The cooperative horror world of *R.E.P.O.* teems with mischievous and deadly creatures that transform every retrieval mission into a heart-pounding gamble. Navigating abandoned facilities becomes a test of nerves as these relentless entities conspire to prevent your escape with valuable cargo.
Each *R.E.P.O.* monster possesses distinct abilities and hunting patterns that demand constant tactical adaptation. While some predators stalk silently before striking, others announce their presence loudly - though never assume this makes them less dangerous. Certain entities hunt exclusively by sound, forcing players to move with extreme caution, while others rely on sight, making direct confrontation unavoidable.
With numerous threats lurking in the shadows, distinguishing minor annoyances from lethal killers becomes crucial survival knowledge (though even weak creatures can spell doom by attracting more powerful foes). As with any horror survival game, understanding enemy behavior patterns and damage potential separates successful teams from those who won't make it back to the extraction truck.
Minimal Threat – Mostly harmless, occasionally useful
Moderate Threat – Manageable unless swarmed
High Threat – Potentially lethal if unprepared
Critical Threat – Can eliminate players instantly at low levels
| Entity | Tier | Tactical Notes |
| Apex Predator (Duck) | 1 | Harmless unless disturbed. Can be weaponized against Huntsman with precise timing. |
| Gnomes | 1 | Minimal threat; easily dispatched. |
| Animal | 1 | Individually weak; eliminates Gnomes through physical contact. |
| Hidden | 1 | No direct damage but may relocate players unpredictably. |
| Shadow Child | 1 | Only activates upon visual contact. |
| Spewer | 1 | Can be turned against other entities without harming players. |
| Bowtie | 2 | Slow-moving; breath attack easily avoided. |
| Peeper | 2 | Minimal damage unless accompanied by stronger entities. |
| Chef | 2 | Vulnerable to self-destruction; elevated positions offer safety. |
| Bangers | 2 | Ten-second escape window after ignition sequence begins. |
| Huntsman | 3 | Sound-based hunting pattern; fatal if engaged directly. |
| Rugrat | 3 | Projectile attacks can instantly eliminate low-level operatives. |
| Upscream | 3 | Deadly swarm potential with coordinated attacks. |
| Mentalist | 3 | Visual impairment balanced by acute hearing; 50 damage per strike. |
| Trudge | 3 | Audible approach warns players; inescapable fatal attack. |
| Reaper | 4 | Acceleration upon detection; lethally efficient without health upgrades. |
| Clown | 4 | Dual-attack pattern (kick and laser); universally fatal. |
| Robe | 4 | Stealth hunter with pursuit capabilities; certain death upon capture. |
| Headman | 4 | Unrelenting pursuit; each bite delivers 50 damage. |
Now equipped with critical intelligence about the dangers awaiting in abandoned facilities, supplement your survival knowledge with our comprehensive *R.E.P.O.* strategy guides.
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