

Parry (damage reduction, all sources, when active)


Masscare (melee duration, diminution, light attacks) Whenever Zed time activates or refreshes, heal 50% Health and immobilize all nearby Zeds.ĭuring Zed time, you attack with perk weapons and move in real-time.Īctual Stats Berserker Rage (health added, per ZED time chain)īerserker Rage (nearby ZEDs have their AI paused) Block-cancelling will also reduce the damage you take in the middle of swings, keeping you alive much longer when surrounded. Utilize bash- and block-cancelling as they can interrupt any action, including melee swings you can increase how fast you swing by bashing in the middle of an attack, barring specific weapons such as the Pulverizer or the Hemoclobber, which need to "pump" after a loaded heavy attack. The VLAD-1000 Nailgun gives Berserkers a lightweight, inexpensive option to combat long-range threats and soften larger groups of lesser ZEDs, the HRG Teslauncher offers on-demand EMP damage, and the Eviscerator acts as a hybrid of both melee and a gun, with the ability to block and dole out ranged damage. Though your main forte is melee weapons, you are not entirely useless against long-ranged ZEDs. Parrying is essential to keeping your health high enough to stay in the fight longer, and outright mandatory with the level 15 Parry skill, as its bonus damage reduction and damage increase will make bringing ZEDs down much easier.Īvoid Bloats, Sirens, and Husks if you can: Bloats have high health and their bile will make effectively hitting and blocking near impossible, Sirens are difficult to approach without them screaming and bypassing your parries, and Husks can use a devastating kamikaze attack when low on health. Your tankiness and high damage potential will carry you over them as they fruitlessly attempt to whittle your high health down.

Focus on Scrakes, Fleshpounds, and ZEDs at a small-enough checkpoint you can bodyblock with.
