This page lists the basic enemies that ZeroRanger pits against the player, based on their order of appearance. Bosses are not listed here. Enemy names are not revealed in-game, so the names that follow are taken from sprite filenames.
Beating certain sections quickly causes golden enemies to appear. The golden enemies are worth twice the points, but are otherwise the same.
Sprite
Name
HP
Score
Multi
Notes
Ring
2.5
20
x0.1
Fireballs
30
40
x0.4
Can be overkilled
Fighter
5
30
x0.1
Cross Box
40
60
x0.2
Can be overkilled. When HP is low it opens its hatch and releases multiple Mini Crosses while fleeing
Mini Cross
1
40
x0.033
Flydoo
7
30
x0.2
Guardian
28
240
x0.4
Can be overkilled
Carrier
15
50
x0.2
Can be overkilled
Sprite
Name
HP
Score
Multi
Notes
Bird Head
20
60
x0.2
Creates Rings
Gun Block
6
50
x0.1
Cannot be damaged while its eye is closed
Crab Lander
30
40
x0.4
Can be overkilled
Explosive Box
Cross Nut
10
30
x0.1
Drill
4
10
x0.033
Front of the drill cannot be damaged. Flips around when hit with melee
Bomb
1
Multiplier can be maintained by shooting the explosion
Sprite
Name
HP
Score
Multi
Notes
Cloudoo
7
30
x0.1
Diver
1
10
x0.1
Squid
50, 70 (Open), 12 (Guns)
100, 150 (Open), 10 (Guns)
x0.4, x0.4 (Open)
Can be overkilled. In Loop 2 when all 4 guns are destroyed it will open and rapidly fire bullets
Knight Ship
50
120
x0.4
Can be overkilled
Train
100
160
x0.4
Can be overkilled. Has many components, up to 7 including the head. In Loop 2 it will open up and launch bombs
Croco Tank
400, 100 (Legs)
320, 100 (Legs)
x0.4, x0.033 (Legs)
Can be overkilled. If all 4 legs are destroyed a 1-Up will be released from its hatch
Zanki
4, 18 (Shooter)
25
x0.1
Shooter can be overkilled
Sprite
Name
HP
Score
Multi
Notes
Skullpox
2
4
x0.1
Big Skullpox
8
24
x0.2
Dashing Fireballs
30
40
x0.4
Can be overkilled. Same as Fireballs, but it dashes across the screen instead of stopping to fire bullets
Big Carrier
30
50
x0.2
Can be overkilled. Drops a Bonus if overkilled
Mini Tank Side
24, 12 (Head)
50, 10 (Head)
x0.2, x0.033 (Head)
Wall Vein
40
40
x0.2
Closes when approached and cannot be damaged unless already being hit
Wall Eye
30
50
x0.2
Shoots a large rotating ring that can be passed through with precise movement
Orb
28
Sprite
Name
HP
Score
Multi
Notes
Big Gun Block
30
50
x0.2
Cannot be damaged while its eye is closed
Sprite
Name
HP
Score
Multi
Notes
Green Goo Cell
7, 11, 19
2, 4, 8 * 64
HP and Score based on size. Size increased by shooting, killed with melee
Orange Goo Cell
2, 4, 8, 16
2, 4, 8 * 64
HP and Score based on size. Split apart with melee, killed by shooting