Each biome fields its own roster, escalating from Tartarus fodder to the shielded elites of Elysium. Knowing which enemies are genuinely dangerous lets you prioritise threats and pick boons that counter them.
By biome
Threats to respect
General tactics
- Deal with ranged and support enemies before melee — they punish you while you're busy.
- Knockback and Chill are excellent crowd control; Athena Deflect neutralises whole projectile rooms.
- Use the environment: lava, spikes and pits kill enemies you knock into them.
- Don't tunnel one target while three others reposition around you — keep the whole room in view.
- Deflecting works on more than the Satyr Cultist's darts — most thrown or fired projectiles in the game can be sent back at whoever fired them.
Traps & the environment
- Spike traps, saw blades and fire vents litter arenas — bait enemies into them and never dash blindly.
- Asphodel's lava and the Temple's pits instantly punish a mistimed dash; learn each room's hazards.
- Knockback boons (Poseidon) turn hazards into weapons — fling foes into spikes, lava and pits.
- Some rooms are pure hazard gauntlets; prioritise mobility and Athena Deflect to survive them.
Mini-boss encounters
- Asphodel's Megagorgon chamber pairs the petrifying Megagorgon with an Elite Skull-Crusher — its gaze is the real threat, so break line of sight rather than tank it.
- The Witches' Circle and the Barge of Death are Asphodel's other two set encounters, both built around reviving Witches and Souls that must be finished fully.
- The Temple of Styx's Bother mini-boss fights in a rhombus room backed by Snakestone launchers and Gigantic Vermin reinforcements, ringing itself with explosives — circle the perimeter rather than the centre.
- Elysium's four Exalted (Brightsword, Longspear, Strongbow, Greatshield) collapse into a soul on defeat and re-arm if you don't finish them — always confirm the kill.