Left 4 Dead 2 special infected counters: Charger, Jockey, Spitter and Tank
Quick rescue priorities and practical counters for the expanded infected roster.
Edition covered
Left 4 Dead 2 on PC, including its official campaign updates. The guide distinguishes the five launch campaigns from later additions. Publisher pictures show the original sequel, not a remaster.
React to the attack before chasing the attacker

A pinned teammate is the immediate objective. Stop a Hunter, Smoker, Charger or Jockey before the victim loses more health. Coordinate your fire: a clear angle and a controlled shot often rescue more safely than shooting through the survivor.
| Infected | Attack | Counter priority |
|---|---|---|
| Charger | Rush and pummel | Avoid narrow lines and free the victim |
| Jockey | Steers a ridden survivor | Remove it before it reaches a ledge or hazard |
| Spitter | Acid pool | Move out, then regroup |
| Hunter | Pounce and pin | Interrupt promptly |
| Smoker | Tongue drag | Break the attack or eliminate the Smoker |
| Boomer | Vomit and horde attraction | Push away before firing nearby |
Move out of acid even during a rescue
Spitter acid punishes stationary teams, especially around incapacitated survivors. Clear a path first and leave the damaging pool. A rescue performed in acid may create another downed survivor, so remove the nearby threats and use the first safe opening.
| Combination | Better response | Reason |
|---|---|---|
| Spitter plus downed ally | Wait for a safe patch while covering | Avoid a second incapacitation |
| Charger near a ledge | Spread and stay off the edge | A carry can end a rescue opportunity |
| Tank beside cars | Move into clear space | Thrown objects can incapacitate instantly |
| Witch plus horde | Redirect the horde away from her | Prevent an avoidable extra enemy |
Separate the Tank from dangerous geometry
Cars, ledges and cramped interiors make Tanks much more dangerous. Move through a scouted space where the team can keep shooting while avoiding hits. A fire attack helps with damage, but it does not remove the need to dodge and keep allies reachable.
Listen for the Witch and warn the group
Witches can stand in paths or wander in some daylight areas. Give one room whenever possible, and avoid provoking it while the team is handling another threat. Specialist instant-kill techniques are optional tactics; a quiet bypass is often the safer campaign decision.
Witches can stand in paths or wander in some daylight areas.
References
| Reference | Website |
|---|---|
| Left 4 Dead 2 — publisher listing | store.steampowered.com |
| Valve: campaign and mode overview | www.l4d.com |
| Left 4 Dead Wiki: campaigns | left4dead.fandom.com |
| Left 4 Dead Wiki: weapons | left4dead.fandom.com |
| GameSpot: L4D2 primer | www.gamespot.com |
