Table of Contents
R.E.P.O. Monster Deep Dive: Complete Bestiary Analysis
R.E.P.O. features 29 distinct monsters across 3 danger levels, each with unique behaviors, detection methods, and counter-strategies. This comprehensive guide breaks down every monster you'll encounter.
Danger Level 1: Beginner Threats
Apex Predator
- HP: 150 | Damage: 10 per hit | Weight: Light (1)
- Detection: Line of sight, proximity, contact
- Behavior: Roams and pursues players on sight. Attacks crouched players.
- Counter: Boltzap stuns for 1.5s. Can be thrown into pits easily. Solo players can outrun it with Sprint Speed upgrades.
- Drops: Small Enemy Valuable ($2K-$3K)
Bella
- HP: 200 | Damage: 5 per hit | Weight: Medium (2)
- Detection: Blocks path, contact only
- Behavior: Passive unless you block her path or grab her. Then she becomes aggressive.
- Counter: Simply don't block her path. If triggered, stun and run. She despawns if stuck too long.
- Drops: Small Enemy Valuable
Birthday Boy
- HP: 150 | Damage: 10 per hit | Weight: Light (1)
- Detection: Ignores players until balloon is popped
- Behavior: Completely passive. Wanders with a balloon. If the balloon is damaged, becomes aggressive.
- Counter: Don't touch the balloon. Can be completely ignored. If triggered, treat like Apex Predator.
- Drops: Small Enemy Valuable
Elsa
- HP: 600 | Damage: 30 per hit | Weight: Light (1)
- Detection: Line of sight, proximity, contact
- Behavior: High HP but low damage. Pursues aggressively.
- Counter: Despite high HP, she's easy to stun and pit. Her damage is manageable.
- Drops: Small Enemy Valuable
Gnome
- HP: 20 | Damage: 10 per hit | Weight: Ultralight (0)
- Detection: Line of sight, proximity, contact
- Behavior: Small, fast, annoying. Attacks immediately on detection.
- Counter: Can be killed by throwing any item at it. Doesn't drop Enemy Valuable.
- Drops: None
Peeper
- HP: 30 | Damage: 2 per second | Weight: Medium (2)
- Detection: Line of sight only
- Behavior: Floats and watches players. Deals constant damage while maintaining eye contact.
- Counter: Break line of sight. Can be stunned easily but is rarely worth the effort.
- Drops: Small Enemy Valuable
Shadow Child
- HP: 150 | Damage: 50 per hit | Weight: Medium (2)
- Detection: Prolonged eye contact
- Behavior: Passive until stared at for too long. Then attacks for massive damage.
- Counter: Don't maintain eye contact. Look away immediately when spotted.
- Drops: Small Enemy Valuable
Spewer
- HP: 65 | Damage: 10 per hit | Weight: Medium (2)
- Detection: Line of sight, proximity, contact
- Behavior: Attacks on sight. Vomits periodically.
- Counter: Low HP makes it easy to kill. Worth killing for the orb since it respawns quickly.
- Drops: Small Enemy Valuable
Tick
- HP: 10-100 | Damage: 10 per hit | Weight: Light (1)
- Detection: Sees you grabbing items with your beam
- Behavior: Ignores players unless they use their grab beam. Then attacks.
- Counter: Drop items when spotted. Or kill it quickly (low HP).
- Drops: None/Small Enemy Valuable (depending on HP)
Danger Level 2: Intermediate Threats
Animal
- HP: 150 | Damage: 2 per hit | Weight: Medium (2)
- Counter: Low damage but persistent. Easy to stun and pit. Does NOT attack crouched players.
- Drops: Medium Enemy Valuable ($3.5K-$4.5K)
Banger
- HP: 50 | Damage: 30 explosion | Weight: Ultralight (0)
- Counter: Explodes on death. Can be thrown at other monsters as a grenade. Very dangerous up close.
- Drops: None
Bowtie
- HP: 200 | Damage: 5 per hit | Weight: Heavy (3)
- Counter: Heavy but low damage. Stun and pit. Requires high strength or teamwork.
- Drops: Medium Enemy Valuable
Chef
- HP: 150 | Damage: 10 per hit | Weight: Medium (2)
- Counter: Can leap over pitsâbe careful with pit kills. Otherwise standard stun-and-kill.
- Drops: Medium Enemy Valuable
Gambit
- HP: 150 | Damage: Red wheel 50 / Black wheel 1 HP | Weight: Heavy (3)
- Counter: Unique attack pattern based on a spinning wheel. High damage potential. Stun immediately.
- Drops: Medium Enemy Valuable
Headgrab
- HP: 150 | Damage: 5 normal / 15 flying kick | Weight: Light (1)
- Counter: Flying kick deals significant damage. Keep distance and stun.
- Drops: Medium Enemy Valuable
Heart Hugger
- HP: 300 | Damage: 30 per hit | Weight: Heavy (3)
- Counter: High HP, high damage. Requires team coordination or high-damage weapons.
- Drops: Medium Enemy Valuable
Hidden
- HP: 100 | Damage: 0 | Weight: Medium (2)
- Counter: Harmless but blocks paths. Can be stunned and moved. No need to kill.
- Drops: Medium Enemy Valuable
Mentalist
- HP: 150 | Damage: 50 per hit | Weight: Heavy (3)
- Counter: High damage. Prioritize stunning. Can be pitted with teamwork.
- Drops: Medium Enemy Valuable
Oogly
- HP: 200 | Damage: 4 per hit | Weight: Heavy (3)
- Counter: Low damage but high HP and weight. Vision cone points downward like a spotlight. Avoid the light.
- Drops: Medium Enemy Valuable
Rugrat
- HP: 150 | Damage: 19-225 | Weight: Light (1)
- Counter: Damage varies wildly. Unpredictable. Best to avoid or stun from range.
- Drops: Medium Enemy Valuable
Upscream
- HP: 50 | Damage: 10 per hit | Weight: Light (1)
- Counter: Low HP, easy to kill. The scream attracts other monsters, so kill it quickly or from range.
- Drops: Medium Enemy Valuable
Danger Level 3: Boss Threats
Cleanup Crew
- HP: 350 | Damage: Head explosion 85 / Melee 60 / Radiation 15 | Weight: Heavy (3)
- Special: 360-degree vision, multiple heads
- Counter: Attack the body first (strength 7.5), then the head (strength 2.0). The detached head can be thrown for massive damage to other monsters. Extremely dangerous in close quarters.
- Drops: Large Enemy Valuable ($5.5K-$7.5K)
Clown
- HP: 250 | Damage: Laser 100 / Melee kick 60 | Weight: Very Heavy (4)
- Special: Fires laser beam from eyes
- Counter: Can be made to explode by grabbing its nose 3 times (300 damage explosion). Laser can be used to kill other monsters. Never approach head-on.
- Drops: Large Enemy Valuable
Headman
- HP: 250 | Damage: 50 per hit | Weight: Heavy (3)
- Counter: High damage, standard attacks. Can leap. Stun and pit is the safest method. Can attack players hiding under objects.
- Drops: Large Enemy Valuable
Huntsman
- HP: 250 | Damage: 100 per shot | Weight: Heavy (3)
- Special: Completely blind. Fires at sounds. Hearing is 5x normal.
- Counter: The ultimate manipulation monster. Any noise triggers a shot. Lure it to shoot other monsters. Never make noise near it unless you're using it as a weapon.
- Drops: Large Enemy Valuable
Loom
- HP: 500 | Damage: Slap 100 / Shockwave 25 | Weight: Heavy (3)
- Special: Always knows your exact location. No line of sight needed.
- Counter: The most dangerous monster. NEVER hide under objectsâshe can reach under them. Constantly move. Her shockwave has surprising range. She eventually retreats and despawns on her own.
- Drops: Large Enemy Valuable
Reaper
- HP: 250 | Damage: 10 per hit | Weight: Heavy (3)
- Special: Detects through sound, sight, proximity, AND contact simultaneously
- Counter: Multiple detection methods make it hard to avoid. Stun and run. Moderate damage but persistent.
- Drops: Large Enemy Valuable
Robe
- HP: 250 | Damage: Normal 100 / Crouched 50 | Weight: Heavy (3)
- Special: Higher damage against standing players
- Counter: Crouch when it approaches to reduce damage. Standard stun-and-pit strategy works.
- Drops: Large Enemy Valuable
Trudge
- HP: 500 | Damage: Slam 100 / Explosion 100 / Crouched 35 | Weight: Very Heavy (4)
- Special: Explosion attack, massive HP
- Counter: The tank of the monster world. Requires team coordination or the strongest weapons. The explosion has a telegraphâwatch for the wind-up and dodge. Crouching reduces damage significantly.
- Drops: Large Enemy Valuable
Monster Spawn Tables by Level
| Level | Danger 1 | Danger 2 | Danger 3 |
|---|---|---|---|
| 1-2 | 1 | 0 | 1 |
| 3-5 | 1 | 1 | 1 |
| 6-8 | 2 | 2 | 2 |
| 9 | 2 | 3 | 2 |
| 10-19 | 2 | 3 | 3 |
| 20+ | 3 | 4 | 4 |
Special Spawn Replacements
At higher levels, danger level 3 monsters have a small chance (1.2%) to be replaced by monster swarms:
- 3x Animals, 4x Apex Predators, 6x Bangers, 3x Bellas, 3x Birthday Boys, 3x Bowties, 3x Chefs, 3x Elsas, 2x Gambits, 10x Gnomes, 3x Headgrabs, 2x Heart Huggers, 2x Hiddens, 3x Mentalists, 2x Ooglies, 3x Peepers, 3x Rugrats, 4x Shadow Children, 4x Spewers, 4x Ticks, 3x Upscreams
Monster Economics
Each monster can drop up to 3 Enemy Valuables per level (except Gnome, Banger, and non-full-HP Tick). After 3 drops, they stop dropping orbs.
Value by Monster Level:
- Danger 1: Small orb ($2K-$3K)
- Danger 2: Medium orb ($3.5K-$4.5K)
- Danger 3: Large orb ($5.5K-$7.5K)
Optimal Monster Farming:
- Early levels (1-5): Kill everything for easy orbs
- Mid levels (6-10): Selective killingâfocus on danger 2 for better value
- Late levels (11+): Avoid combat unless necessary; respawn timers are too short
Understanding every monster's behavior is the foundation of R.E.P.O. mastery. Study this guide, learn the patterns, and the monsters become predictable obstacles rather than terrifying threats.
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