Slasher (Killing Floor 2 VS)

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Slasher
For the AI counterpart, see Slasher.


The player-controlled Slasher is one of the playable ZEDs in Killing Floor 2's Versus Mode. The Slasher role's in the ZED team is to distract the Survivor team using his high speed, jumping abilities and evasive maneuvers. The Slasher is also capable of dealing a surprisingly high amount of damage if the players can continuously land their attacks.

Base Statistics

Stat type Normal difficulty
Kill Reward 20
XP Reward 32
Speed (walking) 500
Speed (sprinting) 650
Health (body) 150
Health (head) 85

For kill reward calculations read Dosh Mechanics.

Due to Game Conductor mechanics, player-controlled Slashers have their health modified based on the average level of the Survivor team. Values vary within (x0.85 - x2) range.

Damage Resistance

Player-controlled Slashers have a wide variety of damage type resistances however they are less resistant to SMG, Slashing, Bludgeon and Fire based damage types. They are also less resistant to damage from certain tier 1 weapons.

Common Modifiers

Slashers are neutral to toxic damage and are significantly resistant to piercing, microwave and explosive damage types.

Piercing Slashing Bludgeon Toxic Fire Microwave Explosives Freeze Shells
Damage Multiplier x0.4 x0.8 x0.8 x1 x0.8 x0.35 x0.35 x1 x1

Slashers resist to every type of ballistic weaponry but most notably weak against SMGs and are resistant to handguns and shotguns.

Sub-machine Gun Assault Rifle Shotgun Handgun Rifle
Damage Multiplier x0.8 x0.5 x0.4 x0.4 x0.5

Weapon-specific Modifiers

Slashers are extremely vulnerable against Firebug's Caulk n' Burn and heavy (blunt) attacks of Berserker's Crovel Survival Tool.

CaulkBurn HX25 Eviscerator Crovel (bludgeon)
Damage Multiplier x1.7 x0.6 x0.3 x1.2

Slashers are neutral to certain starting weapons and are notably vulnerable against default 9mm Pistol and Field Medic's HMTech-101 Pistol.

AR15 MB500 Rem1858 Colt1911 Medic Pistol Winchester 9mm
Damage Multiplier x1 x1 x0.75 x0.65 x1.5 x0.7 x1.6

Hitzones

Slashers have only one weak spot, which is the head. Although the damage multiplier is miserable.

Damage Multiplier
Head x1.001
All other x1

Incapacitation Resistance

Vulnerability mask = (Torso, Head, Legs, Arms, Special).
Stun = (Vulnerability= (0.5, 0.5, 0.1, 0.1, 0.1), Cooldown=3.0, Duration=2.0)
Knockdown = (Vulnerability= (0.5), Cooldown=3.0)
Stumble = (Vulnerability= (0.1), Cooldown=3.0)
GunHit = (Vulnerability = (1.0), Cooldown=0.75)
MeleeHit = (Vulnerability = (1.0), Cooldown=0.5)
Poison = (Vulnerability= (1), Cooldown=5.0, Duration=2.0)
Microwave = (Vulnerability= (0.25), Cooldown=5.0, Duration=2.0)
FirePanic = (Vulnerability = (0.5), Cooldown=7.0, Duration=3)
EMP = (Vulnerability= (2.5), Cooldown=5.0, Duration=3.0)
Freeze = (Vulnerability = (1.0), Cooldown=1.5, Duration=2.0)
Snare = (Vulnerability = (0.7, 0.7, 1.0, 0.7), Cooldown=8.5, Duration=1.5)
Bleed = (Vulnerability = (0.25))

Attacks and Moves

  • Primary: 2-hit clawing attack, can be done while moving.
  • Primary + Sprint: 5-hit combo slashing attack while moving forward.
  • Secondary: Hops forward a short distance then slashes with both arms.
  • Secondary + Sprint: Leaps forward a longer distance then slashes with both arms.
  • Jump button: High Jump. Sprinting can increase the speed and height of the Slasher's jump.
  • Bash: Combat Dodge Roll, has no cooldown.

Note: Damage values below vary between (x0.7 - x1.31) based on average level of the human team.

  • Heavy attack. Damage - 15. Maximum hit range - 1.72m. Vs doors - x5 more. Cooldown - 1s.
  • Light attack. Damage - 15. Maximum hit range - 1.72m. Vs doors - x5 more. Cooldown - 0.25s.

Damage Scale

  • Heavy attack (running / jump attack) - x1.5.
  • Heavy attack (walking / stationary) - x2.5.
  • Light attack (running) - x0.4 (5 hits per attack).
  • Light attack (walking / stationary) - x0.4 (2 hits per attack).

Miscellaneous Information

  • Upon exceeding walk speed by 10% Slasher can do bump damage to players.
  • Slasher resistant to ZED Time by 75%.
  • Jump cooldown - 1s. JumpZ - 1250. Roll cooldown - 0.2s.
  • Player-controlled Slashers (along the Alpha Clots and Crawlers) start spawning at the first wave of the normal versus game.