🧟 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.
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 Class | Health (HP) | Damage | Threat Level |
|---|---|---|---|
| Slime Monster | 70 HP | 7 | Low |
| Sand Monster | 85 HP | 10 | Low |
| Volcanic Zombie | 90 HP | 15 | Medium |
| Explosive Zombie | 95 HP | 15 | Medium |
| Void Slime Monster | 115 HP | 14 | Medium |
| Giant Emerald Zombie | 130 HP | 30 | High |
| Giant Golden Zombie | 140 HP | 35 | High |
| Giant Crystal Zombie | 150 HP | 45 | High |
| Angelic Zombie | 250 HP | 40 | Extreme |
| Demonic Zombie | 320 HP | 55 | Extreme |
| Phantom Zombie | 350 HP | 60 | Extreme |
| Extreme Zombie | 500 HP | 95 | Boss-Level |
| Extreme Fast Zombie | 500 HP | 75 | Boss-Level |
🧟 Walker Combat Mechanics
The baseline Walker has specific combat parameters that all calculations build upon:
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 BossHow 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").
| Bandit Role | Arsenal | Strategy | Threat Level |
|---|---|---|---|
| Infantry Squad | Firearms / Knives (40 DMG) | Search buildings, rush coordinates, hitbox targeting | High |
| Vehicle Driver | Vehicle | Pursuit, rapid map traversal | Moderate |
| Vehicle Gunner | Firearms | Mobile suppressive fire | High |
| Vehicle Passenger | Grenades | Anti-structure sabotage, explosive deployment | Extreme |
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.
👁️ 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.