Vermintide 2 Wiki
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Tag: Visual edit
Tag: Visual edit
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===Mass===
 
===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.
 
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.
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===Shields===
 
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=== Ambience ===
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]].
 
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=== Patrols ===
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<blockquote>''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.''</blockquote>Patrols are large groups of elites and horde enemies which march around set paths on maps. 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.
   
 
==Enemy Groups==
 
==Enemy Groups==
 
An enemy grouping is a collection of enemy units which share similar traits/roles as one another.
 
An enemy grouping is a collection of enemy units which share similar traits/roles as one another.
===[[Infantry|Infantry/Horde Units]]===
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===Horde Mobs===
The weakest type of enemy, Infantry units are are found as ambient enemies and in [[Horde|hordes]]. There are two infantry units per [[faction]], with shield variants for clanrats and marauders
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The weakest type of enemy, horde units are are found as ambient spawn and in [[Horde|hordes]]. There are two infantry units per [[faction]], with unique variants of some
   
 
* [[Skavenslave|Slave Rat]]
 
* [[Skavenslave|Slave Rat]]
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* [[Gor]]
 
* [[Gor]]
   
===[[Elites]]===
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===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|armoured]], such as [[Stormvermin]] and [[Chaos Warriors]], while others like the [[Plague Monk]] and [[Savage]] mainly deal high damage. Elites can also form [[Elites#Patrol|patrols]] that roam the map and can be extremely dangerous.
 
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|armoured]], such as [[Stormvermin]] and [[Chaos Warriors]], while others like the [[Plague Monk]] and [[Savage]] mainly deal high damage. Elites can also form [[Elites#Patrol|patrols]] that roam the map and can be extremely dangerous.
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===[[Specials]]===
 
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* [[Stormvermin]] ([[Stormvermin#Shielded|Shieldvermin]])
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* [[Plague Monk]]
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* [[Mauler]]
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* [[Chaos Warrior]]
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* [[Savage]]
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* [[Bestigor]]
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===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.
 
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.
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===[[Monsters]]===
 
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* [[Gutter Runner]]
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* [[Packmaster]]
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* [[Poison Wind Globadier]]
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* [[Ratling Gunner]]
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* [[Warpfire Thrower]]
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* [[Blightstormer]]
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* [[Lifeleech]]
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* [[Standard Bearer]]
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===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.
 
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]]===
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===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.
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Bosses are large, powerful foes 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==
 
==Armour Classes==

Revision as of 00:17, 25 February 2020

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.

General Information

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.

Ambience

Patrols

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 maps. 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.

Enemy Groups

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

Horde Mobs

The weakest type of enemy, horde units are are found as ambient spawn and in hordes. There are two infantry units per faction, with unique variants of some

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 large, powerful foes 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:

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.

Enemy Table

Name Faction Type Armour Class Weak Spot Man-Sized Friendly Fire
Skavenslave Skaven Infantry Infantry Head
Fanatic Chaos Infantry Infantry Head
Clanrat Skaven Infantry Infantry Head
Clanrat (Shield) Skaven Infantry Infantry Head
Raider Chaos Infantry Infantry Head
Bulwark Chaos Infantry Infantry Head
Gor Beastmen Infantry Infantry Head
Ungor Beastmen Infantry Infantry Head ✔/X (Ranged)
Plague Monk Skaven Elite Berserker Head
Savage Chaos Elite Berserker Head
Mauler Chaos Elite Infantry Head (Armoured)
Stormvermin Skaven Elite Armoured Head
Stormvermin (Shield) Skaven Elite Armoured Head
Chaos Warrior Chaos Elite Armoured Head
Bestigor Beastmen Elite Armoured Head (Armoured)
Ratling Gunner Skaven Special Armoured Head
Gutter Runner Skaven Special Infantry Head
Poison Wind Globadier Skaven Special Infantry Head
Warpfire Thrower Skaven Special Armoured Head
Packmaster Skaven Special Monster Head
Sack Rat Skaven Special Infantry Head
Lifeleech Chaos Special Infantry Head
Blightstormer Chaos Special Infantry Head
Standard Bearer Beastmen Special Armoured Head
Rat Ogre Skaven Monster Monster Head
Stormfiend Skaven Monster Monster Back, Head (Armoured)
Chaos Spawn Chaos Monster Monster Head ?
Bile Troll Chaos Monster Monster Head
Minotaur Beastmen Monster Infantry Head
Burblespue Halescourge Chaos Boss Monster Head ?
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 Back, Head (Armoured)
Rasknitt Skaven Boss Infantry Head

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.

Enemies
Infantry Clanrat (Shielded) • FanaticGorRaider (Bulwark) • SkavenslaveUngorUngor Archer
Elites BestigorChaos WarriorMaulerPlague MonkSavageStormvermin (Shielded)
Specials BlightstormerGutter RunnerLifeleechPackmasterPoison Wind GlobadierRatling GunnerSack RatStandard BearerWarpfire Thrower
Monsters Bile TrollMinotaurRat OgreSpawn of ChaosStormfiend
Lords Burblespue HalescourgeSkarrik SpinemanglrBödvarr Ribspreader • (Gatekeeper Naglfahr) • (Deathrattler) • RasknittNurgloth the Eternal