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Zombie
Captain Blood

Zombie

Learn how to effectively use Zombies in Captain Blood. Discover their stats, special attributes, strengths, weaknesses, and optimal strategies for combat and defense.

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Learn how to effectively use Zombies in Captain Blood. Discover their stats, special attributes, strengths, weaknesses, and optimal strategies for combat and defense.

Stats / Weaknesses:

  • Mana Cost: 20
  • Research: Available from start
  • Attack: 5
  • Range: 1
  • Defense: 2
  • Move: 2
  • Hit Points: 30
  • Vulnerable To: Clerics, Furies, Paladins, Wizards
  • Immune To: Boar Burger, Healing Salve, "Fear" spell, "Heal" spell
  • Special Movement: Free movement in marshes and swamps
  • Special Defense: +1 defense in marshes and swamps

Summary:

Zombies are a fierce contender for the best basic (non-researched) unit in the game. Costing only 20 mana for a unit with 30 hit points and respectable combat statistics, they also possess partial protection from most attacks in the game. Even the mighty Stone Golem will only do 2 hit points worth of damage to a Zombie without any defense bonuses whatsoever! They outperform any other basic (non-researched) unit in a one-on-one battle if no abilities are used, and should never be underestimated.

They are quite slow, although thankfully still able to traverse swamps. Their largest drawback, however, is the fact that they cannot be healed, and as such will lose battles of attrition and are not able to hold a location indefinitely like a group of Warriors supported by Clerics can. This makes them have less synergy with support units, and makes them more suited for aggressive play as opposed to defending. A group of two or three Zombies can wreak havoc on an undefended gathering of Basal Golems, so never allow yourself to relax too much with an enemy Crypt on the field.

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