Skill damage calculator      Enemy statistics
Select Enemy Group        OR     Select DLC     
Playthrough        Enemy Level     




Information
NameUnique enemies are highlighted in blue. Badass enemies scale differently than normal enemies, and are identified with a B.

Some enemies have different names across playthroughs. When available, these different names are given (separated by vertical bars). Most UVHM names are missing (except for the enemies in some DLCs).
HPHealth Points (in single player; enemies have higher health in multiplayer), depending on the playthrough and the enemy level. The base values can be seen by selecting Level = 0.

Some values may be incorrect, see "Known issues" below.
SHDShields (in single player; enemies have larger shields in multiplayer), depending on the playthrough and the enemy level. The base values can be seen by selecting Level = 0.

Some enemies may have shields in-game even if there is no value here.

Some values may be incorrect, see "Known issues" below.
NWDNon-weapon damage (in single player; enemies do more damage in multiplayer), depending on the playthrough and the enemy level. The base values can be seen by selecting Level = 0.

The damage inflicted by non-weapon enemy attacks is a multiple of NWD, usually 1 x NWD but not always (could be 0.5 x NWD, or 1.5 x NWD, etc). Different types of attack from a same enemy (e.g. melee and jump attack) may inflict different mutliples of NWD.

Some values may be incorrect, see "Known issues" below.
ResistanceSpecial Elemental Resistances.

The values correspond to multiplicative modifiers to the damage inflicted on the enemy, depending on the element type. These are special resistances that come on top of the material. For example, Loaders are made of Armor (take only 40% of Fire damage in TVHM/UVHM), and many of them have a special resistance to Fire (0.25). Thus, they take only 40% x 25% = 10% of incoming Fire damage.

There are separate resistances for the impact damage and the elemental effects (Burn, Corrode, Electrocute, Slag).

Some resistances are different across the different playthroughs; in that case, the values for each playthrough are given, separated by vertical bars, starting with NVHM. For example, most types of Boroks acquire a resistance to Explosive damage in TVHM/UVHM.

Some values may be incorrect, see "Known Issues" below.
Weak.Special Elemental Weaknesses.

Work the same way as the resistances, except that they increase the damage taken by the enemies.

Some values may be incorrect, see "Known Issues" below.


Known Issues
Missing UVHM dataThe base values of Health/Shields/Damage and the elemental Resistances/Weaknesses are usually conserved across the different playthroughs. But sometimes they are modified (for example, shield surveyors have larger base shields in TVHM; Orcs carrying explosive barrels have 4x smaller base health in UVHM, to compensate for the 4x health multiplier in UVHM).

For UVHM, this modification data is not available (to me), except for the enemies in some DLCs.
TransformationsSome enemies may undergo transformations. For example: skags may become elemental in the presence of a badass skag, goliaths may become enraged, some bosses may have different stages, badass savages can evolve up to Omnd-Omnd-Ohk.

These transformations may modify the health/shields/damage and the elemental resistances/weaknesses, but these effects are not represented here.