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Space Marine 2 Enemy Types: Every Tyranid and Chaos Unit

Every Space Marine 2 enemy by threat class, from Hormagaunt swarms to Terminus bosses, and the single answer each one demands.

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Tyranids

Minoris are the swarm — Hormagaunts close fast and want melee, Termagants sit back and shoot, Ripper Swarms are tiny and numerous, and Gargoyles only matter when they attack objective machinery. Wide sweeps and grenades handle all four. Majoris are the real fight. Tyranid Warriors come in melee and ranged builds and act as Synapse nodes, reinforcing nearby Gaunts — parry their combo, then execute. Raveners burrow and erupt to grab; dodge the eruption, then parry the talons. Extremis split attention. Lictors cloak and pounce, and a grab starts a quick-time escape that teammates can break by attacking it; parry it once revealed for a Gun Strike. Zoanthropes hover behind a shield and fire disorienting beams — when two appear they shield each other, so hit whichever one is not currently shielded and alternate. Neurothropes are the upgraded version, firing three beams and laying damaging psychic pools. Terminus are bosses: the Carnifex charges and sweeps (dodge sideways, punish the recovery), the Hive Tyrant combines both, and the Trygon burrows through the arena in Exfiltration.

Thousand Sons

Minoris are Cultists and Tzaangors — weak individually, dangerous in a pack. Majoris are the Rubric Marines, animated armour that teleports and burns; the Warpflamer variant melts armour at close range and the Soulreaper Cannon locks down open ground. Scarab Occult Terminators are heavier and want Melta or precise parries. Extremis is the Helbrute, a Chaos Dreadnought whose swings demand dodges and whose body demands distance. Terminus is Imurah the Exalted Sorcerer, plus the Scarab Occult Terminator Sorcerer added in Patch 14 as a Chaos miniboss in Operations and Siege.

The answers that carry runs

Against shielded Zoanthropes, damage the unshielded one — the shield projector is immune. Against any grab (Lictor, Ravener), a teammate attacking the enemy frees you. Carnifex and Hive Tyrant punish standing still: dodge sideways, not back. And an execution on a Majoris clears the Hormagaunts around it, which is often worth more than the damage. For the defensive timing all of this depends on, read blue vs red attacks and how executions restore armour.

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Sources & References

This guide is verified against the game's own data and official communications. For patch notes, current balance, and authoritative specifics, consult the references below. Where a precise number cannot be verified, we explain the mechanic rather than invent a figure.