How to beat the giant Behemoth bosses in Zombie Air Force: weapon matchups, squad roles for a 10-player server and how to keep DPS up between waves.
Zombie Air Force Behemoth: Boss Guide & Counters
Behemoths are the giant boss-class zombies in Zombie Air Force, named outright in the official game description. The practical counter is rockets and air strikes over chain gun fire, run by a squad that splits roles instead of ten pilots all shooting the same leg.
- Officially confirmed — giant Behemoths exist and are a core part of the PvE loop (developer description)
- Best damage tools — rockets and air strikes; the chain gun is rated inefficient against bosses by the community guide wiki
- Server context — each server holds up to 10 players, enough to split boss DPS from wave clear
- Stage — the game is in Alpha, expect balance passes that change these matchups

What the Behemoth Actually Is
Zombie Air Force has no published bestiary, stat block or HP table for its bosses. What is confirmed comes straight from the developer: the Roblox page description advertises air combat with rockets, chain gun fire and air strikes, deployable ground defenses, and giant Behemoths as the threat you build all of that against. Treat "Behemoth" as the game's label for its boss-tier zombies rather than a single named enemy — community boss-raid videos on YouTube show a Colossal Behemoth encounter, but no tracker or official page has published a full roster of Behemoth variants, their spawn waves or their HP values.
Official source: Zombie Air Force on Roblox — the developer description names giant Behemoths, over 180 upgrades and air strikes as headline features.
That absence matters for how you prepare. Without HP numbers, the only measurable levers are your upgrade investments and your squad's composition. Both feed into the same conclusion the community guide wiki reaches: raw sustained fire (chain gun) underperforms against a single high-HP target, while burst ordnance (rockets, air strikes) that lands full damage per salvo wins the damage race.
Weapon Matchup: Rockets and Air Strikes Over Chain Gun
All four weapon categories in the game — rockets, chain gun, air strikes and deployable defenses — are confirmed by the official description. How they behave against a Behemoth is community-tested reasoning, not official data, and the zombieairforceguide.wiki currently gives this ranking:
| Tool | Role vs Behemoth | Why |
|---|---|---|
| Rockets | Primary boss damage | High damage per hit; single-target efficiency against large HP pools |
| Air strikes | Burst windows | Big salvo damage when the boss sits still; pair with stun or slow moments |
| Chain gun | Low value on boss | Sustained fire but poor damage-per-second against boss HP; better on swarms |
| Defenses | Support | Ground turrets keep adds off the squad while aircraft focus the boss |
The chain gun rating is the part players argue about. It is not useless — it is misassigned. A chain gun shreds the small zombies that stream toward your ground line during a Behemoth fight, which frees every rocket slot to stay on the boss. The failure mode is ten helicopters chain-gunning one Behemoth while the wave swallows the defenses.
The upgrade tree, which the official description says holds over 180 upgrades covering rockets, chain guns, air strikes and defenses, is where this matchup gets locked in. If your plan is boss damage, rocket and air strike nodes are where your early Credits should go — our upgrades guide maps out that priority ordering.
The game labels itself Alpha and asks players to expect bugs. A patch can rebalance rocket damage or boss HP overnight, and there is no public Trello or Discord where the developer posts patch notes in advance — Destructoid's October 12 coverage confirms the community relies on the Roblox group for news. Re-check your build against the best build page after every major update.
Squad Roles on a 10-Player Server
Servers cap at 10 players (confirmed via the official games API, universe 10767826343). A full lobby is a real asset on a Behemoth fight, but only if the ten of you stop overlapping. A working split looks like this:
| Role | Count | Loadout focus | Job |
|---|---|---|---|
| Boss DPS | 3-4 | Rockets, air strikes | Stay on the Behemoth the whole phase |
| Wave clear | 3-4 | Chain gun, area rockets | Kill swarm zombies before they reach defenses |
| Defense crew | 2 | Deployable defenses, credits bank | Re-drop turrets and freeze tools on the line |
| Flex | 1-2 | Balanced | Rotate to whichever side is failing |
The defense crew is the role nobody volunteers for and every failed Behemoth run lacks. Ground defenses decay or get overwhelmed; someone has to spend Credits re-placing them mid-fight. The official description explicitly frames "drop defenses" as half of the core loop, so this is a designed job, not a charity role.
Co-op behavior that consistently shows up in runs: focus fire one damage window at a time, call out when adds break through, and do not chase the boss across the map away from your turret line. Behemoths move the fight; your defenses cannot. Winning means dragging the engagement back over your own ground line, not following the boss into a corner.
Handling the Adds During the Fight
The second half of every Behemoth attempt is the wave that spawns around it. Zombie Air Force is a wave game first — how waves escalate determines whether your boss attempt survives its own trash mobs. Three habits keep adds under control:
- Chain gunners face outward, not at the boss. Boss HP is the DPS crew's problem; the wave is everyone else's.
- Re-drop defenses on cooldown. The defense crew should treat turret placement as a rotation, not a one-time setup.
- Air strikes clear packed clusters, not single zombies. Save the salvo for a dense spawn group; a solo zombie is chain gun work.
Community raid footage shows squads that ignore point three bleeding air strikes on single targets and then getting swarmed with the boss still standing. Burst tools are a limited resource in any build; spend them where the density is.
Rewards and the Credits Loop Around Boss Kills
Boss kills feed the same dual economy as everything else in the game: Credits and EXP, both confirmed by the official description and by every active code's reward structure. ProGameGuides describes the standard loop — kill zombies to earn Credits, return to the lobby to spend them on vehicle and defense upgrades — and Behemoth fights sit at the top of that kill hierarchy as the highest-value targets per encounter.
Three multipliers stack on boss-run payouts, all straight from the developer description:
| Multiplier | Condition | Effect |
|---|---|---|
| Group bonus | Join the fresh green beans Roblox group | +10% XP & Credits |
| Weekend buff | Play on weekends | x2 buff |
| Friend invite | Invite friends to your session | Free XP & Credits buff |
Because these are percentage multipliers, their real value scales with the size of the payout — which is exactly why Behemoth runs are the right time to burn them. A x2 weekend on a boss-heavy session pays roughly double the same hour of routine wave farming. For the full stack breakdown, the credits guide covers each source with dates.
Free codes also shortcut the upgrade curve that boss damage depends on. SORRY pays 50% EXP for 60 minutes plus 2,500 Credits, and THANKYOU pays a 30-minute Credits boost plus 1,000 Credits — both confirmed live by six independent trackers and the official description itself. Redeem them in the shop before a Behemoth session, not after.
FAQ
How do I beat the Behemoth in Zombie Air Force?
Bring rockets and air strikes, split a 10-player server into boss DPS and wave clear, and keep your ground defenses re-dropped during the fight. The community guide wiki rates chain guns inefficient against boss HP, so keep those on the swarm instead. Exact boss HP and phase patterns are not published, so out-sustain it with upgrades.
What is the best weapon against Behemoths?
Rockets, per the community consensus on zombieairforceguide.wiki, with air strikes for burst windows. The chain gun is a wave-clear tool, not a boss tool. Invest upgrade Credits into rocket and air strike nodes first if Behemoth farming is your goal.
Do Behemoths spawn every wave or only at set points?
Unconfirmed. The official description promises giant Behemoths as a feature but publishes no spawn table, and no tracker lists wave numbers or spawn conditions. Community boss-raid videos show them as major encounters, not routine spawns — treat Behemoth fights as events you prepare for rather than farm every cycle.
Are Behemoth rewards better than normal waves?
Nothing published gives per-kill Credit or EXP values for Behemoths versus regular zombies. The safe assumption from the game's design is that boss-tier enemies pay more per encounter, and percentage multipliers like the weekend x2 buff make big payouts proportionally bigger. For every confirmed way to multiply those payouts, see the credits page.
Is there an official wiki or Discord for Behemoth strategy?
No. Destructoid's October 12 coverage states there is no official wiki, Trello or Discord; news flows through the fresh green beans Roblox group. The two fan wikis (zombieairforce.wiki and zombieairforceguide.wiki) and YouTube channels like Challs fill the gap, but their boss data is community-tested and can lag patches.
Related Guides
- Zombie Air Force waves guide — the wave and front line mechanics that surround every Behemoth fight.
- Zombie Air Force best build — role-based loadouts, including the boss DPS configuration.
- Zombie Air Force credits guide — stacking the multipliers that make boss payouts count.
- Zombie Air Force upgrades guide — where the 180+ upgrade tree puts rocket and air strike power.
More Zombie Air Force Guides
Zombie Air Force tier list ranking aircraft and weapons by wave clear, boss damage and co-op value, with picks for every playstyle in Roblox.
Zombie Air Force has 180+ upgrades across rockets, chain guns, air strikes and defenses. Here is how the upgrade tree works and what to buy first.
How waves work in Zombie Air Force and how to survive them: target priority, defense placement, resource discipline and squad coordination.