World war Z game Zombies
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It my favorite zombie game
Common infected
Zeke
ABILITIES
Occasionally dodge sideways to avoid incoming attacks
Form pyramids against vertical surfaces to reach higher locations and upper floors quicker
Pin someone down if enough of them manages to surround and attack a survivor
Arrive in hordes when enough noise is made
Arrive in hordes and swarms during pivotal moments
ATTACKS
Swipe
Rip and Tear
Stampede
OTHER NAMES
Zombies
The Zekes are the main enemies fought in World War Z.
Zekes are fast-moving, highly aggressive undead humans that stop at nothing to infect the living. While weak by themselves, they are rarely fought alone. Zekes always rely on their strength in numbers to overwhelm survivors.
Physical Appearance
Zekes are the turned human population infected with the zombie virus. As such, the undead men and women are left wearing whatever they wore at the time they were infected. Their clothes appear disheveled, torn in a few areas, and stained in blood. A few notable examples of zekes with a noticeable appearance are construction workers who wear their high-visibility clothes and hard hats, scientists in lab coats, and soldiers in green camo uniforms.
Their skin appears unnaturally pale and graying. Dark veins are visible on their face, neck, and body. Their eyes are a hazy and blurry white.
Abilities & Behavior
Having been infected with the zombie virus, zekes have lost all humanity. They are perpetually aggressive and have a single goal to attack living beings. In return, they have been given unnatural strength and stamina to make it easier to relentlessly chase after the living.
They appear to be completely unaware of traps set in place by humans, simply rushing to infect any healthy being in sight. They can take multiple non-headshots, jump from great distances with no hesitation, and climb obstacles that an ordinary human would have trouble dealing with.
If left alone for some time, they go idle. In this state, the zeke are simply seen slowly walking around, lying on the ground, or just standing in place. Awaiting stimulus, they remain unaware until something alerts them to make them spring into action. Once alerted, they become highly aware of the presence of healthy beings and will stop at nothing to infect and/or kill them. They are extremely sensitive to sounds and will quickly rush to the area where the sound is coming from.
They ignore highly wounded survivors, seeing that they prove to be no threat to them, and that they will eventually become infected.
Strategy & Tactics
Role
Zekes act as the typical common enemy for survivors to fight. Although relatively frail by themselves, they always arrive in huge hordes and swarms, relying on their massive numbers to overpower the survivors.
General
Be wary of Screamers. If a Screamer appears, his screams will naturally cause any idle zeke to be alerted to the survivors, in addition to calling in periodic mini-swarms of zeke towards his location. He can also boost the speed of nearby zeke if they run past his shockwaves, although this is of little concern because of their very small area-of-effect.
Against
Aim for headshots. Headshots kill zeke instantly regardless of difficulty; even on extreme, a single well-placed shot to the head will kill the zeke instantly. This is very important for higher difficulties as ammo becomes very sparse, and there might not be enough guns or bullets to go around for an entire team.
Melee breathers. If the zeke swarm you, use melee attacks. Although it might not kill the zeke instantly, it does keep them off you for a brief moment.
Set up defenses in swarm scenarios. In areas where a swarm is arriving and placing defenses are possible, place them in areas of significant trouble, such as the end of a chapter. Every piece of equipment you or other survivors find is a boon against the zeke - automated turrets provide a brief moment of relief, mortars and stationary guns can destroy packs of zeke, fences and barbed wire force the zeke to take more time to traverse them, and voltage grids can stun large numbers of zeke as long as the stunned zeke are quickly dealt with.
Don't cause unnecessary attention. Kill zeke as quickly as possible, and don't run. Running will alert the zeke, especially on higher difficulties.
Avoid a domino effect. If one zeke becomes aware of the survivors, they may scream and roar, alerting nearby zeke. It isn't as effective as a Screamer, but there is no point in getting swarmed and taking unnecessary damage in the process.
Destroy pyramids. In swarm scenarios, zeke will often be placed in a lower elevation to the survivors' position. Zeke can climb up to the team's position by forming "pyramids", stacking on top of each other to reach the survivors. Heavy weapons and explosives are particularly useful in destroying these formations.
Listen to calls. Survivors, soldiers or their superiors will often yell out the position in which the zeke are coming from in swarm events to allow the team to quickly reposition themselves.
Multiple targets to choose from is a boon. In some scenarios that present additional targets, the zeke will also go for them. This in turn diverts most of the zeke away from the survivors. Make sure to quickly remove the zeke that are swarming those targets if none are focused on the survivors.
Don't get swarmed. Remember if multiple zekes attack you at once they will pin you down and maul you until enough are killed to let you back up. So don't charge into large hordes or else you'll have a nice meeting with the floor.
Special infected
Lurker
ABILITIES
Pounces on survivors, helplessly pinning them once caught
ATTACKS
Maul
Swipe
OTHER NAMES
Creep, Creeper, Creepy Bastard, Hider, Jumper, Rat Food, Sneaky Zeke, Stalker, Ugly Mother, Zombie Pervert
The Lurker is a special zombie in World War Z.
The Lurker attacks unsuspecting players by pouncing on them, forcing others to come to their aid to free them as once he grabs hold of his victim, he will not let go.
The Lurker is a zeke dressed in tattered red track pants with white side stripes and red and white sneakers. A black fitness armband containing a damaged smart device with a broken earbud cord fastened into it is wrapped around his right upper arm. His right ear has a flesh tunnel piercing. A tattoo can be seen on the right side of his back.
His pants are covered in soot stains and have many little tears. They are somewhat loose-fitting as his striped green and white boxers can be partially seen around the waistband as well as through some of the tears.
The skin on the Lurker's head, torso, and left arm have been charred black and riddled with skin tears. The flesh from the skin tears around his left shoulder and the left side of his neck form a pattern and appear orange in color. The right side of his back and his right arm are much paler in comparison to the rest of his body. His right arm in particular is covered in countless open blisters. He lacks hair, presumably having been burnt off. His lips and most of his left nostril are gone. Portions of his flesh are gone too, exposing the bone underneath. These areas include both wrists, the lower right rib cage, the left shoulder blade, a strip across the right side of the top of his skull and a patch to the left side of it. The Lurker either completely lacks eyes or they are entirely black, leaving his eye sockets appearing very dark and empty.
Abilities & Behavior
The Lurker exhibits very unusual behavior when compared to most other zekes that are fought. In most cases, the Lurker can be found kneeling down low to the ground in some sort of resting position. Keeping to his low profile, he will constantly be observing his surroundings as though he is looking for something or someone. His posture seems almost human-like as it keeps one arm down to the ground while resting the other on his bent knee most of the time. The Lurker is extremely stealthy as he tends to appear in areas near the survivors from seemingly out of nowhere.
Despite the Lurker's best attempts to remain stealthy, his distinctively odd breathing noises give away his presence and general position. He also produces a peculiar rattling sound. Additionally, once he has been discovered or is carefully approached by the players, he will make much louder noises as he becomes more head-on with his approach. The Lurker's speed is slightly above average compared to regular zekes.
The Lurker has the ability to pounce on survivors. His pounce is always accompanied by a loud, raspy screech. Relying heavily on players not being aware of their surroundings or blindly rushing around a corner, the Lurker springs into action, knocking the player down on their back and laying an unforgiving mauling on them while they are helpless to defend themselves. While a pinned survivor will be hit with all manners of attacks ranging from scratching, clawing, tearing, and even a few chokeslams, the damage done will remain consistent over time shortly after getting pounced.
While the Lurker prefers to pounce unsuspecting or careless players, there are moments when it is forced to come out of hiding and leap headfirst to snag a victim. Despite this, his ability to get the jump on a player should not be underestimated while in the open. When forced out onto the open, the Lurker's agility shines as his pounces travel quite a distance, more than one may have expected.
Strategy & Tactics
Lurkers hide in the shadows. Listen out for their distinctive wheezing to avoid being surprised.
TUTORIAL TIPS
Role
The Lurker acts as a pinning enemy, holding a survivor down with the intent to kill without letting them fight back. He will pounce on survivors, lay on top of them so they cannot escape, and maul them until they are down. The Lurker mostly acts like a spring-loaded trap, hiding around a corner to pounce whoever walks by him. After incapacitating a survivor, he will go back into his resting position near them, waiting for another survivor to arrive to their rescue and pounce on them next.
General
Never stray too far from your teammates. It is made extremely clear that players that try to do things by themselves will only land in a tight spot that they may not be prepared to face on their own. Always have at least one teammate with you. While certain objectives or situations may lead to your team being separated, such as dividing the workload of completing mission tasks across teams of two or a horde battle that forces some players to move away to cover more ground, always stay within a visible line of sight of each other to quickly help the other in whatever situation they may find themselves in. In higher difficulties, a Lurker will be able to incapacitate a survivor in no time flat, making their punishing pounces even more unforgiving. Better safe than sorry.
Listen carefully. When the Lurker spawns in, he'll make a loud wheezing sound. This will transition into his more quieter yet audibly distinct wheezing noises which can be easily heard in stealth scenarios. During a fight, it may be more difficult to catch but listen to your character or the other survivors as they will chime in with a response related to hearing or sensing the presence of a Lurker.
Bull
ABILITIES
Charges towards survivors at full speed, helplessly pinning them once caught
ATTACKS
Smash
Swipe
OTHER NAMES
Big Bull, Big boy, Big one, Hamburger Meat, Heavy
The Bull is a special zombie in World War Z.
The Bull charges towards his victim at full speed, grabbing them up before pummeling them against the ground over and over until an ally intervenes to free them from his vice-like grip.
Physical Appearance
The Bull is a zeke dressed in urban camouflage clothing underneath a partially damaged police riot suit and a ballistic helmet with a slightly chipped face shield. The number 22 can be seen behind his helmet. A black hood covers his head and neck. His left riot glove is slightly torn, making it fingerless. A nightstick is securely holstered to his right hip by a belt loop.
The Bull's body armor, while mostly intact, has a few ripped areas. The left knee pad is missing and the clothing underneath has been torn off. His left shoulder pad is gone. The back of the Bull contains the bulk of the damage done to his armor as a sizable portion of his vest that protects his back and some of the clothing underneath has been torn up. This area also reveals that the skin and flesh surrounding his vertebrae have been torn open, exposing his spinal column.
The Bull is missing a few teeth, likely knocked loose due to previous crashes and collisions as a consequence of his violent ability.
The Bull is easily the biggest and tallest enemy in the game, towering over both survivors and regular zekes by about a head when seen side by side.
Abilities & Behavior
The Bull is an aggressive and relentless zeke. While all zekes are aggressive and relentless in general, the Bull proves himself to push those attributes further beyond that of the average zeke. The behavior that perfectly encapsulates the Bull's accentuated antagonism is best seen and heard when he uses his frighteningly fierce ability. Befitting of his nickname, the Bull can be heard snorting, huffing, and breathing very deeply and heavily.
The Bull has the ability to charge at survivors. When the Bull has chosen his victim and is ready to go, he will stamp his foot and slam his fists together on the ground while roaring. He then goes into a mad dash towards his target, stomping loudly all the way throughout. Should he manage to reach his target, he briefly pulls them up from the ground by the chest with his right hand before smashing them against the floor repeatedly while they are helpless to defend themselves.
The Bull is not afraid to rush directly into a firefight, single out a target, and mercilessly drive them into the ground. His natural toughness combined with his riot armor makes him one of the most fearless, difficult, and ruthless special zombies to take down.
Strategy & Tactics
The Bull is a mighty beast. If he charges, you better run. He's weaker in the back so try to make your shots count.
TUTORIAL TIPS
Role
The Bull acts as a pinning enemy, holding a survivor down with the intent to kill without letting them fight back. He will run towards the survivors at a blistering speed, grabbing them with a single hand before crushing them into the ground until they are down.
General
Work together. The Bull can be a difficult zeke to put down and may require everyone alive to work together to kill. While a Bull can certainly be killed by just a single person, your odds against him are simply greater when others are around to help. A collaborative effort with other survivors can swiftly eliminate a Bull with little to no damage taken.
Never stray too far from your teammates. It is made extremely clear that players that try to do things by themselves will only land in a tight spot that they may not be prepared to face on their own. Having others around, even just one other survivor, might be your only chance of being freed should you managed to be grabbed by him. In higher difficulties, a Bull will be able to incapacitate a survivor in no time flat, making their crushing charges even more unforgiving. Never find yourself alone when up against a raging Bull.
Listen carefully. When the Bull spawns in, he'll make a loud roaring sound. In battle, the Bull makes distinct growling noises while chasing players. The Bull gets significantly noisier when he is ready to charge. Prepare yourself if you hear a few thumping sounds and a bellowing roar, but especially once you hear the sounds of loud, heavy, and quickly-approaching stomping.
Watch your fire. The Bull has a lot of health so its important to either unload your best weapons against him or carefully fire at his weak spots. Be careful when shooting at a Bull that has a grip on a survivor. Friendly fire is less forgiving as the difficulty levels increase so while you should always act quickly, control your shots or you may accidentally incapacitate (and even kill) your own teammate in the process of saving them. The same general principle also applies to explosives which can easily do as much, if not more, damage if it lands extremely close to a survivor. Due to this, explosives are ill-advised for saving pinned survivors.
Be aware of alternate routes. Most special zombies prefer to arrive through paths and areas that are less common than the ones where many zekes congregate towards. Be mindful of your surroundings, watch your back, and keep note of any uncommon spots where special zombies may appear from.
Against
The Bull is considered one of the toughest special zombies you can face. He is extremely well protected, covered head to toe in riot gear that is resistant to both bullets and melee. His head is protected by a ballistic riot helmet with a face shield that protects him from normally deadly headshots. He is also very strong in his own right, being able to withstand a lot more damage from most sources than normal zekes and even most special zombies can tolerate. All of this protection does not hinder his mobility in anyway.
However, he also possesses a notable weak spot. The crack in the Bull's armor is located on his back. Shooting directly at the exposed portion will deal increased damage, which can easily kill a Bull with far fewer hits compared to the rest of his body. If you are facing the front of the Bull but his back can be seen, shooting it will not deal more damage. Shooting the Bull in the back won't actually work unless you are actually behind him. In addition, not all of his back is a weak point. Be sure to aim for the actual exposed portion which is mostly to the left side.
To a much lesser degree, the Bull's head is also a weak point. Unlike the helmet itself, the visor on the front can be destroyed with enough gunfire. Focus enough shots on it and it will break off, exposing the Bull's face for a quick kill headshot. You may need more than one shot to the head to kill the Bull due to his natural bulky health allowing him to take multiple shots to the face.
Although his left knee appears exposed, shooting it does not deal any more damage than anywhere else on his armored body. Do not try to target his legs and focus on his other weak spots.
The charge is the Bull's signature ability. If he has chosen his target, they will only have a brief moment to get ready before the Bull breaks off into a full sprint, instantly moving about twice as fast as a sprinting survivor. If the Bull successfully reaches his target, he will lift them up briefly before slamming them on their back over and over against the ground. It should be noted that survivors still take constant damage in the brief moment they are lifted off the ground, not just while they are being beaten to a pulp.
Before charging, the Bull will always make some loud thumping noises with his foot and hands before roaring loudly. This serves as a warning cue for when he is about to rush. If you are not the one being targeted, prepare to kill the Bull after he is done charging and help anyone that gets grabbed.
The Bull always keeps eye contact with their chosen target. If you look closely, a Bull will slowly turn to face his target as they try to move around. Moving to the sides while a Bull prepares to charge is a great way to tell if he has decided to become hostile towards you.
Do not think that the Bull will stop for any zekes standing in his way. If they are in front of him while he charges, they will be pushed aside.
If the Bull cannot reach their target, he will likely run into a wall or other environmental obstacles. He will stumble backward a bit for a moment after the impact before continuing to chase the survivors once again. Take advantage of him while he is vulnerable after his crash and shoot at either of his weak points before he manages to recover.
Though it tends to happen less often, if the Bull charges for too long without grabbing anyone and without hitting any obstacles in his path, he will eventually stop on his own. After stopping, he will become confused and look around for the survivors he missed, leaving himself vulnerable for a few short seconds afterward.
The Bull does not charge in one straight, predictable line unless his target is standing still. The Bull is capable of steering himself while charging. The Bull's movement can be surprisingly fluid, catching players who believe they manage to get out of the way completely off-guard by scraping along the edge of walls and obstacles to guide his turn. This allows him to sometimes catch survivors that try to hide around a bending corner.
When dodging a Bull, make an effort to keep your sights on him as much as you can as he approaches you. You may find it easier to avoid his charge while keeping him in your line of sight since you will be able to better track his movement. Attempting to dodge him without looking in his direction, while still very much possible, may not be as effective since you cannot see where he is going. Without enough experience, miscalculating the distance you run, or just being plain unlucky, you could be caught by surprise when he somehow manages to grab you.
When the Bull grabs a survivor, he will continue to walk a bit forward before coming to a full halt. If the Bull manages to grab someone in an area where survivors can fall off to more quickly reach a lower area, he might bring them down and have them pinned there. A charging Bull may also grab a survivor as they fall off the ledge if they don't fall down enough to avoid him. This can be an issue since other survivors may not have an immediate clear sight of the pinned survivor and the Bull, potentially resulting in longer rescue time and greater likelihood of incapacitation/death.
However, if he misses his target, the Bull may end up charging off the ledge and away from you. This will likely end up putting a lot of distance between the Bull and the survivors, giving you time to catch your breath and even take the opportunity to shoot at his back. Whether the Bull runs off a great height or into a large body of water, they won't affect him in any way since the Bull, very oddly, maintains the same running momentum through air and water as he does on the ground. The only thing that can stop his charge sooner once he runs himself off a ledge is by crashing into something along the way.
There are a few ways to effectively dodge the Bull while he is charging towards you.
One method is by sprinting in a circular motion. Also known as circle-strafing, this method involves sprinting in a direction facing the Bull and going around him as he charges towards you. You may find it easier to do in areas with more open space.
Another method is to get behind a solid obstacle or hop over a window. Going over an obstacle that you can climb over or vaulting through a window over a small wall is an easy way to avoid a Bull charge since he will simply crash into it chasing you, allowing you to take advantage of his stunned state after the collision. Be careful as some obstacles that look like they need to be climbed over can simply be walked over normally by both the Bull and the survivors.
The Bull has more powerful swipe attacks. Compared to regular zekes and all other special zombies, the Bull's regular attack deals almost half more damage. While this difference is somewhat difficult to notice in lower difficulties, it is more obvious in higher ones. As usual, when playing in higher difficulty levels, a few hits can easily cause incapacitation or death, and the Bull can technically kill you faster if he is in arm's reach and currently not using his charge attack. Although survivors should already be trying to keep their distance from Bulls, this is yet another reason from getting too close.
In higher difficulties, the Bull tends to appear alongside others of his kind. It is possible to encounter two Bulls arriving at the same time. Be very careful as the two Bulls can charge one after another, forcing you to act even quicker to avoid both of them. Their combined strength could potentially make them extremely difficult to take care of by yourself, much less if there are zekes abound as well.
The Bull will shrug off any attacks while charging. Trying to shoot the Bull as he's charging towards you is rarely a good idea unless you fire something powerful enough to outright kill him mid-charge. In almost all cases, you should focus more on getting out of the way instead.
Meleeing a Bull is not particularly effective. Attacking the Bull with melee strikes does not do a lot of damage thanks to his armor. On top of that, the Bull cannot be pushed around with regular melee attacks unlike other zekes and special zombies. Thanks to his high health, it takes many hits before a Bull is killed with melee alone. Having all your teammates ganging up on a Bull and striking him repeatedly with all their melee weapons could work, but this would be more suited for when a Bull manages to grab someone and you do not want to risk friendly fire. Even then however, there are more efficient ways to help a pinned teammate. Remember that the weak spot on his back can still be targeted by melee attacks. Simply being behind him when attacking is enough to target it and he will take more damage from melee attacks. Striking the Bull's back will sound different as well to indicate that it is being hit.
The Flaregun can stop a Bull from charging. When firing a flare near or directly at the Bull, he will become distracted and likely set on fire. This works while he is charging towards a survivor as well. Shooting the Bull with a flare will cause him to stop. Firing one on the floor will also produce the same effect. However, it has to land near him for it to work, or else he will simply continue to charge without noticing it.
Survivors that get in the way of a Bull's intended target may become the new target. Bulls always choose their target beforehand and keep to maintain eye contact in their direction. Despite this, it is possible for someone unfortunate enough to get in the way between the two to end up as the newly chosen target. Bulls are not picky about who they grab, so they will immediately begin to smash their victim regardless if it was who they intended to attack or not. If you happen to be "saved" from a charge by your unlucky teammate, react quickly to dispatch the Bull off of them.
Use heavy weapons. Heavy weapons, while mostly intended for zeke swarms, can also be used against tough enemies. Given the amount of protection the Bull possesses, heavy weapons can easily render it less effective given how much damage heavy weapons can cause. If it can be spared, unload some of your heavy weapon ammo onto the Bull. Using each heavy weapon effectively allows you to maximize damage and successfully kill the Bull with efficiency.
The Payload Rifle is very well suited to be used against the Bull given its somewhat lackluster crowd control capabilities. Focusing its explosive firepower on the Bull instead is highly recommended as a direct hit or two can easily kill him. The Payload Rifle's scope also makes it perfect for killing a Bull from a distance and with accuracy.
The RPG Launcher is an extremely powerful heavy weapon to use against the Bull. Firing it directly at or very close to him should produce some devastating results. It is best to use it from a safe distance to avoid friendly fire as well as accidentally hurting yourself. Despite how powerful this weapon is and how it is guaranteed to kill the Bull, it would be best to only use it against him as a last resort or if he arrives with others, especially another Bull.
The Machinegun can deliver a constant stream of explosive ammo towards a Bull from a distance, constantly tripping him up and prevent him from getting a chance to charge. However, if he is ready to charge, the ammo will do little to stop him as he will absolutely plow through it. Unless you suspect he is extremely low on health, stop firing and get out of the way or else he will grab you. If you want to preserve Machinegun ammo, wait until he exposes his back then simply fire a few shots into his back.
The MGL, while powerful, can be difficult to directly attack the Bull without a bit of practice. Very few grenades are needed to kill the Bull. However, the grenades bounce and are on a timer, so you must carefully shoot it at the floor to ensure they roll near him. Be careful not to shoot the grenades on the floor too close to yourself or they may explode very close to you and cause self-damage.
The Heavy Assault Shotgun is excellent to use while fighting the Bull due to its high damage output and fast fire rate. It is effective at shattering the Bull's bulletproof face shield and leaving him vulnerable to a high-powered headshot. When shot into his back, a few close-range hits will quickly take him down. Against the body, a few hits can easily knock him down, and continued firing will keep him from getting up. However, much like the Machinegun, the fired rounds cannot stop him once he is charging.
The Chainsaw comes with risks when using one directly against the Bull. Given the fact it is a chainsaw, i.e., a melee weapon, the wielder must get very close to the Bull to do any damage. This can be dangerous while at low health, while surrounded by a bunch of zekes from multiple directions, or both. In higher difficulties, this becomes especially dangerous since it takes fewer hits to incapacitate survivors. However, the Chainsaw is the only melee weapon that is capable of pushing the Bull so head-on confrontation is still possible if you can keep stumbling him without giving him a chance to get up. The Chainsaw is also great to use after successfully dodging the Bull's charge. If you can avoid his signature move and get him to hit a wall, he will be left vulnerable for an easy slash across his back afterward.
The Flamethrower burns the Bull extremely well done by applying a constant stream of fire. The high damage of the flames will quickly kill a Bull, but if let to roast slowly, the afterburn will eventually kill him as well.
Use explosives. As some of the heavy weapons have demonstrated, explosives are a great tool to use against a Bull. Depending on the chosen class, the equipment you are provided with is high damaging explosives. If it can be spared, use them against the Bull to cause some serious pain and either greatly debilitate or kill him.
Explosive weapons such as the Grenade Launcher, Crossbow, and Advanced Combat Weapon are also very effective. Their explosions will more consistently trip up the Bull if he is not getting ready to charge.
The Bull cannot be stopped by Barbed Wire. He will consistently be able to climb over it. Do not expect it to do much against the Bull apart from briefly slowing him down as he climbs over it. On top of being able to climb over Barbed Wire, he can charge right through it. However, this is only true if the Barbed Wire is the version without the stands. The Barbed Wire with the stands is capable of stopping a charging Bull.
The Bull can drain a High Voltage Grid dry. As stated, the Bull can absorb a lot of damage that would normally kill others. While he can be stunned by a High Voltage Grid, the Bull will end up using a lot of power from it if he is not taking damage from other sources. The Bull's high health will most likely end up saving him from electrocution while draining the grid of its power. If you catch a Bull getting fried, take the opportunity to target his weak spots and kill him to prevent him from using up any further power from the grid.
Standing on a High Voltage Grid can save you from a Bull. While very uncommon, if you happen to be grabbed while you are currently standing on a powered High Voltage Grid that was placed on the floor, it can stun the Bull off of you. Again, kill the Bull soon afterward to prevent him from draining all the electric power. You can also use the grids to prevent a Bull from reaching you in the first place by getting behind one and letting him charge into it. Be careful as there is a possibility of him skirting around the edges of the grid or running through it if enough zekes are already standing on it.
Rarely, a Bull can be killed by you at the exact same time he manages to grab you. This is assuming he has taken a lot of damage already and simply needed to be struck the final blow. Consider yourself fortunate if you manage to pull this off since you will not take damage from being grabbed.
The moment a Bull grabs on you, there is a very small delay for when he starts to deal damage. Even if you do not manage to kill the Bull off, your teammates can. If they act lightning-quick, they can prevent him from dealing damage the moment he grabs you.
However, it should be noted that the very moment the Bull's grabs someone still technically counts as a "hit." This technicality only comes into play when a survivor happens to be carrying a Virus Sample. If their sample has been heavily damaged already, it is possible for the non-damaging hit of the Bull grabbing them to damage it and cause infection.
Being killed by the Bull can either turn a survivor on death or simply kill them without reanimating. Due to the Bull's overly-aggressive method of attack, it's possible for a survivor to die from blunt force trauma as opposed to infection. When a survivor is incapacitated by a Bull's charge and is not revived, they will die and not return as a zeke. However, when a survivor is killed by a Bull's charge, they will become a zeke.
Gasbag
ABILITIES
Releases some toxic gas around himself when damaged enough
Releases a large toxic gas cloud depending on how he was killed
Gas can harm and obstruct survivors' vision if they stay in it long enough
ATTACKS
Gas
Swipe
OTHER NAMES
Hazmat, Hazmat Suit, Hazmat Zeke
The Gasbag is a special zombie in World War Z.
The Gasbag's suit is full of deadly gas that, when released, can harm anyone if they linger in it for even a second.
Physical Appearance
The Gasbag is a zeke wearing a bright yellow air-fed chemical protective suit with a green line on the left side going up from the waist to the side of the head, light blue protective gloves, and black rubber boots.
The Biohazard symbol appears to the left of the suit's chest area. To the middle right of the suit, there is a regulating valve with a broken blue connection hose hanging off.
Abilities & Behavior
Compared to the rest of the special zombies, the Gasbag does not really display any sort of unusual zeke behavior that would set him apart from the rest. All around, the Gasbag behaves exactly like a normal zeke. However, he does have his own distinct groan.
The Gasbag has the ability to release a dangerous green gas from his hazmat suit. However, he does not release it on his own, usually only letting it out after getting shot. After taking enough damage, his suit will start to leak gas around himself, slowly damaging anyone who stands close to it for even a second. Upon death, all of the gas in the suit will escape, creating a large stink cloud of noxious gas.
The Gasbag's gas is not only harmful, but it is also capable of disorienting the survivors' senses. The gas will cause nearby survivors to cough frequently. Despite this, survivors will still be able to communicate and make appropriate call-outs for the most part. However, sounds heard will trail on slightly at the end while in or near the gas, suggesting it can audibly distort survivors to a slight degree. Standing around the gas will cause the players' screen to turn green and slightly distort their environment in a manner similar to psychedelics. When in the gas' lethal zone, all of the above will occur as well as green liquid trickling down the players' screen, obstructing their view. Stepping out of the gas' lethal area of effect will instantly clear up their vision. As stated by numerous survivors, the stench of the Gasbag's gas is horrendous, but this does not have any actual effect during gameplay.
Strategy & Tactics
Gasbags create a poisonous cloud when killed. Take them out with a headshot for a cleaner kill.
Stay away from toxic clouds. The poisonous gas will do serious damage over time.
TUTORIAL TIPS
Role
The Gasbag focuses on area denial. Capable of creating a gas cloud that appears when killed too hastily, he can prevent survivors from moving forward until the cloud dissipates or force them to run through it and take damage if he manages to corner them in an unfavorable location.
General
Keep your distance. The Gasbag is usually seen as the least threatening out of all the special zombies, but it will not make him any less of a threat. His poisonous gas gives him an edge compared to normal zekes as he can continue to deal additional damage long after being killed. If you find yourself near the Gasbag when he is killed and his suit starts to hiss and spray gas, run away as quickly as possible. The gas is damage that can easily be avoided by simply staying away. While it can be negligible in lower difficulties, you will want to avoid taking any sort of unnecessary damage as it will quickly stack up, and in higher difficulties, the damage is far more severe.
Listen carefully. Due to the Gasbag's hazmat suit, his groans stand out in a crowd as well. The Gasbag produces slightly mechanical, muffled roars. This can be used to single out his presence as he usually makes these sounds whenever he arrives.
Always mark your targets. As with all special zombies, marking lets players know where a particular threatening zeke is and/or where it is about to go. The red outline can be seen through obstacles and is hard to miss, so press the key that marks them and make their appearance even less of a surprise. Even though the Gasbag is very easy to spot from any distance, you should still mark him unless a more dangerous special zombie to prioritize is around.
Be aware of alternate routes. Most special zombies prefer to arrive through paths and areas that are less commonly used than the ones where many zekes congregate towards. Be mindful of your surroundings, watch your back, and keep note of any uncommon spots where special zombies may appear from.
Against
Stay out of the Gasbag's gas. Your first warning sign will be survivors frequently coughing. The next sign will be your screen slowly tinting green. The amount that the screen turns green is affected by your distance from the gas. Staying in range of the toxic gas for about a second will begin causing damage and obstructing your screen. The effects of the gas will make it difficult to see anything clearly so run out of it as soon as possible. Keep in mind that the effects and the damage over time will persist for a brief moment after exiting the gas.
Aim for the head. The Gasbag releases a large gas cloud on death that lasts for 12 seconds. However, killing him with a headshot will result in him releasing no gas at all, rendering him nothing more than a slightly tougher-than-normal zeke. He only leaks the gas from his suit when killed with a body shot, so always strive to aim for the Gasbag's head. While it may seem easy to headshot the Gasbag from up close, you always run the risk of accidentally hitting his suit and releasing the gas anyways or letting him get close enough to swipe.
A good indicator that you shot a Gasbag in the head is when his suit's clear visor breaks, which causes an audible shattering sound. Keep in mind that the visor can usually stop a single bullet, and the Gasbag himself is strong enough to survive more than one shot to the head by weaker firearms. Shooting a Gasbag from the sides, top, or back of his head can actually kill him quicker as the visor will not be able to catch a bullet for the Gasbag. Higher damage weaponry and select class perks can usually overcome this issue and truly render the Gasbag as nothing more than another zeke.
At farther distances, shooting him anywhere is okay as long as he is killed. If you do not manage to headshot a Gasbag, so long as the gas cloud he releases on death is a somewhere a fair distance away and not blocking an important path or area, it should be negligible for the most part.
The Gasbag can tolerate very little damage to the body. If you accidentally hit the Gasbag anywhere besides his head, it is still possible to headshot him and not let any gas leak from his suit. However, if the Gasbag takes enough damage to the body without being killed, he will form a gaseous aura all around himself that deals extra damage to anyone around him on top of his regular swipe attacks. The gas that envelops him does not go away until he is killed. A very important thing to know is that killing a Gasbag in this state with a headshot will not prevent gas from leaking out of his suit and you still have to deal with the gas cloud afterward.
The Gasbag tends to appear alongside others of his kind. It is fairly common to see two Gasbags arriving at the same time. Be careful as killing both of them without headshots will allow their gas clouds to cover even more space.
The harmful effects of two gas clouds will not stack on top of each other. If two gas clouds appear very close together, it will not take any less time for them to start dealing damage and the damage from both will not be combined. However, if you find yourself caught between two gas clouds, be sure to run in a direction that will be the quickest to escape from it.
The Gasbag can be disabled with leg shots. Similarly to a regular zeke, doing so will slow a Gasbag to a crawl and eventually kill him. Do not shoot too many times or he will create the gaseous aura around himself and trigger his nasty gas cloud on death. However, if you can shoot him down without causing too much damage, you can easily put the remaining one or two bullets to his head or just wait it out until he keels over. This can be an alternative to headshots, but keep in mind that with this method, it is possible to just kill him with leg shots and thus should not be heavily relied on to get the job done if you are trying to avoid creating a gas cloud.
If Gasbag has created a gaseous aura around himself, shoot him in the legs and you can let him slowly die out instead of killing him. When he dies in this manner, he will have exhausted all the gas out of his suit while crawling, thus not releasing a cloud on death.
The Gasbag will only leak gas on the spot he was killed. The gas cloud is stationary upon creation. Nothing can be done to move it, so once it appears, it will remain on the exact spot that the Gasbag died until it clears up on its own. This means shooting him in the body while he is falling or climbing something will result in the gas cloud remaining suspended in midair where it will likely not be able to harm anyone.
The gas cloud can act as a smoke screen. The cloud is the thickest towards the center and it can sometimes be difficult to see enemies behind it until they come out of the other end. Be careful if a special zombie is hiding behind the gas cloud as they might prepare to use their ability while covered. Remember that they can be marked and will show their silhouette.
In bright and well-luminated areas, it is fairly easy to see through the gas clouds. However, it is much more difficult to see through in darker or more dimly lit areas.
The gas cloud's smoke screen capabilities is stronger when more than one Gasbag are killed close to each other as the clouds overlap each other and make it even more difficult to see past it. In any case, keep your distance to avoid damage and getting surprised.
Both the gas from Gasbags and the Masking Gas Grenade can appear very similar while under the masking effect's blue tint. Be careful if both gases get mixed together in the same spot.
Explosions will cause the Gasbag to leak gas from his suit. Most explosives are guaranteed to cause him to release the gas from his suit no matter where he was shot. Be careful if you use the Grenade Launcher or explosive equipment like Frag Grenades to kill him as he will release his gas cloud afterward.
Despite being an explosive weapon, the Advanced Combat Weapon can still be used to deliver clean headshots on Gasbags. Its power also means a single bullet is enough to do the job. The Crossbow is also in that same field as a bolt directly to the head will kill him too. However, in higher difficulties, a single crossbow bolt will not kill him even if it lands in his head, thus creating the gas cloud on death anyways. In this case, selecting the perk that gives the weapon classic, nnon-explosive bolts can solve this problem.
Electricity does not cause the Gasbag to leak gas from his suit. His hazmat suit does not protect him from the current. High Voltage Grids and the Stun Gun are great for stopping him in his track and even finishing him off. Stun Guns are less likely to do the job, so if you stun a Gasbag, create some space before killing him. Since he stays in one place, his head should be an easy target. However, if you miss and ultimately kill him with a body shot, he will leak the gas out.
Fire does not cause the Gasbag to leak gas from his suit. His hazmat suit does not protect him from flames. The Flaregun, Molotov Cocktail, Flamethrower, and just about any other sources of fire are capable of burning the Gasbag to death.
Getting caught in Barbed Wire does not cause the Gasbag to leak gas from his suit. Strangely, yet thankfully, a Gasbag that gets caught in and is killed by Barbed Wire will die without creating a gas cloud.
Melee attacks will only cause the Gasbag to leak gas from his suit if it kills him. A single melee strike may not immediately kill a Gasbag depending on your perks or difficulty. If the Gasbag manages to approach you, you can take advantage of pushing him away after a single hit then sprinting to a relatively safe distance before finishing him off with your primary or secondary.
If you do happen to kill a Gasbag with melee or damage him enough to make his suit leak out, begin sprinting in the opposite direction immediately to minimize the damage received from the gas.
Do not worry if you find yourself or others incapacitated while in the gas. While the gas' usual screen altering effects still apply, it cannot cause any further damage to anyone who is down. In most cases, it will be better to just wait for the cloud to clear up before helping others and vice versa.
If you do get revived while the gas cloud is still causing harm, get out as soon as you can. You only get a brief window of invulnerability before the gas starts to damage you like normal so do not waste time standing around.
Being killed by the Gasbag's gas will not cause survivors to return as a zeke. Although you should be worried that a teammate has been killed by a Gasbag's gas, take solace in the fact that you will not have to deal with their corpse turning and coming back to attack you and your remaining teammates.
Infector
ABILITIES
Spits out a saliva ball projectile that can infect players from a distance
Runs from survivors to safely recharge her saliva if far away enough from her after spitting
Regenerate back to full health if taken down without being properly finished off and can do so multiple times
Spews her infectious saliva while attacking, infecting players up close
ATTACKS
Spitball (Non-damaging)
Spewing swipe
OTHER NAMES
Spitter
The Infector is a special zombie in World War Z
The Infector is a zeke dressed in a torn straitjacket and ripped blue jeans. A yellow medical knee brace is attached to her right knee. A green hospital bracelet with writing on it is worn on her right wrist. Several catheters going through the right side of her neck are secured with catheter dressing. An eye pad covers her right eye and is anchored there by some bandages wrapped around her head. Two syringes containing different colored liquids, red and greenish-yellow respectively, are plunged through the back of her right shoulder and through her straitjacket.
The Infector's straitjacket has been ripped up in a few areas. The right arm sleeve and the straps that restrain it have been torn off, freeing her right arm. The sleeve on the left arm has been partially torn open, revealing her left hand. However, it remains restrained, unlike her other arm. Her blue jeans are also tattered, torn up around the ankle for the right pant leg, and up to the knee for the left pant leg. The straitjacket is slightly loose-fitting, revealing from behind that the Infector does not appear to wear anything underneath of it. She is one of the only zekes to completely lack footwear.
The Infector's mouth and cheeks are heavily damaged. Her lower lips have been torn and pulled down, and some of her teeth are missing. The damage has resulted in her mouth constantly remaining open and leaving her tongue to stick out prominently.
Her fingernails are painted pink and her hair is dyed a tinge of green.
Abilities & Behavior
The Infector proves to be fairly calculating and cunning compared to other zekes. Given her strange abilities, she is capable of attacking from a distance and running away during combat. Due to her condition, she produces a lot of gurgling and drooling noises as opposed to the more usual moaning and groaning sounds regular zekes make.
The Infector has several abilities that make her an exceptionally dangerous threat. Her main ability is to spit a large ball of toxic saliva that can infect humans if they do not wipe it off in time shortly after getting splashed with it. In addition to spitting out her saliva as a projectile, she also spews it out of her mouth while swiping at her targets in melee range, enhancing her melee attacks. After sustaining a lot of damage, the Infector collapses on the floor and writhes around for some time. If she does not get killed during this time, she will get back up at full health while shedding some blood.
The Infector's ability to spit out her fluids as a projectile is quite impressive as a means of spreading the infection. Equally impressive is her proficiency to aim her spitballs with enough accuracy even from considerably long distances. Most oddly though, the Infector proves to be very resilient to damage, being capable of absorbing all sorts of damage despite not wearing anything that could even remotely be considered protective. The Infector's unnatural toughness also lends to her near-supernatural ability to regenerate some time after being taken down and left without being properly handled afterward. The combination of abilities she possesses makes her quite an enigma amongst the undead.
Strategy & Tactics
The Infector's spit is extremely dangerous. If you get hit by it and don't disinfect quickly enough, you'll immediately become a zombie.
The Infector is resistant to bullets and can get back up after being knocked down, but she can be finished off with one melee strike when she's on the ground.
If you get hit by the Infector's spit, getting up from incapacitation or healing with a medkit will also remove your infection.
TUTORIAL TIPS
Role
The Infector is capable of quickly killing survivors with an infection if they do not clean themselves in time. After taking enough damage, she falls to the ground where she becomes an obstacle that must be finished off for good within a certain amount of time or else she will force players to deal with her again.
General
Work together. The Infector can be a difficult zeke to put down and may require everyone alive to work together to kill. While an Infector can certainly be killed by just a single person, your odds against her are simply greater when others are around to help. A collaborative effort with other survivors can swiftly eliminate an Infector without risk of anyone getting slimed, and if someone does happen to be get spit on, they can rely on others to cover for them while they clean themselves off.
Listen carefully. The Infector makes unusual gargling sounds while chasing players and spitting at them. It is fairly easy to make out her distinct noises, so be ready for her appearance when you hear her arrive.
Always mark your targets. As with all special zombies, marking lets players know where a particular threatening zeke is and/or where it is about to go. The red outline can be seen through obstacles and is hard to miss, so press the key that marks them and make their appearance even less of a surprise. The Infector is a very tough opponent that should generally be prioritized first whenever she appears.
Be aware of alternate routes. Most special zombies prefer to arrive through paths and areas that are less common than the ones where many zekes congregate towards. Be mindful of your surroundings, watch your back, and keep note of any uncommon spots where special zombies may appear from.
Against
The Infector produces infectious saliva that can infect survivors. The Infector has a remarkable and deadly ability that makes her a formidable opponent that can take down a survivor with full health into a zeke from varying distances while dealing little to no damage to do so. By utilizing her own semi-congealed bodily fluids, she can splash it all over a survivor to put them in an infected state. When infected, instant zombification will occur around 12 seconds after getting hit with the Infector's fluid. For an infected person to rid themselves of infection, they must disinfect within that 12 seconds of getting spit on. Survivors that fail to disinfect themselves during that time will die and turn into a zeke shortly afterward. This will entirely skip over any remaining incapacitation phases that a survivor had, removing any chances of getting back on their feet after being taken down.
When infected, the screen will be covered in dark red blotches which quickly gets absorbed and disappear. Immediately afterward, pulsating dark red vein patterns slowly grow from the border of the screen and covers it while the player's vision slowly becomes progressively darker and blurrier. Heartbeat noises and the sound of trickling liquids can be heard while infected.
If you get spit on, you must clean yourself off as soon as possible. The typical method of disinfection simply involves wiping it off. This method only takes three seconds and is the quickest and easiest method. Make sure you are not currently being attacked by zekes and in a safe spot when you decide to disinfect. Having yourself surrounded by teammates to cover and protect you would be highly ideal.
Another option is to use a Medkit. Although Medkits take a slightly longer four seconds to apply, this is largely negligible since you can heal yourself at the same time. If you are low on health (preferably) when you get infected by the Infector, using a Medkit allows you to multitask and be more efficient. If you also have a perk that speed up healing times, this option could be helpful in a pinch since you could clean at a faster speed than if you were to only wipe it off.
If you get incapacitated while infected, you can clean it off by being revived. Obviously, you must be revived by your teammates to clear yourself of infection. However, a few perks that allow you to revive yourself can also work. However, if you do not have such perks active or your teammates are too far away and/or preoccupied themselves, you can be in serious trouble with little hope of surviving. Infected players do not ever show any outward signs that they are infected. The same is true of those that are incapacitated. The timer that appears when they are down does not change in any way to reflect the fact that you are infected or that you only have a brief amount of time before you turn. Without this knowledge, teammates can be led to take a bit more of their time before reviving you, leading to the sudden loss of a teammate to infection.
In all cases of infection, it is possible to exceed the regular 12-second timer as long as disinfection is underway. What this means is that cleaning yourself off or getting revived at the literal last second will still work since the timer will halt itself to give you the necessary remaining time to remove the infection.
The Infector's main method of infection is the spitball. The Infector is capable of launching infectious ink-black projectiles from a distance. However, the spitball that the Infector hurls at the survivors cannot deal any damage at all. It takes about three seconds for the Infector to spit out her spitball. When launched, it travels relatively fast and far, and it leaves behind a trail as it flies through the air. The spitball splashes when it hits a surface, meaning it still has a chance of hitting and infecting you if you were standing very close to it when it splatters all over the wall or floor. After spitting, the Infector must wait for some time to recharge before being able to spit again. What she does from here depends on how close someone is to the Infector. If a survivor is fairly close to the Infector shortly after spitting, she will resort to attacking you with her swipe attack. However, if there is enough distance between her and the survivors, she will run away somewhere relatively safe but close to recharge undisturbed. Approaching her in this state will force her out of hiding to attack you. However, if you get spit on and she runs away, you can user the opportunity to retreat back to a safe spot to disinfect yourself.
The spitball is always launched in an arc. This can sometimes allow it to land on survivors hiding behind very short cover from above. On the reverse side, if you stand on an elevated spot in front of an area with a low ceiling, the spitball could end up being shot too high and end up hitting it instead. Keep in mind that the spitball can easily be stopped by a multitude of environmental obstacles. Hiding behind decently sized objects or walking past a corner can more easily and reliably protect you from an incoming spitball. You can also lead Infectors to spit in front of tall obstacles or environment set pieces as well. Do not be afraid to hide behind things like chain link fences or closeable doors. The Infector's spitball won't pass through them like bullets can, and will instead splatter against them.
Dodging a spitball is simple enough. If you are anticipating the Infector to spit, move or sprint to the sides just as she expectorates. She makes a particularly distinct sound before and after she projects her spitball, meaning it's possible to dodge it just by listening as long as you know her current position beforehand.
The Infector's ability to spit out projectiles gives her something other zekes lack: range. While this range may not be all too impressive to most players, the Infector does not always need to be right up against a survivor to engage with them. Once she is in a suitable range of them, she will begin readying herself to project her toxic saliva ball. This range can sometimes put her just shy of the most effective range for short-ranged weaponry such as shotguns or submachine guns unless survivors choose to get close. However, most weapons will suffice when it comes to shooting the Infector down as she stands in one place while attempting to launch her disgusting projectile, making her a fairly easy target to take aim at.
While she is vulnerable standing around, it would still be best to keep a decent distance away. The closer she is to you when she hurls her saliva ball, the easier it is for it to hit you as there is less time for you to react and dodge or get behind cover. While charging a spitball, the Infector cannot be pushed back or stumbled by melee attacks and explosions. Being in melee range also puts you at risk of getting attacked with a swipe attack shortly after she finishes spitting.
The Infector's alternate method of infection is her swipe attack. Just like every other zeke and special zombie in the game, the Infector has a swipe attack to harm survivors that get within arm's reach. However, her swipe attacks are enhanced by the fact that the Infector spews out her infectious spit while she attacks. This can sometimes make melee fights extremely risky as running up an Infector head-on without a plan could result in getting yourself infected. Since this method of infection can also deal damage, unlike her spitball, the Infector is capable of incapacitating you at the same time, leaving you helpless on the ground while you slowly wait for infection to kill you. While in lower difficulties, this is far less likely and would probably require the aid of a group of regular zekes to achieve the same results, the increased damage received from enemies in higher difficulties makes this more likely. Unless you are prepared, avoid getting too close to the Infector to avoid getting hurt and infected at the same time.
When you are infected, you can only get re-infected once the previous infection has been cleaned off. If you get covered in the Infector's spit, do not worry about getting splashed on with even more spit since it will not cause any further effects while already infected. (This also applies if you happen to be carrying a damaged Virus Sample.) However, you should worry if an Infector is approaching you while you are getting rid of a previous infection as she could hit you with her spewing swipe and deal damage while infecting you all over again, putting you through the same arduous process once more. If you cannot down and/or kill the Infector while infected, simply push her away with a melee attack or stumble her with your weapons to momentarily stop her while disinfecting.
Other special zombies and regular zekes work very well with the Infector. Both the Lurker and the Bull are capable of pinning down a survivor and rendering them helpless. Regular zekes can potentially pin someone down if enough of them manages to surround them, or if one is strengthened by the Booster. If any of them manage to hold down a survivor, a nearby Infector is absolutely free to splash them in toxic saliva while they are unable to defend themselves. Once they incapacitated you, it is only a matter of time before you succumb to immediate zombification. While you should be very careful of a Lurker or Bull's presence, you should be even more watchful if you know an Infector is around as they can work together to quickly eliminate one of your teammates.
The Infector is considered one of the toughest special zombies you can face, and a surprising one at that. Despite her stature, appearance, and total lack of any sort of protective gear would lead you to believe, the Infector has durability nearly on par with that of the Bull, a fully-armored riot police officer zeke. She is capable of soaking up a lot of damage, able to take many bullets to the body and multiple melee strikes. Fire damage takes time to burn her and electricity seldom kills. Although the best way to kill her is through headshots, the Infector is strong enough to survive several of them.
Killing the Infector takes more than just riddling her full of bullets. On top of her insane resistances, dealing enough damage will usually only down the Infector first, assuming a certain damage threshold has not been exceeded. In this state, the Infector will fall down to the ground and writhe, unable to attack, fight back, or do anything to harm anyone. However, she is still an active threat and will need to be put down for good. Apart from shooting more bullets at her while she lays on the floor, the best method of executing and killing her once and for all is with a melee finisher. If it can be done, approach the Infector while she is down and use a melee attack. Not only is this the most effective that guarantees her death, it can save on resources that would have been spent on her. However, if this cannot be achieved, shooting and throwing everything you got at her until she is killed will also do the trick.
Despite the Infector's extraordinary strength, explosives are still highly effective against the Infector. The Infector is less tolerant to explosive equipment or weapons due to their high damage output, which easily shreds through her unnatural armor and more quickly puts her into her downed state. Explosives are also responsible for outright killing her more often than not. In many cases where an Infector suffers a lot of damage, they are down but not out. However, the damage of explosives has a great chance of exceeding the damage threshold that puts the Infector in her downed state in the first place, meaning you will not have to deal with her afterward if you are lucky enough.
If left alone or insufficiently damaged while in her downed state, the Infector can rise back up from her injuries. This allows her to undo a lot of the progress the survivors had done to bring her to that state. The Infector will regenerate back up to her feet in just 13 seconds. In the last three seconds, she will slowly get back up on her feet which signifies she is almost completely regenerated. The Infector is capable of regenerating up to three times and dying immediately on the fourth. It is vital that she is killed for good the first time the survivors manages to bring her down. If the Infector is left to come back from possible death, she will become an obstacle for the survivors that takes much longer to kill and more resources to achieve it.
Use heavy weapons. Heavy weapons, while mostly intended for zeke swarms, can also be used against tough enemies. Given how ridiculously resilient the Infector is, heavy weapons can easily decimate her due to how much damage heavy weapons can cause. If it can be spared, unload some of your heavy weapon ammo onto the Infector. Using each heavy weapon effectively allows you to maximize damage and successfully kill the Infector with efficiency.
The Payload Rifle is very well suited to be used against the Infector given its somewhat lackluster crowd control capabilities. Focusing its explosive firepower on the Infector instead is highly recommended as a direct hit can easily down her while a follow-up shot can quickly kill her for good. The Payload Rifle's scope also makes it perfect for killing the Infector from a distance and with accuracy.
The RPG Launcher is an extremely powerful heavy weapon to use against the Infector. Firing it directly at or very close to her should produce some devastating results. It is best to use it from a safe distance to avoid friendly fire as well as accidentally hurting yourself. Despite how powerful this weapon is and how it is guaranteed to kill the Infector, it would be best to only use it against her as a last resort or if she arrives with others.
The Machinegun can deliver a constant stream of explosive ammo towards an Infector from a distance. The Machinegun is one of the best heavy weapons to use against the Infector due to its high ammo count and being able to deliver extremely powerful headshots if aimed more accurately.
The MGL is a powerful explosive weapon that can work great against the Infector if you can line up the grenades well enough. Although the grenades bounce and are on a timer, this could be overlooked as the Infector stands perfectly still for a few seconds while charging up her spitball projectile. Keep your eye out for her spitball if she does manage to fire it out, and shoot the grenades on the floor carefully so that they roll and explode very closely to the Infector. However, you should be careful to aim carefully or else you may put yourself at risk of self-damage. Additionally, do not fire out too many rounds at once as you have the potential of overshooting/undershooting the grenades and possibly waste ammo.
The Heavy Assault Shotgun is another excellent heavy weapon to use while fighting the Infector due to its high damage output and fast fire rate. While you do need to be close, body shots tend to trip her around and make her an easy target. If the Infector has gone into preparing to spit out a projectile, she will become a still target that is just asking for a few headshots. This can easily put her down if not outright killing her.
The Chainsaw is the best melee option against the Infector if you plan to approach her directly. Aiming the weapon and letting the teeth tear into her will not only down her, but finish her off for good as the Chainsaw can be used as an alternative melee finisher. Even if she is not killed after projecting her spitball, she will likely be pushed back before she has a chance to hit you with an infection-spewing swipe.
The Flamethrower can easily roast the Infector to a crisp. The high damage of the flames will quickly down the Infector, and the afterburn can eventually kill her before she gets the chance to regenerate.
The Infector cannot be stopped by Barbed Wire. She will consistently be able to climb over it. Do not expect it to do much against the Infector apart from briefly slowing her down as she climbs over it.
The Infector can drain a High Voltage Grid dry. As stated, the Infector can absorb a lot of damage that would normally kill others. While she can be stunned by a High Voltage Grid, the Infector will end up using a lot of power from it if she is not taking damage from other sources. The Infector's high health will not only end up saving her from electrocution but render the grid powerless. If you catch an Infector getting fried, take the opportunity to shoot and finish her off to prevent her from using up any further power from the grid.
Screamer
ABILITIES
Screams immediately alert nearby passive zombies
Periodically summons more zombies towards the survivors' location
Screams can disorientate players that are too close to him when he screams
ATTACKS
Scream (Non-damaging)
Swipe
OTHER NAMES
Howler, Loudmouth, Loud one, Noisy one, Screecher
The Screamer is a special zombie in World War Z.
The Screamer tends to stay away from the main fight, instead opting to call out to others towards the location of the survivors with the aid of his megaphone.
The Screamer is a zeke dressed in an orange safety vest with a company logo and ID tag, a white t-shirt, black safety work cargo pants, a black tactical belt with an adjustable loop, work boots, light green work gloves, and an unstrapped yellow multi-sport helmet. A waist-slung electric megaphone rests on his hip while the yellow detachable handheld microphone attached by a cord remains fixed to his vest around upper chest height.
The Screamer's eyes appear to be entirely white. His upper lips have been torn off. The area surrounding his mouth in general is heavily damaged, especially around his cheeks. The skin on his face is slightly pink.
Abilities & Behavior
The Screamer tends to find himself standing around in peculiar and sometimes questionable places. The areas where he finds himself usually provide him with a good vantage point for alerting the masses. Sometimes, the areas also provide partial coverage or full coverage from certain sides/angles. The reasons for him being found in such strange spots are usually without reason or sheer coincidence.
The Screamer has several abilities that are all tied to his megaphone-amplified cries. Whenever he screams, any zekes that were previously in a passive or resting position will immediately get up and begin heading straight towards the survivors. If he screams enough times, more zekes will appear for the survivors to fight off. If a survivor happens to be near the Screamer as he shouts, it will leave them slightly disorientated for a moment.
The Screamer always seems to be found keeping his distance from the main fight. While all the regular zekes aggressively give chase towards the survivors, sometimes piling on each other to do so, the Screamer chooses to stand his ground, only ever attacking those that approach him or get too close. This behavior compared to the rest of the zekes makes the Screamer a fairly passive enemy in contrast. However, his passivity does not make him any less of a danger.
Strategy & Tactics
Hardwired to a megaphone, the screamer zombie will call in waves of undead unless you take him out.
TUTORIAL TIPS
Role
The Screamer makes a lot of noise to summon more zekes to make the survivors fight for longer. By screaming enough times, a large group of enemies will appear to attack. Without taking down the Screamer, waves and swarms of deadly zekes can be triggered early and indefinitely extended.
General
Act quickly. The Screamer is very easy to spot out. He constantly makes irritatingly loud noises, wears high-visibility clothing, and usually only ever stays in one spot. Despite this, you and your teammates might be too preoccupied to deal with him the moment he arrives. Whatever it is that you are doing, make it quick. The Screamer becomes more dangerous the longer he is allowed to remain active. Sometimes it is better to drop whatever you are doing and hunt down the Screamer first and foremost. This could prove beneficial in the long run.
Listen. You do not need to listen carefully though because a Screamer will always announce their appearance with a loud scream that is hard to miss.
Against
The Screamer stands in one place. Unless he is approached by a survivor, the Screamer will not move from his spot, making him an easy target to shoot down. While any weapon will generally suffice at close to mid-range, semi-automatic rifles are better suited for long-range engagements.
Pay no mind to the Screamer's helmet. It provides zero protection from a headshot.
There is no practical reason for anyone to approach a Screamer. There is almost no excuse to walk up towards the Screamer if it can be avoided. When close enough to a Screamer, the shockwaves he creates will cause a very light distortion effect. The effects are negligible for the most part. However, if you are close enough to see this, he will likely start giving chase and attack.
As stated earlier, it is important to kill a Screamer as soon as possible. Just because he cannot physically attack you does not mean he is not capable of harming you. When allowed to fester long enough, the Screamer can summon additional groups of enemies nearby. It will usually take a few screams before they show up, meaning the undead reinforcements can only arrive periodically. Given that the Screamer himself tends to appear during moments in the game where a lot of enemies are already expected to show up, such as swarms, it can be extremely difficult to perceive any tangible effect of his summons as they will usually mix in with the regular hordes. However, a group of extra zekes being piled on is nothing to scoff at. The survivors are now required to take care of more enemies than originally intended. In higher difficulties, this can prove extremely bothersome or even devastating given how much tougher the zekes become. By not killing the Screamer sooner, you and your team could be left in a situation where you spend more effort and firepower dealing with the zekes summoned rather than the Screamer himself, chewing through a lot of ammo while being unable to push through until everyone eventually runs out of bullets and get overwhelmed. Get to the Screamer first to prevent any more zekes from arriving and save your team the hassle.
The Screamer does not summon additional special zombies with his screams. Special zombies usually arrive on their own periodically so long as there are waves of regular zekes for the survivors to fight. With that said, the players will likely face more special zombies as long as they continue to fight wave after wave of regular zekes. Again, get to the Screamer and kill him as soon as possible to avoid this.
Knowing when and where Screamers spawn is key to shutting him up sooner. Keeping a mental map of possible/frequent Screamer spawning locations will put you one step ahead in killing him. Even though Screamers are not that difficult to find, getting to them is usually the hard part. Knowing the areas that he can be found means you know whether that spot provides the Screamer partial coverage or if it reveals him only from a specific angle. This information can allow you to efficiently navigate through an area to kill a Screamer in a timely manner as opposed to wandering around aimlessly getting to the same spot. Map knowledge and familiarity of the environment is important, so replaying a stage multiple times can help determine some of the more frequent or surprising spots that Screamers are likely to be found standing.
Screamers have a nasty habit of appearing out of nowhere even if it seems as though the spot you saw a moment ago was empty. This can be annoying since you and your team may have already moved forward and a Screamer suddenly comes out somewhere a bit past behind you. If the path back is covered by incoming zekes that prevent backtracking, find an alternate path to the Screamer, or fight your way through the horde to take him out. Depending on your location, it might be better to run forward as quickly as possible to the next area, avoiding the Screamer and the zekes he calls out.
Given how responsive and aggressive zekes can be towards noise, any passive and idle zekes will become instantly agitated towards survivors if the Screamer lets out a single scream. Avoid triggering an idle Screamer by not making too much noise, attacking him without killing him, or waking up too many idle zekes near him or else he will be quick to alert every single zombie in the immediate area. Sometimes while progressing through the map, a Screamer will suddenly appear and scream, alerting the idle zekes in a new area. This will effectively ruin any chances of stealth for that area so locate him and kill him quick.
Although the presence of survivors tend to draw the zekes in, it is possible for the zekes to end up getting drawn to the Screamer himself. If there are no nearby survivors to attack or if they managed to mask themselves, the zekes will congregate around the Screamer and mindlessly move around him. The Screamer's screams will prevent them from returning to their passive state and once the survivors' masking effect wears off or they are discovered, they will likely continue chasing them.
Booster
ABILITIES
Emanates viral fumes that cause regular nearby zekes to become temporarily stronger by making them tougher to kill and capable of pinning down survivors by themselves
Attacks with swipes that can infect players with enough hits
ATTACKS
Infectious swipe
OTHER NAMES
Reeker
The Booster is a special zombie in World War Z. He became a permanent addition to the undead horde in the Booster Zombie Update.
The Booster emits potent fumes all around himself that make any nearby zekes resilient to damage and tougher to kill.
Physical Appearance
The Booster is a zeke dressed in a white coverall suit with blue lines underneath of a damaged blue Level A hazardous material suit with orange lines, a broken yellow full face respirator facepiece with a black breathing hose connected to the suit's built-in orange filter canister, a black protective glove, and black rubber boots.
Six damaged Virus Sample containers are strapepd to the Booster on a slightly torn dual shoulder sling, with three on his front and three on his back. Each one is fastened by a pair of side release buckles.
The hazardous material suit worn by the Booster has been ripped open on the left side with the left arm sleeve torn off entirely. Several patches of tape are haphazardly placed around the suit. The suit's large visor has been shattered, causing the section of the suit that would normally be held up to lay down and stretch across the front and back. A piece of the shattered visor is embedded on the Booster's chest through his white coveralls and two other pieces are embeddened behind his right shoulder through his hazmat suit. The visor on his yellow facepiece has been shattered and the upper section has been broken off with the top strap ripped. He is missing his left glove, revealing a deep gash across the dorsal side of the Booster's hand. He also has a cut on his forehead above his right eye.
The Booster's damaged containers have spilled their biosamples all over himself, leaving bright green stains all over his protective clothing. The containers also create a small bright green fume cloud that permeates all over his lower body and trails behind him as he moves around.
Abilities & Behavior
Much like the zekes around him, the Booster isn't that much different in terms of overall behavior. He does stand out with very deep and unsettlingly creepy groans, though this tends to get mix in with the crowd once he begins spreading his powers around.
Unlike most other special zombies and enemies whose strengths and abilities help them to more easily harm, incapacitate, and kill survivors, the Booster has the ability to empower regular zekes and help make them a bit more special themselves. This is done with the fumes exhausted from his work attire that will make any zeke standing nearby to become strong enough to take down a survivor by themselves and possibly live through deadly damage.
The Booster can be seen in some regards as a pack leader among the regular zekes thanks to his ability to directly buff them. Likewise, the Booster relies on them just as much since his ability would be nothing without them. As a result of this unique synergy, the Booster demands the utmost attention in any situation as the power he can spread will only pile on more trouble onto the chaos that a regular swarm already causes.
Strategy & Tactics
Boosters make surrounding zombies more dangerous, but when they're dead the fumes will disperse and affected zombies will return to normal.
TUTORIAL TIPS
Role
The Booster strengthens nearby zekes with his contagious aura, allowing him to make regular waves of zekes more intense to fight against. The longer he is allowed to move around, the more opportunities he gets to spread his buffs onto more enemies.
General
Listen carefully. The Booster makes very deep and unsettling groans. However, any zekes that get powered up will make similar noises too. Although the pitch of this sound is low, this sound becomes very pronounced as more zekes get boosted.
Be aware of alternate routes. Most special zombies prefer to arrive through paths and areas that are less common than the ones where many zekes congregate towards. Be mindful of your surroundings, watch your back, and keep note of any uncommon spots where special zombies may appear from.
Against
When a zeke is boosted by the Booster, they become powered up in two ways:
They become more powerful, capable of immediately pinning a survivor down with a single attack. Although this does not affect the damage of their attacks, they can now singlehandedly take you down. Under normal circumstances, zekes are only able to accomplish this by having many of them attack a survivor multiple times. With the Booster's influence, just one zeke and one hit is enough to achieve the exact same results. This strength draws comparison to the main abilities of the Lurker, Bull, and Rat Packs, all of whom can pin a survivor by themselves. However, since many zekes can be affected by the boost at a time, they can use their advantage of numbers to overwhelm you as they advance or spread out to attack multiple survivors.
They become more resistant to harm, capable of taking significantly more damage, survive highly damaging attacks, and even regenerate back up if not finished off properly. The effects of the boost make regular zekes tougher than normal as they can withstand more damage from all sources. On top of that, it is possible for them to survive the damage as they will go into a downed state first. This makes extremely powerful heavy weapons or explosive equipment somewhat less effective as it will not immediately kill the zekes as it would normally. If left alone or insufficiently damaged while in this state, the zeke can rise back up from their injuries. These strengths draw directly from the Infector, who naturally has this regenerative ability and supernatural toughness. Like the Infector, a downed zeke can be swiftly killed with a melee finisher. However, they are much easier to gun down in that state since they lack naturally high health. However, they recover faster as it only takes them eight seconds to get back up.
The Booster can only strengthen zekes that stand close to him. Although the small fume cloud he produces appears to be an indicator of his ability's reach, the actual area of effect is bigger compared to it. Overall, his ability is still limited to a relatively short radius around himself. Additionally, the fume trail he leaves as he moves around does not contribute to boosting zekes. Approximately four seconds within close proximity of the Booster is required to pass before the beneficial effects activate, indicated by a fume cloud that floats around the head of affected zekes. Affected zekes will also develop a deep, guttural growl.
The regular full duration of the Booster's power up is about 24 seconds. Unless continuous exposure is maintained, the effects will eventually wear off. Killing the Booster will cut off the source of the increased strength for zekes, ensuring any of those affected will eventually lose their boost. However, the same can still occur if affected zekes simply stray away from him for long enough as well.
The Booster's fumes can affect a limitless number of zekes. It is also possible for a zeke that eventually loses the boost to be powered up again. Although the Booster's main target for his ability are the zekes, it is also possible for the effects to transfer to recently infected soldiers and survivors. Given how much tougher they are compared to regular zekes, having them strengthened by the Booster will prove just a bit more challenging to kill. However, this is fairly situational and with all cases, the main concern should be the Booster running loose strengthening the zekes to begin with.
Special zombies and enemies are incapable of being strengthened. This includes the Booster himself who cannot benefit from his own ability. The buffs provided by the Booster can only spread to normal zekes.
When the Booster spawns, he will almost always be accompanied by several zekes. This ensures that there will be zekes for him to strengthen so that he won't have to attack the survivors alone, especially if he were to spawn near an area that's already been cleared of zekes. Since the zekes are likely being spawned very close to him, this will almost guarantee a few of them getting the boost just before encountering the survivors.
The Booster is capable of infecting players with his swipes. Unlike the Infector who is capable of infecting a survivor with just one swipe, the Booster is required to hit a survivor four times to achieve the same effect. The Booster is typically unsuccessful in this endeavor since he doesn't have that much health, making him an easy target to take out before he manages to hit his target enough times to cause infection. While the Booster's ability to infect players goes unnoticed most of the time, it becomes more of a danger when he's aided with the zekes he boosted. If they manage to attack and pin a survivor down, the Booster can easily take advantage of their helplessness to strike enough times to cause infection. The extra resistance and regenerative abilities of boosted zekes can also act as an obstacle for survivors trying to save their pinned ally, making it take longer to save them and increasing the chance they succumb to infection. If the infected survivor gets incapacitated, the zekes can act as a physical obstacle that prevents teammates from reaching them on time before they turn.
In spite of his appearance, the Booster does not drop Virus Samples or any collectible rewards on death. Unlike his fellow special zombie, the Bomber, the Booster does not carry loot of any kind that can be earned by killing him in a particular way. Like most other special enemies, there are no rewards for killing the Booster.
Bomber
ABILITIES
Triggers a self-destruct countdown when near survivors or shot in the chest, exploding once the timer is up or when attacked again
Explodes after taking enough damage or bullets to the body
Always drops a random primary or heavy weapon, and drops a Virus Sample the first time he is carefully defused via carefully-placed shots and a melee finisher
ATTACKS
Explosion
Swipe
OTHER NAMES
Explosive zeke, Explosive zombie
The Bomber is a special zombie in World War Z
The Bomber brings valuable goods and an explosive surprise; the actions that are taken to put him down determine which one is received.
Physical Appearance
The Bomber is a zeke dressed in a slightly torn black military combat uniform with head covering, a tan tactical vest with several pouches, a tactical SCBA and PAPR system connected to a black breathing mask, combat boots, a black combat glove, a black military tactical belt, and a tan tactical helmet with a set of noise reduction headsets and the GPNVG-18 panoramic night-vision goggles with the battery pack attached to the back by a helmet bridge. A tan drop leg holster carrying a pistol rests on his right thigh while a drop leg pouch rests on the left thigh. A watch rests fastened to the front of the vest's left shoulder strap. A utility pouch attached to the right of his vest has three glowing red lightsticks secured through the MOLLE webbing. Several straps and harnesses are wrapped around his uniform.
Three heavily blood-coated claymores mines are strapped diagonally across the front of the Bomber's vest, each fastened by a pair of side release buckles.
The Bomber's black combat uniform has large tears across the right upper arm sleeve and the left forearm. His right glove is torn as well and he is missing his left glove entirely. The SCBA cylinder monitor that rests on the front has a small section of one of its cable coverings cut, exposing the wires underneath.
The night vision goggles the Bomber wears are still functional, which causes the peculiar green glow on the lenses of his breathing mask.
Abilities & Behavior
The Bomber mostly acts and behaves like any other regular zeke. However, on top of the regular growls he makes, he also produces extremely mechanical-sounding groans and constant beeping noises due to his equipment. Other sounds that he makes include blaring sirens, distorted breathing, and lightly-scrambled radio frequency noises.
The Bomber has the ability to cause a large explosion. If the right circumstances are met, his chest bombs will be primed and armed to blow up. A suicidal attack with lethal results when successful, the Bomber should not be toyed with as the explosion he creates is big and deadly.
While the Bomber is a dangerously destructive foe, he can also be helpful towards the survivors by offering loot should they manage to take him out without making him explode violently. With precise shots to areas outside of his chest and torso, the Bomber will be forced onto the ground, leaving him a vulnerable and miserably writhing zeke waiting to be killed off properly. However, should survivors leave him down for long enough, he will eventually explode on his own.
Strategy & Tactics
The Bomber is a walking explosive with a sensitive detonator. If you shoot him anywhere besides his legs or let him come near you, he will explode.
The Bomber is always carrying something useful. Shoot him in the legs and finish him with a melee strike to keep him from blowing up and save the loot.
TUTORIAL TIPS
Role
The Bomber is an enemy capable of exploding, delivering huge amounts of damage across multiple survivors. However, he also drops rewards for skillful takedowns.
General
Keep your distance. Given that the Bomber creates a large explosion on death, staying away from him as much as possible is the very least you can do. On higher difficulties, the Bomber can prove devastatingly effective at crippling a closely packed team of survivors. Distancing yourself from your teammates when the Bomber is around or running away if he is chasing you can reduce the risks and the damage you and your fellow survivors take from his death explosion.
Listen carefully. The Bomber makes a lot of peculiar sounds and the audio cues he makes will be important in making your next move. As usual, he makes distinctly mechanical groans to announce his appearance so be prepared to act once he arrives. When near survivors, he will start beeping which indicates that he has started the countdown for his explosives. The beeps will progressively become faster until he makes one final beep and explodes. When shot down, he will beep as well. However, in this situation, it does take longer for him to self-destruct so do not worry as much when approaching him for a melee finisher.
Always mark your targets. As with all special zombies, marking lets players know where a particular threatening zeke is and/or where it is about to go. The red outline can be seen through obstacles and is hard to miss, so press the key that marks them and make their appearance even less of a surprise. Given how dangerous the Bomber can be, mark and single him out if you cannot deal with him yourself at the moment. If your teammates spot an incoming Bomber, they can use that info to their advantage such as being able to more easily identify and target his legs.
Be aware of alternate routes. Most special zombies prefer to arrive through paths and areas that are less common than the ones where many zekes congregate towards. Be mindful of your surroundings, watch your back, and keep note of any uncommon spots where special zombies may appear from.
Physical Appearance
The Bomber is a zeke dressed in a slightly torn black military combat uniform with head covering, a tan tactical vest with several pouches, a tactical SCBA and PAPR system connected to a black breathing mask, combat boots, a black combat glove, a black military tactical belt, and a tan tactical helmet with a set of noise reduction headsets and the GPNVG-18 panoramic night-vision goggles with the battery pack attached to the back by a helmet bridge. A tan drop leg holster carrying a pistol rests on his right thigh while a drop leg pouch rests on the left thigh. A watch rests fastened to the front of the vest's left shoulder strap. A utility pouch attached to the right of his vest has three glowing red lightsticks secured through the MOLLE webbing. Several straps and harnesses are wrapped around his uniform.
Three heavily blood-coated claymores mines are strapped diagonally across the front of the Bomber's vest, each fastened by a pair of side release buckles.
The Bomber's black combat uniform has large tears across the right upper arm sleeve and the left forearm. His right glove is torn as well and he is missing his left glove entirely. The SCBA cylinder monitor that rests on the front has a small section of one of its cable coverings cut, exposing the wires underneath.
The night vision goggles the Bomber wears are still functional, which causes the peculiar green glow on the lenses of his breathing mask.
Abilities & Behavior
The Bomber mostly acts and behaves like any other regular zeke. However, on top of the regular growls he makes, he also produces extremely mechanical-sounding groans and constant beeping noises due to his equipment. Other sounds that he makes include blaring sirens, distorted breathing, and lightly-scrambled radio frequency noises.
The Bomber has the ability to cause a large explosion. If the right circumstances are met, his chest bombs will be primed and armed to blow up. A suicidal attack with lethal results when successful, the Bomber should not be toyed with as the explosion he creates is big and deadly.
While the Bomber is a dangerously destructive foe, he can also be helpful towards the survivors by offering loot should they manage to take him out without making him explode violently. With precise shots to areas outside of his chest and torso, the Bomber will be forced onto the ground, leaving him a vulnerable and miserably writhing zeke waiting to be killed off properly. However, should survivors leave him down for long enough, he will eventually explode on his own.
Strategy & Tactics
The Bomber is a walking explosive with a sensitive detonator. If you shoot him anywhere besides his legs or let him come near you, he will explode.
The Bomber is always carrying something useful. Shoot him in the legs and finish him with a melee strike to keep him from blowing up and save the loot.
TUTORIAL TIPS
Role
The Bomber is an enemy capable of exploding, delivering huge amounts of damage across multiple survivors. However, he also drops rewards for skillful takedowns.
General
Keep your distance. Given that the Bomber creates a large explosion on death, staying away from him as much as possible is the very least you can do. On higher difficulties, the Bomber can prove devastatingly effective at crippling a closely packed team of survivors. Distancing yourself from your teammates when the Bomber is around or running away if he is chasing you can reduce the risks and the damage you and your fellow survivors take from his death explosion.
Listen carefully. The Bomber makes a lot of peculiar sounds and the audio cues he makes will be important in making your next move. As usual, he makes distinctly mechanical groans to announce his appearance so be prepared to act once he arrives. When near survivors, he will start beeping which indicates that he has started the countdown for his explosives. The beeps will progressively become faster until he makes one final beep and explodes. When shot down, he will beep as well. However, in this situation, it does take longer for him to self-destruct so do not worry as much when approaching him for a melee finisher.
Always mark your targets. As with all special zombies, marking lets players know where a particular threatening zeke is and/or where it is about to go. The red outline can be seen through obstacles and is hard to miss, so press the key that marks them and make their appearance even less of a surprise. Given how dangerous the Bomber can be, mark and single him out if you cannot deal with him yourself at the moment. If your teammates spot an incoming Bomber, they can use that info to their advantage such as being able to more easily identify and target his legs.
Be aware of alternate routes. Most special zombies prefer to arrive through paths and areas that are less common than the ones where many zekes congregate towards. Be mindful of your surroundings, watch your back, and keep note of any uncommon spots where special zombies may appear from.
Communicate. If you have a microphone, use it. Many players often just shoot at a Bomber until he blows up, not knowing that he carries helpful things around with him. If you have spotted a Bomber, and you plan to carefully defuse him, telling others of your actions could help avoid a nasty situation where they may shoot him on sight while you are in the danger zone. Keep in mind that this, as well as team chat, only works across PC players only. Players of the Xbox and PlayStation versions of the game cannot communicate across different platforms. Groups containing players from different consoles will require third-party communication tools to communicate with each other.
Bots often go for Bomber-defusing shots. Bot teammates almost always shoot the Bomber in areas that disable him whenever they have a clear shot of him. Use this to your advantage if a Bomber has been carefully struck down. You can then easily finish him off with a melee finisher and take his loot with less effort on your part. However, depending on the situation or the weapons they happen to be carrying, it is still possible for bots to blow him up anyway, so do not expect the same results every time. Given this possibility, you should also maintain a good distance until you see that the Bomber has been shot down. Bots can also shoot him after he has been disabled. The reason for why they may do this is unclear, but they may shoot him accidentally while aiming at other zekes, so be quick to defuse the Bomber in situations where an oncoming wave of enemies are approaching to avoid this happening.
Against
Despite his militaristic appearance, the Bomber is as weak as a normal zeke. While he is capable of surviving a few headshots thanks to his helmet, he is easily killed with a couple of shots or a solid hit to the chest where his explosives rest.
The Bomber can produce a highly damaging explosion. Whenever the Bomber is set to blow up, he explodes in a large fiery ball of blood, body parts, and scraps of destroyed military-grade equipment. The closer someone is to the explosion, the more damage it causes, and the explosion can hit multiple survivors. This is why it is important that players run away from the Bomber because the more space that is made from him by the time he explodes, the less damage you will take even if only by a bit. If the right moves are made, you can entirely sidestep, outrun, or take cover out of his effective explosion area and avoid damage entirely. If you allow him to be right next to you when he blows, you will take the full brunt of his suicide attack which can easily spell incapacitation or death for you and others in higher difficulties.
The Bomber's explosion has a chance of stumbling you. If the Bomber goes boom, you may stagger and be forced into moving in a direction opposite of the explosion, unable to do anything until you recover. If the explosion does not incapacitate you, you might be left vulnerable to any nearby enemies for a very short moment afterward as you will be momentarily stunned instead.
Do not let the Bomber approach you. If he runs up and manages to get close enough to the proximity of a survivor, he will automatically trigger a countdown for his explosives to go off after a small amount of time has passed. Each of the Bomber's explosives during this state makes loud beeping noises and blinks bright red.
The Bomber at this point can no longer be carefully defused. Once his explosives blink red, he is guaranteed to explode no matter what. Attempting to shoot his legs, or anywhere, will likely cause him to blow up instantly. Since most forms of attack will cause him to immediately self-destruct, the only option now is to run away and/or shoot him once enough distance has been created to avoid his death explosion.
If a Bomber is chasing you with his vest fully armed, do not run to your teammates. You will end up putting them in serious or mortal (not to mention highly unnecessary) danger. Keep the Bomber from getting near anyone else and harming them as well when doing so can be avoided. If keeping your teammates away from the blast radius means putting yourself in most of the danger, then so be it.
Shooting the Bomber in the chest will cause him to trigger his countdown. Just like letting him approach you, shooting him anywhere in the body (without immediately killing him) will cause him to prime his explosives to blow up after a short while. The same rules still apply, so either keep shooting and kill him or run away.
The Bomber takes additional damage to the legs. This unique weakness is crucial in disabling him and earning his valuable loot. In order to receive his loot, two steps must be followed:
Shoot him in the legs until he falls down to the ground.
Performing a melee finisher.
If you manage to shoot the Bomber enough times in the legs, he will be put in a disabled state where he will be brought down to the ground laying over his explosives. He will uselessly struggle on the floor and flail around, unable to move or get up. Each of the Bomber's explosives during this state makes loud beeping noises and blinks bright yellow.
The Bomber can now be killed with a melee finisher. Simply approach him and use a melee attack to "defuse" him. Attacks from the Chainsaw also work. When the Bomber is killed in this manner, he will die without exploding and drop items that can be picked up by you or your teammates. An item he will always drop is a weapon. It can be either a random primary weapon or a heavy weapon. If a primary weapon happens to be dropped, it will be either tier II or tier III. The other item he can drop is a Virus Sample. He will only drop one of them the first time he is taken down without exploding. All Bombers afterward that are taken down with leg shots and killed with a melee finisher will not drop another Virus Sample, even if players did not take the one dropped from the first one. Bombers will also not drop another if the player that was carrying the Bomber's sample dies.
Shooting the Bomber in the torso while he is down will cause him to explode prematurely. While you are capable of shooting him anywhere else while in this state, all that will accomplish is waste ammo. Once you see him fall to the floor and flash yellow, cease fire on the Bomber. This is especially true if a teammate is rapidly approaching to deliver a melee finisher. Should the Bomber be left to wallow on the ground long enough, he will eventually explode on his own.
The maximum amount of time the Bomber has before his self-destruct timer is up is different depending on what color his explosives are blinking. If his explosives are blinking red, everyone will only have five seconds to get away from him. If his explosives are blinking yellow, everyone will have 20 seconds to make a move before he explodes on his own. During the last three seconds of his 20-second countdown, the beeps will become much faster. Unless you are close to the Bomber when you hear these rapid beeps, run for cover. You may not make the last-second defusion, so just sprint the other way and hit the deck instead of risking it.
Although the easiest way and most well-known method of disabling a Bomber is by shooting his more vulnerable legs, there are other ways to do disable him.
Headshots: This alternate method of disabling him is only slightly more difficult to do normally given that the Bomber's head is a smaller target compared to both of his entire legs. You can also accidentally hit his body and blow him up more easily. Additionally, he can survive several headshots before he finally goes down. Although it is possible to combine the damage from shooting both his head and his legs, it would be more practical to simply attack his legs only. However, shooting him in the head becomes practical when the Bomber is trying to break through a door or barricade. Given that almost every door that can be closed covers a large area of a zeke's body, the Bomber's legs would no longer be easy targets for disabling him unless you were somehow behind him. However, the Bomber will stand in place, making his head an easier target than if he was moving around. Carefully shoot his head and he should be brought down to the floor.
Arm shots: Shooting the Bomber in the arms will not trigger him to explode and enough damage can cause him to fall. However, this is an extremely impractical feat to accomplish due to the Bomber constantly moving his arms as he runs towards you. Even while standing still, his arms are still fairly small targets and take some time and effort to shoot without accidentally hitting his chest. Just like with the head, it becomes much easier to hit when the Bomber is pushing up against a closed door with his arms reaching out.
Melee: Despite how stupid it sounds, it is possible to melee a Bomber into submission. As explained earlier, approaching the Bomber is what causes him to prime his chest bombs. Rendering yourself invisible in the eyes of the zekes can prevent the Bomber from seeing you and automatically triggering his explosives into a countdown, and this can easily be achieved using masking gas. While masked, the Bomber can now be approached without risk of him setting off the timers on his explosives. Attack him with your melee weapon (attacks using the Chainsaw will not work) until he goes down before the masking effect wears off. With the Bomber disabled, deliver the final melee strike and earn your loot. Technically, this method can be done without the masking effect, but they are extremely situational and marginally slim chances of being able to pull this off in time as there are just very few situations where the Bomber can be approached unmasked without immediately setting off his timer.
In general, shooting the Bomber in areas besides his torso will work. While under the effects of masking gas, you can safely approach and attack him in melee without arming his bomb vest. While his legs remain the most consistent and easiest targets, other methods do exist and it would benefit players to know them for when the situation would apply to try other methods.
Since the Bomber only drops a single Virus Sample for the entire chapter, it might be a smart decision to kill most of the Bombers that appear throughout the majority of the game. Only towards the end should you make an active effort to disarm any Bombers that appear. When enough damage is taken, a Virus Sample leaks out its content and infects you. Subsequent infections caused by a Virus Sample will take even less damage to infect you again. Instead of worrying about cleaning yourself in the middle of a swarm or a zombie wave, it will be much more convenient for you to wait until a much later point in the game before picking up his sample and remain in relative comfort up until then.
Another thing you could do is wait until you are able to escape before picking up a Virus Sample. Instead of immediately picking up a Bomber's sample, keep a mental note of it and its location. Wait until somewhere just before the end of the chapter when it is time to leave or you are just about done eliminating the last of a large swarm. Once you reach this point, go back and pick up the Virus Sample. It is important that you do not wait too late to pick up this sample or else you will very likely put all your teammates' safety at risk or the ending cutscene plays before you managed to reach and pick up the sample.
You can use the Bomber's explosion to your advantage. The Bomber's explosion can kill/grievously injure other zombies. Depending on the situation, blowing up a Bomber on sight can be a great thing. The most useful thing a Bomber's explosion can be used for is killing other special zombies. Since special zombies sometimes come together in little groups, you can shoot the Bomber to make him explode to easily take care of any others. This is especially helpful if the Bomber happens to arrive alongside the Bull or the Infector. Given just how tough both of them are, blowing up the Bomber can deal some serious explosive damage, sometimes even killing them, and save you a lot of effort.
An advanced strategy is to shoot him in the legs and leave him on the floor, converting the Bomber into a landmine you can choose to detonate at any time in the next 20 seconds. As he squirms on the floor, you can wait for a more opportune moment to shoot him and make his death explosion really count. You should communicate with your teammates if you plan on doing this though since others may mistake your strategic tactic for simply not wanting to approach the disabled Bomber and take his loot.
Not all guns will work on the Bomber if you are aiming to take his loot. Be careful with what you use to shoot the Bomber. Explosive weapons such as the Grenade Launcher, Crossbow, and Advanced Combat Weapon cannot be used at all as it will immediately blow him up. While it is certainly possible to use them, practically all shotguns can present a challenge when attempting to defuse Bombers. Due to their natural spread, even a single pellet can accidentally hit the Bomber's chest, trigger his explosion countdown or blowing him up entirely. If you are plan to disable the Bomber with a shotgun, aim very low at his feet. They are the largest and easiest targets for shotguns and doing so will minimize the chances of the pellets hitting anything else. If a Bomber is approaching you from an angle where leg shots are too difficult, move away until you can get a clear shot.
Being killed by the Bomber's explosion will not cause survivors to return as a zeke. As is the case with any other explosive, being blasted will kill you without causing your corpse to reanimate.
The Bomber can get trapped in Barbed Wire. What is great is that the Bomber is now far less of a threat now that he is incapable of moving any further. On top of that, the damage caused by being in it does not trigger his explosives. You can use this to your advantage by shooting at his vulnerable areas, causing him to no longer be trapped in the wire, but also leaving him in his disabled state for an easy melee finish. However, you must act quick since you will only have seconds before the Bomber simply explodes on the wire. Additionally, other zekes may pile on or climb over and get in front of the Bomber, making him a difficult target to shoot at and take down without exploding.
Even if he is stuck and the Barbed Wire itself cannot set off his chest bombs, do not approach him. He is still capable of rigging his explosives to blow up if someone were to get close enough to him while he struggles.
There are a few instances where a Bomber can be disabled but still have his explosives blink red. The can occur if the Bomber is in an animation and receives enough damage to his legs, head, or arms to be put into his disabled state, and then receive damage to the chest. Because the Bomber is currently in the middle of an animation, he cannot go into his disabled state which is a different animation that can only be done while on solid ground. With the damage taken to his vulnerable spots, he will immediately go into his disabled state after finishing whatever animation he was currently performing, whether he was climbing, about to jump down from an obstacle, or even falling and landing. However, by taking damage to his chest, his explosives are triggered to inevitably explode. Combined, the Bomber becomes a deadly trap to unsuspecting players who know what to do when they see him down in his vulnerable state. While it is practically rare for this circumstance to happen by accident, stay aware. If you see a Bomber with a red light, never approach him even if he is down. Getting close will only put you in serious danger of his death explosion. It is especially worse if you manage to perform a melee finisher on him in the short amount of time before he explodes normally since you will be in the closest possible distance to him and suffer the full brunt of his deadly attack. Keep a safe distance from him and shoot if you see red.
Rat packs
ABILITIES
Swarms the survivors, helplessly pinning them once caught
ATTACKS
Swarm
OTHER NAMES
Rats, Rat Pack
Rat Packs are a special enemy in World War Z
Rat Packs, much like zekes, overwhelm humans by swarming them until they fall, forcing the survivors to pick them all off before they do the same.
Physical Appearance
Rat Packs are a tightly-packed group (otherwise known as a mischief) of black rats that are constantly running around one another.
Abilities & Behavior
Rat Packs are unique as they are a group of vicious rodents, a far cry from the typical zeke enemies encountered so far. However, they have developed both a taste for human flesh and a tactic that makes fighting them similar to zekes. They can always be singled out by their constant squeaking sounds.
Rat Packs have the ability to damage and eventually swarm survivors. This is comparable to how multiple zekes can pin down a survivor after surrounding them. Although they attack one survivor at a time, they are capable of switching targets, potentially allowing them to pin down multiple ill-prepared survivors in a very short amount of time.
Due to the size and structure of Rat Packs, they have unique strengths and weaknesses that make them much more different to fight against. They can prove to be surprisingly resilient without the proper tools and could serve a greater obstacle than any zeke the survivors may encounter if unprepared.
Strategy & Tactics
Ravenous packs of rats go into a feeding frenzy when they find fresh meat. Try to spot and destroy them before they attack, or avoid them altogether.
Rat packs are very hard to kill with conventional bullets and can't be killed with melee weapons. Instead, try fire or explosives.
TUTORIAL TIPS
Role
Rat Packs act as a pinning enemy, holding a survivor down with the intent to kill without letting them fight back. They will aggressively chase after a survivor once alerted, and will pin them down once they manage to swarm them. If successful in taking down their prey, they can quickly switch targets once agitated. However, if they receive enough damage from other survivors, they will release their victim and eventually flee.
General
Never stray too far from your teammates. It is made extremely clear that players that try to do things by themselves will only land in a tight spot that they may not be prepared to face on their own. Always have at least one teammate with you. It is preferred that the whole team is together when Rat Packs are around. In higher difficulties, Rat Packs can cause chaos and incapacitate one survivor before moving to the next, so sticking together will give you a better chance at fighting back, especially if you lack more potent weapons to fight back with.
Listen carefully. Rat Packs can be distinguished by their high pitched squeaking noises. Once Rat Packs are alerted to your presence, this noise becomes louder and sharper to signify that they are on the attack.
Against
Rat Packs are one of the rarest enemies encountered. In any given chapter, it is never guaranteed that the survivors will even run into them. Consider yourself fortunate if you don't have to deal with a pack at all.
However, it isn't impossible to encounter more than one pack either. Although this tends to rarely happen, consider yourself unlucky, especially if you and your team are not fully prepared for the next surprise encounter.
Rat Packs attack by swarming survivors. When a pack is alerted to the presence of survivors, either by noise, damage, or proximity, they will immediately begin to hunt down whoever originally provoked them. Once they come in contact with the survivor, the rats will damage and eventually pin them down and deal constant damage, forcing the rest of the team to attack to free them. If Rat Packs receive enough damage during this point and not get wiped out entirely, they will free their previous victim and switch target to whoever last attacked them.
If a survivor is incapacitated, the pack will remain on them and prevent anyone from getting close to try and revive them. To minimize the risk, maintain distance and try attacking the rats with something powerful in hopes to clear them out at once. Attacking them in this state while they still possess sufficient numbers will cause them to chase after their new provocateur.
Rat Packs move extremely quick, allowing them to easily close any gaps and make escape nearly impossible for survivors. Like zekes, they can track down the position of the survivor that originally provoked them from any distance. Rat Packs are also capable of climbing up to higher levels. Do not be deceived into thinking that rats will be unable to climb up over obstacles and walls. Rat Packs can consistently climb over things and do it as quickly as zekes. Rat Packs can also descend from higher levels quickly as well with little pause.
Unlike with all special zombies, Rat Packs are unable to be marked, either manually by players or automatically with specific perks. The true danger of this lies when Rat Packs start chasing survivors as the lack of a red outline can make it difficult to track once they are on the move. This is especially detrimental in certain areas that are less illuminated, or places that have lots of debris, tall grass, or other objects that litter the floor to partially conceal them during their advances. If you spot Rat Packs while they are idle, you can still mark their current location with the normal marker arrow to give everyone else a heads up.
Unlike regular zekes, Rat Packs are not affected by them in any way. When idle zekes are alarmed, they can alarm nearby zekes and so on. Rat Packs cannot be affect by this as they ignore noises and movement made by zekes and continue to remain idle. To trigger the pack, players themselves must draw their attention either by getting too close or making too much noise while nearby. Since Rat Packs tend to appear in areas without any zekes nearby, these interactions tend to be very rare. However, when both Rat Packs and zekes are fought at the same time, they can work together to devastating effect.
When encountering Rat Packs, your team tend to have the option to ignore them entirely. In almost all cases, Rat Packs are encountered in areas without any zekes nearby. This allows the team to divert all their attention towards the pack and how they should be handled. In the case of stealth, it is possible to sneak past them by walking or crouching while keeping some distance. Keep track of their movement as they move together from one spot to another every once in a while. If they end up moving towards you as you try to stealth around them, they may become alerted to your presence and begin attacking. A more surefire way to stealthily avoid Rat Packs is by simply going through an alternate route if one is present. Rat Packs should be avoided if the team lacks proper weapons and equipment to effectively deal with them, if they cannot risk taking any more damage and suffer incapacitation/death, or if only a few team members remain. Even if the team is more than capable of dealing with Rat Packs, it is still recommended going around them whenever possible, saving resources and ammo towards other fights.
Bullets are not the most effective in exterminating Rat Packs. If you or the team choose to engage in combat with the rats, expect more difficulty if you only plan to use regular firearms. Shooting Rat Packs is largely ineffective due to the sheer number of rats that must be killed before they no longer pose a threat. This tends to make killing Rat Packs with bullets frustrating as unlike zekes and special zombies, there are no vulnerable locations on the body or weak spots that can be readily exploited with whatever firearms currently equipped. Additionally, their erratic movements tend to make inaccurate or grazing shots miss. The best that can be achieved in this situation is coordinated focus fire upon Rat Packs until they all disappear, either shooting them down to the last rat or thinning their numbers low enough to force their retreat. Having the entire team focus fire will greatly improve the odds, but it is also important to maintain a safe distance when doing so as well.
Fire is extremely effective in exterminating Rat Packs. Rat Packs possess a notable weakness to fire. When fire is used, it will quickly burn through multiple rats at a time. If choosing to engage, it is highly recommended that any players possessing a weapon or equipment that can create fire pools be used to deal with Rat Packs as proper use can swiftly eliminate them.
Explosives are extremely effective in exterminating Rat Packs. Rat Packs can be dealt with easily by utilizing explosives. The stronger the explosion, the more rats that are killed at once. In many cases, more than one explosive will be necessary to kill Rat Packs. Explosive weapons like the Crossbow, Grenade Launcher, and the Advanced Combat Weapon will require multiple shots to clear a pack. Since Rat Packs are typically found in areas free of zekes during stealth scenarios, the sound of explosions will easily draw in a horde of zekes. If Rat Packs are blocking the only path forward or present a risk that requires swift (and noisy) elimination, be prepared to trade in one problem for another.
Electricity is highly ineffective against Rat Packs. In scenarios where Rat Packs and High Voltage Grids/Sound Traps are near the same area, do not rely on these defense system to help you at all. Electricity does very negligible amounts of damage to the Rat Packs and they cannot be stunned like zekes, meaning they will not stop when moving on top of a charged grid or let go of their victim once they have them pinned. If Rat Packs happen to be climbing a fence that has a High Voltage Grid on it, they will not be affected by it the way regular zekes are.
Melee weapons can work against rats. Every form of melee attacks can be used when dealing with rat packs. However, the sheer number of rats makes it unlikely that regular melee attacks will suffice. Melee against rat packs should generally be considered a last resort option. The pushback effect that comes with fighting with a melee weapon will not affect Rat Packs, so expect them to pin down a survivor if their numbers have not been brought down enough.
Use heavy weapons. Heavy weapons, while mostly intended for zeke swarms, can also be used against tough enemies. Given how troublesome Rat Packs can be, most heavy weapons can easily exterminate them due to how much damage they can cause. If it can be spared, unload some of your heavy weapon ammo onto Rat Packs. Using each heavy weapon effectively allows you to maximize damage and successfully kill Rat Packs with efficiency.
The Payload Rifle is very well suited to be used against Rat Packs given its somewhat lackluster crowd control capabilities. Focusing its explosive firepower on Rat Packs instead is highly recommended as a direct hit or two can easily kill it. The Payload Rifle's scope also makes it perfect for killing them from a distance and with accuracy.
The RPG Launcher is an extremely powerful heavy weapon to use against Rat Packs. Sometimes, it is worth sacrificing the ammo in an RPG Launcher on Rat Packs, especially if no other explosive or fire weapons are on hand. A single blast is always guaranteed to clear them away. It is best to use it from a safe distance to avoid friendly fire as well as accidentally hurting yourself.
The Machinegun is a good heavy weapon to use against Rat Packs. Its explosive ammo will be enough to kill an entire pack before they swarm you or a teammate as long as some distance is kept, but careful aim is required due to the weapon's high recoil. It is not advised shooting while aiming down sights if they are targeting you as you won't be able to move back to give yourself a bit more time to shoot.
The MGL is a powerful explosive weapon that can work great against Rat Packs if you can line up the grenades well enough. It is easier to line up shots against Rat Packs if they have not been alerted yet. Shoot the grenades on the floor carefully so that they roll and explode very closely to them. However, you should be careful to aim carefully or else you may put yourself at risk of self-damage. If you miss, the rats will be alerted and become more difficult to hit due to their speed. When the pack begins to thin out, it may be more difficult to hit the remaining rats, so fire slowly to keep a better eye on your target without the debris from shooting the ground getting in the way.
The Heavy Assault Shotgun is a fairly decent heavy weapon to use while fighting Rat Packs due to its fast fire rate and spread. Since the weapon fires many pellets, more rats can be hit with each shot. However, the weapon is obviously more effective up close, and it's likely that Rat Packs will swarm and pin you down before you manage to kill it. However, if you manage to thin out the pack, a few more shots will quickly clear out the last of the remaining scattered rats.
The Chainsaw is the best option for melee against Rat Packs. The rapid attacks from the chainsaw can blend through a swarm of rats fairly effectively. However, it comes with a general risk of being swarmed as it requires the wielder to stand near them to attack.
The Flamethrower can easily grill Rat Packs into barbeque. The risk of having to get close enough to be able to hit Rat Packs is trivial as the high damaging flames will quickly melt through them all within seconds. The Flamethrower also holds an advantage over other heavy weapons by being more silent. In stealth scenarios, the Flamethrower can quickly take care of Rat Packs without alerting a horde as long as it isn't fired for too long. With all other heavy weapons, you will greatly risk drawing out a horde upon your team.
When Rat Packs receive enough damage, they might begin retreating. Once the number of rats have been severely reduced, they may cease to attack survivors. The sign that Rat Packs are no longer a threat is when they start running away from the survivors instead of chasing them. Rat Packs will also be noticeably slower during this time as well. While it is still possible for only a few handful of rats to attack and pin down a survivor, they will quickly release their target if their numbers dwindle any further.
If Rat Packs happen to be blocked off behind doors meant for transitioning between one area to the next, they will disappear. On the other hand, if Rat Packs are spotted past a door that must be opened to progress and are able to be targeted, they will disappear shortly after getting attacked.
Rat Packs can be slowed down by closeable doors. If possible, you can stay relatively safe by closing a door to hold rats back. However, barricades made from wooden planks can be crawled right underneath by the pack. It is still important to keep barricades up as they can still slow down zekes and special zombies, allowing your teammates to focus more on helping you if you happened to get pinned and vice versa.
Being killed by Rat Packs will not cause survivors to return as a zeke. As Rat Packs are not infected, ultimately dying by them cannot cause you to reanimate and attack your remaining teammates.
Juggernaut
AFFILIATION
Zeke Swarm
PHYSICAL DESCRIPTION
SPECIES
Human
GENDER
Male
HEIGHT
6-7ft
EYE COLOR
Dead/White
The Juggernaut is a special zombie in World War Z.
The heavily armoured Juggernaut is a variant of the dreaded Bull enemy.
Physical Appearance
Its appearance is much like so of its other counterpart the Bull, except this hulking brute is wearing a large set of armour, which looks like an E.O.D. (Explosive Ordnance Disposal) Suit instead of the standard Riot Gear uniform.
Abilities & Behavior
While the Juggernaut is highly similar to the Bull, this enemy's attacks mainly consist of the simple Bull Rushing without the use of the "grab and slam" attack: the player gets knocked down for a moment and loses a portion of their health.
Weaknesses
Even though the Juggernaut Boasts incredible armour, he has 2 weak spots: the legs and the visor. Unlike the Bull, it does not have the "Exposed Spine" vulnerability. Despite the fact that he wears a bomb-resistant suit, it is still possible to kill him using explosives and fire. The following weapons are highly effective against the Juggernaut:
Payload Rifle (50 .BMG rifle)
Commando and Non-Commando Missile Launchers
Explosive Machine Gun
Advanced Combat Weapon
Strengths
While the weaknesses may make this intimidating adversary seem more than a little weak in reality, it has several strengths that make this enemy a unique threat:
Tank: the health pool of this enemy is large.
The "Bull Rush" ability.
Resistance to melee attacks.
Resistance to electricity: this enemy does not get stunned by the Slasher's tasers, drones equipped with a Stun Gun, and high-voltage grids.
Resistance to baiting: while the Juggernaut is charging, equipment that is supposed to attract the Zeke does not attract the Juggernaut.
Unlike the regular Bull, the Juggernaut does not stop mid-charge if his target uses a masking effect.
Resistance to center mass shooting.
Strategy & Tactics
Avoid CQC (Close Quarters Combat): remember that the Juggernaut is extremely resistant to melee weapons. Exclusively relying on a Chainsaw or a Machete to deal with this enemy is highly ineffective. The Juggernaut mainly relies on getting close to its target using the Rush Attack and knocking it over, temporarily incapacitating the target for other Zeke to finish it off. When the Juggernaut gets close enough, he will use swipe attacks against his target. This is why it is important to keep your distance from this enemy.
Exploit weaknesses: they consist of the "kneecap", "Boom!", and "Burn!" attacks. Explosive and incendiary ammunition and equipment is highly effective against Juggernauts.
Aim for the head: destroying the Juggernaut's visor will cause further headshots to deal more damage.
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