Navigating the chaotic world of R.E.P.O. requires quick thinking, strategy, and knowing which enemies to prioritize. This guide ranks every enemy in the game into a danger tier list (S, A, B, and C), based on their threat level, attack patterns, and how they impact gameplay. Whether you’re a new player or a seasoned pro, this breakdown will help you survive longer and secure higher payouts.
Tier List Overview
- S-Tier: Extremely lethal enemies that can one-shot players or drastically alter your strategy. Avoid or eliminate them immediately.
- A-Tier: High-threat foes requiring careful planning and resources to defeat.
- B-Tier: Moderate threats that become dangerous in specific situations or alongside other enemies.
- C-Tier: Low-risk nuisances that are more annoying than deadly.
S-Tier Enemies: The Deadliest Threats
1. Headman
- Health: 250
- Behavior: Charges instantly upon spotting players, dealing 50 damage per chomp. Fast, aggressive, and hard to escape once aggroed.
- Strategy: Break line of sight and hide behind furniture. Use medium items or 13+ strength to stun.
- Orb Value: 4,000–8,000
- Why S-Tier? His speed and high damage output make him a top-tier threat, especially in tight spaces.
2. Huntsman
- Health: 250
- Behavior: Blind but reacts to sound. Fires 100-damage shots linked to noise (even voice chat!). Silent and deadly when paired with other enemies.
- Strategy: Crouch to avoid detection. Bait his shot, then use medium items or 9+ strength to stun. Advanced players can exploit grab-and-slam tech.
- Orb Value: 3,000–7,000
- Why S-Tier? One-shot potential and gameplay disruption earn him the top spot.
A-Tier Enemies: High-Risk Challenges
1. Clown
- Health: 250
- Behavior: Fires a 100-damage beam (duck/jump to dodge) and a 60-damage kick. Aggressive and relentless.
- Strategy: Bait attacks, then counter with medium items or 13+ strength.
- Why A-Tier? High damage and pressure, but predictable once you learn his patterns.
2. Reaper
- Health: 250
- Behavior: Charges with swords, dealing 10 damage + knockback. Deflects items and disrupts carts.
- Strategy: Hide, use guns, or sneak attacks. Medium items or 9+ strength work best.
- Orb Value: 6,000–8,000
- Why A-Tier? Hard to escape and deadly in open spaces.
3. Rugrats
- Health: 150
- Behavior: Throws items (30–100+ damage) and steals loot. Fast and unpredictable.
- Strategy: Stun with small items and kill quickly.
- Orb Value: 2,000–4,000
- Why A-Tier? High damage output and ability to ruin loot.
4. Robes
- Health: 250
- Behavior: Charges when looked at (100 damage). Silent but slow.
- Strategy: Avoid eye contact. Use medium items or 13+ strength.
- Why A-Tier? High damage but avoidable with caution.
5. Trudge
- Health: 500 (highest in the game)
- Behavior: Slams the ground, dealing 100 damage (insta-kill if under hammer). Loud and slow.
- Strategy: Bait his attack, then sprint past. Use heavy resources to kill.
- Orb Value: 5,000–8,000
- Why A-Tier? Massive health pool but easy to bait.
B-Tier Enemies: Situational Threats
1. Bow Ties
- Health: 100
- Behavior: Blows players into pits (5 damage/hit). Dangerous in tight spaces.
- Strategy: Grenades or mines kill them instantly. Avoid frontal attacks.
- Orb Value: Up to $7,000
2. Ducky
- Health: 150
- Behavior: Harmless until provoked, then deals 10 damage/hit. Fast when angry.
- Strategy: Kill quickly with cauldrons or extraction points.
- Orb Value: 2,000–3,000
3. Hidden
- Health: 100
- Behavior: Invisible enemy that relocates players. Dangerous near pits.
- Strategy: Listen for footsteps. Stun with small items.
- Orb Value: 3,500–7,000
4. Upscream
- Health: 50
- Behavior: Grabs and screams, pushing players into hazards (10 damage).
- Strategy: Stun with small items. Prioritize in later levels.
- Orb Value: 2,000–4,000
C-Tier Enemies: Annoyances to Manage
1. Animals
- Health: 150
- Behavior: Charges once, then roams. Knocks items from hands.
- Strategy: Ignore or stun with 4+ strength.
- Orb Value: 2,000–4,000
2. Bangers
- Health: 50 each (spawn in threes)
- Behavior: Explodes after 10 seconds (30 damage).
- Strategy: Toss into pits or use as bombs.
3. Spewer
- Health: 65
- Behavior: Latches onto players, causing vomiting (rare 10 damage).
- Strategy: Stun with small items. Mostly a nuisance.
4. Chef
- Health: 150
- Behavior: Tumbles (10 damage) and stuns itself. Easy to dodge.
- Orb Value: 2,000–5,000
Understanding the threat levels of enemies in R.E.P.O. is crucial for developing a survival strategy. By categorizing each enemy into a tier, you can better prepare for the challenges ahead and prioritize your targets. Whether you’re dealing with the deadly speed of the Headman in the S-Tier or the minor annoyance of the Chef in the C-Tier, knowing when to engage and when to avoid confrontation will significantly improve your chances of survival and earning rewards. Use this guide to plan your tactics, stay alert, and make the most out of every encounter.