Enemy Health & Tactics
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Analyzing Enemies
In order to defeat your enemy you must understand and know your enemy. Knowing how much HP an enemy has, what tactics they will use, and what they look like (so you can quickly identify them visually on-screen) are all important information to know when crafting builds, doing damage, strategizing, and completing the game modes. At high-level play (speedruns, solos, etc) these are the differences between success and failure & min-maxing builds to hit optimal damage rates.
For the enemies, there are 3 Main Types (Mongols, Oni & Miscellaneous), and within those, there are further deviations with 11 total Sub Types across the 3 Main Types (that roughly tie to difficulty of encounter):
Measuring Health Bars (HP)
The below data is calculated from taking screenshots of every enemy’s HP bar and then counting them after magnifying the image. They were then re-checked by using a Katana (Total Ki at 120) to do square strikes to kill the enemy and count the number of strikes & verify vs the image (confirm both = final value). The Helmet column is important when it comes to headshots (helmets will deflect arrows/darts unless you have the Helmet Piercing perk OR shoot them in the face for certain helmets). Special notes are intended primarily for newer players OR simply recognizing particular enemies/movesets.
These numbers will change in lower Difficulties. Example is the Basic Mongol Archer. In Gold, Platinum, & Nightmare he has 4 hp bars. In Silver he has 3 hp bars. In Bronze he has 2 hp bars. You will see similar discrepancies for lower difficulties. For the sake of what is most ‘valuable’ to planning, only end-game values appear below (ie Platinum/Nightmare), and that is where all data-gathering occurred.
Category Descriptions
NAME: The name of the enemy in-game
HP: The number of health bars an enemy has (1 hp bar = 1 katana strike)
HELMET: If the enemy wears a helmet (* = variants wear a helmet)
STANCE: Intended stance to counter the enemy (optimal stagger damage)
OUTFIT: Clothes and/or Armor coloring (easier visual identifier)
Mongols
Mongols have 4 Sub Types that consist of Basic Mongols, Elite Mongols, Eagle Warriors, & Heavy Armored Mongols.
Basic Mongols: The Base Units of the various Mongol Enemies you encounter in Gold, Raid, and Nightmare content. These units will be in a variety of attire ranging from plain beige clothes, some red/brown outfits with light armor padding, to a standout Blue coloring for some of the tankier enemy types in this category.
Elite Mongols: The stronger versions of the Basic Mongol Enemies, featuring stronger attacks with additional effects as well as higher HP. These units will be in Yellow and/or Green Clothing with visible armor padding covering their body. These enemies are more common than their Basic Units in Gold Story and Challenge Content.
Eagle Warrior Mongols: These enemies are characterized by Purple & Blue coloring. They appear only in select maps (Rivals, Platinum/NMS Blood & Steel, Platinum/NMS Twilight & Ashes). They mirror the 3 new enemies introduced in the Iki DLC.
Heavy Armored Mongols: These enemies are donned in full suits of metal armor. They strike hard and tend to have a large health pool. Their tactics can be more difficult to face head-on than regular mongols (including feints, counters, guardbreaks, etc)
BASIC MONGOLS
| NAME | HP | HELMET? | STANCE | OUTFIT |
| Archer | 4 | No | N/A | Beige or Red/Brown |
| Rapid Fire Archer | 5 | Yes | N/A | Blue |
| Flash Bomber | 5 | Yes | N/A | Blue |
| Swordsman | 5 | * | Stone | Beige or Red/Brown |
| Dual Swordsman | 5 | * | Stone | Beige or Red/Brown |
| Shield Swordsman | 5 | * | Water | Beige or Red/Brown |
| Heavy Swordsman | 7 | No | Stone | Blue |
| Spearman | 5 | * | Wind | Beige or Red/Brown |
| Advanced Spearman | 7 | * | Wind | Blue |
| Bludgeon Brute | 8 | No | Moon | Grey |
| Axe Brute | 10 | * | Moon | Grey/Blue |
| Shield Brute | 10 | * | Water | Red/Brown |
ELITE MONGOLS
| NAME | HP | HELMET? | STANCE | OUTFIT |
| Fire Archer | 6 | * | N/A | Yellow |
| Poison Archer | 7 | No | N/A | Yellow/Green |
| Black Powder Bomber | 6 | Yes | N/A | Yellow |
| Dual Swordsman | 8 | * | Stone | Yellow |
| Shield Swordsman | 8 | * | Water | Green |
| WotF Swordsman | 8 | * | Water | Yellow |
| Heavy Swordsman | 9 | No | Stone | Yellow/Green |
| Advanced Spearman | 9 | * | Wind | Green |
| Powdergun Brute | 8 | * | Moon | Yellow |
| Shield Brute | 12 | No | Water | Yellow/Green |
EAGLE WARRIOR MONGOLS
| NAME | HP | HELMET? | STANCE | OUTFIT |
| Shaman | 7 | Yes | Wind | Purple/Blue |
| Triple Weapon | 16 | No | Stone/Water/Wind | Purple/Blue |
| Twinblade Brute | 14 | No | Moon | Purple/Blue |
HEAVY ARMORED MONGOLS
| NAME | HP | HELMET? | STANCE | OUTFIT |
| Swordsman | 9 | Yes | Stone | Bronzed |
| Dual Swordsman | 14 | Yes | Stone | Bronzed |
| WotF Swordsman | 14 | Yes | Water | Bronzed |
| Heavy Swordsman | 16 | Yes | Stone | Black |
| Spearman | 9 | Yes | Wind | Bronzed |
| Advanced Spearman | 16 | Yes | Wind | Bronzed |
| Shield Swordsman | 22 | Yes | Water | Bronzed |
| Elite Shield Swordsman | 28 | Yes | Water | Golden |
Miscellaneous
Miscellaneous have 4 Sub Types that include regular Animals, Bandits, Ronin, & Ghost types. These enemies are those that are not Human Mongols and are also not Oni. The Human enemies in this category are Japanese and will speak your games set Language.
Animals: this will include certain Dogs & all Bears. They are unparryable and can be tricky to counter (they aggressively charge unless you distract them)
Bandits: They will resemble Basic Mongols in terms of attack types and overall health. They are relatively trivial but can be overwhelming in groups.
Ronin: They are advanced combat enemies that strike quickly and are similar to the Ronin encountered in the base game (unblockable/unparryable attacks, decent health)
Ghost: Invisible enemies that can be hard to see. If you look closely in brighter areas you can identify them by a faint shadow on the ground. The auto-lock-on will also detect them (but can be hard to judge distance).
MISCELLANEOUS ENEMIES
| NAME | HP | HELMET? | STANCE | OUTFIT |
| Dog | 2 | No | N/A | Black |
| Bear | 10 | No | N/A | Black |
| Bandit Archer | 5 | No | N/A | Beige |
| Bandit Swordsman | 6 | No | Stone | Beige |
| Bandit Spearman | 6 | No | Stone | Beige |
| Ronin | 9 | No | Wind | Grey/Blue |
| Ghost Archer | 5 | No | N/A | Translucent |
| Ghost Samurai | 9 | No | Stone | Translucent |
Oni
Oni have 3 Sub Types that include Basic Oni, Elite Oni, & Boss Oni.
Basic Oni: These enemies are the demon enemies that frequent Boss Waves and Story Modifiers.
Elite Oni: These are the tanky versions of the basic oni with Purple Health Bars. They are what spawn from Oni Chests.
Bosses: These are the named enemies in a select few Story Missions and the Raid.
ONI ENEMIES
| NAME | HP | HELMET? | STANCE | OUTFIT |
| Dog | 5 | No | N/A | Black/Red |
| Disciple of Iyo | 8 | No | Stone | White/Red |
| Tengu | 15 | * | Wind | Black/Red |
| Archer | 12 | No | N/A | Grey/Red |
| Defender | 17 | No | Water | Black/Red |
| Brute | 18 | No | Moon | Black/Red |
| Lord | 34 | No | Wind | Black/Red |
ELITE ONI ENEMIES
| NAME | HP | HELMET? | STANCE | OUTFIT |
| Archer | 21 | * | N/A | Purple |
| Defender | 29 | No | Water | Purple |
| Brute | 32 | * | Moon | Purple |
| Lord | 44 | No | Wind | Purple |
BOSSES
| NAME | HP | HELMET? | STANCE | OUTFIT |
| Kojiro (Crow Demons of Otsuna) | 18 | No | Stone | Translucent |
| Sukhbaatar (Tides of Battle) | 34 | No | Wind | Translucent |
| Iyo (Post-Duel) | 80 | No | Stone | White/Red |

“If you know your enemy and yourself, you need not fear the result of a hundred battles. If you know yourself but not the enemy, for every victory gained you will also suffer a defeat. If you know neither the enemy nor yourself, you will succumb in every battle.”
– Sun Tzu (The Art of War)
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