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{{Under_construction_KF2}}
[[File:StalkerKF2.png|500 px|thumb|The Stalker]]
[[File:StalkerKF2.png|500 px|thumb|The new Stalker]]


=== General Information ===
The '''Stalker''' is a common specimen in Killing Floor 2. It is classified as a lesser enemy, and therefore, cannon fodder. Stalkers are unique in that they possess a cloaking device which renders them nigh-invisible to players (except [[Commando_(Killing_Floor_2)|Commandos]], who can see and call them out).  
The Stalker is a Zed equipped with a cloaking device that makes it difficult to see when approaching. It is accompanied by eerie whispers in the players ear and a slight shimmer effect that allows for players with sharp eyes to see and dispatch it. The Stalker has low health but is considered to be of moderate threat to players due to its light but frequent melee attacks, cloaking device, and speed. If allowed to close distance with the player, its variety of flip attacks can make it more difficult to hit at close range than some other specimen and due to its speed should be dealt with sooner rather than later.  


== Statistics ==
==Base Statistics==
 
{| class="wikitable"
- For information on the playable variant in Versus mode, see [[Stalker_(Killing_Floor_2_VS)|Stalker (Killing Floor 2 VS)]]
!
 
!<small>Normal</small>
{|class="wikitable" style="white-space:nowrap;width: 600px;text-align: center;border: 1px solid #603311;background-color:#E5EECC;font-size:1.1em;padding: 0px 20px 0px 20px;"
!<small>Hard</small>
!  
!<small>Suicidal</small>
! scope="col" | Normal
!<small>Hell on earth</small>
! scope="col" | Hard
|-
! scope="col" | Suicidal
!<small>Kill Reward</small>
! scope="col" | Hell on earth
|<small>15</small>
|<small>15</small>
|<small>15</small>
|<small>15</small>
|-
!<small>XP</small>
|<small>8</small>
|<small>10</small>
|<small>10</small>
|<small>10</small>
|-
|-
! scope="row" | Bounty
!<small>Health (body)</small>
| £17  || £15  || £13  || £10
|<small>56</small>
|<small>75</small>
|<small>75</small>
|<small>75</small>
|-
|-
! scope="row" | XP
!<small>Health (head)</small>
| 8 || 10 || 10 || 10
|<small>15</small>
|<small>20</small>
|<small>20</small>
|<small>20</small>
|}
For kill reward calculations read [[Mechanics_(Killing_Floor_2)#Gameplay_-_Dosh|Dosh Mechanics]].
 
===Attacks===
{| class="wikitable"
| colspan="4" rowspan="1" |<small>Melee (base damage)</small>
| colspan="2" rowspan="1" |<small>9</small>
|-
|-
! scope="row" | Health (Body)
| colspan="4" rowspan="1" |<small>Melee (damage multipliers vs. doors)</small>
|56||75||75||75
| colspan="2" rowspan="1" |<small>1/3</small>
|-
|-
! scope="row" | Health (Head)
| colspan="4" rowspan="1" |<small>Melee (damage multipliers vs. players)</small>
|15||20||20||20
| colspan="2" rowspan="1" |<small>0.5/0.75/1</small>
|-
|-
| colspan="4" rowspan="1" |<small>Melee (range)</small>
| colspan="2" rowspan="1" |<small>180</small>
|}
|}
The base damage value further modified by the difficulty-specific [[Mechanics_(Killing_Floor_2)#ZEDs_-_Damage_multipliers|multipliers]].
===[[Perks (Killing Floor 2)|XP]] Notes===


'''Notes on [[Perks (Killing Floor 2)|''XP'']]'''
* XP rewarded for your on-perk weapons.
* Killing with weapons other than your current perk grants the XP to the perk that weapons belongs to.
* 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.
* Damaging with on-perk weapons and then finishing it off with an off-perk weapon divides the XP and grants it to both perks.
* Damaging with off-perk weapons and then finishing it off with an on-perk weapon divides the XP and grants it to both perks.
* Assist kills grants full XP.
* Assist kills grants full XP.
* The Katana currently does not grant XP towards any perk.
* The bash attack (default v) does not count as Berserker damage for Berserker XP, meaning it grants the XP to your current perk.


== Speed ==
==Speed==
- Stalkers move slowly when docile, and sprint when enraged. <br />
- On higher difficulties, Stalkers have a chance to enrage upon sighting a Player, and have a chance to enrage when shot. <br />
- Once enraged, Stalkers will never stop sprinting until they are killed. <br />
- Movement speed is randomized, but is skewed towards higher values as difficulty increases. <br />
- Movement speed is set to maximum at all times on Hell on Earth difficulty <br />


{|class="wikitable" style="white-space:nowrap;width: 600px;text-align: center;border: 1px solid #603311;background-color:#E5EECC;font-size:1.1em;padding: 0px 20px 0px 20px;"
Stalkers move slowly when docile, and sprint when enraged.<br />On higher difficulties, Stalkers have a chance to enrage upon sighting the players, and have a chance to enrage when shot.<br />Movement speed is randomized within ± 10% range and further modified by a multiplier based on difficulty.
!
{| class="wikitable"
! scope="col" | Normal
|<small>Walking speed (per difficulty)</small>
! scope="col" | Hard
| colspan="6" rowspan="1" |<small>(360 - 440) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1.3 / 1.4)</small>
! scope="col" | Suicidal
! scope="col" | Hell on earth
|-
|-
! scope="row" | Speed (Walking)
|<small>Running speed (per difficulty)</small>
|360 - 440||360 - 440||360 - 440||360 - 440
| colspan="6" rowspan="1" |<small>(450 - 550) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1.3 / 1.4)</small>
|-
|-
! scope="row" | Speed (Enraged)
|<small>Hidden speed</small>
|450 - 550||450 - 550||450 - 550||450 - 550
| colspan="6" rowspan="1" |<small>600</small>
|-
|-
! scope="row" | Chance to Rage on Sight
|<small>Sprint chance</small>
|0%||0%||30%||75%
| colspan="6" rowspan="1" |<small>Normal - 0 / Hard - 0 / Suicidal - 0.6 / HOE - 0.75</small>
|-
|-
! scope="row" | Chance to Rage when Shot
|<small>Sprint chance (when damaged)</small>
|0%||0.05%||50%||100%
| colspan="6" rowspan="1" |<small>Normal - 0 / Hard - 0.05 / Suicidal - 1 / HOE - 1</small>
|}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.
===Sprint Conditions===
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 6 and 12 meters (600 units < distance < 1200 units). Should sprint when frustrated.
==Resistances and Weaknesses==
 
[[File:Zed StatsSheet Stalker.jpg|The Stalker|800x800px]]
 
===Damage Resistance===
 
Stalkers have resistances to some forms of damage types, and do not have any weaknesses to damage types.
{| class="wikitable"
!
!<small>Piercing</small>
!<small>Slashing</small>
!<small>Bludgeon</small>
!<small>Toxic</small>
!<small>Fire</small>
!<small>Microwave</small>
!<small>Explosives</small>
!<small>Freeze</small>
![[Mechanics_(Killing_Floor_2)#Weapons_-_Ballistic-explosive_tracing|<small>Shells</small>]]
|-
|-
!<small>Damage Multipler</small>
|<small>x1</small>
|<small>x1</small>
|<small>x1</small>
|<small>x1</small>
|<small>x0.75</small>
|<small>x0.2</small>
|<small>x0.75</small>
|<small>x1</small>
|<small>x1</small>
|}
|}


* For comparison, a healthy player character with minimal weight walks at a speed of 383, and sprints at a speed of 460. <br />
===Ballistic Resistance===
* These values are increased by 1% per level for Berserkers, Gunslingers and Medics. <br />


[[File:Zed StatsSheet Stalker.jpg|The Stalker]]
Stalkers have minor resistances to certain ballistic weaponry and are extremely vulnerable to assault rifles.
{| class="wikitable"
!
!<small>Sub-machine Gun</small>
!<small>Assault Rifle</small>
!<small>Shotgun</small>
!<small>Handgun</small>
!<small>Rifle</small>
|-
!<small>Damage Multipler</small>
|<small>x0.9</small>
|<small>x1.5</small>
|<small>x1</small>
|<small>x1</small>
|<small>x0.85</small>
|}


== Resistances ==
===Hitzones===
- Stalkers have no weaknesses, and some resistances.
 
Stalker only have one weak [[Mechanics_(Killing_Floor_2)#ZEDs_-_Hitzones|spot]], which is the head.
{| class="wikitable"
!
!<small>Damage Multiplier</small>
|-
!<small>Head</small>
|<small>x1.1</small>
|-
!<small>All other</small>
|<small>x1</small>
|}


{|class="wikitable" style="white-space:nowrap;width: 600px;text-align: center;border: 1px solid #603311;background-color:#E5EECC;font-size:1.1em;padding: 0px 20px 0px 20px;"
===[[Mechanics_(Killing_Floor_2)#Gameplay_-_Afflictions|Incapacitation]] Resistance===
!
{| class="wikitable"
! scope="col" | Ballistics
!<small>Affliction:</small>
! scope="col" | Piercing
!<small>Stun</small>
! scope="col" | Slashing
!<small>Knockdown</small>
! scope="col" | Bludgeon
!<small>Stumble</small>
! scope="col" | Toxic
!<small>Gun hit</small>
! scope="col" | Fire
!<small>Melee hit</small>
! scope="col" | Microwave
!<small>Snare</small>
! scope="col" | Explosives
|-
! scope="col" | EMP
|<small>Torso vulnerability:</small>
|<small>x2</small>
|<small>x1.5</small>
|<small>x1</small>
|<small>x0.75</small>
|<small>x2</small>
|<small>x10</small>
|-
|<small>Head vulnerability:</small>
|<small>x2</small>
|<small>x1.5</small>
|<small>x1</small>
|<small>x0.75</small>
|<small>x2</small>
|<small>x10</small>
|-
|<small>Legs vulnerability:</small>
|<small>x1</small>
|<small>x1.5</small>
|<small>x1</small>
|<small>x0.75</small>
|<small>x2</small>
|<small>x10</small>
|-
|<small>Arms vulnerability:</small>
|<small>x1</small>
|<small>x1.5</small>
|<small>x1</small>
|<small>x0.75</small>
|<small>x2</small>
|<small>x10</small>
|-
|<small>Special zone vulnerability:</small>
|<small>x1</small>
|<small>x1.5</small>
|<small>x1</small>
|<small>x0.75</small>
|<small>x2</small>
|<small>x10</small>
|-
|<small>- Incap cooldown</small>
|<small>5s</small>
|<small>1s</small>
|<small>0.5s</small>
|<small>0s</small>
|<small>0s</small>
|<small>5.5s</small>
|-
|<small>- Incap duration</small>
|<small>3s</small>
|<small>---</small>
|<small>---</small>
|<small>---</small>
|<small>---</small>
|<small>4s</small>
|-
|<small>- Dissipation rate</small>
|<small>-20/s</small>
|<small>-20/s</small>
|<small>-20/s</small>
|<small>-20/s</small>
|<small>-20/s</small>
|<small>-20/s</small>
|-
|<small>- Incap threshold</small>
| colspan="6" rowspan="1" |<small>100</small>
|-
|<small>Affliction:</small>
|<small>Poison</small>
|<small>Microwave</small>
|<small>Fire panic</small>
|<small>EMP</small>
|<small>Freeze</small>
|<small>Bleed</small>
|-
|<small>- Vulnerability</small>
|<small>x10</small>
|<small>x0.5</small>
|<small>x3</small>
|<small>x2.5</small>
|<small>x2.5</small>
|<small>x2</small>
|-
|<small>- Incap cooldown</small>
|<small>7.5s</small>
|<small>20.5s</small>
|<small>3s</small>
|<small>5s</small>
|<small>1.5s</small>
|<small>---</small>
|-
|<small>- Incap duration</small>
|<small>5.5s</small>
|<small>5s</small>
|<small>4s</small>
|<small>5s</small>
|<small>4s</small>
|<small>---</small>
|-
|<small>- Dissipation rate</small>
|<small>-10/s</small>
|<small>-20/s</small>
|<small>-10/s</small>
|<small>-50/s</small>
|<small>-20/s</small>
|<small>-20/s</small>
|-
|<small>- Incap threshold</small>
| colspan="6" rowspan="1" |<small>100 (EMP Disrupt - 25, Bleed - 65)</small>
|-
|-
! scope="row" | Damage Taken Multipler
|<small>Knockdown (getup duration)</small>
|100%||100%||100%||100%||50%||100%||50%||100%||100%
| colspan="6" rowspan="1" |<small>1.33s</small>
|-
|-
|<small>Stun (time + wakeup duration)</small>
| colspan="6" rowspan="1" |<small>3s + 1.2s, for PvP ZEDs - 2s + 1.2s</small>
|-
|<small>Freeze (time + thaw duration)</small>
| colspan="6" rowspan="1" |<small>4s + 1.2s, for PvP ZEDs - 2s + 1.2s</small>
|-
|<small>Stumble (duration)</small>
| colspan="6" rowspan="1" |<small>Between (0.87-1.33)s</small>
|-
|<small>Parry (duration)</small>
| colspan="6" rowspan="1" |<small>Between (0.93-1.2)s</small>
|}
|}


- Stalkers only have one weak spot, which is the head.  
==Behavior==
 
The Stalker is an ambush-based, melee-only ZED.<br />Upon spawning, it will walk or sprint towards the nearest player and attempt to attack them.<br />Stalkers tend to spawn from unusual locations such as ventilation shafts, high ceilings or open manholes. This allows them to attack from multiple angles and slip past defenses undetected.<br />Stalkers also tend to use their invisibility to sneak past front lines and attack players in the back more often.<br />Stalkers have the ability to dodge gunfire. When shot at, Stalkers will quickly backflip to the left or the right, or jump backwards to approach from another angle. On Suicidal and Hell On Earth, Stalkers will always dodge when shot at.<br />On Suicidal and Hell On Earth, Stalkers gain a huge boost in movement speed, as well as new attack animations that they will use when enraged. They easily become the fastest ZEDs in the game, only beaten by the bosses themselves in speed.<br />On Suicidal and Hell On Earth, Stalkers will begin to use more acrobatic attack animations, such as drop kicks and axe kicks, making their heads harder to hit once they get into attacking range.
 
==Miscellaneous Information==


{|class="wikitable" style="white-space:nowrap;width: 200px;text-align: center;border: 1px solid #603311;background-color:#E5EECC;font-size:1.1em;padding: 0px 20px 0px 20px;"
Teleportation:
!
{| class="wikitable"
! scope="col" | Hit Zone Damage Factor
|<small>Frustration delay</small>
| colspan="6" rowspan="1" |<small>Random (2.5-5)s</small>
|-
|-
! scope="row" | Head
|<small>Disabled, when total AI remains</small>
|110%
| colspan="6" rowspan="1" |<small>0</small>
|-
|-
! scope="row" | All other
|<small>Cooldown</small>
|100%
| colspan="6" rowspan="1" |<small>5s</small>
|-
|-
|}
|<small>When hidden, can use after</small>
| colspan="6" rowspan="1" |<small>5s</small>
|-
|<small>When spawned, can use after</small>
| colspan="6" rowspan="1" |<small>10s</small>
|}Unlike the other ZEDs, Stalkers are able to teleport regardless from amount of the remaining AIs, while for other lesser ZEDs teleportation being completely disabled when less than 12 ZEDs remain throughout the wave.
 
Various information:
 
* (PvP) Rally boost: forces AI Stalkers to sprint, players do x1.2 more damage.
* Damage to doors (possible values) = 9 / 27.
* ZED mass = 50.
* 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 6 and 12 meters (600 units < distance < 1200 units). Should sprint when frustrated.
* Stalker has a chance to evade upon taking damage. Stalker has a chance to evade certain damage sources. 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.
* Once hit in the head (at least 1 piece of skull chunk lost) Stalker will lose its ability to cloak.
* When shot Stalker will re-cloak, after 0.35 seconds, if weapon featuring Melee hit power - after 1 second.


== Behavior and Extermination Tactics ==
==Extermination Tactics==
- Stalkers are tricky enemies. They are nearly invisible while moving, only uncloaking when attacking or damaged. Like Crawlers, they are ambush based Zeds that spawn from unusual spots like ventilation shafts and open manholes.<br />
- Stalkers can be seen by a faint white outline of their silhouette, or by their moving shadows. Judge where their head is from their visage, and shoot accordingly. When they are damaged, they will fade out of invisibility for a second before fading back in. <br />
- Once they manage to get into melee range, head shots are no longer an option due to their highly acrobatic attacking animations. Aim center mess and and let their low body health work for you. <br />
- [[Commando_(Killing_Floor_2)|Commandos]] can see Stalkers while they are cloaked. They will appear as highlighted red silhouettes that shine regardless of background. A level 15 Commando with the "Call Out" skill will allow everyone on the team to see Stalkers just as well as him. This is important on higher difficulties to prevent ambushes. <br />
- [[Firebug_(Killing_Floor_2)|Firebugs]] can set them on fire to prevent them from cloaking. <br />


Stalkers are extremely fragile. just about any form of weaponry will take them out very quickly.<br />Stalkers are invisible to all players except the [[Commando_(Killing_Floor_2)|Commando]]. The Commando is able to see Stalkers as a red silhouette that glows no matter what the lighting condition is. Other players will also be able to see Stalkers that the Commando is able to see, depending on the level of the Commando (2m to 50m distance).<br />Stalkers only break invisibility to attack or when shot. They can be seen as a faint, shimmering outline when they are invisible when the team does not have a Commando.<br />A less reliable way to find Stalkers is to look for them among groups of Crawlers, as Stalkers and Crawlers tend to spawn together in the same spots, though this isn't always the case. Stalkers are more unpredictable.<br />If the Stalker sustains a non-fatal headshot, it will lose the ability to cloak.<br />Ammunition can be saved in early waves by switching to the knife and cutting their heads off, though this is significantly more difficult compared to Clots, given their acrobatic attack animations. They also output significantly more damage, making knifing them a lot riskier, plus they are invisible, thus it is harder to see and anticipate their approach.<br />Extremely weak to Assault Rifles, making the [[Commando_(Killing_Floor_2)|Commando]] the best perk for quickly exterminating huge groups of Stalkers at a distance. Commandos are also the most likely to kill them as they can see cloaked Stalkers the best.<br />Be careful when throwing grenades or using explosives without a Commando on the team, as Stalkers can show up in front of you and block grenades, causing them to drop at your feet, and block explosives from going off entirely as the projectile connects with them within the arming safety distance.


- Unlike other enemies, the Stalkers don't gain new attacks when enraged. Instead, their new attacks are determined by the difficulty level. When enraged, Stalkers sprint with their heads lower to the ground. <br />
==Gallery==
- On Suicidal and Hell on Earth, Stalkers gain the ability to perform a powerful melee combo attack that hits multiple times, as well as dropkicks and somersaulting axe kicks. <br />
- On higher difficulties, Stalkers are usually responsible for destroying the armor of players, as a few of them usually slip through defenses on a team without Commandos. <br />


== Gallery ==
<gallery>
<gallery>
File:Kf2_stalker_gallery_1.png|Artbook concept|alt=Artbook
File:Kf2_stalker_gallery_2.png|Artbook renders|alt=Artbook
</gallery>
</gallery>


{{KF2NavBox}}
{{KF2NavBox}}
poop

Latest revision as of 09:03, 27 June 2018

The Stalker

The Stalker is a common specimen in Killing Floor 2. It is classified as a lesser enemy, and therefore, cannon fodder. Stalkers are unique in that they possess a cloaking device which renders them nigh-invisible to players (except Commandos, who can see and call them out).

Base Statistics

Normal Hard Suicidal Hell on earth
Kill Reward 15 15 15 15
XP 8 10 10 10
Health (body) 56 75 75 75
Health (head) 15 20 20 20

For kill reward calculations read Dosh Mechanics.

Attacks

Melee (base damage) 9
Melee (damage multipliers vs. doors) 1/3
Melee (damage multipliers vs. players) 0.5/0.75/1
Melee (range) 180

The base damage value further modified by the difficulty-specific multipliers.

XP Notes

  • 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.

Speed

Stalkers move slowly when docile, and sprint when enraged.
On higher difficulties, Stalkers have a chance to enrage upon sighting the players, and have a chance to enrage when shot.
Movement speed is randomized within ± 10% range and further modified by a multiplier based on difficulty.

Walking speed (per difficulty) (360 - 440) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1.3 / 1.4)
Running speed (per difficulty) (450 - 550) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1.3 / 1.4)
Hidden speed 600
Sprint chance Normal - 0 / Hard - 0 / Suicidal - 0.6 / HOE - 0.75
Sprint chance (when damaged) Normal - 0 / Hard - 0.05 / Suicidal - 1 / HOE - 1

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.

Sprint Conditions

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 6 and 12 meters (600 units < distance < 1200 units). Should sprint when frustrated.

Resistances and Weaknesses

The Stalker

Damage Resistance

Stalkers have resistances to some forms of damage types, and do not have any weaknesses to damage types.

Piercing Slashing Bludgeon Toxic Fire Microwave Explosives Freeze Shells
Damage Multipler x1 x1 x1 x1 x0.75 x0.2 x0.75 x1 x1

Ballistic Resistance

Stalkers have minor resistances to certain ballistic weaponry and are extremely vulnerable to assault rifles.

Sub-machine Gun Assault Rifle Shotgun Handgun Rifle
Damage Multipler x0.9 x1.5 x1 x1 x0.85

Hitzones

Stalker only have one weak spot, which is the head.

Damage Multiplier
Head x1.1
All other x1

Incapacitation Resistance

Affliction: Stun Knockdown Stumble Gun hit Melee hit Snare
Torso vulnerability: x2 x1.5 x1 x0.75 x2 x10
Head vulnerability: x2 x1.5 x1 x0.75 x2 x10
Legs vulnerability: x1 x1.5 x1 x0.75 x2 x10
Arms vulnerability: x1 x1.5 x1 x0.75 x2 x10
Special zone vulnerability: x1 x1.5 x1 x0.75 x2 x10
- Incap cooldown 5s 1s 0.5s 0s 0s 5.5s
- Incap duration 3s --- --- --- --- 4s
- Dissipation rate -20/s -20/s -20/s -20/s -20/s -20/s
- Incap threshold 100
Affliction: Poison Microwave Fire panic EMP Freeze Bleed
- Vulnerability x10 x0.5 x3 x2.5 x2.5 x2
- Incap cooldown 7.5s 20.5s 3s 5s 1.5s ---
- Incap duration 5.5s 5s 4s 5s 4s ---
- 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) 1.33s
Stun (time + wakeup duration) 3s + 1.2s, for PvP ZEDs - 2s + 1.2s
Freeze (time + thaw duration) 4s + 1.2s, for PvP ZEDs - 2s + 1.2s
Stumble (duration) Between (0.87-1.33)s
Parry (duration) Between (0.93-1.2)s

Behavior

The Stalker is an ambush-based, melee-only ZED.
Upon spawning, it will walk or sprint towards the nearest player and attempt to attack them.
Stalkers tend to spawn from unusual locations such as ventilation shafts, high ceilings or open manholes. This allows them to attack from multiple angles and slip past defenses undetected.
Stalkers also tend to use their invisibility to sneak past front lines and attack players in the back more often.
Stalkers have the ability to dodge gunfire. When shot at, Stalkers will quickly backflip to the left or the right, or jump backwards to approach from another angle. On Suicidal and Hell On Earth, Stalkers will always dodge when shot at.
On Suicidal and Hell On Earth, Stalkers gain a huge boost in movement speed, as well as new attack animations that they will use when enraged. They easily become the fastest ZEDs in the game, only beaten by the bosses themselves in speed.
On Suicidal and Hell On Earth, Stalkers will begin to use more acrobatic attack animations, such as drop kicks and axe kicks, making their heads harder to hit once they get into attacking range.

Miscellaneous Information

Teleportation:

Frustration delay Random (2.5-5)s
Disabled, when total AI remains 0
Cooldown 5s
When hidden, can use after 5s
When spawned, can use after 10s

Unlike the other ZEDs, Stalkers are able to teleport regardless from amount of the remaining AIs, while for other lesser ZEDs teleportation being completely disabled when less than 12 ZEDs remain throughout the wave.

Various information:

  • (PvP) Rally boost: forces AI Stalkers to sprint, players do x1.2 more damage.
  • Damage to doors (possible values) = 9 / 27.
  • ZED mass = 50.
  • 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 6 and 12 meters (600 units < distance < 1200 units). Should sprint when frustrated.
  • Stalker has a chance to evade upon taking damage. Stalker has a chance to evade certain damage sources. 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.
  • Once hit in the head (at least 1 piece of skull chunk lost) Stalker will lose its ability to cloak.
  • When shot Stalker will re-cloak, after 0.35 seconds, if weapon featuring Melee hit power - after 1 second.

Extermination Tactics

Stalkers are extremely fragile. just about any form of weaponry will take them out very quickly.
Stalkers are invisible to all players except the Commando. The Commando is able to see Stalkers as a red silhouette that glows no matter what the lighting condition is. Other players will also be able to see Stalkers that the Commando is able to see, depending on the level of the Commando (2m to 50m distance).
Stalkers only break invisibility to attack or when shot. They can be seen as a faint, shimmering outline when they are invisible when the team does not have a Commando.
A less reliable way to find Stalkers is to look for them among groups of Crawlers, as Stalkers and Crawlers tend to spawn together in the same spots, though this isn't always the case. Stalkers are more unpredictable.
If the Stalker sustains a non-fatal headshot, it will lose the ability to cloak.
Ammunition can be saved in early waves by switching to the knife and cutting their heads off, though this is significantly more difficult compared to Clots, given their acrobatic attack animations. They also output significantly more damage, making knifing them a lot riskier, plus they are invisible, thus it is harder to see and anticipate their approach.
Extremely weak to Assault Rifles, making the Commando the best perk for quickly exterminating huge groups of Stalkers at a distance. Commandos are also the most likely to kill them as they can see cloaked Stalkers the best.
Be careful when throwing grenades or using explosives without a Commando on the team, as Stalkers can show up in front of you and block grenades, causing them to drop at your feet, and block explosives from going off entirely as the projectile connects with them within the arming safety distance.

Gallery

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