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Infected swarm a lone survivor swinging a melee weapon

Threats

DayZ infected

The infected are living people driven mad by a disease, and they are the threat you meet most often. Here is every type, how they find you and how to deal with them without wasting blood or bullets.

The basics

What the infected are

The infected are not undead. In DayZ lore they are ordinary people who caught an unknown, highly contagious pathogen that locks them in a permanent, aggressive rage. The outbreak swept through South Zagoria (Chernarus) and the Topolin-Nadbór region (Livonia), and may well have reached the rest of the world. A small number of people turned out to be immune. You play one of them, which is why the game calls players survivors.

Because they are alive, they wander, react to noise, tire during a chase and fall when their legs are hurt. They also attack animals and pick fights with wolves in particular (see wildlife).

Infected only spawn when a player is within roughly 400 m, so a quiet-looking town can come alive as you walk in. Every one has a 3 x 4 inventory you can search after the kill, on top of any clothing, headgear, vest or backpack it spawned wearing.

Know your enemy

Every infected type and where it spawns

The wiki counts several dozen visual variants, but they fall into a handful of classes that share strength, damage and loot. What an infected wears tells you what it is and roughly what it carries: a figure in a fire helmet near a fire station, a paramedic outside a hospital. Since update 1.13, health, damage and bleeding chance all depend on the class.

TypeWhere you meet itWhat sets it apartLoot to expect
Low-tier civilianFresh-spawn areas onlyLess health and lower damage than other infected, with a low bleeding chanceFood, drinks, basic tools, hats
CivilianTowns and villages away from the fresh spawnsThe standard infected: medium damage and a medium bleeding chanceFood, drinks, tools, bags, hats, the odd helmet or vest
RunnerAny residential area, fresh-spawn zones includedLowest health and low damage, but quick, and it keeps chasing until it is deadCivilian loot
Workers (construction, mechanics, handymen, offshore crews)Industrial sites and other workplacesRegular strengthFood, tools, helmets, vests
Medical (paramedics, doctors, nurses, patients)Hospitals and medical sitesRegular strengthMedical supplies, hats
Rural (hunters, hikers, fishermen, hermits)The countrysideDressed for the outdoors, and carries outdoor gear to matchFood, tools, hats, bags, head torches, vests; hunters very rarely carry a hunting backpack
FirefighterFire stationsTop damage tier with a high bleeding chanceTools, firefighter helmets
Police and heavy policePolice stations and wrecked police carsTop damage tier with a high bleeding chance. The heavy version wears a stab vest that protects its torso, but its head is often bareTools, ammunition, hats, protective vests
PrisonerThe prison on Storozh (Prison Island), ChernarusCivilian-class infected in prison uniformPrisoner caps and other hats
SoldierMilitary bases, outposts and checkpointsMore health than civilians and top-tier damage, but easier to sneak up on since 1.13 cut their critical-awareness range by 20%Food, ammunition, bags, military headgear, vests, head torches
Heavy soldierMilitary areasWears a plate carrier and sometimes a ballistic helmet, so it soaks up far more melee and gunfire damagePlate carriers, combat helmets, soldier loot
Military officer / screamerMilitary areasThe officer has more health than a soldier. An aggravated screamer pulls every infected within 100 m to it, and the officer kept its full call-for-help range when 1.13 cut it for the restSoldier loot
NBCStatic contaminated zonesSoldier-level strength, and the only infected that survives the gas, which kills every other kindFood, hats, contaminated-zone gear

Loot on infected is thin. Each pocket item rolls at low odds, often 1% or less for a single tin of food, so worn gear is usually the real prize. On Chernarus, loot data shows the heavy soldier wearing a plate carrier about 80% of the time.

Contaminated zones. Reaching NBC infected means walking into the gas in a full NBC suit (hood, jacket, gloves, trousers and boots) plus a gas mask or combat gas mask.

Sakhal. The Frostline expansion added winter-themed infected types for its frozen island. The weather there can work in your favour: since update 1.26, active rain and snowfall reduce how well infected hear.

Nasdara. Badlands (update 1.30, released on 15 October 2026) brings infected models made specifically for Nasdara. Bohemia's notes don't list them by type, but loot data has the heavy soldier on Nasdara always spawning with a plate carrier and combat helmet. The dog packs that guard military areas there are animals, not infected. More on the terrain in maps.

Specials. The wiki also lists a Mummy that glows in the dark and shrugs off gunfire better than most, and loot databases include a Santa infected.

Senses and speed

How infected detect and chase you

Infected hunt with their eyes and ears. In their field of view they pick up movement, so a sprinting survivor stands out far more than one crouch-walking. They hear footsteps, gunfire, thrown objects and bullet impacts, and at night they notice bright lights. Since update 1.13 they are also drawn to smoke grenades, flare gun flares, explosions and, after dark, fireplaces. Opening or closing a door makes a noise they react to.

Gunshots are the big one. Louder weapons draw more attention, while suppressed shots and quieter guns such as the Sporter 22 rifle and IJ-70 pistol draw less. Bad weather helps: since 1.26, active rain or snowfall dulls their hearing.

Idle

The infected wanders at random, turning now and then. It doesn't know you are there yet, but noise, movement or a bright light at night can tip it off.

Searching

A short grunt means it has sensed something. It turns towards you and walks to the last spot it noticed you. Stop, crouch or go prone, or quietly break line of sight, and if you are far enough away it drops back to idle.

Chasing

A loud shriek means it has confirmed you. It runs at you and keeps coming until it tires, slows and loses interest. If you break line of sight, it lingers around your last known position for a few minutes.

Most infected run about as fast as a healthy survivor, and an injured survivor is slower still. Their stamina drains during a chase, though, so they slow down and eventually give up; runners only stop when they are dead. Infected also call others when they spot you, though update 1.13 cut that call-for-help range by 82.5% for every type except the military officer.

Update 1.30 reworked how they hit. They used to swing downwards whatever your position. Now each infected picks an upward, centred or downward attack based on the height of your head, so its blows land properly whether you stand, crouch, lie prone or fight on stairs and slopes. They also gained a heavy attack they can throw while running.

Combat

How to kill infected

Melee is the default answer. It is quiet, costs no ammunition and doesn't pull the rest of the street onto you. The default bindings for attacking and blocking are on the controls page.

  1. Stealth kill from behind. Get within arm's reach of an unaware infected and attack its back with a knife, bayonet or other sharp weapon. It dies instantly and nearby infected aren't alerted. Stand slightly too far away and you only slash it.
  2. Aim for the head. Head hits kill faster than body hits, and a solid blow to the head can knock an infected flat so you can finish it safely. Update 1.13 cut the melee armour on most infected heads by 40%. Helmeted soldiers are the exception.
  3. Knock them down with blunt hits. Blunt weapons deal mostly shock damage and put infected on the ground, which lets you escape without a kill or step in to finish. Sharp weapons deal mostly health damage and cause bleeding. Light attacks are less likely to stagger them, so put your weight into heavy swings.
  4. Block and sidestep. Every infected attack can be blocked. When one swings and misses, step aside and hit it while it recovers, and try to strike from outside its field of view.
  5. Carry a proper weapon. Knives and machetes are quick and cheap on stamina. Most tools hit harder than fists, while improvised junk is weaker than bare hands. Compare options on the weapons page.
  6. Keep guns for emergencies. A gunshot can bring more infected than it kills. If you have to shoot, go for the head, and use a suppressor from attachments or a quieter calibre to limit the noise.

Armour on both sides. Heavy soldiers and heavy police wear vests that absorb far more damage, so aim for an unprotected spot, usually the head. Heavy police often have nothing on their heads at all. On your side, worn gear reduces the damage that reaches you, but every successful infected hit also wears your clothing down. Pack a sewing kit and check your clothing after a big fight.

Damage

Injuries, wound infection and crawlers

A single hit does little on its own. The wiki puts an average infected attack at about 10 health. The danger is in what follows: cuts that bleed, broken bones, pain and, if several catch you at once, unconsciousness. Firefighters, police and soldiers hit hardest and are the most likely to make you bleed.

If you are knocked out, infected leave you alone, because they stop attacking unconscious players. Other survivors are another matter.

You can't catch their disease. A scratch won't turn you, and the wiki documents no infection mechanic from infected attacks. What you can get is a wound infection, and that comes from how you treat a cut, not from what caused it. An unclean bandage carries a 5% chance, unclean rags or a bandana 15%, an unclean sewing kit 30%, and letting a bleed stop on its own 40%. Disinfect your dressings first, treat early with disinfectant or a tincture, and use tetracycline if it progresses. Full details are on medical and medical supplies.

Resistance. Soldiers have more health than civilians and officers more again. The armoured heavy soldier and heavy police take far more punishment until you hit somewhere unprotected, and the Mummy is notably resistant to gunfire.

Crawlers. An infected whose legs take enough damage without killing it falls and crawls. Crawlers still attack, and they are hard to hit, especially in melee, because they are so low. Don't stand over one swinging blindly: step back, line up the strike and finish it.

Staying alive

Best practices around infected

Move quietly

Crouch-walk near buildings and don't sprint through towns. The slower you move, the less noise you make, and crawling makes you almost invisible.

Use doors

Infected can't open doors. Shut every entrance of a building and you can wait out a chase, though opening and closing doors makes noise they react to.

Get above them

Infected can't climb. A ladder or the roof of a car takes you out of reach while they lose interest.

Fight in tight spaces

Take fights inside a building or a narrow spot where they come at you one at a time, not in an open street where the whole town can join in.

Split targets in a group

Two players swinging at one infected tend to hit each other. Take one each, and let the healthiest player do the fighting while the injured hang back.

Watch your light

At night, bright lights, flares and fires draw infected. Keep your torch off when you don't need it and think about where you light a fire. More in survival.

Quick answers

Questions people ask

Can infected open doors?

No. They can't use door handles, so shutting every entrance of a building keeps them out. They do react to the sound of a door being opened or closed, so expect them to come and look.

Do headshots kill infected instantly?

Not always. Head hits kill faster than body hits, and a firm melee blow to the head can knock one down for an easy finish, but armoured types in helmets take more. The surest one-hit kill is a stealth kill with a sharp weapon from behind, on an infected that hasn't spotted you.

Can infected climb?

No. They can't climb ladders, and standing on a car roof puts you out of their reach while they lose interest.

What do infected drop?

Whatever is in their 3 x 4 inventory, plus anything they are wearing, and it follows their class: medical supplies on medics, ammunition on police and soldiers, plate carriers on heavy soldiers. Single items are rare, so don't count on it.

Are infected attracted to gunshots?

Yes. Louder guns get a bigger reaction, while suppressed weapons and quiet calibres such as the Sporter 22 draw less attention. They also follow the sound of bullet impacts and explosions.

Can infected make you sick?

Not directly, and nothing turns you into one. But a cut from their hits that you treat with dirty dressings can become a wound infection, which needs disinfectant and tetracycline.

Sources: DayZ Wiki: Infected, DayZ Wiki: Combat, DayZ Wiki: Health, DayZ Wiki: Wound Infection, DayZ Wiki: Contaminated Zone, DayZ Wiki: Storozh, DayZ.com: 1.30 Experimental Release, DayZ.com: DayZ Badlands is out now (1.30 patch notes), DayZ Forums: Experimental Update 1.26 change log, MP1st: Frostline and stable 1.26 patch notes, MP1st: DayZ 1.13 patch notes, ModDB: DayZ Update 1.13, GameSpot: DayZ 1.12 combat changes, Prima Games: DayZ 1.22 patch notes, low.ms: DayZ 1.30 Badlands overview, WOBO Tools: Infected loot tool, dayzed.gg: Plate Carrier spawns, dayzed.gg: Hunter Backpack spawns, dayzed.gg: Prisoner Cap spawns, Steam Community: stealth kills on infected. Part of the DayZ2.net DayZ Wiki. Facts reflect DayZ as of update 1.30 (October 2026) and can change with patches. Screenshot: Bohemia Interactive official media, shown with credit. Independent fan site, not affiliated with Bohemia Interactive.