Understanding enemy behavior is half the battle in Door Kickers: Action Squad. Every enemy type has predictable patterns, distinct weaknesses, and specific counters. This guide breaks down all six enemy archetypes you will face across 84 missions, from basic street thugs to armored bosses. Learn their tells, prioritize your targets, and turn every room into a calculated takedown.
Universal Target Priority
The order in which you eliminate enemies determines whether you live or die
One-shot kill potential at close range. Always first.
Block your shots and protect other enemies. Flank or explode.
Punish exposed movement from across the room. Peek-shoot or rush.
Tank damage and pressure you while you deal with bigger threats.
Low threat individually. Clear them last while managing the room.
Enemy Types & Counter-Tactics
Complete breakdown of every hostile you will face in Nowhere City
Basic Grunt
Act I — All ActsThe cannon fodder of Nowhere City
Standard pistol-wielding enemies wearing basic street clothes. They are slow to react, deal low damage, and die in one or two shots from any weapon. Do not let their numbers fool you — a room with six grunts can still overwhelm if you get cornered.
Walks toward the player while shooting. Stops to fire and stands still briefly. No cover-seeking AI.
Low health, no armor, predictable movement patterns
- Any weapon one-shots them at close range
- Door breaches stun them for an easy kill
- Shotguns delete entire groups instantly
Armored Enemy
Act II — Act VBullet sponges that force weapon choice
Enemies wearing body armor and helmets. They absorb significantly more damage than grunts, often surviving two to four shots from standard weapons. First introduced in Mission 15, armored enemies force you to switch from spray-and-pray to deliberate headshots or high-damage weapons.
Slower movement but higher damage output. Uses cover occasionally. Takes reduced body damage but headshots remain lethal.
Headshots bypass armor entirely. High-damage weapons like shotguns and assault rifles still shred them quickly.
- Aim for the head — it is the fastest way to drop them
- Shotguns at close range ignore armor through pellet spread
- Assault rifles with consistent fire chew through their health pool
Shotgunner
Act II — Act VClose-range death in a single blast
The most dangerous standard enemy in the game. Shotgunners fire a spread of pellets that can instantly kill you at close range. Their weapon is devastating in tight corridors and doorways — exactly where most of the game takes place. They are priority targets in every room.
Rushes toward the player or waits near doors. Fires in a cone spread. Deadly within one screen length. Reloads slowly after each shot.
Slow reload speed, limited effective range, exposed while reloading
- Engage from outside their effective range
- Bait their shot then rush during reload
- Flashbangs neutralize them completely before they can fire
- Snipers eliminate them before they get close
Shield Bearer
Act III — Act VHuman walls that require flanking
Enemies equipped with ballistic shields that block all frontal damage. They advance slowly while firing from behind their shield, creating moving walls of death. Direct frontal attacks are useless — you must flank, use explosives, or wait for them to lower their guard.
Advances toward the player with shield raised. Fires from behind cover. Low movement speed but high survivability.
Completely exposed from behind and sides. Cannot shield while reloading. Breaching charges destroy their shield.
- Flank them — the shield only protects the front
- Breaching charges destroy shields instantly
- Grenades and explosives bypass the shield entirely
- Wait for them to reload, then shoot their exposed body
Enemy Sniper
Act III — Act VLong-range precision that punishes exposed movement
Enemies armed with precision rifles that deal heavy damage from across the screen. They typically position themselves at the far end of rooms or on elevated platforms. Their slow fire rate is offset by high per-shot damage and long range.
Stationary or slow-moving. Aims before firing, giving a brief warning window. Fires single high-damage shots with a long cooldown.
Exposed while aiming, low health, no close-range defense
- Never move in a straight line toward them
- Use cover and peek-shoot to avoid their line of sight
- Rush them with an SMG or shotgun before they can aim
- Counter-snipe with your own long-range weapon
Boss Enemies
Act IV — Act VMulti-phase encounters that test everything you have learned
Massive health pools, unique attack patterns, and often surrounded by adds. Bosses are the ultimate test of your loadout knowledge, positioning, and patience. They appear at the end of major acts and require specific strategies to defeat efficiently.
Varies by boss. Most have ranged attacks, adds that spawn periodically, and environmental hazards. Some have multiple phases with changing attack patterns.
Predictable attack patterns once learned. Adds can be cleared separately to focus fire on the boss.
- Study their attack pattern before committing to damage
- Clear adds first to prevent being overwhelmed
- Bring maximum medkits and your highest-damage loadout
- Use co-op — one player draws fire while the other deals damage
Enemy Encounters by Act
When each threat type is introduced and how common they become
| Act | Missions | Enemy Types | Notes |
|---|---|---|---|
| Act I | Missions 1-12 |
| No armor, no shotguns, no shields. Pure learning environment. |
| Act II | Missions 13-30 |
| First armored enemy appears in Mission 15. Shotgunners become common after Mission 20. |
| Act III | Missions 31-50 |
| Mission 33 introduces shield bearers. Snipers first appear in Mission 38. |
| Act IV | Missions 51-70 |
| Mission 60 is the first true boss fight. Enemy density increases significantly. |
| Act V | Missions 71-84 |
| Every mission is a gauntlet. All mechanics, all enemies, all at once. |
Room Entry Tactics by Enemy Composition
Adjust your breach strategy based on what is waiting inside
Grunt-Heavy Rooms
Rooms with 4+ basic grunts and no special enemies. These are free real estate for aggressive players.
- Breach with a shotgun for multi-kills
- No need for flashbangs — save them
- SMGs shred groups with spray
Shield + Grunt Rooms
Shield bearers protecting groups of grunts behind them. Direct entry is suicide.
- Use breaching charge on the shield
- Flank through an alternate door
- Grenade over the shield if available
Shotgunner Rooms
One or more shotgunners waiting near the door. These rooms demand respect.
- Flashbang before every breach
- Sniper eliminates them from outside
- Never stack on the door — create distance
Sniper + Mixed Rooms
Long-range snipers mixed with grunts and armored enemies. Complex threat layers.
- Eliminate sniper first with long-range weapon
- Use cover to close distance safely
- SMG rush after sniper is down
Boss Encounter Tactics
The three major boss fights and how to beat each one
The Crime Lord
The first true boss encounter. The Crime Lord is an armored enemy with significantly increased health who spawns adds periodically. He alternates between a rapid pistol burst and a grenade throw. The key is managing adds while dealing consistent damage.
Do This
- Clear adds immediately when they spawn
- Use assault rifle for sustained DPS
- Dodge his grenade throw animation
- Bring two medkits minimum
Avoid This
- Focusing the boss while adds swarm you
- Using shotguns — range is too long
- Standing still during his burst phase
The Fallen
A multi-phase boss who changes attack patterns at 50% health. Phase 1 is standard ranged combat. Phase 2 summons shield bearers and shotgunners, forcing you to manage multiple high-priority threats simultaneously.
Do This
- Save flashbangs for Phase 2
- Use Shield class to absorb pressure
- Bring breaching charges for shields
- Co-op: one player on boss, one on adds
Avoid This
- Wasting explosives in Phase 1
- Ignoring the shotgunners in Phase 2
- Using low-DPS weapons
Final Stand
The ultimate test. Three boss phases, endless reinforcements, and a strict time limit. Each phase introduces a new boss mechanic while maintaining adds pressure. You will face every enemy type in the game at maximum density.
Do This
- Run Shield + Sniper in co-op
- Bring max medkits and explosives
- Clear each wave completely before pushing
- Memorize the spawn timing
Avoid This
- Attempting solo on first try
- Rushing phases without clearing adds
- Bringing under-leveled classes
Enemy Quick Reference
Threat level, first appearance, and counter at a glance
| Enemy | Threat | First Seen | Counter |
|---|---|---|---|
| Basic Grunt | LOW | Mission 1 | Any weapon |
| Armored Enemy | MEDIUM | Mission 15 | Headshots / high-damage weapons |
| Shotgunner | HIGH | Mission 20 | Flashbangs / long-range weapons |
| Shield Bearer | HIGH | Mission 33 | Flank / explosives / breaching charges |
| Enemy Sniper | MEDIUM | Mission 38 | Peek-shoot / rush with SMG |
| The Crime Lord | EXTREME | Mission 60 | Clear adds / sustained DPS |
| The Fallen | EXTREME | Mission 78 | Save items for Phase 2 |
| Final Stand | EXTREME | Mission 84 | Co-op / max gear / patience |
KNOW YOUR ENEMY?
Now that you understand every hostile in Nowhere City, put that knowledge to work with optimized loadouts and mission strategies.
