UNDERDOGS

UNDERDOGS

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Underdogs enemy guide and stats
By Chillidoge
A comprehensive guide to every enemy in Underdogs including their health values, weaknesses and tactics to defeat them. Caution, may contain enemy spoilers
   
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Introduction
Wagwan, bredren.

Today I'm here to talk to you about enemy types - what they're called (or nicknamed), how they work, and how to defeat them. This guide isn't definitive; my hp numbers are mostly accurate through in-game testing but damage and weight for enemies are a bit more nebulous, hence their more generalised scores.

If anyone knows the precise damage or weight values for each enemy and variant, please let me know.
Bomb bots
Bomb Bot base stats
Health: 60
Damage: Moderate
Weight: Very light
Variants: Overheat (red), Turbo (blue), Shock (yellow)


Bomb bots are little spiky balls of goodness. Worth a free throw at worst and at best great for lobbing at anything more dangerous than themselves. You can also detonate the turbo bomb bots on yourself to get buffed by it. To destroy them, simply swat them out of the way or grab and throw them if you have fingers - they usually don't survive being thrown more than once.

As their name implies, bomb bots will start beeping slowly at first when in range of the Rilla or when damaged, beeping faster and faster until detonation occurs about 5 seconds from ignition. They have a decent blast radius as well, easily a couple meters either side of them so make sure to get out of their way if possible or at the very least don't point your arms out in their direction. I tend to lift my arms up and away from them to avoid taking detonation hits on my hands which seems to do the trick most of the time. You can easily blastwave them around too as they are very light.
Roaches & Big Roaches
Roach base stats
Health: 75
Damage: light
Weight: light
Variants: None


While not the smartest or deadliest enemies, they are masters of sneaking up on you from the sides or behind and getting a cheeky hit in. Lacking a distinct audio cue for attacks, they tend to make "bug noises" when near you. As a result, try not to let roaches out of your sight.

Roaches have a simple chainsaw arm attack with an easy to spot wind-up that deals a small amount of damage, so keep your eyes peeled for them getting ready for a strike. To defeat them, simply punch them or throw them into spikes. Roaches make great throwables, stunning, damaging and interrupting the attacks of larger enemies. I rated Roach weights as light even though grabbing them by the arms can make them harder to throw than usual.

Big roach base stats
Health: 125
Damage: light
Weight: moderate
Variants: Spiky (+20hp)


The second roach variant is bigger and heavier with orange accents instead of green. All the same rules apply to these guys, but you can't throw them as far as other enemies. Still, watch for their wind-up attack animations and listen for the burbling noises which should mean they're very close to you - in which case, you wanna dodge out of the way.

Big roaches can also be spiky - try to avoid landing a hit on their spiked sections, as your weapon can get stuck on them and you may take damage.

[ROACH SUMMARY]

Roaches are effectively the trash mob of this game - typically seen in groups of 3 or more. While individually they are little threat to the Rilla, groups can overwhelm you and take some serious chunks out of your arms and torso.
Junkdogs, Jungle dogs & Bloodhounds
Junkdog base stats
Health: 120
Damage: moderate
Weight: light
Variants: Armoured anywhere except head (+20hp per side), Spiky (+20hp)


Junkdogs at first glance might seem like a tougher enemy, but they are in essence a slightly more effective trash mob unit than roaches. Junkdogs are much faster and more driven to attack the player. They have a simple attack routine - if you are far away, they will perform a wind-up animation with a clear sound cue and then jump into the air in a predictable arc, trying to land on/near you and bite you. If you are close to them, they will perform a slightly different wind-up animation with the same audio cue for the big jump but instead they will stay on the ground and rush forward to bite you.

While not a serious threat, junkdogs have some variants that can make them tough to deal with in the beginning. They can have armoured plates attached to either side of their bodies, making hits from their top side hard to land. The easiest way to deal with an armoured junkdog is to punch it directly in the face until it stops moving.

Junkdogs are also light enemies, meaning you can easily pick them up and manipulate them in much the same way as regular roaches. Other tactics include nailing them to the floor or other enemies with the nailguns, leaving them open to your attacks. Stunning, shocking or overheating them is another great tactic, letting you rip through entire groups of junk dogs without having to exert yourself as much. Junkdogs can also have spikes on their backs which if you hit can damage your arm and get your weapon stuck. Needless to say, you should try to avoid landing hits on the spiky parts of enemies.

Jungle dog base stats
Health: 200
Damage: moderate
Weight: light
Variants: Armoured anywhere except head (+20hp per side), Spiky (+20hp)


Jungle dogs are slightly upgraded versions of junk dogs, visually denoted by their wolf-like, armour plated heads and red colouring. They have a faster attack pattern and quicker responses to your movements, so don't let them flank you. They will track you better and attack you more consistently, where junkdogs might give you a second or two to get ready, jungle dogs won't. Treat them exactly the same as their smaller bredren and you'll do just fine, making sure to avoid armour plating and spikes to keep yourself in control of the fight.

Bloodhound base stats
Health: 140
Damage: moderate
Weight: light
Variants: None (always has an armoured head and never elsewhere)


Bloodhounds are possibly the tougher of the three junkdog types, easily spotted by their dark red bodies and bright blue armoured skulls. That armour plating means you can't punch them in the head to deal damage, which is the thing they tend to point directly at you when getting ready for an attack run. This can make it hard to land hits on them without getting closer to their front or sides which can expose you to a sneaky attack you didn't expect, both from them or an adjacent enemy.

I found one of the easier ways to deal with bloodhounds was to grab them by the head and slam them into the ground or other enemies, though impaling them with blast spikes or sending them flying with a blastwave attack works just as well.

While not as dangerous as an alphadog, when paired with other higher tier foes bloodhounds can really gum up your flow and funnel you into taking more hits than you'd otherwise like to.

[JUNKDOG SUMMARY]

Junkdog and roach combinations can flood a less experienced player with several attacks in the span of a few seconds if left unchecked. While these two enemy types are still low tier threats they are not to be underestimated when paired with large foes like a jack or dozer. Remember to take your enemies one step at a time, stay mobile to avoid getting boxed into a corner. and prioritize your kills. Roaches and junkdogs will quickly teach the player the importance of environmental hazards as well, with wall spikes being one of the easiest ways to temporarily stop them from moving or attacking.
Alphadogs
Alphadog base stats
Health: 240
Damage: moderate-heavy
Weight: heavy
Variants: None


Alphadogs are a true test of your skill. Big, heavy and tanky yet somehow fairly nimble, you're going to need to hit them a good few times before they go down, with their weight making it hard to pick them up at all, let alone throw them away. The first time you encounter one supported by a mob, it may very well kill you or critically damage your Rilla, so don't feel disheartened if that's the case. They can definitely be dealt with and go down surprisingly easy once you understand how they work.

Alphadogs have a triple chainsaw maw that can latch onto the Rilla in any spot - either arm, and even the torso can be bitten! When an alphadog is ready to attack it will roar loudly, open its maw to show the chainsaw teeth inside revving up, and then charge at you, with a small amount of lateral (left-right) tracking on your location. An important fact to note is that the "bite" of an alphadog isn't instantaneous (thanks to Clem's guide on alphadogs for that), if you watch it's attack closely you can see that it has to make a lunge for you at the end of the charge in order to connect and bite down. This means you can dodge the bite. You should try to get comfortable doing this either during your runs or in rampage/practice mode.

One thing you definitely don't want to do is punch an alphadog in the mouth after it has roared and it's teeth are revved up - it'll just bite your hand and start damaging you until you knock it off. It's also worth noting that alphadogs are unarmoured, meaning you can punch them anywhere to deal damage. You don't need to go for the head on these guys, so if you wanna smack their buns as they rush past you in a failed charge, go right ahead.

If you DO get bitten by an alphadog, try your best to punch it with your other hand which will knock it off you and stun it a bit. You can also try to bash it with your Rilla's torso, though it can be a bit tough to land the hit while it's eating your arm. In the unlikely but possible event that an alphadog bites your torso, any attack from your arms or basher should knock it off.

As for dealing with them effectively, you can throw objects or even other enemies in to a revved alphadog maw which causes it to deal damage to the enemy it ate. You can also send them flying reliably with blastwave attacks. Putting a nail or blastnail through their face will cause their charge attacks to stall and fail, leaving them sitting there derping out for 10+ seconds - very useful if you need breathing room.

[ALPHADOG SUMMARY]

Make sure you have plenty of lateral space to dodge these guys; it's key to avoiding their damage. If they get close enough to try and bite you it's a coin flip as to whether you can actually dodge it or not, so keeping some distance is preferable to having them right up on you.
Jacks
Jack base stats
Health: 360
Damage: heavy
Weight: very heavy
Variants: None


Jacks are a big step up in terms of pure threat on legs - as King would put it, it's like fighting a bionic chimp. A jack takes several heavy hits to put down and only a headshot will stop it from charging at you once it gets rolling. While it can take damage from body hits the head is where you want to hit it as much as possible, meaning you have to get dangerously close to it most of the time.

While you can throw small enemies at it to whittle down its health or chuck a gas can or bomb bot in it's direction, they rarely go down quickly from environmental threats. You will need specific bashing upgrades for your torso in order to do any meaningful damage to them via bashes and because you get so close to them it's quite risky to do so. Jacks have a range of attacks from simple sweep punches all the way to charging bashes and airborne lunges that can really bounce you about if you're not careful. One other thing to note about jacks is they will light up bright orange internally when they are in attack mode - be careful of them blending in WAY too well in the dark.

[JACK SUMMARY]

A jack paired with a couple of Alphadogs, a second jack or a flood of trash mob enemies really turns up the heat for you and is a serious skill check for new players. Jacks will quickly teach you how important dodging and mobility are and will punish you hard for not learning the lesson. Once you are comfortable taking down jacks without being ripped to shreds, you'll also find the first boss becomes more manageable.
Dozers
Dozer base stats
Health: 900-ish
Damage: heavy-very heavy
Weight: thicc
Variants: None


Dozers are massive charging tanks that can take dozens of hits and deal immense damage with even their basic attacks. Resembling a rhino with a hammerhead-like skull, they will bellow and charge at you or send very long range blastwaves in your direction when you're out of reach. If you get close, they will try to hit you with their hammerhead, causing extreme damage. Dozers have unique side panels on their torso that open up after a failed charge, allowing you to hit them for bonus damage.

Defeating a dozer requires you to be light on your feet as well as keeping watch for their blastwave and charging attacks which can really hurt you. Fortunately you often find dozers in the Crack Zoo so you can try to get them to run underneath the thumper and get squished, removing huge chunks of their health. You can pin dozers with nails and they don't really like being hit with blastwave attacks, though you're probably never going to see a dozer go flying due to their immense weight. You're also not going to be picking them up and throwing them any time soon, so try punching them instead.

[DOZER SUMMARY]

Dozers are a wake-up call when paired with several jungledogs, a couple of alphadogs or even a single jack. Make sure to keep them contained, keep lateral space for you to dodge into when the blastwaves and charges come your way and destroy them quickly with a thumper or similar hazard if possible.
Bosses (Coming Soon + Spoilers)
I haven't done enough research on these ones yet but as I get more information I'll add it in the respective areas.

[USSAM]

Ussam base stats
Health: ??
Damage: heavy-very heavy
Weight: thicc
Special attacks: counterattack, spinning turbo-charge, sawblade charge


[PRICELLA]

Pricella base stats
Health: ??
Damage: heavy-extreme
Weight: thicc
Special attacks: spinning turbo-charge, throw (object or enemy), ranged grenade launcher


[WARDENS]

Warden base stats
Health: ??
Damage: heavy
Weight: thicc with heavy heads
Special attacks: poison, turbo attack phase, ranged grenade launcher
Thanks To
Clem (Alphadog guide)

Underdogs Discord

One Hamsa

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