Zombie file · 0.17o normal levels
Conehead Zombie
Put a cone on its head, and somehow the whole zombie becomes tougher.
Durabilityabout 35 peas
SpeednormalLore
Conehead Zombie wears a road cone, giving it 26 extra peas of protection. Zombies seem to have a special fondness for road cones as armor. If one must choose from plastic items, a rubber duck might be cuter.
Why a cone on the head can block bullets that hit the body is still unclear. The logic of this world is strange.
Mechanics
Role
Armored walking zombie
- Durability: about 35 peas; normal speed.
- The cone provides about 26 peas of extra protection.
- The body still follows Basic Zombie logic; the main answer is more sustained fire.
- It can slow down an early defense more than a Basic Zombie would.
Advanced mechanics
Conehead Zombie's advanced play is a layer-and-tempo problem rather than a new move: the ordinary 270 HP Basic Zombie body is still there, but a disposable 520 HP cone layer must be removed before that body matters.
Layered durability and break order
Treat the target as two layers. The cone has 520 HP, then the exposed Basic Zombie body has a 270 HP maximum; about 90 HP is the critical reserve, so the usual work-to-critical contribution is 180 HP. The zombie keeps normal speed and ordinary biting throughout; the extra layer changes time-to-kill, not its movement logic.
This is why the cone is more than a visual costume. Until the 520 HP armor layer breaks, every single-target hit is being spent on armor instead of shortening the exposed body's work-to-critical phase behind it.
Tempo cost versus many weak bodies
A Conehead concentrates 700 HP of common work-to-critical into one front target. Four Basic Zombies are 720 HP by the same reading, but they present four separate bodies, can be staggered by spawn timing, and let rear bodies continue walking while the front one absorbs the current hits.
The armored target is therefore a steadier early tempo tax. It does not multiply bodies or lanes, but it keeps one tile of pressure alive long enough that a weak starter line that barely pushes Basic Zombies to critical may miss the next spawn window.
Armor interactions and answer choice
The cone is ordinary armor rather than a separate shield system. Normal projectiles, splash, explosion damage, and time bought by slowing or blocking all advance the same order: cone first, body second.
The road cone should not be read as the same kind of metal target as a bucket. Magnetic removal is the Buckethead shortcut; Conehead is normally handled by shooting through the layer, delaying it, or spending an emergency effect when the lane cannot afford the time.
Archer-related logic is also a layer rule. While the cone is intact, the target is not the clean unarmored Basic Zombie body used for activation; once the cone is gone, the remaining body returns to the exposed basic frame.
Tactical reading
Conehead Zombie is not complex by itself, but it is an important early check on whether the lane has enough continuous damage. It punishes defenses that barely clear Basic Zombies on time, while still being cheap enough that overusing emergency removal can put the rest of the wave ahead.
- Against a single Conehead, add sustained fire or buy time; do not spend a premium answer unless the lane is already collapsing.
- Against a dense wave, compare total lane backlog rather than one zombie's durability. A Conehead plus rear bodies is worse than the 700 HP common-work target alone.
- Compared with Buckethead Zombie, Conehead has no major magnetic shortcut; compared with the Basic body's 180 HP work-to-critical window, it is mainly a time tax.
- If Archer Zombie is present, the armor can delay activation eligibility, but a broken-cone body should be treated like any other exposed Basic Zombie.