The Gup is a Survivors of the Void DLC monster with a unique split mechanic. When killed it spawns two Geeps, which each split into two Gips when killed. One Gup becomes 7 total enemies. All three forms share the same close-range spike attack and can spawn as Elites. Managing the split chain without getting overwhelmed is the core challenge.
The Gup's defining mechanic is its split on death. Every form that dies spawns two smaller versions. Gips at the end of the chain do not split further. All descendants inherit the Elite type of their parent.
| Form | HP | Damage | Speed | Splits Into |
|---|---|---|---|---|
| Gup | 1,000 (+300/lvl) | 12 (+2.4/lvl) | 12 m/s | 2x Geep |
| Geep | 500 (+150/lvl) | 6 (+1.2/lvl) | 8 m/s | 2x Gip |
| Gip | 250 (+75/lvl) | 3 (+0.6/lvl) | 5 m/s | No split |
If a Gup has Dio's Best Friend it revives on first death and then splits into 2 Geeps as normal. With two Dio's you face 3 Gups, 8 Geeps, and 16 Gips from a single original Gup. Check whether the Gup is carrying a Dio's before committing to a fight on late loops where this becomes possible.
All three forms (Gup, Geep, Gip) share the exact same attack. At close range, they project spikes in a large area around their body.
Projects spikes outward in a large area around the body. Animation lasts 2 seconds (scales with attack speed). Any single hit dealing more than 50% of the form's max HP stuns it and cancels the attack. All three forms use this identical attack at the same cooldown.
Any single damage hit exceeding 50% of the target's max HP stuns and interrupts the spike attack. For a Gup that is 500+ damage in one hit. Railgunner weak point shots, Loader's Charged Gauntlet, and Bandit's Desperado all reliably cross this threshold. Use high-burst attacks proactively to prevent the spike from firing rather than tanking it.
The Gup is a SotV DLC monster. It requires the Survivors of the Void DLC to appear. Its primary natural spawn is Wetland Aspect. The Gup Family Event can fill an entire stage with Gups at once.
| Stage | Stage # | DLC | Notes |
|---|---|---|---|
| Wetland Aspect | Stage 2 | Base | Primary natural spawn. Gup Family Event possible. |
| Void Fields | Hidden Realm | SotV | Spawns on cells. Killed Gups still split even when killed by cell stabilization. |
| Verdant Falls | Stage 1 | SotS | Natural spawn. |
| Viscous Falls | Stage 1 | SotS | Natural spawn. |
| Prime Meridian | Stage 4 | SotS | Natural spawn. |
| Sundered Grove | Stage 4 | Base | Natural spawn. |
| Sky Meadow | Stage 5 | Base | Natural spawn. |
| Any stage | Any | Base | Artifact of Dissonance enables Gup spawns anywhere. |
The key is managing the chain. A single Gup is not dangerous. Seven Gups, Geeps, and Gips spiking simultaneously in a tight space is. The goal is to kill each form cleanly and quickly rather than letting splits accumulate.
Focus one Gup at a time and finish the entire chain before engaging the next. High single-target burst exceeds the 50% stun threshold and prevents spike attacks. Stay at medium range - close enough to deal damage but far enough that spike bursts do not catch you mid-chain.
Kill one chain at a time. Do not shoot multiple Gups simultaneously. Two Gups splitting at the same time creates 4 Geeps at once, which creates 8 Gips, which is 12 enemies all in spike range. Pick one and finish its entire chain to Gip before engaging the next.
Use high-burst hits to stun. Any hit dealing more than 50% of the form's max HP stuns and interrupts the spike attack. Front-load burst damage at the start of each engagement to prevent the spike from firing. This is the most reliable way to fight Gups safely.
Back off between splits. When a Gup dies and two Geeps spawn, immediately create distance before the Geeps chase you. Give yourself a half-second to reposition before engaging the next form. The spike AoE covers a large area and hitting two Geeps at once hurts.
Void instant-kill prevents splits. Void Reaver, Void Jailer, Void Devastator, and Lost Seer's Lenses instant kill procs all destroy the Gup or Geep without spawning children. If you have Lost Seer's Lenses, it can occasionally short-circuit the entire chain.
Watch for the Gup Family Event. On Wetland Aspect the Gup Family Event can spawn the entire stage with Gups. This is one of the most chaotic events in RoR2. If you see it trigger, immediately move to high ground, pick a corner, and methodically clear one chain at a time rather than fighting in the open.
Survivors with high single-hit burst that crosses the 50% stun threshold have the biggest advantage. AoE survivors that hit multiple forms simultaneously are actually at a slight disadvantage since distributed damage lets all forms survive longer and reach spike range.
Weak point shots on the Gup's glowing spots deal massive burst and trigger the stun mechanic, interrupting the spike attack before it fires. XQR Smart Round System can lock onto all forms as they spawn. Kills the chain fast before it multiplies.
One Charged Gauntlet at close to full charge deals well over 50% of a Gup's HP, triggering the stun and interrupting spike attacks consistently. Barrier from each hit means taking spike damage mid-chain is less punishing. Grapple keeps her mobile between forms.
Snap Freeze execute works well against Geeps and Gips at low HP, ending them cleanly without leaving split versions alive. Charged Nano-Bomb burst exceeds 50% HP easily, stunning Gups before they can spike. Ion Surge flight avoids most spike AoE.
Poison keeps enemies alive - it cannot kill them outright and leaves Gups, Geeps, and Gips alive at 1 HP, ticking until another source delivers the kill. The chain can get out of hand if you rely purely on poison without finishing with a direct hit.
Eviscerate chains pull him into melee range of all splitting forms simultaneously. One Gup becoming 2 Geeps becoming 4 Gips while Mercenary is in the center of them all can result in 7 spike attacks firing at once. Maintain discipline and disengage between splits.
Low HP and the fact that her auto-aim will spread shots across all splitting forms means individual Gups survive longer. The chain multiplies while her damage is distributed. Not unplayable but requires deliberate target focus rather than relying on auto-aim.
The Gup is a SotV DLC monster that splits into smaller versions when killed. One Gup becomes 2 Geeps, each Geep becomes 2 Gips, for a total of 7 enemies from one Gup. All three forms share the same spike attack and can spawn as Elite enemies.
One Gup produces 7 total enemies: the original Gup, 2 Geeps from the Gup's death, and 4 Gips from the 2 Geeps' deaths. With Dio's Best Friend in its item pool it can produce significantly more.
Not infinitely, but a single Gup with two Dio's Best Friends produces 3 Gups, 8 Geeps, and 16 Gips for a total of 27 enemies. The chain stops at Gip level regardless of Dio's.
No. Poison reduces HP but cannot deliver the killing blow - enemies survive at 1 HP from poison alone. You need a direct damage source to finish the kill. This means Gups, Geeps, and Gips will all eventually split when something else deals the final blow.
Any single damage instance dealing more than 50% of a Gup, Geep, or Gip's maximum HP stuns that form and interrupts its spike attack or movement. Railgunner weak point shots, Loader's Charged Gauntlet, and other high-burst hits trigger this consistently.
Yes. Void Reaver, Void Jailer, Void Devastator instant kills, and Lost Seer's Lenses instant kill procs all prevent the split. The Gup or Geep is destroyed without spawning children.
Gups spawn primarily on Wetland Aspect (Stage 2), Void Fields (SotV DLC), and several SotS DLC stages including Verdant Falls, Viscous Falls, Prime Meridian, Sundered Grove, and Sky Meadow. With Artifact of Dissonance they can appear anywhere.