Grace SOUL OVER BODY is one of Roblox's most intense horror survival experiences, and the February 27, 2026 update made it even more punishing. With 33 total entities now roaming the game — including 7 domain-exclusive additions from the SOUL OVER BODY update — knowing which ones will end your run and which ones you can handle is essential. This tier list ranks every entity by difficulty, danger level, and XP rewards, then breaks down the best traits to equip before you queue up.
We've tested entity interactions across standard runs, WOED mode, MAYHEM mode, and Domains. If you're new to Grace, start with our Grace SOUL OVER BODY hub page for an overview, or grab free rewards from our active codes list before heading in.
Table of Contents
S Tier — Most Dangerous Entities in Grace
These entities will kill you if you don't know exactly what you're doing. They carry the highest XP multipliers in the game because they're the hardest to survive. Encountering any of them without preparation is basically a death sentence.
Craven (41.5% XP Bonus)
Craven sits at the top of every serious player's threat list, and for good reason. This achromatic cloaked humanoid has no lower half and sports a crow-like beak that makes it look like something pulled from a fever dream. The moment it appears, you're on a 12-second timer. If you don't flash it within those 12 seconds, it snaps and your run ends right there.
Flashing it once isn't enough either. You need to flash Craven 20 times to fully vanquish it. That's 20 perfectly timed flashes while managing your flashlight battery and keeping track of your surroundings. Miss the timing on even one flash and you're resetting the danger window.
The tradeoff is massive. Craven gives a 41.5% bonus XP from all modifiers, the highest multiplier of any entity in Grace. If you're farming XP efficiently, you want Craven in your runs. If you're trying to survive, you probably don't.
Domain Boss Entities (MAX SEVERITY)
The SOUL OVER BODY update introduced 7 domain-exclusive entities that only appear in the Domains system's boss areas. These represent sin and hardships connected to sin, and they don't pull any punches. Each domain boss has unique attack patterns that can't be learned from standard gameplay.
Domain bosses operate at what the community calls MAX SEVERITY — their modifiers are cranked to the highest possible settings. You'll encounter mechanics here that simply don't exist in the base game. The Sorrow domain in particular is notorious for ending runs within seconds if you enter unprepared.
The XP rewards match the difficulty. Domain-exclusive entities offer some of the best XP-per-minute ratios in the game, but only if you can actually survive long enough to extract. Most players won't clear a domain boss on their first dozen attempts.
A Tier — High-Threat Entities
A-tier entities are dangerous enough to end runs regularly, but they have more predictable patterns than S tier. Experienced players can handle them consistently, though they still demand your full attention.
Wrath Entities
Wrath-type entities are fast, aggressive, and relentless. They represent one of the core sin archetypes in Grace and appear across multiple game modes. Their base behavior involves charging at players with minimal telegraphing, and their modifier variants add layer after layer of complexity.
What makes Wrath entities A tier instead of S tier is predictability. Once you learn their charge timing, you can consistently dodge them. The problem is that they often appear alongside other entities, and splitting your attention between a Wrath charge and another threat is where most deaths happen. They carry a solid XP bonus — around 25-30% depending on the specific modifier — and appear frequently enough that you'll get plenty of practice.
Pride Manifestations
Pride entities manipulate your perception. They mess with your camera, alter lighting conditions, and create false safe zones that lure you into traps. In MAYHEM mode, Pride entities gain additional illusion modifiers that can make it genuinely hard to tell what's real and what isn't.
The danger with Pride isn't raw damage — it's the way they set you up for other entities to finish you off. A Pride manifestation will distort your view just long enough for a Wrath entity to close the gap. Pair that with the stress of managing your flashlight and items, and Pride becomes one of the most consistently lethal entities in coordinated encounters.
Gluttony Stalkers
Gluttony entities are persistent. They don't chase you fast, but they never stop following. Their tracking range is enormous, and they'll cross the entire map to reach you if given enough time. The modifier variants can drain your items or reduce your sprint duration, turning every encounter into a resource management problem.
Gluttony entities become especially dangerous in longer runs where your supplies are already thin. A fresh player with full items can handle them easily. A player on minute 15 with a half-dead flashlight and no backup batteries is in serious trouble.
B Tier — Moderate Entities
B-tier entities are threatening to newer players but manageable for anyone with a few hours of experience. They have clear tells, predictable movement, and forgiving timing windows. Still, they're not free — complacency will get you killed.
Sloth Lurkers
Sloth entities are slow-moving ambush predators. They park themselves in corridors and rooms, waiting for you to walk into their range. Their danger comes entirely from positioning — if you know the common spawn points, you can navigate around them without much trouble.
The modifier variants add some unpredictability. Certain modifiers let Sloth entities reposition after being spotted, which removes the reliability of memorized spawn locations. Even so, their slow speed means you can always outrun them if you spot them in time. They carry a moderate XP bonus of around 15-18%.
Envy Shades
Envy entities mimic player behavior. They'll follow the same paths you take, stand where you stood, and sometimes appear as silhouettes that look like other players. In solo runs this is mildly unsettling but easy to manage. In multiplayer, Envy entities become genuinely confusing when you can't tell if that figure ahead is your teammate or a threat.
Their mimicry is the main gimmick, and once you learn to check for the subtle visual tells — the slight color disfiguration around their edges — they drop in threat level significantly. B tier is fair for what they bring to the table.
Modifier-Exclusive Standard Entities
Of the 33 entities in Grace, 20 are exclusive to Modifiers. Most of these modifier-only entities fall into B tier. They're essentially remixed versions of base entities with altered behaviors — faster movement, different attack patterns, or changed vulnerability windows. Individually they're straightforward. The challenge comes when multiple modifier entities overlap in the same area, creating compound threats that require quick decision-making.
C Tier — Low-Threat Entities
C-tier entities are the ones you'll learn to handle within your first few runs. They have long telegraph windows, slow reactions, and generous timing for counterplay. They're still part of the horror atmosphere, but they won't be the reason you lose a run once you know the basics.
Greed Wisps
Greed entities are the first entity type most players encounter. They move in predictable patterns, glow faintly in the dark (making them easy to spot), and have a generous reaction window of several seconds before they become dangerous. They serve as a teaching tool — the game uses them to introduce you to the flash mechanic without punishing mistakes too harshly.
Their XP bonus is minimal, sitting around 5-8%. Experienced players don't even slow down for Greed wisps. They flash them in passing and keep moving. The only time Greed entities become a real threat is if you've completely run out of flashlight battery, which is a resource management failure rather than an entity problem.
Gamemode-Specific Starter Entities
Seven entities in Grace are locked to certain gamemodes, and most of the gamemode-specific starters fall into C tier. These entities exist to ease players into the rules of each mode — WOED and MAYHEM both have introductory entities that appear in the first wave before the real threats arrive. They're essentially warm-up rounds. Low XP, low danger, low priority on any tier list.
Best Traits Ranked
Entities are only half the equation in Grace. Your trait loadout determines how you interact with every entity on this list. The right traits can turn an S-tier nightmare into a manageable encounter, while the wrong ones can make even C-tier entities a problem. Here's how each trait type stacks up after the SOUL OVER BODY update.
S Tier: OMNI Traits
OMNI Traits are the best trait type in the game, full stop. They can be equipped past the normal trait limit, meaning they don't compete with your other trait slots. You gain 1 OMNI slot every 50 levels, so higher-level players accumulate a meaningful collection of passive bonuses over time.
OMNI traits focus on quality of life improvements — things like extended flashlight duration, faster item pickup, and reduced cooldowns. Individually, each one offers a small edge. Stacked together across multiple slots, they transform your baseline capabilities. There's no reason not to equip every OMNI trait you unlock.
S Tier: Shift Traits
Shift Traits were added in the SOUL OVER BODY update and immediately became essential. They replace a base entity with an easier modifier version and give you a speed boost on top of that. This is a double benefit — you're reducing entity difficulty while increasing your ability to outrun threats.
The speed boost from Shift Traits makes a bigger difference than most players expect. Grace is a game where a fraction of a second determines whether you escape or get caught. That extra movement speed compounds across an entire run, giving you more room to make mistakes and recover. Every serious player should be running at least one Shift Trait.
A Tier: Bound Traits
Bound Traits are high-risk, high-reward. They focus on having a specific entity attack you constantly, which comes with color disfiguration effects that make the game harder to read visually. The upside is that Bound Traits offer strong buffs to compensate for the increased danger. Some Bound Traits now include OMNI variants, giving them even more flexibility.
Bound Traits are A tier because they require you to be comfortable with their designated entity. If you're already good at handling Craven, for example, a Craven Bound Trait gives you significant buffs while barely increasing your actual risk. If you're not confident against that entity, the constant attacks will end your run faster than running no traits at all.
B Tier: Regular Traits
Regular Traits provide a balanced mix of small and large buffs alongside debuffs. Most Regular Traits come with 2 buffs and 1 debuff, making them generally positive trades. They're the bread and butter of trait loadouts — reliable, predictable, and safe.
The reason Regular Traits sit in B tier rather than higher is that Shift and OMNI Traits simply outclass them in the current meta. Regular Traits are still worth equipping to fill your remaining slots, and some of the large-buff variants are genuinely strong. They just don't have the transformative impact of the post-update trait types.
Tier List Summary Table
| Entity / Trait | Tier | XP Bonus | Difficulty |
|---|---|---|---|
| Craven | S | 41.5% | Extreme |
| Domain Boss Entities | S | 35-40% | Extreme |
| Wrath Entities | A | 25-30% | High |
| Pride Manifestations | A | 22-28% | High |
| Gluttony Stalkers | A | 20-25% | High |
| Sloth Lurkers | B | 15-18% | Medium |
| Envy Shades | B | 14-17% | Medium |
| Modifier-Exclusive Entities | B | 10-20% | Medium |
| Greed Wisps | C | 5-8% | Low |
| Gamemode Starter Entities | C | 3-5% | Low |
| OMNI Traits | S | — | Free slots |
| Shift Traits | S | — | Reduces entity difficulty |
| Bound Traits | A | — | High risk, high reward |
| Regular Traits | B | — | 2 buffs, 1 debuff |
How We Ranked These Entities
Every entity on this list was evaluated across three dimensions: raw difficulty (how hard it is to survive the encounter), XP reward (whether the risk is worth the bonus), and frequency (how often you'll encounter it in a typical run).
We ran dozens of sessions across all available modes — standard, WOED, MAYHEM, and Domains — tracking death causes, entity encounter rates, and XP earned per run. Traits were tested in isolation and in combination to measure their actual impact rather than relying on tooltip descriptions.
Entities connected to sin and hardships form the thematic backbone of Grace. The game doesn't limit itself to the traditional seven deadly sins, so entity designs and behaviors draw from a broader range of concepts. This means each entity has a unique mechanical identity rather than being a simple reskin of the same attack patterns.
Grace currently has 33 entities total. Twenty of those are exclusive to Modifiers, 7 are locked behind specific gamemodes, and the remaining 6 appear in standard play. The SOUL OVER BODY update's 7 domain-exclusive entities represent the hardest content the game has to offer, which is why they occupy S tier alongside Craven.
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Frequently Asked Questions
Craven is the hardest entity. It forces you to flash it within 12 seconds or it snaps, and you need 20 successful flashes to vanquish it completely. It rewards this difficulty with a 41.5% XP bonus from all modifiers — the highest in the game.
There are 33 total entities in Grace as of April 2026. This includes 20 modifier-exclusive entities, 7 gamemode-specific entities, and 7 domain-exclusive entities added in the SOUL OVER BODY update on February 27, 2026.
Shift Traits were introduced in the SOUL OVER BODY update. They replace a base entity with an easier modifier version and give you a speed boost. They're one of the strongest trait types because they reduce difficulty while improving your movement at the same time.
OMNI Traits can be equipped past the normal trait limit, stacking on top of your existing loadout. You unlock 1 OMNI slot every 50 levels. They provide quality of life improvements and there's no downside to equipping them once unlocked.
Yes, but only if you can survive them. Domain bosses sit at MAX SEVERITY and carry XP multipliers in the 35-40% range. They're the best XP-per-minute content in the game for experienced players, but newer players will die repeatedly and earn less than they would in standard mode.
The SOUL OVER BODY update launched on February 27, 2026. It added WOED and MAYHEM modes, the Domains system with boss areas, 7 domain-exclusive entities, Shift Traits, the Lamp item, the Sinth Sense Charm, and a complete lobby revamp.