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* The MookMaker Portals in ''Afterbirth+'' quickly became infamous. They're quite common, appear in pairs while surrounded by obstacles or other enemies, and summon a varied assortment of enemies at a fearsome rate. A nerf slapped these pretty hard after numerous complaints, making it so the portal has a chance of expiring on its own after each enemy summoned, made more likely with repeat summons.

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* The MookMaker Portals in ''Afterbirth+'' quickly became infamous. They're quite common, appear in pairs while surrounded by obstacles or other enemies, and summon a varied assortment of enemies at a fearsome rate. A nerf slapped these pretty hard after numerous complaints, making it so the portal has a chance of expiring on its own after each enemy summoned, made more likely with repeat summons. Still, their existence was contested enough that ''Repentance'' went ahead and removed Portals from every floor except the Void, barring a much weaker type in the Mausoleum and Gehenna.
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* Whippers. These creatures have a fleshy tendril that they use to hit back tears and even bombs if they hit one. Only way to really be safe with them is to have a laser of some sort but that won't always be the case/ Not helping is that they are fast to boot as well.

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* Whippers. These creatures have a fleshy tendril that they use to hit back tears and even bombs if they hit one. Only way to really be safe with them is to have a laser of some sort but that won't always be the case/ Not helping case. They also tend to corner you a lot which is not helped by the fact that they are fast to boot as well.
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* Bombgaggers. [[ThatOneLevel Only appearing in Ashpit of course.]] These things spit out a giant bomb that yes causes the biggest explosion in the game with lots of range to it. And even when you kill them, they [[TakingYouDownWithMe spit out the bomb anyways.]] Hope you got something to protect yourself because they also come in groups.

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* Bombgaggers. [[ThatOneLevel Only appearing in Ashpit of course.]] These things spit out a giant bomb that yes causes the biggest explosion in the game with lots of range to it. And even when you kill them, they [[TakingYouDownWithMe [[TakingYouWithMe spit out the bomb anyways.]] Hope you got something to protect yourself because they also come in groups.

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* Revenants. [[GodDamnedBats A more horrifying variation of their skeleton selves.]] They don't fire bones but instead spew out fire. They also follow you while they are doing this and come in groups so there is not much place to run when they start. The fire can also go over gaps so flying won't help you here. They also appear with the [[GodDamnedBats Bishops]] so you can see how well this will go.

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* Revenants. [[GodDamnedBats A more horrifying variation of their skeleton selves.]] They don't fire bones but instead spew out fire. They also follow you while they are doing this and come in groups so there is not much place to run when they start. The fire can also go over gaps so flying won't help you here. They also can appear with the [[GodDamnedBats Bishops]] so you can see how well this will go.go.
* Bombgaggers. [[ThatOneLevel Only appearing in Ashpit of course.]] These things spit out a giant bomb that yes causes the biggest explosion in the game with lots of range to it. And even when you kill them, they [[TakingYouDownWithMe spit out the bomb anyways.]] Hope you got something to protect yourself because they also come in groups.
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* Cursed Globins are pretty much like the other Globins but with a twist: When they become a pile of ooze, the pile multiplies into a second pile which will reform if they get the chance. Cursed Globins quickly become a battle of trying to stop yourself from being overwhelmed by a swarm if or when things go wrong for you.

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* Cursed Globins are pretty much like the other Globins but with a twist: When they become a pile of ooze, the pile multiplies into a second pile which will reform if they get the chance. Cursed Globins quickly become a battle of trying to stop yourself from being overwhelmed by a swarm if or when things go wrong for you.you.
* Revenants. [[GodDamnedBats A more horrifying variation of their skeleton selves.]] They don't fire bones but instead spew out fire. They also follow you while they are doing this and come in groups so there is not much place to run when they start. The fire can also go over gaps so flying won't help you here. They also appear with the [[GodDamnedBats Bishops]] so you can see how well this will go.
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* Whippers. These creatures have a fleshy tendril that they use to hit back tears and even bombs if they hit one. Only way to really be safe with them is to have a laser of some sort but that won't always be the case/ Not helping is that they are fast to boot as well.

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* Whippers. These creatures have a fleshy tendril that they use to hit back tears and even bombs if they hit one. Only way to really be safe with them is to have a laser of some sort but that won't always be the case/ Not helping is that they are fast to boot as well.well.
* Cursed Globins are pretty much like the other Globins but with a twist: When they become a pile of ooze, the pile multiplies into a second pile which will reform if they get the chance. Cursed Globins quickly become a battle of trying to stop yourself from being overwhelmed by a swarm if or when things go wrong for you.
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* Whippers. These creatures have a fleshy tendril that they use to hit back tears and even bombs if they hit one. Not helping is that they are fast to boot as well. They are also found in quite a few floors like Maus and even Sheol.

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* Whippers. These creatures have a fleshy tendril that they use to hit back tears and even bombs if they hit one. Only way to really be safe with them is to have a laser of some sort but that won't always be the case/ Not helping is that they are fast to boot as well. They are also found in quite a few floors like Maus and even Sheol.well.
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* Any of the Ascent only monsters can count for their high health.. And the one that has caused the most strife is the Tainted Spitty. High health? Check. Annoying bullet that they fire all the time? Check! Appears with other monsters like [[DemonicSpiders Chargers]]? Check! Never stops firing bullets? CHECK! Pray to Dogma (or the RNG) that these things don't end the Alt Lost run. (If any of the others here don't that is)

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* Any of the Ascent only monsters can count for their high health.. And the one that has caused the most strife is the Tainted Spitty. High health? Check. Annoying bullet that they fire all the time? Check! Appears with other monsters like [[DemonicSpiders Chargers]]? Check! Never stops firing bullets? CHECK! Pray to Dogma (or the RNG) that these things don't end the Alt Lost run. (If any of the others here don't that is)is)
* Whippers. These creatures have a fleshy tendril that they use to hit back tears and even bombs if they hit one. Not helping is that they are fast to boot as well. They are also found in quite a few floors like Maus and even Sheol.
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* Gehenna may not be on the same rage enducing level as Ashpit but there are still monsters that can break your day. Meet what I'd call "Mini Fallens" or officially named Black Goats. These hellspwans can charge into you without much warning and have the Fallen's same laser attack. They also fly so rocks or the Lost won't help. And to make things worse, they tend to appear in groups of four. Fun!

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* Gehenna may not be on the same rage enducing inducing level as Ashpit but there are still monsters that can break your day. Meet what I'd call "Mini Fallens" or officially named Black Goats. These hellspwans can charge into you without much warning and have the Fallen's same laser attack. They also fly so rocks or the Lost won't help. And to make things worse, they tend to appear in groups of four. Fun!
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* Any of the Ascent only monsters can count for their high health.. And the one that has caused the most strife is the Tainted Spitty. High health? Check. Annoying bullet that they fire all the time? Check! Appears with other monsters like [[DemonicSpiders Chargers]]? Check! Never stops firing bullets? CHECK! Pray to Dogma (or the RNG) that these things don't end the Alt Lost run.

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* Any of the Ascent only monsters can count for their high health.. And the one that has caused the most strife is the Tainted Spitty. High health? Check. Annoying bullet that they fire all the time? Check! Appears with other monsters like [[DemonicSpiders Chargers]]? Check! Never stops firing bullets? CHECK! Pray to Dogma (or the RNG) that these things don't end the Alt Lost run. (If any of the others here don't that is)
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* Gehenna may not be on the same rage enducing level as Ashpit but there are still monsters that can break your day. Meet what I'd call "Mini Fallens" or officially named Black Goats. These hellspwans can charge into you without much warning and have the Fallen's same laser attack. They also fly so rocks or the Lost won't help. And to make things worse, they tend to appear in groups of four. Fun!

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* Gehenna may not be on the same rage enducing level as Ashpit but there are still monsters that can break your day. Meet what I'd call "Mini Fallens" or officially named Black Goats. These hellspwans can charge into you without much warning and have the Fallen's same laser attack. They also fly so rocks or the Lost won't help. And to make things worse, they tend to appear in groups of four. Fun!Fun!
* Any of the Ascent only monsters can count for their high health.. And the one that has caused the most strife is the Tainted Spitty. High health? Check. Annoying bullet that they fire all the time? Check! Appears with other monsters like [[DemonicSpiders Chargers]]? Check! Never stops firing bullets? CHECK! Pray to Dogma (or the RNG) that these things don't end the Alt Lost run.
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* Gehenna may not be on the same rage enducing level as Ashpit but there are still monsters that can break your day. Meet what I'd call "Mini Fallens" or officially named Black Goats. These hellspwans can charge into you without much warning and have the Fallen's same laser attack. They also fly so rocks or the Lost won't help. And to make things worse, they appear in groups of four. Fun!

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* Gehenna may not be on the same rage enducing level as Ashpit but there are still monsters that can break your day. Meet what I'd call "Mini Fallens" or officially named Black Goats. These hellspwans can charge into you without much warning and have the Fallen's same laser attack. They also fly so rocks or the Lost won't help. And to make things worse, they tend to appear in groups of four. Fun!
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* Gehenna may not be on the same rage enducing level as Ashpit but there are still monsters that can break your day. Meet what I'd call "Mini Fallens" or officially named Black Goats. These hellspwans can charge into you without much warning and have the Fallen's same laser attack. And to make things worse, they appear in groups of four. Fun!

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* Gehenna may not be on the same rage enducing level as Ashpit but there are still monsters that can break your day. Meet what I'd call "Mini Fallens" or officially named Black Goats. These hellspwans can charge into you without much warning and have the Fallen's same laser attack. They also fly so rocks or the Lost won't help. And to make things worse, they appear in groups of four. Fun!
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* Gehenna tends to be more fair (or at least less rage educing) than Ashpit.. And then you meet I'd call "Mini Fallens" or officially named Black Goats. Only appearing in Gehenna these hellspwans can charge into you without much warning and have the Fallen's same laser attack. And to make things worse, they appear in groups of four. Fun!

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* Gehenna tends to may not be more fair (or at least less on the same rage educing) than Ashpit.. And then you meet enducing level as Ashpit but there are still monsters that can break your day. Meet what I'd call "Mini Fallens" or officially named Black Goats. Only appearing in Gehenna these These hellspwans can charge into you without much warning and have the Fallen's same laser attack. And to make things worse, they appear in groups of four. Fun!
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* 'Repentance'' has a mulligan variant taking this role. Yes really. Holy Mulligans. Only in the Cathedral these "holy" monsters only summon one thing and that thing happens to the angelic baby which is another difficult monster to deal with. Combine that with the fact that you will likely be dealing with another unholy creature (those leeches.) and the fact that they seem to spawn as many as they want you are in for a ride.

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* 'Repentance'' has a mulligan variant taking this role. Yes really. Holy Mulligans. Only in the Cathedral these "holy" monsters only summon one thing and that thing happens to the angelic baby which is another difficult monster to deal with. Combine that with the fact that you will likely be dealing with another unholy creature (those leeches.) and the fact that they seem to spawn as many as they want you are in for a ride.ride.
* Gehenna tends to be more fair (or at least less rage educing) than Ashpit.. And then you meet I'd call "Mini Fallens" or officially named Black Goats. Only appearing in Gehenna these hellspwans can charge into you without much warning and have the Fallen's same laser attack. And to make things worse, they appear in groups of four. Fun!
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* ''Repentance'' also added Polties, and their variants Kinetis, both brought back from the ''Antibirth'' mod. Polties fly around in the room and grab obstacles (rocks, buckets etc.) and throw them at the player. This wouldn't be problematic at all if the trajectory of the thrown obstacle wasn't completely unpredictable. Sometimes, Polties will throw obstacles exactly on your position, but sometimes they will predict how you are going to avoid and correct the trajectory. Kinetis are even worse in that they don't even need to physically grab obstacles, instead they will make them fly towards them (and of course you take damage if you hit the obstacle while it is being moved).

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* ''Repentance'' also added Polties, and their variants Kinetis, both brought back from the ''Antibirth'' mod. Polties fly around in the room and grab obstacles (rocks, buckets etc.) and throw them at the player. This wouldn't be problematic at all if the trajectory of the thrown obstacle wasn't completely unpredictable. Sometimes, Polties will throw obstacles exactly on your position, but sometimes they will predict how you are going to avoid and correct the trajectory. Kinetis are even worse in that they don't even need to physically grab obstacles, instead they will make them fly towards them (and of course you take damage if you hit the obstacle while it is being moved).moved).
*'Repentance'' has a mulligan variant taking this role. Yes really. Holy Mulligans. Only in the Cathedral these "holy" monsters only summon one thing and that thing happens to the angelic baby which is another difficult monster to deal with. Combine that with the fact that you will likely be dealing with another unholy creature (those leeches.) and the fact that they seem to spawn as many as they want you are in for a ride.
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Added some Repentance Demonic Spiders


** Booster Pack 5 adds in the Cross Stoney, which are essentially Stoneys with a Cross Grimace for a head, which periodically fires four shots cardinally and diagonally. Thankfully, these are only encountered in the Aprils Fool challenge.

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** Booster Pack 5 adds in the Cross Stoney, which are essentially Stoneys with a Cross Grimace for a head, which periodically fires four shots cardinally and diagonally. Thankfully, these are only encountered in the Aprils Fool challenge.challenge.
* ''Repentance'' introduced Needles, and their variants Patsy, unformally known as "Mini-Pins": ennemies that burrow underground and periodically emerge to lunge at the player, similar to Pin. This is all well and good, except for a small minor detail: you don't know they are in the room until they emerge. Sure, if you enter an empty room and the doors lock behind you, you can infer they are here, [[ParanoiaFuel waiting]]. What makes these ennemies incredibly annoying, and sometimes almost [[FakeDifficulty unfair]] is the fact that they can also be in rooms with ''other'' ennemies. As such, you are dodging attacks by running around when suddenly a Needle emerges from the ground right in the direction you are moving, but you cannot do anything to avoid it because you did not assume there were other ennemies in the room. It is incredibly common to run straight into a Needle by accident because nothing else was possible. Patsy are even ''worse'' because they also shoot tears in the diagonal directions when they emerge from the ground, and are obviously found in [[ThatOneLevel Ashpit]].
* ''Repentance'' also added Polties, and their variants Kinetis, both brought back from the ''Antibirth'' mod. Polties fly around in the room and grab obstacles (rocks, buckets etc.) and throw them at the player. This wouldn't be problematic at all if the trajectory of the thrown obstacle wasn't completely unpredictable. Sometimes, Polties will throw obstacles exactly on your position, but sometimes they will predict how you are going to avoid and correct the trajectory. Kinetis are even worse in that they don't even need to physically grab obstacles, instead they will make them fly towards them (and of course you take damage if you hit the obstacle while it is being moved).
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Frickin' Laser Beams entry amended in accordance with this Trope Repair Shop Thread.


* Vis are enemies that shoot [[ThatOneAttack Brimstone]] [[FrickinLaserBeams beams]] on your direction when they see you. Scarred Vis shoot them on your direction and behind them. But none of them take it to a level as grueling as '''Scarred Double Vis''' do. On mere sight of you, they shoot on all four cardinal directions. This leaves very little room to dodge. Keep your witz when you see these specific variants pop up suddenly in The Womb.

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* Vis are enemies that shoot [[ThatOneAttack Brimstone]] [[FrickinLaserBeams [[EnergyWeapon beams]] on your direction when they see you. Scarred Vis shoot them on your direction and behind them. But none of them take it to a level as grueling as '''Scarred Double Vis''' do. On mere sight of you, they shoot on all four cardinal directions. This leaves very little room to dodge. Keep your witz when you see these specific variants pop up suddenly in The Womb.
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* And, well, basically ''everything'' that can cause you to take damage in the Womb and Beyond, since they do one heart per hit instead of half, including spikes and Curse Room doorways (unless you have The Wafer or Cancer; the former reduces any and all damage to half a heart, while the latter only does so in a single room after taking damage).

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* And, well, basically ''everything'' Leeches, leeches, ''leeches''. First of all, these little buggers are ''fast'', at least when they notice you. Second, more often than not, they appear [[ZergRush in large numbers]]. Third, they're affected by knockback a ''lot'' more than other enemies. While this sounds like good news on paper in that can cause you you'll be able to take knock them away, more often than not they'll just get knocked into the direction you're currently moving in, making for incredibly hard-to-avoid damage in thanks to the Womb and Beyond, since aforementioned speed they do one heart per hit instead of half, including spikes possess. Oh, and Curse Room doorways (unless you guess what? Leeches can be replaced by two ''[[FromBadToWorse even worse]]'' variants - Kamikaze Leeches, which [[ActionBomb explode on death]], and [[LightIsNotGood Holy Leeches]], which not only sport the death explosion attribute that Kamikaze Leeches do, but they have The Wafer or Cancer; the former reduces any an Eternal Fly circling around them, which can easily block your shots, and all damage to half a heart, while the latter only does so in a single room after taking damage).it makes their hitboxes bigger, making it more likely that you'll take damage! '''''[[{{Angrish}} AAAAAAARGH!]]'''''

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** Rage Creeps fire Brimstone lasers. Here's the catch, since the last place you will look an enemy for is the walls (which they reside on), it's very likely you'll want to seize control of the center of the room. However, by that moment, Rage Creeps will likely had fired a beam that you'll be caught on (and sometimes get hit twice by it). And even discounting that situation, they remain very dangerous because their attack has short tell and infinite range. ** The Things (Red Creep).

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** Rage Creeps fire Brimstone lasers. Here's the catch, since the last place you will look an enemy for is the walls (which they reside on), it's very likely you'll want to seize control of the center of the room. However, by that moment, Rage Creeps will likely had fired a beam that you'll be caught on (and sometimes get hit twice by it). And even discounting that situation, they remain very dangerous because their attack has short tell and infinite range. range.
** The Things (Red Creep).Creeps) move at twice the speed of normal wall creeps and shoot a damaging trail of red creep about hallway across the room when they line up to you. It's extremely difficult to kill them without them doing this at least once, limiting your mobility. For an added annoyance, they constantly stick their tongue out when they're lined up with you, increasing the sizer of their hitbox so you can't get as close to them.
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** Special mention goes to Trites. These jumping spiders are just like Hoppers, except they move at nearly double speed, take more hits, and often come in packs of four or more. Most importantly, they can jump about twice as far as Hoppers, and occasionally decide to jump a tile or two ''behind the player'', which makes them impossible to dodge no matter what you do.
** Lvl 2 Spiders and Ticking Spiders aren't left behind either. They can move as quick as a regular spider and jump like a Trite (though much less distance), and have around the health of the latter. Ticking Spiders also explode on death, making taking on them from afar the best thing (and still not guaranteed to work) to do.

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** Special mention goes to Trites. These jumping spiders are just like Hoppers, except they move at nearly double speed, take more hits, and often come in packs of four or more. Most importantly, they can jump about twice as far as Hoppers, and occasionally decide to jump a tile or two ''behind the player'', which makes them impossible to dodge no matter what you do.
do. The expansions even gave them a couple of variants: Raglings spit two orbiting shots around themselves in addition to jumping and are tougher, but fortunately aren't as aggressive. Blisters spit the same homing Dark Balls spawned by Little Horn, giving you a lot more stuff to dodge; to top it off, they used to have an absolutely ''ridiculous'' amount of health and could replace Ticking Spiders in the ''Basement'', though thankfully a patch nerfed their health to only moderately above average.
** Lvl 2 Spiders and Ticking Spiders aren't left far behind either. They can move as quick as a regular spider and jump like a Trite (though much less distance), and have around the health of the latter. Ticking Spiders also explode on death, making taking on them from afar the best thing (and still not guaranteed to work) to do.
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* The entire class of spider enemies are this both literally and figuratively. They all have erratic movements over random vectors, making it very likely they will collide into you for damage. Even the smaller spiders aredangerous because of this! The Baby Long Legs and Small Baby Long Legs are subclasses of MookMaker spiders that will actively run away from you while spawning regular spiders (Baby Long Legs) or spider-spawning Sacks (Small Baby Long Legs). Failure to kill these enemies quickly will result in the room filling with spiders, very dangerous in the early game when your damage output and tear firing rate are low.

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* The entire class of spider enemies are this both literally and figuratively. They all have erratic movements over random vectors, making it very likely they will collide into you for damage. Even the smaller spiders aredangerous are dangerous because of this! The Baby Long Legs and Small Baby Long Legs are subclasses of MookMaker spiders that will actively run away from you while spawning regular spiders (Baby Long Legs) or spider-spawning Sacks sacs (Small Baby Long Legs). Failure to kill these enemies quickly will result in the room filling with spiders, very dangerous in the early game when your damage output and tear firing rate are low.
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Nearly everything in the basement that moves (and a lot of things that don't) [[EverythingTryingToKillYou are trying to finish what Isaac's mom started]]. [[DemonicSpiders These guys]] try harder than most.

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Nearly everything in the basement that moves (and a lot of things that don't) [[EverythingTryingToKillYou are is trying to finish what Isaac's mom started]]. [[DemonicSpiders These guys]] try harder than most.

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[[quoteright:246:https://static.tvtropes.org/pmwiki/pub/images/babylonglegs.png]]
[[caption-width-right:246:And this is just the beginning...]]



* The entire class of spider enemies both literally and figuratively. They all have erratic movements over random vectors, making it very likely they will collide into you for damage. The Baby Long Legs and Small Baby Long Legs are subclasses of MookMaker spiders will actively run away from you while spawning regular spiders (Baby Long Legs) or spider-spawning Sacks (Small Baby Long Legs). Failure to kill these enemies quickly will result in the room filling with spiders, very dangerous in the early game when your damage output and tear firing rate are low.
** Special mention goes to Trites, which debuted in Wrath of the Lamb and subsequently appeared in Rebirth. These jumping spiders are just like Hoppers, except they move at nearly double speed, take more hits, and often come in packs of 4 or more. Most importantly, they can jump about twice as far as Hoppers, and occasionally decide to jump a tile or two ''behind the player'', which makes them impossible to dodge no matter what you do.

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* The entire class of spider enemies are this both literally and figuratively. They all have erratic movements over random vectors, making it very likely they will collide into you for damage. Even the smaller spiders aredangerous because of this! The Baby Long Legs and Small Baby Long Legs are subclasses of MookMaker spiders that will actively run away from you while spawning regular spiders (Baby Long Legs) or spider-spawning Sacks (Small Baby Long Legs). Failure to kill these enemies quickly will result in the room filling with spiders, very dangerous in the early game when your damage output and tear firing rate are low.
** Special mention goes to Trites, which debuted in Wrath of the Lamb and subsequently appeared in Rebirth. Trites. These jumping spiders are just like Hoppers, except they move at nearly double speed, take more hits, and often come in packs of 4 four or more. Most importantly, they can jump about twice as far as Hoppers, and occasionally decide to jump a tile or two ''behind the player'', which makes them impossible to dodge no matter what you do.do.
** Lvl 2 Spiders and Ticking Spiders aren't left behind either. They can move as quick as a regular spider and jump like a Trite (though much less distance), and have around the health of the latter. Ticking Spiders also explode on death, making taking on them from afar the best thing (and still not guaranteed to work) to do.
** Nests are variations of Mulligans that have almost double their health and spawn spiders. On death, they even spawn big spiders or Trites!



* Mr. Maws. They fling their head at the player if they come close, which can be very hard to dodge due to its speed, and upon death, they leave shooting Maw heads (and sometimes slow-moving Gusher bodies) behind which can be a problem of their own. Even bombs and Brimstone (unless buffed with extreme damage) won't get the head on the first hit. They can be the utter bane of people going for No-Hit runs, because there's one room configuration that they are practically impossible to dodge as you enter. Variants include:
** Mr. Red Maws, faster variants which, when killed, leave behind a Red Maw head (which, granted, only fires one tear in each cardinal direction when killed)
** Swingers, Maw heads attached to a Globin's liquefied body, which constantly swings its head around its body in a wide arc.

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* Mr. Maws. They fling their head at the player if they come close, which can be very hard to dodge due to its speed, and upon death, they leave shooting Maw heads (and sometimes slow-moving Gusher bodies) behind which can be a problem of their own. Even bombs and Brimstone (unless buffed with extreme damage) won't get the head on the first hit. They can be the utter bane of people going for No-Hit no-hit runs, because there's one room configuration that they are practically impossible to dodge as you enter. Variants include:
**
Mr. Red Maws, Maws are even faster variants which, when killed, leave behind a Red Maw head (which, granted, only fires one tear in each cardinal direction when killed)
** Swingers, Maw heads attached to a Globin's liquefied body, which constantly swings its head around its body in a wide arc.
killed).



* Knights have a rock-solid front end that shrugs off almost all attacks. Its weak point is the exposed brain on its back, but good luck getting a clear shot at it without any piercing tears, since they have a tendency to turn around and run right into you after you position yourself behind it. To make matters worse, Knights come in several variants with small changes designed to prevent you from getting behind them in as easily:
** Selfless Knights have Isaac's face in place of the brain and have massively increased speed, which allows them to charge across a room to you in under a ''second''.
** Floating Knights are essentially slightly slower, flying Knight heads, which can be a pain to get behind in a room with a lot of obstacles such as pits, spikes or rocks.
** Bone Knights are a Sheol-exclusive variant which leaves behind a thin trail of creep, making it difficult to get behind them without taking damage (barring that you have an item which grants creep immunity, such as Callus or some form of flight). They gain a speed boost, though they're not as fast as Selfless knights.

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* Knights have a rock-solid front end that shrugs off almost all attacks. Its weak point is the exposed brain on its back, are GoddamnedBats at worst, but good luck getting a clear shot at it without any piercing tears, since they have a tendency to turn around and run right into you after you position yourself behind it. To make matters worse, Knights come in several variants with small changes designed to prevent you from getting behind them in as easily:
**
there exist two much worse versions of them. The Selfless Knights Knight have Isaac's face in place of the brain and have massively increased speed, which allows them to charge across a room to you in under a ''second''.
** Floating Knights are essentially slightly slower, flying Knight heads, which can be a pain to get behind in a room with a lot of obstacles such as pits, spikes or rocks.
**
''second''. Bone Knights are a Sheol-exclusive variant which leaves behind a thin trail of creep, making it difficult to get behind them without taking damage (barring that you have an item which grants creep immunity, such as Callus or some form of flight). They gain a speed boost, though they're not as fast as Selfless knights.



* Clotties, when in groups or in certain room layouts. They move around haphazardly, fire in all four cardinal directions at once (which forces you to either put yourself in danger to hit them every time or use unreliable diagonal shooting, which may not always be viable in certain layouts), and do so at completely random intervals (i.e. not guaranteeing you'll even have enough time to try to hit them) with next to no warning. Even worse are I.Blobs, Isaac-like varieties that do 8-way shots, making even diagonal shooting dangerous. Fortunately, these are extremely rare, but if you are unlucky enough to see one in a floor, expect to take some damage.

to:

* Clotties, when in groups or in certain room layouts. They move around haphazardly, fire in all four cardinal directions at once (which forces you to either put yourself in danger to hit them every time or use unreliable diagonal shooting, which may not always be viable in certain layouts), and do so at completely random intervals (i.e. not guaranteeing you'll even have enough time to try to hit them) with next to no warning. Even worse are I.Blobs, Isaac-like varieties of Clotties that do behave in a combination of them and Clots: they fire 8-way blood shots, making which makes even diagonal shooting dangerous. dangerous depending on your items. Fortunately, these they are extremely rare, but if you are unlucky enough to see one in a floor, expect to take some damage.



* Vis are enemies that shoot [[ThatOneAttack Brimstone]] [[FrickinLaserBeams beams]] on your direction when they see you. Scarred Vis shoot them on your direction and behind them. But none of them take it to a level as grueling as '''Scarred Double Vis''' do. On mere sight of you, they shoot on all four cardinal directions. This leaves very little room to dodge. Keep your witz when you see these specific variants pop up suddenly in The Womb.



* Lil Haunt, the mook version of The Haunt, is an extremely cheap enemy. Their movement pattern is designed to lead you, which makes it very easy for them to corner you (but also extremely easy to control them if you know this). They have a bullet attack which has no tell or consistency. They are tougher than most mooks their size. Finally, they make the boss fight against The Haunt that much more annoying.



* The new wall-crawling Creep spider variants in ''Rebirth''. They come in three variants, with a fourth introduced in Afterbirth+: Wall Creeps (three-shot burst in a straight line), Blind Creeps (triple shot in a spread-out pattern), Rage Creeps (Brimstone laser) and The Things (Red Creep). Wall Creeps are annoying but easy enough to kill. Blind Creeps appropriately fire without warning, move randomly across a wall and can potentially spawn in as three of them stacked on one side in certain rooms, making it difficult to kill them without taking damage. Rooms with Rage Creeps often have you taking damage from the infinitely-ranged Brimstone laser *immediately* as you enter the room, sometimes twice from the same laser.
* Walking Hosts, mobile variants of the Host enemy which are invincible until they fire upon the Player. These enemies are much harder to coax out of their shell while they slowly walk to you, and often come in rooms where it's tricky to maneuver around. The 2x2 room containing four of these enemies and the perma-firing Grimaces is one of the most notorious rooms in the Caves.

to:

* The new wall-crawling Creep spider variants in ''Rebirth''. They come in three variants, with a fourth introduced in Afterbirth+: Wall Creeps (three-shot burst in a straight line), Blind Creeps (triple shot in a spread-out pattern), have two versions of these that will make you question any choice you make.
**
Rage Creeps (Brimstone laser) fire Brimstone lasers. Here's the catch, since the last place you will look an enemy for is the walls (which they reside on), it's very likely you'll want to seize control of the center of the room. However, by that moment, Rage Creeps will likely had fired a beam that you'll be caught on (and sometimes get hit twice by it). And even discounting that situation, they remain very dangerous because their attack has short tell and infinite range. ** The Things (Red Creep). Wall Creeps are annoying but easy enough to kill. Blind Creeps appropriately fire without warning, move randomly across a wall and can potentially spawn in as three of them stacked on one side in certain rooms, making it difficult to kill them without taking damage. Rooms with Rage Creeps often have you taking damage from the infinitely-ranged Brimstone laser *immediately* as you enter the room, sometimes twice from the same laser.
* Walking Hosts, mobile variants of the Host enemy which are invincible until they fire upon the Player. These enemies are much harder to coax out of their shell while they slowly walk to you, and often come in rooms where it's tricky to maneuver around. The 2x2 room containing four of these enemies and the perma-firing Grimaces is one of the most notorious rooms in the Caves.
Creep).



* You know those invincible Death's Heads that bounce around the room until you kill all the other enemies in it? ''Afterbirth+'' adds Stoneys, Fatty variants resembling Grimaces which do an impressive job at being a hindrance. It comes in pairs or large groups and follows you around quickly, providing cover for the rest of the enemies. If those guys spawn at Greed mode, they'll more often than not last until the final wave of enemies and leave you next to no room for avoiding threats. The only saving grace is that they don't damage you on contact. It didn't take long for a {{nerf}} to hit them, making it so they have to catch their breath after chasing you for five seconds.
** Booster Pack 5 adds in Cross Stoney, which are essentially Stoneys with a Cross Grimace for a head, which periodically fires four shots cardinally and diagonally. Thankfully, these are only encountered in the Aprils Fool challenge.

to:

* You know those invincible Death's Heads that bounce around the room until you kill all the other enemies in it? ''Afterbirth+'' adds Stoneys, Fatty variants resembling Grimaces which do an impressive job at being a hindrance. It comes in pairs or large groups and follows you around quickly, providing cover for the rest of the enemies. If those guys spawn at Greed mode, they'll more often than not last until the final wave of enemies and leave you next to no room for avoiding threats. The only saving grace is that they don't damage you on contact. It didn't take long for a {{nerf}} to hit them, making it so they have to catch their breath after chasing you for five seconds.
seconds, which thankfully degraded them to GoddamnedBats.
** Booster Pack 5 adds in the Cross Stoney, which are essentially Stoneys with a Cross Grimace for a head, which periodically fires four shots cardinally and diagonally. Thankfully, these are only encountered in the Aprils Fool challenge.

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** Swingers, Maw heads attached to a Globins liquefied body, which constantly swings its head around its body.

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** Swingers, Maw heads attached to a Globins Globin's liquefied body, which constantly swings its head around its body.body in a wide arc.


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* Starting with ''Rebirth'', maroon Champions decay into piles of mush on death that can [[RevivingEnemy reform if not destroyed quickly enough]], similar to Globins. Although ordinarily only slightly more annoying to deal with than the default version of that enemy, monsters that spawn enemies upon death will spawn that enemy (or enemies) every time they're reduced to mush. If that enemy is a tanky one or if your attack is low, you ''better'' hope you've got enough attack power to get through them before the Champion reforms, or you're going to be there a while. A maroon Champion Nest on Cellar I can end your run all on its own if you're not careful.

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Added names + fixes + small additions


* The entire class of spider enemies both literally and figuratively. They all have erratic movements over random vectors, making it very likely they will collide into you for damage. A subclass of MookMaker spiders will actively run away from you while spawning regular spiders or spider-spawning egg sacs. Failure to kill these enemies quickly will result in the room filling with spiders, very dangerous in the early game when your damage output and tear firing rate are low.

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* The entire class of spider enemies both literally and figuratively. They all have erratic movements over random vectors, making it very likely they will collide into you for damage. A subclass The Baby Long Legs and Small Baby Long Legs are subclasses of MookMaker spiders will actively run away from you while spawning regular spiders (Baby Long Legs) or spider-spawning egg sacs.Sacks (Small Baby Long Legs). Failure to kill these enemies quickly will result in the room filling with spiders, very dangerous in the early game when your damage output and tear firing rate are low.



* Mr. Maws. They swing their head at the player, which can be very hard to dodge, and upon death, they leave shooting heads (and sometimes slow-moving bodies) behind which can be a problem of their own. Even bombs and Brimstone (unless buffed with extreme damage) won't get the head on the first hit. They can be the utter bane of people going for No-Hit runs, because there's one room configuration that they are practically impossible to dodge as you enter.
* Psychic Maws. They're a variant of Maws, which are already annoying enemies. These fire homing tears, have increased health, and have an Eternal Fly circling around them which can block hits. Fortunately, they are rather rare.
* Knights have a rock-solid front end that shrugs off almost all attacks. Its weak point is the exposed brain on its back, but good luck getting a clear shot at it, since they have a tendency to turn around and run right into you after you position yourself behind it. To make matters worse, there's a version of this enemy with Isaac's face in place of the brain which ''charges at you at full speed.''
* Eyes, especially when they're not located in the center. These are likely to hit the player. The bloodstream versions are even more dangerous (especially without having a weapon to shoot over rocks), as bloodstreams last longer than EyeBeams and they're often situated between rocks, making it hard to hit them.
* Clotties, when in groups or in certain room layouts. They move around haphazardly, fire in all four cardinal directions at once (which forces you to either put yourself in danger to hit them every time or use unreliable diagonal shooting, which may not always be viable in certain layouts), and do so at completely random intervals (i.e. not guaranteeing you'll even have enough time to try to hit them) with next to no warning. Even worse are I.Blobs, the white "Alternate" varieties that do 8-way shots, making even diagonal shooting dangerous. Fortunately, these are extremely rare, but if you are unlucky enough to see one in a floor, expect to take some damage.
* Chubbers. They have the same appearance as a Vis (the walking stomachs that shoot giant lasers at you) but have a small Chub housed inside each of their bodies, which fires rapidly, can go through rocks and walls, and takes out a whole heart of health. It doesn't help that they have an insane amount of HP and often come in packs of 5 or 6. Made even worse in ''Rebirth'': their Chub now blocks tears!

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* Mr. Maws. They swing fling their head at the player, player if they come close, which can be very hard to dodge, dodge due to its speed, and upon death, they leave shooting Maw heads (and sometimes slow-moving Gusher bodies) behind which can be a problem of their own. Even bombs and Brimstone (unless buffed with extreme damage) won't get the head on the first hit. They can be the utter bane of people going for No-Hit runs, because there's one room configuration that they are practically impossible to dodge as you enter. \n Variants include:
** Mr. Red Maws, faster variants which, when killed, leave behind a Red Maw head (which, granted, only fires one tear in each cardinal direction when killed)
** Swingers, Maw heads attached to a Globins liquefied body, which constantly swings its head around its body.
** Mr. Mines, stationary Flooded Caves-exclusive variants which launch themselves at nearby players, can burrow underground to pop up in another pit and release six shots in all directions upon death.
* Psychic Maws. They're a variant of Maws, which are already annoying enemies. These fire homing tears, have increased health, and have an Eternal Fly circling around them which can block hits. Fortunately, they are rather rare.
rare, typically only seen in late-game floors like the Cathedral.
* Knights have a rock-solid front end that shrugs off almost all attacks. Its weak point is the exposed brain on its back, but good luck getting a clear shot at it, it without any piercing tears, since they have a tendency to turn around and run right into you after you position yourself behind it. To make matters worse, there's a version of this enemy Knights come in several variants with small changes designed to prevent you from getting behind them in as easily:
** Selfless Knights have
Isaac's face in place of the brain and have massively increased speed, which ''charges at allows them to charge across a room to you at full speed.''
in under a ''second''.
** Floating Knights are essentially slightly slower, flying Knight heads, which can be a pain to get behind in a room with a lot of obstacles such as pits, spikes or rocks.
** Bone Knights are a Sheol-exclusive variant which leaves behind a thin trail of creep, making it difficult to get behind them without taking damage (barring that you have an item which grants creep immunity, such as Callus or some form of flight). They gain a speed boost, though they're not as fast as Selfless knights.
* Eyes, especially when they're not located in the center. These are stationary enemies fire Technology lasers which can cover an entire room and can ignore obstacles, making them highly likely to hit the player. The bloodstream player if they don't dodge out of the way during the split-second gap where they've locked onto them. Bloodshot Eyes versions are even more dangerous (especially without having a weapon to shoot over rocks), dangerous, as bloodstreams last they fire Brimstone lasers which persist longer than EyeBeams the Technology lasers and they're are often situated between rocks, making it hard to hit them.
them (especially without having a weapon to shoot over/through rocks).
** There's even a Stone Eye variant, which constantly spins in a clockwise circle while shooting a Technology laser and will not stop firing until the room has been cleared.
* Clotties, when in groups or in certain room layouts. They move around haphazardly, fire in all four cardinal directions at once (which forces you to either put yourself in danger to hit them every time or use unreliable diagonal shooting, which may not always be viable in certain layouts), and do so at completely random intervals (i.e. not guaranteeing you'll even have enough time to try to hit them) with next to no warning. Even worse are I.Blobs, the white "Alternate" Isaac-like varieties that do 8-way shots, making even diagonal shooting dangerous. Fortunately, these are extremely rare, but if you are unlucky enough to see one in a floor, expect to take some damage.
* Chubbers. They have the same appearance as a Vis (the walking stomachs that shoot giant Brimstone lasers at you) but have a small small, invincible Chub housed inside each of their bodies, which fires rapidly, can go through rocks and walls, and takes out a whole heart of health. It doesn't help that they have an insane amount of HP and often come in packs of 5 or 6. Made even worse in ''Rebirth'': their Chub now blocks tears!



* Hangers, which are basically hostile shopkeepers. They fire three way shots, have Eternal Flies circling them, and have a ''ton'' of health.
* Masks and Hearts. The mask is invincible, and is connected to a heart which can soak a lot of damage. The masks charge and have very good reflexes. The hearts try to flee from Isaac, and if he gets too close, fire four shots in the cardinal directions (like the Clotties) to defend themselves. Fighting them in rooms with rocks makes them even harder to deal with. Finally, they are rarely alone. Good luck dodging the extremely nimble masks while trying to get a clear shot at the hearts, which retaliate on their own accord.
* And, well, basically ''every enemy'' in the Womb and Beyond, since they do one heart per hit instead of half.
* The new wall-crawling spiders in ''Rebirth''. They come in three flavours: three-shot burst, triple shot, and Brimstone. The three-shot burst version is annoying but easy enough to kill. The triple shot one is blind, fires without warning, and moves random. Rooms can potentially have three of them stacked on one side, making it difficult to kill them without taking damage. Rooms with the Brimstone variety often have you taking damage immediately as you enter the room, sometimes twice from the same Brimstone laser.
* The Walking Hosts. These enemies are much harder to coax out of their shell while they slowly walk to you, and often come in rooms where it's tricky to maneuver around. The 2x2 room containing four of these enemies and the perma-firing Grimaces is one of the most notorious rooms in the Caves.

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* Hangers, which are basically hostile shopkeepers. They fire three way three-way shots, have Eternal Flies circling them, and have a ''ton'' of health.
health. Oh, and taking damage from them also makes you drop coins.
* Masks + Hearts, which are essentially Knights with the brain separated from the body. The Mask is invincible and Hearts. The mask is invincible, and is connected to a heart can only be destroyed by attacking its accompanying heart, which can soak a lot of damage. The masks charge and have very good reflexes. The reflexes, much like a knight, while hearts try to flee from Isaac, the player, and if he gets too close, fire four shots in the cardinal directions (like the Clotties) to defend themselves. themselves if they get too close. Fighting them in rooms with rocks makes them even harder to deal with. Finally, they are with, and they're rarely alone.alone, often spawning in groups of three or more. Good luck dodging the extremely nimble masks while trying to get a clear shot at the hearts, which retaliate on their own accord.
* And, well, basically ''every enemy'' ''everything'' that can cause you to take damage in the Womb and Beyond, since they do one heart per hit instead of half.
half, including spikes and Curse Room doorways (unless you have The Wafer or Cancer; the former reduces any and all damage to half a heart, while the latter only does so in a single room after taking damage).
* The new wall-crawling spiders Creep spider variants in ''Rebirth''. They come in three flavours: three-shot burst, triple shot, and Brimstone. The three-shot variants, with a fourth introduced in Afterbirth+: Wall Creeps (three-shot burst version is in a straight line), Blind Creeps (triple shot in a spread-out pattern), Rage Creeps (Brimstone laser) and The Things (Red Creep). Wall Creeps are annoying but easy enough to kill. The triple shot one is blind, fires Blind Creeps appropriately fire without warning, move randomly across a wall and moves random. Rooms can potentially have spawn in as three of them stacked on one side, side in certain rooms, making it difficult to kill them without taking damage. Rooms with the Brimstone variety Rage Creeps often have you taking damage immediately from the infinitely-ranged Brimstone laser *immediately* as you enter the room, sometimes twice from the same Brimstone laser.
* The Walking Hosts.Hosts, mobile variants of the Host enemy which are invincible until they fire upon the Player. These enemies are much harder to coax out of their shell while they slowly walk to you, and often come in rooms where it's tricky to maneuver around. The 2x2 room containing four of these enemies and the perma-firing Grimaces is one of the most notorious rooms in the Caves.



* Also in Greed Mode, Death's Heads, the invulnerable enemies that bounce around the room and only die if the room is cleared. The problem in Greed Mode is that if you can't kill the wave fast enough (quite likely given that they tend to spawn alongside tough-to-kill enemies like Walking Hosts), you'll end up having to deal with ''more'' enemies spawning on top of you, which means more things you have to kill to get rid of the Death's Heads. And the next wave that spawns could very well include ''even more'' Death's Heads, at which point you will not have very much room to dodge and hitting something that actually takes damage becomes nigh-impossible.
* ''Afterbirth'' added a skeletal version of Mom's hand which is approximately 100 times worse than the original. The original just flew down and tried to grab you. This one does the same, only when it lands, it releases an earth wave like The Cage, and when it dies it releases spiders.
* ''Afterbirth'' also gives us the Imp, which is basically what you get if you take a Baby, give it more health, make it actively try to dodge your shots, and make it shoot five times in a row. To top it off, these guys love to hang out in Devil Rooms, hiding behind the statue to get cheap shots on you before you fully register that it's there.
* ''Afterbirth+'' has the occasional [[ChestMonster mimic chest]]. There used to be no way to know in advance if they're spiked chests in disguise until you stand right next to them. Being forced to carefully check each chest when previously you'd just run into them was perceived as a unwarranted annoyance by most players. The design was thankfully changed to feature blood splatter and darker gray color, making it fairly easy to tell at a glance.
* The MookMaker portals in ''Afterbirth+'' quickly became infamous. They're quite common, appear in pairs while surrounded by obstacles, and summon a varied assortment of enemies at a fearsome rate. A nerf slapped these pretty hard after numerous complaints, making it so the portal has a chance of expiring on its own after each summon, made more likely with repeat summons.
* You know those invincible head enemies that bounce around the room until you kill all the other enemies in it? ''Afterbirth+'' adds a Fatty variant of it that does an impressive job at being a hindrance. It comes in pairs and follows you around quickly, providing cover for the rest of the enemies. If those guys spawn at Greed mode, they'll more often than not last until the final wave of enemies and leave you next to no room for avoiding threats. The only saving grace is that they don't damage you on contact. It didn't take long for a {{nerf}} to hit them, making it so they have to catch their breath after chasing you for five seconds.

to:

* Also in Greed Mode, Death's Heads, the invulnerable enemies that bounce around the room and only die if the room is cleared. The problem with them in Greed Mode is that they only disappear once every enemy is killed, regardless as to which wave they spawned in from. This means that if you can't kill the other enemies in the wave that the Deaths Heads spawn in fast enough (quite likely given that they tend to spawn alongside tough-to-kill enemies like Walking Hosts), you'll end up having to deal with ''more'' enemies spawning on top of you, which means more things you have to kill to get rid of the Death's Heads. And the next wave that spawns could very well include ''even more'' Death's Heads, at which point you will not won't have very much room to dodge and hitting something that actually takes damage becomes nigh-impossible.
* ''Afterbirth'' added a skeletal version of Mom's hand which is approximately 100 times worse than the original. The original just flew down and tried to grab you. This one does the same, only when it lands, it releases an earth wave sends out several waves of rocks like The Cage, and when it dies it releases spiders.
spiders when it dies.
* ''Afterbirth'' also gives us the Imp, which is basically what you get if you take a Baby, put it in Sheol/Devil Rooms, give it more health, make it actively try to dodge your shots, and make it shoot five times in a row. To top it off, these guys love to hang out hide behind Satan's Statue in Devil Rooms, hiding behind the statue Rooms to get score cheap shots on you before you fully register that it's there.
the Imp's presence.
* ''Afterbirth+'' has the occasional [[ChestMonster mimic chest]].Mimic Chest]]. There used to be no way to know in advance if they're spiked chests in disguise until you stand right next to them. Being forced to carefully check each chest when previously you'd just run into them was perceived as a an unwarranted annoyance by most players. The design was thankfully changed to feature blood splatter and darker gray color, grey colour, making it fairly easy to tell at a glance.
* The MookMaker portals Portals in ''Afterbirth+'' quickly became infamous. They're quite common, appear in pairs while surrounded by obstacles, obstacles or other enemies, and summon a varied assortment of enemies at a fearsome rate. A nerf slapped these pretty hard after numerous complaints, making it so the portal has a chance of expiring on its own after each summon, enemy summoned, made more likely with repeat summons.
* You know those invincible head enemies Death's Heads that bounce around the room until you kill all the other enemies in it? ''Afterbirth+'' adds a Stoneys, Fatty variant of it that does variants resembling Grimaces which do an impressive job at being a hindrance. It comes in pairs or large groups and follows you around quickly, providing cover for the rest of the enemies. If those guys spawn at Greed mode, they'll more often than not last until the final wave of enemies and leave you next to no room for avoiding threats. The only saving grace is that they don't damage you on contact. It didn't take long for a {{nerf}} to hit them, making it so they have to catch their breath after chasing you for five seconds.seconds.
** Booster Pack 5 adds in Cross Stoney, which are essentially Stoneys with a Cross Grimace for a head, which periodically fires four shots cardinally and diagonally. Thankfully, these are only encountered in the Aprils Fool challenge.
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Whoops.


** Special mention goes to Trites, which debuted in Wrath of the Lamb and subsequently appeared in Rebirth. These jumping spiders known as are just like Hoppers, except they move at nearly double speed, take more hits, and often come in packs of 4 or more. Most importantly, they can jump about twice as far as Hoppers, and occasionally decide to jump a tile or two ''behind the player'', which makes them impossible to dodge no matter what you do.

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** Special mention goes to Trites, which debuted in Wrath of the Lamb and subsequently appeared in Rebirth. These jumping spiders known as are just like Hoppers, except they move at nearly double speed, take more hits, and often come in packs of 4 or more. Most importantly, they can jump about twice as far as Hoppers, and occasionally decide to jump a tile or two ''behind the player'', which makes them impossible to dodge no matter what you do.

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Expanded and moved "trites" entry.


** Special mention goes to Trites, which debuted in Wrath of the Lamb and subsequently appeared in Rebirth. These jumping spiders known as are just like Hoppers, except they move at nearly double speed, take more hits, and often come in packs of 4 or more. Most importantly, they can jump about twice as far as Hoppers, and occasionally decide to jump a tile or two ''behind the player'', which makes them impossible to dodge no matter what you do.



* Wrath of the Lamb has the jumping spiders known as Trites. They're just like hoppers, except they move at nearly double speed, take more hits, and often come in packs of 4 or more.
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Nearly everything in the basement that moves (and a lot of things that don't) [[EverythingTryingToKillYou are trying to finish what Isaac's mom started]]. [[DemonicSpiders These guys]] try harder than most.
----
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* The entire class of spider enemies both literally and figuratively. They all have erratic movements over random vectors, making it very likely they will collide into you for damage. A subclass of MookMaker spiders will actively run away from you while spawning regular spiders or spider-spawning egg sacs. Failure to kill these enemies quickly will result in the room filling with spiders, very dangerous in the early game when your damage output and tear firing rate are low.
* Leapers, the bane of any player going for a NoDamageRun [[spoiler:(or playing The Lost)]]. Their erratic jumping makes them hard to hit consistently, they can jump to any part of the screen with little warning, and when there's four of them, the screen tends to be filled with bullet spam from repeated jumps. A real pain to deal with.
* Mr. Maws. They swing their head at the player, which can be very hard to dodge, and upon death, they leave shooting heads (and sometimes slow-moving bodies) behind which can be a problem of their own. Even bombs and Brimstone (unless buffed with extreme damage) won't get the head on the first hit. They can be the utter bane of people going for No-Hit runs, because there's one room configuration that they are practically impossible to dodge as you enter.
* Psychic Maws. They're a variant of Maws, which are already annoying enemies. These fire homing tears, have increased health, and have an Eternal Fly circling around them which can block hits. Fortunately, they are rather rare.
* Knights have a rock-solid front end that shrugs off almost all attacks. Its weak point is the exposed brain on its back, but good luck getting a clear shot at it, since they have a tendency to turn around and run right into you after you position yourself behind it. To make matters worse, there's a version of this enemy with Isaac's face in place of the brain which ''charges at you at full speed.''
* Eyes, especially when they're not located in the center. These are likely to hit the player. The bloodstream versions are even more dangerous (especially without having a weapon to shoot over rocks), as bloodstreams last longer than EyeBeams and they're often situated between rocks, making it hard to hit them.
* Clotties, when in groups or in certain room layouts. They move around haphazardly, fire in all four cardinal directions at once (which forces you to either put yourself in danger to hit them every time or use unreliable diagonal shooting, which may not always be viable in certain layouts), and do so at completely random intervals (i.e. not guaranteeing you'll even have enough time to try to hit them) with next to no warning. Even worse are I.Blobs, the white "Alternate" varieties that do 8-way shots, making even diagonal shooting dangerous. Fortunately, these are extremely rare, but if you are unlucky enough to see one in a floor, expect to take some damage.
* Wrath of the Lamb has the jumping spiders known as Trites. They're just like hoppers, except they move at nearly double speed, take more hits, and often come in packs of 4 or more.
* Chubbers. They have the same appearance as a Vis (the walking stomachs that shoot giant lasers at you) but have a small Chub housed inside each of their bodies, which fires rapidly, can go through rocks and walls, and takes out a whole heart of health. It doesn't help that they have an insane amount of HP and often come in packs of 5 or 6. Made even worse in ''Rebirth'': their Chub now blocks tears!
* Keepers. They're the little bouncing Greed heads. They jump around erratically like Leapers, put you through BulletHell, and every single shot or collision with them makes you drop coins, making one lost forever. Much like spiders, they have the uncanny ability to [[MyRulesAreNotYourRules squeeze between boulders and pits joined by one corner]]. They often come in packs of four, and Super Greed is all about spawning these.
* Hangers, which are basically hostile shopkeepers. They fire three way shots, have Eternal Flies circling them, and have a ''ton'' of health.
* Masks and Hearts. The mask is invincible, and is connected to a heart which can soak a lot of damage. The masks charge and have very good reflexes. The hearts try to flee from Isaac, and if he gets too close, fire four shots in the cardinal directions (like the Clotties) to defend themselves. Fighting them in rooms with rocks makes them even harder to deal with. Finally, they are rarely alone. Good luck dodging the extremely nimble masks while trying to get a clear shot at the hearts, which retaliate on their own accord.
* And, well, basically ''every enemy'' in the Womb and Beyond, since they do one heart per hit instead of half.
* The new wall-crawling spiders in ''Rebirth''. They come in three flavours: three-shot burst, triple shot, and Brimstone. The three-shot burst version is annoying but easy enough to kill. The triple shot one is blind, fires without warning, and moves random. Rooms can potentially have three of them stacked on one side, making it difficult to kill them without taking damage. Rooms with the Brimstone variety often have you taking damage immediately as you enter the room, sometimes twice from the same Brimstone laser.
* The Walking Hosts. These enemies are much harder to coax out of their shell while they slowly walk to you, and often come in rooms where it's tricky to maneuver around. The 2x2 room containing four of these enemies and the perma-firing Grimaces is one of the most notorious rooms in the Caves.
* In Greed Mode, any enemy that likes to teleport/tunnel around the room (such as Lumps, Round Worms, and Wizoobs). The double-sized room makes these enemies much harder to track down and kill, which means that they'll often be still alive when the next wave spawns, essentially making you deal with two waves of enemies at a time. And if the RandomNumberGod sees fit to saddle you with multiple waves of these guys in a row, good luck.
* Also in Greed Mode, Death's Heads, the invulnerable enemies that bounce around the room and only die if the room is cleared. The problem in Greed Mode is that if you can't kill the wave fast enough (quite likely given that they tend to spawn alongside tough-to-kill enemies like Walking Hosts), you'll end up having to deal with ''more'' enemies spawning on top of you, which means more things you have to kill to get rid of the Death's Heads. And the next wave that spawns could very well include ''even more'' Death's Heads, at which point you will not have very much room to dodge and hitting something that actually takes damage becomes nigh-impossible.
* ''Afterbirth'' added a skeletal version of Mom's hand which is approximately 100 times worse than the original. The original just flew down and tried to grab you. This one does the same, only when it lands, it releases an earth wave like The Cage, and when it dies it releases spiders.
* ''Afterbirth'' also gives us the Imp, which is basically what you get if you take a Baby, give it more health, make it actively try to dodge your shots, and make it shoot five times in a row. To top it off, these guys love to hang out in Devil Rooms, hiding behind the statue to get cheap shots on you before you fully register that it's there.
* ''Afterbirth+'' has the occasional [[ChestMonster mimic chest]]. There used to be no way to know in advance if they're spiked chests in disguise until you stand right next to them. Being forced to carefully check each chest when previously you'd just run into them was perceived as a unwarranted annoyance by most players. The design was thankfully changed to feature blood splatter and darker gray color, making it fairly easy to tell at a glance.
* The MookMaker portals in ''Afterbirth+'' quickly became infamous. They're quite common, appear in pairs while surrounded by obstacles, and summon a varied assortment of enemies at a fearsome rate. A nerf slapped these pretty hard after numerous complaints, making it so the portal has a chance of expiring on its own after each summon, made more likely with repeat summons.
* You know those invincible head enemies that bounce around the room until you kill all the other enemies in it? ''Afterbirth+'' adds a Fatty variant of it that does an impressive job at being a hindrance. It comes in pairs and follows you around quickly, providing cover for the rest of the enemies. If those guys spawn at Greed mode, they'll more often than not last until the final wave of enemies and leave you next to no room for avoiding threats. The only saving grace is that they don't damage you on contact. It didn't take long for a {{nerf}} to hit them, making it so they have to catch their breath after chasing you for five seconds.

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