# Bestiary overview

<a href="/pages/Mo3FhsX4C1h05eRWzCLn" class="button secondary" data-icon="crosshairs">Combat system</a>

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{% hint style="info" %}
Combat is auto-targeted. Most counterplay is **movement + positioning**.
{% endhint %}

### Quick links

<table data-view="cards"><thead><tr><th>Section</th><th>Open</th></tr></thead><tbody><tr><td><strong>Enemy entries</strong><br>All non-boss enemies.</td><td><a href="/pages/mWKGte3k3NOaLvwevqgQ">Enemy entries</a></td></tr><tr><td><strong>Boss entries</strong><br>Bosses and encounter notes.</td><td><a href="/pages/KywAIEd3ZexpWNONZQtf">Boss entries</a></td></tr></tbody></table>

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### Enemies vs bosses (at a glance)

{% columns %}
{% column %}

#### Enemies

Enemies are repeatable problems inside waves.

They test spacing, pathing, and how you manage crowds.

Typical notes you’ll care about:

* how it **moves** (rush, strafe, orbit, hold ground)
* how it **targets** (player, nearest, area denial)
* what space it **removes** (lines, cones, zones)
  {% endcolumn %}

{% column %}

#### Bosses

Bosses are named encounters that change the run’s pacing.

They usually combine multiple threats at once.

Typical notes you’ll care about:

* telegraphs and **tells**
* **arena control** (walls, zones, pushes/pulls)
* **phases** or “mode switches”
* whether it spawns **adds**
  {% endcolumn %}
  {% endcolumns %}

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### Reading attacks by shape

Most attacks are readable as a simple shape. Call out the shape in each entry.

{% tabs %}
{% tab title="Line" %}
**What it means:** a straight shot, sweep, or beam.

**Default response:** sidestep early, then reset spacing.

Write it like: “line shot”, “sweeping line”, “piercing line”.
{% endtab %}

{% tab title="Cone" %}
**What it means:** a forward-facing spread.

**Default response:** rotate around the source, don’t backpedal.

Write it like: “front cone”, “wide cone”, “double cone”.
{% endtab %}

{% tab title="Ring / zone" %}
**What it means:** an area that becomes unsafe.

**Default response:** leave before it arms, then keep a lane open.

Write it like: “ground zone”, “ring AoE”, “persistent puddle”.
{% endtab %}

{% tab title="Chase / orbit" %}
**What it means:** the threat follows you or circles you.

**Default response:** kite in a clean loop. Don’t get pinned to walls.

Write it like: “chaser”, “orbiting hazard”, “homing shots”.
{% endtab %}
{% endtabs %}

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### What each entry includes

Keep entries short and searchable. Keep them spoiler-light unless the entry needs specifics.

{% tabs %}
{% tab title="Enemies" %}
You’ll see:

* **Overview**: role + threat level.
* **Behavior**: movement + targeting rules.
* **Abilities**: bullets, AoE, summons, status effects.
* **Counterplay**: where to stand, when to rotate, what to bait.
* **Drops** (optional): orbs, currency, special items.
  {% endtab %}

{% tab title="Bosses" %}
You’ll see:

* **Overview**: fight identity (what it tests).
* **Moveset**: what it does, in plain language.
* **Telegraphed threats**: tells to watch for.
* **Counterplay**: safe lanes, spacing, bait patterns.
* **Rewards** (optional): loot, unlocks, run modifiers.
  {% endtab %}
  {% endtabs %}

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### Threat level (simple)

Use threat level to set expectations. Keep it consistent across enemies and bosses.

* **Low**: mostly a positioning tax.
* **Medium**: forces a response or punishes greed.
* **High**: can kill quickly or hard-lock space.
* **Run-defining**: changes how you path and draft upgrades.

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