“They might not seem like much one at a time, but in a group all riled up and hungry, man you watch your ass.”
Places that walkers appear
Camp – you will see them running to your camp’s walls and trying to attack it, but they won’t do any harm. By shooting them (tapping) you get either supplies, exp, gold, phones or gas.
Outpost – when you have built an Outpost, there is a possibility to catch and upgrade walkers to defend it. Walkers are captured in Walker Pit (see Buildings).
Missions (story, scavenge, challenge) – they usually are already in map when starting a mission and in addition to this, they come with a new wave after a few turns, by triggering something (doors, for example) or from another sources:
- Body piles – can be seen on some mission maps. Each pile will generate Walkers at a, usually predictive, rate of one or two walkers per turn. Some piles are inactive to begin with and start spawning only after a trigger (such as a gate being approached) and some piles stop spawning after an event (such as being exhausted after a number of turns).
- Ground traps – some maps have sections where the ground has evidence of digging. These are traps where walkers have been buried “alive”, often normal or tank walkers. If you’re careful not to step on the trap you will manage the mission without the need to handle these walkers. Once you’ve activated the trap it will not spawn more walkers if you step on it again.
- Container traps – Some maps have containers or trucks glowing red and the mission goal includes opening them. Be prepared for a larger amount of walkers falling out during/after interaction.
A walker can normally move 2 steps (straight or diagonal) and attack any square adjacent to the path. It can also get a free attack during your turn, if a survivor walks close by, but it is most often a miss.
In the pictures below: Blue dots show where walkers can move, and Red dots show reachable areas to attack.
There are three types of walker awareness stances (you can check it by pressing on walker):
- Unaware: walker stays in position until they notice you.
- Wandering: walker walks around until he notices you.
- Aggressive: walker will actively move the fastest route to your survivor.
Note: Only Wandering and Aggressive walkers can activate your Overwatch. Read below: Overwatch.
When walkers are Unaware or Wandering, you can press on your survivors, drag where you want to move and check if walkers are going to react/change their awareness stance to Aggressive:
- If while dragging the path of your survivors movement the white arrows shows up above walker’s head – he’s going to try to attack your survivor on the next turn. You can use this to tactically use Overwatch or while trying to avoid attention. Sometimes, when you start a mission, you already have walkers nearby – try to drag the path of movement and come back to your survivor without releasing – if white arrows is still above their heads, they will most likely attack you either you move or not.
- If you would try dragging the path nearby a walker, there will be red arrows above its head and walker is gonna have a chance to stop you and get a free attack. Tip: use this when checking dark places of the map – when your path touches the walker, it turns red itself, so if you do that in the areas that you cannot see, you can check for walkers without moving there.
In addition to this, walkers also can get into these stances:
- Struggling – walker struggles with your survivor (red sign with turns is showed above), if you don’t kill him, he kills your survivor (see Struggle below).
- Stunned – walker just stands and cannot do anything (yellow sign with turns is showed above), interrupts Struggling if applied, you can easily walk past him. Caused by Assault’s charge attack (certain) or Bruiser (not if body shot).
- Eating – if while doing missions with Freemen aka Saviors you kill them, all the walkers nearby go to the dead body to eat flesh. It happens instantly after Savior dies (on the same turn). Eating lasts for 3 turns (bright red icon with turns appears above the head – see picture below). During this you can damage and kill walkers, after 3 turns, they continue to hunt others if alive. The range of the walkers attracted seems to be the same as when attacking (moves two 2 tiles, interacts with the third – check picture above – movement). Eating doesn’t happen in outposts.
While fighting walkers your survivors can get into these stances:
- Struggle (struggling) – when a survivor is low on health, they can be too weak to fight against attacking walkers and get in a struggle. You won’t be able to use them until you save them by killing the walker with another survivor. If all your team members get stuck in struggle, you lose the mission automatically. There is a time limit on the struggles. If you can’t free your struggling survivor in three turns, the walker will overpower them and you lose the mission. This excludes: Spiked walkers – if you go into struggle with them – you die; Burning walkers – struggles last only 1 turn. Note: interrupts you if doing any action: opening gates and etc. – you have to start over.
- Incapacitated – every time your survivors are in melee contact with burning walkers, they take burn damage. If your survivor’s first health bar (green) runs out due to burn damage, they get Incapacitated. An incapacitated survivor cannot move or attack until they are revived by another survivor. Reviving requires two Action Points.
- Bleeding – this can happen only with Spiked walker, because generally, you get bleeding from attacks done by human enemies. Every attack by “Winslow”, gets you to bleed. A bleeding survivor is marked by a blood drop. Survivor then loses health after your every turn until they run out of health or they are healed. Bleeding survivor can be healed by tapping the medic cross on the survivor’s portrait. It requires one Action Point. If your bleeding survivor ends their turn without using any Action Points, they automatically heal themselves.
- Stunned – caused by Tank walkers. Number above survivor’s head shows the duration (turns). Interrupts any action you are doing (for example: closing doors).
Types of walkers
- Dangerous in large groups.
- They don’t have any special abilities.
The Armored Walkers are well armored from head to toe, they are equipped with bulletproof vest, helmet and some of them have shield. Most of them were used to be the member in the S.W.A.T or from the police. The higher level of the Walkers the well protected they are.
- Armored walkers are protected by bullet proof armor, making ranged survivors less effective. It’s still unknown what percentage of Bullet Proof their armor has, but most of the time ranged survivors get body shot, which means they do only 50% of damage.
- Note: possibility of body shots increase against +3 lvl versus your survivor walkers. Be careful when using bruisers then – body shot is not stunning them, use assault instead, as it gives you guaranteed stun+critical hit after.
- They take normal damage from melee combat survivors.
- Massive health.
- Attacks stun.
- Stun resistant.
Since walkers are not killed by fire, you may run into Burning walkers that are marked by a flame icon:
- Burning walkers are like normal walkers but they are on fire.
- They loose 10% of their max health every turn due to the fire.
- Every time your survivors are in melee contact with burning walkers, they take burn damage.
- Using Pitch Fork and Kingdom Spear (ranged) melee weapons against them will still result in burn damage.
- If your survivor’s first health bar (green) runs out due to burn damage, they get Incapacitated (check Stances above).
- Struggle with Burning walkers lasts only 1 turn.
- Note: all of the walkers can (not necessarily) become burning because of various causes: explosions, “Varmit blast” (special Assault’s attack when equipped with Reckoning) etc.
On your missions you might run into Exploding Walkers. These are former soldiers that carry explosives on their belts and are marked by a grenade icon.
- Shooting these walkers causes a big explosion (instant kill for Exploder – doesn’t matter the dmg.) damaging everyone (both walkers and survivors) within the radius, even through walls (hidden walkers are affected too).
- Explosions have a chance to ignite any surviving walkers in the range and make them Burning walkers.
- Other exploding walkers in the radius explode in a chain reaction.
- Increased health.
- Notice that explosions also cause threat so be careful whether you trigger an explosion in Overwatch or not.
- Use melee survivors for a silent kill (I always take 1 with me for an unexpected spawn near my survivors).
- Explosions can cause bleeding
- You don’t get exp and charge points for walkers killed by explosion and for Exploders if they die because of grenades, and not your bullets (dmg<Exploders hp=no Charge and no exp).
- Careful with ranged survivors when using Overwatch or retaliate – it can trigger explosion near your teammates.
- A picture below shows the explosion radius with cells affected:
Spiked walkers a.k.a. “Winslow”
Spiked walkers are big walkers with spikes pushed through their bodies.
- High health.
- Stun resistant.
- Bullet proof (no accurate numbers).
- Attacks by spiked walkers cause your survivor to bleed.
- If your survivor enters a struggle with a spiked walker, they die immediately.
A strong walker, ready to burst if punctured with great force. Goo walkers are Tank walkers that have absorbed a lot of water becoming bloated and gooey.
- Comes from the water.
- Stun resistant.
- High health.
- Attacks stun (1 turn).
- If killed with ranged weapon explodes causing threat, without any damage, but all of the survivors (enemies included) in the radius are stunned for 2 turns. Radius is the same as Exploding walker’s (check above).
Making noise attracts more walkers, adding them to the incoming wave. Every gunshot adds to the threat, as does interacting with certain noisy objects (glowing red). The bottom of the screen shows how many walkers are currently incoming. The number on the left shows how many turns it takes until they arrive.
There are ways to avoid attracting more walkers:
- Use melee survivors – it doesn’t make noise.
- Use traits – Daryl’s leader trait: Silent Shot, gives your team chances that attacks made by ranged survivors will not create any threat. In addition to this, all of them can have a trait Silenced on their weapons, which gives this opportunity to them individually. Also, scouts have a unique trait – Threat Reduction, which can reduce threat even completely (Recommended traits – CHOOSING TRAITS).
- Overwatch – survivors that have any Action Points left (that means to move only until your path stays white “quick” and leave it like that) at the end of your turn will go into Overwatch mode. This means that your survivor will attack the nearest enemy in their zone of control they can without moving. Damage done in Overwatch is 50% of the survivor’s base damage. In addition, ranged Overwatch attacks don’t generate any threat.
- Note: Overwatch will only work and target Walkers which are moving (Wandering or Aggresive) and within survivors attack radius. It doesn’t work against Walkers that are Unaware, already standing next to your survivor and it won’t kick in against those walkers who just spawned because of the new wave or triggered trap.
- Always think what’s your mission: it’s about killing or completing? Sometimes you can pass it more in silence.
- Consider using Overwatch with survivors who has Vigilant+Interruptor (on weapon) traits combo. It can help in many situations and I use it a lot.
- When facing Tank walkers, always know which survivor can avoid stun
- If you would try dragging the path nearby a walker, it turns red itself, so if you do that in the areas that you cannot see, you can check for walkers without moving there.
- When facing Outpost walkers, ALWAYS check everything by using 2 steps.
- If there’s a possibility, stay at the end of the mission without one survivor standing on the green zone and farm for extra exp.
- If you know spawning point (for ex.:in challenges), you can block walkers from coming by standing in it.
- Body shot’s (only 50% dmg, after update 2.5, melee survivors do about 75%) probability is primarily based on the walker level vs survivor level and survivor Luck stat. Range is not a factor. The increased chances of body shots kick in at walkers +3 levels to your survivor. This applies to all classes and weapons.
- When using Assaults and Bruisers for crowd control, remember that Bruiser will not stun target if it’s a Body shot, so it’s very risky to use them against high lvl walkers. Assault, on the other hand will always stun all lvl of the walkers (except Tank and Spiked). P.S. Attack after stun is always a critical hit.
- When upgrading your survivors for killing walkers, always invest in the right ones and the right equipment. Check recommended traits here – CHOOSING TRAITS.
If you wanna add something, feel free to do so in the comments – info is for all 🙂