Walkers

Last Update: 19/02/2021 (Mortal Blossom Update 3.14)

**Walkers** are the main antagonists in No Man's Land and are present in most missions. Walkers are attracted by the noise made by the survivors and the survivors' proximity to them.

**Camp walkers** seems to be entirely different, but when captured in the Walker Pit they can be trained to help your cause as **Outpost walkers**.

## Camp walkers

Camp walkers are harmless pixels that walk up to the camp and gather outside the camp walls. They are shot as part of farming duty to gain mainly about 390-870 supplies (aka soup) or 420-440 XP. Rarely they bring 1 bar of gold or 1 radio. They have been known to also carry gas, but that may happen only during certain events.

Normal rate is that a maximum 10 walkers gather at a time, this fills up after about an hour. During a "Herd event" the maximum is instead around 32 (during Herd event when you have killed the existing walkers outside camp then NEW walkers appear one or two minutes apart).

## Outpost walkers

If you created the Outpost you also get to place a number of walkers on the map. These walkers are the usual Mission walker classes; normal, armored and tanks. Catching and "training" these walkers take place in the Walker Pit.

## Mission walkers

General information about a mission walker can be obtained by clicking on any seen walker, a window will pop up giving information about: level, mode (see below), special attack/ability (stun, stun resistance) and current health/total health.

Some walkers are there when the mission starts, but they may also appear through doorways, piles or traps.

### Walker basics

The **level** and type of the walker defines how much damage it can take (its **inicial health**). The amount of **damage** it makes is also related to the level, but with a random factor for each attack.

- Walkers can move two spaces in any direction (including diagonal - be very careful about diagonal movement because walkers can move farther than you would expect). When you have weapons such as the Dragon's Tongue, Winter Bow, Kingdom Spear, etc., putting your survivor in the right position can make a huge difference.

- Walkers can move THROUGH another walker to attack you. If you have Assaults and Bruisers to stun an initial line of walkers, you can block the path of walkers in the back by positioning your survivors strategically.

-The Walker Damage Variation is always 15%.

- Walkers will always attack survivors that are directly next to them (left, up, right, down) before attacking a survivor that is diagonal. If there are multiple survivors directly adjacent to a walker, they will attack your survivors in the order of your team selection screen. Knowing this can be super helpful when you are deciding on the order of your non-leader survivors, or when deciding where to place your survivors next to a tank walker.

- Like your own survivors, walkers have an order turn. The closest walker will always move first, followed by the next closest, etc. If you have survivors with Revenge and Retaliate, you might kill the closest walker only to leave an open gap for the next one to come attack you.

- Each walker is in a **mode** that determine its likely actions. The mode can change after any action more or less unexpected, but it serves as a hint how it should be treated. Terminology changed in v1.5 but yet unknown if it changed behavior.

* Oblivious / Unaware: This walker will not move and can be safely ignored for now.
* Aware / Alerted: Usually not moving, marked with a red dashed circle.
* Roaming / Wandering: Moving without any goal, can be "caught" in Overwatch attack.
* Hunting: Moving directly towards a survivor. Will attack if close enough.
* Aggressive: Hunting. Will move faster and directly towards the closest survivor. May take an additional step to attack. Once a walker has shifted into Aggressive mode, it will continue to stay in this mode for the rest of the mission (or until killed).

Though not real modes, there are two additional states that may be seen as separate modes.

* Hidden: It's very important to know that Walkers may hide in the darkness.
* New: Spawned from a trap or Walker Wave, they will move to a position, but will not attack. Overwatch will not kick in either.

**Body shot** probability is primarily based on your Average Survivor Level (Survivor Level + Numbers of Pink Stars). Above your ASL, the bodyshot will start to appear. If Walker's level is 6 levels above your ASL, your attacks will always be bodyshot, unless you use a charge attack.

Walkers can also attack raiders (human enemies) in missions. If a raider is killed in close proximity to a walker, then the walker will move to the raider and devour its corpse (usually lasting for 2-3 turns). During this time, the walker will not attack or move towards any survivor or raider. If the walker has not been killed by the time it has finished devouring the raider's body, it will return to Aggressive mode and continue to move towards or attack the closest survivor.

When a walker is killed the corpse will remain in the scene for a while, but is no longer a threat. **XP is given** for each killed walker after the mission is completed (or failed).

### Regular Walkers

Normal walkers can move by 2 tiles and attack. They don't have any special abilities but are dangerous in large numbers.

### Fast walkers/Clots

Clots: So far the walking dead no man's land has walkers that take 1 or 2 turns, but have you ever found a walker that takes 3 turns?. That's where the clots come in with there ability to make survivors bleed, basically poison damage AKA boneless damage. It used to have the ability to oddge your attacks but now it doesn't and is even more deadlier then other walkers types. they also have 20% less health then normal walkers, so try killing the Clots as fast as they can.

### Armored walkers

Armored walkers are protected by bullet proof armor, making ranged survivors less effective. They take normal damage from melee combat survivors.

### Burning walkers

Burning walkers are like normal walkers but they are on fire. They lose 10% of their max health every turn due to the fire. Do not attack burning walkers with melee characters (Scout, Bruiser, Warrior) as you will take damage.

### Grenade walkers/Grenaders

Grenaders: As the only zombies that has a ranged attack, Throwers can spit explosive ball of acid that carrie grenades. Try to shoot the Thrower or use hand-to-hand for a silent takedown. The spit does damages everyone within the explosion radius. This is daryl's lest favorite walker type.

### Tank walkers/Thunderdrums

Thunderdrums: These big fat chubbies have a huge amount of health, their attack stun your survivors for 1 turn and are immune to being stunned. Don't try killing them as they deal massive amounts of beating before your survivors die to it's thickness making it tough to kill it, in short the Thunderdrum is the toughest emeny ever.

### Goo walkers/Floaters

Floaters: Floaters are walkers that bursts if shot. All survivors in the blast radius will be stunned (but not damaged) for two turns. These walkers are walkersthat survived 5 years during the apocalypse, sense then there bellies became bloated and chubbed up due to there body absorbing to much for them to eventually burst into a massive showing pool of an unknown fluid. In short, don't kill them up close.

### Spiked walkers

"A massive, hulking walker pierced through with rusted metal spikes."

* "Bullet proof" (more like bullet resistant)
* "Stun resistant"
* Sometimes can resist Interruptor (even gold-level interruptor).

Sources:

-TWD Community

-Forum Next Games

-Jay'Z NML Strategy Compendium

-Jubjabs Walking Dead Calculator