Enemies

Enemies are all hostile creatures encountered by the Heroes in Vermintide 2. Enemies can vary greatly in size, strength, durability, but also in their attack patterns and behaviour. On top of this, some enemies have unique abilities, which increases their threat level greatly. For the players to survive, it is vital to know what enemy you face and which tactics to use accordingly.

Factions
Factions are race divisions of enemies. All base game enemies belong to either The Rotblood Tribe (often simply called "Chaos") or the Skaven. Beastmen were added into the game with the Winds of Magic DLC.

There are two 'Power Vs.' charm properties for factions. 'Power Vs. Skaven' is self-explanatory while 'Power Vs. Chaos' increases power against both Beastmen and Rotbloods.

Hit Points
Enemies have set hit points based on the game difficulty. Every enemy has their own hit point value, which can be found on their individual page.

Headshots / Weak Spots
All enemies take increased damage from headshots as a headshot multiplier

Stagger resistance
Enemies have a stagger resistance stat based on the game difficulty. This value determines whether an enemy is staggered when hit by a certain attack. Stronger enemies generally have a higher stagger resistance.

Mass
Enemies have a mass stat based on the game difficulty. Mass determines the amount of bodies a weapon is able to cleave before stopping in its swing.

Shields
Some units carry shields, which allows them to block damage coming from any angle (just like the player is able to block damage from behind). These enemies can be forced to lower their shield by continued attacks, or by a number of pushes. Some weapons are also capable of either breaking shields or bypassing them entirely, such as Saltzpyre's Flail.

Enemy Groups
An enemy grouping is a collection of enemy units which share similar traits/roles as one another.

Infantry/Horde Units
The weakest type of enemy, Infantry units are are found as ambient enemies and in hordes. There are two infantry units per faction, with shield variants for clanrats and marauders


 * Slave Rat


 * Clanrat (Shielded)
 * Fanatic
 * Marauder (Bulwark)
 * Ungor (Archers)
 * Gor

Elites
The term 'Elite' refers to enemies who can be pinged but are not technically Specials. They are harder to kill and hit harder than regular Infantry units. Elites might be armoured, such as Stormvermin and Chaos Warriors, while others like the Plague Monk and Savage mainly deal high damage. Elites can also form patrols that roam the map and can be extremely dangerous.

Specials
Special enemies have a variety of unique abilities, such as the Packmaster's ability to snatch a hero and drag them away, or the Globadier's ability to throw gas bombs at the party. The details of each Special's abilities are too many to list here and are detailed on their individual pages.

Monsters
The large, powerful enemies found in the game are called Monsters. These enemies spawn randomly or sometimes as a scripted event. Monsters have an enormous health pool, hit hard and can even fling players across the map. It usually takes a full party to take one of these enemies, and even then, beginning players can expect casualties. When a talent says it activates when a Boss dies, Monsters are included in this. Trolls, Stormfiends, Ogre Rats and Chaos Spawn are all examples of monsters.

Bosses
Bosses are enemies that appear during scripted events, usually found at the end of special Boss Missions. They are difficult to take down and have a variety of unique abilities.

Armour Classes
The armour class of an enemy determines its resilience to certain damage, as well as which 'Power vs'-weapon property works against this enemy. There are four armour types in the game.

Infantry
Unarmoured enemies wear no or little armour, making all parts of their bodies susceptible to all attacks. The head can still be hit for bonus damage. Among others, all Infantry enemies have this class.

Power vs Infantry does bonus damage to Unarmoured enemies.

Armoured
Armour deflects blows and negates damage, so it is best to avoid striking it. When an attack is completely deflected by armor, a small red skaven-shield shortly shows up below the cursor of the player, indicating no damage is done. All Armoured units are still vulnerable for head-shots, so you should always aim to hit the head with both ranged and melee. Though there are ways to penetrate armour, keep in mind that it always negates a part of the damage done. The following methods allow heroes to bypass armour to different extents, depending on the attack used:
 * Critical hits
 * Heavy Attacks (except bashes)
 * Strength Potions
 * Weapon attacks with the Armour Piercing characteristic
 * Weapons with the Shield Breaking or Ignore Shields characteristic

Super Armour
Super Armour is a sub-class of the Armoured class. The Chaos Warrior, Standard Bearer, and three bosses (Skarrik, Gatekeeper Naglfahr, and Bödvarr Ribspreader) has super armour. The main difference is that their armour negates more damage from attacks that should bypass it (listed above). This means that aiming for weak points becomes even more critical for dealing damage.

Power vs Armoured does bonus damage to Armoured enemies.

Berserker
Berserkers are a sub-group of Elites consisting of Plague Monks and Savages.

Power vs Berserkers does bonus damage to Berserker enemies.

Monster
Enemies with this armour class have a natural defense against damage and have high stagger resistance: only certain Hero abilities and bombs can stagger them. All Monsters have this armour class.

Power vs Monsters does bonus damage to Resistant enemies.

Unused Enemies
Some enemy names and models are found in the data, but are unused thus far. These include a Chaos Zombie with a lying, bloated corpse-like body, a Plague Sorcerer, Tentacle Sorcerer (which looks exactly like the Lifeleech) and Chaos Tentacle with a simple blob as body. Additionally, there is a Stormvermin Champion model, looking exactly like Chieftain Krench, one of the bosses of Vermintide 1. It is unknown whether or not these enemies will be added at a later date.