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{{Images needed}}
 
{{Infobox_Special_Zombies|image1 = Screamer close up.jpg|row1 = Male|row2 = *Screams immediately alert passive zombies
 
{{Infobox_Special_Zombies|image1 = Screamer close up.jpg|row1 = Male|row2 = *Screams immediately alert passive zombies
 
*Periodically summons more zombies towards the survivors' location
 
*Periodically summons more zombies towards the survivors' location
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*'''Act quickly'''. The Screamer is very easy to spot out. He constantly makes irritatingly loud noises, wears high-visibility clothing, and usually only ever stays in one spot. Despite this, you and your teammates might be too preoccupied to deal with him the moment he arrives. Whatever it is that you are doing, make it quick. The Screamer becomes more dangerous the longer he is allowed to remain active. Sometimes it is better to drop whatever you are doing and hunt down the Screamer. This will prove beneficial in the long run.
 
*'''Act quickly'''. The Screamer is very easy to spot out. He constantly makes irritatingly loud noises, wears high-visibility clothing, and usually only ever stays in one spot. Despite this, you and your teammates might be too preoccupied to deal with him the moment he arrives. Whatever it is that you are doing, make it quick. The Screamer becomes more dangerous the longer he is allowed to remain active. Sometimes it is better to drop whatever you are doing and hunt down the Screamer. This will prove beneficial in the long run.
 
*'''Listen carefully'''. During stealthy scenarios, you may rarely come across an idle Screamer. If you listen closely, you can hear the little sounds he makes being projected through his megaphone and producing feedback noises. Prioritize your efforts on killing him if you happen to find him in this state. If you make too much noise or fail to kill him, he will start screaming and alert everyone, meaning you will not need to listen so carefully anymore. In a far likelier case, a Screamer will simply announce their appearance during the middle of waves or swarms with a sudden scream.
 
*'''Listen carefully'''. During stealthy scenarios, you may rarely come across an idle Screamer. If you listen closely, you can hear the little sounds he makes being projected through his megaphone and producing feedback noises. Prioritize your efforts on killing him if you happen to find him in this state. If you make too much noise or fail to kill him, he will start screaming and alert everyone, meaning you will not need to listen so carefully anymore. In a far likelier case, a Screamer will simply announce their appearance during the middle of waves or swarms with a sudden scream.
*'''Always mark your targets'''. As with all special zombies, marking lets players know where a particular threatening zeke is and/or where it is about to go. The red outline can be seen through obstacles and is hard to miss, so press the key that marks them and make their appearance even less of a surprise. Screamers are very easy to locate due to their screams always marking their arrival. When performing his signature scream, he will be temporarily outlined in red on his own. Marking him will have the red outline remain on him at all times until he is eventually killed.
+
*'''Always mark your targets'''. As with all special zombies, marking lets players know where a particular threatening zeke is and/or where it is about to go. The red outline can be seen through obstacles and is hard to miss, so press the key that marks them and make their appearance even less of a surprise. Screamers are very easy to locate due to their screams always marking their arrival. When performing his signature scream, he will be temporarily outlined in red on his own. If you can mark him, you likely also have him in your line of sight. However, if for whatever reason you are unable to kill, marking him will have the red outline remain on him at all times until he is eventually killed. Your teammates can see his exact position and move accordingly before kill him instead.
   
 
=== <u>Against</u> ===
 
=== <u>Against</u> ===
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]]
 
]]
 
*'''There is no practical reason for anyone to approach a Screamer'''. Unless you have somehow brought yourself into a situation where you are forced into using your melee weapon to kill him as an absolute last resort, there is almost no excuse to walk up towards the Screamer. Apart from potentially getting attacked, you can also find yourself caught within the shockwaves he creates whenever he screams. Being caught in them will cause the screen to become slightly blurry and wobble around uncontrollably while audio becomes greatly muffled. While the effects only last for a very short while and cause no damage at all, it is not a good idea to remain in such a state. The distortion of the screen can throw off your aim and leave you slightly vulnerable to any nearby zekes until you recuperate.
 
*'''There is no practical reason for anyone to approach a Screamer'''. Unless you have somehow brought yourself into a situation where you are forced into using your melee weapon to kill him as an absolute last resort, there is almost no excuse to walk up towards the Screamer. Apart from potentially getting attacked, you can also find yourself caught within the shockwaves he creates whenever he screams. Being caught in them will cause the screen to become slightly blurry and wobble around uncontrollably while audio becomes greatly muffled. While the effects only last for a very short while and cause no damage at all, it is not a good idea to remain in such a state. The distortion of the screen can throw off your aim and leave you slightly vulnerable to any nearby zekes until you recuperate.
*As stated earlier, it is important to kill a Screamer as soon as possible. Just because he cannot physically attack you does not mean he is not capable of harming you. When allowed to fester long enough, the Screamer can '''summon additional groups of enemies nearby'''. It will usually take a few screams before they show up, meaning the undead reinforcements can only arrive periodically. Given that the Screamer himself tends to appear during moments in the game where a lot of enemies are expected to show up, such as swarms, it can be extremely difficult to perceive any tangible effect of his summons as they will usually mix in with the regular hordes that appear naturally during the chapter. However, a group of extra zekes being piled on is nothing to scoff at. The survivors are now required to take care of more enemies than originally intended. In higher difficulties, this can prove extremely bothersome or even devastating given how much tougher the zekes become. By not killing the Screamer sooner, you and your team could be left in a situation where you spend more effort and firepower dealing with the zekes summoned rather than the Screamer himself, chewing through a lot of ammo while being unable to push through until everyone eventually runs out of bullets and get overwhelmed. Get to the Screamer first to prevent any more zekes from arriving and save your team a lot of hassle.
+
*As stated earlier, it is important to kill a Screamer as soon as possible. Just because he cannot physically attack you does not mean he is not capable of harming you. When allowed to fester long enough, the Screamer can '''summon additional groups of enemies nearby'''. It will usually take a few screams before they show up, meaning the undead reinforcements can only arrive periodically. Given that the Screamer himself tends to appear during moments in the game where a lot of enemies are expected to show up, such as swarms, it can be extremely difficult to perceive any tangible effect of his summons as they will usually mix in with the regular hordes that appear naturally during the chapter. However, a group of extra zekes being piled on is nothing to scoff at. The survivors are now required to take care of more enemies than originally intended. In higher difficulties, this can prove extremely bothersome or even devastating given how much tougher the zekes become. By not killing the Screamer sooner, you and your team could be left in a situation where you spend more effort and firepower dealing with the zekes summoned rather than the Screamer himself, chewing through a lot of ammo while being unable to push through until everyone eventually runs out of bullets and get overwhelmed. Get to the Screamer first to prevent any more zekes from arriving and save your team a lot of hassle.
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**'''The Screamer does not seem to summon additional special zombies with his screams'''. Special zombies usually arrive on their own periodically so long as there are waves of regular zekes for the survivors to fight. With that said, the players will likely face more special zombies as long they continue to fight wave after wave of regular zekes, so again, get to the Screamer as soon as possible.
 
*'''Knowing when and where Screamers spawn''' is key to shutting him up sooner. Keeping a mental map of possible/frequent Screamer spawning locations will put you one step ahead in killing him. Even though Screamers are not that difficult to find, getting to them is usually the hard part. Knowing the areas that he can be found means you know whether that spot provides the Screamer partial coverage or if it reveals him only from a specific angle. This information can allow you to efficiently navigate through an area to kill a Screamer in a timely manner as opposed to wandering around aimlessly getting to the same spot. Map knowledge and familiarity of the environment is important, so replaying a stage multiple times can help determine some of the more frequent spots that Screamers are likely to be found standing.
 
*'''Knowing when and where Screamers spawn''' is key to shutting him up sooner. Keeping a mental map of possible/frequent Screamer spawning locations will put you one step ahead in killing him. Even though Screamers are not that difficult to find, getting to them is usually the hard part. Knowing the areas that he can be found means you know whether that spot provides the Screamer partial coverage or if it reveals him only from a specific angle. This information can allow you to efficiently navigate through an area to kill a Screamer in a timely manner as opposed to wandering around aimlessly getting to the same spot. Map knowledge and familiarity of the environment is important, so replaying a stage multiple times can help determine some of the more frequent spots that Screamers are likely to be found standing.
**Screamers have a habit of appearing out of nowhere even if it seems as though the spot you saw a moment ago was empty. This can be annoying since you and your team may have already moved forward and a Screamer suddenly comes out somewhere a bit past behind you. If the path back is covered by incoming zekes to prevent backtracking, find an alternate path or fight your way through the horde to take him out.
+
**Screamers have a habit of appearing out of nowhere even if it seems as though the spot you saw a moment ago was empty. This can be annoying since you and your team may have already moved forward and a Screamer suddenly comes out somewhere a bit past behind you. If the path back is covered by incoming zekes that prevent backtracking, find an alternate path to the Screamer or fight your way through the horde to take him out.
 
*Given how responsive and aggressive zekes can be towards noise, '''any passive and idle zekes will become instantly agitated towards survivors''' if the Screamer lets out a single scream. Rarely, you may come across an idle Screamer and, if too much noise is made, he will be quick to alert every single zombie in the area of your presence all at once. The same thing will also occur if you attack him without killing him as he will howl the moment he gets back up.
 
*Given how responsive and aggressive zekes can be towards noise, '''any passive and idle zekes will become instantly agitated towards survivors''' if the Screamer lets out a single scream. Rarely, you may come across an idle Screamer and, if too much noise is made, he will be quick to alert every single zombie in the area of your presence all at once. The same thing will also occur if you attack him without killing him as he will howl the moment he gets back up.
 
*'''The Screamer's screams are capable of speeding up nearby zekes'''. In order for them to be boosted, they must pass through his shockwave as he screams, making them move slightly faster. Although this does make the zekes come towards the survivors quicker, the utility of this ability is very negligible as it is an area of effect. Depending on where the Screamer is positioned, this can be underused or go entirely unused if he is located somewhere completely away from the main path of the zekes. Because of this, it will rarely ever come into effect and players will not have to really worry about faster-moving zekes.
 
*'''The Screamer's screams are capable of speeding up nearby zekes'''. In order for them to be boosted, they must pass through his shockwave as he screams, making them move slightly faster. Although this does make the zekes come towards the survivors quicker, the utility of this ability is very negligible as it is an area of effect. Depending on where the Screamer is positioned, this can be underused or go entirely unused if he is located somewhere completely away from the main path of the zekes. Because of this, it will rarely ever come into effect and players will not have to really worry about faster-moving zekes.
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==== [[Gunslinger]] ====
 
==== [[Gunslinger]] ====
 
* The Gunslinger starts with a core perk called <span title="Start with Frag Grenade and Compact SMG. Movement has no effect on weapon accuracy, recoil effect also reduced" class="" style="border-bottom:1px dotted #000000; cursor: help;">'''Gimme a Reason'''</span>. This perk has passive buffs that improve the player's accuracy with guns. Given the Screamer's tendencies to appear in faraway spots depending on the area, the Gunslinger's steadier aim can prove beneficial when dealing with them from long range.
 
* The Gunslinger starts with a core perk called <span title="Start with Frag Grenade and Compact SMG. Movement has no effect on weapon accuracy, recoil effect also reduced" class="" style="border-bottom:1px dotted #000000; cursor: help;">'''Gimme a Reason'''</span>. This perk has passive buffs that improve the player's accuracy with guns. Given the Screamer's tendencies to appear in faraway spots depending on the area, the Gunslinger's steadier aim can prove beneficial when dealing with them from long range.
* At level 10, the Gunslinger unlocks a core perk called <span title="All active special zombies within a radius of 20 meters will be automatically marked" class="" style="border-bottom:1px dotted #000000; cursor: help;">'''Seek and Destroy'''</span>. This perk's utility gives all teammates an advantage on any special zombies that come within range.
+
* At level 10, the Gunslinger unlocks a core perk called <span title="All active special zombies within a radius of 20 meters will be automatically marked" class="" style="border-bottom:1px dotted #000000; cursor: help;">'''Seek and Destroy'''</span>. This perk's utility gives all teammates an advantage on any special zombies that come within range. It is highly unlikely that this perk will see that much use against the Screamer, however, due to how the Screamer tends to already be marked no matter where he is.
 
* At level 11, the Gunslinger can unlock a perk called <span title="Deals 25% more damage to special zombies" class="" style="border-bottom:1px dotted #000000; cursor: help;">'''Bounty Hunter'''</span>. This perk's utility expands across every special zombie in the game. You can kill Screamers a bit quicker which can be helpful should he be standing around somewhere far away as weapon damage fall-off will come into effect.
 
* At level 11, the Gunslinger can unlock a perk called <span title="Deals 25% more damage to special zombies" class="" style="border-bottom:1px dotted #000000; cursor: help;">'''Bounty Hunter'''</span>. This perk's utility expands across every special zombie in the game. You can kill Screamers a bit quicker which can be helpful should he be standing around somewhere far away as weapon damage fall-off will come into effect.
   
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==== [[Fixer]] ====
 
==== [[Fixer]] ====
* The Fixer starts with a core perk called <span title="Start with a Supply Bag and Scout Rifle. Increase carried ammo capacity for primary and secondary weapons by 10% for all teammates" class="" style="border-bottom:1px dotted #000000; cursor: help;">'''Mule'''</span>. This perk starts you off with the [[Supply Bag]]. While this powerful equipment should generally be saved for swarms or other threats, a Screamer can be easily killed if you happen to spot one while carrying some explosive ammunition. Even if they happen to be found somewhere far away, the increased damage can still be very helpful.
+
* The Fixer starts with a core perk called <span title="Start with a Supply Bag and Scout Rifle. Increase carried ammo capacity for primary and secondary weapons by 10% for all teammates" class="" style="border-bottom:1px dotted #000000; cursor: help;">'''Mule'''</span>. This perk starts you off with the [[Supply Bag]]. While this powerful equipment should generally be saved for swarms or other threats, a Screamer can be easily killed if you happen to spot one while carrying some explosive ammunition. Even if they happen to be found somewhere very far away, the increased damage will help a lot.
* At level 4, the Fixer can unlock a perk called '''Night Owl'''. This perk replaces your Supply Bag in exchange for the [[Masking Gas Grenade]]. Using a Masking Gas Grenade on your team can be highly beneficial as apart from the temporary health granted by the gas, you will create an opportunity to escape from the unrelenting zekes and hunt down the Screamer to prevent him from summoning any more zekes.
+
* At level 4, the Fixer can unlock a perk called <span title="Masking Grenades grant an additional temporary health boost. You start with Masking Grenades" class="" style="border-bottom:1px dotted #000000; cursor: help;">'''Night Owl'''</span>. This perk replaces your Supply Bag in exchange for the [[Masking Gas Grenade]]. Using a Masking Gas Grenade on your team can be highly beneficial as apart from the temporary health granted by the gas, you will create an opportunity to escape from the unrelenting zekes arriving naturally or summoned by the Screamer. Use the precious seconds of the masking effect to hunt down the Screamer to prevent him from summoning any more enemies.
* At level 5, the Fixer can unlock a perk called <span title="Masking Grenade gas is lethal to zombies. Start with Masking Grenades" class="" style="border-bottom:1px dotted #000000; cursor: help;">'''Side Effects'''</span>. Similar to the Night Owl perk, you gain the Masking Gas Grenade to cloak your teammates and kill the Screamer while invisible to zekes. However, instead of granting some temporary health, the gas will simply kill anything within its area of effect.
+
* At level 5, the Fixer can unlock a perk called <span title="Masking Grenade gas is lethal to zombies. Start with Masking Grenades" class="" style="border-bottom:1px dotted #000000; cursor: help;">'''Side Effects'''</span>. Similar to the Night Owl perk, you gain the Masking Gas Grenade to cloak your teammates, get out of a bad situation, and kill the Screamer while invisible to normal zekes. However, instead of granting some temporary health, the gas will simply kill anything within its area of effect.
   
 
==== [[Slasher]] ====
 
==== [[Slasher]] ====

Revision as of 23:28, July 31, 2020

The Screamer is a special zombie in World War Z.

The Screamer tends to stay away from the main fight, instead opting to call out to others towards the location of the survivors with the aid of his megaphone.

Physical Appearance

The Screamer is a zeke dressed in an orange safety vest with an ID tag, a white t-shirt, dark cargo safety pants, work boots, light green work gloves, and an unstrapped yellow multi-sport helmet. A megaphone attached to its shoulder strap rests near his right hip while the detachable handheld microphone remains fixed to his vest around upper chest height where it can easily pick up all of its user's sounds.

The Screamer's eyes appear to be entirely white. His upper lips have been torn off. The area surrounding his mouth in general is heavily damaged, especially around his cheeks.

Abilities & Behavior

The Screamer tends to find himself standing around in peculiar and sometimes questionable places. The areas he chooses to remain at providing him a good vantage point for alerting the masses. Sometimes, the areas also provide partial coverage or full coverage from certain sides/angles. The reasons for him being found in such strange spots are usually without reason or sheer coincidence.

If approached by survivors, the Screamer may run away and hide somewhere else instead of immediately attacking them, displaying a behavior far unlike the rest of the zekes.

The Screamer has several abilities that are all tied to his megaphone-amplified cries. Whenever he screams, any zekes that were previously in a passive or resting position will immediately get up and begin heading straight towards the survivors. Any zekes that are close enough to Screamer as he shrieks will move slightly faster. If he screams enough times, more zekes will appear for the survivors to fight off. If a survivor manages to approach the Screamer, being really close in his radius as he lets out a shout will leave players temporarily disorientated.

The Screamer always seems to be found keeping his distance from the main fight. While all the regular zekes aggressively give chase towards the survivors, sometimes piling on each other to do so, the Screamer chooses to stand his ground, only ever attacking those that approach him for whatever reason. This behavior compared to the rest of the zekes makes the Screamer a fairly passive enemy in contrast. However, his passivity does not make him any less of a danger.

Strategy & Tactics

"Hardwired to a megaphone, the screamer zombie will call in waves of undead unless you take him out." Tutorial Tips

General

  • Act quickly. The Screamer is very easy to spot out. He constantly makes irritatingly loud noises, wears high-visibility clothing, and usually only ever stays in one spot. Despite this, you and your teammates might be too preoccupied to deal with him the moment he arrives. Whatever it is that you are doing, make it quick. The Screamer becomes more dangerous the longer he is allowed to remain active. Sometimes it is better to drop whatever you are doing and hunt down the Screamer. This will prove beneficial in the long run.
  • Listen carefully. During stealthy scenarios, you may rarely come across an idle Screamer. If you listen closely, you can hear the little sounds he makes being projected through his megaphone and producing feedback noises. Prioritize your efforts on killing him if you happen to find him in this state. If you make too much noise or fail to kill him, he will start screaming and alert everyone, meaning you will not need to listen so carefully anymore. In a far likelier case, a Screamer will simply announce their appearance during the middle of waves or swarms with a sudden scream.
  • Always mark your targets. As with all special zombies, marking lets players know where a particular threatening zeke is and/or where it is about to go. The red outline can be seen through obstacles and is hard to miss, so press the key that marks them and make their appearance even less of a surprise. Screamers are very easy to locate due to their screams always marking their arrival. When performing his signature scream, he will be temporarily outlined in red on his own. If you can mark him, you likely also have him in your line of sight. However, if for whatever reason you are unable to kill, marking him will have the red outline remain on him at all times until he is eventually killed. Your teammates can see his exact position and move accordingly before kill him instead.

Against

  • The Screamer stands in one place. Unless he is approached by a survivor, the Screamer never moves from his spot, making him an easy target to shoot down. While any weapon will generally suffice at close to mid-range, semi-automatic rifles are better suited for long-range engagements.
Tashaun getting tinnitus

Tashaun getting an earful from a nearby Screamer twice

  • There is no practical reason for anyone to approach a Screamer. Unless you have somehow brought yourself into a situation where you are forced into using your melee weapon to kill him as an absolute last resort, there is almost no excuse to walk up towards the Screamer. Apart from potentially getting attacked, you can also find yourself caught within the shockwaves he creates whenever he screams. Being caught in them will cause the screen to become slightly blurry and wobble around uncontrollably while audio becomes greatly muffled. While the effects only last for a very short while and cause no damage at all, it is not a good idea to remain in such a state. The distortion of the screen can throw off your aim and leave you slightly vulnerable to any nearby zekes until you recuperate.
  • As stated earlier, it is important to kill a Screamer as soon as possible. Just because he cannot physically attack you does not mean he is not capable of harming you. When allowed to fester long enough, the Screamer can summon additional groups of enemies nearby. It will usually take a few screams before they show up, meaning the undead reinforcements can only arrive periodically. Given that the Screamer himself tends to appear during moments in the game where a lot of enemies are expected to show up, such as swarms, it can be extremely difficult to perceive any tangible effect of his summons as they will usually mix in with the regular hordes that appear naturally during the chapter. However, a group of extra zekes being piled on is nothing to scoff at. The survivors are now required to take care of more enemies than originally intended. In higher difficulties, this can prove extremely bothersome or even devastating given how much tougher the zekes become. By not killing the Screamer sooner, you and your team could be left in a situation where you spend more effort and firepower dealing with the zekes summoned rather than the Screamer himself, chewing through a lot of ammo while being unable to push through until everyone eventually runs out of bullets and get overwhelmed. Get to the Screamer first to prevent any more zekes from arriving and save your team a lot of hassle.
    • The Screamer does not seem to summon additional special zombies with his screams. Special zombies usually arrive on their own periodically so long as there are waves of regular zekes for the survivors to fight. With that said, the players will likely face more special zombies as long they continue to fight wave after wave of regular zekes, so again, get to the Screamer as soon as possible.
  • Knowing when and where Screamers spawn is key to shutting him up sooner. Keeping a mental map of possible/frequent Screamer spawning locations will put you one step ahead in killing him. Even though Screamers are not that difficult to find, getting to them is usually the hard part. Knowing the areas that he can be found means you know whether that spot provides the Screamer partial coverage or if it reveals him only from a specific angle. This information can allow you to efficiently navigate through an area to kill a Screamer in a timely manner as opposed to wandering around aimlessly getting to the same spot. Map knowledge and familiarity of the environment is important, so replaying a stage multiple times can help determine some of the more frequent spots that Screamers are likely to be found standing.
    • Screamers have a habit of appearing out of nowhere even if it seems as though the spot you saw a moment ago was empty. This can be annoying since you and your team may have already moved forward and a Screamer suddenly comes out somewhere a bit past behind you. If the path back is covered by incoming zekes that prevent backtracking, find an alternate path to the Screamer or fight your way through the horde to take him out.
  • Given how responsive and aggressive zekes can be towards noise, any passive and idle zekes will become instantly agitated towards survivors if the Screamer lets out a single scream. Rarely, you may come across an idle Screamer and, if too much noise is made, he will be quick to alert every single zombie in the area of your presence all at once. The same thing will also occur if you attack him without killing him as he will howl the moment he gets back up.
  • The Screamer's screams are capable of speeding up nearby zekes. In order for them to be boosted, they must pass through his shockwave as he screams, making them move slightly faster. Although this does make the zekes come towards the survivors quicker, the utility of this ability is very negligible as it is an area of effect. Depending on where the Screamer is positioned, this can be underused or go entirely unused if he is located somewhere completely away from the main path of the zekes. Because of this, it will rarely ever come into effect and players will not have to really worry about faster-moving zekes.

Class-specific

Gunslinger

  • The Gunslinger starts with a core perk called Gimme a Reason. This perk has passive buffs that improve the player's accuracy with guns. Given the Screamer's tendencies to appear in faraway spots depending on the area, the Gunslinger's steadier aim can prove beneficial when dealing with them from long range.
  • At level 10, the Gunslinger unlocks a core perk called Seek and Destroy. This perk's utility gives all teammates an advantage on any special zombies that come within range. It is highly unlikely that this perk will see that much use against the Screamer, however, due to how the Screamer tends to already be marked no matter where he is.
  • At level 11, the Gunslinger can unlock a perk called Bounty Hunter. This perk's utility expands across every special zombie in the game. You can kill Screamers a bit quicker which can be helpful should he be standing around somewhere far away as weapon damage fall-off will come into effect.

Hellraiser

  • At level 11, the Hellraiser can also unlock the perk called Bounty Hunter. Again, you deal increased damage against any special zombies you encounter, Gasbags included.

Fixer

  • The Fixer starts with a core perk called Mule. This perk starts you off with the Supply Bag. While this powerful equipment should generally be saved for swarms or other threats, a Screamer can be easily killed if you happen to spot one while carrying some explosive ammunition. Even if they happen to be found somewhere very far away, the increased damage will help a lot.
  • At level 4, the Fixer can unlock a perk called Night Owl. This perk replaces your Supply Bag in exchange for the Masking Gas Grenade. Using a Masking Gas Grenade on your team can be highly beneficial as apart from the temporary health granted by the gas, you will create an opportunity to escape from the unrelenting zekes arriving naturally or summoned by the Screamer. Use the precious seconds of the masking effect to hunt down the Screamer to prevent him from summoning any more enemies.
  • At level 5, the Fixer can unlock a perk called Side Effects. Similar to the Night Owl perk, you gain the Masking Gas Grenade to cloak your teammates, get out of a bad situation, and kill the Screamer while invisible to normal zekes. However, instead of granting some temporary health, the gas will simply kill anything within its area of effect.

Slasher

  • At level 11, the Slasher can unlock a perk called Trophy Hunter. This perk behaves exactly the same as the Bounty Hunter perk.

Exterminator

  • The Exterminator starts with a core perk called Firestarter. This perk makes you deal 25% more damage to all enemies during swarm events, Screamers included.

Dronemaster

  • At level 22, the Dronemaster can unlock a perk called Keep It Down. After 20 seconds, if a screaming Screamer is not killed yet, the Quadrocopter will head directly towards him and target him exclusively until it is dead. Given that the Quadrocopter will be used up after he is killed, this perk should be used more as a crutch as players themselves should focus on killing the Screamer as soon as possible.

Gallery

Zombies
ZekeLurkerGasbagBullScreamerInfectorBomber
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