Enemies

**Enemies** are entities in *Vampire Survivors* that attack the player's character, simply by approaching them. By killing enemies the player gains experience and can level up, gaining access to more weapons and passive items. A list of all enemies, along with their stats and descriptions, can be found in the game's Bestiary.

## Spawning

Upon entering a stage, an initial amount of enemies depending on the stage modifiers spawns. Thereafter the game periodically attempts to spawn enemies. Enemies generally spawn just outside the screen and can despawn if the player moves far enough from them.

### Waves

Enemies normally arrive in waves - one wave every minute. Each wave specifies a minimum amount and a spawn interval for the enemies. If the minimum amount is not met when the game attempts to spawn enemies, enemies will be spawned until the quota is filled. If more enemies than the minimum amount is present, one of each type of enemies in the wave will be spawned. When 300 or more enemies are alive the game will not spawn more enemies periodically, and only bosses and enemies from map events can spawn.

### Bosses

Bosses are special enemies that spawn in some waves. They are stronger than other enemies in the wave, having more health, dealing more damage and often also being resistant to some effects. Bosses also have a chance to drop a Treasure Chest when they are killed. Bosses do not despawn when the player moves away from them, but get teleported back to the screen.

### Map events

Map events are short events that spawn groups of enemies outside the regular spawning cycle. Map events can, for example, summon a swarm of enemies that quickly sweep across the screen or encircle the player with high health enemies.

#### Wave events

Map events are usually tied to a wave and trigger at the same second marks every time for that wave, making it possible to anticipate them. Multiple events can take place during a wave. Each event specifies how many enemies are spawned, how many times and what intervals the event is repeated.

Wave events usually also have a chance for them to happen, which is reduced by Luck:

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{\textstyle chanceWithLuck = \frac{eventChance}{totalLuck}}

The chance is unique for each event and is evaluated for every repeat of the event. If the event has no chance listed or a chance of 0, it is guaranteed to play out.

#### Traps

Dairy Plant and Gallo Tower feature circular pressure plates on the ground, which upon being stepped on trigger an unavoidable event. The event chosen at random from a set of predetermined options unique to the stage. The trap events have a global cooldown, which depends on Luck:

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{\textstyle effectiveCooldown = trapCooldown \cdot totalLuck}

#### Special events

Special events are usually one time events that are spawned on global timer and/or have unique trigger conditions. They are not part of the stage's waves, so the enemies introduced through them cannot appear in Green Acres.

## Stats

Like player, enemies have stats, which define how they interact with other effects.

### Base stats

Health
Health describes how much damage is required to kill the enemy.
Power
Power describes how much damage the enemy does to the player upon coming in contact with them before modifications, such as Armor.
Speed
Speed, or MoveSpeed, describes how fast the enemy moves.
Knockback
Knockback is a multiplier for the strength of the pushing effect when hit by the player's weapons.
XP
XP describes how much experience the enemy grants when killed.
### Resistances

Freeze resistance
Freeze resistance prevents the enemy from being frozen by the player. It is given as a numerical value. If the enemy's freeze resistance is higher than freeze chance of the weapon they were hit by it will not be frozen. Freeze from Orologion goes through freeze resistance.
Kill resistance
Kill resistance grants immunity to effects that instantly defeat an enemy by dealing damage to them equal to their maximum health. Instant kill can be applied by Pentagram, Gorgeous Moon and Rosary.
Debuff resistance
Debuff resistance grants an immunity to effects that weaken the affected enemy upon hit. Effects classified as debuffs are the knockback and freeze resistance reductions from Garlic and Soul Eater, and the slow effect from Mannajja.
### Skills

Skills are passive effects some enemies have.

HP x Level
HP x Level multiplies the enemy's health based on the player's level. This is applied the moment the enemy was spawned, and will not be updated in case the player gains levels while it's alive.
Fixed Direction
Causes the enemy to only move in a straight line, instead of continuously homing to the player.
Floaty
Also known as "Medusa". Causes the enemy to move in a wavy pattern.
## Effects

Some mechanics in the game specifically target enemies, altering their stats and spawning.

### Curse

Main article: Curse
Curse is a stat that increases the Max Health and MoveSpeed of the enemies and the frequency they spawn. The new spawn interval with any amount of Curse can be calculated as follows:

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{\textstyle effectiveSpawnInterval = \frac{spawnInterval}{totalCurse}}

### Hyper mode

Main article: Stage § Modes
Hyper mode in each stage increases the minimum amount of enemies spawned and the movement speed of enemies. It may also increase their maximum health.

## List of enemies

Currently, there are 198 unique enemies in the game: 138 of them appear as normal enemies, 58 as bosses, 39 in map events and 4 under special conditions.

## Other Information

* White Hand is not added here because it is not considered an enemy or a mob by the games code as well as not appearing in the Bestiary.