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 electricpulse that will both damage and may also stun them for a brief time.
*Generates an electric pulse that will both damage and may also stun them for a brief time.


'''Flavor text'''
'''Flavor text'''
*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.
*"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."
 
'''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 stop their rage.
*Causes no self-damage, can be thrown at one's feet without consequence.


==Extra==
They do relatively low damage in comparison to the other class grenades. However, they have a stasis effect similar to Killing Floor 1's [[Zed_Eradication_Device | ZED Gun]] stasis. The EMP grenade not only slows zeds that are put into stasis, it has the unique capability to cancel a zed's rage and block it from starting for the duration of the stasis. More on that [[Strategy_(Killing_Floor_2)| here]].
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Revision as of 12:58, 17 July 2015

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Killing Floor 2 item
EMP Grenade
'
General Information
Perk [[ Berserker]]
Cost £
Weight
Can sell/buy no
- -
Weapon Information
Ammo cost (grenade) £40
Ammo capacity 5
Magazine capacity 1
Damage 100
Impact damage {{{ImpactDamage}}}
Fuse time {{{Fuse}}}
Radius 600
Head multiplier
Pellets {{{Pellets}}}
Accuracy
Penetration
Fire Rate
Reload time
Healing Information
Heal amount {{{HealAmount}}}
Healing duration {{{HealDuration}}}
Heal charge cost {{{HealChargeCost}}}
Charge regen rate {{{ChargeRegenRate}}}
Misc
Attachments

Description The EMP Grenade is the Berserker's starting grenade.

  • Generates an electric pulse that will both damage and may also stun them for a brief time.

Flavor text

  • "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."

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 stop their rage.
  • Causes no self-damage, can be thrown at one's feet without consequence.