PlayTrail Guide

Enshrouded: Enemy Bestiary and Weaknesses

Published · Updated · Current patch · Last checked 2026-10-16

A fantasy wilderness landscape viewed from a rocky cave in Enshrouded, with dry grass, distant rock formations, and a hanging wooden structure.
Official artwork for Enshrouded.

Use Fire against most Fell, Hollow, and Vukah enemies, but switch to Ice against ordinary Scavengers. Fell enemies are generally immune to Shroud damage, while the Hollow Hound is best handled with Blunt attacks rather than elemental damage. The main exceptions are the Cyclops variants: both Fell Cyclops and the unaligned Cyclops take bonus Fire and Shroud damage, while resisting Blunt and Ice.

Faction weaknesses at a glance

Faction or enemyBest damage choiceImportant resistance or exception
FellFireMost Fell are immune to Shroud and resist Poison
HollowFire or Shroud in generalHollow Hounds resist Fire, Ice, Shroud, and Poison; use Blunt
ScavengerIceMost Scavengers resist Fire; some late-game variants and Scavenger Wolves differ
VukahFire, or avoid combat with skillsLanguage and Culture do not pacify the Vukah Brawler
Fell CyclopsFire or ShroudResists Blunt and Ice
Unaligned CyclopsFire or ShroudResists Blunt and Ice

Fell bestiary and combat advice

Fell are the most numerous enemies, including militia such as Footsoldiers, Berserkers, Rangers, Banshees, Sporeheads, Knights, and Commanders, as well as corrupted wildlife. Their common weakness is Fire. This applies to close-range fighters, archers, flying enemies, critters, Shroud Gazers, Shroud Stalkers, Depthdwellers, and the Draconian Vulture. Shroud attacks are a poor choice against nearly all of them because the Shroud created or transformed these creatures and they are immune to that damage type.

  • Exploding Fell Critters show a red warning ring before detonating. Move away instead of trading hits; their blast can damage nearby Fell as well.
  • Shroud Gazers can be interrupted with melee hits while charging their heavy beam.
  • Fell Cyclops is the notable Fell exception: Fire and Shroud both deal bonus damage.
  • Fell Dragon Youngling takes reduced damage until its stun bar fills. Stun Arrows, lightning spells such as Chain Lightning, and reflected Fell Fire Meteors help create its damage window.

Hollow enemies and their exception

The Hollow roster includes Hollow Skeletons, Soldiers, Hounds, Mages, and Reapers. Skeletons and soldiers are primarily melee enemies, while the Mage uses a slow frost projectile and summons ranged skulls. Hollow enemies generally respond well to Fire and Shroud damage, but do not apply that rule blindly to the Hound.

Hollow Hounds resist Fire, Ice, Shroud, and Poison, making Blunt weapons the reliable answer. They leap into range and follow with bite attacks, so a mace or hammer is more useful than a flaming weapon when dealing with a pack.

Scavenger weaknesses

Scavengers use mechanical or chemical weapons, including axes, acid cleavers, scrap guns, mortars, and flamethrowers. Ice is normally their strongest weakness: standard Scavengers take about one and a half times normal Ice damage and only half damage from Fire. This is the clearest reversal of the usual Fire strategy, so change weapons or spells when moving from Fell territory into a Scavenger camp.

The source notes exceptions in the Albaneve Summits and Veilwater Basin, and the Scavenger Wolf does not follow the standard Scavenger weakness pattern. Treat those enemies individually rather than assuming every late-game Scavenger is vulnerable to Ice.

Vukah: fight or avoid them

Vukah Warriors, Berserkers, Rangers, and Shamans can often be handled without combat. The Vukah Language skill makes these regular members passive unless provoked, while Vukah Culture causes them to fight alongside you against threats that attack you first. If combat is unavoidable, Fire is the general damage choice.

The Vukah Brawler is the exception. It ignores both pacification skills and attacks regardless. Its jumping rush and stunning two-hit chain make it a distinct boss encounter rather than a normal Vukah that can be talked past.

Named bosses and their key counters

BossUseful weakness or mechanic
Scavenger MatronUse the Scavenger Ice strategy, while watching for poison attacks and summoned reinforcements.
Fell WispwyvernHit its mouth during the roar to stun it; Fire suits its Fell alignment.
Fell MonstrosityUse Fire and avoid its Shroud spray, breath, and summoned Berserkers.
Fell SicklescytheUse Fire and avoid long melee commitments because of its mobility.
Fell CyclopsFire and Shroud deal bonus damage; avoid Blunt and Ice.
Fell Dragon YounglingBuild the stun bar with Stun Arrows, lightning, and reflected meteors before focusing on health damage.
Hydrak'DalNo specific elemental weakness is given. Keep moving, use the central pillar for cover, and avoid the close-range Whirlwind.
Hollow CyclopsWeak to Blunt damage.
Scavenger TyrantUse the Scavenger weakness with caution; clear nearby allies because the Tyrant strengthens them.

Flame Altar boss order

If you are hunting heads for Flame Altar upgrades, the required order is:

  1. Scavenger Matron — Flame Altar level 3
  2. Fell Wispwyvern — level 4
  3. Fell Monstrosity — level 5
  4. Fell Sicklescythe — level 6
  5. Fell Cyclops — level 7
  6. Fell Dragon Youngling — level 8
  7. Hydrak'Dal — level 9

The best general loadout is therefore a Fire option for Fell and most other encounters, an Ice option for Scavenger camps, and a Blunt weapon reserved for Hollow Hounds and the Hollow Cyclops. Keep Shroud damage for the Cyclops exceptions and avoid wasting it on ordinary Fell.