Uncommon Entities
Uncommon Tier Overview
Uncommon entities bridge early-game learning and mid-game punishment. They spawn less frequently than commons but carry higher Mercer Danger Levels and point costs. Expect them more often past Floor 15 as budgets grow and Atlas maps introduce complex geometry like multi-floor maintenance sectors and research wings.
Smile Clan members and specialized hunters often fall into uncommon or rare bands depending on encounter context. Their behaviors punish sloppy task routing—splitting teams without radios, ignoring sound discipline, or hoarding consumables for non-emergencies.
Mechanical Complexity
Uncommons introduce multi-stage behaviors: entities that escalate during blackouts, coordinate with traps, or persist across task completion until reboarding finishes. Some activate only after power events or elevator depletion, overlapping with Sloth spawn logic if you stall.
Read Terminal entries before engaging. Items like Trackers and caps that highlight entities pay off most against uncommons whose patrol patterns are non-obvious on large maps.
Loadout Considerations
By uncommon-heavy depths you should run curated starter trios—not random unlocked items. One detection tool, one mobility or stealth piece, and one team utility item scales well. Consumables should include at least two fear or healing answers and one speed emergency.
Black Market items unlock after Floor 30, but many uncommons appear before that milestone. Lobby Shop gear must suffice until Envy and Mannequin checks prove your fundamentals.
Co-op Communication
Call entity type, direction, and status—patrolling, chasing, lost aggro. Uncommons kill isolated Delvers who silence comms to focus tasks. Pair a dedicated watcher on high-task floors while others chain objectives.
When uncertain, prioritize reboarding cohesion over last-task heroics. Uncommons during the sixty-second window cause most mid-run stranding deaths.