Flag Zombie

Zombie file · Waterfall Entrance

Flag Zombie

Waves a flag to protect other zombies around it.

Durabilityapproximately 900 in existing guide records
Speedfast

Lore

Flag Zombie appears at the head of a large wave, holding a banner where everyone can see it. Early in the voyage, Cherry Bomb warns that it protects other zombies. The flag is more than a marker of an approaching crowd; it carries power of its own.

Afterward, one companion dismisses the threat, but Wall-nut points out that this flag is stronger than the old one. Familiar enemies have changed along with the journey. The figure in front gives the advance behind it a different character.

Homing Thistle is relieved to meet this enemy only during flag waves, then notes that the bearer is precisely why those waves have that name. Red Stinger wants a plant version, provided the emblem becomes a sun. Even hostile equipment can inspire an appealing idea.

Mechanics

Role

Huge wave core · Area invincibility

  • Durability: approximately 900 HP in existing guide records; fast speed.

  • Appears during large waves and waves its flag to make other zombies in range invulnerable.

  • Range expands with difficulty. The source excludes itself, and removing it ends its protection.

Flag waving protects other zombies within a difficulty-dependent range.

Flag source and protected targets

The current guide records the unarmored flag source at approximately 900 HP. Protection comes from waving the flag; the source is excluded from the other zombies protected by its own field.

Removing the source ends its protection. The 900 HP figure follows the existing guide record rather than the 270 HP basic-body model.

The flag source is excluded from the other zombies protected by its own field.

Invulnerability and target eligibility

While the flag is waved, other zombies in range become invulnerable. This is a target state, not an armor pool that can be depleted or counted as extra HP.

Attacks that continually validate targets, such as Lightning Reed, abandon a target that becomes invulnerable. Targets outside the field retain their own hit rules.

Difficulty and protection radius

Existing records give the five difficulty ranges as approximately 100, 300, and 500 px, followed by full-field coverage for the last two levels. Local radii are measured from the flag source.

Full-field coverage removes the local distance restriction but retains the condition that protection applies to other zombies.

Local range is centered on the source; full-field protection still applies to other zombies.

Two blasts and region restoration

Normal Cherry Bomb checks targets separately for its two blasts. If the first removes the flag source, the second rechecks positions and states after that protection has ended.

CD-shroom restoration replaces eligible regional objects rather than dealing damage. Flag Zombie follows replaceable non-Boss rules; this does not remove Bosses or non-replaceable objects.

CD-shroom region restoration follows separate object-replacement rules.

Ending the protection

Removing a flag source ends the protection supplied by that source. Other armor, sources of invulnerability, and special hit conditions still require separate checks.

Interactions & counters

  • Cherry Bomb

    If it cannot be killed in time, Cherry Bomb is the safest answer to its invulnerability aura.

  • CD-shroom

    Area overwrite can remove it directly before the aura keeps spreading.