Zombies are hostile entities towards the player and are the main enemies in the game. They will spawn every night at 18:00 and will continue as a horde until 6:00, at which they burn for two seconds then die.
All types are capable of melee damage within roughly 3 studs to a player, the Shop, and the Barricade, although there are some exceptions (Long Arms have a longer reach, Flamers have an even longer reach and use their flamethrower instead of melee). Melee damage occurs at roughly 10 Hz.
Additionally, some uncommon zombies are capable of dealing indirect damage (damage that is NOT contact damage). The Boomer is capable of explosive damage (worth 50), the Toxic Zombie is capable of poison damage (damage over time and slow), the Flamer is capable of fire damage (damage over time) and the Berserker is capable of bleed damage (damage over time and slow).
Zombies deal 50% reduced damage on Wave 1, with their damage gradually increasing until Wave 6, when they deal normal damage.
This scaling is removed in hard mode and above, therefore they will deal the full damage at Wave 1.
Zombies' movement speed gradually increase every wave, up until Wave 20. All types variate from themselves.
The spawn rate and maximum number of Zombies increases as waves go by, up to Wave 19. On Wave 1, spawning is delayed by roughly 2 seconds. On Wave 20, spawning is delayed by roughly 0.5 seconds.
The following formula regarding spawn delay is used up to Wave 19: 2/((WaveNumber*0.15)+1)
Types of Zombies Edit
Referred to as simply the common zombie by the game, which is by the book since it is the most common type of zombie. The Zombie has roughly a 4 in 5 chance of spawning when a zombie is chosen, depending on the spawn rates of other zombies. Initially at Wave 1, they start with 150 Health, and increases 100 Health each wave until Wave 9. On Wave 10, their health increase with a 1.1 multiplier for the next waves. For every person who is on a server, their health increases by 12%, reaching up to 60% for a full 6-player server. They deal 33 damage per second, increasing each wave that passes. Their appearance is basic - a black torso and legs, and their respective skin color.
The following formula is used up until Wave 9: ((WaveNumber*100)+50)*((PlayerCount*0.12)+0.88)*EnemyTypeMultiplier*ColorMultiplier
The following formula is used for Wave 10 and higher: (950*(1.1^(WaveNumber-9)))*((PlayerCount*0.12)+0.88)*EnemyTypeMultiplier*ColorMultiplier
All common and uncommon zombies have a variant, which impacts how much health, movespeed, and head and arm color they have. They each have equal chance of occurring except the player variant which only spawns on player death.
Default color, no modifiers.
20% more health, moves faster.
40% more health, moves slower.
20% less health, moves faster.
Not really a colour, but a special variant that can occur in any common or uncommon zombie. Has more health, but less damage. Only appears when a player dies. They take the appears of the player who died. It is assumed that player zombies do not have further colour variations.
Uncommon zombies are zombies with special attributes that make them deadlier than common zombies. In the beginning of the game, only one random uncommon will appear, but after every 5th wave, a new, random uncommon will be introduced, up until wave 26 when all uncommon will be in play. Different types of enemies have different probabilities of spawning. As a rule of thumb, the probabilities of uncommon zombies spawning instead of a common increases up to Wave 20. All uncommon zombies can have variations like common zombies (blue, pale, red, green, and player). There are currently 8 variations of uncommon zombies, 2 of which only appear in hard difficulty and above.
Long Arm Edit
Has 20% more health and movespeed, increased range. Has longer arms, so it can tackle players from farther away. Has a white torso and legs.
Evolved in hard mode and above, they have even longer arms and increased movespeed.
Has 20% less health, increased movespeed. Crawls on the ground, so it may be harder to shoot, especially if they're too close. Has a light pastel blue torso and legs.
Evolved in hard mode and above, crawlers are even faster. Used to be able to jump in the Equipment update (when hard mode was introduced).
Has 25% more health and 10% less movespeed. Has a paunch or enlarged stomach (inside is presumably explosives or pressurized bile), and explodes on death. Has a green torso and legs.
Evolved in hard mode and above, boomers spawn a common zombie on death with the same colour variation.
Armoured Zombie Edit
Has 25% more health, takes 50% damage and grants 50% hit money from bodyshots (kill money remains as 100%). Wears body armour. Has a tan brown torso and legs.
Replaced with the Heavy Armour Zombie in hard mode and above.
Helmet Zombie Edit
Has 25% more health, takes 50% damage and grants 50% hit money from headshots and 200% hit money from bodyshots (kill money remains as 100%). Wears a helmet. Has a tan brown torso and legs.
Replaced with the Flamer in hard mode and above.
Toxic Zombie Edit
Has ??% more/less health. Has neon glowing arms. Poisons players on contact, inflicting damage over time and slowing them down. Releases a puddle of poison on death, which also poisons players who step on the puddle. Has a green torso and legs.
Evolved in hard mode and above, the toxic puddle they release on death heals zombies over time when they touch it.
Heavy Armour Zombie Edit
Unique uncommon zombie that only appears in hard difficulty and above, and replaces the Armoured Zombie.
Has 25% more health, takes 50% less damage and grants 50% hit money from bodyshots AND headshots. Wears body armour and a helmet. Has a tan brown torso and legs.
Unique uncommon zombie that only appears in hard difficulty and above, and replaces the Helmet Zombie.
Has ??% more health, and increased range. Has a fuel tank strapped on its back and a flamethrower on its left hand. Instead of tackling players with its arms, it will use the flamethrower on players, setting them on fire and dealing damage over time. Has a tan brown torso and legs.
Special zombies are even deadlier types of zombies, as their special attributes makes them stand out more than the rest of the zombies. Like uncommon zombies, special zombies only appear after a certain amount of waves, but unlike uncommon zombies, the appearance of a certain type of special zombie is always definitive. None of the special zombies have variations. All special zombies are affected by the perk 'Specialized Killing', while only the Wraith and Destroyer are affect by the perk 'Shadow Hunter'.
Wraiths only appear in the forest map. In the desert map they are replaced with destroyers.
Has 50% more health, spawns from the two tunnels near the shop starting in wave 11. They are the only enemy to spawn from the tunnels and their spawn times are more random than those of zombies. Is composed of a translucent black substance, and as a result it's harder to see. Having night vision goggles on will make wraiths look opaque white instead of translucent black, making them easier to see. Shop Snipers need the night vision upgrade to detect and shoot wraiths.
Evolved in hard mode and above, wraith are near invisible to players until they are close to one. Wearing night vision goggles will help alleviate this problem, although you still need to keep a keen eye.
Destroyers only appear in the desert map. In the forest map they are replaced with wraiths.
Has ??% more health, spawns underground starting in wave 11. Has a body made out of rock, only the head is bare. Their face is Beast Mode. Just like armoured zombies they take ??% less damage from shots other than the head. Their right arm is partially covering their head, making it harder to shoot the head from the front. Ignores players and goes directly for the shop, making it essential to prioritize killing destroyers and more essential to upgrade the shop in the desert map, should they be ignored by players. Shop Snipers don't need night vision goggles to be able to detect destroyers, therefore the related upgrade is absent in the desert map.
Has approximately 400% health compared to a Zombie, although it is assumed that their health scales for every player in the server like the boss. Rarely spawns starting from Wave 21. Spawn rate gradually increases until Wave 31, but is always below that of other zombies. Has a white head, arms and torso and berry purple legs. Their face is Green Drool Angry Zombie instead of the regular Zombie Face. Has a chainsaw on its left hand which they will use on players should the player get too close. Enters a berserk state after taking a lot of damage, moving faster and raising their chainsaw upward.
Evolved in hard mode and above, berserkers go in a berserk state after taking less damage and they now inflict the bleed status effect on players, taking damage over time and slowing them down.
Has 750%/1125%/1500%/1875%/2250%/2625% health of a Zombie with 1/2/3/4/5/6 players. Spawns every 5th wave, starting from Wave 5. No color variation. The bosses also have a cool Easter egg, the bosses are the creators of the Final Stand 2 (This is for the people who didn't know that).
Evolved in hard mode and above, Bosses enhance surrounding zombies, making them move faster. Identified by the zombie face effect emitting from affected zombies.