Template:EnemyList

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Name Icon Description
Tumor
Tumor.gif
  • Floats in one place, blocking player's tears and dealing contact damage.
  • Not required to be killed in order to clear the room.
  • Comes in two variants — small and normal, with the latter being larger and having more health.
  • Many other enemies have special interactions with Tumors.
Flippant
Flippant.gif
  • Chases the player.
  • Each time a Flippant or Flippant Pacer/Gusher in the room dies, all Flippants and Flippant Pacers/Gushers of the same color have a chance to flip, freezing in place and becoming intangible, while all Flippants and Flippant Pacers/Gushers of the opposite color become tangible and continue chasing.
Flippant Pacer
FlippantPacer.gif
  • Roams around the room aimlessly, dealing contact damage.
  • Will swap alongside Flippants.
Flippant Gusher
FlippantGusher.gif
  • Roams around the room aimlessly, periodically firing short-range projectiles in random directions.
  • Will swap alongside Flippants.
Mongrel
Mongrel.gif
  • Chases the player.
  • Can pathfind through Wrap Walls to reach the player.
  • Spawns 1-2 small Tumors upon death.
Monger
Monger.png
  • Slowly chases after the player.
  • Can pathfind through Wrap Walls to reach the player.
  • Occasionally farts, spawning 2-3 small Tumors.
  • On death, either spawns a medium Tumor or transforms into a Half Monger.
Half Monger
HalfMonger.png
  • Roams around the room randomly, leaving a trail of slowing creep.
  • Periodically spawns 1-2 small Tumors.
Anchorfish
Anchorfish.png
  • The body roams around the room aimlessly, while the fish rotates around it in the clockwise direction.
    • The radius and speed at which the fish rotates depends on the room layout.
  • If damaged or approached, begins to chase the player.
Selfish Knight
SelfishKnight.gif
  • Roams around the room in cardinal directions, vulnerable to damage only by shooting the Steven face.
    • Selfish Knights with white Steven faces move in the direction of that face, while Selfish Knights with black Steven faces move in the direction opposite to that face.
  • When the player stands in front of the Steven face, Selfish Knight will perform a charge in that direction, regardless of what direction it was moving before.
    • Upon hitting an obstacle, bounces back a bit and becomes briefly stunned.
  • Each time a Selfish Knight in the room dies, all other Selfish Knights have a chance to flip their heads.
Stevis
Stevis.png
  • Roams around the room aimlessly, periodically creating a wavy line of dots on the ground and after a while sends down a line of projectiles that follow these dots.
    • The dot line will attempt to path towards the player in one spot.
Betus
Betus.png
  • Slides around the room randomly, leaving a trail of slowing creep.
  • Occasionally performs a jump towards the player, leaving a larger puddle of creep upon landing.
Family Baby
FamilyBaby.png
  • Slowly floats towards the player, periodically launching small Tumors at them.
  • Occasionally disappears and causes a random Tumor in the room to glow white. Shortly after, Family Baby teleports onto the Tumor, destroying it and creating a ring of either 4 or 8 projectiles, depending on whether the Tumor was small or medium respectively.
Sisyphus
Sisyphus.png
  • Roams around the room, while the growth on its back periodically fires projectiles at the player.
  • If there are Tumors in the room, moves towards them in order to suck them up.
  • The growth on its back will grow slowly over time or once enough Tumors have been consumed.
    • After sucking enough Tumors, the growth increases in size and now its projectiles will redirect themselves towards the player after traveling a certain distance.
    • After sucking even more Tumors, the growth becomes so heavy that Sisyphus falls on the ground and becomes immobile, and the growth's projectiles can redirect themselves twice.
  • Upon death, releases multiple small and medium Tumors, depending on the size of its growth.
Carcinoma Heart
CarcinomaHeart.png
  • Attempts to avoid the player, releasing four small Tumors in cardinal directions when threatened.
  • When summoning Tumors, if there are any Carcinoma Masks chained to the Heart, the Masks will be reeled back.
  • On death, spawns a medium Tumor.
Carcinoma Mask
CarcinomaMask.png
  • Roams around the room somewhat freely, although sometimes chained to a Carcinoma Heart.
  • Charges at the player when lined up with them.
  • Unlike regular Masks, does not die when its corresponding Heart dies. Instead, only the chain will break and the Mask will continue to roam until all other enemies are killed.
Kuko
Kuko.png
  • Moves along either the horizontal or vertical axis and deals contact damage, reversing direction when it hits a rock or wall.
  • On death, splits into two Kuko Jrs that travel in opposite directions perpendicularly to the original Kuko's trajectory.
Kuko Jr.
KukoJr.png
  • Moves along either the horizontal or vertical axis and deals contact damage.
  • Usually encountered when spawned from Kuko.
Metabolite
Metabolite.png
  • Bounces diagonally around the room, collecting any Tumors on its path.
    • Collected Tumors form a trail behind Metabolite.
    • When damaged, sucks surrounding Tumors in, briefly increasing its collection range.
Metabulon
Metabulon.png
  • Bounces around the room, collecting any Tumors on its path.
    • Collected Tumors orbit around Metabulon on an orbit that gradually increases in radius.
    • When damaged, sucks surrounding Tumors in, briefly increasing its collection range, while also resetting the radius of the orbiting Tumors.
Rubber
Rubber.png
  • Bounces up and down, being affected by gravity, which pulls it either towards the top or bottom of the room.
  • Upon death, releases a ring of 6 projectiles.
S. Blob
SBlob.png
  • Slides around the room, periodically releasing four Continuum projectiles, alternating between shooting them in the cardinal or diagonal directions.
Fecalection
Fecalection.gif
  • Roams around the room, periodically creating inverted, semi-transparent copies of itself that trail behind it.
    • Upon death, the copies create ghostly explosions, with the last copy of the trail releasing a triple shot of spectral projectiles aimed at the player.
Frayer
Frayer.gif
  • At the start of the room, pairs with another enemy in the room, mirroring its position constantly.
  • Occasionally flips and switches positions with its paired enemy, releasing a ring of four rotating projectiles when teleporting.
  • If its paired enemy is killed first, it will leave the room.
Mantis
Mantis.gif
  • Floats around the room, occasionally clapping its hands, triggering the "flipping" mechanics of any enemies which possess them in the room.
    • The affected enemies are: Flippant, Flippant Pacer/Gusher, Selfish Knight, Fecalection, and Frayer.
  • Not required to be killed for room clear.
Moretug
Moretug.png
  • Floats around the room. After a short period, produces 3 turret growths attached to itself aimed in various directions.
    • The turrets then proceed to frequently fire projectiles in the directions they are facing while the Moretug continues to move around.
    • If all the turrets are destroyed or if enough time passes, it will revert to its default form.
Oswald
Oswald.gif
  • Remains stationary.
  • Whenever another enemy dies while an Oswald is in the room, another Oswald is created in the spot it died.
  • When killed or after all non-Oswald enemies have been killed, explodes into a ring of 8 Steven projectiles.
Rewind
Rewind.gif
  • Moves alongside a specified axis, slowly gaining more and more speed until it becomes extremely fast.
    • Explodes upon contact with a wall or obstacle, thus often encountered alongside Wrap Walls.
Spookie
Spookie.png
  • Remains stationary, periodically firing a line of 3 shots towards the player.
  • Dissipates upon taking too much damage but does not die.
    • Reappears after a short while, as long as there are other enemies alive.
Ol' Spookie
OlSpookie.png
  • Behaves the same as Spookie, but spawns 2 Spiders each time it disappears.
Wailer
Wailer.png
  • Can be either stationary, move alongside a specified axis, or travel alongside the outline of the room's walls and obstacles.
  • While normally intangible, periodically puffs up, gaining the ability to block shots and deal contact damage for a short while, before returning to its original form.
  • Immune to damage and not required for room clear.
Ferryman
Ferryman.png
  • Polty variant which picks up Piles O' Bones and throws them at the player.
  • If there are no Piles O' Bones in the room, leaves.
Pile O' Bones
PileOBones.png
  • By default, remains stationary and periodically fires bones at the player if in line of sight.
  • Can be picked up by Ferrymen, which causes it to fire bones more frequently.
  • Immune to damage and not required for room clear.
Ogle
Ogle.gif
  • Remains stationary and invulnerable, blocking enemy and player projectiles and dealing contact damage.
  • Comes in various sizes, used mostly as another form of obstacle.
  • Immune to damage and not required for room clear.
Retinara
Retinara.png
  • Remains stationary.
  • If the player moves into its line of sight, it will begin to charge a laser that will perfectly track the player and deal damage to them after a while.
    • If the player moves out of sight, the laser will be deactivated.
  • Immune to damage and not required for room clear.
Warp Pipe
WarpPipe.gif
  • Consists of two paired entities: a Head and an Ass.
    • The Head will consume various enemies and redirect them to the Ass, which will launch them towards the player shortly after.
      • Can consume Tumors, which will cause the Ass to release small volleys of projectiles towards the player.
  • Immune to damage and not required for room clear.
Ecomagnet
Ecomagnet.png
  • Immobile and invulnerable.
  • Produces a constant field of force that pushes the players, enemies, and all projectiles away from them.
  • Becomes disabled upon clearing the room.