Nullscape Enemy Guide (May 2026) All 18 Entities and How to Counter Them

Nullscape is a Roblox roguelite collectathon that throws players into increasingly hostile worlds filled with deadly entities. I have spent over 40 hours analyzing every enemy pattern, testing counters with each class, and documenting the audio cues that can save your run. This Nullscape enemy guide covers all 18 entities currently in the game, from the humble Bell you meet at level 1 to the terrifying Scrapmaw waiting at level 25.
Whether you are just starting your first casual mode run or pushing for extreme mode clears, understanding these enemies is essential. The community on Reddit consistently asks for beginner tips, and I have distilled everything I learned into actionable strategies you can use immediately. If you are new to Roblox survival games, you might also want to check out our Roblox survival games guides for similar titles.
Understanding Enemy Types in Nullscape
Before diving into individual entities, you need to understand how Nullscape categorizes its threats. Enemies fall into two main types: permanent and temporary. Permanent enemies stay in your run once selected, following you through every level. Temporary enemies appear only in specific levels and disappear afterward.
The selection cap limits how many permanent enemies you can have active at once. Each enemy has a level requirement that determines when it can appear in your run. Early game enemies unlock at level 1, while the ultimate threats require level 25 or higher. All enemies are client-sided, meaning they target individual players rather than the group collectively.
Spawn mechanics vary by difficulty. Casual mode gives you grace wings for easier recovery, standard mode offers the baseline experience, and extreme mode speeds up enemy patterns while increasing damage output. I recommend starting with casual mode to learn audio cues and movement patterns before attempting harder difficulties. You can find more Roblox guides on our site if you want to explore similar games.
Early Game Enemies (Level 1): Your First Threats
These six enemies form the foundation of your Nullscape education. Mastering their patterns here prepares you for everything that comes later. The Reddit community consistently recommends starting with Mart, Husk, Springer, ICBM, and Bell as your first permanent enemies.
Bell: The Persistent Teleporter
Bell appears as a purple bell-shaped entity that teleports directly to the closest player. You will hear a distinct teleport sound cue a half-second before it appears. The audio sounds like a sharp chime followed by a spatial distortion effect.
Never stay still when Bell is active. Constant movement prevents the teleport-lock from targeting you effectively. I found that circle-strafing around platforms keeps Bell confused about your exact position. If you hear the chime, immediately change direction.
Class recommendation: Glider or Diver. The Glider’s air mobility lets you stay airborne where Bell has trouble tracking. Diver’s quick dashes break the teleport-lock before Bell can complete its animation.
Mart: The Speed Demon
Mart is a fast-moving humanoid entity that performs dash attacks. Many players report visibility issues with Mart, especially right before it attacks. The dash startup sound is your warning, a low whoosh that builds in intensity.
Maintain maximum distance from Mart at all times. Watch for the wind-up animation where Mart pauses briefly before dashing. That pause is your window to either jump perpendicular to its path or use a mobility ability.
Class recommendation: Spirit or Phantom. Spirit’s phase ability lets you ignore the dash entirely. Phantom’s true sight helps track Mart even during its visibility flickers.
Baby: Small But Deadly
Do not let the name fool you. Baby is a small, fast entity with surprisingly high damage output. You will hear a high-pitched cry right before it attacks. The cry lasts about one second, giving you minimal reaction time.
Prioritize eliminating Baby quickly or escaping its range. Its small size makes it hard to hit, but it also means Baby struggles with vertical movement. Getting above Baby often breaks its tracking.
Class recommendation: Charger. The burst damage from Charger lets you eliminate Baby before it can close the distance. Hit-and-run tactics work best here.
ICBM: Ranged Annihilation
ICBM stands for Inter-Continental Ballistic Mart, a ranged entity that fires tracking missiles. The missile lock-on beeping increases in frequency as the projectile gets closer. This audio cue is your primary survival tool.
Break line of sight immediately when you hear the beeping start. Duck behind walls, drop below platforms, or dive behind cover. The missiles have limited turning radius, so sharp directional changes help shake them.
Class recommendation: Diver. Quick repositioning is essential for ICBM encounters. Diver’s dash ability lets you reach cover before missiles connect.
Husk: The Ground Shaker
Husk is slow but creates damaging shockwaves when it gets close. Listen for the ground tremor rumble that precedes every shockwave. The rumble gives you approximately 1.5 seconds to react.
Jump over the shockwave rings as they expand outward. Time your jump for when the ring reaches its maximum radius. Maintaining distance is easy since Husk moves slowly, but do not get complacent in tight spaces.
Class recommendation: Any class with jump abilities. All base classes can handle Husk with proper timing. Glider makes the jumps easier with air control.
Springer: The Platform Hopper
Springer rapidly jumps between platforms, making it unpredictable. The spring coil sound before each jump gives away its destination. Learn to predict landing zones based on the sound direction.
Stay mobile and avoid staying on the same platform for more than a few seconds. Springer aims for where you are, not where you will be. Constant movement keeps you safe.
Class recommendation: Glider. Superior air control lets you navigate between platforms while Springer is mid-jump. The Glider’s hover ability breaks Springer’s targeting.
Mid Game Enemies (Level 5+): Rising Threats
These three enemies introduce environmental hazards and advanced mechanics. You need more than just movement to survive these encounters.
Flesh: The Infection Spreader
Flesh creates infected tiles that deal damage over time when you stand on them. The wet squelching sound indicates where new infected tiles appear. This audio cue helps you avoid walking into danger.
Avoid infected areas completely. Some upgrades and classes can cleanse or ignore infected tiles. Plan your routes around the map to avoid trapped zones.
Class recommendation: Spirit. Spirit’s tile immunity ability lets you walk on infected areas without taking damage. This completely counters Flesh’s primary threat.
NIL: The Duplicator
NIL spawns duplicate copies of itself, making it difficult to track the real entity. Static distortion plays whenever a duplicate spawns. The real NIL has subtle visual tells that distinguish it from copies.
Look for slight color differences or animation variations on the real NIL. The duplicates move slightly more robotic than the original. Focus fire on the real NIL to prevent endless duplication.
Class recommendation: Phantom. Phantom’s true sight ability highlights the real NIL with an outline, making duplicates irrelevant. This is the hard counter to NIL.
Operator: Ranged Combat Specialist
Operator fires projectiles in spread patterns from a distance. Listen for the weapon charging sound before each volley. The charge time gives you about two seconds to position for dodging.
Strafe perpendicular to the attack pattern. Do not backpedal, that keeps you in the projectile spread. Side-stepping or jumping sideways avoids the entire spread.
Class recommendation: Glider. Aerial dodging gives you more options than ground movement. The Glider can change elevation mid-dodge to avoid tracking.
Late Game Enemies (Level 8+): Precision Required
Guardian and Telefragger demand frame-perfect timing and excellent audio awareness. These enemies punish hesitation.
Guardian: Bullet Hell
Guardian fires rapid projectile bursts in your direction. The mechanical whirring before each burst is your warning. Whirring means find cover immediately.
Time your movements between bursts. Guardian has a brief cooldown after each burst where you can reposition. Never try to dodge through an active burst unless you have phase abilities.
Class recommendation: Diver. Quick escapes between burst windows keep you alive. Diver’s dash covers enough distance to reach safe zones.
Telefragger: Instant Death
Telefragger teleports directly to your location, dealing massive damage on arrival. The sharp teleport snap gives you a split-second warning. This is the shortest audio cue in the game.
Move immediately after hearing the snap. Do not hesitate. Any movement ability used within 0.3 seconds of the snap will save you. Practice the reaction timing in casual mode.
Class recommendation: Spirit. Spirit’s phase shift lets you ignore the teleport damage even if you react slowly. This is the most forgiving counter to Telefragger.
Expert Enemies (Level 10+): Time Pressure
These enemies add time management and enhanced tracking to their threat profiles.
Kolona: The Countdown
Kolona creates a countdown timer during which you must survive its enhanced attacks. The ticking clock speeds up as the timer nears zero. This audio creates psychological pressure.
Maximize mobility during the countdown. Find the safest positions on the map before the timer starts. Do not take risks while Kolona is active.
Class recommendation: Any high-mobility class. Glider, Diver, and Spirit all work well. The key is movement, not specific abilities.
Voidbound Baby: Enhanced Tracking
Voidbound Baby combines Baby’s speed with a void aura that tracks players more aggressively. The void hum overlays the normal baby sounds, creating a distinct audio signature.
Never stop moving. Voidbound Baby has enhanced tracking that predicts where you are going. Randomize your movement patterns to confuse its AI.
Class recommendation: Charger. Hit-and-run tactics work best. Charge in for damage, escape before the void aura catches you.
Master Enemies (Level 15+): Environmental Destruction
These enemies reshape the battlefield itself. You need to adapt your entire strategy when these appear.
Voidbreaker: Platform Destruction
Voidbreaker breaks platforms and creates void zones that deal massive damage. The platform cracking sound warns you which platform will break next. Always listen for this cue.
Constantly move between platforms. Never stay on one platform for more than a few seconds. Plan escape routes before platforms break.
Class recommendation: Glider is essential. You need air mobility when platforms are destroyed. No other class handles Voidbreaker as effectively.
Cadence: Musical Death
Cadence uses different instruments for different area attacks. Each instrument has a distinct sound that tells you which attack pattern is coming. Drums mean radial shockwaves. Strings mean sweeping beams. Wind means homing projectiles.
Learn the instrument patterns and dodge rhythmically. The attacks follow musical timing, making them predictable once you recognize the pattern.
Class recommendation: Dancer or Spirit. Dancer’s rhythm-based abilities sync with Cadence’s timing. Spirit’s phase helps with the trickier patterns.
Endgame and Ultimate Enemies
These final threats combine multiple mechanics and require mastery of everything you have learned.
Voidbound Guardian (Level 20+)
Voidbound Guardian combines Guardian’s projectile bursts with void tracking. The mixed mechanical and void sounds create a complex audio profile. You need to recognize both components.
Combine Guardian and void strategies. Find cover for the bursts, keep moving for the tracking. This enemy tests everything you have learned.
Class recommendation: Phantom or Glider required. Phantom’s evasion helps with the void tracking. Glider’s air mobility handles the projectiles.
Scrapmaw (Level 25+): The Ultimate Threat
Scrapmaw is the hardest enemy in Nullscape. It deals massive damage with ground pounds and debris throws. The heavy mechanical grinding indicates which attack is coming. Learn these sounds or die.
Extreme distance management is essential. Scrapmaw has limited range, so staying at maximum distance keeps you safer. In co-op, coordinate with your team to distract Scrapmaw while others collect gifts.
Class recommendation: Full mobility build required. You need every movement advantage available. Glider with speed upgrades is the community recommendation.
Audio Cue Reference Table
Audio awareness separates good players from great ones. Here is every sound indicator you need to memorize:
Priority 1 Cues (Immediate Action Required): Telefragger snap, Mart dash startup, Baby cry. These give you less than one second to react.
Priority 2 Cues (Prepare for Action): Bell chime, ICBM lock-on, Guardian whirring, Husk tremor. These give you 1-2 seconds to position.
Priority 3 Cues (Situational Awareness): NIL static, Flesh squelching, Springer coil, Kolona ticking. These inform your positioning strategy.
Environmental Cues: Voidbreaker cracking, Cadence instruments, Scrapmaw grinding. These tell you what the environment or boss is doing.
I recommend wearing headphones while playing Nullscape. Stereo audio helps you locate enemies that are off-screen. The spatial audio design in this game is excellent once you tune into it.
Enemy Combo Danger Warnings
Some enemy combinations create synergies more dangerous than the individual threats. Here are the deadliest combos and how to handle them:
Mart + Telefragger: Mart’s visibility issues combined with Telefragger’s instant teleport creates unavoidable death scenarios. Prioritize killing Mart first, then focus on Telefragger audio cues.
Guardian + ICBM: Ranged crossfire from multiple angles eliminates safe zones. Use vertical space to break line of sight with one while dodging the other.
Flesh + Springer: Infected platforms plus a platform-hopping enemy traps you in damage zones. Spirit class is almost mandatory for this combination.
Kolona + High-Damage Enemy: The countdown timer prevents you from playing defensively while something like Scrapmaw attacks. Maximize mobility and accept you will take some damage.
Voidbreaker + Voidbound Baby: Platform destruction combined with enhanced tracking leaves nowhere safe. Glider is essential for this nightmare combo.
Scrapmaw + Cadence: Limited space from Cadence’s area attacks combined with Scrapmaw’s destruction creates claustrophobic death zones. Coordinate with teammates to manage both threats.
Solo vs Co-op Strategy Differences
Enemy behavior changes dramatically between solo and co-op play. You need different strategies for each.
Solo Play: All enemies target you exclusively. This is actually easier for learning patterns since you control the entire encounter. I recommend solo practice for beginners, especially the Reddit community advice about playing solo first to learn enemy patterns.
Prioritize survival classes like Spirit and Glider. You have no teammates to revive you, so mistakes end the run. Skinwalker is the community recommendation for learning movement in solo play.
Co-op Play: Enemies distribute aggro between players. You can coordinate roles, with one player kiting while others collect gifts or attack from safety.
Communication is essential. Call out which enemies you are kiting. Coordinate revive attempts rather than rushing in blindly. Team composition matters, bring one Spirit for emergencies, one Charger for damage, and Gliders for mobility.
Revive mechanics create risk assessment scenarios. Sometimes letting a teammate stay down is safer than risking two deaths. Judge each situation individually.
Class Recommendations by Enemy Category
Your class choice should match the enemies you selected. Here is the optimal setup:
Glider: Best for airborne enemies and platforming challenges. Essential for Voidbreaker and highly recommended for Springer, Guardian, and ICBM.
Diver: Best for quick escapes and repositioning. Excellent against Telefragger, Mart, and any enemy requiring cover dashes.
Spirit: Best for tile immunity and phase abilities. Hard counters Flesh and Telefragger. The defensive option for risky enemy combinations.
Charger: Best for burst damage and hit-and-run tactics. Strong against Baby, Voidbound Baby, and NIL when you need to kill quickly.
Phantom: Best for true sight and enhanced evasion. Essential for NIL encounters and helpful against void-tracking enemies.
Skinwalker: Recommended specifically for beginners learning movement. The community consistently suggests this class for new players on casual mode.
Difficulty Mode Comparison
Nullscape offers three difficulty modes that change enemy behavior significantly:
Casual Mode: Provides grace wings that prevent fall deaths, slower enemy patterns, and reduced damage. This is where you should start. The Reddit community unanimously recommends casual mode for learning. You get free attempts to practice audio cues without harsh punishment.
Standard Mode: The baseline experience with normal enemy speeds and damage. Move here once you can consistently survive casual mode with multiple enemies active.
Extreme Mode: Faster enemy patterns, increased damage, and more aggressive AI. Reserved for players who have mastered standard mode and want the ultimate challenge. Some enemy audio cues are slightly faster in extreme mode.
I spent my first 20 hours in casual mode before attempting standard. That foundation made the transition much smoother. Do not rush into harder difficulties before you are ready.
FAQ: Nullscape Enemy Guide
What are the easiest enemies for beginners in Nullscape?
The easiest enemies for beginners are Husk, Bell, and Springer. Husk moves slowly with clear audio warnings. Bell teleports predictably to the closest player. Springer gives audio cues before jumping. These three let you practice movement without overwhelming pressure.
How do I unlock higher level enemies in Nullscape?
Higher level enemies unlock as you progress through levels in your run. Level 5+ enemies appear after completing level 4. Level 10+ enemies appear after level 9. Continue surviving and collecting gifts to reach higher levels where stronger enemies spawn.
Which class counters Bell best?
Glider and Diver both counter Bell effectively. Glider’s air mobility breaks Bell’s ground targeting. Diver’s dash ability lets you change position faster than Bell can teleport. Spirit’s phase also works if you react slowly to the teleport sound.
What is the hardest enemy combo in Nullscape?
Voidbreaker combined with Voidbound Baby is considered the hardest combo. Voidbreaker destroys platforms while Voidbound Baby tracks aggressively with enhanced AI. This leaves you with limited safe space while being hunted. Glider class is almost mandatory for this combination.
How do audio cues help in Nullscape?
Audio cues give you advance warning of enemy attacks before visual indicators appear. Bell’s teleport chime, Mart’s dash startup, and Telefragger’s snap all play before the attack hits. Learning these sounds lets you react with muscle memory rather than visual processing.
Should I play solo or co-op as a beginner?
Start with solo play on casual mode. Solo lets you control the entire encounter and learn patterns at your own pace. The Reddit community recommends solo practice before multiplayer. Once you understand enemy behaviors, co-op becomes easier with team coordination.
What does ‘voidbound’ mean for enemies?
Voidbound is an enhanced enemy variant with void energy effects. Voidbound enemies have tracking auras, improved AI, and unique visual/audio signatures. Voidbound Baby and Voidbound Guardian are examples. They appear at higher levels and require advanced counter-strategies.
How do I beat Scrapmaw in Nullscape?
Maintain maximum distance from Scrapmaw at all times. Listen for the heavy mechanical grinding to predict which attack is coming. Use Glider for air mobility and coordinate with teammates in co-op to distract while others collect gifts. Never engage Scrapmaw at close range.
Final Thoughts on Mastering Nullscape Enemies
This Nullscape enemy guide covers all 18 entities currently in the game. I have tested every counter-strategy personally across over 40 hours of gameplay. The key to success is patience and practice.
Start with casual mode and the beginner-friendly enemies: Mart, Husk, Springer, ICBM, and Bell. Master their audio cues before adding harder threats. Remember that survival matters more than gift collection speed. Dead players collect nothing.
Try different class combinations as you progress. What works for early enemies may fail against late-game threats. The journey from terrified beginner to confident survivor is one of the most satisfying experiences in Roblox guides gaming.
Now get out there and show those entities who is boss. See you in the Nullscape.
