Pixoot bestiary: enemies, ranks and bosses

Pixoot has 160 enemy types: 32 families across the twelve combat lands, each stamped out in five ranks. Champion and rare packs ride on top, and twelve bosses stand over everything. The ranks, the multipliers and every boss's attacks are below.

Five ranks, one family tree

A family is defined once and the game stamps out its five rank variants from that one definition — how 32 families become 160 types. Ranks change numbers, not shapes: the prefix joins the family name and the multipliers below hit its base stats. Gold pays only the square root of the HP multiplier.

RankName prefixHPDamageXP
Plain—×1×1×1
VeteranVeteran×1.25×1.12×1.25
EliteElite×1.55×1.25×1.55
AncientAncient×1.9×1.4×1.9
ColossalColossal×2.3×1.6×2.3

Each rank step is also 6% faster, reaches 1.6 units further and drops 0.05 seconds off its attack cooldown, to a floor of 0.7 seconds.

Champions and rares

Every spawn slot rolls two extra chances before it yields a plain enemy. Both variants come out as a pack with a marked leader, and only that leader carries the multipliers — its followers are ordinary rank-0 enemies of the same land.

PropertyChampionRare
Spawn chance10%4%
PackLeader + 2–3 followersLeader + 4–6 followers
Hit points×2.5×4.0
Damage×1.4×1.8
Gold×1.8×3.0
XP×2.0×3.5
Gear rolls on death23
Potion chance35%60%
MarkerBlue ring, "CHAMPION!"Gold ring, "RARE!"

Blue and gold also mark minimap dots and health bars. A kill adds 50% extra XP and 30% of the top gold value, plus a "CHAMPION SLAIN!" or "RARE SLAIN!" banner, and a map run multiplies both spawn chances by 1 + 0.15 × run tier.

Scaling per level

Enemies are built at your level, clamped into the land's own level band, and each level adds 8% hit points and 4% damage. XP rises 12% and gold 10% per level. Rank comes from level too — floor((level − 1) / 5), capped by the land: Veteran on the Meadow and Deep Forest, Elite from the Dunes and Tundra, Ancient on the Ember Caldera, Colossal from the Void Citadel onward.

Bosses use gentler curves: 4% more HP and 2.5% more damage per level over their base stats. The field's default ceiling is 48 living enemies, monsters notice you at 112 units — seven tiles — and 24 kills is what wakes a map's boss.

The 32 families, land by land

Fourteen families are core, from the Meadow to the Void Citadel; eighteen arrive with the expansion lands, three per land. Several roam two lands, so this list covers each distinct family once:

Haven, the thirteenth map, has no families and no boss — nothing in town fights back.

All 12 bosses

Each land has one boss, and the HP below is base — in a fight it grows 4% per level. Base damage climbs from 20 to 90, the boss spawns at your level capped by the land's ceiling, and 24 kills calls it up.

BossLandBase HPBase damageNotable attacks
Meadow TrollMeadow of Sprouts70020Charge and melee only
Forest KingDeep Forest1,20025Slam
Sand PharaohScorched Dunes1,70030Ground AoE, bolt, 5-way scatter
Frost JarlFrozen Tundra2,30035Slowing AoE, leap
Ember TyrantEmber Caldera3,00040Breath cone, AoE, 6-way scatter
Void MonarchVoid Citadel3,90046Blink + AoE, scatter
Swamp LordMurky Swamp4,80052Poison AoE, leap, summons 2
Spider QueenVerdant Jungle5,80058Slowing bolt, stunning AoE, leap, scatter
Crystal KingCrystal Caverns7,00064Beam, AoE, leap, scatter
Sky TitanSky Islands8,40072Heavy AoE, breath cone, leap, 7-way scatter
Void TyrantCursed Ruins10,00080Blink + AoE, huge AoE, scatter
Abyss LordThe Abyss12,00090Breath cone, AoE, leap, scatter, blink, summons 3

Boss attack patterns explained

Eleven bosses run a scripted move set; the Meadow Troll is the exception and fights with charge and melee alone. Every special announces itself with a red warning — SLAM!, AOE!, BREATH!, BEAM!, BOLT!, BLINK!, LEAP!, SCATTER!, SUMMON! — then holds the boss in a windup before the hit lands at its damage multiplied by that move's factor.

The move picked each cycle is random but distance-aware: bolts beyond 200 units, breath cones inside 160, beams inside 180, area and leap moves at any range. Each then sits on its own cooldown, from 2.5 seconds for the Spider Queen's bolt to 15 seconds for the Abyss Lord's summon.

Shapes: AoE detonates where you stand when you are far off, slam is centred on the boss, scatter drops several small delayed circles around you, leap lands just past you, cone and beam are directional, blink teleports the boss beside you, and summon spawns land enemies two levels down. Between specials a boss still swings in melee, charges every six seconds for 1.6× damage and, where it has a move set, dodges 10% to 25% of hits. Silence cancels a special mid-windup.

Farming champions and rares

The odds never change by land — 10% and 4% everywhere — so throughput and payout are what matter. Packs arrive whenever a spawn slot opens under the 48-enemy ceiling and delay the next pack by two to four seconds. Only the leader is multiplied, so the marked target is the one worth spending cooldowns on.

Rares are the prize: three gear rolls with a luck bonus instead of the usual one, a guaranteed piece of gear — uncommon on the first two lands, rare from the Scorched Dunes onward — a 60% potion chance, a large essence bonus, ×3 gold and ×3.5 XP plus the kill bonus. Champions get two gear rolls, 35% potion odds, ×1.8 gold and ×2.0 XP, and deeper lands still pay the most raw gold and XP per kill.

Where to go next

That is the roster: 32 families, five ranks, two bonus pack types and twelve bosses. The maps guide orders the thirteen lands, the gear guide covers what these enemies drop, the quest guide turns these kills into rewards, read the How to play guide, then play Pixoot free in your browser.