EMP Grenade: Difference between revisions
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'''Description''' | '''Description''' | ||
The '''EMP Grenade''' is the [[Berserker_(Killing_Floor_2) | Berserker]]'s starting grenade. | The '''EMP Grenade''' is the [[Berserker_(Killing_Floor_2) | Berserker]]'s starting grenade. | ||
*Generates an electric pulse that | *Generates an electric pulse that damages and may also stun Zeds for a brief time. | ||
'''Strategy''' | '''Strategy''' |
Revision as of 19:47, 17 December 2015
![](/TWIimages/thumb/7/7a/KF2_Icon.png/64px-KF2_Icon.png)
![](/TWIimages/thumb/7/7a/KF2_Icon.png/64px-KF2_Icon.png)
The contents are not final and information may be incorrect or temporary.
You are welcome to assist in the construction.
Killing Floor 2 item | |
EMP Grenade | |
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"If you want more detail - on detonation, it gererates a nanosecond electro-magnetic pulse that will disrupt electrical systems within a short range. Particularly those within the Zeds. Handy, that." | |
General Information | |
Perk | Berserker (Killing Floor 2) |
Can sell/buy | no |
Weapon Information | |
Ammo cost (Grenade) | £40 |
Ammo capacity | 5 |
Damage | 100 |
Fuse time | 2 seconds |
Radius | 600 |
Description The EMP Grenade is the Berserker's starting grenade.
- Generates an electric pulse that damages and may also stun Zeds for a brief time.
Strategy
- Will slow any effected zeds, as well as disable rage and special attacks (e.g. a Siren's scream), for a short time
- Fleshpounds require two grenades to disable their rage.
- Causes no self-damage, can be thrown at one's feet without consequence.