The E.D.A.R (Elite Defense & Assault Robot) is an uncommon type of the enemies in Killing Floor 2 and the first enemy type to be completely robotic. E.D.A.Rs come with the three distinctive variants - Bombers that utilize shoulder-mounted rocket launchers, Blasters rapidly shooting fast moving medium damage projectiles out of the pair of blasters attached to their wrists and Trappers that unque for being able to catch and immobilize players for a short period of time within certain vicinity. E.D.A.R's visual appearance based on the playable D.A.R character.
E.D.A.R's head and torso protected by two pieces of armor that act like a second health pool. E.D.A.R's chest core is extremely vulnerable zone - not it only takes 250% more damage when shot at but as well causes EMP explosion damaging and incapacitating nearby ZEDs and killing E.D.A.R instantly should the player destroy all of its health.
|Normal||Hard||Suicidal||Hell on earth|
E.D.A.R dies instantly upon depleting their chest core HP, however prior to that torso armor should be destroyed first as it absorbs all the damage dealt to torso. Shooting chest core (but not the armor) provides major damage multiplier - x3.5.
For kill reward calculations read Dosh Mechanics.
Every E.D.A.R variant wears 2 pieces of armor - on its head and chest. Each armor piece has its own health that absorbs ALL the damage dealt to respective body part. AOE attacks (e.g. fire, explosives) have their damage split across all existing armor pieces for equal parts. Much like with Rioters, E.D.A.R's spine and legs are always exposed.
|Head / Torso armor||Normal||Hard||Suicidal||HOE|
|450 / 39||600 / 52||600 / 52||780 / 67|
E.D.A.R's chest core protected by armor which needs to be destroyed first in order to destroy the core. While core itself does have great damage multiplier, the armor it is being protected by - does not. For detailed information on damage calculation read step 7 of ZEDs - Damage to take mechanic.
E.D.A.R's actual head is covered with the armor however it is impossible to destroy one without destroying the other. The moment E.D.A.R runs out of the head armor its actual head getting taken off as well (its HP turns from 350 to 0). E.D.A.Rs do not bleed to death upon loosing head.
Upon loosing its head armor (getting decapitated visually), E.D.A.R's accuracy (aim error) factor being increased by 3 times resulting in less accurate shoots, its base time between each two ranged attacks is also increased by 2 seconds. When its chest armor destroyed, E.D.A.R become unable to sprint and dodge attacks.
On torso armor loss: cannot sprint, stop sprinting, cannot evade attacks.
|Blaster (explosion damage type)||Ballistic|
|Blaster (explosion damage)||7|
|Blaster (explosion falloff exponent)||1 (linear)|
|Blaster (explosion radius)||75|
|Blaster (speed)||38 m/s|
|Blaster (uninterrupted laser salvo spawns up to 13 beams. Animation lasts for 3.93s).|
|Bomber (explosion damage type)||Explosive|
|Bomber (explosion damage)||10|
|Bomber (explosion falloff exponent)||1 (linear)|
|Bomber (explosion radius)||300|
|Bomber (speed)||18 m/s|
|Bomber (uninterrupted rocket salvo spawns up to 8 rockets. Animation lasts for 4.27s).|
|Chest core explosion (damage / radius / falloff exponent)||25 (EMP) / 500 / 0.5|
|Melee (base damage / range)||10 / 180|
|Melee (damage multipliers vs. doors)||x3|
|Melee (damage multipliers vs. players)||x1|
|Trapper (beam goes live, once grapple animation started)||after 1.12s|
|Trapper (grapple duration)||2.5s|
|Trapper (minimum / maximum distance to initiate grapple)||2.5m / 5.5m|
|Trapper (maximum beam length)||25 meters|
The base damage value further modified by the difficulty-specific multipliers.
Blaster E.D.A.R's laser is technically an explosive projectile. It has radius of 75 units where it does 7 points of damage with linear falloff. It has Ballistic damage type hence countered by Gunslinger and SWAT's passive bullet resistance bonuses.
Bomber E.D.A.R's rocket attack is capable of destroying closed unwelded doors in one hit. It has Explosive damage type hence countered by Demolitionist's passive explosive resistance bonus.
Base Attack Intervals
|E.D.A.R type / attack interval||Normal||Hard||Suicidal||HOE|
Ranged attack intervals deviated by up to -1s / +1s. Minimum attack range - 3m, maximum - 40m. For E.D.A.R Trapper: minimum attack range - 2.5m, maximum - 5.5m. While the range of Trapper's grapple attack is limited to 5.5 meters, the beam itself has maximum length of 25 meters hence can catch fast moving players from afar. Time penalty between ranged attacks, on "head" armor loss: +2 seconds.
Attack powers: Laser: Stumble power = 10. Rocket: Knockdown power = 225, Stumble power = 400.
Aim error factor - 0.03, after "head" armor loss - 0.09 (0.01 / 0.03 for E.D.A.R Blaster).
- Killing with weapons other than your current perk grants the XP to the perk that weapons belongs to.
- Damaging with on-perk weapons and then finishing it off with an off-perk weapon divides the XP and grants it to both perks.
- Assist kills grants full XP.
Movement speed is randomized within ± 10% range and further modified by a multiplier based on difficulty.
|Walking speed (per difficulty)||(270 - 330) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1.2 / 1.3)|
|Running speed (per difficulty)||(450 - 550) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1.2 / 1.3)|
|Sprint chance||Normal - 0 / Hard - 0 / Suicidal - 0.85 / HOE - 0.95|
|Sprint chance (when damaged)||Normal - 0 / Hard - 1 / Suicidal - 1 / HOE - 1|
1 unit = 1 centimeter.
For comparison, by default a healthy player character with the minimal weight walks at speed of 383 units/s, and sprints at speed of 460 units/s.
Should sprint if can sprint OR (if can sprint when damaged AND damaged) (i.e. if sprint chance met its value) AND if distance to player laying between 5 and 50 meters (500 units < distance < 5000 units). Should sprint when frustrated. Cannot sprint after torso armor loss.
Resistances and Weaknesses
All E.D.A.R variants have separate resistances and vulnerabilities between their armor and actual health.
|Ballistic (SMG, AR)||Ballistic (Shotgun)||Ballistic (Handgun, Rifle)||Slashing, Bludgeon||Explosive||Fire||Microwave||Piercing||Toxic||Toxic_HRGHealthrower||Bleeding (Hemogoblin)||Freeze, Shells, EMP|
E.D.A.Rs are almost completely neutral to ballistic weaponry, they most notably weak against shotguns.
|Sub-machine Gun||Assault Rifle||Shotgun||Handgun||Rifle|
Unlike most of the other enemies in the game, E.D.A.R's most vulnerable hitzone appears to be their chest core.
Upon destroying torso armor and depleting their's chest core HP (150 points on all difficulties), E.D.A.R should explode damaging nearby ZEDs. Explosion damage = 25, Radius = 500, Falloff exponent = 0.5, Damage type = EMP, EMP power = 100.
The chest core is only exposed when torso armor is gone.
|Affliction:||Stun||Knockdown||Stumble||Gun hit||Melee hit||Snare|
|Special zone vulnerability:||x2||x1||x1||x0.9||x1||x1|
|- Incap cooldown||5s||1s||1s||0.2s||0s||5.5s|
|- Incap duration||1.5s||---||---||---||---||3s|
|- Dissipation rate||-20/s||-20/s||-20/s||-20/s||-20/s||-20/s|
|- Incap threshold||100 for all incaps. E.D.A.R's special zone is a chest core.|
|- Incap cooldown||20.5s||6.5s||6s||5s||1s||---|
|- Incap duration||5s||4s||5s||5s||4.2s||---|
|- Dissipation rate||-10/s||-20/s||-10/s||-50/s||-20/s||-20/s|
|- Incap threshold||100 (EMP Disrupt - 25, Bleed - 65)|
|Knockdown (getup duration)||2s to getup from back to feet, from chest - 1.78s|
|Stun (time + wakeup duration)||1.5s + 1.37s|
|Freeze (time + thaw duration)||4.2s + 1.37s|
|Stumble (duration)||Between (0.87-1.33)s|
|Parry (duration)||Between (0.87-1)s|
E.D.A.Rs are one of the few enemies in game capable of attacking players from the distance. They use their projectile attacks at the distance and melee attacks in close combat. E.D.A.Rs are rather evasive and will attempt to dodge players attacks upon taking damage.
|Frustration delay||Random (2.5-5)s|
|Disabled, when total AI remains||12|
|When hidden, can use after||5s|
|When spawned, can use after||10s|
|AI pause, on gun / melee hit||1s|
- Chance to evade after taking damage: Normal - 0.1, Hard - 0.4, Suicidal - 1, HOE - 1. Health loss percentage to trigger evade: all difficulties - 0.01.
- Every Husk OR Stalker has a chance to spawn as either of E.D.A.R variants. Chance to spawn as E.D.A.R variant: Normal - 0.1, Hard - 0.12, Suicidal - 0.18, HOE - 0.25.
- (PvP) Rally boost: forces AI E.D.A.Rs to sprint.
- Penetration resistance = 1.
- Parry resistance = 1.
- Dosh reward = 17.
- XP Reward: Normal - 15, Hard - 20, Suicidal - 27, HOE - 31.
Firebugs are quite effective against E.D.A.Rs due to their weakness to fire and microwave.
For players with the firearms as a weapons of choice it is recomended to aim for the chest core as it has high damage multiplier and is always explosed, even when they still wear their armor.
As seen in Biotics Lab