Meet The Zombies

Below are descriptions for each class of the Zombie team, their Mutations, and weapons if they are of note. There isn't as varied a weapon pool as the Human team since they are restricted to only melees. As a result, this section will not be as extensive as the Meet the Humans section but will provide enough information for you to fully understand how to play as a zombie. For additional mechanics not covered here - view Zombie Mechanics

Items & Enzyme...

Picking up items as a zombie will completely disable your own Mutation (Enzyme) function.

Health Scaling

  • Normal = 1200 HP

  • Scout and Demo = 600 HP

    • Formula for zombie HP is as follows:

    • Normal Zombie HP = ceiling (1200 * h^(0.9))

    • Scout/Demo HP = ceiling (600 * h^(0.9))

    • where h is the number of humans alive upon spawning as a zombie

    • Thus, at 27 Humans, newly-spawned Zombies will have around 23303 HP, or 11651 HP for Zombie Scouts and Zombie Demos

Building Damage

All Damage values provided for each class assume Stock melee.

  • Normal damage vs. buildings: 97

  • Scout bat vs. buildings: 52

  • Spy knife vs. buildings: 60

Movement Speed Comparisons

ZE base movement speed (from fastest to slowest; not accounting in any modifiers like weapons!!)

  1. Scout

  2. Spy

  3. Medic

  4. Pyro = Engineer = Sniper

  5. Soldier = Heavy

  6. Demoman

Base move speed of all classes in ZE is 90% of their base move speed in vanilla TF2. Moving backwards decreases movement speed to 90% of base move speed.

Ignoring loadouts, zombies will normally move ~1% faster than their human counterparts. Some maps, items in those maps, or segments may speed up zombies even further.

(Mako V6, Malgo, etc...)

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