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Combating Descent Zombie Types

Advanced Warfare Descent High Rounds General Information
Last updated: August 9, 2026 Original Contributor(s): Plasmid Jeff

Descent culminates a majority of the zombies seen throughout Advanced Warfare (excluding Oozer Zombies). Some of these zombies are combined together adding more variations to the mix. Fortunately for players, a lot of these variants are similar to their bases, changing very little strategy to combating them.

Electromagnetic Spiker Zombies

Electromagnetic Spiker Zombies combine EMZs and Spikers together, which can sound more dangerous than it actually is. EMZs are already dangerous to be around, while this zombie adds spikes on top. In ranged instances,  you want to stay away from them, and in close ranges, they are no different than a Spiker. Spikers are very lethal at camping or damaging nearby. While there's a visual of an EMP going off when this zombie shoots spikes, the effects are not combined.

Electromagnetic Meatbags (Armored Zombies)

Electromagnetic Meatbags are EMZs and armored zombies put together. While weaker with less exo movement capability, the EMP effects are given to this zombie to make more them more threatening, much like an EMZ. For this reason, treat them just the same.

Orange Blinker Zombies

Orange Blinkers are Exploders combined with Blinkers. This zombie is fairly manageable, as Exploders are already prone to detonating near you, this fused zombie only speeds up the process. Any of this variant alive should be given the chance to teleport next to you, letting them trigger immediately.

Purple Blinker Zombies

Purple Blinkers combine Spikers and Blinkers together. This combination is the most unique, as it can shut down players fairly quickly when nearby. Spikers on their own are dangerous for camping, which these are as well. Blinkers do not have much ability other than trailing the player close. This combination allows a variant to keep up with the player in higher rounds and inflict spike damage when being hit, especially a trap. With one trap on the map, Spikers already have an easy time to stay close in the close quarters space. While not common Purple Blinkers can damage players easily as you run through trap loops. This zombie can force you to use your exo movement to find safety, which can have a domino effect with enough variants nearby, like EMZs (since there are three possible variants that can EMP).

Oz Fight #1

Fighting Oz on round 13 is a simple scripted fight with above average weaponry recommended. Before round 12, it is best you have one (or more in co-op) of the following: S-12, Cel-3 Cauterizer, Ohm, Blunderbuss, or KL03-Trident. You must defeat Oz in each of the 4 control rooms around the arena. The first one is given right away. After the first one destroyed, you must survive 45 seconds of an electromagnetic grid, preventing players from jumping (or walking) higher in the room. The second control room will open once the grid is off, but you are timed to do damage to Oz. After the second room, the floor will become electrified for 30 seconds, damaging (and not activating EMPs) the player. Jump between towers regularly, especially when EMZs are nearby. Carefully watch for the electric floor to turn off, and do not be near on any pillars in the center. A gas cloud will spawn around all the pillars in the room for 30 seconds. Listen for a sound of steam slowly released from a pipe, as this will be the end of the gas. Once this sounds play, you can move in those areas freely. The third control room will open. For the last control room, you must survive the grid for 30 seconds, electric floors for 30 seconds, and gas clouds for 30 seconds. (These values are more tied to the events, as intermissions between Oz rooms and each hazard cycled.)

After the first control room is destroyed, Oz can summon zombies into the arena. These groups are mainly the same zombie that is spawned in, including any variant on the map (and each zombie fusion), Dogs, and Hosts. These waves become more dense as you progress in the fight. Oz activates Remote Turrets as well, either mounted turrets or wall mounted turrets (like Carrier's Hangar or Descent's Turret Trap in Tidal Generator). They are simple to destroy by many means.

Oz Fight #2

Oz's mutated form is much more unique and slower Goliath Zombies. It is recommend to have Mk. 5 or higher for any of thw weapons mentioned previously. When spawning in, begin activating generators immediately for the Decontamination Pad when Oz respawns. Oz will taunt you, but he will return quickly, enough time to activate all 4 generators solo. Oz will hunt you down, but meet him at the center of the room to decontaminate yourself and his shield. As soon as Oz is hit by the decontamination, you have 5 seconds to inflict at most 1/4 of his health. You must perform this until each 1/4 of his health is to brought down. You are restricted to each 1/4 of his health. Each segment adds more zombies and environment hazards as you survive. Zombies are majorly tied to spawning in Oz. The last zombie being spawned in is the best signifier of when Oz will spawn in, or have to spawn in if everything is killed. It is recommended to get infected once Oz is spawned in, as you will get camo for a short time and complete focus on damaging Oz.

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