Surviving the Nullscape Entities takes practice and planning. Knowing how each entity behaves can save you in the long run. The class you play as in Nullscape can determine your strengths and weaknesses against entities.

I’ve got a Nullscape Classes Tier List to help you decide, but I’ve also mentioned when the class you pick makes a difference further down in this guide.

Nullscape Entities

Choose wisely when it comes to which entities you want to bring along.

How to Survive All Entities

My recommended advice, and what to expect, when facing off against each entity in Nullscape.

Bell

Chance to appear from level 1.

  • It can teleport directly in front of you, or at least nearby
  • Changes your velocity upon contact, but it can be harmless, unless it has Curses
  • Ringing the Bell cleanses Flesh-infected tiles and the Fleshed status effect

To avoid Bell, you should pick either the Glider or Diver class, as they make it much easier to evade the entity.

Mart

Chance to appear from level 1.

  • Emits light and sound when nearby
  • Mart can defeat you instantly
  • It can phase through walls and objects
  • Marts can combine to create the Bigger Mart entity

He’s small and slow, so it can be easy to evade him at times.

Baby

Chance to appear from level 1.

  • Dashes towards players, but displays a line to let you know where it’s heading
  • 2 permanent Babies create the Voidbound Baby
  • Redirected dashes only happen if you obtain the Problem Child
  • Baby does not move around the map and instead relies on dashes

While the dashes are detrimental, you can tell when Baby is charging a dash due to the animation. During this time, you can move out of the way or hide.

ICBM

Chance to appear from level 1.

  • Follows a player around the map before exploding, which can defeat multiple players at once

Keep moving around as much as possible, because even though the ICBM follows you, eventually it stops as it gets ready to explode. Move out of the way quickly to avoid its radius.

Husk

Chance to appear from level 1.

  • Starts moving if you move
  • Creates duplicates after a few seconds
  • Copies your movements
  • Defeats you upon contact
  • Only appears for the player and not teammates

The Husk cannot catch up to you, but you need to avoid going back on yourself, as the Husk will be there. Before you move, make sure you know where you’re going. Once you move, the Husk has a chance to spawn.

Springer

Chance to appear from level 1.

  • Falls onto a random tile and jumps to random ones now and then
  • When it lands on a tile, it creates a shockwave, which knocks nearby players
  • The only way for Springer to defeat players is by landing on them at random

While there’s no way to evade Springer landing on your tile, you can jump out of the way of its shockwave. If you manage to jump over the shockwave, you won’t be knocked back.

Flesh

Chance to appear from level 5.

  • Infects tiles, which, when stood on, slow down players and also infect them
    • When players are infected, they cannot use their ability, and they move much more slowly. As they move across tiles, they infect them
  • Flesh moves at a quicker speed when travelling across infected tiles

You can survive against Flesh by ringing the Bell entity, as it cleanses all infections. If you use the Spirit class, you will not be affected by the infection whilst in spirit form.

NIL

Chance to appear from level 5.

  • Emits static when nearby before dashing towards you
  • Once it attacks you, it turns invisible and teleports away. If another player appears, NIL will focus on them instead, but if not, it will come back for you

Do your best to listen out for the sounds that NIL makes, as they can help you to determine where the entity is, and if it’s about to appear.

Guardian

Chance to appear from level 8.

  • Dashes towards a nearby player before emitting the sound of a gear turning. After this sound, it fires out projectiles which can defeat players upon contact
  • If Altar of Passage is used, this enrages the Guardian, which increases the speed of its bullets and movement

Keep moving and dodging when the Guardian makes the gear sound. You’ve got a short window of time to get out of the way of its projectiles.

Telefragger

Chance to appear from level 8.

  • Follows players around before defeating them upon contact
  • Teleports directly in front of a player every 7 seconds, but emits a sound beforehand

Listen out for the sound the Telefragger makes before it teleports. If you hear it, change your current direction and move quickly.

Random (or ???)

Chance to appear at the start of a round.

  • Turns into a random entity

Due to this entity morphing into a random enemy, there’s no way to predict what it’ll be. So, to survive this entity, you need to make sure you know all about the others.

Operator

Chance to appear from level 5.

  • A sound plays when the Operator spawns, with another sound once it notices that a player isn’t moving or has all the keys. Luckily, jumping isn’t counted as movement, so you can still do that
  • Once it detects you, it travels quickly, instantly defeating you

Keep moving to avoid detection, and if you have all the keys, good luck.

Kolona

Chance to appear from level 10.

  • Displays a number representing its destination, which it counts up to

Take note of the number that is displayed. When it reaches that number, you need to use your ability. If you are using the Prisoner class, Kolona will not spawn. If it is infected by the Flesh entity, the timer is paused.

Voidbreaker

Chance to appear from level 15.

  • Faces the player it’s about to attack
  • Uses its blade to summon a sword before attacking you

Avoiding the strikes can be difficult, but pay attention to the direction of the sword. If you have plenty of movement upgrades, this entity is easy to survive against.

Cadence

Chance to appear from level 15.

  • It ticks as it remains stationary. In its passive form, an instrument spawns next to a player, connecting Cadence to it via a chain
  • You cannot outrun Cadence once it targets you
  • If the timer runs out, Cadence attacks

You need to collect instruments to prevent Cadence from moving before the timer runs out. For each instrument you collect, the timer increases.

Voidbound Baby

This entity spawns when there are two Babies and the current level is at least 10 or above.

  • Behaves similarly to the Baby entity, but has quicker dashes that travel further

To stop this entity from spawning, try not to spawn two Babies. When the Voidbound Baby is about to dash, move in various directions, just as long as you aren’t moving in a straight line.

Voidbound Guardian

Chance to appear from level 20, and only spawns if there is a Guardian.

  • Fires an additional shot compared to the regular Guardian
  • Its bullets move much faster before exploding upon contact
  • Its cooldowns are much shorter

Focus on upgrading your speed if you know there’s a chance for the Voidbound Guardian to appear. Try to avoid travelling close to other players, because if they’re targeted, you could get hit by the projectiles, too.

Scrapmaw

Chance to appear from level 25.

  • Dashes in front of you every 20 to 30 seconds, summoning a beam to indicate which direction it’s heading in
  • Once it dashes, it remains in front of you, dealing damage, before dashing again and despawning
  • As Scrapmaw is about to dash, it summons lasers which point in random directions

When you notice the direction beam, get out of the way as quickly as possible. Avoiding that initial dash is crucial.

With experience working for GameRant and in SEO copywriting, Adele loves to combine her adoration for gaming with her writing craft. She’ll talk your ear off about anything fantasy, and if she’s not typing away at her desk, she’s probably playing an RPG somewhere, watching anime, or reading a book.