Double-headed Zombie

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Double-headed Zombie
Double-headed Zombie Sprite.png
Moves slow, but seems dangerous because of its second head. Seems like that head is bulletproof.
Main Stats
Health-Healing.png Health
12000
Melee.png Melee Damage
150
Melee.png Melee Damage (crit.)
165
Special Attacks
Equal to half of melee damage (second body's attack)
Fortune.png Crit. Chance
50%
Crit damage.png Crit. Damage
10%
Speed.png Speed
4
Rage Drop
10
Behavior Stats
Agility.png Agility
23
Aggression.png Aggression
20
Morale Stats
Icon charisma.png Charisma
-32
Charisma Radius
100
Resistances
Fire.png Fire
90%
Icon bullet resist.png Bullet
  • 100% (with two heads)
  • 0% (without second head)
Knockback
100%

Double-headed Zombie (DHZ) is an infected that resembles Big Blue with a Blue's upper torso poking out of its chest.

Overview

Double-headed Zombie is a tanky end-game enemy with very high health. Stat wise, it's identical to Big Blue.

Initially, Double-headed Zombie has an extra body growing out of it. While in this state, DHZ is immune to bullet damage, and the second body will attack together with the main one. Smaller body's damage is equal to half of the main one's, and it always lands its hit first.

Once the smaller body is destroyed, DHZ's health resets back to full, and it loses its bullet immunity. The second body will no longer attack alongside the main one either.

Double-headed Zombie is able to land critical hits, and possesses immunity to fire and knockback regardless of its state.

Strategy

Double-headed Zombie can be an incredibly dangerous adversary, as it primarily appears in company of threats that melee units struggle to fight off and it completely denies the effectiveness of most ranged units. The few exceptions that can bypass its protection will still find struggle, as their abysmal damage often allows it to dismiss their attacks and demolish them easily. Its fire immunity further limits available options, preventing it from being chipped down at a distance.

Despite their weaknesses, strong melee units should always be included in any formation. With the right items and upgrades, they can quickly whittle down the first layer, allowing ranged units to promptly pick off the second. Rogue is perhaps the best choice given his high stats and stun on critical hits, with most others being relatively mediocre. Mechanic's level 13 ability is actually less effective, as merely emptying its first health bar will not reset his sledgehammer attack. Ranged units cannot hope to fight them off on their own without the Tactical set bonus, but Sniper Polina's level 13 ability can turn the tables by dismissing 40% of its bullet resistance. Dr. Norman and Willy can theoretically work, but only in a supplementary capacity for other melee units to pummel them.

Notes

  • On a code level, DHZ's second phase is treated as a revival ability, meaning that Double-headed won't enter it should you manage to kill it with fire.

Trivia

  • In the game's files, DHZ is referred to as "alienTwins".

Gallery