Complete Bestiary

Comprehensive enemy database with stats, spells, and strategic counters for all enemy types in Vandal Hearts.

Table of contents

  1. Enemy Classification System
    1. Enemy Types
    2. Stat Notation
  2. Common Enemy Types
    1. Brigands (Knight-Class)
    2. Hunters (Archer-Class)
    3. War Ghosts / Hell Bats (Airman-Class)
    4. Clay Golems / Stone Golems (Golem-Class)
  3. Enemy Mages (Critical Threats)
    1. Enemy Sorcerers / Enchanters
  4. Enemy Priests (Healer-Class)
    1. Enemy Bishops / Archbishops
  5. Special Enemy Types
    1. Death Ant (Monster)
    2. Mimic Monsters (Mana Trial)
  6. Boss Enemies
    1. Hel Spites (Major Antagonist)
    2. Dolf Crowley (Recurring Boss)
    3. Kane (Crimson Guard Commander)
    4. Xeno Calimani (Master of Time/Space)
    5. Dumas (Necromancer Boss)
  7. Enemy Spell Threats
    1. Spells Enemy Mages Cast
    2. Enemy Heal Spells
  8. Strategic Enemy Analysis
    1. Most Dangerous Enemy Types (Ranked)
  9. Enemy Weaknesses & Resistances
    1. Type Matchups
  10. Battle Tactics by Enemy Composition
    1. All-Melee Enemy Party
    2. Mixed Standard Party
    3. Mage-Heavy Enemy Party
    4. Golem-Heavy Party
  11. Enemy Gold & EXP
    1. Experience Gain
    2. Gold Rewards
  12. Trials of Toroah Enemies
    1. Chaos Trial (All Golems)
    2. Heaven Trial (Boss Rush)
  13. Next Steps

Enemy Classification System

Enemy Types

Enemies are classified by their combat role:

  • Knights (Kn) - Melee fighters, front-line units
  • Armor (Ar) - Heavy defense, slow movement
  • Archers (Bo) - Ranged attackers, ground-based
  • Airmen (Ai) - Flying units, mobile strikers
  • Mages (Mg) - Offensive magic users
  • Priests (Pr) - Healers and support
  • Monks (Mk) - Hybrid fighter-mages
  • Golems (Go) - High-defense constructs
  • Bosses (B) - Unique powerful enemies

Stat Notation

Enemy Stats Format: Lv/HP,MP | AT,DF,AGL

  • Lv = Level
  • HP = Hit Points
  • MP = Magic Points
  • AT = Attack power
  • DF = Defense
  • AGL = Agility (evasion)

Common Enemy Types

Brigands (Knight-Class)

Appearances: Act 1-3 Threat Level: Low to Moderate

Typical Stats:

  • Level 1-5: 14-42 HP, 11-26 AT, 10-23 DF
  • Spells: None (basic melee only)
  • Movement: 3-4 tiles (normal)

Behavior:

  • Standard melee attackers
  • Charge toward nearest target
  • No special abilities
  • Front-line fodder

Counter Strategy:

  • Archers: Shoot before they close distance
  • Mages: Phase Shift eliminates groups
  • Knights: Can tank their attacks easily
  • ✗ Avoid: Sending fragile units to front

Loot: 20-50G per kill


Hunters (Archer-Class)

Appearances: Act 1-3 Threat Level: Moderate

Typical Stats:

  • Level 1-5: 12-37 HP, 10-23 AT, 8-18 DF
  • Spells: None (ranged attacks only)
  • Movement: 3-4 tiles
  • Range: 4-5 tiles

Behavior:

  • Attack from distance
  • Target low-DEF units (Mages, Priests)
  • Stay back from melee
  • Moderate damage output

Counter Strategy:

  • Knights: Take reduced damage from arrows, charge them
  • Your Archers: Outrange and outshoot them
  • Mages: Phase Shift from safety
  • ✗ Avoid: Exposing Mages/Priests to archer fire

Threat Assessment:

  • vs Knights: Low (reduced damage)
  • vs Mages/Priests: High (full damage, prioritize)
  • vs Airmen: Critical (bonus damage, deadly)

War Ghosts / Hell Bats (Airman-Class)

Appearances: Act 1-2 (War Ghosts), Act 1-3 (Hell Bats) Threat Level: Moderate to High

Typical Stats:

  • Level 2-6: 22-50 HP, 18-35 AT, 14-28 DF
  • Spells: None (flying melee)
  • Movement: 5-7 tiles (flying)

Behavior:

  • Fly over obstacles and units
  • Attack from unexpected angles
  • Target back-line (Mages, Priests)
  • High mobility threat

Counter Strategy:

  • Archers: Deal bonus damage to airmen (priority)
  • Focus Fire: Multiple archers eliminate quickly
  • Protect Back-line: Keep healers/mages safe
  • ✗ Avoid: Letting them reach your Priests/Mages

Critical Weakness: Vulnerable to Archers (take bonus damage)

Enemy Airmen are #1 threat to your back-line units. Kill with archers IMMEDIATELY!


Clay Golems / Stone Golems (Golem-Class)

Appearances: Act 1-6 (throughout game) Threat Level: Moderate (high DEF)

Typical Stats:

  • Clay Golem (Early): 56-80 HP, 34-45 AT, 37-50 DF
  • Stone Golem (Mid): 80-120 HP, 45-60 AT, 50-70 DF
  • Spells: None (physical only)
  • Movement: 2-3 tiles (slow)

Behavior:

  • Very high physical defense
  • Slow movement
  • Deal moderate damage
  • Resistant to physical attacks

Counter Strategy:

  • Mages: Magic bypasses high DEF (BEST)
  • Phase Shift/Salamander: Massive damage to golems
  • Fire Magic: Extra effective (elemental weakness)
  • ✗ Avoid: Physical attacks (5-10 damage only)

Why Golems Are Problematic:

  • Knight sword attack: ~10 damage (useless)
  • Mage Phase Shift: ~80 damage (effective)
  • Magic required to kill efficiently

Golems are designed to force magic usage. Pure physical parties struggle heavily against them.


Enemy Mages (Critical Threats)

Enemy Sorcerers / Enchanters

Appearances: Act 3-6 Threat Level: CRITICAL

Typical Stats:

  • Level 10-20: 60-100 HP, 40-80 MP
  • AT: Low (10-20), DF: Low (15-25)
  • MAG DEF: Very High (40-60)
  • Spells: Phase Shift, Salamander, Dark Fire

Behavior:

  • Cast Phase Shift on your party (60-80 damage to 4-6 units)
  • Target clustered groups
  • Stay back from front lines
  • Most dangerous enemy type

Why Enemy Mages Are Critical Threats:

  • Phase Shift: Can hit 4-6 of your units for 60-80 damage each
  • Total damage: 240-480 damage in one spell
  • Party wipe potential: Can kill multiple units
  • Must be eliminated immediately

Counter Strategy:

  • Archers: Snipe from range (priority #1)
  • Your Mages: Phase Shift them first
  • Airmen: Rush and eliminate quickly
  • Focus Fire: All ranged units target enemy mage
  • NEVER: Let them survive to cast

Target Priority:

  1. Enemy Mages - Kill FIRST (before they cast)
  2. Enemy Airmen - Kill second (threaten back-line)
  3. Enemy Knights - Kill third (manageable)

Enemy Mages casting Phase Shift can end your run. They are ALWAYS top priority!


Enemy Priests (Healer-Class)

Enemy Bishops / Archbishops

Appearances: Act 4-6 Threat Level: Moderate (support)

Typical Stats:

  • Level 12-20: 70-110 HP, 50-90 MP
  • Spells: Healing, Superior Heal, Supreme Healing, Holy Lightning

Behavior:

  • Heal wounded enemies (40-80 HP restored)
  • Cast Mystic Shield (damage reduction)
  • Occasional Holy Lightning attacks
  • Support role, not direct threat

Counter Strategy:

  • Kill healed enemies first (deny healing value)
  • Eliminate Priest after immediate threats
  • AOE damage (hit Priest + other enemies together)
  • ✗ Avoid: Ignoring them (enemies stay alive longer)

Threat Assessment:

  • Direct damage: Low (Holy Lightning weak)
  • Indirect threat: High (heals extend battles)
  • Priority: Medium (after Mages/Airmen, before Knights)

Special Enemy Types

Death Ant (Monster)

Appearance: Act 1, Section 4 (Sand Dunes) Threat Level: Moderate (Early Boss)

Stats:

  • Level 6: 54 HP, 44 AT, 40 DF, 34 AGL
  • Spells: SELF HEALING (2 MP)
  • Movement: 3 tiles

Behavior:

  • Self-heals when damaged (restores ~20 HP)
  • Moderate damage output
  • First “boss” encounter
  • Guards Nova Key quest item

Counter Strategy:

  • Burst damage: Kill before it heals
  • Magic attacks: Bypass high DEF
  • Focus fire: All units attack Death Ant
  • ✗ Avoid: Prolonged battle (it heals repeatedly)

Reward: Woman at Minato Bar gives Nova Key (Trial #1)


Mimic Monsters (Mana Trial)

Appearance: Trial of Toroah - Mana Trial Threat Level: Moderate (Puzzle enemies)

Stats:

  • Level ~15: 80-100 HP, moderate stats
  • Spells: Varies by mimic
  • Special: Look identical until attacked

Behavior:

  • Guard treasure chests (SE corner has real treasure)
  • Most are decoys (no treasure)
  • Attack when approached
  • Moderate combat threat

Counter Strategy:

  • Go directly to SE corner (real treasure location)
  • Avoid fighting all mimics (waste of time)
  • Use Phase Shift if forced to fight
  • ✗ Avoid: Opening every chest (time-consuming)

Boss Enemies

Hel Spites (Major Antagonist)

Appearance: Act 2, Section 6 (Castle Ruins) Threat Level: Very High

Stats:

  • Level ~12: 120+ HP, 60+ MP
  • Spells: Dark Hurricane, offensive magic
  • Equipment: Strong weapons/armor

Behavior:

  • Powerful melee + magic hybrid
  • Guards entrance to time warp
  • Story-critical battle
  • Cannot be truly defeated (scripted)

Counter Strategy:

  • Survive until story triggers
  • Heal frequently (Huxley critical)
  • Damage when safe (chip away at HP)
  • Note: Battle ends via story event, not HP depletion

Dolf Crowley (Recurring Boss)

Appearances: Act 2 onwards (multiple battles) Threat Level: Very High to Critical

Stats (Vary by Encounter):

  • Early (Act 2): ~100 HP, moderate stats
  • Late (Act 5-6): 200+ HP, very high stats
  • Spells: Varies (magic attacks)

Behavior:

  • Powerful melee fighter
  • Magic attacks available
  • Often has elite guard support
  • Multiple encounters throughout game

Counter Strategy:

  • Kill supporting enemies first (reduce pressure)
  • Focus Dolf after adds eliminated
  • Phase Shift + Salamander (heavy AOE damage)
  • Supreme Healing ready (he hits hard)

Kane (Crimson Guard Commander)

Appearance: Act 6, Section 1 Threat Level: Critical

Stats:

  • Level ~28: 250+ HP, 80+ MP
  • Spells: PLASMA WAVE (damages ALL allies!)
  • Equipment: Best in game (Caliburn sword)

Behavior:

  • Casts Plasma Wave (50-80 damage to ENTIRE PARTY)
  • Elite Crimson Guard support
  • High physical attack
  • Very dangerous

Counter Strategy:

  • Kill Crimson Guards first (reduce total damage)
  • Supreme Healing after Plasma Wave
  • Salamander/Phase Shift (damage Kane + guards)
  • Mystic Shield pre-cast (reduce Plasma Wave damage)
  • ✗ Avoid: Clustering party (Plasma Wave hits everyone anyway)

Reward: Caliburn sword (+28 ATK, best non-Vandal sword)

Kane’s Plasma Wave is devastating! Keep HP high and Supreme Healing ready at all times.


Xeno Calimani (Master of Time/Space)

Appearance: Act 6, Section 3 Threat Level: Critical

Stats:

  • Level ~30: 280+ HP, 100+ MP
  • Spells: Plasma Wave, time/space magic
  • Role: Zohar’s treacherous apprentice

Behavior:

  • Powerful magic attacks
  • Plasma Wave (party-wide damage)
  • Summons/controls powerful creatures
  • Master-level mage

Counter Strategy:

  • Vandalier Ash: Plasma Wave vs Plasma Wave
  • Dual Mages: Eleni + Zohar Phase Shift spam
  • Supreme Healing on rotation
  • Life Orbs for emergency recovery

Reward: Runewand (+14 ATK staff, best for mages)

Story Significance: Zohar’s final lesson to his apprentice


Dumas (Necromancer Boss)

Appearance: Act 3, Section 7 (Prison Fortress) Threat Level: High

Stats:

  • Level ~18: 160+ HP, 70+ MP
  • Spells: Dark magic, necromancy
  • Behavior: Summons undead minions

Counter Strategy:

  • Phase Shift (hits Dumas + summons)
  • Focus Dumas (summons disappear when he dies)
  • Holy magic (effective vs undead)

Reward: Zen Robe (+20 DEF, best robe until Mojo Robe)


Enemy Spell Threats

Spells Enemy Mages Cast

Spell R/F Damage Threat Level Counter
Plasma Wave inf/inf 50-80 ALL CRITICAL Supreme Healing ready
Phase Shift 0/7 60-80 AOE Very High Kill mage before cast
Dark Fire 5/2 50-70 AOE High Spread out party
Explosion 6/0 60-80 single High High-priority target
Dark Hurricane 6/1 40-60 AOE Moderate Focus fire mage
Thunder Ball 5/2 30-50 AOE Moderate Standard tactics

Enemy Heal Spells

Spell Effect Threat Counter
Hyper Healing 60-80 HP restored High Kill healed target fast
Extra Healing 40-50 HP AOE Moderate AOE to re-damage
Healing 30-40 HP single Low Focus fire

Strategic Enemy Analysis

Most Dangerous Enemy Types (Ranked)

  1. Enemy Mages (10/10 threat)
    • Can wipe party with Phase Shift/Plasma Wave
    • ALWAYS kill first
    • Use archers to snipe safely
  2. Enemy Airmen (8/10 threat)
    • Bypass front line, attack Priests/Mages
    • Kill with archers (bonus damage)
    • Second priority after mages
  3. Enemy Bosses (7-9/10 threat varies)
    • Kane, Xeno most dangerous
    • Plasma Wave capability
    • Require full party effort
  4. Enemy Priests (5/10 threat)
    • Heal other enemies (extend battles)
    • Not immediately deadly
    • Kill after mages/airmen
  5. Enemy Knights (3/10 threat)
    • Standard melee fodder
    • Manageable with basic tactics
    • Lowest priority
  6. Enemy Archers (4/10 threat)
    • Moderate damage from range
    • Dangerous to low-DEF units
    • Medium priority
  7. Golems (6/10 threat)
    • High DEF blocks physical attacks
    • Requires magic to kill efficiently
    • Moderate threat if you have mages

Enemy Weaknesses & Resistances

Type Matchups

Enemy Knights:

  • ✓ Weak to: Airmen (bonus damage)
  • ✓ Neutral: Archers, Mages, Priests
  • ✗ Strong vs: Your Archers (reduced damage taken)

Enemy Archers:

  • ✓ Weak to: Your Knights (bonus resist)
  • ✓ Neutral: Most units
  • ✗ Strong vs: Your Airmen (bonus damage dealt)

Enemy Airmen:

  • ✓ Weak to: YOUR ARCHERS (critical weakness)
  • ✓ Neutral: Mages, Priests
  • ✗ Strong vs: Your Knights (bonus damage)

Enemy Mages:

  • ✓ Weak to: Physical attacks (low DEF)
  • ✓ Resistant: Magic attacks (high MAG DEF)
  • Best Counter: Archers (safe range, bypass MAG DEF)

Golems:

  • ✓ Weak to: MAGIC (bypasses DEF), Fire element
  • ✗ Resistant: Physical attacks (5-10 damage only)
  • Best Counter: Mages with Phase Shift/Salamander

Battle Tactics by Enemy Composition

All-Melee Enemy Party

Composition: Knights, Armor, few ranged

Strategy:

  • ✓ Archers soften from range
  • ✓ Mages Phase Shift clusters
  • ✓ Knights tank remaining enemies
  • ✓ Easy battle (no priority threats)

Mixed Standard Party

Composition: Knights, Archers, 1-2 Airmen

Strategy:

  1. Kill enemy Airmen with your Archers (priority #1)
  2. Mages Phase Shift clusters of Knights/Archers
  3. Your Knights mop up survivors

Mage-Heavy Enemy Party

Composition: 2+ Enemy Mages, support units

Strategy:

  1. ALL ARCHERS FOCUS MAGES (critical)
  2. Kill mages before they cast (prevent Phase Shift)
  3. Use your Mages to counter-Phase Shift if needed
  4. Supreme Healing ready (if they cast first)

Battles with 2+ enemy mages are most dangerous! Eliminate mages IMMEDIATELY or risk party wipe.

Golem-Heavy Party

Composition: 5+ Golems, few others

Strategy:

  • Mages are MVP (Phase Shift, Salamander)
  • ✓ Fire magic (bonus vs golems)
  • ✓ Don’t waste time with physical attacks
  • ✓ Chaos Trial is ALL GOLEMS (mages required)

Enemy Gold & EXP

Experience Gain

Standard Enemies:

  • Level 1-5: 8-15 EXP per kill
  • Level 6-15: 15-30 EXP per kill
  • Level 16-25: 30-50 EXP per kill
  • Level 26+: 50-80 EXP per kill

Boss Enemies:

  • 80-150 EXP per kill
  • Significant level boost

Gold Rewards

Per Battle:

  • Act 1: 500-1,000G
  • Act 2: 800-1,500G
  • Act 3: 1,200-2,500G
  • Act 4: 2,000-4,000G
  • Act 5: 3,000-6,000G
  • Act 6: 5,000-10,000G

Money Items:

  • Bag of Coin: 1,000G
  • Gold Axe: 4,000G
  • Mithril: 5,000G

Trials of Toroah Enemies

Chaos Trial (All Golems)

Enemy Composition: 100% Golems Threat Level: High (for physical parties)

Enemy Types:

  • Stone Golems (high DEF)
  • Clay Golems (moderate DEF)
  • Iron Golems (very high DEF)

Why It’s Hard:

  • Physical attacks do 5-10 damage (useless)
  • Magic required to damage efficiently
  • Pure physical parties struggle immensely

Counter Strategy:

  • Dual Mages (Eleni + Zohar essential)
  • Salamander spam (fire effective vs golems)
  • Phase Shift (reliable damage)
  • ✗ Don’t bring: Pure physical party

Heaven Trial (Boss Rush)

Enemy Composition: 28 elite enemies, many bosses Threat Level: Critical

Enemy Types:

  • Elite Knights (high stats)
  • Enemy Mages (Phase Shift)
  • Enemy Airmen (mobile threats)
  • Mini-bosses (powerful)

Counter Strategy:

  • Kill enemy Mages first (prevent Phase Shift)
  • Archers eliminate Airmen (protect back-line)
  • Mages spam Phase Shift/Salamander
  • Stock 20+ Mage Gems (long battle)
  • Life Orbs ready (emergency full restore)

Next Steps

  • Review Spell Database for enemy spell details
  • Review Job Classes for countering enemy types
  • Check Trial Guides for specific enemy formations
  • Plan party composition to counter expected enemies

“Know your enemy, plan your victory.”

Complete Bestiary & Enemy Database


Copyright © Konami Co., Ltd. | Guide compiled from FAQs by Jeff Chan, Lancel0t, Shotgunnova, Syonyx, Richard Uyeyama, and Wolverine Inc.