Guide
Left 4 Dead 2 Special Infected: Every Type and How to Beat It
The eight Special Infected of Left 4 Dead 2 explained: Hunter, Smoker, Boomer, Charger, Spitter, Jockey, Tank and Witch, with the counter-play for each.

Special Infected are the punctuation of Left 4 Dead 2: eight mutated enemy types whose job is to break a team's formation, one grab, charge or ambush at a time. The common horde pressures you; the specials are what actually ends runs. Learning each one's sound, silhouette and counter is the core skill of the game.
This guide covers all eight, including the three the sequel added. Each entry gives you the tell that warns you, the mistake the infected is hoping for, and the team habit that answers it.
The Ambushers: Hunter, Smoker and Jockey
The Hunter pounces from rooftops and pins a survivor to the ground, dealing damage until a teammate shoves or shoots it off. Listen for the growl and look up in alleys. The counter is proximity: a pinned survivor is a formation failure, and a team walking in pairs frees victims in seconds. Keep going with the melee weapons guide for the neighbouring piece of the picture.
The Smoker drags one survivor away from the group with its tongue, ideally around a corner where help is slow. Cut the tongue with a melee swing or shoot the Smoker fast. The Jockey rides a survivor and steers them toward hazards, fire or other infected; shove it off and keep the ridden player away from edges. It is also why the Left 4 Dead 2 Android guide on the homepage leads with the verified platform record rather than a download promise.
The Disruptors: Boomer, Charger and Spitter
The Boomer vomits bile that blinds a survivor and calls the horde onto them. Shoot it at distance only; a close kill covers the shooter in the same bile. The Charger slams through a line of survivors and carries the front one into the ground; sidestep the charge and it is defenceless while it pounds its victim, if the team reacts together.
The Spitter leaves pools of acid that punish camping, which is exactly why it exists: to move teams out of comfortable corners. Step out of the green, always. Its acid during a Tank fight or a finale holdout is the sequel's quiet run-ender. Our the PC requirements guide covers the connected ground in the same spirit.
The Bosses: Tank and Witch
The Tank is a siege engine: enormous health, car-throwing range, and a frustration timer in Versus that hands control to the AI if the player stalls. Fire is the classic answer, with a Molotov turning the fight into a countdown, and open ground where the team can spread is worth more than any weapon upgrade.
The Witch kills by rule rather than force: startle her and she incapacitates the offender in one strike. Crown her with a point-blank shotgun blast if you must pass, use a flashlight-off wide berth if you can, and never fight the horde next to her. Her sobbing is the loudest warning in the game; treat it as a wall, not a dare.
How Specials Work as a System
Individually, each special is a problem with an answer. As a system, they are a conversation the game is having with your formation. The pinning specials, Hunter and Jockey, ask whether anyone is watching the isolated player. The Smoker asks whether the team can rescue diagonally, around corners, under time pressure. The Charger asks whether your line has a gap to sidestep into.
The area specials ask different questions. The Boomer asks whether you shoot with discipline or panic. The Spitter asks whether your favourite camping corner is a habit, because habits are what she eats. Even the horde itself becomes a special-infected weapon when bile or a car alarm points it at one survivor.
The Tank and the Witch stand outside the rotation as events rather than patrols. Both are announced, both can be planned around, and both punish improvisation. A team that treats their arrival as a scheduled meeting, with positions and fire assigned in advance, experiences them as difficult. A team that treats them as surprises experiences them as endings.
- Pinning specials: Hunter, Jockey, Smoker, Charger
- Area denial: Spitter acid, Boomer bile
- Boss events: Tank and Witch
- New in the sequel: Charger, Spitter, Jockey
- Universal counter: stay in pairs, call everything
- Witch rule: do not startle her
The Short Version
The eight Special Infected of Left 4 Dead 2 explained: Hunter, Smoker, Boomer, Charger, Spitter, Jockey, Tank and Witch, with the counter-play for each. Everything above is the long version of that sentence, with the evidence, the steps and the exceptions a short answer has to leave out.
If you take one habit from this guide, make it this: keep the team in sight. Left 4 Dead 2 is built around four survivors covering each other, and almost every other lesson in the game grows out of that one.
Quick Answers
How many Special Infected are in Left 4 Dead 2?
Eight: Hunter, Smoker, Boomer, Tank, Witch, Charger, Spitter and Jockey.
Which Special Infected is most dangerous?
The Tank deals the most damage, but coordinated ambush pairs, like a Smoker pull into Spitter acid, end more experienced runs.
How do you kill a Witch safely?
A point-blank shotgun blast to the head, known as crowning, kills her before she can strike. Avoiding her entirely is safer still.
Can you play as the Special Infected?
Yes, in Versus mode, where one team plays the infected with respawning specials and a player-controlled Tank.
