Eleven infected types, each with a distinct behavioural role. CUBEHEAD's signature look is the eerie
teal undead; the Devils are always red. Learn what each one does — the
ranged ones, the splitters and the lunger are far more dangerous than their HP suggests.
About the numbers. Stats shown are the base config values. In play they're scaled by the
global difficulty setting and by how far you are into a run — early waves are softer, late waves much tankier. Use
these as relative threat profiles, not absolute health bars.
The Undead
Zombie
The baseline shambler
MeleeSlow
The bread-and-butter infected. Slow, weak and predictable — it walks straight at you and swings. Dangerous only
in numbers, when a wall of them corners you. Roughly three Fist punches or a couple of Sidearm rounds. Everything
you learn about kiting, you learn on these.
HP
36
Speed
48
Damage
9
Cash
$10
Runner
Fast, fragile rusher
MeleeVery fast
The fastest melee enemy in the game — it sprints to close the gap and punishes anyone kiting lazily. Paper-thin
HP, so a single solid hit drops it, but you have to actually land that hit while it weaves in. Deal with
Runners first; they reach you long before the shamblers behind them.
HP
24
Speed
190
Damage
7
Cash
$14
Spitter
Ranged acid lobber
RangedKeeps distance
Doesn't melee — it hangs back and spits acid projectiles from up to ~330 units away (11 damage each). It tries
to maintain that range, so it'll back off as you approach. Left alone it chips you down while you deal with the
melee horde. Prioritise it, or use a piercing/long-range gun to reach it.
HP
42
Speed
42
Proj. dmg
11
Range
330
Cash
$24
Brute
Slow heavy tank
MeleeTank · Big
A big, slow wall of muscle with 195 HP and a heavy 27-damage hit. It won't catch you if you keep moving, but it
soaks a lot of fire and bodyblocks lanes. Don't waste a clip brawling it mid-wave — kite it into a Barrel, a Mine
string, or chip it with a high-damage weapon between clearing the faster threats.
HP
195
Speed
36
Damage
27
Cash
$46
The Damned
Devil
Horned ranged attacker
RedRangedMobile
The first serious ranged threat — faster than a Spitter and it throws fireballs (15 damage) from ~380 units
while staying mobile. A handful of Devils in a wave means you can't stand still anywhere. Keep dashing through the
projectile lines and close on them, or pick them off with the Pulse Rifle.
HP
58
Speed
74
Proj. dmg
15
Range
380
Cash
$32
Archdevil
Elite devil — fires in bursts
Red · EliteBurst ×3Big
The Devil's bigger, meaner cousin: 170 HP, a punishing 20-damage projectile fired in 3-shot bursts from long
range, and enough speed to stay on you. A mini-boss in all but name, and the Devil Lord and Subject Zero summon
them. Treat an Archdevil as a priority kill the instant it appears.
HP
170
Speed
62
Proj. dmg
20×3
Range
440
Cash
$75
The Brood & Specialists
Bomber
Rushes, then explodes on death
Suicide AoEFast
A fast rusher that detonates when it dies — a sizeable 55-damage blast in an 84-unit radius. Its whole threat
is the trade: kill it and eat the boom, or let it reach you and eat the boom anyway. The fix is range. Pop Bombers
from a distance so the explosion goes off in empty space, never point-blank.
HP
50
Speed
105
Blast
55
Blast R
84
Cash
$30
Spawnling
Tiny, swift swarm unit
SwarmVery fast
Barely any health (14 HP) but blisteringly fast — nearly as quick as a Runner — and it comes in numbers, both
spawned directly and split off from Brood. Individually trivial; as a swarm they're meant to be hard to outrun.
Answer them with anything that hits an area: Shotgun, Flamethrower, a Barrel.
HP
14
Speed
175
Damage
6
Cash
$6
Brood
Splits into Spawnlings on death
Splitter→ 2 Spawnlings
A mid-weight body that bursts into 2 Spawnlings the moment it dies — so killing one trades a
slow target for two fast ones. Don't pop Brood when they're already next to you; deal with them at range, or be
ready to immediately sweep the swarm they release. The Overseer and Progenitor summon them in bulk.
HP
78
Speed
50
Damage
15
Splits
×2
Cash
$34
Shaman
Heals nearby enemies — kill it first
HealerRanged
A support caster that keeps its distance, throws weak projectiles, and — crucially — heals every nearby
enemy (+9 HP on a pulse, ~210-unit radius). Leave it alive and the rest of the wave becomes a sponge that
won't die. It is almost always your top priority target; reach it with a piercing or long gun and delete
it before you bother with the front line.
HP
96
Speed
46
Heal
+9
Heal R
210
Cash
$52
Stalker
Telegraphs, then lunges
LungerDodge-timing
The game's first true dodge-timing enemy. It stalks at a modest pace, then telegraphs and
bursts toward you in a fast ~300-unit lunge. The tell is your cue: dash
perpendicular the instant it winds up and the lunge whiffs past. Mistime it and it's right in your face. Learning
Stalkers is learning the dash.
HP
46
Speed
58
Damage
10
Lunge
300
Cash
$28
Full Stats Table
CUBEHEAD enemy stats — base config values, Alpha build