All types of Terrors explained,
Terrors Types Guide
Please note: all credit goes to R1dingUnicorns!
Experiment
This is the classical / default Terror.
Stats
- Health – 150 HP.
- Movement Speed – 130%.
Ability
- Decoy – A clone of the Experiment rips out it and runs straight forward for 5 seconds. If the clone is damaged with physical or light damage, the decoy will be destroyed and it produces a thick cloud of smoke to obscure other player’s view. This also happens when the decoy runs out after 5 seconds.
- Cooldown – 20 seconds.
Pros
- An all-round, balanced Terror.
- Fine speed.
- Fine health.
- Ability is a tactical utility that CAN help when engaging or escaping the “innocents”.
Cons
- Ability lasts only 5 seconds and will not work on everyone (like those who know the game well, Terror’s abilities, and such).
Yeti
An in-game terror. Created after the Classical Terror.
Stats
- Health – 180 HP.
- Movement Speed – 110%.
Ability
- Frozen Fury – Reset your light health and become immune to damage but also slowed for 2 seconds.
- Cooldown – 40 seconds.
Pros
- Tank (can take more punishment / physical damage than other Terrors).
- Ability adds to physical damage resistance.
Cons
- Slow.
Werewolf
This is the DLC Terror.
Stats
- Health – 120 HP.
- Movement Speed – 140%.
Ability
- Outcry – Howling causes all human characters around you to become confused for 2 seconds.
- Cooldown – 20 seconds.
Pros
- Very fast.
- Ability counters its fragility.
Cons
- Noisy as hell.
- Fragile.
Vampire
This is the DLC Terror.
Stats
- Health – 120 HP
- Movement Speed – 140%
Ability
- Swarm – Instantly turn into a swarm of bats and enter the vent system.
- Cooldown – 20 seconds.
Pros
- Very fast.
- Large hitbox.
- Ability to escape light traps/ flashligts.
Cons
- Fragile.
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