Difference between revisions of "EMP Grenade"

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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 will both damage and may also stun them for a brief time.
+
*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

KF2 Icon.png
KF2 Icon.png
This page is under construction.
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
KF2EMP Grenade.png
"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)
Cost £
Weight
Can sell/buy no
- -
Weapon Information
Ammo cost (Grenade) £40
Ammo capacity 5
Magazine capacity
Damage 100
Impact damage {{{ImpactDamage}}}
Fuse time 2 seconds
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 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.