Passive: 25 extra max health (200 total max health). Passive: +25 extra max health (200 total max health).Ībility: Explosive Charge, similar to the Charge when wearing a shield, dealing 275 damage in a 150 Hammer unit radius. Passive: On death, no health kit is dropped. Passive: Every hit ignites Humans for a total of 3 seconds, dealing 8 damage per second. Explodes into flames and leaves a Gas Passer cloud when killed. Passive: Immunity to all flames and liquids. Passive: 25 extra max health (225 total max health). Landing on a player's head results in a stomp similar to the Mantreads. Ībility: Leap into the air, in the direction the player is looking. Passive: 50 less max health (75 total max health). Passive: 75% faster movement speed (520 Hu/s) and 25% extra jump height. Zombies explode on death and drop a small health kit (Zombie Pyros do not drop a health kit).All Zombies wear a Voodoo-Cursed Soul, have a green footstep Halloween Spell effect, and have a voice modifier applied that deepens their voice.This goes away after hitting a Human or being hit by a Human. Except for Heavy and Scout Zombies, if a Zombie is not considered in combat, they receive a small movement speed buff.Zombies cannot deal Critical hits, pick up Ammo or Health packs, and do not drop ammo on death (except for the Engineer if he has an unused EMP grenade).Zombies are mostly limited to only using melee attacks (doing 65 base damage), however, each Zombie class features a unique ability or passive.Heavy's Miniguns deal 40% less damage.The Crusader's Crossbow deals triple damage.The Huntsman and Fortified Compound deal double damage.When there is 1 Human left, the last surviving Human deals full critical hits. When there are 3 Humans left, all surviving Humans deal mini-crit damage.BLU team wins if they manage to infect all Humans, while RED team wins if the remaining Humans hold out long enough without all being infected. If a RED player dies, they are moved to the BLU team and play as a Zombie. After a short countdown, a certain number of players based on the amount of players on RED team are randomly chosen to become infected. At the start of a round, all players begin on RED team and are given a small period of time to prepare their defenses.
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