17 families
Enemies
The game files hold 644 enemy records, but they are not 644 creatures: each one is a tuning of a 3D model, and there are seventeen models. So the pages here are per family, with the whole range of health and damage a family covers at each difficulty tier rather than one page per row. For each family: what its abilities do in the game’s exact wording, how many records it has, the floors it turns up on and the fights that field it. Five families are boss fights and keep their own pages.
Updated for patch 0.5.6
How many enemies does Guildrun have?
Seventeen families: ten regular ones — Mushroom Archer, Mushroom Tank, the two mushroom mages, Lizard, Spider, Snake, Slime, Forest Golem and Plant Monster — plus the Turtle of the opening fight, the Mushroom Knight of Endless mode, and five boss families. Behind them sit 644 records, which are difficulty and floor tunings of the same models.
Families you meet on the floor ladder
Ordered by how often they turn up. Tap a family for its stats at every difficulty tier.
- Mushroom Archer210 appearancesWild Shot — 490–15,550 HP
- Mushroom Tank165 appearancesBash · Shields Up! — 1,050–23,730 HP
- Lizard93 appearancesBounce · Lizard Leap — 600–12,070 HP
- Spider90 appearancesEnsnare · Poisonous — 890–14,770 HP
- Mushroom Fire Mage87 appearancesFire Storm — 640–8,020 HP
- Snake87 appearancesNoxious Venom · Venomous — 2,590–19,710 HP
- Slime84 appearancesRejuvenating Blow · Regeneration — 1,140–17,020 HP
- Forest Golem75 appearancesSlam · Oak Skin — 5,120–16,270 HP
- Mushroom Frost Mage63 appearancesFrost Storm — 560–6,610 HP
- Plant Monster36 appearancesVine Snag — 870–6,580 HP
- Turtle3 appearancesNo abilities — 200–200 HP
Every family side by side
Records, appearances and the health range each family covers across all three tiers.
| Family | Records | Appearances | Health range | Floors |
|---|---|---|---|---|
| Mushroom Archer | 115 | 210 | 490 – 15,550 | 1, 2, 4, 6, 7, 8, 9, 10 |
| Mushroom Tank | 96 | 165 | 1,050 – 23,730 | 1, 2, 3, 4, 6, 7, 8, 9, 10 |
| Lizard | 48 | 93 | 600 – 12,070 | 2, 3, 4, 6, 7, 8, 9, 10 |
| Spider | 46 | 90 | 890 – 14,770 | 3, 4, 6, 7, 8, 9, 10 |
| Mushroom Fire Mage | 73 | 87 | 640 – 8,020 | 3, 4, 6, 7, 8, 9, 10 |
| Snake | 37 | 87 | 2,590 – 19,710 | 3, 4, 6, 7, 8, 9, 10 |
| Slime | 52 | 84 | 1,140 – 17,020 | 1, 2, 3, 4, 6, 7, 8, 9, 10 |
| Forest Golem | 57 | 75 | 5,120 – 16,270 | 4, 6, 7, 8, 9, 10 |
| Mushroom Frost Mage | 52 | 63 | 560 – 6,610 | 3, 4, 6, 7, 8, 9, 10 |
| Plant Monster | 36 | 36 | 870 – 6,580 | 3, 4, 6, 7, 8, 9, 10 |
| Turtle | 3 | 3 | 200 – 200 | 0 |
Boss families
The five fights on floors 5 and 11 keep their own pages, with per-tier stats and the relic each leaves behind.
Endless mode only
Present in the files but absent from every floor of a run.
- Mushroom KnightBash · Shields Up!
How to read enemy stats
- Health ranges are wide because the same family is retuned floor by floor. A Mushroom Archer with 600 health and one with 11,300 are the same archer, six floors apart.
- Abilities do not change with the tuning. Whatever a family does on floor 1 it still does on floor 10, so learning one board teaches you all of them.
- The two mushroom mages differ only in the element they throw. If frost is the problem, the fire version of the same board plays identically.
- Attack damage moves in steps, not smoothly: several families jump from 12 to 40 between the early and middle floors and then hold there.
- Defence is zero on nearly every regular enemy, so flat damage and percentage damage are worth the same against them.