

Shambler

Stat Value
Base HP 26
Base speed 55
Contact damage 1
Hitbox radius 18
XP 1
First appears Floor 1 (spawn weight 40)

The basic chaser. Shuffles toward you with a sinusoidal wobble. Individually harmless, dangerous in the packed waves of later floors.

Runner

Stat Value
Base HP 12
Base speed 236
Contact damage 1
Hitbox radius 15
XP 1
First appears Floor 1 (spawn weight 25)

Extremely fast, fragile chaser — over 4× the Shambler's speed. They arrive first and force you to keep moving.

Spitter

Stat Value
Base HP 20
Base speed 60
Contact damage 1
Hitbox radius 18
XP 2
First appears Floor 2 (spawn weight 18)

Ranged kiter. Holds 190–250 px away from you — approaches if you're farther than 250 px, retreats if you're closer than 190 px. Fires a gore bolt (speed 220, damage 1, 3 s life) when within 420 px, every 1.9 s. Elite Spitters fire a 3-shot fan (0.25 rad spread) every 1.1 s.

Splitter

Stat Value
Base HP 30
Base speed 70
Contact damage 1
Hitbox radius 21
XP 1
First appears Floor 2 (spawn weight 16)

Chaser that splits into 2 Minis on death (elite and normal). Slightly tankier than a Shambler. Explosions and AoE that kill the Minis with the parent are valuable here.

Mini

Stat Value
Base HP 6
Base speed 120
Contact damage 1
Hitbox radius 14
XP 1
First appears Only from Splitter deaths and boss summons

Small, vicious gore-red chaser. Never spawns directly from room waves. Splitter splits and boss summons appear instantly; room-wave enemies telegraph first (see below).

Exploder

Stat Value
Base HP 14
Base speed 110
Contact damage 2
Hitbox radius 16
XP 2
First appears Floor 3 (spawn weight 14)

Suicide bomber. Charges at you; within 56 px its 0.5 s fuse lights (it flashes). When the fuse ends — or when it's killed by anything — it detonates: radius 70 (fuse) / 60 (killed), 2 damage. The blast only hurts you, not other enemies. Kill them at range or bait the fuse and back off.

Censer

Stat Value
Base HP 34
Base speed 45
Contact damage 1
Hitbox radius 19
XP 3
First appears Floor 4 (spawn weight 8)

A zone caster that every ~3.3s predicts player movement and telegraphs a hostile acid pool (radius 38, 0.75s warning, ~4.2s life). Excluded from wave picks when the arena's minimum dimension is below 300px.

Bulwark

Stat Value
Base HP 60
Base speed 38
Contact damage 2
Hitbox radius 23
XP 3
First appears Floor 5 (spawn weight 8)

Slowly faces the player; hits within ±70° of its front deal 20%, flank/rear hits full. Resists on-hit stun and cannot be elite.

Flenserling

Stat Value
Base HP 22
Base speed 150
Contact damage 2
Hitbox radius 16
XP 3
First appears Floor 5 (spawn weight 7)

Periodically phases untargetable, appears behind the aim vector, and lunges.

Choirmaster

Stat Value
Base HP 40
Base speed 50
Contact damage 1
Hitbox radius 19
XP 4
First appears Floor 6 (spawn weight 6)

Its 180px aura grants +35% speed and heals nearby non-boss monsters ~1.8% max HP per second (minimum 0.5). At most one is selected by a normal wave.

Brood Sac

Stat Value
Base HP 45
Base speed 20
Contact damage 1
Hitbox radius 22
XP 4
First appears Floor 7 (spawn weight 6)

Spawns 2 Minis every 4s (elite: 4–6 every 3s) and 4 on death. At most two are wave-selected; the brood population cap is 40. Excluded from normal wave elite rolls and thin halls; an elite sac (debug or other spawn paths) still uses the elite summon count.


Spawn weights

Enemy First floor Weight
Shambler 1 30
Runner 1 22
Spitter 2 14
Splitter 2 12
Exploder 3 10
Censer 4 8
Bulwark 5 8
Flenserling 5 7
Choirmaster 6 6
Brood Sac 7 6

Weights stay flat once unlocked; floors get harder through stat scaling and wave size, not new mixes.

Elites

Any wave-spawned enemy can roll as an elite (gold ring, HP bar pip):

  • Chance: min(0.03 + floor × 0.02, 0.20) — 5% on floor 1, capping at 20% from floor 9.
  • HP ×2.6, speed ×0.9, contact damage +1, radius ×1.45, XP ×3.
  • Bulwark and Brood Sac are excluded from elite rolls.
  • Drops: 3× XP plus 3–5 bonus gems, 18% + luck×10% chance of an item pedestal drop, otherwise 60% + luck×20% chance of ammo.

Drops

Kill XP Other drops
Normal enemy Its XP value Ammo: 7% + luck×4% · Heart: 2.2% + luck×3%
Elite 3× XP + 3–5 bonus Item: 18% + luck×10% · else ammo: 60% + luck×20%

Your on-kill items (Volatile Bile, Bloodlust, Vampire Dentures, Dead Man's Switch) trigger off every kill — see items.md.


Difficulty scaling

Every enemy's stats are computed at spawn time from three factors: floor, your power score, and pressure.

Power score = (your level − 1) × 0.5 + (sum of all your item tiers)

HP:

base HP × (1 + 0.22 × (floor − 1)) × (1 + 0.05 × power) × (elite ? 2.6 : 1) × pressure

Speed:

base speed × (1 + 0.04 × (floor − 1) + 0.01 × power) × (elite ? 0.9 : 1) × rand(0.9, 1.1) × pressure

Contact damage: flat per type (elites +1) — it never scales with floor. What kills you late-game is volume, speed, and HP pools, not bigger hit numbers.

Pressure (see gameplay.md) ranges 0.60–2.00 and multiplies both HP and speed. Playing flawlessly pushes it up; getting hit pulls it down. The title-screen Pressure Dial (−10…+10) tunes how fast it rises per clean room and how much relief each hit grants — and every point of score is multiplied by the live pressure value.

Wave spawn telegraph

When a combat-room wave spawns, each enemy first appears as a pulsing red sigil for 0.5 s — frozen, harmless, but targetable. After the telegraph it materializes and becomes dangerous. Splitter splits and boss-summoned minions appear instantly (no telegraph).

Example: Floor 10 Shambler

Level 8 player (3.5 power) with 8 item tiers (8 power) → power 11.5, pressure 1.2:

HP:  26 × (1 + 0.22×9) × (1 + 0.05×11.5) × 1.2  =  26 × 2.98 × 1.575 × 1.2  ≈ 146
Spd: 55 × (1 + 0.04×9 + 0.01×11.5) × 1.2          ≈ 55 × 1.475 × 1.2          ≈ 97

vs. 26 HP / 55 speed on floor 1. Build damage accordingly.

Wave sizes

Combat rooms spawn 3 + ceil(floor × 1.4) enemies in wave 1, plus a second wave (×0.7) from floor 2 and a third (×0.5) from floor 4. Full table in gameplay.md. Hard cap: 72 enemies alive at once.