Every Back 4 Blood Ridden Type Ranked By Power Level

Every Back 4 Blood Ridden Type Ranked By Power Level

Contents

The war against Back 4 Blood’s Ridden zombies is a tough road, and if players are expected to survive, they must know each monster’s power level.

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Every Back 4 Blood Ridden Type Ranked By Power Level

Being a Cleaner in Back 4 Blood isn’t easy, fighting every Ridden from shambling zombies to hulking monstrosities; but which Ridden is the most powerful? There are a number of different Ridden zombie types, some of which are difficult to distinguish from one another in the heat of battle, so being armed with knowledge about their attacks, power levels, and which targets to prioritize is essential for success, especially on Back 4 Blood’s higher difficulties.

The Ridden are human hosts infected with the “devil worm” parasite that overran human civilization during an event called The Collapse. Unfortunately, common and special Ridden alike overwhelmed most outposts surrounding Fort Hope, one of the last bastions of humanity. While the common Ridden are relatively easy to take down, the specials are another story. From Stingers that can fire phlegm projectiles to towering armored Breakers, Back 4 Blood’s monster designs call back to Left 4 Dead’s infected, with some new variations.

While the common Ridden may seem weaker than their mutated special brethren, they excel in numbers, keeping the Cleaners locked down. The specials are situational, able to control space, immobilize players, and dish out massive damage in short order while taking far more effort to kill. Communication and teamwork are essential in Back 4 Blood, and to survive the ongoing apocalypse, players must know which Ridden is the biggest threat in any given moment.

Back 4 Blood’s Sleepers Are The Game’s Weakest Ridden

Every Back 4 Blood Ridden Type Ranked By Power Level

While Back 4 Blood’s weakest Ridden, the Sleeper excels at ambush tactics that catch most players by surprise when first encountered. Fortunately, they remain stationary, affixed to a wall, and make a reasonably loud snorting sound that alerts to their presence. Why Sleepers are attached to walls remains unknown in Back 4 Blood or the Devil Worm’s true origins, but what is certain is that if a player does get pounced upon by a Sleeper, it will call a horde, making it all the harder for other players to save the pounced player.

A general rule of thumb is to enter an area while remaining vigilant of the surroundings, checking corners, and remaining together. Fortunately, if the reflexes are quick enough, a player can kill a Sleeper before it has a chance to act, or even as it leaps toward a target. Moreover, Sleepers have little health and can be killed with a single bullet.

Back 4 Blood’s Common Ridden Are Dangerous In Swarms

Every Back 4 Blood Ridden Type Ranked By Power Level

Former humans and the workhorse of the invading force, the Common Ridden outnumber the uninfected and Cleaners by a vast margin. While the origins of Ridden aren’t explicitly stated, they can be traced back through Back 4 Blood’s story and plot to the Collapse, where normal people gradually came to swell the ranks of the Ridden. While the Common are easy to kill alone, given enough time, they cluster into hordes and attempt to overwhelm players. When faced with a horde of Common Ridden, players should hunker down in an easily defendable position, ideally somewhere with good visibility. Moreover, sprinting to a safe house alone is ill-advised as the horde is more likely to swarm the single individual.

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Back 4 Blood’s Snitcher Ridden Requires Team Coordination

Every Back 4 Blood Ridden Type Ranked By Power Level

One of Back 4 Blood’s more grotesque-looking special Ridden, the Snitcher will summon a horde if fired upon or alerted to the player’s presence. Fortunately, they are blind, and will wander a small area or stand idle until noise or an encroaching player alerts them. However, while the Back 4 Blood bots are better than players in some respects, they sometimes shoot at Snitchers that are marked. Avoiding a Snitcher is the best strategy, but if that’s not an option, players can lure it to a safer location with the sound of gunfire. Melee weapons also have a chance to stagger the Snitcher, preventing it from alerting a horde. If all else fails, explosives and shotguns will finish it quickly.

The Stinger In Back 4 Blood Is A Kill-First Target

Every Back 4 Blood Ridden Type Ranked By Power Level

A four-armed Ridden that flings acidic phlegm that disorients players, the Stinger is Back 4 Blood’s ranged Ridden and is both agile and highly mobile. The Stinger comes in two variants, the Stalker and the Hocker. The former pounces on the player, dragging them away from the group, and the latter can immobilize players, rooting them on the spot. Both variants Ridden are meant to isolate players and keep Back 4 Blood’s co-op horror environment scary.

Fortunately, while the Stinger and its variants are highly agile, they have a low health pool and are easily killed by accurate weapons fire. Moreover, they engage from afar, ideal for players with long-range rifles. However, when faced with the Stinger’s variants, keeping alert and together is best to counter the predatory tactics of the Stalker and Hocker.

Back 4 Blood: Don’t Let The Reeker Get Close

Every Back 4 Blood Ridden Type Ranked By Power Level

Perhaps the most disgustingly obnoxious Ridden in Back 4 Blood, the Reeker will charge in to scatter players then detonate itself depending on the variant (or if the Reeker takes enough damage). The Reeker may share similarities to the Boomer and Spitter from Left 4 Dead, but Back 4 Blood’s take is unique. The Reeker comes in two variant flavors, the Exploder and the Retch. The former is a powered-up version with a more enormous at-will explosion that can throw players around. The Retch not only vomits from afar but leaves pools of acid in its wake, damaging and slowing players.

The Reeker’s size makes it not only a huge target but noticeable from afar. Ranged weapons are advised, and while melee is an option, it’s risky, especially against a Retch. The Reeker and its variants tend to appear when the players enter a closed and confined space; using Back 4 Blood’s deckbuilding system to mitigate ambushes by the Reeker is critical. Fortunately, unlike other special Ridden, the Reeker and Exploder are weak in the belly, making for easy targets, while the Retch has a vulnerable and easy-to-spot growth on its head.

Back 4 Blood’s Tallboy Has A Mobile Weak Point

Every Back 4 Blood Ridden Type Ranked By Power Level

Armed with a massive club for an arm, the Tallboy is Back 4 Blood’s close-range special Ridden with both high damage and health. Alongside its two variants, the Bruiser and Crusher, the Tallboy excels at damaging and scattering players. Instead of a club, the Bruiser has something of a mace with a devastating repeated smash attack. In contrast, the Crusher opts for a grab, immobilizing and crushing players.

The Tallboy and the Bruiser’s weakness is the right shoulder and the Crusher the neck area. For greater difficulties, the best card builds in Back 4 Blood are needed to take out these special Ridden, as both Crushers and Bruisers will make short work of those unprepared. If a Tallboy or its variants do get close, it’s best to dodge when possible and retreat when appropriate.

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The Breaker Forces Back 4 Blood Players To Keep Moving

Every Back 4 Blood Ridden Type Ranked By Power Level

One of the most powerful boss-level special Ridden in Back 4 Blood, the Breaker is similar to the Tank from the Left 4 Dead series, but ten times worse. Fortunately, more often than not, Breakers walk towards the players rather than full-on sprinting, but Breakers are armored from top to bottom and are surprisingly agile despite their size and height. The Breaker’s primary ability to navigate is its leap, which leaves it vulnerable to attacks after smashing down. Its weaknesses are small glowing pustules littered across its body. A Back 4 Blood sniper deck build is best; fortunately, when injured enough, the Breaker can be staggered, allowing for melee-centric players to close in.

Back 4 Blood’s Ogre Should Be Fought Or Avoided

Every Back 4 Blood Ridden Type Ranked By Power Level

The Ogre is what every Ridden strives to be, an amalgamation of body parts, the size of a building, and capable of tossing giant meatball-like projectiles at players. One of Back 4 Blood’s most powerful special Ridden, the Ogre has large amounts of health. When players do whittle down the health of the Ogre, it will retreat underground and appear later in the mission. The best strategies when facing an Ogre are to either leave it or fight it. The former is more than achievable, especially if the players have the best speed deck cards in Back 4 Blood. Fortunately, the weak spot of the Ogre is a mass of glowing areas located on its chest, back, and neck, which are easy to see and hit from a distance.

Back 4 Blood’s Hag Should Be Avoided Whenever Possible

Every Back 4 Blood Ridden Type Ranked By Power Level

Like the Witch in the Left 4 Dead Series, the Hag has one mission in Back 4 Blood: devour a player and retreat. While non-hostile at first, the Hag will rush a player who damages it and quickly swallow them. This doesn’t instantly kill the player, but does immobilize them, and if the Hag burrows underground, the player is killed. Avoiding the Hag is ideal, but it can be engaged directly, like the Ogre. If the players stay away from it, the docile Hag shouldn’t pose much issue. Attacking it, while not impossible in Back 4 Blood, depends on which corruption cards are active – it may not always be advisable. Even then, it would require explosives such as propane tanks or Molotov cocktails while shooting at its weak spot on its back to kill it without making a player suffer for the encounter.

The Abomination Will Test Back 4 Blood Player Knowledge & Skill

The most powerful and largest Ridden in Back 4 Blood, the Abomination is an amalgamation of every special mutated Ridden ability. From immense tentacles and a limitless tank of acid, the Abomination is a force to be reckoned with. Fortunately, the boss fight is split into three stages that consist of mostly shooting each of its weak points. However, the lair of the Abomination is in the heart of infested Ridden territory as common and special Ridden alike will try to stop the players. Only teamwork, communication, and many weapons can beat Back 4 Blood’s final boss and come out in one piece.

Back 4 Blood’s distinctiveness comes from the look and feel of the various Ridden the players will encounter. The game adds dynamics to its predecessor, Left 4 Dead, with extra special enemy types, and the boss-level Ridden from the Breaker to the Abomination further mix up the recipe. To survive Back 4 Blood’s infestation of Ridden, players must have communication, teamwork, and above all else, firepower.

Link Source : https://screenrant.com/back-4-blood-every-ridden-zombie-type-power/

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