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Zombies Abilities

popstarfreas edited this page Oct 7, 2019 · 4 revisions

Information

Abilities will have either or both of a passive and active part. A Passive part of an ability is something that happens automatically without manual input, whilst an active part of an ability is one that requires manual input to trigger.

Manual inputs rely on a combination of movement keys. The below assumes movement keys are bound to WASD. So S S would mean press the 'S' key twice in rapid succession.

Barrage

S S

Launches one homing rocket after the other while your character is slowed with debuffs

Coward

Passive

This ability activates when you get hit below half your health.

Dual Wield

S S

Mode 1. Shoots in opposite directions.

W W

Mode 2. Shoots in a v shape.

S W

Mode 3. Shoots in a tight v shape.

Guardian

Each upgrade will add 1 guardian to deploy. Guardians stay close and use melee.

S S

Deploy a guardian

Shaman

Passive

Heals users around you. The amount of healing is based on the Upgrade and Health Stored.

W W

Takes life of allies around you, and your own hp too. This increases stored health.

S W

At max stored health, this allows you to increase the max HP of allies around you, as well as yourself.

Time Warp

S S

Takes you back to where you were previously, including your hp.

W S

Forces enemies to stay still for a period of time.

Sentry

S S

Places a sentry.

W W

Upgrades the closest sentry.

S W

Picks up the closest sentry.

W S

Changes sentry type to place.

Types

Minigun

Minishark wielding sentry. Small damage, but rapid firing.

Sniper

Sniper wielding sentry. High damage, but slow fire rate.

Emitter

Unarmed Sentry. Debuffs enemies that get close with Confused and Ichor.

Nade

Grenade Sentry. Good knockback and area damage. Slow fire rate.

Bank

Unarmed Sentry. Stores score that it pays out at the end of the round. Score is gained by nearby other sentries (not other peoples sentries) hitting enemies, or from other sentries (not other peoples) being killed.

Tank

Melee sentry. Wields a really slow and low damaging platinum shortsword. High health.

Unlockables

You must be at least a Trading Member (or Crew) to be able to unlock abilities.

Telekinesis

Unlocked via

Getting Crew

S S

Pushes enemies away.

W W

Pulls enemies towards you.

S W

Applies an upward velocity to your character. Can be used while in the air.

Self Repair

Unlocked via

Getting to round 10, in 100 different solo matches.

S S

Activate charging mode to charge up a burst of healing via damage.

Wish

Unlocked via

Complete round 15 on Shadow's Descent.

S S

Make a wish (you don't make it, your character does).

Vampirism

Unlocked via

Only while wearing the full vampire vanity.

Passive

Heal through damage at the expense of suffering increasing debuffs

Astral Projection

Unlocked via

Not yet available

S S

Leave your body and ignore enemies to travel around the map, use chests and revive others. Your body may still take damage and die. Using this again will return you to your body.

W W

Send out a projection of yourself that will take the aggro of enemies.

Valiant

Unlocked via

Get to round 12 without taking damage while using Coward.

Passive

Have a regen buff while close to enemies (requires line of sight). Regen buffs increase with the closer to enemies you are. When getting hurt, gain random debuffs.

Reverent

Unlocked via

Not yet available

Passive

Heals nearby allies that are not at full hp, increasing in heal rate while healing them. Each heal tick increases insanity, which will cause debuffs at certain stages and eventually will start damaging allies instead of healing them. Insanity drains when not healing anyone.

Contractor (Unavailable)

Spawns the Contractor. He will give out contracts that you can accept for a buy-in amount. If you complete the contract, you will be payed the reward. Contracts spawn special mobs that you must kill within a time limit to complete the contract.

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