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Enemy HP and weakness reference: selected confirmed stat blocks

A source-linked comparison of selected Abiotic Factor enemies, including documented body-part health, damage interactions, and route context.

Enemies in Abiotic Factor can have separate body-part health pools. For most enemies, the head and torso are critical; robots are an exception because their head must be depleted. A part's HP is not the enemy's total HP, so use the entity-specific row rather than adding every limb together or applying one headshot rule to every target. The listed attacks are base wiki values, not a promise of damage after armor, difficulty settings or other modifiers.

This table covers the selected enemies for which the cited references expose usable stat blocks. It is not an exhaustive roster.


How damage works

Damage class system: Light → Medium → Heavy → Super, with shield blocking thresholdsLightMediumHeavySuperBlunt, SharpCrossbowBullet (Med), FlailLaserHeavy Sharp/BluntLarge Bullet, ExplosiveLeyak attacksUnblockableShield blocking thresholdPlastic/Heater Shield blocks ≤ LightCharge/Kite Shield blocks ≤ MediumRiot Shield blocks ≤ Heavy
MechanicEffect
Weakness~5-10% crit chance → 15% bonus damage + flinch/stun
ResistanceReduces damage by 65%
ImmunityReduces damage by 100% (zero damage)

Wiki-listed head HP bands

Selected enemies by wiki-listed head HPThese bands compare head health, not total durability or threat. Composer and Reaper have no infobox head HP; Composer has a separate note about extreme health and special kill methods.HEAD ≤50 HPCarbuncle · Pest · Power Leech · LarvaHEAD 51-200Electro-Pest · Peccary · Grunt · Security BotHEAD 201-600Exor · Alpha Peccary · Defense Bot · JotunHEAD 601-1500Armored Exor · Exor Cha · SymphonistHEAD 1500+Behemoth · Tarasque · Nyth

Source-checked enemy stat table

Lookup group 1: Small targets and related variants

EnemyHead HPOther listed HPAttack damageTypeWeaknessResist/ImmuneEncounter
Carbuncle25—Not listed———Facility
Mushroom Carbuncle40—Not listed—Fire, Plasma—Mycofields
Pest25—35 meleeSharpBlunt—Facility
Electro-Pest60—70 melee; 30 shock ringElectric; Blunt Stun—Resists Bullet; immune ElectricityCascade Laboratories
Power Leech25Torso 25Not listed—BluntResists Sharp and Fire; immune ElectricityRolling Blackout
Larva50—35 meleeSharpFireResists AcidThe Encroachment

Lookup group 2: Facility wildlife and Order infantry

EnemyHead HPTorso HPArmsLegsDamageTypeWeaknessLocation
Peccary8080101050 melee; 75 headbuttSharp; PsychicBluntFacility
Peccary Sow150100303065 melee; 15 rangedSharp; Acid—Cascade Laboratories
Grunt17520010012050 melee; 35 ranged; 400 grenadeBlunt; Small Bullet; ExplosiveSharpManufacturing West; Labs
Guard Grunt15019010012050 melee; 35 ranged; 400 grenadeBlunt; Small Bullet; ExplosiveSharpManufacturing West; Labs
Lab Rat12020015017565 meleeBlunt—Facility
Medic12015010012050 melee; 25 ranged; 400 grenadeBlunt; Small Bullet; ExplosiveSharpManufacturing West

Lookup group 3: Larger enemies and security patrols

EnemyHead HPTorso HPArmsLegsDamageTypeWeaknessLocation
Exor35017517517570 melee; 75 rangedSharpElectricity (combat tips)Cascade Laboratories
Armored Exor65060060060050 melee; 25 ranged; 30 grenadeSharp; AcidAcid, ElectricityHydroplant
Alpha Peccary40060606050 meleeSharpBluntSeveral facility sectors
Snow Peccary40030010010085 meleeSharpBluntResidence Sector
Captain15020011012050 melee; 50 ranged; 400 grenadeBlunt; Small Bullet; ExplosiveSharpManufacturing West
Breacher15020011012060 melee; 33 per pelletBlunt; Shotgun PelletAcid, ElectricityCascade Laboratories
Security Bot180180180180100 meleeBlunt Stun—Office; Manufacturing West

Lookup group 4: Advanced entities and robots

EnemyHead HPTorso HPArmsLegsAttack damageTypeWeaknessResist/ImmuneEncounter
Exor Cha70060040040050 melee; 110 rangedSharp; Psychic—Resists ElectricityReactors; Village Den da'ko Yeer
Defense Bot500500*500500100 melee; 400 ranged; 10 MolotovBlunt; Explosive; FireAcid, LaserResists Door Bash; immune Fire and PlasmaHydroplant
Containment Bot40040040040040 meleeBlunt—Resists Door BashCascade Laboratories
Symphonist1100———30 meleeSharp—Immune ElectricityFlathill; Fog Phenomenon
Behemoth20001250——100 melee; 100/250 smashLarge Enemy; ExplosiveFire, ElectricityResists Bullet and ExplosiveDusk Reactor
ComposerNot listed———250 melee; 10000 grabBlunt; Composed——Flathill; Hydroplant; Reactors

Defense Bot: torso damage overflows to head when torso reaches 0. Its wiki explains why torso-only hits require 1000 HP of damage before other modifiers. The rear power unit is a separate 625 HP target that can trigger a self-destruct; retreat when its alarm starts. This does not make the sum of all limb pools the bot's total HP.

For Composer, "Not listed" means that the Wiki's stat infobox has no head-health field, not that the entity has no health. Its Trivia and Combat Tips describe extremely high body-part health and identify the Rocket Launcher and REDACTION Grenade as special kill methods. Do not turn that empty infobox cell into an ordinary weapon damage target. Without those weapons, use the documented avoidance route, and stay back from standard doorways because it can reach inside.

Lookup group 5: Named and unusual encounters

EnemyHead HPOther listed HPAttack damageTypeWeaknessResist/ImmuneEncounter
Nyth2500—100 meleeSharpExplosive—The Encroachment
Tarasque2000Torso 300100 melee; 100/250 smashLarge Enemy; ExplosiveFire, Electricity, PlasmaResists Bullet, ExplosiveContainment Block Anning
ReaperNot listed—175 meleeHeavy SharpLaser, X-Ray Field, Holy—Security Sector
Jotun550Torso, arms and legs 550; shield 80050 melee; 35 ranged; 150 grenadeBlunt; Heavy Bullet; ExplosiveAcid, HolyResists Blunt, Fire, Sharp, Bullet, LaserReactors; Shadowgate; Residence

Damage-type planning by individual enemy

Documented damage interactions for six individual enemiesEach row shows only the wiki-listed weaknesses, resistances and immunities for that enemy; a blank does not establish normal damage.Damage matchup chartEnemyDocumented weaknessResistsImmunePestBlunt——GruntSharpBlunt—Armored ExorAcid, ElectricityBullet—Defense BotAcid, LaserDoor BashFire, PlasmaTarasqueFire, Electric, PlasmaBullet, Explosive—Symphonist——Electricity

Body part targeting

Head HP is a useful number, but it is not the only possible kill condition for most enemies. The Health reference says the torso of most non-robot enemies is also critical. For robots, depleting the torso passes damage to the head instead of killing them. Choose a target by the actual body-part pools and whether you can reliably hit that part:

ScenarioTargetWhy
Pest, CarbuncleHead (only part)Only option
PeccaryHead or torsoBoth are listed at 80 HP; choose the exposed critical part
ExorTorsoIts torso has 175 HP against 350 HP for its head
Alpha PeccaryTorsoIts torso has 60 HP against 400 HP for its head
GruntExposed critical partHead is 175 HP; torso is 200 HP but may be easier to hit
Defense BotEye (head) or rear power unitEye bypasses the 500-HP torso; the 625-HP rear unit can trigger self-destruction

Common Mistakes

MistakeWhy it failsFix
Treating every Exor variant alikeThe standard Exor's combat tips describe electrical weapons as effective; Armored Exor lists Acid and Electricity weaknesses, while Exor Cha resists ElectricityCheck the exact variant before swapping damage types
Assuming every robot is weak to PlasmaDefense Bot is immune to Plasma and Fire; the other robot entries list different interactionsConsult the individual robot row instead of a family rule
Looking for Power Leeches every nightTheir page ties their appearance to the Rolling Blackout weather eventPrepare for that event and use their listed Blunt weakness
Treating Behemoth as a flat 1200-HP targetIts listed head and torso pools are 2000 and 1250 HP, and it resists Bullet and ExplosivePlan around Fire or Electricity and target a critical part
Firing only at Defense Bot's torsoThe torso's 500 HP overflows into the head rather than killing itUse the eye or rear power unit when accessible; retreat from the rear-unit alarm

The comparison is deliberately narrower than a universal loadout chart. An unlisted weakness is not evidence of resistance, and "not listed" is not an estimated value. Recheck the linked entry after a game update, especially for variants, special attacks and body-part behavior.


See Also

  • All bosses and enemies guide
  • Enemy weakness and damage types
  • Weapon damage stats complete table
  • Armor protection and radiation

Sources & References

Each enemy name links to its wiki entry for the listed body-part HP, attack and damage interactions, including combat-tip text when an infobox omits a weakness icon. Damage classes and shield thresholds use the Damage Types reference. HP bands compare head pools, not total durability or danger.

Editorial contribution

Compares wiki-listed enemy body-part HP, attack types and damage interactions, with head-HP bands and target-selection examples.

  • abioticfactor.wiki.gg: Damage Types →
  • abioticfactor.wiki.gg: Health →
  • abioticfactor.wiki.gg: Carbuncle →
  • abioticfactor.wiki.gg: Mushroom Carbuncle →
  • abioticfactor.wiki.gg: Pest →
  • abioticfactor.wiki.gg: Electro Pest →
  • abioticfactor.wiki.gg: Power Leech →
  • abioticfactor.wiki.gg: Larva →
  • abioticfactor.wiki.gg: Peccary →
  • abioticfactor.wiki.gg: Peccary Sow →
  • abioticfactor.wiki.gg: Grunt →
  • abioticfactor.wiki.gg: Guard Grunt →
  • abioticfactor.wiki.gg: Lab Rat →
  • abioticfactor.wiki.gg: Medic →
  • abioticfactor.wiki.gg: Exor →
  • abioticfactor.wiki.gg: Armored Exor →
  • abioticfactor.wiki.gg: Alpha Peccary →
  • abioticfactor.wiki.gg: Snow Peccary →
  • abioticfactor.wiki.gg: Captain →
  • abioticfactor.wiki.gg: Breacher →
  • abioticfactor.wiki.gg: Security Bot →
  • abioticfactor.wiki.gg: Exor Cha →
  • abioticfactor.wiki.gg: Defense Bot →
  • abioticfactor.wiki.gg: Containment Bot →
  • abioticfactor.wiki.gg: Symphonist →
  • abioticfactor.wiki.gg: Behemoth →
  • abioticfactor.wiki.gg: Composer →
  • abioticfactor.wiki.gg: Nyth →
  • abioticfactor.wiki.gg: Tarasque →
  • abioticfactor.wiki.gg: Reaper →
  • abioticfactor.wiki.gg: Jotun →

Sources support factual claims. Route choices, comparisons, and recovery guidance are editorial synthesis and may change with game updates.

How damage worksWiki-listed head HP bandsSource-checked enemy stat tableLookup group 1: Small targets and related variantsLookup group 2: Facility wildlife and Order infantryLookup group 3: Larger enemies and security patrolsLookup group 4: Advanced entities and robotsLookup group 5: Named and unusual encountersDamage-type planning by individual enemyBody part targetingCommon MistakesSee Also

Category

combatView all combat guides →

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Abiotic Analysis Hub Editorial Desk

Abiotic Analysis Hub Editorial Desk

The editorial desk maintains source-backed Abiotic Factor route notes, item checks, and practical decision guides.

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