Enemies
Every foe in Graveyard Keeper 2’s battles is a zombie, in six varieties. None has armour, so your weapon’s damage lands in full, and all six move at the same speed. Kills yield no tech points, experience or drops; the battle’s fixed reward at the end is all you get.
The game doesn’t name them on screen, so the names used here describe how each looks. The basic one is the Wild Zombie, after the name the game’s text gives its body.
They arrive along one or more fronts on a set timeline, making for your flags and attacking whatever of yours blocks the way, and they’ll turn on anything of yours that strays within a few steps. Wiping them all out isn’t required. If you still hold your base when the timeline ends, you win and the stragglers collapse.
-
Wild Zombie Random head, body and colours -
Buckethead Random colours -
Door Zombie One fixed look -
Stinker Random head and colours -
Barrel Zombie Random colours -
Spitter Random colours
Assembled from the game's sprites, shown front-on and idle. Most types get a random outfit each time they spawn, and each image is just one possible combination.
Stats
| Enemy | Health | Damage | Reach | Attacks every | First met | In battles |
|---|---|---|---|---|---|---|
| Wild Zombie | 15 | 4 | 0.55 | 0.8 s | Break Through to the Port | 22 |
| Buckethead | 35 | 6 | 0.55 | 0.8 s | Eastern Districts Purge | 19 |
| Door Zombie | 30 | 10 | 1 | 1 s | Market Square Purge | 6 |
| Stinker | 48 | 7 | 0.6 | 0.8 s | Central Districts Purge: Part II | 13 |
| Barrel Zombie | 100 | 10 | 0.65 | 1 s | Sewerena (The Sewer Arena), bout 5 | 9 |
| Spitter | 32 | 7 | 4.5 | 1.5 s | Sewerena (The Sewer Arena), bout 6 | 4 |
Damage you take per hit
Each hit does the enemy's damage minus your armor, never less than 0.
| Enemy | |||||
|---|---|---|---|---|---|
| Wild Zombie | 4 | 3 | 2 | 1 | 0 |
| Buckethead | 6 | 5 | 4 | 3 | 2 |
| Door Zombie | Never attacks you, only barricades | ||||
| Stinker | 7 | 6 | 5 | 4 | 3 |
| Barrel Zombie | 10 | 9 | 8 | 7 | 6 |
| Spitter | 7 | 6 | 5 | 4 | 3 |
Hits to kill
With the weapon's own damage and nothing added: no perk, potion or sermon.
| Enemy | |||||||||
|---|---|---|---|---|---|---|---|---|---|
| Wild Zombie | 4 | 3 | 3 | 2 | 2 | 4 | 2 | 1 | 1 |
| Buckethead | 9 | 7 | 5 | 4 | 3 | 9 | 5 | 3 | 2 |
| Door Zombie | 8 | 6 | 5 | 3 | 3 | 8 | 4 | 2 | 2 |
| Stinker | 12 | 10 | 7 | 5 | 4 | 12 | 6 | 4 | 3 |
| Barrel Zombie | 25 | 20 | 15 | 10 | 8 | 25 | 13 | 7 | 5 |
| Spitter | 8 | 7 | 5 | 4 | 3 | 8 | 4 | 3 | 2 |
Where they come
The most of each kind a battle sends. The full timeline of every battle is on Battles.
| Battle | Wild Zombie | Buckethead | Door Zombie | Stinker | Barrel Zombie | Spitter |
|---|---|---|---|---|---|---|
| Break Through to the Port | 93 | — | — | — | — | — |
| Eastern Districts: Active Scouting | 133 | — | — | — | — | — |
| Eastern Districts Purge | 214 | 33 | — | — | — | — |
| Market Square Purge | 176 | — | 14 | — | — | — |
| Central Districts Purge: Part I | 180 | 74 | 16 | — | — | — |
| Central Districts Purge: Part II | 136 | 40 | — | 48 | — | — |
| Sewer Brawl I | 64 | — | — | — | — | — |
| Sewer Brawl II | 190 | 32 | — | — | — | — |
| Sewerena (The Sewer Arena), bout 1 | 193 | 63 | — | — | — | — |
| Sewerena (The Sewer Arena), bout 2 | 156 | 112 | — | — | — | — |
| Sewerena (The Sewer Arena), bout 3 | 316 | 196 | 4 | — | — | — |
| Sewerena (The Sewer Arena), bout 4 | 255 | 127 | — | 44 | — | — |
| Sewerena (The Sewer Arena), bout 5 | 320 | 166 | — | 28 | 10 | — |
| Sewerena (The Sewer Arena), bout 6 | 347 | 215 | — | 15 | 17 | 34 |
| Sewerena (The Sewer Arena), bout 7 | 101 | 205 | — | 70 | 61 | — |
| Closing the Western Floodgate | 156 | 117 | 32 | 27 | — | — |
| Closing the Eastern Floodgate: Part I | 91 | 126 | — | 14 | 8 | 16 |
| Closing the Eastern Floodgate: Part II | 71 | 95 | — | 16 | 15 | 12 |
| Battle at the Lake | 85 | 102 | — | 49 | — | — |
| Operation POTATO: Part I | 87 | 40 | — | 31 | 25 | — |
| Operation POTATO: Part II | — | 104 | — | 36 | 19 | — |
| Break Through to the Bathhouse Basement | 125 | 175 | 16 | 24 | 24 | — |
| Final Battle | 443 | 107 | 39 | 48 | 21 | 38 |
Wild Zombie
The standard zombie shows up in every battle bar one and accounts for over half of all the zombies you’ll face. With 15 health and 4 damage per hit, it can’t touch you in Master Armor. A Rusty Sword needs four swings to drop one; a Heavy Bow needs one arrow.
Buckethead
Bucket on its head, wooden planks strapped to its torso: 35 health, 6 damage per hit. It debuts in the Eastern Districts Purge and appears in nearly every battle after that, frequently by the hundred.
Door Zombie
This one holds a wooden door as a shield, and it targets barricades exclusively, ignoring you, your squads and your towers. It makes for the barricades on its front, spotting them from further away than other zombies notice anything, and hits them for 10 every second. Once no barricade remains, it carries on toward your flags. Spiked Barricades damage it in return.
Arrows, sword swings and pike thrusts that strike the door are all blocked; only body hits count, so work around it. It has 30 health and appears in six battles, the first being the Market Square Purge.
Stinker
Swollen, with 48 health and a 7-damage hit. It explodes on death, dealing 10 damage to you and anything of yours adjacent to it, ignoring armour. The burst also catches your own zombie squads but spares enemy zombies. Kill it with the bow or back off before the final blow. Its first appearance is Central Districts Purge: Part II.
Spitter
A drooling ranged attacker that spits 7 damage every 1.5 seconds from as far as 4.5 away, and it notices you from much further than the melee types do. It has 32 health. Only four battles include Spitters: bout six of the Sewerena, both halves of Closing the Eastern Floodgate, and the Final Battle, which throws 38 at you.
Barrel Zombie
Barrel for a body, frying pan for a hat, and the hardiest of the six at 100 health and 10 damage per hit. Master Armor still lets 6 of each hit through, and a Master Sword takes eight swings to finish it. Its debut is bout five of the Sewerena; in the story it first shows up in Closing the Eastern Floodgate: Part I.
Notes
- Totals are the most a battle can throw at you, not a kill quota. Each front caps how many of its zombies can be on the field at once, the rest queue up, and anything still queued when the timeline ends never arrives.
- Your weapon always hits for full damage. There’s no armour to subtract and no weak points; a hit on a Door Zombie’s door is the only exception.
- Unconfirmed: the size of the Stinker’s burst and of the Door Zombie’s door. The files give the burst damage and the door’s blocking, but neither shape has been measured for this page.
- Two further zombies, one resembling a stump and one a full barrel, have stats in the data but never appear in any battle.