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Mimic

Bestiary entry · 750 HP

Mimic is an enemy body with 750 HP, heavy at weight 1.6. It fights with 3 authored moves. It sees 300° ahead and gives chase from 13 m. A kill pays 7 coins.

Swings

The body's entries in the shared attack table — the swings with real frame data. This is not the whole repertoire: transformations, casts, summons and every other behaviour live as states, listed below.
MoveDamageDeliveryHeightActive atReachKnockbackHitstunBlock stunStamina
bite100meleemid0.3 s of 0.55 s1.8 m316f (267 ms)18f (300 ms)10
bite2100meleemid0.26 s of 0.5 s1.8 m3.516f (267 ms)18f (300 ms)10
chomp150meleemid0.4 s of 0.72 s2 m728f (467 ms)26f (433 ms)10

Abilities & behaviour (10)

Every state this body can enter, read off the live instance. A boss's identity lives here rather than in the swing table — Dracula's bat form and his wandless cast are states, not AttackData rows. Descriptions are the programmer's own note at the top of each state.

Offensive (4)

StateWhat it is
CounterParry stance — the Taunt's answer to a fast swing it can't out-speed.
MimicCombatReplay the player's combo against the player.
RushThe mimic's dive bash.
ThrownBeing suplexed (combat/pair_throw.gd's victim half): the pair runner owns the body — this state just holds the CharacterBody still (the kept hips tracks fly the rig through the arc), keeps playing whatever p01 clip the runner cues, and reports its own exit so any preemption (a teammate's hit landing — the interrupt rule — or death) frees the thrower into their tech stagger.

Movement, reaction & AI (6)

StateWhat it is
ApproachCommit and close the gap.
DeadDeath: no more sink-and-vanish.
HurtHit reaction.
IdleThe unaware resting beat.
KnockdownBalance-break knockdown, enemy side.
WanderAimless roaming for when there's no target / the player is lost.

In dungeons

Not in the dungeon spawn pool. Underground, this body is placed deliberately — by a dungeon, a boss room or a script — rather than rolled onto open floor.

On islands

Not on the island encounter table. This body belongs to dungeons, a town, or a scripted placement — you will not meet it wandering a shore. See Overworld spawns.

Drops

PayoutAmountNotes
Coins7Always. Scales with max HP.
Gem16%Per kill, multiplied by the killer's luck. Which gem depends on run depth.
Diamond2%Per kill, multiplied by luck and by run depth.
Health orbsup to 40%Only for a hurt killer — the chance rises as the killer's own health falls.

Source

FieldValue
Sceneres://enemies/mimic.tscn
Scriptres://enemies/mimic.gd
ClassCharacterBody3D
Categories: Bestiary