if you have an animation that is universal between objects, such as an explosion that occurs when you shoot any enemy or their health = 0, it may be helpful to make a seperate sprite of just the explosion animation, and spawn said sprite on the object when triggered, and once the animation is finished playing it destroys so as not to take up added memory or create lag.
this would look something like,
enemy; on enemy health =<0 ; enemy ; spawn object ; 'explosion animation'
; enemy; destroy
explosion animation; on created ; play animation 'Explode' from start
explosion animation; on animation 'explode' ended; 'explosion animation' ; destroy
you could disable collisions with the death animation so as once the enemy has died they cant hurt you, just be sure to spawn the animation onto the enemy before you destroy the enemy, or it will default and spawn the animation on all instances of the chosen sprite.