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While most FPS games boast a menagerie of several enemy types, 90% of the games in the genre seem to use a mixture of the same several enemy archetypes. The reason for this range from game designers sticking with what works, to there simply being only so many different ways an NPC enemy can behave. This is especially true for shooters with a semi-realistic tone, which tend to limit themselves largely to human or humanoid-type enemies.

Please only include this trope on a work's page if it has a writeup in the examples here; also, avoid doing writeups on a work's page, they're large and confusing outside of here.

As with many FPS tropes, this trope also applies to games in similar genres, such as Third-Person Shooter games.

  • The Zombie: The zombie is pretty much as simple as you can get in terms of an FPS enemy. As you'd expect from the name, the zombie is pretty much limited to charging (at a crawl or at a run) at the player and attacking them with melee hits at close range. Some zombies may carry guns, but instead of using cover or fighting tactically all they can do is run straight at you while firing. Zombies need not be actual zombies; they can be anything from minor hellspawn to to a thug with a knife and a 60 point I.Q. The main thing is that all they know how to do is run at you and attack. They can be slow or fast, but usually come in large numbers but have low durability. Particularly nasty examples of Zombies will actually explode once they get near you. Manic, "fantasy"-type shooters like Serious Sam or Painkiller love using enemies of this type, as their simple A.I. means you can throw a lot of them at the player all at once without using an unworkable amount of system resources.
    • Typical examples of Zombies include the Flood from Halo, headcrab zombies from the Half Life series, Infected from Left 4 Dead, Monkey Trigens from Far Cry, Wretches from Gears of War, Nightmares and Specters from the F.E.A.R. series, "Pinky" Demons (but not the actual zombies) from Doom (which was the Trope Codifier for many of these categories), Processed Civilians in Red Faction II, animals and especially dogs in most FPS games, and many of the melee enemies encountered in Serious Sam or Painkiller.
  • The Soldier: The Soldier fights like, well, a soldier. Typically he's armed with an assault rifle (although he sometimes also carries a shotgun, submachine gun, or other weapon), and runs around the battlefield shooting at you. He'll probably also take cover behind objects and fire from cover, although how intelligently he does so varies greatly from game to game. It's fairly standard for him to also occasionally throw grenades at you. Usually he dies after a handful of bullets. This guy is easily the most typical Mook found in a modern FPS, being the main cannon fodder you face in games from F.E.A.R. to Call of Duty, and even being found in more fantastical settings like Doom or Quake, albeit as probably the lowest-tier enemy type. Note that the Soldier doesn't need to actually be a soldier by occupation; thugs, security guards, and other characters also count as Soldiers if their combat behavior is similar.
  • The Rat: The Rat is the weakest, most basic enemy in the FPS genre. Usually about the size of a house cat, the Rat is a small and very weak enemy who typically uses melee attacks. Sometimes, they have projectiles, and sometimes they explode when they attack, but the basic idea is the same; all these small enemies can do is crawl, run, or hop towards you and hit you with a weak attack, and they usually die in one or two shots from the basic pistol.
  • The Bat: The Bat is, basically, a Rat that flies - a small, weak, pesky flying enemy. Bats fill the role that most bats would in a side scroller or other genre. Typically, they die in a couple shots from the basic pistol, but are fairly common in the early levels and/or interfere with your ability to deal with other enemies. Their attacks vary from shooting at you with a weak gun to flying at you and exploding. Expect them to mostly dissapear in later levels, or only be used as a small distraction in the lull between the big battles.
  • The Grunt: The Grunt is The Goomba of the FPS world. These guys are pure cannon fodder, even more so than the basic Zombie or Soldier. The weakest enemy encountered in an FPS (other than Goddamn Bats), these guys usually have less health and weaker weapons than the average Mook. In pseudo-realistic FPS series, they're usually thugs, security guards, or untrained terrorists, and are weaker compared to average Soldier mooks due to being less tactically intelligent, being armed only with pistols, or being unable to throw grenades. It's also common for Grunts to lack the ability to strafe effectively or use melee attacks, as well as to take cover less than Soldiers, if they take cover at all. They're often seen mainly in the first few levels, from which point they're usually replaced by standard Soldiers.
    • Typical examples of Grunts include the Grunts from Halo (Of Course!), Strogg Marines from Quake 2 and 4, Thuggish Splicers from Bioshock, Vortigaunts from Half Life, Civil Protection / Metro Cops from Half Life 2, zombies and Imps from Doom, and Raiders from the Fallout series.
  • The Rocketeer: The Rocketeer is, quite simply, a soldier equipped with a rocket launcher. Depending on the game, they will either be a named enemy or simply be a normal soldier with a different weapon. While it varies from game to game, these enemies will usually have the same stats as normal soldiers, with the only difference being that they can kill you in one or two hits, making a Rocketeer the definition of a Glass Cannon.
    • Typical examples of Rocketeers include RPG wielding soldiers from Modern Warfare, Fuel Rod Cannon-wielding elite Grunts and rocket launcher-wielding Flood throughout the Halo series, rocket launcher equipped raiders from Fallout, Lightning Guards from Rise of the Triad, and Geth Rocket Troopers from Mass Effect.
  • The Elite: The opposite of the Grunt, these are a game's Elite Mooks. They typically fight like Soldiers, but have superior skills and stats. They often have more health than basic Soldiers, with the more robust examples being able to survive two to three times as much damage as a basic Mook. They may also have better aim, better reaction times, or be tactically smarter. They also may be equipped with better weaponry. Elites are usually reserved for the later levels of a game, and either replace the basic Mooks entirely, or appear leading them into battle.
    • Typical examples of Elites include Combine Elite from Half Life 2, Replica Elite from F.E.A.R., Theron Guards from Gears of War, Skaarj from the Unreal series, Alien Grunts from Half Life, Endtrails from Turok 2, Chaingunners from Doom, Ultor Elite Guards in Red Faction, and Brutes as seen in Halo: Reach. Halo Elites and Halo 3 Brutes fall somewhere between Elite and Champion due to their energy shields and optional cloaking devices or jetpacks.
  • The Heavy: The Heavy is your basic FPS Giant Mook. He's big, can dish out lots of damage, and can take a lot of damage in turn. To balance this out, he's usually slow as hell. 9 times out of 10 he'll carry a minigun or at least a heavy machinegun as his main weapon. He's also typically decked out in a heavy suit of armor to justify his insane durability. The Heavy can usually survive at least a couple dozen bullets, with the more robust examples requiring two or three full clips of assault rifle fire to kill. Weapons that are a one-hit kill against standard Mooks, such as the shotgun or grenade launcher, usually require several shots to finish a Heavy. Sometimes Heavies are puzzle enemies that can only be killed by specific means, such as shooting them in a weak point or killing them with environmental traps (examples of this type can be found in Wolfenstein and Killzone). He's usually used more sparingly than the basic Soldier, with at most two or three appearing per level. The Heavy is one of the more fantastical FPS enemies, and "realistic" shooter series such as Call of Duty and Medal of Honor generally don't use him (although there are occasional exceptions). However, he's a popular and commonly used enemy-type in even moderately fantastical FPS games, and 9 out of 10 games in the genre will probably feature an enemy of his type.
  • The Ninja: In many ways, the Ninja is the opposite of the Heavy. Instead of being much stronger than the basic Mook, he's much faster - or she is. If there's a female mook, it's often the Ninja. The Ninja has very high movement speed, and is usually also very agile, having moves not available to standard Mooks such as being able to climb walls or make two-story jumps to move up to higher platforms. In extreme cases they can outright teleport. Ninjas usually prefer melee attacks, or are at least limited to light weapons such as pistols or submachine guns. They're often equipped with some form of cloaking device as well. Surprisingly, the Ninja isn't really a Fragile Speedster, and can usually survive at least as much damage as a standard Soldier Mook.
  • The Pyro: Usually wielding a Hollywood Flamethrower, these Mooks tend to be a type of Zombie, characterized by their Soldier-level durability, low speed, and short-ranged attacks that bring a world of hurt if they're allowed to actually come close. Their role is to force the players to take them out quickly or be pushed out of cover. Often overlaps with...
  • The Canister: The Canister is a type of mook, often a Pyro, characterized by wearing a bulky, obvious backpack. Usually of the volatile sort. A few well placed shots turn the Canister into a Exploding Barrel, while a few misplaced ones turns it into an Action Bomb. Canisters who are also Heavies tend to be only defeatable by targeting their namesake.
    • A good example of Pyros that are also Canisters are the Pyro type mercenaries from Mass Effect 2. Borderlands has the Badass Crimson Lance elemental troopers, a good example of a Heavy Canister who isn't a Pyro. The gas-masked tank-backpacked enemies in the first Soldier of Fortune are also this.
  • The Shield: The Shield is a type of Soldier or (more commonly) Zombie that is characterized by being heavily armored from the front. The most common type is a Soldier carrying an enormous riot shield that is immune or nigh-immune to damage. A Shield has to be defeated in a more tactical way than the average Mook, though it varies greatly from game to game. Sometimes the shield leaves exposed a part of the enemy that can be hit for normal (or massive) damage. Sometimes the Shield has to lower the defense for a moment in order to attack. Sometimes hitting the shield hard enough will cause the owner to flinch, exposing him to damage. Powerful weapons may ignore the shield, but ammunition is never plentiful. Sometimes the shield has to be removed by some use of the player's powers, as in the Puzzle. Co-op games tend to encourage defeating Shields by surrounding them, as usually they are vulnerable from the rear. And so on, and so forth.
  • The Sniper: The Sniper is Exactly What It Says on the Tin. He's armed with a sniper rifle, has excellent aim, and can usually kill you in just a few shots. Instead of charging you alongside his Soldier buddies, the Sniper is usually perched high up in a guard tower or top-story window. They usually feature a "tell" to help warn players of their presence, such as a conspicious laser sight or a flash of sunlight reflecting off their scope. Snipers that don't feature a tell to help you spot them and/ or can kill you in one or two shots are the very definition of Demonic Spiders. Snipers are becoming one of the most commonly used modern FPS enemies next to Soldiers, because (to quote Duty Calls) they are "a real-life war scenario".
  • The Champion: The FPS Superpowered Mooks. These guys have the same or similar powers as the player character, allowing them to match the powers which you've been using to curbstomp even the Elite Mooks. Like Elite Mooks, they also usually have significantly more health than a regular Mook, although usually not as much health as a Heavy or Boss.
  • The Trigger: The Trigger is a type of Zombie or Soldier that will, if treated the wrong way, become a much greater threat to the player. Typical conditions that result in the increase in difficulty include being inflicted with the wrong Standard Status Effect, taking too long between first shooting them and finishing them off, taking out their allies before them, not interrupting them when they start doing something to power themselves up, or simply not taking them out early enough.
    • Examples of Triggers include Psycho Zombies which receive an insane speed boost if downed and not finished off and Cerberus Combat Engineers which will deploy a strong turret if not killed or interrupted with an attack.
  • The Medic: The Medic comes in two types - there is The Nurse, whose task is to replenish the Hit Points of their allies, and The Necromancer, who has the ability to bring other enemies back from the dead. While related, they play different roles. A Nurse will often appear alongside a Heavy (or worse), making them that much harder to take out, and may often come to the aid of a boss, requiring you to take them out before they heal back your hard-earned progress. Necromancers meanwhile tend to focus the battle around themselves, requiring either quick taking down or that the corpses be somehow made unresurrectable (with gibbing being the widely accepted method), before the enemy wears the player down with numbers. While Nurses tend to be Soldiers or Grunts (if they even can fight at all), Necromancers also are known to be Elites or Heavies, often standing back well behind their resurrected minions.
  • The Walking Tank: The Walking Tank is the Heavy taken Up to Eleven. Often a Humongous Mecha, the Walking Tank is generally used as a boss-type encounter in games which don't actually use unique bosses. They take an incredible amount of firepower to put down, often being able to take at least a couple hundred assault rifle bullets before dying. Fortunately, you'll usually be given a rocket launcher or other heavy weapon just prior to fighting them. There will usually only be a handful of them at most in a single game. There's some overlap between Heavy and Walking Tank; the Walking Tank tends to be much larger and tougher, and typically only a handful appear within a game.
  • The Gunship: The Gunship is most often a helicopter, but it doesn't really have to be, and will sometimes be replaced by something fantastical in a future setting. Basically, a gunship is just that, a gunship, a hovering aircraft that flies around while firing at you. Most often armed with a machine gun, but will also sparingly use rockets. Expect to find a rocket launcher right before you engage them. In more realistic games, this will be used as a Mini Boss, and it almost always supports the infantry. Some gunships may drop infantry, but often times this duty is instead delegated to a different aircraft.
Examples of Standard FPS Enemies include:


  • Halo series:
    • Grunts: Grunts, of course! They can actually survive as many bullets as most FPS soldier enemies and throw grenades, but they're always equipped with the weakest weapons, can't use melee attacks, and their short stubby legs make them really slow. Jackals may also count.
    • Soldiers: Jackals (sort of) and Skirmishers. Jackals carry a shield while Skirmishers can make superhuman jumps, though both carry weak one handed weapons and have relatively low durability, with the only exception being Jackal Snipers (see below) which carry Carbines and Snipers at the expense of their shields, and the higher ranked Skirmishers (such as majors), and they're closer to Ninjas. Arguably, Elite Minors count as well, with higher ranked Elites like the Majors being the Elites... when compared to the Elites.
    • Robotic Bats: Sentinels and Drones.
    • Rats: Flood Infection Forms. They die in one hit from anything and are limited to very weak suicide attacks.
    • Snipers: Jackal snipers, who are outright Demonic Spiders on the higher difficulties due to their shots being a one-hit-kill.
    • Elites: Brutes (especially in Halo: Reach) and Elites (especially the higher ranked ones, such as Majors) can survive 2 to 3 times as much damage as a "standard FPS soldier" Mook, and come equipped with better-than-average weapons. Particularly, the plasma rifle favored by Elites is especially effective against your character's own energy shield.
    • Heavies: Hunters; huge, slower than normal(they become much faster in the later games), armed with either an explosive cannon or a beam cannon, with high health and bulletproof armor leaving them only vulnerable in their exposed weak spot. Brute Chieftains and Elite Generals also count, being able to take several dozen shots before falling, and also often wielding heavy machine gun turrets or plasma mortars as weapons. There's also the Wraith tanks.
    • Rocketeers: The excessively annoying Ultra Grunts who carry Fuel Rod Guns and some Flood.
    • Ninjas: Drones (in Halo 2), Brute Jumpers, Elite Rangers, Stealth Elites, and Brute Stalkers; the former three fly and jump all over the area and are extremely fast and mobile, the latter two are equipped with cloaking devices. There's also the Skirmishers, which run extremely fast, leap around frequently, and are usually equipped with one handed weapons.
    • Shields: No dedicated enemy, but Jackals (Grunts) and Hunters (Heavies) both have shields.
    • Champions: Ultra Elites, Zealots (in CE and Reach), and Special Ops Elites are just as tough as the player character, and have the same abilities, including the ability to dual wield, a powerful and recharging energy shield, powerful melee attacks, and special abilities like Jetpacks and Cloaking. Especially true in Halo: Reach, since they can also use the same armor abilities you can.
    • Walking Tanks: Scarabs, and Hunters in Halo: Reach.
    • Zombies: The Flood. Pretty self-explanatory, really. Even in the later games where they do get a bit smarter, they mainly just run at you and try to melee you, or run at you while shooting wildly.
    • Gunships: Phantoms drop infantry while firing at you with some sort of plasma cannon. They're vulnerable to rockets in the third game and Reach.
    • Canisters: Flood Carriers, basically walking Exploding Barrels that disperse Infection forms.
  • Half Life series:
    • Grunts: Vortigaunts (only in the first game - the second turns them into friendly Champions), Metro Cops
    • Soldiers: Marines, Combine soldiers
    • Snipers: Marine snipers, Combine snipers
    • Elites: Alien Grunts, Combine Elites, Shock Troopers in Opposing Force
    • Heavies: Hunters; Voltigores from Opposing Force
    • Ninjas: Assassins, Fast Zombies, and Alien Controllers. The former are very fast and leap around frequently, the latter fly while throwing energy balls at you.
    • Walking Tanks: Gargantuas, Antlion Guards, Striders
    • Zombies: Headcrab zombies, Antlions, Pit Drones
    • Robotic Bats: Manhacks and Scanners
    • Rats: Headcrabs, and their varieties.
    • Gunships: Apaches in Half Life 1, Hunter-Choppers and Synth Gunships in Half Life 2
  • Gears of War series:
    • Soldiers: Locust Drones, Locust Grenadiers
    • Snipers: Locust Snipers
    • Elites: Theron Guards, Palace Guards
    • Heavies: Boomers and their various sub-types, Bloodmounts
    • Champions: Kantus Priests
    • Walking Tanks: Reavers in the second game
    • Zombies: Wretches, Sires
  • F.E.A.R. series
    • Grunts: Recon Replica soldiers, ATC BlackOps light troopers. These guys, fought in the first levels, have less health and slightly worse aim compared to standard Replica/ATC troops. ATC light troopers are also noteable for not being able to throw grenades.
    • Soldiers: Replica soldiers, ATC BlackOps. These guys are probably one of the Trope Codifiers with regards to how most standard FPS enemies behave and fight.
    • Snipers: Replica snipers. In the first game they're just standard Replicas armed with a particle beam rifle and stationed in high windows, in the second game they're lightly armored and equipped with anti-material rifles (which helpfully give away their position due to being mounted with laser sights).
    • Elites: Replica Elites, Nightcrawlers, ATC Elites. Replica Elites and Nightcrawlers from the first game occasionally carry BF Gs and are tough enough to survive a direct hit from a frag grenade or particle beam rifle, while Replica Elites in the second game wear heavy armor and can survive more than twice as much damage as a normal Replica soldier.
    • Heavies: Heavy Armor soldiers, ATC Pyro troopers. Heavy Armors are equipped with armor-piercing rifles or miniguns, and take about a full clip and a half of assault rifle fire to kill. Pyros are nearly as tough, and armed with a goddamn flamethrower.
    • Ninjas: Replica Assassins, Abominations, and Shadow Creatures. All are very fast and agile; Assassins and Abominations can leap around all over the area and attack you from different directions, while Assassins and Shadow Creatures are nearly invisible due to technological or supernatural cloaking.
    • Champions: Nightcrawler Elites in the Perseus Mandate expansion pack. They have the same Slo Mo power as your character, which lets them zoom several feet in a split second and also means they aren't slowed down when you activate your own Slo Mo. They're also agile like Assassins and nearly as durable as a Heavy, and often carry heavy weapons such as grenade launchers, lightning guns, or BF Gs.
    • Walking Tanks: REV 6 Power Armor, REV 8 Power Armor, Elite Power Armor. Humongous Mecha that are used in lieu of actual bosses throughout the series.
    • Zombies: Nightmares and Specters; their attack pattern is extremely simply... just fly directly at you and explode on contact. Fortunately, it only takes 1 or 2 bullets to pop them.
  • Wolfenstein series:
    • Soldiers: German soldiers
    • Snipers: German snipers
    • Elites: Elite Guards (Return to Castle Wolfenstein), SS Black Guards
    • Heavies: Proto-Soldats, Veil Heavy Troopers, Venom Troopers
    • Ninjas: Veil Assassins, Elite Guards (Wolfenstein)
    • Champions: SS Scribes, Despoiled
    • Zombies: Zombies, Sniffers
    • Pyros: Flame Zombies, Flame Troopers
  • Far Cry series:
    • Grunts: T-shirt Mercs, Pirates (Instincts). In the console version these guys are equipped only with pistols and have less health than average, while on the PC version they lack body armor and thus have nothing to deflect bullets shot at their torso.
    • Soldiers: Mercenaries. Armed with assault rifles, throw grenades, take cover, etc. Notably come in several different variants based on weapon specialization and tactical behavior.
    • Snipers: Merc Snipers. Dressed in black outfits and armed with sniper rifles.
    • Elites: Elite Mercenaries, Soldier Trigen (PC version), Alpha Trigen (Instincts). All can survive noticeably more bullets than regular Mercs, with Elite Mercs having night-vision goggles, Soldier Trigen being able to jump several dozen feet, and Alpha Trigen having powerful machineguns and a real nasty melee attack.
    • Heavies: Fat Boys (PC version), 8-foot-tall slow-but-relentless bruisers capable of withstanding two to three clips of assault rifle fire and having a rocket launcher for an arm.
    • Ninjas: Stealth Trigen, equipped with a cloaking device that's almost always on, and wielding silenced submachine guns. They're also notable for having almost-perfect invisibility, without the usual Predator-style blur effect to give them away.
    • Champions: Feral Warriors (Instincts) from the console series have the same special powers your character does, including super-speed running, enhanced jumping ability, and a very powerful leaping melee attack.
    • Walking Tanks: Fat Boys (Instincts), 9-foot tall obese ogres that charge at you and try to club you, and can survive an insane amount of bullets.
    • Zombies: Monkey Trigens, Trigen zombies (Instincts). Monkey trigens just run straight at you and try to jump and melee you, while Trigen zombies just run straight at you while shooting you with their P90s. Monkey trigens can kill you in just 3 hits on Normal difficulty, while Trigen zombies often attack you in swarms of a couple dozen at once.
  • Crysis series:
    • Soldiers: North Korean soldiers, C.E.L.L. Operators, Ceph Grunts
    • Snipers: North Korean snipers, C.E.L.L. snipers
    • Elites: Ceph Commanders
    • Heavies: Ceph Devastators
    • Ninjas: Ceph Stalkers
    • Champions: North Korean Nanosuit soldiers
    • Walking Tanks: Ceph Pingers
    • Gunships: The Helicopters of course, which also count as Demonic Spiders due to just how accurate they are. If you're not in stealth mode, you're dead.
  • Mass Effect 1 :
    • The Zombie: Husks; Thorian Creepers; Varren (basically space dogs + lizards).
    • The Soldier: Geth Troopers; Mercenaries; Pirates;
    • The Grunt: Thugs; Assassins; Pirates
    • The Elite: Geth Shock Troopers; Cerberus Commandos; Asari Commandos
    • The Ninja: Geth Hoppers
    • The Rocketeer: Geth Rocket Troopers; Mercenary Anti-Tank; Cerberus Anti-Tank; Pirate Anti-Tank.
    • The Heavy: Geth Primes (and to a lesser extent, Geth Hunters); Geth Destroyers; any Krogan unit; Geth Armatures are somewhere between this and Walking Tanks, depending on your level and whether or not you've got the Mako IFV.
    • The Sniper: Geth Snipers; Mercenary Snipers; Pirate Snipers; Cerberus Snipers
    • The Rat: Rachni workers.
    • The Champion: Mercenary Adepts; Cerberus Research Technicians; Crimes Bosses
    • Walking Tanks: Geth Colossi and Thresher Maws. Different than most examples, since they are more common and you fight them with an IFV.


  • Mass Effect 2 :
    • The Zombie: Husks; Varren (basically space dogs + lizards); Abominations, of the Action Bomb variant.
    • The Soldier: Geth Troopers; Blue Suns Troopers; Eclipse Troopers; Blood Pack Troopers; Collector Drones; Project Guards; Shadow Broker Agents; Batarian Troopers.
    • The Grunt: LOKI mechs; arguably vorcha Blood Pack Troopers.
    • The Elite: Blue Suns Legionnarries and Centurions; Blood Pack Krogan Warriors; Collector Guardians; Eclipse / Shadow Broker Vanguards and Engineers; Project Elites.
    • The Heavy: Geth Primes (and to a lesser extent, Geth Hunters); Scions; Blue Suns Commanders; Eclipse Commandos;
    • The Rocketeer: Geth Rocket Troopers; Eclipse Heavies; Blue Suns Heavies; Blood Pack Boom Squads.
    • The Pyro: Blood Pack Vorcha Pyros, Blue Suns Pyros, Project Pyros, and Geth Destroyers.
    • The Canister: All of the pyros. LOKI and YMIR mechs also explode if shot in the head hard enough.
    • The Champion: Harbinger Collector Drones. To a lesser extent and depending on your class, Eclipse / Shadow Broker Vanguards and Engineers.
    • Walking Tanks: The Geth Colossus (unless you're fighting them inside the Hammerhead; Collector Praetorians; The Thresher Maw.
    • The Gunship: The Mantis gunships fought as bosses in two levels in the second game (and once in a DLC).
  • Mass Effect 3:
    • Cerberus Troops:
      • The Soldier: Assault Troopers are fairly standard Soldiers, though they are tactically smart and come equipped with powerful melee attacks and are very accurate with their grenades.
      • The Elite: Centurions are like Assault Troopers, but have Deflector Shields (making them more durable) and deploy smoke screens to help their allies.
      • The Sniper: Nemeses combine Sniper duties with the mobility of a Soldier.
      • The Shield: Guardians are a textbook example. Every single tactic described in the main entry works to a lesser or greater degree.
      • The Trigger: Combat Engineers are Soldiers that will, if left unchecked, deploy powerful automated turrets.
      • The Heavy: Atlas combat mechs have considerable weaponry and take a lot of firepower to take down.
      • The Ninja: Phantoms, complete with speed, melee attacks, and considerable durability.
    • Husks:
      • The Zombie: Husks.
      • The Soldier: Cannibals. They're mostly the same as troopers, even being able to fire grenades from their arm cannon, but their guns have a lower rate of fire, they don't take cover as effectively, and they can't roll. To make up for this, they also come equipped with the unique ability to eat fallen allies to regain health and add armor plating.
      • The Elite: Marauders. Equipped with deflector shields, armed with light machine guns, and have the ability to resurrect fallen enemies.
      • The Heavy: Brutes. Big, durable, and immune to biotics. Though it only attacks with melee.
      • The Champion: Banshees. They can use many of the same biotic abilities that the players can, including Nova, Charge, Warp, and Barrier. They can also Flash Step. May also be a Walking Tank given just how powerful they are.
      • The Walking Tank: Harvesters. Even though durability wise, they're technically slightly weaker than Banshees.
      • Snipers: Ravagers. They're quite heavily armored for snipers, and they're cannons are faster than sniper rifles, but they still fit a sniper's behavior of camping in the back and pelting you with incredibly accurate and powerful shots.
      • The Rat: Swarmers. They're deployed by Ravagers.
    • Geth:
      • The Grunt: Troopers.
      • The Elite: Hunters.
      • The Pyro: Pyros.
      • The Rocketeer / The Elite: Rocket Troopers.
      • The Heavy: Primes.
      • The Rat / The Bat: The Combat Drones and Turret Drones respectively deployed by the Primes.
  • Modern Warfare / Call of Duty :
    • The Zombie: Dogs. Zombies in Nazi Zombies mode. Japanese soldiers when using the banzai charge. Suicide Bombers in Moder Warfare 3's Survival Mode are the Action Bomb variant.
    • The Grunt: Prison Guards, Brazil Militia, Cuban Police, Survival Mode's militia and submachine gun wielding soldiers.
    • The Soldier: Almost every Russian / German / Middle Eastern / Japanese soldier encountered in any game in the series. Also, those unnamed AK-47 wielding soldiers in Survival Mode.
    • The Elite: Varies, but most games have one unit who are functionally better than the rest, such as Shadow Company from Modern Warfare 2 or gas mask wearing Commandos in Modern Warfare 3's Survival Mode. In particular, the Commandos can take more punishment than should be humanly possible even with the best body armor, being able to survive 7-8 rifle rounds, carry western firearms like the ACR, and have near perfect accuracy.
    • The Heavy: Juggernauts, light machine gun carrying soldiers with extremely heavy armor. Mostly regulated to Survival Mode and special ops missions.
    • The Sniper: Nazi Snipers; Ghillie Snipers
    • The Ninja: Those annoying gas zombies in Nazi Zombies mode.
    • The Rocketeer: Any grunt who happens to be carrying an RPG.
    • The Shield: Riot shield wielding enemies in Modern Warfare and Black Ops.
    • Walking Tanks: Tanks.
    • The Gunship: Russian Hind Gunships. Little Birds in Modern Warfare 3's Survival Mode.
    • The Pyro: Flamethrower wielding enemies in World At War.
  • Quake:
    • Zombies: Zombies
    • Grunts: Grunts, Knights
    • Soldiers: Enforcers
    • Elites: Ogres
    • Ninjas: Fiends, Death Knights
    • Heavies: Vores
    • Walking Tanks: Shamblers
    • Bats: Scrags
    • Rats: Rottweilers, Rotfish, Spawns
  • Quake II:
    • Rats: Barracuda Sharks
    • Shields/Zombies: Brains
    • Grunts: Processed Marines
    • Soldiers: Enforcers
    • Elites: Gunners
    • Heavies: Gladiators, Medics
    • Bats: Flyers, Technicians
    • Rocketeers: Iron Maidens
    • Ninjas: Berserkers, Icarus, Parasites, Mutants
    • Walking Tanks: Tanks, obviously
    • Snipers: Gladiators
    • Gunships: Hornets
    • Medics: Medics
  • Quake 4:
    • Zombies: Zombies
    • Soldiers: Strogg Marines
    • Grunts: Sentries, Scientists
    • Elites: Tactical Strogg
    • Snipers/Shields: Gladiators
    • Walking Tanks: Harvesters, Walkers
    • Ninjas: Berserkers, Grunts
    • Heavies: Gunners, Gladiators, Stream Protectors
    • Rocketeers: Iron Maidens
    • Robotic Bats: Hornets
    • Pyros: Light Tanks
    • Gunships: Heavy Hover Tanks
  • Doom:
    • Zombies: Demons and Spectres
    • Robotic Bats: Lost Souls
    • Gunships: Cacodemons and Pain Elementals
    • Grunts: Zombiemen, Shotgun Guys, Imps
    • Elites: Chaingunners
    • Snipers: Arch-Viles
    • Walking Tanks: Cyberdemon, Spiderdemon
    • Ninjas: Revenants
    • Heavies: Hell Knights, Barons of Hell, Mancubi, Arachnotrons
  • Serious Sam 3: BFE:
    • Zombies: Kleer skeletons, Gnaars, Sirian Werebulls, Antaresian Spiders, Beheaded Kamikazes (Action Bomb variant)
    • Rats: Hatchling Antaresian Spiders
    • Gunships: Technopolip-controlled attack helicopters.
    • Grunts: Beheaded Rocketeers, Cloned Soldiers.
    • Elites: Arachnoid Hatchlings can survive twice as much damage as a standard FPS 'Soldier' Mook, are one of the only enemies in the game equipped with hitscan weapons, and have a deadly melee attack.
    • Heavies: Major Biomechanoids, Scrapjacks, and Arachnoid Adults.
    • Ninjas: Scythian Witch Harpies and Aurigan Cave Demons; the former can fly, toss slow moving energy balls, and survive as much damage as a standard FPS 'Soldier' Mook, whereas the latter leap around and stick to walls
    • Walking Tanks: Khnums. Until the final level, where you face dozens at a time.
  • Marathon
    • Rats: Lookers, Ticks
    • Zombies: Simulacums, F'lickta
    • Robotic Bats: Wasps, Drones
    • Grunts: Fighters
    • Soldiers: Troopers
    • Elites: Enforcers, S'pht'Kr
    • Heavies: Hunters, Cyborgs
    • Ninjas: Compilers
    • Pyros: Flame Cyborgs, Enforcers in 2 and Infinity
    • Canisters: Simulacrums, Cyborgs
    • Snipers: Hunters, Enforcers
    • Gunships: Juggernauts
    • Walking Tanks: Drinniols, Mother of All Hunters, Mother of All Cyborgs
  • Duke Nukem 3D
    • The Grunt: Pig Cops
    • The Soldier: Assault Troopers
    • The Elite: Assault Enforcers
    • The Rat: Protozoid Slimers, Sharks
    • The Robotic Bat: Sentry Drones
    • The Heavy: Octabrains
    • The Rocketeer: Assault Commanders
    • The Walking Tank: Battlelord Sentries, Pig Cop Tanks
    • The Ninja: Protector Drones
    • The Gunship: Recon Patrol Vehicles
  • Turok 2: Seeds of Evil
    • Rats: Compies, Cave Spider Hatchlings, Skimmers
    • Zombies: Deadmen
    • Bats: Swamp Wasps, Dimorphodons, the Primagen's robotic flyers
    • Grunts: Raptors, Mites, Mantid Workers, Cave Spiders, Leapers
    • Soldiers: Raptoids, War Clubs, Sentinels, Bio-Bots
    • Elites: Endtrails, Death Guards
    • Snipers: Endtrails, Gunners, Guardians
    • Ninjas: Mantid Drones, Cloaked Endtrails
    • Heavies: Juggernauts, Lords of the Flesh, Troopers
    • Walking Tanks: Mantid Soldiers, Elite Troopers
    • Pyros: Lords of the Dead, Fireborns
  • Pathways into Darkness
    • Zombies: Banshees, Wraiths (invisible, also making them Ninjas)
    • Bats: Nightmares, Spheres
    • Grunts: Headless, Skitters
    • Soldiers: Zombies, Ghouls
    • Heavies: Oozes
    • Elites: Ghasts, Green Oozes, Greater Nightmares, Venomous Skitters
    • Walking Tank: The Big Blue Meanie
  • Descent I and II
    • Rats: Supervisors, Gophers
    • Zombies: Medium Lifters, mine-laying enemies
    • Bats: Small Spiders, Secondary Lifters, Sidearm Modulas, Red Hornets, Omega Defense Spawn, Compact Lifters
    • Grunts: Both types of Drones, PEST's, PIG's
    • Soldiers: Small Hulks, D1 Spiders, PTMC Prototypes, ITD's, FOX Attack Bots, TRN Racers, Fervid 99's
    • Rocketeers: Medium Hulks, Missile Platforms, LOU Guards, MAX's
    • Elites: Red Hulks, Heavy Drillers, Platforms, Advanced Lifters, ITSC's, Ice Spindle Bots, BPER's, Green Hornets, Canaries, Logikills
    • Snipers: Vulcan Drillers, Seekers, Bulk Destroyers, Sniper NG's
    • Heavies: Fusion Hulks, Red Fatty Jr., Boarsheads
    • Gunships: Sidearms, D2 Spiders (both drop smaller enemies when killed)
    • Ninjas: Cloaked enemies, Advanced Lifters, Diamond Claws, Thiefbots, Energy Bandits, Fiddlers
    • Pyros: Smelters (ricocheting projectiles force you out of cover), SPIKE's (their Omega Cannon will zap you at close range)
    • Triggers: Supervisors don't attack, but alert other enemies to your presence; Sidearm Modulas will reform into a full-size Sidearm if not killed quickly; Diamond Claws and Class 2 Heavy Drillers shoot returning homing plasma if hit with energy weapons.
  • Descent 3
    • Rat: Pest
    • Bat: Orbot, Hunter
    • Grunt: Gyro, Squid, Tailbot, Manta
    • Zombie: Tubbs, Sickle, Sharc, Sparky
    • Soldier: Stinger, Six-Gun, Vauss Stormtrooper
    • Elite: Omega Stormtrooper, Hood
    • Heavy: Thresher, Tracker
    • Pyro: Flame Gyro, Flame Stormtrooper
    • Ninja: Thief, Old Scratch
    • Walking Tank: Juggernaut
    • Champion: upgraded Tailbots, Six-Guns, Stingers and Threshers; enemy Pyro-G Ls
  • Red Faction 1:
    • Rats: Baby Reapers, Baby Rock Worms
    • Zombies: Reapers, Mutants, Sea Creatures
    • Bats: Mecha Turrets, Spike Robots
    • Grunts: Security Guards, Riot Guards
    • Soldiers: Guard Captains, Mercenary Grunts
    • Elites: Elite Guards, Mercenary Commanders
    • Heavies: Heavy Mercenaries
    • Snipers: Guard Captains when using Sniper Rifles, Mercenary Commanders when using Rail Drivers
    • Pyros: Flamethrower Merc Grunts
    • Rocketeers: Riot Guards with Rocket Launchers, Heavy Mercs with Fusion Rocket Launchers
    • Gunships: Aesir Fighters
  • P.N.03, although a Third-Person Shooter, has many of the FPS enemy types
    • Rats: Ranke
    • Bats: Eichel, Birne
    • Grunts: Iris, Walnusse; the latter of which are more durable than most grunts, but still have weak weapons
    • Soldiers: Pilz
    • Rocketeers: Pilz-M
    • Elites: Pilz-P
    • Ninjas: WeissBurke
    • Shields: Kirsche provide shields for other enemies
    • Heavies: Seerose
    • Walking Tanks: Gardenie
    • Triggers: Pilz self-destruct if you get too close, Rankes explode if they latch onto Vanessa.