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1!! [[center: [- '''''[[Characters/CallOfDutyZombies Index]]''''' | [[Characters/CallOfDutyZombiesUltimisAndPrimis Ultimis and Primis]] | [[Characters/CallOfDutyZombiesVictisAndOtherPlayableCharacters Victis and other playable characters]] | [[Characters/MobOfTheDead Mob of the Dead]] | [[Characters/CallOfDutyZombiesOtherCharacters Others]] | '''Enemy Types''' -] ]]
2
3[[foldercontrol]]
4
5!!Introduced in ''World At War''
6
7[[folder:Zombie]]
8!Zombie
9->'''Appearances:''' All maps
10
11The eponymous and omnipresent enemy of the game-mode. Zombies are human corpses reanimated by Element 115 in the Aether storyline and Prima Materia in the Chaos storyline, bringing them under the thrall of the mysterious Demonic Announcer. Their health, speed and numbers increase with every round in a match until players are inevitably overwhelmed.
12----
13* BodyHorror: Aside from the expected rotting flesh and UndeathlyPallor, the zombies featured in ''Mob of the Dead'' and ''Blood of the Dead'' are [[ChainedByFashion wrapped in barbed wire]] and impaled with spikes and bits of wood. ''Call of the Dead'' features zombies with [[FacialHorror missing jaws]], whilst the ones that spawn [[SwallowedWhole inside the Apothicon]] in ''Revelations'' appear to be partially digested.
14* BoomHeadshot: The most efficient, point-yielding and (in later rounds)''only'' viable way to bring a zombie down, although it sometimes [[LosingYourHead takes a few seconds to register]].
15* ButtMonkey: Whilst they can be very dangerous in large groups, a significant portion of the ''Zombies'' experience is dedicated to killing them in dozens of [[CruelAndUnusualDeath gruesome and creative ways]], followed by the characters hurling insults and [[BondOneLiner one-liners]].
16* CreepyHighPitchedVoice: Zombie vocalizations consist mostly of high-pitched groans and screams ([[VocalDissonance regardless of age and gender]]) with some subtle VoiceOfTheLegion.
17* FearlessUndead: They will keep coming at you no matter what they're faced with. Except for Vulture Aid gas, which smells so bad that [[HorrifyingTheHorror not even the un-dead can stand it]].
18* GlowingEyelightsOfUndeath: Their most prominent feature, the colour of which changes depending on whoever is serving as the Demonic Announcer.
19** Yellow for Samantha Maxis/The High Priest of Chaos.
20** Blue for Ultimis Richtofen.
21** Orange for Ludwig Maxis.
22** Red for the Apothicons.
23** White for [[spoiler:Cornelius Pernell/Avogadro.]]
24** Green for [[SetAMookToKillAMook Turned/Brain Rotted zombies.]]
25* ItCanThink: Whilst apparently mindless for the most part, the zombies featured in ''Ascension'' can swerve and perform combat rolls to dodge gunfire. In the ''Der Eisendrache'' intro, one zombie appears to express ''fear'' right before Richtofen blows its head off.
26* MadeOfExplodium: Element 115 must be a highly flammable substance, because zombies [[ManOnFire set alight]] or wreathed in electricity will explode upon death.
27* MadeOfIron: At higher rounds, zombies can and will tank hundreds of bullets, dozens of rockets and grenades and sometimes even multiple Wonder Weapon blasts before finally going down. Fortunately for the characters, [[GameplayAndStorySegregation this only applies in gameplay]].
28* NaziZombies: Mostly during the ''World at War'' season. Later maps would take place in a greater variety of countries.
29* OurZombiesAreDifferent: These ones are created by Element 115, a powerful material planted throughout the multiverse by [[EldritchAbomination the Apothicons]]. Organic matter exposed to the element (either through a wound or over time) will result in either mutations, insanity or death followed by reanimation. The latter outcome results in a near-mindless FleshEatingZombie that can be somewhat controlled through conditioning or by harnessing the energies of a dimension known as the Aether. They can be put down by conventional means but FeelNoPain; the zombified Ferguson in the intro to ''Mob of the Dead'' takes a dozen revolver shots before going down.
30** In the Chaos storyline, zombies are instead the work of RitualMagic powered by an ancient substance known as Prima Materia, the base matter of the universe. The activation of a Sentinel Trial will see every living thing nearby zombified, a process that can only be reversed by completing the Trial.
31* RemovingTheHeadOrDestroyingTheBrain: Shooting them in the head is the fastest way to kill them and decapitation will most assuredly do the trick despite it taking a moment or two to take effect for the stronger ones.
32* TragicMonster: Just like most zombies these ones used to be regular people, now doomed to serve as mindless playthings for those who inhabit the Aether.
33* ZergRush: Individual zombies are mostly harmless to attentive players. Their main strength lies in their numbers, bullet resistance and sheer, mindless tenacity.
34* ZombieGait: They start off the moving at a slow, shambling place at the beginning of the match, and even when they pick up the pace they don't move any quicker than walking speed. Earlier maps such as ''Shi No Numa'' see them perform strange, flailing marches or mimic holding rifles in their hands.
35
36[[/folder]]
37
38[[folder:Hellhound]]
39!Hellhound
40->'''Appearances:''' ''Shi No Numa'' | ''Der Riese'' | ''Kino Der Toten'' | ''Moon | ''[=TranZit=]'' | ''The Giant'' | ''Der Eisendrache'' | ''Blood of the Dead'' | ''Classified | ''Alpha Omega'' | ''Firebase Z'' | ''Outbreak'' | ''Operation: Deadbolt''
41
42Flaming, zombified hounds created when Samantha Maxis' pregnant dog was placed in a teleporter. They are the second most recurring enemy in the game mode after the zombies themselves.
43
44----
45* BodyHorror: Their muzzles are rotted down to the bone, and their spines and ribs are visible. 'Die Maschine's'' Plaguehounds have faces covered in huge boils, tongues covered with teeth.
46* ExplosiveBreeder: Fluffy had enough puppies after the accident to provide a never-ending army to accompany the undead.
47* FluffyTheTerrible: The first Hellhound, who actually ''was'' named Fluffy.
48* FragileSpeedster: They move much faster than zombies, but don't do very much damage and go down quite easily.
49* GlowingEyelightsOfUndeath: A trait they share with normal zombies.
50* {{Hellhound}}: Obviously, although these are the result of a teleporter accident rather than originating from Hell. Their presence in the hellish Alcatraz pocket dimension in ''Blood of the Dead'' is most appropriate.
51* HeroicDog: Very much subverted, to the displeasure of Primis Dempsey.
52* HybridMonster: ''Die Maschine'' introduces the Plaguehoud, a Hellhound/N6 Crawler hybrid with the speed of the former and the DeadlyGas ActionBomb ability of the latter.
53* OminousFog: Their arrival is heralded by a sudden mist descending upon the map.
54* PaletteSwap: ''Alpha Omega'' features a sub-species called Lightning Hounds, which are basically identical to regular Hellhounds except that they're covered in electricity instead of fire.
55* PreAsskickingOneLiner: Whilst they themselves are incapable of delivering one-liners (being dogs and all), the Demonic Announcer is happy to speak for them.
56-->''Demonic Announcer'': '''"FETCH ME THEIR SOULS!"'''
57* SympathyForTheDevil: A number of our heroes(including ''Primis Richtofen'' of all people) take noticeably less pleasure putting these dogs down than any other undead monsters they face.
58* TeleporterAccident: They were created as a result of one of these. They themselves possess teleportation abilities, but they only use them to enter the map.
59* WreathedInFlames: Which, considering the track record of regular zombies, may explain why they [[MadeOfExplodium explode upon death]]. ''Firebase Z'' Hellhounds amp this up, even leaving behind a patch of burning napalm upon death.
60
61
62[[/folder]]
63
64!!Introduced in ''Black Ops I''
65
66[[folder:Nova Six Crawler]]
67!Nova Six Crawler
68->'''Appearances:''' ''Kino Der Toten'' | ''Five'' | ''Moon'' | ''Classified'' | ''Alpha Omega''
69
70Also known as Crawler Zombies or Creepy Crawlers, Nova Six Crawlers are failed experiments imbued with toxic gas which is released when the Crawler dies, dealing explosive damage and leaving a lingering cloud that blur's the player's vision.
71
72''Moon'' features a variation that can teleport and perform a leaping attack in low-gravity areas. ''Die Rise'' features the more unique Jumping Jack, which forgoes deadly gas in favor extremely enhanced mobility. ''Alpha Omega' features two additional variants; Jolting Jacks, which can both teleport and fire balls of electricity, and Nova Six Bombers, which can use their gas to empower nearby zombies.
73
74----
75
76* CombatParkour: The main gimmick of the Jumping Jack variant, bouncing off the walls and celling and making them extremely hard to hit.
77* DeadlyGas: Although it doesn't kill the player (and isn't nearly as fatal as the Nova Six gas in the campaign), it can severely blur their vision and obscure potential threats.
78* DefeatEqualsExplosion: And said explosion is what makes them so dangerous.
79* DungFu: Possibly in the case of the Jolting Jacks, whose projectiles Primis Richtofen half-jokingly suggests could be electrified scat.
80* EvilSmellsBad: They're said to smell even worse than [[ThePigpen Ultimis Nikolai]].
81* EyelessFace: Their face is taken up entirely by a maw filled with MoreTeethThanTheOsmondFamily. They actually look quite similar to the Keepers...
82* HalfHumanHybrid: Documents in ''Classified'' indicate that, amongst other things, Nova Crawlers contain elements of pig DNA.
83* HeroKiller: A Jumping Jack actually manages to kill Russman in the ''Die Rise'' intro cut-scene, but this is quickly undone by Ultimis Richtofen's influence.
84* RunningOnAllFours: Which serves to greatly reduce their hitbox and force the player to divert their attention from the rest of the hordes.
85* ShootTheMedicFirst: Whilst not ''exactly'' medics, Nova Six Bombers in ''Alpha Omega'' are extremely dangerous if left alive for any length of time, as they can perform a StatusBuff on nearby zombies which significantly enhances their health and speed.
86* StinkBomb: A living, deadly variety.
87* TeleportSpam: The Jolting Jacks and the ''Moon'' Crawlers both engage in this, which made even more annoying by their high numbers and the cramped environments of both maps.
88* TookALevelInBadass: The Nova Crawlers in the Black Ops IV map ''Classified'' are notably more dangerous than in previous games. Players caught in their explosions are slowed down for a small amount of time, leaving them more open to attack.
89* WallCrawl: The Nova Crawlers in ''Kino Der Toten'' enter the map through holes in the ceiling and climb down the walls. The Jumping Jacks ''bounce'' off the walls, and the Jolting Jacks have a preference for attacking the player from building roofs.
90* WasOnceAMan: Their ears and torn pants indicate that they were once normal humans, as opposed to whatever they are now.
91
92[[/folder]]
93
94[[folder:The Pentagon Thief]]
95!The Pentagon Thief
96
97See [[Characters/CallOfDutyZombiesOtherCharacters Other Characters]]
98[[/folder]]
99
100[[folder:Space Monkey/Zombie Monkey]]
101!Space Monkey/Zombie Monkey
102->'''Appearances:''' ''Ascension'' | ''Shangri-La''
103
104Pint-sized primates infected with Element 115 appear in two different maps, displaying very different abilities each time. The Space Monkeys in ''Ascension'' have their own special round, where they will attempt to remove the players perks by attacking the Perk-A-Cola machines. The Zombie Monkeys in ''Shangri-La'' will appear whenever a power-up drop spawns and attempt to carry it outside of the map.
105
106----
107
108* BanditMook: Both types of monkey fulfill this role, although unlike most examples the Space Monkey is more than capable of killing you itself. Zombie Monkeys will only attack you if you claim the power-up drop first, whereupon they will swipe at you once before fleeing.
109* DropPod: Space Monkeys enter the map by crashing down in Lunar Landers. Thankfully this cannot result in the player's death.
110* HelpfulMook: Because power-ups will cycle whilst on a Zombie Monkey's back and remain when the Monkey is killed, players with good timing can swap a power-up out for another one, and on rare occasions even obtain a free perk.
111* NoSell: Space Monkeys cannot by killed by [[UnrealisticBlackHole Gersch Devices]], and will instead (like the player) be teleported to elsewhere on the map. They and the Zombie Monkeys from ''Shangri-La'' can also throw regular grenades back at the player.
112* OminousFog: Like the Hellhounds, Space Monkey special rounds see the map enveloped in fog, but unlike Hellhounds this fog is orange-yellow in colour.
113* PintSizedPowerhouse: The Space Monkeys are tiny even by primate standards, but are capable of releasing a powerful ShockwaveStomp and can tank a surprising amount of gunfire.
114* RedEyesTakeWarning: The Space Monkeys have this.
115
116
117[[/folder]]
118
119[[folder:George A. Romero]]
120!George A. Romero
121
122See [[Characters/CallOfDutyZombiesOtherCharacters Other Characters]]
123[[/folder]]
124
125[[folder:Napalm Zombie]]
126!Napalm Zombie
127->'''Appearances:''' ''Shangri-La''
128
129A skeletal, flaming zombie that explodes into a pile of napalm upon dying or getting close to the player.
130
131----
132* ActionBomb: It's most infamous trait is how it will explode upon death or getting too close to the player.
133* HelpfulMook: Although situational, the flames left behind after the Napalm Zombie explodes can harm zombies as well as the player.
134* InterfaceScrew: The edges of the screen will be engulfed in flames when it gets close, which is useful for alerting the player to danger but can also impair one's vision.
135* MightyGlacier: It takes a good number of bullets to take down, but moves at a slowing walking pace and is only a threat up close. ''Unless'' its the final zombie in the round, whereupon it TurnsRed and runs the player down at a terrifying speed.
136[[/folder]]
137
138[[folder:Shrieker Zombie]]
139!Shrieker Zombie
140->'''Appearances:''' ''Shangri-La''
141
142An emaciated zombie with the power to deliver loud, piercing shrieks that can hurt the player.
143----
144* GlassCannon: It can easily screw the player over with it's blinding screams and moves much faster than a regular zombie, but isn't all more sturdy.
145* DynamicEntry: Crawling out of the ground, unleashing it's signature shriek as it does, gives the player plenty of warning of it's arrival.
146* MakeMeWannaShout: It's whole thing; unleashing an {{Interface Screw}}ing scream in the player's face, blurring their vision and leaving a ringing in their ears.
147* UndeathlyPallor: Even morseo than regular zombies, which helps make it stand out from them and the surrounding jungle scenery.
148[[/folder]]
149
150[[folder:Astronaut Zombie]]
151!Astronaut Zombie
152->'''Appearances:''' ''Moon''
153
154A mysterious zombie who periodically menaces Ultimis during the events of ''Moon''.
155----
156* BanditMook: If it grabs ahold of you, it will steal a Perk from you.
157* CreatorCameo: It occasionally takes the ID of ''Zombies'' developers such as Jason Blundell.
158* DefeatMeansExplosion: Although unlike Nova Crawlers or Napalm Zombies, the explosion will only inflict knockback on the player.
159* JumpScare: Can inflict this on complacent players passing through Griffin Station's airlocks, who won't see nor hear the Astronaut Zombie inside until it's right on top of them.
160* MightyGlacier: It ambles very slowly after you thanks to the lower gravity of the Moon, but if it catches you, you could lose a Perk that you may not be getting back very soon thanks to the rotating Perk at Area 51. It also becomes sturdier after each death, and it's health is multiplied further by the presence of every additional player in the game.
161* NoSell: They are not affected by Nuke and Insta-Kill powerups, nor can they be killed by the Wave Gun or Gersch Device. They ''can'', however, be [[OneHitKill insta-killed]] by the Q.E.D's default explosion.
162[[/folder]]
163
164!!Introduced in ''Black Ops II''
165
166[[folder:Avogadro]]
167!Avogadro/[[spoiler:Cornelius Pernell]]
168->'''Appearances:''' ''[=TranZit=]'' | [[spoiler:''Alpha Omega'']]
169
170For tropes relating more to [[spoiler:Avogadro's original identity]], see [[Characters/CallOfDutyZombiesOtherCharacters Other Characters]].
171[[/folder]]
172
173[[folder:Denizen of the Forest]]
174!Denizen of the Forest
175->'''Appearances:''' ''[=TranZit=]''
176
177Also known as Screechers. Diminutive gremlins that are abundant in the foggy areas of Hanford, WA in 2035.
178----
179* BeastWithAHumanFace: They are tiny, with FourFingeredHands and a rat-like tail, but their faces are a gross exaggeration of a human being's.
180* FragileSpeedster: They are impossible to outrun or dodge, but can be one-shotted by firearms.
181* HellIsThatNoise: Their piercing, extremely loud shriek is part of what makes them so damn annoying.
182* EyeScream: Implied, as they go for the face when they attack you, which gradually blurs one's vision.
183* ZergRush: If you leave the main areas of the map, you will be immediately rushed by them, one after the other.
184* WeakenedByTheLight: They will not pursue the player into non-foggy areas, and will borough into the ground if the player passes under an active streetlight, creating a usable portal.
185* WeaksauceWeakness: Galvaknuckles are capable of killing a Denizen in two hits, making them a must-have for anyone who chooses to brave the fog.
186[[/folder]]
187
188[[folder:Brutus/The Warden]]
189!Brutus/The Warden
190->'''Appearances:''' ''Mob of the Dead'' | ''Blood of the Dead''
191
192In life, he was the Warden of Alcatraz, but now he serves an eternal sentence as the guardian of the Alcatraz purgatory. For more information, see his folder in [[Characters/CallOfDutyZombiesOtherCharacters Other Characters]].
193[[/folder]]
194
195[[folder:Ghost Women]]
196!Ghost Women
197->'''Appearances:''' ''Buried''
198[[/folder]]
199
200[[folder:Panzersoldat/Krasny Soldat]]
201!Panzersoldat/Krasny Soldat
202->'''Appearances:''' ''Origins'' | ''Der Eisendrache'' | ''Revelations'' | ''Outbreak'' | ''Mauer der Toten''
203
204Hulking, reanimated Group 935 (Panzer)/Omega Group (Krasny) soldiers in deadly robotic suits.
205----
206* AttackItsWeakPoint: Killing it requires the player to shoot off it's facemask and expose the zombie head inside. Additionally, players who are being pulled in by it's grapple claw will have a chance to shoot an exposed red light in the arm's stump and break its grip.
207* BreakoutVillain: They became a quick fan-favorite due to their cool design, menacing attacks, and challenging difficulty, and subsequently returned for ''Black Ops III'' and ''Black Ops Cold War''.
208* DieselPunk: It and much of the technology featured in ''Origin's'' takes some cues from this visual style.
209* HammeredIntoTheGround: Panzer's which are caught under a Giant Robot's foot in ''Origins'' will be subjected to this, leaving them stuck and extremely vulnerable for a few seconds.
210* HellIsThatNoise: The impending arrival of a Panzer Soldat is announced with an extremely ominous siren.
211* TheJuggernaut: They're difficult to take down without Wonder Weapons.
212* NoSell: They will simply disable any trap you try to lead them through, and will not react to Monkey Bombs.
213* PoweredArmor: This is their schtick, and why they're so dangerous compared to normal zombies. Their suits not only allow the otherwise normal zombie inside to withstand large amounts of punishment, but it also comes equipped with a JetPack, a flamethrower and either a grapple claw, shock-mine launcher or napalm launcher.
214[[/folder]]
215
216!!Introduced in ''Black Ops III''
217
218[[folder:Margwa]]
219!Margwa
220->'''Appearances:''' ''Shadows of Evil'' | ''Revelations''
221
222Ferocious three-headed Apothicons.
223----
224* AttackItsWeakPoint: The only way to kill a Margwa is to fire into one of its open mouths.
225* ColourCodedForYourConvenience: The Void and Fire variants of the Margwa in ''Revelations'' are coloured black with glowing purple and orange mouths respectively.
226* EliteMook: They're much harder to deal with than the other Apothicon enemies and zombies.
227* HomingProjectile: The Void Margwas in ''Revelations'' can open a portal and summon a horde of floating Keeper skulls, which will pursue the player until they collide with something.
228* MultiArmedAndDangerous: They have four CombatTentacles with which they can perform a devastating GroundPunch, which will instantly down a player if they don't have Juggernog.
229* TurnsRed: Margwas will move at a slow walking pace until it's first head is destroyed, whereupon it will pick up the pace.
230* NoSell: They are unaffected by the black holes created by the Apothicon Servant, and will teleport through any traps in their way.
231* WeaksauceWeakness: Players using the Pop Shocks Gobblegum (which electrifies their melee attacks) will be able to instantly kill Margwas, regardless of whether or not the beast has a mouth open. They are also quite vulnerable to the Apothicon Sword, which can destroy a head with a single hit.
232[[/folder]]
233
234[[folder:Parasite]]
235!Parasite
236->'''Appearances:''' ''Shadows of Evil'' | ''Revelations''
237
238Tiny, distracting enemies who are a nuisance by themselves but dangerous in large numbers.
239----
240* AirborneMook: The first major example to appear in ''Zombies''.
241* PaletteSwap: They change colour with each map; yellow in ''Shadows of Evil'' are yellow, red in ''Revelations'', and purple in the ''Dead Ops II: Cyber's Avengening'' game mode.
242* ProportionatelyPonderousParasites: They're almost as big as the player, but they aren't called Parasites for nothing. They will emerge from a Margwa whenever one of its heads are destroyed, and they spawn on a frequent basis inside the Apothicon in ''Revelations''.
243* ZombiePukeAttack: Their only attack is to spit globs of acid at the player.
244
245[[/folder]]
246
247[[folder:Insanity Elemental]]
248!Insanity Elemental
249->'''Appearances:''' ''Shadows of Evil''
250
251Screaming, ball-shaped creatures that will explode upon making contact with the player.
252----
253* ActionBomb: Their primary function as an enemy, exploding upon making contact with the player.
254* AsteroidsMonster: The Insanity Elementals that appear in the ''Dead Ops Arcade'' game mode will split into multiple smaller ones upon death.
255* ElementalEmbodiment: Of ''insanity'' as their name would indicate, and which is made more obvious by their constant screaming and lack of regard for their presumably torturous lives.
256* InSeriesNickname: Referred to as 'Meatballs' by several characters and practically the entire Zombies fanbase. Even the head developer Jason Blundell refers to them as such, admitting to having forgotten their original name.
257* ReusedCharacterDesign: They are reskins of the robotic R.A.P enemy type from ''Black Ops III's'' campaign and multiplayer, which themselves make an appearance during ''Gorod Krovi's'' easter egg boss fight.
258* TooManyMouths: The only major features on their round bodies, aside from a number of short tentacles.
259[[/folder]]
260
261[[folder:Thrasher]]
262!Thrasher
263->'''Appearances:''' ''Zetsubou No Shima''
264
265Gruesome, hulking plant monsters and leftover byproducts of Division 9's research. An especially large one [[spoiler:who is actually a transformed Ultimis Takeo]] serves as the FinalBoss of ''Zetsubou No Shima's'' main quest.
266----
267
268* AttackItsWeakPoint: The three large orange spores that dot a Thrasher's body need to be popped with bullets in order to kill it quickly.
269* DeadlyGas: Releases a lingering cloud of this whenever one of their spores are popped. Passing through it will force the player to cough and leave them unable to use their weapons, and zombies passing through it will occasionally be transformed into more Thrashers.
270* FlunkyBoss: The giant Thrasher is this. It is immobile and incapable of doing more than occasionally swinging its large vine arms; the ''real'' challenge is popping it's spores whilst being swarmed by zombies in a cramped room.
271* LosingYourHead: Destroying a Thrasher's head will not kill it, and will in fact only serve to [[TurnsRed piss it off more]].
272* PlantPerson: A grotesque and malicious variation.
273* ToServeMan: They can actually eat a downed player using a BellyMouth, trapping them inside and eventually killing them if the other players don't help out. They will also eat other zombies in order to restore their own health.
274* TragicMonster: The giant Thrasher, by virtue of being [[spoiler:Ultimis Takeo]].
275
276[[/folder]]
277
278[[folder:Spider]]
279!Spider
280->'''Appearances:''' ''Zetsubou No Shima'' | ''Revelations''
281
282Giant, mutated inhabitants of the Pacific island where Division 9 corrupted the water supply with Element 115. An even larger mother spider serves as a mid-boss for ''Zetsubou No Shima''.
283----
284
285* Animorphism: It is possible for the player to transform into a spider themselves by consuming the Spider Bait wonder weapon, granting them temporary invulnerability and the ability to spit webs.
286* BigCreepyCrawlies: A species of GiantSpider the size of dogs. The mother spider is around the size of an ''elephant''.
287* ProportionatelyPonderousParasites: Their presence inside the Apothicon in ''Revelations" implies that they can serve as a version of this, as this is the only place on the map where they appear.
288
289[[/folder]]
290
291[[folder:Dragon]]
292!Dragon
293->'''Appearances:''' ''Der Eisendrache'' | ''Gorod Krovi'' | ''Outbreak''
294
295A species of ancient, extinct beasts resurrected by Group 935 and Division 9 for use as living weapons. Dragons serve more as an environmental hazard than a regular enemy type in ''Gorod Krovi'', but ignoring them will only result in being roasted alive. One of them serves as part of the easter egg boss fight, and another as a form of transportation to the Pack-a-Punch.
296
297----
298
299* BeastOfBattle: They were resurrected from extinction specifically to be used by the Germans against the Russians.
300* ColourCodedForYourConvenience: The non-hostile transport dragon is coloured/painted bright red.
301* {{Foreshadowing}}: Dragons were alluded to for a significant duration of the ''Black Ops III'' season up until their reveal in ''Gorod Krovi''. ''Der Eisendrache'' references them in its title (which translates to 'The Iron Dragon') and the quest to acquire the Wrath of the Ancients involves feeding zombies to three mounted dragon heads. Part of ''Zetsubou no Shima's'' main Easter Egg involves teleporting into a room containing hatched dragon eggs as well as anatomical diagrams.
302* LudicrousGibs: The dragon fought during the Easter Egg explodes in a bloody mess upon dying, which is presumably the result of damage to whatever organs they use to produce their fire breath.
303* TheMagicVersusTechnologyWar: Although they themselves are the result of advanced science, the dragons form the Magic side of the eternal Battle of Stalingrad, with the Russians and their HumongousMecha forming the Technology side. Interestingly, the ''dragons'' are the ones who are winning, as no fully functioning mecha can be seen around the map aside from the one piloted by Ultimis Nikolai.
304* NighInvulnerability: It is impossible for the player to kill a dragon under normal circumstances. During the boss fight, Ultimis Nikolai first has to skewer the boss dragon with a electric harpoon before any meaningful damage can be done.
305* OurDragonsAreDifferent: These possess a body shape more reminiscent of a wyvern (two legs and a pair of wings, instead of four legs and a pair of wings), are treated more like a natural prehistoric species than anything mythical, appear to only possess animal-level intelligence and have been genetically modified and enhanced with cybernetic parts by Group 935.
306* SuperPersistentPredator: It's implied that the dragon in the intro, the one fought in the boss fight and the ones that attack the player during gameplay are all in fact the ''same'' dragon, who for whatever reason seems to hold an extreme grudge against our heroes.
307
308[[/folder]]
309
310[[folder:Russian Mangler]]
311!Russian Mangler
312->'''Appearances:''' ''Gorod Krovi'' | ''Firebase Z'' | ''Outbreak'' | ''Mauer der Toten'' | ''Forsaken'' | ''Operation: Deadbolt''
313
314Undead Russian soldiers who have outfitted with cybernetics and advanced weaponry, including an ArmCannon and wrist-mounted sickles.
315----
316
317* {{Cyborg}}: They're enchanced with cybernetics.
318* EliteMook: Of ''Gorod Krovi'' if one does not count the dragons.
319* FriendlyFireProof: Their cannon attacks merely knock down any zombies caught in its path. Give it the [[SetAMookToKillAMook Brainrot effect though]], and its Cannon attacks will now annihilate all Zombies in its path.
320* KingMook: ''Outbreak'' features red-coloured Manglers with distinct names and titles during HVT missions. They behave identically to regular Manglers but are much tankier and, like other HVT enemies, will teleport away every time they lose a third of their health.
321* {{Nerf}}: The ''Firebase Z'' Manglers are much tankier, but their cannon blast no longer tracks their target and the cannons themselves serve as much bigger weak-spots.
322* NoSell: They enter the map like a regular zombie but simply destroy any boards in their way with one cannon blast. They also cannot be set alight by dragon breath.
323* MightyGlacier: Slow, but their attacks can cause an instant red-screen for players without Juggernog.
324* SinisterScythe: They're equipped with two sickles, with which they can reduce you to a corpse quite easily.
325* TurnsRed: Destroying its arm cannon or simply dealing enough damage will convince a Mangler to forgo its OminousWalk and instead charge after and cut you down with its sickles.
326
327[[/folder]]
328
329[[folder:Valkyrie Drone]]
330!Valkyrie Drone
331->'''Appearances:''' ''Gorod Krovi''
332
333* CyberCyclops: They see through a single "camera" which can be destroyed. If they later initiate a SuicideAttack, then rather than tracking the player they will fly at their last location.
334* EnemySummoner: In the later special rounds, a few of the Drones will hold back and summon several electric zombies from the ground.
335* HellIsThatNoise: Like the Spiders (who share the same sound effect) and the Panzer, the beginning of a special Drone round will be announced with an ominous siren.
336* LiteralDisarming: Their three mechanical CombatTentacles can be shot off, rendering them incapable of using their electrical attacks.
337* TakingYouWithMe: It will attempt to fly at the player and explode if it loses its arms.
338[[/folder]]
339
340[[folder:Apothicon Fury]]
341!Apothicon Fury
342->'''Appearances:''' ''Revelations'' | ''Alpha Omega[[note]]Intro cutscene only[[/note]]'' | ''Tag Der Toten[[note]]Outro cutscene only[[/note]]''
343
344A dark coloured, quadruped Apothicon enemy, and one of their basic foot soldiers alongside the Margwas.
345----
346* TheCameo: Many can be spotted in crowd shots of the First War during the intro ''Alpha Omega'' and outro of ''Tag Der Toten''.
347* DashAttack: Their unique method of attack is a sort of teleport dash, which they use to close the distance between them and the player and deal collision damage.
348* TurnsRed: After performing a teleport dash, they will become WreathedInFlames and move at a quicker pace.
349[[/folder]]
350
351!!Introduced in ''Black Ops IV''
352
353[[folder:Blightfather]]
354!Blightfather
355->'''Appearances:''' ''Voyage of Despair'' | ''IX'' | ''Ancient Evil''
356----
357
358* AttackItsWeakPoint: Destroying the large sacs on a Blightfather's back and elbows is the key to taking them down as quickly as possible, and will disable its ranged projectile attack.
359* ChestBurster: Provides a much more dramatic example than the Catalysts, with its long spiked limbs tearing their way out first before the rest of the creature.
360* TheDreaded: Its arrival always triggers alarm in the player characters.
361* EliteMook: It appears to be a heavily mutated Catalyst, possessing a similar transformation sequence and characteristics such as an EyelessFace, but it is significantly more dangerous than any of them.
362* ZombiePukeAttack: It will use this on players it manages to drag in with its OverlyLongTongue, dealing gradual damage until the player can break free. It will also puke on utilities such as wall-buys and render them unusable, forcing the player to spend points to unlock them.
363
364[[/folder]]
365
366[[folder:Catalyst]]
367!Catalyst
368->'''Appearances:''' ''Voyage of Despair'' | ''IX'' | ''Dead of the Night'' | ''Ancient Evil''
369
370The main and most prevalent special enemy type in the Chaos story, Catalysts are elemental variations of normal zombies that each possess a unique ability; Fire Catalysts explode when near the player, Electric Catalysts blind the player with a scream, Acid Catalysts surround themselves with a poisonous cloud and Water Catalysts buff regular zombies, increasing their health and damage.
371
372----
373
374* ActionBomb: The Fire Catalyst serves this role.
375* AreaOfEffect: The Acid Catalyst's constant gas cloud functions like this. It deals only ScratchDamage but delays the player's healing.
376* ColourCodedForYourConvenience: Each catalyst is easily distinguishable from the zombie hordes by their colours; red for Fire, blue for Water, yellow for Electric and Green for Acid.
377* DemBones: Each Catalyst is actually a regular zombie's mutated skeleton, which emerges ChestBurster style during their transformation sequence.
378* ElementalPowers: Each catalyst is associated with one of the four achlemical elements, although in this case Air and Earth are replaced with Electricity and Acid.
379* ElementalRockPaperScissors: Every catalyst has a specific elemental Pack-a-Punch effect that they're weak against that causes them to explode violently, harming and even killing zombies besides them. Fire is weak to acid, acid is weak to water, water to electricity and finally electricity to fire.
380* {{Expy}}: The Fire and Electric Catalysts are essentially (nerfed and buffed, respectively) Chaos versions of the Napalm and Shrieker Zombies from ''Shangri-La''.
381* EyelessFace: The Acid and Electric Catalysts have no visible eyes, only skin and sores.
382* MakeMeWannaShout: The scream of the Electric Catalyst can white out a player's entire screent for a few seconds.
383
384[[/folder]]
385
386[[folder:Stoker]]
387!Stoker
388->'''Appearances:''' ''Voyage of Despair''
389
390* AttackItsWeakPoint: Shooting the open wound on its chest will deal increased damage and result in a Stoker dropping a key used to obtain the map's Wonder Weapon.
391* EvilIsBurningHot: They appear to have been forcibly merged with the hot coals from the ship's engines.
392* ShovelStrike: Their melee weapon of choice, a holdover from when they maintained the Titanic's boilers.
393* TurnsRed: Not that aren't very red already. The Stoker will periodically enter a rage stage, running the player down at high speeds and whacking them with their shovels.
394[[/folder]]
395
396[[folder:Destroyer/Marauder]]
397!Destroyer and Marauder
398->'''Appearances:''' ''IX''
399----
400* BerserkButton: Shooting off a Destroyer's helmet will cause them to forgo ranged attacks in favor of charging at you with their axes.
401* DeadlyLunge: Maruders' main attack is a long jump followed by a succession of swipes in front of them with their wrist claws. It actually functions as a small AOE attack, meaning even if the player is stood behind them they can still catch all the slashes and go down.
402* RedOniBlueOni: Both are still bloodthirsty undead monsters, but the Destroyer is more of a Blue Oni compared to the Marauder's Red Oni; the former is a ranged, heavily armoured MightyGlacier, whilst the latter is a fast, aggressive CloseRangeCombatant.
403* ItCanThink: Aside from their use of weapons they can sometimes be heard speaking, usually mocking and taunting the Chaos crew.
404[[/folder]]
405
406[[folder:Tiger]]
407!Tiger
408->'''Appearances:''' ''IX''
409----
410
411* ArtificialBrilliance: At least in comparison to Hellhounds, who simply sprint directly at the players. Zombie Tigers will often run around the player in an attempt to flank them, or hold back at a distance and other zombies run forward.
412* CatsAreMean: It is likely that even if these weren't zombified, they would still pose quite the threat to any gladiators trapped in the arena.
413* DeadlyLunge: This attack does high amounts of damage, making it extremely dangerous for injured players. Early in ''Black Ops IIII's'' lifecycle it could even potentially OneHitKill players on normal and above difficulties, but this was quickly {{nerf}}ed.
414[[/folder]]
415
416[[folder:Nosferatu]]
417!Nosferatu
418->'''Appearances:''' ''Dead of the Night''
419
420Also known as the Teihiihan or the Abhartach, these feral vampiric creatures have more in common with their [[LooksLikeOrlok namesake]] than they do with ''[[Literature/TheTwilightSaga Twilight]]''.
421----
422
423* AntiRegeneration: Nosferatu attacks have the ability to stall the player's health regen, which is signified by the edges of the screen turning bloodied.
424* EliteMook: The Crimson Nosferatu, distinguishable by its blood-red skin, is significantly [[LightningBruiser tankier]] than it's kin and possesses a deadly jump attack. Players caught by said attack will be pinned in place and have their throats torn out.
425* FeralVampires: Nosferatus are definitely not anything but animalistic.
426* OurVampiresAreDifferent: These seem to be little different the mindless zombies they fight alongside, and give no indication of having even been human. They also lack any extreme/supernatural abilities aside from the ability to transform into a bat (which they do so only to enter the map).
427* WoodenStake: Nosferatus (or Nosferati?) suffer a OneHitKill at the hands of the map's melee Wonder Weapon, the Stake Knife. They are also vulnerable to the bolt-firing Savage Impaler.
428[[/folder]]
429
430[[folder:Werewolf]]
431!Werewolf
432->'''Appearances:''' ''Dead of the Night''
433----
434* AchillesHeel: A classic SilverBullet does increased damage to werewolves. Killing one via this method causes it to drop Werewolf Chaos Material, which is needed to upgrade the map's Wonder Weapon.
435* EliteMook: Serves as this alongside the Crimson Nosferatau in ''Dead of the Night''.
436* LightningBruiser: They are capable of leaping a great distance to reach the player; the first one encountered just after opening Pack-A-Punch performs a DynamicEntry in the form of rapidly jumping from tree trunk to tree trunk.
437* OurWerewolvesAreDifferent: These ones are mostly bipedal, three times the size of a human, have ties to Celtic folklore and their presence is linked more with the Sentinel Trial than a lycanthropic disease, though their torn clothes still indicate they were indeed [[WasOnceAMan once human]]. The Shadow Werewolf fought at the end of the map's easter egg is even larger and has the power of invisibility.
438* RuggedScar: The Shadow Werewolf possesses a scar over it's eye, made even more obvious by its species' case of RedEyesTakeWarning.
439[[/folder]]
440
441[[folder:Gegenes]]
442!Gegenes
443->'''Appearances:''' ''Ancient Evil''
444
445* BeardOfBarbarism: Possesses a long, wild, two-pronged beard.
446* DamageSpongeBoss: Not technically a boss, but they take a great amount of punishment even when you're shooting their weak-spots, the wound on their torsos.
447* DynamicEntry: Picking up the Golden Bridle will spawn in a Gegenees; if the Bridle is in the Intersection of Treasuries area, the Gegenees will appear by busting open a nearby door.
448* EliteMook: For ''Ancient Evil'' alongside the Blightfather.
449* MultiArmedAndDangerous: Has three pairs of arms, although they only use two of those pairs to hold their weapons.
450* MultiMeleeMaster: Wields a sword (for close range attacks), a spear (to throw when at range) and a shield (which both protects its weak-spot and can unleash a stunning blast).
451* OurGiantsAreBigger: Stands at just over the height of two people.
452
453[[/folder]]
454
455[[folder:Spartoi]]
456!Spartoi
457->'''Appearances:''' ''Ancient Evil''
458* BoomHeadshot: Although they eventually die after a few resurrections, they'll stay down permanently if the player lands a headshot.
459* DemBones: They're nothing more than skeletons covered in Prima Materia crystals.
460* LuckilyMyShieldWillProtectMe: Their shields can deflect bullets, as can their helmets.
461* ShoutOut: Their ResurrectiveImmortality and deliberately janky animation are homages to the skeleton warriors from the 1963 film ''Film/JasonAndTheArgonauts''.
462* StylisticSuck: They move around at a lower frame-rate than the rest of the game, in an attempt to emulate stop-motion.
463[[/folder]]
464
465!!Introduced in ''Black Ops Cold War''
466
467[[folder:Megaton]]
468!Megaton
469->'''Appearances:''' ''Die Maschine'' | ''Outbreak''
470
471[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/megaton_hazmat_bocw.jpg]]
472[[caption-width-right:350:The Megaton Boss.]]
473[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/zombies_promo2_bocw.jpg]]
474[[caption-width-right:350:The Megaton Blaster and the Megaton Bomber.]]
475[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/mayak_bocw.png]]
476[[caption-width-right:350:The Megaton Overlord [=/=] Mayak]]
477
478A large, hazmat-suit wearing zombie that can throw radioactive balls and split into two when their health bar is depleted.
479----
480* ANaziByAnyOtherName: All of its quotes sound like they would come straight out of Hitler.
481-->''One land, one army, one mission.''
482* AsteroidsMonster: Its most prominent ability is to split into two separate enemies (the Megaton Bomber and Megaton Blaster) upon depletion of its first health bar.
483* DestructibleProjectiles: Its blast attacks can be neutralized using either the Ring of Fire Tier II upgrade, or the secondary vacuum fire of the D.I.E. Machine.
484* EliteMook: Of ''Die Maschine''.
485* HazmatSuit: They wear nuclear Hazmat Suits.
486* KingMook: The Mayak/Megaton Overlord, which only spawns during the main quest. It is coloured red and has more health, but lacks the splitting ability of the regular variant.
487* MightyGlacier: Slow, but by far one of the tankiest and deadliest enemies in ''Zombies'' history. Its Bomber and Blaster forms, despite being much skinnier and missing a limb each, have just as much health.
488* NuclearMutant: Radioactivity is its main thing, complete with a SicklyGreenGlow and its arrival being heralded by the crackling of a Geiger counter. Even its splitting ability can be compared to the splitting of an atom.
489* OminousLatinChanting: Their appearances are marked with this.
490* PunchedAcrossTheRoom: They have the ability to do this to players, [[MegatonPunch sometimes even sending them up in the air for a few seconds.]] ([[StealthPun Haha.]])
491* RedIsViolent: The Megaton Overlord is red in colour and is far stronger than the regular Megaton.
492* TokenGoodTeammate: [[spoiler:Orlov, a member of Omega Group, is resurrected as a friendly Megaton during the main quest, where he then performs a HeroicSacrifice to deactivate the Cyclotron machine which caused the zombie outbreak]].
493* WasOnceAMan: [[spoiler:They're revealed to be mutated clones of Orlov, an Omega Group Member.]]
494[[/folder]]
495
496[[folder:Demented Echoes]]
497!Demented Echoes
498->'''Appearances''': ''Die Maschine'' | ''Outbreak''
499----
500* JumpScare: Very rarely, they will jump out of the Mystery Box and scream in the face of unsuspecting players, who will [[BringMyBrownPants likely need a change of pants afterwards.]]
501* PatrollingMook: If on of these spots you in ''Outbreak'', they will let out an ungodly screech and alert nearby zombies to your location.
502[[/folder]]
503
504[[folder:Mimic]]
505!Mimic
506->'''Appearances''': ''Firebase Z'' | ''Outbreak'' | ''Mauer der Toten'' | ''Forsaken'' | ''Operation: Deadbolt''
507
508A tentacled ambusher with the ability to disguise itself as random item drops.
509----
510* CallBack: Their eyeless, MoreTeethThanTheOsmondFamily heads are very similar to those of Margwas and Nova Six Crawlers from previous ''Zombies'' experiences.
511* CombatTentacles: Has a pair sprouting from its back which it can use to pull you in and deliver a deadly bite.
512* EliteMook: Of ''Firebase Z'' alongside the returning Russian Manglers.
513* ThroatLight: The inside of their mouths glow blue, and like Margwas this is their weak-point.
514* VoluntaryShapeshifting: Their main gimmick; they can disguise themselves as items such as dropped salvage, scorestreaks, loot chests and even ''perk machines''. Intel recounts how a captured specimen breached containment by disguising itself as a gun to fool an uninformed guard.
515* WasOnceAMan: They are humans who have spent a prolonged amount of time in the Dark Aether, twisting them into monsters. Multiple, half-formed heads can be seen emerging from the creature's neck.
516[[/folder]]
517
518[[folder:Orda]]
519!Orda
520->'''Appearances:''' ''Die Maschine'' | ''Firebase Z'' | ''Outbreak''
521
522A rotting, fleshy giant which appears starting from the third Assault Round of ''Firebase Z'', as well as during its main quest.
523----
524* AdvancingWallOfDoom: When it appears during Assault Rounds, it will slowly make its way towards the Aether Generator and drain it completely if it isn't killed first.
525* EarlyBirdCameo: Reaching round 40 on ''Die Maschine'' and entering the Dark Aether will cause it to appear in the distance, walking past outside the map.
526* EldritchAbomination: Described as an "Elder God" by scattered communities within the Dark Aether. This title is also used for one variant of the Apothicons...
527* {{Expy}}: Has a very similar design to the Panzermorder from ''WWII Nazi Zombies'', being a giant BodyOfBodies with a gaping chest-hole serving as a "face".
528* FinalBoss: Of the ''Firebase Z'' main quest.
529* FlunkyBoss: Most of its attacks aren't too dangerous by themselves, but add up significantly alongside the large zombie hordes that spawn in alongside it.
530* MookMaker: Can fire Hellhounds at the player from the bizarre, baggy appendage it has in place of a left hand.
531* PestController: It can also fire hordes of insects which track the player and do damage over time.
532* TheWormThatWalks: It is said to be made of hundreds of rotting corpses.
533[[/folder]]
534
535[[folder:Tempest]]
536!Tempest
537->'''Appearances''': ''Outbreak'' | ''Mauer der Toten''
538
539Crystaline humanoids with the ability to shoot lightning at high velocities.
540----
541* CallBack: Somewhat reminiscent of the Avogadro, who is also a teleporting electrical specter with ranged attacks. The key difference here, however, is Tempests can be taken down with conventional firearms and not just melee attacks.
542* {{EMP}}: Vehicles struck by their projectiles will be disabled for a short time.
543* TeleportSpam: Will employ this liberally to keep a distance from you, or to chase you down when you're driving a vehicle.
544* WasOnceAMan: According to Kravchenko in ''Mauer der Toten'', Tempests used to be humans.
545[[/folder]]
546
547[[folder:Disciple]]
548!Disciple
549->'''Appearances''': ''Mauer der Toten'' | ''Outbreak'' | ''Forsaken'' | ''Operation: Deadbolt''
550
551Floating humanoids that can enhance a standard zombie's speed and strength.
552----
553
554* HumanoidAbomination: Initially appear as such, their inhuman nature only visible in their CreepyLongFingers. Dealing damage and destroying their clothes will reveal their more eldritch true forms, with tentacles in place of legs and screaming human faces covering their torsos.
555* PowerFloats: The Disciples levitate across the battlefield, holding sway over the undead hordes from above.
556* SkullForAHead: Wears a balaclava with the visage of a glowing orange skull. "Unmasking" them will reveal a Keeper-esque EyelessFace with a ThroatLight and MoreTeethThanTheOsmondFamily.
557* SquishyWizard: Capable of {{Status Buff}}ing zombies and damaging the player with a lock-on laser beam, but not particularly tanky by special enemy standards.
558[[/folder]]
559
560[[folder:Tormentor]]
561!Tormentor
562->'''Appearances:''' ''Mauer der Toten'' | ''Forsaken''
563[[/folder]]
564
565[[folder:Abomination]]
566!Abomination
567->'''Appearances:''' ''Forsaken'' | ''Operation: Deadbolt''
568A three headed creature that bears a resemblance to the Margwa from ''Black Ops III''. A new class of enemy, the Mega Abomination, is introduced in the Zombies mode of ''Modern Warfare III''.
569----
570* AttackItsWeakPoint: Like the Margwa, the best way to damage it is to shoot it in one of its mouths whenever one starts glowin.g
571
572[[/folder]]
573
574!!Introduced in ''Vanguard''
575
576[[folder:Boom Schreier]]
577!Boom Schreier
578->'''Appearances:''' ''Der Anfang'' | ''Terra Maledicta'' | ''Shi No Numa (Vanguard Reimagining)'' | ''The Archon''
579Shrieking, crystallized zombies that bum rush the operators and explode on them.
580----
581* {{Expy}}: They’re basically the ancestors of the Tormentors from 1985.
582[[/folder]]
583
584[[folder:Sturmkrieger]]
585!Sturmkrieger
586->'''Appearances:''' ''Der Anfang'' | ''Terra Maledicta'' | ''Shi No Numa (Vanguard Reimagining)'' | ''The Archon''
587Hulking zombies wielding huge Gatling guns to shoot back at the operators.
588----
589* GatlingGood: Their weapon of choice.
590[[/folder]]
591
592[[folder:Zaballa the Deceiver]]
593!Zaballa the Deceiver
594->'''Appearances:''' ''Der Anfang'' | ''Terra Maledicta'' | ''Shi No Numa (Vanguard Reimagining)'' | ''The Archon''
595One of Kortifex's assassins from the Dark Aether, and capable of copying herself to harass the operators.
596----
597* AttackItsWeakpoint: Her masks, meaning that you will need to know how to aim at her head... [[CuttingTheKnot Or you could use the Ray Gun or Saraxis' Energy Mine.]]
598* AttentionDeficitOhShiny: DoubleSubverted. She's not dumb enough to be distracted by the Decoy... but she will think that the Monkey Bombs are an Operator and deal with it accordingly.
599* DoppelgangerAttack: One of her explicit abilities, and why she can appear as herself outside of the Dark Aether without an artifact. This is a double edged sword though, as killing a copy ''hurts'' her a lot.
600* EvilCounterpart: To Saraxis, sharing many of the same abilities such as the use of energy mines.
601[[/folder]]
602
603!!Introduced in ''Modern Warfare III''
604
605[[folder:Mercenaries]]
606!Mercenaries
607->'''Appearances:''' ''Operation: Deadbolt''
608The soldiers of Terminus Outcomes, a PMC organization founded by Jack Fletcher and hired by Viktor Zakhaev. They come in different varieties: Grunts, Soldiers, Snipers, Recon, Shock Troops, Anti-Tanks, and Elites. In a first for ''Zombies'', they're all humans.
609----
610* GlassCannon: They're very hard hitters, but the lower-tier mercs will go down like flies.
611* PrivateMilitaryContractor: Natch. They have several camps and strongholds stationed across Urzikstan.
612* UnexpectedGameplayChange: They stand out from the other enemies in ''Modern Warfare III'' (and ''Call of Duty: Zombies'' as a whole) by virtue of them all being regular humans. As such, they're one of the few non-boss enemies to use firearms.

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