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.
- 1 General Information
- 2 Enemy Groups
- 3 Bosses
- 4 Bosses and Damage Reduction
- 5 Armour Classes
- 6 Enemy Table
- 7 Unused Enemies
Factions are race divisions of enemies and consists of Skaven, Chaos, and Beastmen. 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 equipment Properties that affect factions. 'Power vs. Skaven' and 'Damage Reduction vs. Skaven' are effective against all Skaven. 'Power vs. Chaos' and 'Damage Reduction vs. Chaos' are effective against both Beastmen and Rotbloods.
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
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.
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.
Facing a lone Stormvermin is challenging enough, but all too often these vermin group together in patrolling warbands. Such encounters are challenging to the point that even veteran warriors are known to choose discretion over valour, allowing the patrol to pass rather than confronting it head-on.
Patrols are large groups of Elites and Horde enemies which march around set paths on Missions. If a Hero gets too close to a patrol or Attacks them, they will Aggro onto the offending hero; additionally, if their only target(s) die or are invisible they will go back to patrolling. Patrols can easily be avoided by staying away from their pathing.This strategy becomes more viable on higher difficulties as the number of elites per patrol increases.
An enemy grouping is a collection of enemy units which share similar traits/roles as one another.
The weakest type of enemy, horde units can spawn as ambiance, in patrols, and in hordes. There are two infantry units per faction, with some having multiple variants.
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 mission and can be extremely dangerous.
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.
- Gutter Runner
- Poison Wind Globadier
- Ratling Gunner
- Sack Rat
- Warpfire Thrower
- Standard Bearer
Miscellaneous is a loose-type for enemies which don't fit into other categories.
Bosses are the largest, most powerful foes found in the game. They are among the most formidable of foes as their intimidating size coupled with their raw strength and enormous health pools make them dangerous to fight even for the most coordinated of teams. Even with their large health pools, all bosses have Natural Damage Reduction. Monsters are seldom alone, often bringing with them a mix of hordes, elites, and specials. Lords will summon underlings to assist them.
Monsters are an enemy type that have a chance to spawn at predefined triggers in the map. Upon hitting a trigger, a monster will rush towards the heroes and a wall of flame or acid will block the hero's path forward. Players can identify a monster before seeing them through unique boss stingers and music that plays when they spawn. In the base game, all monsters have Monster armour; however, Minotaur which were added in Winds of Magic actually have berserker armour.
Monsters consist of:
Lords are unique, named bosses which are tied to the overarching story of the game. There is one Lord per act, each appearing within the final sequence of their respective map. The Skittergate also contains two unique bosses that are not technically considered Lords in respect to challenges yet they possess traits shared with the four lords.
- Burblespue Halescourge during Act I, Halescourge
- Skarrik Spinemanglr during Act II, Into the Nest
- Bödvarr Ribspreader during Act III, The War Camp
- Gatekeeper Naglfahr, Deathrattler, and Rasknitt during Act IV, The Skittergate
- Nurgloth the Eternal in the final mission of The Curse of Drachenfels, The Enchanter's Lair
Bosses and Damage Reduction
All boss enemies have one of these three types of damage reduction: Lord damage reduction, Armoured Boss damage reduction, and Boss damage reduction. Base damage, headshot/crit damage, backstab damage, and power boost damage are all individually weighted based on reduction type.
- Damage reduction is the mitigation of general damage output (excluding other damage modifiers like headshots and potions).
- Headshot boost reduction is the mitigation of headshot and crit damage.
- Power boost reduction is the mitigation of power-enhancing effects. This includes strength potions and abilities from Shade, Huntsman, and Ranger Veteran.
- Backstab damage reduction is a unique modifier for shade.
Lord Damage Reduction
- Damage reduction of 80%
- Headshot boost reduction of 75%
- Power boost reduction of 50%
- Backstab damage reduction of 50%
Armoured Boss Damage Reduction
Armoured Lords have:
- Damage reduction of 20%
- No headshot reduction
- Power boost reduction of 50%
- Backstab damage reduction of 25%
Boss Damage Reduction
- Damage reduction of 45%
- Headshot boost reduction of 50%
- Power boost reduction of 50%
- Backstab damage reduction of 25%
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.
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.
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 is an extension 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.
Power vs Berserkers does bonus damage to Berserker enemies.
Power vs Monsters does bonus damage to Resistant enemies.
|Name||Faction||Type||Armour Class||Weak Spot||Man-Sized||Friendly Fire|
|Chaos Warrior||Chaos||Elite||Super Armor||Head|
|Poison Wind Globadier||Skaven||Special||Infantry||Head||✔||✔|
|Standard Bearer||Beastmen||Special||Super Armor||Head|
|Stormfiend||Skaven||Monster||Monster||Head (Armoured), Back||✔|
|Skarrik Spinemanglr||Skaven||Boss||Super Armor||Head||✔|
|Bödvarr Ribspreader||Chaos||Boss||Super Armor||Head||✔|
|Gatekeeper Naglfahr||Chaos||Boss||Super Armor||Head|
|Deathrattler||Skaven||Boss||Monster||Head (Armoured), Back||✔|
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.
|Infantry||Clanrat (Shielded) • Fanatic • Gor • Raider (Bulwark) • Skavenslave • Ungor • Ungor Archer|
|Elites||Bestigor • Chaos Warrior • Mauler • Plague Monk • Savage • Stormvermin (Shielded)|
|Specials||Blightstormer • Gutter Runner • Lifeleech • Packmaster • Poison Wind Globadier • Ratling Gunner • Sack Rat • Standard Bearer • Warpfire Thrower|
|Monsters||Bile Troll • Minotaur • Rat Ogre • Spawn of Chaos • Stormfiend|
|Lords||Burblespue Halescourge • Skarrik Spinemanglr • Bödvarr Ribspreader • (Gatekeeper Naglfahr) • (Deathrattler) • Rasknitt • Nurgloth the Eternal|