Complete Monster Guide R.E.P.O. Game
So, you’ve dropped into R.E.P.O., you’re waist-deep in valuables, and out of nowhere, a mutant clown blasts a laser at your head. Sound familiar? That’s because R.E.P.O. isn’t just chaotic—it’s strategically chaotic. And if you’re serious about surviving longer than 3 minutes, you need this complete monster guide for R.E.P.O. game.
As someone who’s lost more loot than I’d like to admit to an angry baby or a projectile vomit fish, trust me: knowledge is survival. This guide breaks down every single enemy, how they work, and how to counter them with minimal panic and maximum efficiency.
Core Mechanics: Strength, Regrabbing, and Monster Control
Before diving into specific enemies, let’s clarify the most important general mechanic—monster manipulation. If you’ve got the strength to pick up a monster, slam it, and repeat—good. But here’s the secret sauce: after every smash, let go and regrab. Monsters have an invisible “hold timer” that forces you to drop them. Regrabbing resets this, giving you control longer and helping you avoid getting jumped mid-throw.
Peeper (The Ceiling Eye)
The Peeper is all about line-of-sight. If you stare too long, you’ll take 2 damage per second. To counter this:
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Break sight with walls, tables, or large objects.
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Use health kits and other items to block vision.
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Open your map to move without falling into pits.
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Wait a few seconds after LOS is broken, and it’ll disappear.
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If someone else enters the room—it’ll reactivate. Avoid crowding.
Apex Predator (The Duck)
This angry duck has 150 HP and 10-damage attacks. It goes berserk if you:
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Look at it (it wants to be grabbed).
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Grab it (this enrages it).
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Damage it (even via other enemies).
Counter-tactics:
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Sprint circles around it if it chases.
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Use pits, cauldrons, toilets to dispose of it.
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Tumble-launch into it if your tumble is leveled up.
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Avoid engaging unless necessary—it’s more reactive than threatening.
Animal
More annoying than dangerous. 150 HP, only 2 damage per hit.
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Will panic-charge you then run randomly.
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Can’t reach you on tables or higher ground.
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Once you have 4 strength, throw it in a pit or yeet it with friends.
Bowtie
Wind-blasting menace with 100 HP and 5 damage per gust.
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Avoid its line of sight.
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Hides then reemerges far away after attacks.
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Can blow other enemies too—use that to your advantage.
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Can be picked up at 7 strength.
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Tran gun or shotgun works great here.
Robe
One of the deadliest. 250 HP, up to 100 damage per hit.
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Looks = aggro. It dashes when looked at.
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Ignore it, walk away, and don’t turn around.
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Use screen edges to track it sneakily.
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Crouch under tables to avoid its attacks.
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Pick-up requires 13 strength, or use grenades, shotgun, etc.
Rugrat (Baby)
Loot-stealing little demon.
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Grabs and throws your items, dealing damage.
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Bigger items = more damage.
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Has 150 HP, and can be picked up at 4 strength.
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Use scroll wheel throws or smash it for $4000 orb reward.
Clown
Laser + kick combo killer.
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250 HP
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Laser does 100 damage, kick does 60.
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Crouch if standing, jump if crouched to dodge.
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Once in attack mode, rushes you.
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At 13 strength, you can toss it—do that if you can.
Bonus tip: Honk the clown nose 3 times on the valuable clown item and throw—it explodes.
Huntsman
Sound-based tracker. 250 HP, 100-damage shots.
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Reacts to sound—even text chat or nearby monsters.
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Stairs? He trips. Drag him into pits.
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Hide behind walls and bait the shot, then grab and slam repeatedly.
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Pick-up at 9 strength. Use right mouse to rotate and control slams.
Chef (Frog)
Lunges with knives, 150 HP, 10 damage per hit.
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During knife flail, easy to avoid and pick up.
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At 9 strength, you can slam it or scroll toss small items.
Headman
High-speed horror.
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250 HP, 50 damage dash
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Attracted by light + movement
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Crouch to avoid being seen.
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Try crouch-slide under it for minimal damage + evasion.
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Killing is tricky without 13 strength or weapon support.
Hidden
Invis stalker. No damage, but teleports you dangerously.
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100 HP, can carry you into pits or enemies.
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Save grabbed teammates by interrupting with a grab.
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Kill it with 4 strength or bash with items.
Mentalist (Alien)
Psychic trapper.
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Floats and lifts you up, dealing 50 damage.
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Teammates can grab you mid-air to cancel it.
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Use shotgun, Tran gun, or 4 strength to smash it.
Reaper
Line-of-sight melee brute.
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250 HP, 10-damage flails.
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Easily outrun if you break line of sight.
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Can be picked up at 9 strength.
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Avoid getting close with valuables—it destroys them.
Shadow Child
Gaze-sensitive trap.
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150 HP, deals 30 damage.
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Look too long, and it drags you in.
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Use screen edges to detect it.
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Best killed with melee or gun—likes to vanish before dying.
Spewer
Facehugger fish.
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Vomits and attaches to face. Deals splash damage.
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Harmless to wearer, but can damage teammates.
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Use 3 strength to toss it, or scroll bash it.
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Fun tip: you can weaponize it (sort of).
Trudge
Massive, slow, terrifying.
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500 HP, 100-damage AOE smash.
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Can be stunned or picked up at 13 strength.
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Avoid it unless you’re geared or strong.
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Tran gun is your best bet.
Upscream
Surprise grabber near pits.
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50 HP, does 10 damage, throws you in ball form.
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Repeat grappler—hard to escape once caught.
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Toss it with 3 strength or wall-bounce it to damage it.
Gnomes
Weak but destructive to carts.
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Auto-aggro valuables.
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Pick up and smash easily.
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Always watch your cart when they’re around.
Bangers
Walking bombs.
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50 HP, 30 damage explosion.
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Grab them, toss them away or into pits.
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Hold them away when they detonate = no damage.
Best Weapons
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Tran Gun: Best overall.
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Shotgun: Close-range burst.
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Baseball Bat / Sledgehammer: Good for melee lovers.
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Medium items also do solid damage on throw.
Strength Tips
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4 Strength: Animal, Baby, Mentalist, Hidden, Spewer
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9 Strength: Chef, Reaper, Huntsman
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13 Strength: Robe, Clown, Headman, Trudge
Use strength builds to toss, slam, or throw enemies into traps.
Should You Kill or Avoid?
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Kill: Baby (loot), Peeper, Robe, Reaper, Mentalist
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Avoid: Trudge, Animal, Shadow Child, Hidden, Gnomes
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Optional: Clown, depending on gear
FAQs
How do I stop monsters from escaping when grabbing?
Let go and regrab after each slam to reset the internal hold timer.
Which enemy should I always kill first?
The Baby—it steals loot and drops $4,000 orb.
What’s the easiest monster to kill?
Gnomes or Spewer—they die fast and don’t hit hard.
How do I avoid the Robe?
Don’t look directly—use screen edges and crouch behind tables.
Can I save someone grabbed by Mentalist or Hidden?
Yes—grab the player to break the hold and stop the damage.
What’s the strongest weapon in the shop?
Tran Gun—versatile, powerful, and safe to use.
Conclusion
R.E.P.O. is brutal, chaotic, and wildly addicting. But with the right knowledge, strength upgrades, and a good squad, you can turn even the worst situations into highlight-reel moments. Master the monsters, adapt your playstyle, and don’t forget to experiment—some of the best tactics in this game are found by accident.