Arms of God Enemy Types Guide — How to Counter Every Enemy [2026]
Every Enemy Type in Arms of God
Trash Enemies
Husk (Act 1-4)
The basic enemy. Walks toward you, melee attacks when in range. 100-300 HP depending on act.
Counter: Anything. These exist to feed your Momentum/Shadow Dance stacks.Fire Husk (Act 2+)
Husk with fire aura — standing near it deals 10 fire damage/sec.
Counter: Ranged weapons. Don't stand next to them. Ice damage kills them 25% faster.Ice Husk (Act 2+)
Attacks slow you by 20% for 2 seconds.
Counter: Kill from range. Getting slowed in a crowd means death. Fire damage kills them 25% faster.Elite Enemies
Shield Bearer (Act 1+)
Carries a shield that blocks all frontal damage. 1,500-3,000 HP. Attacks with a slow shield bash.
Counter: Attack from behind. Circle-strafe. Holy Crossbow's armor penetration bypasses the shield.Summoner (Act 2+)
Summons 2-3 Husks every 10 seconds. 2,000-4,000 HP. Stays at range.
Counter: Kill immediately — ignore the summons and rush the Summoner. Assassin's gap-closer is ideal.Void Walker (Act 3+)
Teleports behind you and attacks. 3,000-5,000 HP. Shadow damage.
Counter: When it disappears, dodge roll forward (not backward — it teleports behind you). Holy damage is +25% effective.Frost Giant (Act 3+)
Massive HP pool (8,000-12,000). Slow but every attack applies 40% slow.
Counter: Fire damage (+25%). Kill from range. Never trade hits — one hit slows you enough to guarantee the second hit lands.Death Knight (Act 4)
Dual-wields. 6,000-8,000 HP. Attacks 30% faster than other elites. Shadow + Physical damage.
Counter: Permafrost freeze. Death Knight is dangerous because of attack speed — freeze cuts that to zero.Archangel Spawn (Secret Areas)
10,000 HP. All damage types. Appears when you break hidden seals.
Counter: Divine Form. These enemies are designed to be unfair — use your ultimate, don't try to fight them straight up.