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.
| Move | Damage | Delivery | Height | Active at | Reach | Knockback | Hitstun | Block stun | Stamina |
|---|---|---|---|---|---|---|---|---|---|
bite | 100 | melee | mid | 0.3 s of 0.55 s | 1.8 m | 3 | 16f (267 ms) | 18f (300 ms) | 10 |
bite2 | 100 | melee | mid | 0.26 s of 0.5 s | 1.8 m | 3.5 | 16f (267 ms) | 18f (300 ms) | 10 |
chomp | 150 | melee | mid | 0.4 s of 0.72 s | 2 m | 7 | 28f (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)
| State | What it is |
|---|---|
| Counter | Parry stance — the Taunt's answer to a fast swing it can't out-speed. |
| MimicCombat | Replay the player's combo against the player. |
| Rush | The mimic's dive bash. |
| Thrown | Being 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)
| State | What it is |
|---|---|
| Approach | Commit and close the gap. |
| Dead | Death: no more sink-and-vanish. |
| Hurt | Hit reaction. |
| Idle | The unaware resting beat. |
| Knockdown | Balance-break knockdown, enemy side. |
| Wander | Aimless 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
| Payout | Amount | Notes |
|---|---|---|
| Coins | 7 | Always. Scales with max HP. |
| Gem | 16% | Per kill, multiplied by the killer's luck. Which gem depends on run depth. |
| Diamond | 2% | Per kill, multiplied by luck and by run depth. |
| Health orbs | up to 40% | Only for a hurt killer — the chance rises as the killer's own health falls. |
Source
| Field | Value |
|---|---|
| Scene | res://enemies/mimic.tscn |
| Script | res://enemies/mimic.gd |
| Class | CharacterBody3D |