Fighting zombies: spacing, variants and target priority
Keep an escape route first. Then match attack rhythm to your stamina and choose targets and cover around each enemy's abilities.
Description
HP is a reference point, but armor, hit location, equipment and active effects also affect the outcome. The bestiary compares base HP across variants; it is not an exact health display for every individual enemy.
Similar-looking zombies can be very different
Normal Arlene has 125 base HP, feral Arlene 500 and radiated Arlene 800. That is a large difference behind a similar silhouette. A biker has 600 base HP, so treating one like a weak pedestrian can exhaust your stamina.
Do not memorize one hit count for every situation. Individual modifiers and world rules can change health, while your attacks may not all deal identical damage.
The closest enemy is not always the priority
A screamer can bring further danger. A cop can attack from range and explode. A zombie carrying a chest explosive requires care about where you hit it.
Cover needs to block the relevant attack direction, not just look solid. A door, low wall or narrow passage may buy a moment, but enemies can destroy obstacles. Keep a second defensive position.
Regeneration changes the cost of pauses
Against a regenerating enemy, attacks separated by long pauses can consume more ammunition than a focused engagement. Establish conditions for finishing the fight before opening fire.
Higher DPS matters when you can keep hitting and maintain fire. Reloading, switching weapons, catching on an obstacle or healing interrupts that continuity.
Prioritize what an enemy can do to your position
Before a horde, agree who watches special enemies and who repairs damage. Everyone shooting the nearest target can overlook a threat to supports or the escape passage.
Demolition has 1200 base HP and 60 physical armor. Those values do not justify simply dividing its health by your weapon's listed damage: armor and hit location matter too. The name Charged also does not automatically mean every hit electrocutes the player.
What to do
- Look behind you before engaging: your retreat needs to be clear of obstacles and another enemy group.
- Pull a single enemy away when the situation allows it. Do not enter a crowd simply to land the first hit sooner.
- Attack within your weapon's reach and keep stamina to disengage. Avoid spending the entire bar on consecutive power attacks.
- Recognize enemies that change your plan: screamers, cops, explosive zombies and tougher variants.
Worked example
At a hypothetical 50 effective damage per hit, an enemy with 125 HP takes 3 hits, while one with 500 HP takes 10. This illustrates arithmetic without regeneration or changing damage, not a promised hit count for a specific weapon.
Common mistake
Continuing to attack with an empty stamina bar when retreat requires movement and an energy reserve.