Tier 3 • Dash • Lift and throw

IM Charger Zombie

A Brute that lifts surviving dash victims and throws them away from the Nexus, leaving the core exposed.

Charger Zombie family egg iconSpawn egg
invmod:charger_zombie_spawn_egg
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Combat profile

Current Minecraft 26.3 / NeoForge defaults, before wave scaling and additional equipment. Existing server configurations may differ. Configure the relevant registry entry under base stats and abilities.

Wave base health65 HP
Base attack18
Movement0.17
Base armor2
Wave base cost11
Entity IDinvmod:charger_zombie

Dash, lift and throw

Uses the Zombie Brute's Tier-3 dash and Zombie targeting. A sprinting hit deals base attack + 3 before defenses: 21 at the shipped base attack of 18. The hit ends its sprint immediately, removing the dash speed bonus.

A successful hit can pick up a surviving, valid living target that is not already riding something. The victim rides the Charger briefly; the Charger stops horizontal movement and cannot start another melee hit while carrying it. After 12 ticks (0.6 seconds at 20 TPS) it releases and launches the victim upward and horizontally away from its attack Nexus. Without an attack Nexus, direction is away from the Charger's own location.

On open, level ground, the throw travels at least 15 blocks; walls, terrain and other collisions can interrupt the actual flight. This is a physical launch, not a teleport or a fixed landing position. A blocked or fatal initial hit does not grant the normal lift-and-throw sequence. If the Charger dies, loses AI or the carried victim becomes invalid, the grab ends. A save reload does not resume its temporary grab timer; leftover passengers are released.

Equipment and terrain

Defaults enable weapons, armor, mining and stairing, using Cobblestone as the construction material. Bridging, simple towering, descending spiral staircases and engineer towers are off. Wave equipment can change its attacks; the lift belongs specifically to its sprinting melee hit. It uses Brute/Zombie sounds and cannot convert to Drowned.

Counterplay

Fight from range and use solid cover to interrupt a dash. Avoid lining up so a throw sends you over a drop or far from the core. Prepare a route back to the Nexus and have another defender cover it while you are displaced. Do not assume every ordinary melee hit triggers a throw.

Drops

Uses the vanilla Zombie loot table: Rotten Flesh and conditional rare Iron Ingot, Carrot and Potato drops, following vanilla player-kill and Looting rules. The shared IM death hook independently gives 1 Small Remnants with 25% probability. Equipment follows normal equipment-drop rules; no guaranteed special weapon or throw item is added.

Rotten Flesh • vanilla table
1 Small Remnants • independent 25%

Spawning and configuration

Active, non-boss wave option, selected according to phase theme, budget and server settings. It is not guaranteed at a fixed wave. Default spawn location: default. This follows the invasion’s selected layer, normally ground. The global spawn-layer override takes precedence; see per-mob locations to change it.

With command permission: /give @s invmod:charger_zombie_spawn_egg. The egg has its own ID and uses original Minecraft family artwork; it is not a crafting recipe. See Nexus association and equipment for egg spawns. Its specialist entry is distinct from ordinary vanilla-family invasion replacement.

Default themes: ARMORED, RANGED, UNDERGROUND, MIXED, RANDOM, RANDOMHELL, BRUTES, UNDEAD, ZOMBIES. Edit them in Custom Themes. Wave cost is a budget value; RANDOM and RANDOMHELL can use different pricing rules. See wave purchases and scaling.

Related: Zombie Brute, Jumping Zombie Brute and Speedy Zombie Brute.