Ricochet Ritualwiki

Bestiary

All 23 enemy types, with the AI that drives each one. Portraits are rendered through the game's own recolour shader, so a variant looks here exactly as it does in play.

The roster

Ordered by the wave they start appearing on. Weight is how often a type is drawn once it has unlocked, relative to everything else eligible — the behaviour enemies are deliberately rare, because a wave that is half Frogs is not six times as interesting as a wave with one in it.

Mushroom

Mushroom

Melee

The baseline: two orb hits at base damage and one after two stacks of Striking Force, which is what makes early orb damage a breakpoint rather than a rounding error.

HP 45essence 0–2speed 40damage 5range 80from wave 1weight 4hitbox 30×34

The original art. Broodmother, Brute, Sporeling, Toadstool are recolours of it.

Bat

Bat

Ranged

Ranged, but no faster than a Mushroom — you can simply walk away from it, which is the point of a first ranged enemy.

HP 40essence 0–2speed 40damage 8range 300fires Fireballfrom wave 2weight 3hitbox 38×34

The original art. Hivemind, Wisp are recolours of it.

Bomber

Bomber

Bomber

The clock in a wave. It forces you to deal with it now rather than later, which is the only thing on the field that does.

HP 30essence 0–2speed 80blast 90 for 15from wave 3weight 3hitbox 38×34

The original art. PaleRevenant, PlaguePriest are recolours of it.

Shares the skeleton sheet with the Revenant, which is why they read as bone rather than flesh.

Toadstool

Toadstool

Melee

Half a Mushroom's health at nearly double the speed. The enemy that punishes standing still.

HP 24essence 0–1speed 78damage 4range 80from wave 3weight 4hitbox 26×30

A recolour of Mushroom's art, told apart by a hue rotation.

Vampire

Vampire

Vampire

The first enemy that takes your movement away, and heals off you for doing it.

HP 85essence 1–3speed 55damage 10range 80from wave 4weight 3hitbox 38×34

The original art. Bulwark, Collector, Nosferatu, Siphon are recolours of it.

EvilWizard

EvilWizard

Caster

Casts from range and has no melee swing, but it is not safe to stand on — Backlash punishes anything inside 100px, including a player who walked into a cast.

HP 120essence 2–4speed 38damage 9range 320from wave 5weight 2hitbox 38×34

The original art. Archmage, Bonecaller, DreadSovereign, Witchdoctor are recolours of it.

Frog

Frog

Leaper

The first enemy you beat by reading it rather than out-damaging it. Low health, so the lane is the whole threat — and the time it spends winded afterwards is the damage window the fight pays you back with.

HP 75essence 1–3speed 52damage 14range 300from wave 5weight 3hitbox 28×24

Its row's attackRange is unused — FrogEnemy replaces the melee update entirely and uses its own trigger range.

Sporeling

Sporeling

Splitter

Health that becomes two Toadstools, which are faster than the thing that made them. Kill it with room around you, or inside an explosion big enough to catch what comes out.

HP 80essence 1–3speed 44damage 6range 80from wave 6weight 3hitbox 34×38

A recolour of Mushroom's art, told apart by a hue rotation.

Wisp

Wisp

Ranged

A Bat that keeps up with you, and outranges it. It glows because the bat sprite is near-black and a hue rotation preserves luma, so a recolour alone would be invisible on it.

HP 30essence 0–2speed 72damage 11range 360fires Fireballfrom wave 6weight 3hitbox 30×28

A recolour of Bat's art, told apart by a hue rotation.

Brute

Brute

Melee

The opposite trade: slow enough to kite forever, and the first enemy an un-upgraded orb genuinely cannot one-shot.

HP 260essence 3–6speed 24damage 16range 95from wave 7weight 2hitbox 44×46

A recolour of Mushroom's art, told apart by a hue rotation.

Slug

Slug

Hazard

Barely fights, but everything it does POISONS you: its bite, the ball it lobs from range (it lands where you stood and leaves a pool), and the small pool of rot it leaves every 35px it walks. Poison is a tick a second for three seconds, 3 damage each at every wave (armour does not reduce it, a shield soaks it), and a new dose refreshes it rather than stacking; your health bar turns green and a POISONED plate counts it down. Each pool lasts 4.5s and stays after it dies — kite in a tight circle around one and you can wall off your own escape route. The first enemy that makes WHERE the fight happens matter.

HP 105essence 3–5speed 26damage 10range 90from wave 7weight 3max 3 alivehitbox 40×29

Drops are keyed to DISTANCE WALKED, not to a timer — a 40px pool every 35px — so one parked against a wall does not stack pools on one spot: it draws a line you have to route around. The pool a THROWN ball leaves is the big one, 90px.

Bulwark

Bulwark

Shield

The card check. An orb that only goes forwards bounces off it all day; anything that flanks, pierces, arcs or simply arrives fast walks through. Its health is a long time to spend doing the wrong thing.

HP 230essence 3–5speed 30damage 14range 95from wave 8weight 2max 3 alivehitbox 42×40

A recolour of Vampire's art, told apart by a hue rotation.

Nosferatu

Nosferatu

Vampire

More than twice a Vampire's health and faster. It roots for the same time, so the danger is purely how long it survives to keep doing it.

HP 190essence 3–5speed 62damage 15range 85from wave 9weight 2hitbox 40×36

A recolour of Vampire's art, told apart by a hue rotation.

Siphon

Siphon

Drain

Hangs at range and drains you through a beam, healing off what it takes. The beam needs line of sight, so a tree is a real answer to it.

HP 140essence 2–4speed 44from wave 9weight 3max 2 alivehitbox 40×36

A recolour of Vampire's art, told apart by a hue rotation.

Its row carries damage = 0 and attackRange = 0: it has no attack at all. Everything it does is the beam, and the beam is refused the moment the grid says it cannot see you — frozen or stunned, it drops as well.

Witchdoctor

Witchdoctor

Support

Heals the most wounded allies around it often enough to outpace chip damage across a crowd. Capped at two alive at once, because three means nothing dies.

HP 130essence 2–4speed 46damage 6range 300from wave 10weight 1max 2 alivehitbox 36×36

A recolour of EvilWizard's art, told apart by a hue rotation.

Archmage

Archmage

Caster

The late-game priority target. Longer range, far more health, every cast another root somewhere on the map, and the hardest Backlash in the game.

HP 240essence 3–6speed 34damage 13range 400from wave 11weight 1hitbox 42×38

A recolour of EvilWizard's art, told apart by a hue rotation.

Bonecaller

Bonecaller

Support

Calls fresh bodies out of the ground on a timer, and what it calls OUTLIVES it — so killing it late buys you nothing. Violet and badged so it is not mistaken for the healer at range.

HP 165essence 2–4speed 34damage 8range 340from wave 11weight 2max 2 alivehitbox 38×36

A recolour of EvilWizard's art, told apart by a hue rotation.

Hivemind

Hivemind

Ranged

A Bat that fires three bolts in a narrow fan. Individually weak, but it punishes the straight-line retreat that answers every other ranged enemy.

HP 65essence 1–3speed 48damage 9range 340fires Fireballfrom wave 12weight 2hitbox 34×32

A recolour of Bat's art, told apart by a hue rotation.

Broodmother

Broodmother

Support

The Bonecaller inverted. She calls faster, and every Toadstool she makes is tethered to her: kill the mother and the whole swarm drops at once. The swarm is a decoy, and walking past it is the correct play.

HP 260essence 3–6speed 30damage 8range 340from wave 13weight 2max 1 alivehitbox 46×46

A recolour of Mushroom's art, told apart by a hue rotation.

Shares SupportEnemy with the Witchdoctor and the Bonecaller; summon_bound in her row is the single flag that makes her brood die with her. Her summons are killed rather than deleted, so each one still scores, drops loot and triggers every on-kill upgrade you own.

PlaguePriest

PlaguePriest

Support

Halves your healing while you stand in its ring, and keeps close enough to hold you in it — walking away does not work for long, so the answer is to kill it. Frozen or stunned, the aura switches off. The HUD says HEALING HALVED beside your health bar while it does.

HP 150essence 2–4speed 42from wave 14weight 2max 2 alivehitbox 37×37

A recolour of Bomber's art, told apart by a colour tint.

The fourth SupportEnemy, told apart by plague_range in its row, and it carries keep_min/keep_max of its own so it stands inside its ring rather than at a healer's distance. It never attacks. The skeleton sheet is achromatic, so it is TINTED a bile yellow-green, clear of the Revenant's mint.

Bosses

Exempt from wave modifiers' health multipliers, and never elite. The fights in full →

Collector

THE COLLECTOR

Boss Collector full fight →

The third fight, and a test of the build rather than the footwork: it takes your three best cards for as long as it lives.

HP 2000essence 30–45speed 70damage 20range 430hitbox 70×66

A recolour of Vampire's art, told apart by a colour tint.

On the vampire sheet, TINTED gold: the cloak is too dark for a hue rotation to reach gold (a rotation keeps luminance), while a multiply turns the face and hands gold and leaves the cloak a royal purple.

DreadSovereign

DREAD SOVEREIGN

Boss DreadSovereign full fight →

A siege engine. It walks, and the fight is read from a distance.

HP 2200essence 30–45speed 42damage 22range 460fires Fireballhitbox 74×66

A recolour of EvilWizard's art, told apart by a hue rotation.

PaleRevenant

PALE REVENANT

Boss PaleRevenant full fight →

The opposite fight: it runs, and you have to be moving already.

HP 1720essence 30–45speed 120damage 19hitbox 58×58

A recolour of Bomber's art, told apart by a colour tint.

No projectile at all — even the Phantom Cross is aimed at your feet, not fired. It goes straight through trees and rocks, so scenery is no cover from it. Its speed is capped below the wizard's own, on purpose, even at phase three.

Behaviour classes

What actually drives each type. Several enemies share a class and differ only in their stat block — a Nosferatu is a Vampire with different numbers — and that is the cheap half of the roster. The rest have their own code.

CasterEvilWizardEnemy
Stands still and drips a chain of grasping hands along the line to where you were when the cast began. A hand that closes roots you for 1s and deals the caster's damage. Taking a hit cancels the cast. Come within 100px and it discharges at its own feet instead — Backlash, a 0.4s telegraphed blast and a hard shove. Between casts it holds a band inside its own range, giving ground if you press it and circling if you do not, so it never walks itself into Backlash range: you have to go in after it.
RangedRangedEnemy
Closes to its attack range, stops, and throws fireballs at 450px/s that hit for its own damage stat — so they scale with the wave — and expire after four seconds. A shooter that fires a fan hits for less with each bolt. Trees are cover: a shot dies on the first tree it crosses, and a shooter only opens fire with a clear line to you. Rocks and stumps are knee-high, and shots fly over them. Blind, it circles you at range looking for one, then closes in round whatever is in the way. So the answer is to close, to leave, or to put a tree between you — never to trade in the open.
BomberBomberEnemy
No attack at all: it sprints at you and detonates on contact, after a 0.45s flashing warning. Its health is deliberately low enough that a base-damage orb one-shots it, so popping it early is always a clean single hit. Frozen or stunned, even a lit fuse stops.
SupportSupportEnemy
Never closes. It kites to a mid-range band, strafing at reduced speed, and spends a short cast pose on the thing it is actually for: mending the most wounded allies in range, or calling fresh bodies out of the ground. The Plague Priest has no cast at all: its ring is a standing aura that halves your healing while you are inside it, and it keeps close enough to hold you there. Each wears a role badge above the health bar, because at range the silhouette is identical.
MeleeMeleeEnemy
Walks straight at you and swings once in range. The first swing skips its wind-up — it starts on frame 5 and the damage lands on frame 6, a few hundredths of a second after you step into reach — so treat its reach as contact damage and keep out of it. A swing that keeps going while you stay in range plays the full wind-up each time.
ShieldShieldEnemy
Carries a shield across a wide arc, and the shield turns to face you — up, down or sideways. An orb arriving inside that arc is refused outright — takeDamage returns false, exactly as an iframe-swallowed hit does — and bounces off harder than it arrived. Make the orb arrive from somewhere you are not, arrive fast enough to punch straight through, or blink past it: the shield swings round quickly, but not instantly.
BossCollectorBoss
The thief. It takes your three best cards when it arrives and keeps its distance for the whole fight — coin fans that trees stop, a grab lane that yanks you in, chests that burst around you, a blink away. Killing it gives every card back.
BossBossEnemy
Three phases with an enrage flash at each threshold, a screen-wide health bar, and exemption from a wave modifier's health multiplier — nothing else in the game has that. From range it cycles five bullet patterns in a fixed order per phase, each asking a different movement of you.
LeaperFrogEnemy
CHASE → WINDUP → DASH → RECOVER. It closes in small hops (moving only while airborne), crouches at range, flashes a green ground lane, then leaps. The direction and the length lock when the wind-up starts, so the telegraph is the entire fight: step out of the lane and it charges anyway, then stands winded and takes damage like anything else. The lane is exact: it is the area the leap's damage sweeps, a hit is your hitbox touching the green, and the leap lands where the lane ends.
VampireVampireEnemy
Bites for contact damage, heals itself, and roots you for 0.6s while it drinks. Killing it mid-bite frees you immediately, which makes it the one enemy where burst damage is worth more than its health bar suggests. Once any root ends you cannot be rooted again for 3s.
BossRevenantBoss
The mobile boss. Dash combos, a leap, the Phantom Cross and the Reaper's Wheel, no projectile whatsoever, and every move a commitment you answer by moving. Nothing it does is stopped by trees or rocks.
DrainSiphonEnemy
No attack of its own. It holds a band at range, winds up for a moment, then latches a beam onto you and sends a bead of drain down it every second or so, healing itself on most of what it takes. The beam holds only while it can see you: put a tree or a rock between you and it snaps, and it has to wind up again.
HazardSlugEnemy
A melee body whose real attack is the floor. From 150 to 440px away it also plants and lobs a ball of poison every 3.4s: the ball arcs over anything in the way to the spot you stood on when it was thrown, marked on the ground for the whole flight, and bursts there into a big 90px pool, splashing you for its own damage if you are still on the mark. Every 35px it walks it also drops a small 40px pool of rot that blooms for a moment, then bites whatever stands in it on a slow pulse — an ordinary hit, so every defensive card applies to it. The pools outlast the thing that made them, so killing it stops the line from growing and does nothing about the line.
SplitterSplitterEnemy
An ordinary melee enemy until it dies. Death spawns two children — of the type named in its own row — each at a fraction of the parent's max health, with a moment of invulnerability so a single explosion cannot wipe the litter it just created.