All 20 zombie types in Dead Raid and how to beat them

The horde in Dead Raid is not one zombie copied a hundred times. New types join as the rounds go up: runners, spitters, armoured ones, ones that explode, heal, freeze, burn or call for help. Here is every type, the round it first shows up in and the way to deal with it.

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  • 20 zombie types
  • New types up to round 20
  • Hound round every 5th round
  • 8.5× health on the Juggernaut
The horde

Every zombie type, in the order you meet them

Health and speed are compared with a Walker of the same round. Hit is the damage of one attack; a survivor starts with 100 health.

Walker zombie in Dead RaidROUND 1+

Walker

Health
×1
Speed
×1
Hit
30

The standard zombie, and most of every horde. Its health, speed and bite are the baseline everything else is measured against.

How to beat it
Line them up and go for the head. Early on a few pistol headshots do it.

Shambler zombie in Dead RaidROUND 1+

Shambler

Health
×1.4
Speed
×0.75
Hit
35

Slower than a Walker but takes 40% more damage to put down and hits a little harder.

How to beat it
It is slow, so deal with the fast ones first and finish it at range.

Runner zombie in Dead RaidROUND 3+

Runner

Health
×0.8
Speed
×1.6
Hit
25

Sprints at 1.6 times Walker speed with a little less health.

How to beat it
Do not try to outrun a pack of them. Back into a corridor and shoot as they line up.

Crawler zombie in Dead RaidROUND 4+

Crawler

Health
×0.6
Speed
×1.1
Hit
20

Drags itself along the floor. Low health, but it is small, low and easy to miss in a crowd.

How to beat it
Aim down. Check the floor before you reload or rebuild a window.

Exploder zombie in Dead RaidROUND 5+

Exploder

Health
×0.9
Speed
×1.1
Hit
20

Blows up when it reaches you and when it dies, hurting anyone within about three metres.

How to beat it
Shoot it early and far away. Never knife it.

Brute zombie in Dead RaidROUND 6+

Brute

Health
×4
Speed
×0.8
Hit
55

A heavy with more than three times a Walker's health and a hit that takes over half of a fresh survivor's health.

How to beat it
Keep moving and keep shooting the head. Never let it corner you at a window.

Spitter zombie in Dead RaidROUND 7+

Spitter

Health
×0.9
Speed
×0.95
Hit
15

Spits acid from up to 14 metres when it can see you, instead of walking into your fire.

How to beat it
Kill it first, or step behind a wall: it needs a clear line to you.

Armored zombie in Dead RaidROUND 8+

Armored

Health
×1.6
Speed
×0.9
Hit
35

Riot armour halves the damage of every body shot.

How to beat it
Headshots and the knife ignore its armour. Aim high.

Screamer zombie in Dead RaidROUND 9+

Screamer

Health
×1
Speed
×1.2
Hit
25

Its scream makes every zombie within six metres run faster for three seconds, again and again.

How to beat it
Pick it out of the crowd and kill it first, before the pack speeds up.

Toxic zombie in Dead RaidROUND 10+

Toxic

Health
×1.1
Speed
×1
Hit
25

Leaves a cloud of poison where it dies that hangs for five seconds and hurts anyone standing in it.

How to beat it
Kill it away from your own feet and do not walk through the green cloud.

Frostbitten zombie in Dead RaidROUND 11+

Frostbitten

Health
×1.2
Speed
×1
Hit
30

Every hit it lands slows you down for two seconds.

How to beat it
Being slow in a horde is how runs end. Kill it before it reaches arm's length.

Burner zombie in Dead RaidROUND 12+

Burner

Health
×1.1
Speed
×1.15
Hit
25

Every hit it lands sets you on fire for three seconds.

How to beat it
Keep your distance. The burn keeps ticking after you get away.

Splitter zombie in Dead RaidROUND 13+

Splitter

Health
×1.5
Speed
×1
Hit
30

When it dies it splits into two Crawlers, each with 30% of its health.

How to beat it
Be ready to shoot the floor right after the kill. A Nuke kills it without the split.

Leaper zombie in Dead RaidROUND 14+

Leaper

Health
×0.9
Speed
×1.35
Hit
30

Jumps the last few metres at you instead of walking them.

How to beat it
It leaps from two to six metres with a clear line. Sidestep, then shoot while it lands.

Phantom zombie in Dead RaidROUND 15+

Phantom

Health
×0.7
Speed
×1.5
Hit
30

A pale, fast ghost with little health that slips straight through the rest of the horde instead of queueing behind it.

How to beat it
It dies quickly. Watch for the white shape coming through the crowd and shoot it first.

Medic zombie in Dead RaidROUND 16+

Medic

Health
×1.2
Speed
×0.9
Hit
20

Heals every zombie within five metres by 12% of its health every three seconds.

How to beat it
Always the first target. A Brute next to a Medic will not go down.

Shocker zombie in Dead RaidROUND 17+

Shocker

Health
×1.3
Speed
×1.1
Hit
35

Every hit it lands stuns you for most of a second: no moving, no shooting.

How to beat it
Never let it touch you while others are close. Kill it at range.

Summoner zombie in Dead RaidROUND 18+

Summoner

Health
×1.8
Speed
×0.85
Hit
25

A robed occultist that calls two weak minions in through the windows, over and over.

How to beat it
It is tough and stays back. Push to it and kill it, or the wave never ends.

Juggernaut zombie in Dead RaidROUND 20+

Juggernaut

Health
×8.5
Speed
×0.7
Hit
80

The boss of the late rounds: seven times a Walker's health, armour on the body and a hit that nearly kills.

How to beat it
Whole squad, headshots, upgraded guns. Kite it around a room and never get hit twice.

Hellhound zombie in Dead RaidHOUND ROUNDS

Hellhound

Health
×0.55
Speed
×1.9
Hit
22

A burning hound, almost twice as fast as a Walker with about half the health. They only come in hound rounds.

How to beat it
Stand with your back to a wall so they come from the front, and shoot low.

Know what is coming

Round by round

When each zombie type first appears
ZombieFirst roundHealthSpeedHitSpecial
Walker1×1×130The standard zombie, and most of every horde. Its health, speed and bite are the baseline everything else is measured against.
Shambler1×1.4×0.7535Slower than a Walker but takes 40% more damage to put down and hits a little harder.
Runner3×0.8×1.625Sprints at 1.6 times Walker speed with a little less health.
Crawler4×0.6×1.120Drags itself along the floor. Low health, but it is small, low and easy to miss in a crowd.
Exploder5×0.9×1.120Blows up when it reaches you and when it dies, hurting anyone within about three metres.
Brute6×4×0.855A heavy with more than three times a Walker's health and a hit that takes over half of a fresh survivor's health.
Spitter7×0.9×0.9515Spits acid from up to 14 metres when it can see you, instead of walking into your fire.
Armored8×1.6×0.935Riot armour halves the damage of every body shot.
Screamer9×1×1.225Its scream makes every zombie within six metres run faster for three seconds, again and again.
Toxic10×1.1×125Leaves a cloud of poison where it dies that hangs for five seconds and hurts anyone standing in it.
Frostbitten11×1.2×130Every hit it lands slows you down for two seconds.
Burner12×1.1×1.1525Every hit it lands sets you on fire for three seconds.
Splitter13×1.5×130When it dies it splits into two Crawlers, each with 30% of its health.
Leaper14×0.9×1.3530Jumps the last few metres at you instead of walking them.
Phantom15×0.7×1.530A pale, fast ghost with little health that slips straight through the rest of the horde instead of queueing behind it.
Medic16×1.2×0.920Heals every zombie within five metres by 12% of its health every three seconds.
Shocker17×1.3×1.135Every hit it lands stuns you for most of a second: no moving, no shooting.
Summoner18×1.8×0.8525A robed occultist that calls two weak minions in through the windows, over and over.
Juggernaut20×8.5×0.780The boss of the late rounds: seven times a Walker's health, armour on the body and a hit that nearly kills.
Hellhoundhound rounds×0.55×1.922A burning hound, almost twice as fast as a Walker with about half the health. They only come in hound rounds.
The numbers

How the horde grows

Three things rise with every round: how many zombies come, how much health they have and how fast they move.

  • Health. A Walker has 180 health in round 1 and gains 80 a round up to round 9. From round 10 it grows by 8.5% every round, which is why the Upgrade Forge matters later on.
  • Speed. Zombies get a little faster every round until round 20.
  • Numbers. Each wave is bigger than the last, and in co-op the wave is multiplied by the number of players, so everyone gets as many zombies, and as many points, as when playing alone.
  • Hound rounds. Every fifth round, starting with round 5, is a hound round: no zombies, only Hellhounds.
A wave at a glance
RoundZombies, soloWith 4 playersWalker health
Round 1832180
Round 526104500
Round 1053212890
Round 15823281,338
Round 201144562,012
Round 301817244,548
Questions

Dead Raid zombies FAQ

How many zombie types are in Dead Raid?

There are 20: Walker, Shambler, Runner, Crawler, Exploder, Brute, Spitter, Armored, Screamer, Toxic, Frostbitten, Burner, Splitter, Leaper, Phantom, Medic, Shocker, Summoner, Juggernaut, Hellhound.

Which zombie is the most dangerous?

The Juggernaut, which arrives in round 20. It has seven times the health of a Walker, armour that soaks up body shots and a hit that deals 80 damage. In a crowd, though, the Medic and the Screamer get more squads killed, because they make every zombie around them harder to stop.

When do the hellhounds come?

Every fifth round, starting with round 5 (rounds 5, 10, 15 and so on). A hound round has no ordinary zombies, only Hellhounds.

How do I kill an Armored zombie?

Shoot it in the head or use the knife. Its armour halves the damage of body shots, but headshots and knife hits ignore it.

Do zombies get stronger in co-op?

Each zombie is the same, but there are more of them: the size of a wave is multiplied by the number of players in the match.

What stops zombies getting into the building?

The barricades. Zombies have to rip the planks off a window before they can climb in, and you can rebuild the planks, which also earns points. A Carpenter power-up rebuilds every window at once.

The night shift starts now

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