Tier List

Loop Entity Danger Tiers

S/A/B threat ranking for confirmed Loop Alpha entities—updated as Alpha shifts.

Last updated:

Entity Danger Tier List Guide

This is the working entity danger tier list for Loop [ALPHA]. It ranks confirmed threats by how often they end runs, how hard they are to answer under pressure, and how badly they stack with everything else in the liminal day loop. Use it beside the Entities Hub write-ups—not instead of them.

Alpha caveat (read first): Loop entered Alpha on 21 August 2026. Spawn rates, damage, tells, and shop counters can change without a fancy patch essay. When something feels wrong after an update, trust the new patch over this page and check Updates. Letter grades are tools, not scripture.

Ranking criteria

FactorWhat we measure
Wipe potentialCan one mistake delete a clump of players?
Counter clarityIs there a known answer (stun, spacing, interrupt, berth)?
Attention taxDoes the threat steal focus from other threats?
Stack riskHow ugly is it with Smilers + spider + idle + anomaly together?
Badge evidenceWhat do Stop Smiling, Too Many Smiles, Close Call, Just Standing There, and OOOOH MY PC prove?

Sessions support solo and co-op up to 30 players. Co-op lowers some ranks through callouts and raises others through body stacking.

S tier — run enders if ignored

Anomalies (PopUp.exe / Blue Screen)

Why S: Anomalies are not fair duels; they are interrupt checks. Fail PopUp.exe and you can hit Blue Screen, with OOOOH MY PC as the badge of shame. No amount of Smiler skill saves a run that blue-screens because everyone ignored the glitch.

Play note: Drop optional loot. Resolve the interrupt. Then re-scan for entities. Full guide: Anomalies.

MineSpider

Why S: Explosive area denial deletes stacked lobbies. Close Call proves failed detonations exist—but standing in the radius to “farm” duds is how highlight wipes happen.

Play note: Spread, call wind-ups, never kite chasers through the spider. Details: MineSpider.

A tier — high danger with clearer answers

Standing Man

Why A: Deadly even when idle. The badge Just Standing There exists because players keep treating stillness as safety. Standing Man rarely “outplays” you—you outplay yourself.

Why not S: Wide berth and disciplined pathing are complete answers when the lobby listens. The threat spikes when panic from S-tier events forces bad routes.

Play note: No meetups on the figure. No corner cuts. Re-check after every chase. Guide: Standing Man.

Smilers (stacked)

Why A when stacked: Too Many Smiles confirms four or more Smilers in one Day is real content. Packs overwhelm stun capacity and shove you into MineSpider or Standing Man geometry.

Play note: Assign a stun caller; peel to clean space; do not greed optional rooms during grin spikes. See Smilers and how to stun Smilers.

B tier — dangerous, but trainable early

Smilers (single / light pressure)

Why B alone: A single Smiler is still lethal if you panic, but Stop Smiling proves a stun counter exists. Players who practice the interrupt early convert Smilers from run-enders into manageable pressure.

Promotion rule: The moment density climbs toward Too Many Smiles territory, treat Smilers as A-tier for that Day.

Situational modifiers (not separate letters)

  • Flashlight down — Every entity rises one effective step. Darkness hides tells and idle silhouettes. Fix vision via the items and upgrades priority list.
  • Deep Days (25 / 50) — Stack probability rises. S-tier discipline matters more than highlight-reel greed.
  • Full co-op clumps — MineSpider and anomaly failures climb; Smiler stuns get easier if roles exist.
  • EXIT tunnel vision — All ranks functionally rise when players refuse to wait a clean lane to the escape.

Quick reference table

TierEntityPrimary answer
SAnomalies (PopUp.exe)Hard interrupt before loot
SMineSpiderSpacing + callouts; respect blast even on duds
AStanding ManWide berth; never use as rally point
ASmilers (stacked)Stun caller + peel to clean space
BSmilers (single)Learn stun; keep light online

How to use this list in a real Day

  1. Buy enough vision/mobility to keep tells readable (items & upgrades).
  2. On anomaly cue, interrupt first—every time.
  3. Give MineSpider rooms an exit plan before you enter.
  4. Mark Standing Man once; path around forever.
  5. Stun Smilers early so you choose the lane.
  6. Push EXIT on a day you still control, not after the lobby is already drowning.

Survive the letter grades long enough to cash them out at EXIT. That is the only tier that counts.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

Why are anomalies ranked S tier?

PopUp.exe failures can Blue Screen a run regardless of how well you kite entities. Attention-tax threats that erase the attempt deserve the top rank.

Why are single Smilers only B tier?

Stop Smiling confirms a stun counter. One Smiler is deadly if ignored, but trainable. Stacked Smilers (Too Many Smiles territory) jump to A tier.

Will these tiers change in Alpha?

Yes. Loop has been in Alpha since 21 August 2026. Revisit after patches and cross-check Updates plus the entity pages.

Should co-op teams follow the same order?

Yes for interrupt and blast priority. Add roles: anomaly caller, stun caller, and a pathing lead who bans Standing Man shortcuts.