💀 Enemies & Boss Guide

Full threat matrix: zombie mutations, Bandit AI tactics, boss encounters, and the terrifying Hunter entity.

🧟 The Infected Horde

The primary nocturnal threat. Individually minimal, but danger scales exponentially with the day count. By Day 123, waves exceed 130 simultaneous entities.

Scaling Rule: Zombie volume and power scale directly with the server's day count. Accelerating the time multiplier to 7x proportionately accelerates the horde's threat level. What begins as a trickle on Day 1 becomes massive, overwhelming swarms in the deep endgame.

Standard Zombie Types

Standard Infected

Appears Day 1+. Basic pathfinding targeting the closest player or generator. Minimal individual threat.

Crawler

Appears Day 1+. Moves along the ground, hard to hit with melee swings. Low profile avoids some turret lines.

Naked Green Zombie

Appears early game. Deceptively high HP for its spawn timing. Don't underestimate the green ones.

Riot Zombie

Appears mid-game. Front-facing shield blocks bullets and melee. Completely immune from the front — flank or use AoE.

Explosive Zombie

Appears mid-game. Explodes on death in AoE radius, destroying nearby blocks and turrets. Kill at range — never melee.

Ghost Zombie

Appears Night 10+. Semi-transparent/invisible until close range. Extremely dangerous in dark environments.

🧬 Zombie Mutation Database

Specialized mutations encountered during extended survival runs. Full HP and damage values required for the Combat Calculator.

Mutation ClassHealth (HP)DamageThreat Level
Slime Monster70 HP7Low
Sand Monster85 HP10Low
Volcanic Zombie90 HP15Medium
Explosive Zombie95 HP15Medium
Void Slime Monster115 HP14Medium
Giant Emerald Zombie130 HP30High
Giant Golden Zombie140 HP35High
Giant Crystal Zombie150 HP45High
Angelic Zombie250 HP40Extreme
Demonic Zombie320 HP55Extreme
Phantom Zombie350 HP60Extreme
Extreme Zombie500 HP95Boss-Level
Extreme Fast Zombie500 HP75Boss-Level

🧟 Walker Combat Mechanics

The baseline Walker has specific combat parameters that all calculations build upon:

Medium
Health Pool
1x
Player Speed
10–50%
HP per Bite
1.5s
Attack Cooldown

Walkers can break windows, doors, and barricades to breach fortified positions. Never rely on a single wall layer.

👹 Titan Zombie — Blood Moon Boss

The Titan spawns during the Day 50 Blood Moon event. It is the most dangerous entity in the game.

Titan Zombie

Blood Moon Boss
???
Massive HP
Immune
Crowd Control
Extreme
Structural DMG

How to Defeat the Titan

  • Coordinate the entire team's fire on the Titan simultaneously
  • Assign one player to kite the Titan — draw aggro away from infrastructure in a circular pattern
  • Keep the Titan within overlapping turret fire zones for maximum sustained DPS
  • Commander's Level 2 Defense Debuff (-20%) is critical for reducing the Titan's effective HP
  • Engineer must focus on mid-combat repairs to walls the Titan damages

🎯 Bandit AI — Tactical PvE Threat

Unlike mindless zombies, Bandit AI uses coordinated military-style tactics. They are programmed PvE entities (distinct from human "Player Bandits").

Key Behavior: Bandits spawn in large, aggressive squads. They "rush" your coordinates, physically enter buildings, and systematically search premises for you. They display complex spatial awareness that far exceeds zombie pathfinding.
Bandit RoleArsenalStrategyThreat Level
Infantry SquadFirearms / Knives (40 DMG)Search buildings, rush coordinates, hitbox targetingHigh
Vehicle DriverVehiclePursuit, rapid map traversalModerate
Vehicle GunnerFirearmsMobile suppressive fireHigh
Vehicle PassengerGrenadesAnti-structure sabotage, explosive deploymentExtreme

Bandit Survival Tactics

Early Game — Stealth

Before heavy weapons, use environmental stealth: hide in closets, crouch under tables, use geometry to break line-of-sight while squads search the area.

Targeting Priority

Kill the Passenger first — removes grenade threat to structures. Then eliminate the Driver to halt mobility. The Gunner loses effectiveness without vehicle support.

Damage Model: Bandits use hitbox-based damage — headshots deal significantly more damage than body/extremity shots. At close quarters, their knives inflict a flat 40 damage per strike on a fast attack cycle. Makeshift Armor (35% mitigation) is essential for surviving early Bandit encounters.

👁️ The Hunter (Necromancer Entity)

Introduced in the March 21, 2026 update. The Hunter explicitly targets players who stay outside their base during nighttime past the curfew.

⚠️ "You are being hunted."

When this warning text flashes on screen, the Hunter has locked onto your position. Key characteristics:

  • Exceptionally fast movement speed
  • Erratic, unpredictable movement patterns (hard to hit)
  • Massive health pool requiring significant sustained fire to kill
  • Spawns specifically when players linger outside base during night

Only counter: Sprint to your base perimeter immediately. Certain zombie types despawn when you cross the base threshold, preventing infinite death loops.