Berserker

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Icon of the Berserker.

The Berserker is the melee specialist of the team, and as such is almost always on the front line beating back the horde. Their focus is entirely on melee and can effectively use the Knife, Machete, Fire axe, Katana and Chainsaw in place of using a gun.

Since they are always in the thick of combat, Berserkers have a number of abilities to aid in their survival. Their melee damage and swing speed are drastically improved, and unlike other classes their movement speed is not reduced for weapons like the axe or machete (although it is for the chainsaw). When wielding any melee weapon other than the chainsaw, the Berserker can move up to 20% faster than other classes. They also enjoy resistance to all damage types in the game; especially Bloat acid, and they cannot be grabbed by Clots, which makes the Berserker a perfect candidate for deflecting aggro off of other players. Berserkers typically aim to carry 1 of 2 weapons, the Katana or the Chainsaw. Either option however can cut down standard foes very quickly, and will frequently extend ZED-time for the entire team. The Berserker is also one of the cheaper classes to maintain as they rarely need to purchase ammunition, once he has bought up his main weapon and armour he can support his team by giving them any excess money for their better weapons.

Despite all his bonuses the Berserker is a reasonably difficult class to play. He is the first contact for most specimens and as such needs to handle incoming threats before they can strike him, but there are a few specimens that can make this quite difficult.

Crawlers pose a big threat as they are very common, small and fast. They prove a difficult target to hit, especially when they leap, and when on the ground they are very hard to hit due to their size. They will chip away at the Berserker's Combat armour over the course of the round, making it easier for larger specimens to overwhelm him. Back peddling out of the range of their jump and striking when they land is one of the few ways to avoid taking damage. Gorefasts aren’t much of a threat as long as the Berserker can see them coming, but with a successful charge they can deal large damage and cut through big chunks of armour. Sirens and Husks are both ranged specimens and will require the Berserker to close down on them fast to prevent their attacks. This is made much harder when other specimens are blocking the route, especially with the Siren, as it will allow them to deal heavy damage to the player. One of the best ways to approach them is usually from around corners as their screams and fireballs cannot reach through walls, and will allow the Berserker to ambush them before they can let off a full attack. Alternatively the Berserker can take a Bullpup or Lever-action rifle to aid in dealing with these threats, but on harder difficulties the lack of damage may be problematic.

A final note in regards to Fleshpounds, the Fleshpound is not succeptable to a critical headshot unlike most specimens and cannot be decapitated with any weapon. This coupled with their high speed and very heavy damage output makes them exceedingly dangerous to an unsuspecting Berserker. They are however weak against grenades, so stacking 2 or 3 at their feet can allow the Berserker to take off a large amount of health before attacking with heavy damage melee attacks to finish them off.

The Berserker does generally take some practise to function effectively, but in the hands of a skilled player it serves a vital role cutting down the bulk of specimens, and absorbing the brunt of damage off of the rest of the team.

Levelling tactics

  • Though levelling this perk can be quite difficult, one of the easiest ways is to enable 'Clot-Buster' and hide in an area where the Clot's can only reach you from one direction. One of the easiest places to do this is on WestLondon, in the small alcove, on the street opposite the Police station car park, around the corner from the Trader. You need to buy a Chainsaw as soon as possible, then you can crouch in the doorway (and even weigh down your primary fire key) then let the Clots walk onto your blades. The Patriarch makes this tactic awkward, but you can simply quit then start again if necessary (A word of warning: Sometimes the mutators dont function perfectly, and often spawn a few Fleshpound's in later levels. You might have to keep watch so you dont end up getting killed by one of these manic beasts).
    • Though this tactic takes time, its one of the safest ways to level the Berserker.
  • This tactic is extremely difficult, but effective. Set the difficulty as high as you can managed ("Suicidal" would be the most efficent for farming points), activate the mutator "Bloat-ed" and select the map Farm. Use any perk on the first wave to survive (Sharpshooter is advised, because of the extra headshot damage. However, if you have a perk that spawns with a powerful weapon then try that). On the second wave change to the Berserker perk and buy a Katana. In the successive waves use hit and run tactics on the specimens: run forward towards the nearest Bloat, hit it in the head, then run back. For each killed Bloat you get 1k damage, which is an extremely large number for the least danger. To minimise danger to yourself make try not to get stuck in buildings, stay in the open and make sure you have a safe escape route when the Bloats start swarming you.
    • This tactic is much faster, but also far more dangerous on the higher difficulties.

Perk ladder

Lv 0 Lv 1 Lv 2 Lv 3 Lv 4 Lv 5 Lv 6
Requirements Deal 25,000 damage with melee weapons Deal 100,000 damage with melee weapons Deal 500,000 damage with melee weapons Deal 1,500,000 damage with melee weapons Deal 3,500,000 damage with melee weapons Deal 5,500,000 damage with melee weapons
Melee damage 10% higher 20% higher 40% higher 60% higher 80% higher 100% higher 100% higher
Chainsaw/Katana discount 10% cheaper 20% cheaper 30% cheaper 40% cheaper 50% cheaper 60% cheaper

Spawn with Chainsaw

70% cheaper

Spawn with Chainsaw and Combat armour

Bloat bile resistance 10% less damage 25% less damage 35% less damage 50% less damage 65% less damage 75% less damage 80% less damage
Damage resistance Can't be grabbed by Clots Can't be grabbed by Clots

5% resist (all damage)

Can't be grabbed by Clots

10% resist (all damage)

Can't be grabbed by Clots

15% resist (all damage)

Can't be grabbed by Clots

15% resist (all damage)

Can't be grabbed by Clots

20% resist (all damage)

Can't be grabbed by Clots

25% resist (all damage)

Melee speed 5% faster attacks

15% faster movement

10% faster attacks

15% faster movement

10% faster attacks

15% faster movement

15% faster attacks

15% faster movement

20% faster attacks

15% faster movement

25% faster attacks

20% faster movement

ZED-time extension Extend by killing an enemy while in slow motion Up to two ZED-time extensions Up to three ZED-time extensions Up to four ZED-time extensions Up to four ZED-time extensions

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