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{{#infoboxbuilder: | 0:Theme = zombie default | 0:CustomModule = | 0:MainImageCaption = | 0:ToggleContentLongerThan = 1000

| 1:Type = Title

| 1:Value = Rager

| 2:Type = MainImage

| 2:Value = Rager2

| 3:Type = Header

| 3:Label = Appearances
| 3:Value = ☣ Zombie Statistics ☣

| 4:Type = Line

| 4:Label = Status
| 4:Value = Undead

| 5:Type = Line

| 5:Label = Appearances
| 5:Value = 

| 6:Type = Line

| 6:Label = Weapons
| 6:Value = Hands ( Punch, Smash); Sprinting attack

| 7:Type = Line

| 7:Label = Health
| 7:Value = Medium- High

| 8:Type = Line

| 8:Label = Occupation
| 8:Value = Soldier

| 9:Type = Line

| 9:Label = Gender
| 9:Value = Male

| 10:Type = Line

| 10:Label = Birth
| 10:Value = 

| 11:Type = Line

| 11:Label = Death
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}} Ragers are special zombies in Dead Trigger 2.

Overview[]

Appearance[]

Ragers are soldiers that were infected and then mutated with the chemical waste of the mine in Africa, The mutations have caused them to have a lot of muscle mass, they have 3 knives in their chest, wear green camo pants and grayish brown boots. They have three metal bars in their chests that seem to be holding wounds closed. The skin around their mouth, along with their nose, is gone

Abilities[]

Ragers can crawl under gates, through tunnels, cracks in walls, and over barricades. Ragers are the only sprinting special zombie besides the First One; they are able to charge at Kyle and other survivors, knocking them down if successful. The damage Ragers can deal depend on difficulty and it will also gradually increase.

Ragers are extremely tough, taking them down without explosive is a hard task and Kyle and other survivors might run out of ammo before successfully killing them. Ragers have incredible speed also when charging at them.

Ragers are the only other (aside from Vomitron) to have more than one attack: their charge attacks will knock Kyle and other survivors down, while in melee range they will either smash with two hands, punch, or hook, which all deal the same damage but will not knock Kyle and other survivors to the ground.

Ragers are one of the most dangerous special zombies in the game. They have very high damage resistance and does significant damage to Kyle and other survivors. Their charging attack is brutal; right after appearing he generally executes several charge attacks towards Kyle and other survivors' positions with so significant speed limit, to the point where they charge so fast that they gain the ability to clip through walls and knock Kyle and other survivors down before they stop. During this initial charge, Ragers can make sharp turns while charging; so even if Kyle and other survivors sidestep or take cover behind an obstacle, Ragers can change their course mid-charge and charge around obstacles, possibly hitting Kyle and other survivors before they stop their initial charge to charge normally. They execute melee attacks if Kyle and other survivors are at a medium-short range, causing massive damage.

The Rager's charge can be sidestepped in order avoid it's devastating damage and knockdown, and successfully baiting a rager to charge at an object will cause it to be stunned.

Similar to the Panzart, the Rager does have a weak point on it's back which can easily be exploited via sidestepping it's charge, though note that after the Rager gets hit once in the back he'll be able to recover incredibly quickly so watch your distance.

Note: (not thoroughly tested), the Rager seems to take normal damage from melee weapons when attacked from the front, which is contrary to it's incredibly high resistance to ranged weapons. Highly ill advised unless you have a melee with decent range.

Behavior[]

Ragers are extremely aggressive and muscular. They don't seem to speak. They have the urge to charge in front of Kyle and other survivors. They punch, smash, or hook their enemies if they are up close. They are very very fast. The don't seem to care about other zombies when they charge. They end up killing other zombies sometimes.

Ragers sometimes immediately do a "dash" after missing an attack to cut the distance which can often catch players off guard, and discourage baiting it to miss.

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