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 they first look.
About the threat profiles. Every infected scales with the global difficulty setting and with
how far you are into a run — early waves are softer, late waves much tankier. Read each entry as a relative
threat profile and a guide to behaviour, not a fixed health bar.
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. It goes down to just a few hits, so everything
you learn about kiting, you learn on these.
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.
Spitter
Ranged acid lobber
RangedKeeps distance
Doesn't melee — it hangs back and lobs acid projectiles from across the arena. 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.
Brute
Slow heavy tank
MeleeTank · Big
A big, slow wall of muscle that hits hard. 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.
The Damned
Devil
Horned ranged attacker
RedRangedMobile
The first serious ranged threat — faster than a Spitter and it throws fireballs from a distance
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.
Archdevil
Elite devil — fires in bursts
Red · EliteBurst fireBig
The Devil's bigger, meaner cousin: heavily armoured, and it fires punishing projectiles in bursts from long
range while keeping enough speed to stay on you. A mini-boss in all but name, and certain bosses summon
them. Treat an Archdevil as a priority kill the instant it appears.
The Brood & Specialists
Bomber
Rushes, then explodes on death
Suicide AoEFast
A fast rusher that detonates when it dies — a sizeable blast in a radius around its body. 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.
Spawnling
Tiny, swift swarm unit
SwarmVery fast
Barely any health 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.
Brood
Splits into Spawnlings on death
Splitter→ Spawnlings
A mid-weight body that bursts into Spawnlings the moment it dies — so killing one trades a
slow target for a couple of 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 summons them in bulk.
Shaman
Heals nearby enemies — kill it first
HealerRanged
A support caster that keeps its distance, throws weak projectiles, and — crucially — heals every nearby
enemy in a radius around it. 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.
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 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.
When these stop being enough, the area sends a boss.
See where each one appears in the Campaign areas — and expect the campaign to keep a few
secrets you'll have to uncover for yourself.