LethalBreed siege manual Special zombies Manual Français

8 special variants

Every specimen that spawns has a chance, rising with the phase, of drawing one of 8 variants with unique behavior: min(35%, 5% + phase × 1.5%). The type is drawn by weighted random among the variants already unlocked at the current phase, then recorded persistently on the specimen. By default, no name floats above its head: specialShowName = false.

The 8 variants

Type · unlock phase · behavior
VariantTypePhaseBehavior
SprinterPassive2Infinite Speed level 2, +35% movement speed.
LeaperPassive3Infinite custom LEAP effect level 3: markedly longer jumps.
BomberActive4Arms within 3 blocks of the target and freezes, a fuse of 1.5 to 6 s drawn at random, then detonates without breaking blocks, see below.
ScreamerActive5Rallies every targetless zombie within a 24-block radius toward its own target.
HealerActive6Restores 2 health points directly to every wounded specimen within an 8-block radius.
JuggernautPassive6Max health ×2.0, infinite Resistance level 2 (tank via stats, no gear). Size ×1.4 only where the column above it is clear enough to hold it: under a low ceiling it keeps its health and resistance at normal size.
NecromancerActive9Summons 1 to 2 child zombies (canceled beyond 40 zombies within 12 blocks, or if its pack has reached its maximum size).
SplitterOn death11Splits into 2 child zombies (size ×0.6, never special themselves).

The Screamer, the Healer and the Necromancer share a cooldown of specialActionInterval = 10 activations (bucketed by the scheduler, ~5 ticks each, so the real rhythm depends on the LOD). The Bomber is not gated by that cooldown: its fuse is an absolute game-tick deadline, so its length does not shift when the LOD does.

Recorded ceiling. Whatever the phase, never more than 35% of the specimens on record are special. A Splitter reproduces only once: its children are forced to type NONE, so no infinite chain of divisions is possible.

The Bomber in detail

It does not detonate on contact. Once armed it stops dead and its abdomen distends for a duration drawn at random between 1.5 and 6 seconds: that is the window to break away. The longer the fuse, the stronger the blast, and the further the filth carries.

Configuration

SpecialVariantConfig: fields related to specials
FieldDescriptionDefault
specialEnabledEnables special zombies.true
specialBaseChanceBase chance (phase 0).0.05
specialPhaseScaleChance bonus per phase.0.015
specialMaxChanceChance ceiling.0.35
specialShowNameDisplays the variant name above the zombie.false
specialActionIntervalCooldown (in activations) of active types.10
specialBomberArmRangeDistance to the target at which the Bomber arms.3.0
specialBomberFuseMinTicksShortest fuse, in ticks.30 (1.5 s)
specialBomberFuseMaxTicksLongest fuse, in ticks.120 (6 s)
specialBomberPowerMinBlast power of the shortest fuse.2.0
specialBomberPowerMaxBlast power of the longest fuse.5.0
specialBomberSplatterMulFilth radius, as a multiple of the blast radius.1.5
specialBomberInfectChanceContamination chance at maximum intensity.0.5
specialBomberBlindThresholdIntensity from which blindness may be drawn. 1.0 disables it.0.75
specialBomberEffectCountCeilingMaximum number of afflictions in the cocktail.4
specialBomberEffectCountDecayHow fast the affliction count rises with the tier.0.90
specialBomberEffectAmpCeilingMaximum amplifier of an affliction.2
specialBomberEffectAmpDecayHow fast the amplifier rises with the tier.0.92
specialBomberPuddleInfectThe lingering pool may transmit the contamination.true
specialHealerRadiusHealing radius of the Healer.8.0
specialHealerRegenTicksHealing scale per activation (with the amplifier).100
specialHealerRegenAmpAmplifier of the healing scale.0