Hemoclobber

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Killing Floor 2 item
Hemoclobber
 4
MAGAZINE SIZE 3
SPARE AMMO CAPACITY 9
DAMAGE
80
FIRE RATE
96
ACCURACY
0
PENETRATION
0
"Primary - fast blunt attack that can heal teammates; hold Primary for combo attack."
"Secondary - causes a heal explosion on impact. When out of ammo, Secondary is a heavy blunt attack."
"Alt - block/parry."
General Information
Pricing 1200
Ammo Cost 85
Weapon Type Melee Weapon
Alternative Weapon Type {{{AlternativeWeaponType}}} [[File:KF2_WeaponType_{{{AlternativeWeaponType}}}_Gray.png|top|20px|link=]]
Weapon Information
Starting Ammo 3
Block (multiplier for incoming damage) ×0.6
Parry (multiplier for incoming damage) ×0.5
Secondary Attack
Ammo Type Healing Darts
Magazine Size 100
Spare Ammo Capacity infinite
Damage
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Fire Rate
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Accuracy
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Penetration
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Starting Ammo 100 + Expression error: Unrecognized punctuation character "{".
Ammo Consumption (per use) 40
Ammo Cost {{{SecondaryAmmunition_AmmoCost}}}
Heal Amount 30 ✚
Heal Amount (solo) Expression error: Unrecognized punctuation character "{".
Full Recharge Time 12s
Full Recharge Time (self injection) Expression error: Unrecognized punctuation character "{".s
Technical Information
Related Achievements
PS4 Trophies


The Hemoclobber is the tier 3 multi-perk weapon for both Berserker and Field Medic. It is a futuristic baseball bat looking blunt weapon with the long needles attached to its tip. Hemoclobber capable of both - hurting and poisoning ZEDs and healing teammates with its melee attacks. When loaded with ammo its alt-fire attack acts the same way Pulverizer works - creates an explosion that hurt ZEDs and heals players in area of effect.

Description

"Primary - fast blunt attack that can heal teammates; hold Primary for combo attack. Secondary - causes a heal explosion on impact. When out of ammo, Secondary is a heavy blunt attack. Alt - block/parry."

Technical Information

Ammo:
Magazine size = 3, Initial spare magazines = 0, Max spare ammo = 9, Ammo pickup scale = x1, Price per mag = 85.

Damage:
Primary = up to 80, Alt-fire = up to 130, Bash = up to 40. Damage type = Bludgeon.
Alt-fire Explosion: Damage = 250, Radius = 6m, Falloff = 0 (none). Damage type = Toxic.

Both melee impacts and gas explosion cause toxic poison on ZEDs. Melee impacts heal players.

Melee poison (damage scale of weapon damage / duration / interval) = x0.2 / 5s. / 1s.
Explosion poison (damage scale of gas explosion / duration / interval) = x0.4 / 5s. / 1s.

ROF:
Primary (combo) = 96, Alt-fire = 55, Bash = 84, Alt-fire (loaded) = approximately 33.
Rate of Fire of the explosive attack (rough estimation): as soon as Hemoclobber connects with the ZED it start 1s timer where it plays its pump animation. On average, as off perk, it takes around 0.7-0.8s for alt-fire attack to reach ZED so ROF of explosive attack should be around 60 / (0.8+1) = 33 RPM. Firing interval remains the same (1s) regardless of melee speed skills, but time that it takes to connect with the ZED - does. For level 25 Berserker average ROF should be near 60 / (0.6+1) = 38 RPM.

Healing:
Explosion gas cloud - 50, Primary and bash impacts - 30, Alt-fire impact - 40. Healing ammo cost (all melee impacts) = 40. Full recharge time = 12s.

Weapon Powers:
Stumble power: Primary = 50, Alt-fire = 200, Bash = 200, Explosion = 300.
Melee hit power: Primary, bash and explosion = 100, Alt-fire = 150.
Poison power: Primary and bash = 10, alt-fire = 20, Explosion = 300, DOT (all forms) = 5 / tick.

Maximim hit range = 2.3m.

Block damage multiplier = x0.6.
Parry damage multiplier = x0.5.

Parry:
Strength = 5.
Duration = 0.47s.

Time (equip) = 0.46s.
Time (put down) = 0.55s.

Upgrades

Upg1 (700): Base damage x1.1, Full recharge time x0.8, Base weight + 1.
Upg2 (1500): Base damage x1.2, Full recharge time x0.6, Base weight + 2.

Notes

  • Weapon description is somehow misleading - much like the Pulverizer, Hemoclobbed does blunt damage regardless of whether it's loaded with ammo or not.
  • Unlike healing grenades, alt-fire explosion does not produce healing cloud. It's one-time healing application.
  • Amount of damage per horizontal strike depends on player-to-ZED angle. Horizontal strikes do no more than 75% and not less than 50% of the base damage value.
  • Blockable damage types: Bludgeon / Slashing.

Gallery