Arms of God Enemy Types Guide — How to Counter Every Enemy [2026]

2026-08-10·Guides

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.