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Enter the Gungeon: EVEN MORE New Enemies AGAIN

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Description

All right folks, I've had my break and I'm going to be doing more Enter the Gungeon fan art. I think I'm going to try fan-bosses or Gungeoneers some time soon.

Variants:
1.) Fungunk
Locations: Oubliette
Splash Text: Gas Caps
Ammonomicon Entry: A highly saturated Fungun, extreme in terms of rarity and poison levels.
Behaviour: Fungunks behave identical to regular Funguns but upon death they instead release small poison gas clouds. Poisonous gas acts similar to toxic creep but poisons you even when you have flight and the toxicity metre goes up even when dodge rolling.

2.) Gunokitake
Locations: Oubliette
Splash Text: Why The Long Shot?
Ammonomicon Entry: The Gunoki are a family of tremendously developed mycelium. It seems every part of their body, facial features, bullets, are effected by their lumbering heights. Travellers must take caution when attempting to take cover from aerial attacks underneath them, since they may shoot downwards at any moment.
Behaviour: Wonders around randomly, occasionally shooting out 6 notably tall bullets in all directions. These bullets burst into vertical lines of 3 regular sized bullets upon impact, which spread out as they travel. Upon death the Gunokitake release a Fungun-sized cloud of spores, some of which are also tall (but don't release more spores on impact).

3.) Hard Top
Locations: Gungeon Proper, Black Powder Mine
Splash Text: Lead Caps
Ammonomicon Entry: In the past, these vegetative creatures were known for being the firmest plants in the fortress. Once the great bullet struck, their caps were said to have tripled in hardness, allowing the blockage of even a speeding bullet. When tables are absent for the Gundead, Hard Tops gladly offer cover provided their soft underneaths don't get gunned down before.
Behaviour: Hard Tops never attack the player directly. Instead they run towards other Gundead and then lie down on one side pointed towards the player. In this stage they act like tables specially for enemy use only, since their bullets can pass through Hard Tops even when hiding behind them. Hard Tops can only be damaged by either attacking them before they lie down, or attacking them from behind once they're laid down. Unlike other Fungun variants, they don't leave any hazard upon death.

4.) Hyper Det
Locations: Black Powder Mine
Splash Text: Class 90
Ammonomicon Entry: A gyro-powered Det variant, more valued within the Mines as they can cover a full 360 degree area with their rotor lasers.
Behaviour: Hyper Dets act like normal Dets, but have only 2 laser guns instead of 4. To make up for this, the laser guns rotate around them constantly so when they fire, the lasers will cover a good 90 degrees of area each time.

5.) The Deadcon
Locations: Gungeon Proper
Splash Text: Invincible Arm
Ammonomicon Entry: It is unknown who or what created this automaton, though it's speculated that it's purpose was to act on guard, in any location. The most notable feature of this machine is it's ability to regenerate after seemingly being defeated. However, it's proven the more damage it receives on the final blow, the longer it takes for it to revive itself. This may explain why it was only discovered moving recently, as the thing which first brought it's form to ruin was probably the great bullet itself when it struck.
Behaviour: If the player enters Chamber 2 with at least 1 point of curse or playing on Beast Mode, this enemy will appear slouched down and lifeless next to the elevator in the start room. At first the Deadcon does nothing but upon clearing 2 rooms with enemies, he comes to life and will begin relentless pursuing the player throughout Gungeon Proper. Unlike any other enemy in the game, the Deadcon has the unique ability to use teleporters to catch up with the player, even when there are enemies in the room still. The only rooms which the Deadcon can not follow the player in are rooms containing NPCs. The Deadcon attacks by readying and then launching a chained blade at the player which releases a ring of bullets on impact, and can also be tricked into destroying door locks. This enemy can be killed and has slightly less health than a normal Gun Nut, but after roughly 14 seconds (varying depending on how much remainder damage the player inflicted on him) he will resurrect and begin chasing the player as usual.

Fully Original Ones:
1.) Metalled Horse
Locations: Gungeon Proper
Splash Text: Triangular Mangler
Ammonomicon Entry: A torture device steed. Because their main bodies rotate a lot, it can take nearly a year to wrangle them.
Behaviour: Metalled Horses slowly float towards the player and stop to rapidly shoot bullets at the player. Regardless of whether the player moves out of the way or not, the Metalled Horse will continue shooting for about 6.5 seconds.

2.) Spyris
Locations: Gungeon Proper
Splash Text: No Gun Evades Their Gaze
Ammonomicon Entry: A member of the Beadie family. These Beadies are a deformed kind that require artificial bodies named Vestels to move around properly. What they lack in proper body functionality, including a sense of hearing, they make up for with their fatigue inflicting vision.
Behaviour: Spyrises are seen stationed in one area and start off only facing one direction. There are two kinds of Spyrises, indicated by the colouration of their Vestel; Brownish-yellow (only looks straight forward) and Magenta (occasionally turns it's head side to side, giving it more visual width). If one of them sees the player, every Spyris in the room will be alerted and attack the player. Sometimes, other Gundead will spawn if the player is detected. Spyrises inflict slowness on the player when they look at him. In addition, they attack moving towards the player while shooting strings of 3 bullets at them. Spyrises can be killed instantly by attacking them in the back with anything (weapon, dodgeroll, etc), provided they haven't spotted the player yet.

3.) Cartridge Clan Member
Locations: Oubliette (Regular, Shelled, Tall), Gungeon Proper (Regular)
Splash Text: Sewer Ruffians
Ammonomicon Entry: Not long after the Oubliette was first put into work, the Clan of the Discarded Cartridges was assembled. Composed of all kinds of criminals and lunatics who long for the feeling of freedom and sunlight, the only thing that keeps them from their goal is the all mighty Blobulord that guards the exit.
Behaviour: The Cartridge Clan comprises of 3 variants: Regular, Shelled and Tall. Regular members stroll towards the player and spit bullets at them. When these bullets hit a wall they will magnetise towards it while constantly bouncing off it for a few seconds. Shelled members simply chase the player but have a chance to turn into a regular member upon death (this chance raises to 100% if killed by an explosion). Tall members however move slower, have more health and attack by vomiting a fountain of bullets that land towards the player, the accuracy swaying side to side similar to one of Blobulord's attacks. All versions are immune to poison as well. Some can be seen through-out the floor raging behind sewer bars on the walls, these members are purely aesthetic and can not be interacted in any way except for them flinching when you shoot at them. If the player makes their way through Oubliette, some regular Clan members can be seen through-out Gungeon Proper randomly, being flushed down from above in a pool of toxic creep before attacking the player. Shelled and Tall variants are confined to Oubliette though.

4.) Scorpedo
Locations: Keep of the Lead Lord, Oubliette, Forge
Splash Text: WhiteHead Stinger
Ammonomicon Entry: A water dwelling missile battery that occasionally launches itself out of it's natural habitat to attack head on. Beware their Lead stingers.
Behaviour: Scorpedoes are found on floors containing fluid pits. They swim around in the gaps (their position indicated by ripples in the surface) and occasionally launch out to spit a cone of 3 large bullets. Afterwards they remain in place and shoot 1 or 2 more large bullets before returning to the pits they emerged from. When they're out, they attempt to chase the player if he gets too close but if he runs away from where they were standing then they'll scuttle back. Upon death they explode and depending on what floor they're on, they have different colourations and their projectiles leave behind hazardous trails:
Keep of the Lead Lord: Nothing,
Oubliette: Toxic creep,
Forge: Flaming Oil

5.) Gunsen Burner
Locations: Forge
Splash Text: Tendril Combustor
Ammonomicon Entry: These automatons are capable of withholding a colossal amount of heat, creating mass chaos when released. They seem to love spinning around in circles though, it's possible it appeases the raging fire spirits within.
Behaviour: Floats around in small circles. Occasionally it stops and begins spinning around, sending out a 4 line spiral of fiery bullets in all directions. Each bullet moves a tiny bit faster than the last, meaning a lot of the time bullets will over-lap and make dodging much harder. If the player stands above a Gunsen Burner, unless really far away, they will be ignited on fire. Gunsen Burners are immune to fire and upon death they first rapidly shoot a bunch of fast moving bullets in all directions before exploding and creating a small pool of fire.
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