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.
Wide tables scroll horizontally.
| What to observe | What to check | Assumption to avoid |
|---|---|---|
| Action order | In 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. |
| Cycle | Every beat, every other beat or every few beats | Spotting an enemy does not necessarily mark the start of its cycle. |
| Warning | Raised arm, staff, shaking or charge preparation | Do not decide the next action from image color alone. |
| Position | Reach in cardinal directions, diagonals or a firing line | Not being adjacent does not always mean safety. |
| Weapon | Reach and your position after attacking | Do not treat a Rapier's advance like a Dagger attack. |
| Terrain | Water, ice, coals, Ooze and walls | Do not reproduce a dry-floor example without accounting for the terrain. |
No matching entries in this table. Shorten the query or clear it to restore all entries.
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
Wide tables scroll horizontally.
| Enemy / variant | Beat / action landmark | Attack position / example input | Mistake to avoid |
|---|---|---|---|
| Green Slime | Normally bounces in place | Check other nearby enemies before attacking from an adjacent tile. | Do not call it completely harmless in situations involving forced movement or other effects. |
| Blue Slime | Moves back and forth across two vertical tiles every two beats | Stand 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 Slime | Circles a square route every beat | Attack 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 Bat | Blue 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. |
| Skeleton | Every two beats; moves after raising its arms | Once adjacent, input an attack if your damage will defeat it. | From farther away, a directional input becomes movement. |
| Yellow / Black Skeleton | Similar to an ordinary skeleton; loses its head when weakened | After its head falls, leave its straight movement path. | Do not pursue the remaining body assuming the first hit killed it. |
No matching entries in this table. Shorten the query or clear it to restore all entries.
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
Wide tables scroll horizontally.
| Enemy / landmark | What happens | Response | Exception / check |
|---|---|---|---|
| Ghost | Fades when faced and approaches when your back is turned | Spend 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. |
| Monkey | Approaches every beat and grabs you, restricting movement | Defeat 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 Mimic | Shaking chest; activates when you become adjacent | After moving adjacent to wake it, step away before attacking. | Do not mash attacks immediately upon activation. |
| Wraith | Appears suddenly and approaches every beat | Respond toward the observed approach direction when your current weapon reaches it. | Prioritize its visible position as well as sound. |
| Zombie / Zombeat | Moves back and forth along the same straight line every two beats | Attack from the side of its path. | Do not move in front of its next destination. |
No matching entries in this table. Shorten the query or clear it to restore all entries.
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
Wide tables scroll horizontally.
| Enemy / landmark | Beat-by-beat behavior | Position / response | Check after failure |
|---|---|---|---|
| Armored Skeleton | Alternate-beat behavior like a skeleton; shield protects the front | Aim at the side or rear. A weak frontal hit may only push it. | Has the shield broken or the facing changed? |
| Armadillo | Rolls into a charge when it spots you on a cardinal line | Bait 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. |
| Golem | Every four beats; crouches just before acting | Attack from reach on its resting beat and leave before the next move. | It may break through a wall to approach you. |
| Mushroom / Purple Mushroom | Spores hit all eight surrounding tiles; normally every four beats, purple every three | Leave its surroundings when it shakes, then approach after the attack. | Diagonally adjacent tiles are also in range. |
| Mole | Approaches underground every beat, surfaces beside you and then attacks | Confirm that it has surfaced before attacking. | Do not assume a ranged weapon can hit it underground. |
| Skeleton Mage | Staff glows every other beat; pulls from two tiles away in a straight line | Check the pulled-to tile and adjacent enemies first. | Will moving one tile closer put you in another enemy's range? |
No matching entries in this table. Shorten the query or clear it to restore all entries.
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
Wide tables scroll horizontally.
| Enemy / landmark | Behavior | Position / response | Check after failure |
|---|---|---|---|
| Fire / Ice Beetle | Every other beat; shell blocks ordinary attacks while present | Watch it shed its shell when you approach, then attack. | Do not step into the coals or ice made by the shell. |
| Skeleton Knight | Approaches every beat; a hit ends its mounted state | After dismounting, check the shielded enemy's facing again. | Do not assume the first hit killed it. |
| Goblin | Flees when faced and follows when your back is turned | Turn your back and spend beats digging; turn and attack when it enters reach. | Do not chase into a new group of enemies. |
| Yeti | Moves and attacks surrounding tiles every four beats | Leave the surroundings of its destination before approaching. | Do not overlook surrounding snow, including diagonals. |
| Hellhound | Every other beat; can approach diagonally | Confirm adjacency, defeat it and avoid immediately stepping onto its tile. | Do not treat the hot coals left after death as ordinary floor. |
| Fire / Ice Slime | Circles a diagonal route every beat and leaves floor after death | Attack from outside the route and keep a return path. | The floor differs before and after the fight. |
No matching entries in this table. Shorten the query or clear it to restore all entries.
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
Wide tables scroll horizontally.
| Enemy / landmark | Behavior | Response | Exception / check |
|---|---|---|---|
| Apprentice Blademaster / Blademaster | Parries an adjacent hit and retreats, charges next beat, then leaves an opening | Hit 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 Warlock | Moves every other beat; swaps your positions when defeated | Check its floor and surrounding enemies before killing it. | A ranged kill does not guarantee a safe destination. |
| Harpy | Approaches over obstacles every other beat and attacks from adjacent | Check where it lands and intercept it. | A single wall between you does not guarantee safety. |
| Ooze Golem | Places Ooze under you when hit | Once it becomes smaller, reposition onto dry floor. | Do not mash attacks or digging while on Ooze. |
| Goblin Sentry | Flees when awakened and digs through walls to open new rooms | First decide whether to defeat it or retreat from the newly opened room. | Do not become absorbed in pursuit and expose more uncleared rooms. |
| Pixie | Contact heals; defeating it causes an explosion | Distinguish it from other enemies and avoid catching it in wide attacks. | Are you attacking when you want to heal? |
No matching entries in this table. Shorten the query or clear it to restore all entries.
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
Wide tables scroll horizontally.
| Enemy / variant | Action landmark | Attack / dodge example | Dangerous assumption |
|---|---|---|---|
| Green Dragon | Approaches every other beat | Hit on a resting beat and move out of reach on its moving beat. | A hard wall will not necessarily protect you indefinitely. |
| Red Dragon | Prepares fire along a horizontal line and releases it on the next beat | Move above or below the line; alternate attacking and retreating. | Do not respond to the fire warning by only fleeing horizontally. |
| Blue Dragon | Telegraphs a fan-shaped ice breath | Read the facing and expanding area, then retreat outside it. | Do not assume a single firing line like the red variant's. |
| Minotaur | Charges along cardinal straight lines | Bait its path, dodge sideways and attack after an obstacle stops it. | Do not assume a soft wall will stop it. |
| Nightmare | Approaches every other beat and darkens the surroundings | Secure a retreat while you can still see, then intercept it. | Do not run into unexplored space after it becomes dark. |
| Ogre | Approaches slowly and lifts a club | Leave the straight line of the swing, then attack its opening. | Being one tile away does not mean it cannot reach you. |
No matching entries in this table. Shorten the query or clear it to restore all entries.
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.
Wide tables scroll horizontally.
| Practice situation | Initial setup | Next action | Success check |
|---|---|---|---|
| Blue Slime | Move 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 Bat | Keep 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 skeleton | Distinguish 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 enemy | Leave 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. |
No matching entries in this table. Shorten the query or clear it to restore all entries.
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.
Wide tables scroll horizontally.
| Beat | Your input | Your position | Enemy position after its action | What to check |
|---|---|---|---|---|
| 1 | Dig the diggable wall above or below. | Remain at 0 | Approaches from 2 to 1 | Digging spends one beat without moving you; the enemy becomes adjacent. |
| 2 | Input right to attack. | Remain at 0 | Rests at 1 | Within Dagger reach, so the input attacks rather than advancing. |
| 3 | Step left once. | 0→−1 | Approaches from 1 to 0 | Retreat without attacking and keep one-tile adjacency. |
| 4 | Input right to attack. | Remain at −1 | Rests at 0 | The attack matches its resting beat. |
No matching entries in this table. Shorten the query or clear it to restore all entries.
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.
- Write down the enemy type, color and zone.
- Check weapon type, material, current damage and equipment that changes movement.
- Note your position, the enemy's position, floor and walls.
- 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.