Crypt of the NecroDancer enemy guide: warnings, distance and attack beats

Major enemies for Cadence in the PC base game, organized by movement cycle, visible warning, attack position and troubleshooting. Zone responses and large-enemy examples are in closed answers. Weapon, floor, color-variant and DLC exceptions are distinguished.

Edition: Steam PC base game (app 247080), primarily Cadence, solo, normal rules, with AMPLIFIED, SYNCHRONY and character DLC disabled. Ports, mods and other characters use separate conditions.

Verification scope: Official announcements checked through v4.2.1 (2025-12-16). Public sources compared on 2026-10-04. The installed build, Japanese in-game display and a complete playthrough have not been tested. Older guides are used only for basic base-game behavior.

Sources checked: 2026-10-04

49 / 49 rows

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Read enemy cycles together with the current state

Every two beats does not mean you always get two beats after spotting an enemy. For enemies already moving, changed by a hit or approaching from behind cover, judge from the current warning.

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Read enemy cycles together with the current state: 6 entries
What to observeWhat to checkAssumption to avoid
Action orderIn ordinary solo play, your on-beat basic attack precedes the enemy's attack.Do not assume moving outside reach or landing a nonlethal hit is also safe.
CycleEvery beat, every other beat or every few beatsSpotting an enemy does not necessarily mark the start of its cycle.
WarningRaised arm, staff, shaking or charge preparationDo not decide the next action from image color alone.
PositionReach in cardinal directions, diagonals or a firing lineNot being adjacent does not always mean safety.
WeaponReach and your position after attackingDo not treat a Rapier's advance like a Dagger attack.
TerrainWater, ice, coals, Ooze and wallsDo not reproduce a dry-floor example without accounting for the terrain.

These are representative enemies for normal Cadence, not a catalog of every enemy, variant or DLC. English names are included to help distinguish colors and official names. The action-order explanation concerns basic attacks, not every internal operation, co-op interaction or special effect.

Enemy answer 01

Enemy answer 01Close

Zone 1: distinguish stationary, back-and-forth and irregular movement

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Zone 1: distinguish stationary, back-and-forth and irregular movement: 6 entries
Enemy / variantBeat / action landmarkAttack position / example inputMistake to avoid
Green SlimeNormally bounces in placeCheck other nearby enemies before attacking from an adjacent tile.Do not call it completely harmless in situations involving forced movement or other effects.
Blue SlimeMoves back and forth across two vertical tiles every two beatsStand to either side of its vertical route and attack when it enters reach.Do not stand ahead in the next tile of its vertical path.
Orange SlimeCircles a square route every beatAttack from outside the loop when in reach.Do not mistake the same type called yellow by some sources for a separate enemy.
Blue Bat / Red BatBlue acts every two beats; red every beat. Cardinal movement is irregular.With a Dagger, adjust your position from farther away rather than walking adjacent in pursuit.Do not assume it will fly in the same direction again.
SkeletonEvery two beats; moves after raising its armsOnce adjacent, input an attack if your damage will defeat it.From farther away, a directional input becomes movement.
Yellow / Black SkeletonSimilar to an ordinary skeleton; loses its head when weakenedAfter its head falls, leave its straight movement path.Do not pursue the remaining body assuming the first hit killed it.

Sources describe slime circling direction differently, so no fixed left/right sequence is used. Observe the loop itself. A skeleton after losing its head is in a different state from its earlier alternate-beat pursuit.

Enemy answer 02

Enemy answer 02Close

Zone 1: enemies whose state changes with proximity

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Zone 1: enemies whose state changes with proximity: 5 entries
Enemy / landmarkWhat happensResponseException / check
GhostFades when faced and approaches when your back is turnedSpend beats digging a compatible wall with your back turned, then turn to attack when it approaches.Do not try to land an ordinary attack while it is faded.
MonkeyApproaches every beat and grabs you, restricting movementDefeat it before the grab. If caught, shake free with directional inputs.Check other enemies behind you first; escaping restraint may take more than one input.
Chest MimicShaking chest; activates when you become adjacentAfter moving adjacent to wake it, step away before attacking.Do not mash attacks immediately upon activation.
WraithAppears suddenly and approaches every beatRespond toward the observed approach direction when your current weapon reaches it.Prioritize its visible position as well as sound.
Zombie / ZombeatMoves back and forth along the same straight line every two beatsAttack from the side of its path.Do not move in front of its next destination.

Digging examples assume an ordinary shovel, a diggable wall and no hazardous floor. They may not work with other wall types or shovels that move you.

Enemy answer 03

Enemy answer 03Close

Zone 2: watch shields, area attacks and pulling

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Zone 2: watch shields, area attacks and pulling: 6 entries
Enemy / landmarkBeat-by-beat behaviorPosition / responseCheck after failure
Armored SkeletonAlternate-beat behavior like a skeleton; shield protects the frontAim at the side or rear. A weak frontal hit may only push it.Has the shield broken or the facing changed?
ArmadilloRolls into a charge when it spots you on a cardinal lineBait it into a straight line, step sideways and attack after an obstacle stops it.Do not assume an ordinary attack safely defeats it while rolling.
GolemEvery four beats; crouches just before actingAttack from reach on its resting beat and leave before the next move.It may break through a wall to approach you.
Mushroom / Purple MushroomSpores hit all eight surrounding tiles; normally every four beats, purple every threeLeave its surroundings when it shakes, then approach after the attack.Diagonally adjacent tiles are also in range.
MoleApproaches underground every beat, surfaces beside you and then attacksConfirm that it has surfaced before attacking.Do not assume a ranged weapon can hit it underground.
Skeleton MageStaff glows every other beat; pulls from two tiles away in a straight lineCheck the pulled-to tile and adjacent enemies first.Will moving one tile closer put you in another enemy's range?

Knockback, freezing and shield-ignoring attacks change ordinary examples. Damage thresholds for breaking shields are not given as a single number across color variants.

Enemy answer 04

Enemy answer 04Close

Zone 3: check facing and floor left after a kill

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Zone 3: check facing and floor left after a kill: 6 entries
Enemy / landmarkBehaviorPosition / responseCheck after failure
Fire / Ice BeetleEvery other beat; shell blocks ordinary attacks while presentWatch it shed its shell when you approach, then attack.Do not step into the coals or ice made by the shell.
Skeleton KnightApproaches every beat; a hit ends its mounted stateAfter dismounting, check the shielded enemy's facing again.Do not assume the first hit killed it.
GoblinFlees when faced and follows when your back is turnedTurn your back and spend beats digging; turn and attack when it enters reach.Do not chase into a new group of enemies.
YetiMoves and attacks surrounding tiles every four beatsLeave the surroundings of its destination before approaching.Do not overlook surrounding snow, including diagonals.
HellhoundEvery other beat; can approach diagonallyConfirm adjacency, defeat it and avoid immediately stepping onto its tile.Do not treat the hot coals left after death as ordinary floor.
Fire / Ice SlimeCircles a diagonal route every beat and leaves floor after deathAttack from outside the route and keep a return path.The floor differs before and after the fight.

On hot coals, even repeatedly attacking or digging in place can be dangerous. Watch the entry and landing so you do not stack movement or attack inputs while sliding on ice.

Enemy answer 05

Enemy answer 05Close

Zone 4: parrying enemies and enemies that change your position

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Zone 4: parrying enemies and enemies that change your position: 6 entries
Enemy / landmarkBehaviorResponseException / check
Apprentice Blademaster / BlademasterParries an adjacent hit and retreats, charges next beat, then leaves an openingHit from adjacent, dodge sideways, then attack the opening.There must be open floor to the side. A color variant may survive one cycle.
Warlock / Neon WarlockMoves every other beat; swaps your positions when defeatedCheck its floor and surrounding enemies before killing it.A ranged kill does not guarantee a safe destination.
HarpyApproaches over obstacles every other beat and attacks from adjacentCheck where it lands and intercept it.A single wall between you does not guarantee safety.
Ooze GolemPlaces Ooze under you when hitOnce it becomes smaller, reposition onto dry floor.Do not mash attacks or digging while on Ooze.
Goblin SentryFlees when awakened and digs through walls to open new roomsFirst decide whether to defeat it or retreat from the newly opened room.Do not become absorbed in pursuit and expose more uncleared rooms.
PixieContact heals; defeating it causes an explosionDistinguish it from other enemies and avoid catching it in wide attacks.Are you attacking when you want to heal?

Statue effects differ by shape. This guide does not tell you to approach every statue when you cannot distinguish it. Do not proceed assuming knowledge of all statues and variants.

Large-enemy answer

Large-enemy answerClose

Minibosses: avoid straight charges, breath and raised clubs

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Minibosses: avoid straight charges, breath and raised clubs: 6 entries
Enemy / variantAction landmarkAttack / dodge exampleDangerous assumption
Green DragonApproaches every other beatHit on a resting beat and move out of reach on its moving beat.A hard wall will not necessarily protect you indefinitely.
Red DragonPrepares fire along a horizontal line and releases it on the next beatMove above or below the line; alternate attacking and retreating.Do not respond to the fire warning by only fleeing horizontally.
Blue DragonTelegraphs a fan-shaped ice breathRead the facing and expanding area, then retreat outside it.Do not assume a single firing line like the red variant's.
MinotaurCharges along cardinal straight linesBait its path, dodge sideways and attack after an obstacle stops it.Do not assume a soft wall will stop it.
NightmareApproaches every other beat and darkens the surroundingsSecure a retreat while you can still see, then intercept it.Do not run into unexplored space after it becomes dark.
OgreApproaches slowly and lifts a clubLeave the straight line of the swing, then attack its opening.Being one tile away does not mean it cannot reach you.

This table does not cover every large enemy or upgraded color. Beat state can change immediately after summoning or breath attacks, so prioritize the current warning over a memorized interval.

Action-example answer

Action-example answerClose

Action examples: separate tiles you can hit from tiles enemies will enter

These practice examples assume dry floor, an ordinary Dagger, normal Cadence rules and no other enemy approaching from the side. They are not button sequences to repeat blindly in every situation.

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Action examples: separate tiles you can hit from tiles enemies will enter: 4 entries
Practice situationInitial setupNext actionSuccess check
Blue SlimeMove to either side of its vertical back-and-forth route.Attack from beside the route when it enters reach.You are not standing in its vertical destination.
Red BatKeep a distance beyond your Dagger's reach.Adjust position using safe-floor movement or digging, then attack only once it becomes adjacent.You have not walked adjacent yourself and received its movement.
Shielded skeletonDistinguish the shielded front from open floor to the side.Check its facing after it acts, circle to the side and attack within reach.Damage is dealt rather than only knockback.
Sword-wielding enemyLeave floor for escape on either side.After the parried hit, step sideways and attack the opening after its charge.You can spend a beat dodging instead of advancing in pursuit.

Rapier lunges, wide weapons, forced-movement boots and hazardous floor change the starting conditions. First fix the weapon and enemy in a practice facility, then add exceptions one at a time.

Four-beat practice example

Four-beat practice exampleClose

Four-beat practice example: check both positions on every beat

An illustrative setup with one Green Dragon, ordinary Dagger, dry horizontal corridor and no knockback or similar effects. Start with yourself at 0, the enemy two tiles right at 2 and empty floor at 1. Begin on the beat when the enemy will move next, with one wall above or below you that an ordinary shovel can dig.

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Four-beat practice example: check both positions on every beat: 4 entries
BeatYour inputYour positionEnemy position after its actionWhat to check
1Dig the diggable wall above or below.Remain at 0Approaches from 2 to 1Digging spends one beat without moving you; the enemy becomes adjacent.
2Input right to attack.Remain at 0Rests at 1Within Dagger reach, so the input attacks rather than advancing.
3Step left once.0→−1Approaches from 1 to 0Retreat without attacking and keep one-tile adjacency.
4Input right to attack.Remain at −1Rests at 0The attack matches its resting beat.

This is an editorial schematic derived from published alternate-beat pursuit, Dagger and digging rules, not a sequence measured from a recording. If the enemy starts on a resting beat, the table's phase shifts. Stop and reassess for another enemy, hazardous floor, a wall preventing retreat, breath or recoil.

What to record when it fails

When reviewing a death recording, check the preceding beat as well as the enemy that killed you. Recording the following four points helps distinguish a mistaken enemy cycle from an invalid input.

  1. Write down the enemy type, color and zone.
  2. Check weapon type, material, current damage and equipment that changes movement.
  3. Note your position, the enemy's position, floor and walls.
  4. Check whether the last input became an attack, movement, digging or no action.

Replay features are available from v3.0.0, but footage alone does not establish an unknown internal processing order. Keep DLC, mod and custom-rule recordings separate from ordinary base-game verification.

Frequently asked questions

Why did an every-other-beat enemy attack immediately?

Spotting it does not necessarily mark the start of its cycle. Read its warning, previous movement and any state change after a hit to judge its next active beat.

Can a ranged weapon always kill enemies without approaching?

Long reach is separate from whether an attack can connect. Check exceptions such as shields, underground states or recent activation, and enemies that change your position when killed.

Why does the same response fail with another character?

Movement, attacks and rhythm rules vary by character. This article uses Cadence as its baseline and does not apply its examples unconditionally to special characters or co-op.

What if an enemy is not in this table?

Check DLC and mods, enemy color and its in-game name. This article covers responses to major base-game enemies, not a complete bestiary.

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