SolvedHow-toUpdated 2026-11-04

R.E.P.O. Entity Guide

Short answer

Here we will list the known entities in R.E.P.O. and give you as much information on them as possible, as well as tips on how to kill or avoid them.

Steam Community guide by Kryo.

Welcome

** To those of you reading this in a language other than English from a copied guide: be aware that we change this guide often and the information you are being provided might be out of date, inaccurate, or just badly translated. We also do not support any of the people copying our guide and running it through Google translate. I recommend just doing that by yourself. **
As the title suggests, we are here to catalogue all of the wonderful entities of R.E.P.O. and guide you on how to robust them good.
Just a quick disclaimer that all of the information below will be from my own experience, as well as some of my friends'. It may be inaccurate or lackluster, and if it is, do comment so (with evidence preferably) and I will change it. This is a WIP, as this game is fresh and a lot of information is being discovered every run.
Names provided are courtesy of Ruben (game developer) from the official discord. In-game names are the title, file names are in each description.

Rankings and general information

The following are general rules that apply to all entities unless specified otherwise.
Entities will be aggro'd by the player who attempts to grab them. A select few (Spewers, Animals and Rugrats) have a cowardly response, while the rest will just chase and kill you for it. Therefor, it is not recommended to ever grab entities unless they're able to be killed that way or if deliberately attempting to draw attention on yourself.
With Gnomes and Bangs as an exception, entities drop a glowing purple orb upon death that can be sold for moneys. Its value depends on the entity that dropped it (as well as the level that you're on?), and I will estimate each entity's worth. When an entity dies, it is guaranteed to respawn in that level at some point. The time it takes is dependent on how long you've been in that level, and if you've completed all of the extraction quotas, they will respawn instantly.
As an example, a level that has a Clown and 2 groups of Gnomes in it will always have 1 Clown and those 2 groups of Gnomes. If they are killed, they will come back. Conversely, entities will despawn in a puff of black smoke after 40 seconds if they haven't spotted any players for a while.
That being said, I will be ranking each entity by tier, from 1 to 3:

  • Tier 1: A pestering inconvenience at worst, and at best, a tool/weapon to be used against other entities.
  • Tier 2: The middle ground, not beneficial, not terrible.
  • Tier 3: The entities that cause you and your crew to change your entire plan and how you play for the rest of the level. The worst and most difficult enemies you can find.

Animal

  • ** File name: ** Animal
  • ** Tier: ** 1
  • ** Health: ** 150
  • ** Money on death: ** $2k - $4k
  • ** Strength threshold: 4
    **
  • ** Behavior: ** Fast roamers with nothing else going for them. Their movements are very erratic and unpredictable, but are virtually harmless, since their attack is very slow and does a whopping two (2) damage. They will also trample Gnomes that they walk over, so if the level has them, it's honestly beneficial to keep them around.
  • ** Tips: ** I have noticed that if you try to pick it up it will increase its movement speed and start moving in random directions (away from the player who picked it up?). They would much rather run than fight. If 2 or more people pick it up at the same time, it will curl up its legs and stay motionless for a few seconds, during which you can slam it into the ground 2-3 times to kill it. After a couple seconds of being held, they spin out of control and break free of the grab. Very easy to kill with or without a weapon, they can't really fight back.
    Img provided by Gulfbones

Banger

  • ** File name: ** Bang
  • ** Tier: ** 1
  • ** Health: ** 50
  • ** Money on death: ** None
  • ** Strength threshold: 0
    **
  • ** Behavior: ** They will spawn in groups, always 3. They roam around slowly and aimlessly, so much so that it is not uncommon for them to get separated. However, they occasionally congregate in little meetings and make bone rattling noises at each other. If they see a player or take damage, they start burning their fuse and run towards the first player they see. Once their fuse begins burning, it cannot be put out. Their explosion deals 30 damage but will almost always deal a lot of extra physics damage.
  • ** Tips: ** Bangs can be picked up and thrown like grenades, but be aware that they will break free of your grab after 3 seconds or so, be ready to catch them again. They have 2 different fuse sounds. One is for a hidden timer start of about 10 seconds. The other is for a warning that they're about to explode, indicated by them yelling quietly. If there is a well, lava or acid, you can simply throw them there any time if you don't want to deal with them. When you first see them, avoid being close to your teammates to minimize risk, pick one of them up and toss them away far from your teammates or your scrap. If you know what you're doing and the timing is lucky, you can use them to kill or seriously damage other enemies.
    Img provided by Gulfbones

Bowtie

  • ** File name: ** Bowtie
  • ** Tier: ** 2
  • ** Health: ** 100
  • ** Money on death: ** $3k - $7k
  • ** Strength threshold: 7
    **
  • ** Behavior: ** A large, marshmallow-like entity that roams around at a medium pace. When they spot a player, they will scream in their direction, constantly pushing back anything in its line of sight for several seconds. Afterwards, they will enter a frenzied mode where they will stomp around at really high speeds, typically towards a player they can see, or just run away.
  • ** Tips: ** The scream will hurt you if it is pushing you against a wall or solid obstacle, and is able to push other entities. This deals solid damage over time and can be deadly if combined with other entities, as you're completely stunned while in the scream. They cannot move when they're screaming, so if you have a teammate with the tranq gun (or a regular gun), they are perfect targets for it and go down easy due to their pathetic HP and large hit-box. If they're blocking your path, leave them be and they will move out after a while, as with all other entities, they have poor eyesight. As stated, they have incredibly low HP, so if you successfully knock it over with a melee attack, 1 or 2 more smacks should get you some easy money. It's worth noting that the scream they emit pushes other light entities and hurts them as well, including other Bowties.
    Img provided by Gulfbones

Clown

  • ** File name: ** Beamer
  • ** Tier: ** 3
  • ** Health: ** 250
  • ** Money on death: ** $5k - $8k
  • ** Strength threshold: 13
    **
  • ** Behavior: ** They roam around and are not subtle about it. They have a distinct thumping sound from their footsteps, and will keep on roaming until they spot a player, at which point they will charge a laser beam attack, announced by audible laughter. It will do a quick sweep with the beam, toasting anything it touches. Something important to note is that the Clown makes the sweep horizontally based on where its current target is: If you are high above it and it attacks you with it, it will sweep at a high angle to hit you. Once it uses the laser, the Clown is briefly stunned in place as it "cools down", which is shown by it sighing or calming down. The laser beam attack has a ~6 second cooldown. When it cannot use its laser, the Clown will quickly walk up to players it sees and kick them, dealing 60 damage and sending them flying, usually causing enough additional damage to kill 100 hp players.
  • ** Tips: ** This is quite a formidable entity, as it has decent speed, high knock back attacks and huge area denial. It is important to keep awareness of your surroundings when encountering a Clown, as you will need to use cover for its beam attack. When you hear it laughing, just sprint away, duck, or find non-destructible cover until its laser attack is over. Make sure your cover is non-destructible, because the laser does so much damage that it will instantly break doors, cabinets, safes, etc. You can also just crouch under the laser beam, but make sure you crouch AFTER it starts the sweep, not before. A tactic for the more daring involves walking up to it close enough to give it a kiss and waiting for its kick attack. After you hear/see the slight windup of the kick, jump in place. This will cause you to completely dodge the kick, and it will keep on doing this until its beam attack is ready again. This is a very useful strategy to stall Clowns for your teammates, as it never switches targets unless it loses sight of the first one. Another thing to keep in mind is that the laser beam does immense damage to scrap items, so be sure to keep your cart away from this freak.
    Img provided by us from in game

Peeper

  • ** File name: ** CeilingEye
  • ** Tier: ** 1
  • ** Health: ** 250
  • ** Money on death: ** $2k-$4k
  • ** Strength threshold: N/A
    **
  • ** Behavior: ** They appear occasionally on ceilings, closed. When it enters your field of view and you are in the same room as it, it opens up and your cross-hair will be forced towards it. If you stare at it for longer than ~3 seconds, you will start taking 2 damage every second. The effect stops and the Eye disappears after a couple seconds of not seeing it. Affected players have their voice/TTS pitch substantially increased, much like they've inhaled helium (this goes away as soon as they break eye contact).
  • ** Tips: ** One should be subconsciously prepared for it by making sure you can always retrace your steps to break line of sight. When under their effect, they vastly zoom in your FOV, making it a bit disorienting to navigate your way out. The most trouble they'll give you is if you're already being hunted by something else (usually something fast like Robe). In my experience, tumbling away into a doorway or table works the best. Alternatively, just have someone with you. The Eyes can only lock on to a single player at a time, so you can have another person guide you or put an item between you to stop the line of sight. Occasionally, a large bulging mass of flesh can be seen coming out of the ground in certain multi-floor levels. If you see this, that is a Peeper with its eye on the floor below it. This is able to be damaged and it cannot do anything about it, as their effect is only triggered on their bottom side.
    Img provided by Gulfbones

Apex Predator

  • ** File name: ** Duck
  • ** Tier: ** 2
  • ** Health: ** 150
  • ** Money on death: ** $2k - $3k
  • ** Strength threshold: N/A
    **
  • ** Behavior: ** This small duck will roam around without purpose until it sees a player. When it does, it will start following them everywhere, standing right in front of them at all times. In this form, it is harmless and simply follows you around, occasionally quacking. If you look up, the duck will constantly jump up to your cross-hair, as if asking to be picked up. If you foolishly do so, the Duck transforms into Apex Predator, and starts chasing you down for about 10 seconds, after which it will transform back into its Duck form. In Apex Predator form, it is very dangerous, as it can fly and gains a massive speed boost. It deals 10 damage per bite, doing about 3 bites per second. The Duck will also transform if it takes damage, regardless of the source, and will start chasing the nearest player.
  • ** Tips: ** While somewhat annoying, specially if you have bigger ducks to fry, they can be a source of easy money. Mind you, not in the usual method, as that just causes them to transform if you don't one-shot them. For most players, though, stick to the safe method: The Duck always stays in front of the person whom it's pestering, so when cashing your scrap in, look at it in a way that makes the duck stand in the extraction point. When the piston comes down, it will crush and kill the Duck, giving you some easy moneys. Be aware that this does not apply to the last extraction quota. You can also make it not follow you by crouching and looking somewhere that the Duck can't be in your line of sight, such as behind a door frame, in a cabinet, etc. Do this for a few seconds and it will eventually lose interest and wander off.
    Img provided by us from in game

Mentalist

  • ** File name: ** Floater
  • ** Tier: ** 2
  • ** Health: ** 150
  • ** Money on death: ** $3k - $6k
  • ** Strength threshold: 4
    **
  • ** Behavior: ** A somewhat rare enemy, it will float around looking for players. When it finds one, it will approach them and emit an anti-gravity aura that lifts up all players and items near it and renders them immobile for about 10 seconds. After, the aura will turn red for 3 seconds, and then slam down all players and items that were affected by the anti-gravity field. This tends to kill players who were under tables or hiding in cabinets, as the physics damage is too great for 100 hp players. If you are lifted a great height though, you have much better chances of survival, as it will essentially count as fall damage at that point and deal 40-50 damage. This entity is able to teleport anywhere in the level at will, indicated by a small sound cue and it doing a front flip as it vanishes.
  • ** Tips: ** They are fairly simple to kill with melee weapons, as they have low hp and don't pose an immediate threat if you hit it before it stuns you. Their strength threshold is at a laughable 4, so a player with 2 strength upgrades and one other player are able to lift Mentalists. You just need to have someone to back you up and pull you away in case you get caught in its brain blast. Hiding from them is generally the best option, they are deaf and have poor eyesight, but will chase you at a slow pace if you get spotted. Their teleportation ability makes them a bit of a wild card, as you cannot keep track of where they're patrolling. If you've seen one, expect them behind every door to be safe. They are able to kill themselves if they slam down an item that was over their head. It is worth noting that the anti-gravity field vanishes when the aura turns red (when the slam is about to happen), which other players can use to pull anything out of the attack's effect.
    Img provided by Gulfbones

Chef

  • ** File name: ** Tumbler
  • ** Tier: ** 2
  • ** Health: ** 250
  • ** Money on death: ** $2k - $5k
  • ** Strength threshold: 9
    **
  • ** Behavior: ** The Chef will roam around slowly until it spots a player, at which point it stops and smiles as it prepares for a leap. It will jump at the first player it sees and start swinging its cleavers like a madman. Deals serious damage if you stand in its cleaver attack, but easily avoidable.
  • ** Tips: ** A rather simple enemy, can be dangerous if he catches you by surprise, but if he misses his initial leap, he will half-ragdoll in place for a bit as he recovers. You can take advantage of this to either run or start smacking him yourself. Two things worth noting is that while it's slow, it can only jump to move, meaning it can jump over landmines and other ground obstacles, such as the cart. The other thing being that he will not leap to a player unless he has line of sight throughout the entire windup animation, so if you hide or move away before jumps forward, he will simply chase you at a slow speed until he can see you again.
    Img provided by Gulfbones

Gnome

  • ** File name: ** Gnome
  • ** Tier: ** 1
  • ** Health: ** 10
  • ** Money on death: ** None
  • ** Strength threshold: 0
    **
  • ** Behavior: ** By far the most common entity in the game, Gnomes always spawn in large groups (3-5) and rely on the element of surprise and swarming you. Their damage is quite low and their attack has 1 second of startup, but they deal high damage to scrap items and they actively prioritize them, so be aware of that. A unique behavior they have is that when Gnomes are unbothered, they will occasionally congregate in what we like to call "Gnome meetings", where they will just stop wandering and get together in a small circle staring at each other. For how long they do this is unknown, but they are so far the only entity observed doing this.
  • ** Tips: ** They're pathetically weak, and you can simply pick them up and smack them against the floor to kill them, which you should do. Always. A good gnome is a dead gnome. Something to note, though, is that you can fling them at other enemies to deal damage.
    Img provided by Gulfbones

Reaper

  • ** File name: ** Runner
  • ** Tier: ** 2
  • ** Health: ** 250
  • ** Money on death: ** $6k - $8k
  • ** Strength threshold: 9
    **
  • ** Behavior: ** They walk around with very distinctive footsteps (sounds like hay moving around). They have pretty poor eyesight: crouching seems to do the trick most of the time, but don't test your luck unless you have to. They are completely deaf, unable to hear players loudly talking next to them, sprinting or jumping. However, when they see a player, they will start thrashing their arm blades around and running towards them. They're not actually that fast and they have minimal object permanence. While swinging their arm blades, they will deflect objects you are holding away from you, including valuables and weapons. Despite being deaf to most things, they are able to detect the gravi-beam of players, so avoid picking things up in its vicinity.
  • ** Tips: ** Don't try to hide immediately, as they have good reach and will look under tables and such to get you. Instead, just run and turn a single corner, then hide. Sometimes you don't even have to do the latter. They're just that dumb. The predictable walking pattern makes them easy targets for your melee weapons and tranq guns. If you want to test your combat skills, this is the target to go for. However, be aware that their thrashing can knock items you're holding out of your hand, so know when to strike. Fair warning: While their head is filled with sawdust, they do deal considerable damage, and can hack away at your hp in about 2 seconds (100-0).
    Img provided by Gulfbones

Headman

  • ** File name: ** Headman
  • ** Tier: ** 3
  • ** Health: ** 250
  • ** Money on death: ** $4k - $8k
  • ** Strength threshold: 13
    **
  • ** Behavior: ** The Headman is a giant head that will float around looking for players, making distinct biting noises. It has very good eyesight and player detection if you're standing in its vicinity, but is otherwise deaf. Once it spots a player, it will start hissing and charge them and attempts to chomp them, dealing 50 damage per bite, plus some possible physics damage from the large knock back.
  • ** Tips: ** As long as you aren't in its line of sight while standing or damage it, it shouldn't get aggro'd. Turning a corner and immediately hiding seems to be the only effective method in losing it if it's chasing you. If you're a maniac like me and want to fight it, wait for it to use its attack. It has a predict

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