Bestiary

EnemyBestiary

Every enemy type in Dungeon Delvers, with the role it plays inside a room. Memorizing routes is less useful than recognizing role mixes — this is the reference for that.

Dungeon Delvers enemy lineup
Reading rooms

It's the mix that kills you.

No enemy is dangerous on its own. The rooms that end runs are the ones that put two roles together — a tank with a sniper, a creeper with a supporter — and force you to pick which threat to ignore.

Mobile pressure

Fast enemies that force movement.

Stalker

Stalker

Mobile melee

Closes distance fast. Hits hard if it reaches you. The Stalker is the enemy that punishes standing still — the one that turns "let me line up this attack" into a corner trap.

  • Counter: dash early, keep diagonal lanes open.
  • Don't: burn your class skill on a single Stalker — there's almost always a second wave.
Creeper

Creeper

Slow melee swarm

Slower than Stalker but spawned in groups. Individually weak; together they form a wall that's hard to dash through cleanly.

  • Counter: AoE if you have it; otherwise pick off the edges, never the center.
  • Don't: commit straight forward — circle around the cluster.
Dasher

Dasher

Burst-mobility melee

Closes the gap in a single dash, similar to your dash button. Stands still briefly after, then commits to the attack.

  • Counter: dash during the Dasher's commit window — they whiff.
  • Don't: back up in a straight line. They will catch you.
Ranged pressure

Enemies that change target priority.

Sniper

Sniper

Long-range projectile

Fires from the back of the room. Damage per hit is high — being chipped from range while focused on melee threats is the most common cause of unexpected deaths.

  • Counter: close to melee, or break line of sight using walls and props.
  • Priority: if a Sniper and a Creeper share a room, Sniper goes down first.
Supporter

Supporter

Buff / heal role

Doesn't attack you directly. Instead, makes nearby enemies harder. Ignoring a Supporter means you fight a buffed wave; killing it first means you fight the wave you expected.

  • Counter: isolate and burst — they're not durable.
  • Don't: ignore one because it's "not attacking." Every Supporter on the floor compounds the threat of every other enemy.
Tank pressure

Enemies that punish careless commitment.

Guard

Guard

Heavy melee blocker

Slow, durable, hits hard. The Guard doesn't kill you fast — it blocks your dash lanes and forces you to fight in the space it controls. Mages especially must respect the Guard's reach.

  • Counter: circle, don't charge. Wait for the swing telegraph, dash through, attack from behind.
  • Don't: trade hits. You always lose that exchange.
Titan

Titan

Elite heavy

Bigger HP pool, bigger swing, bigger room control than Guard. Often appears alongside smaller mobs — the Titan is the anchor of the wave, not the wave itself.

  • Counter: clear adds first, then commit to the Titan with your skill ready.
  • Don't: AoE on a Titan. AoE clears the room; Titans need single-target attention.
The boss

Dungeon Lord.

Dungeon Lord

Dungeon Lord

Boss · every 5th room

Appears in rooms 5, 10, 15, 20, etc. Substantially higher HP and damage than any regular enemy, and usually flanked by a small wave of regular enemies that don't despawn when the boss appears.

  • Read the telegraph: every Dungeon Lord swing has a wind-up. Identify it within the first 5 seconds.
  • Clear the adds: regular enemies in a boss room are not optional — they will whittle you down while you focus the boss.
  • Skill timing: save your class skill for the boss's commit window, not for the room entry.
  • Boss reward: a noticeable gold spike on clear, plus a guaranteed shop on the next floor.

Floor scaling

Enemy stats scale with floor number. The same Stalker on floor 3 and floor 30 is not the same fight — HP, damage and projectile speed all increase. Boss floors scale faster than regular floors.

Where to read next

The Strategy hub goes class-by-class on how to handle each role. The How to Play guide has the exact class stats those strategies are built around.