Left 4 Dead 2

Left 4 Dead 2

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Gas Lightyear (Banned) Mar 9, 2014 @ 6:58pm
Ranking the special infected
Hello, today i will be ranking the special infected (excluding tank and witch) from my personnal worst to best.

6) Jockey
He is slow, and yet has to get up close to attack. He does the least damage out of any special infected, and is the only infected that can't kill his victims. In my opinion it is also hard to land an attack with him, and he is just not useful like the other infected.

5) Smoker
I actually like the smoker, but i put him up here for the sole reason that he gives his survivors time to escape. Seriously, no other in-game infected give their victims this kind of sh!t, why is it here?

4) Hunter
Probably one of the more fun infected to play. He does the most damage, is the fastest, and has instant recharge. I personally love him, but i feel i can only use him if a teammate is distracted or seperated. Despite being the coolest, he just isn't versitile enough, and is too situational.

3) Boomer
In theory, boomer is the most useful infected. He is exellant for supporting the team, can use his own death as a weapon, and can blind/freeze multiple targets at once. He can also stand next to car alarms and witches, and can have another infected kill him in order to trigger the event. Boomer is very powerful, but despite this, he is rather boring to play (he is basically the medic of l4d)

2) Spitter
Spitter is just simply amazing. She can attack all the survivors with a single acid glob, and one is enough for an incap, meaning she could do almost 400 damage in a single spit. Not only can she be used to attack the group and cause panic, but she can delay the way forward, stop others from helping eachother, and double damage to pinned targets...did i mention she can burn gas cans on scavenge? oh yeah, and she can do this all from a ranged distance...Awesome.

1) Charger
Some would argue that charger is useless, and hard to play. I would partially agree. But I am putting him here for 2 reasons. 1...his death charges. That's right, he is the only ingame infected other than witch that can insta-kill players. If you set it up right, you can actually kill all survivors in a single charge, dealing 1200 damage overall. He can change the game in just one move, and that is why i love him. 2nd of all, he is just fun to play as! Even if you die, it doesn't matter because as long as you carry the player over a long distance, over an edge, or crash into another player...You will still feel satisfied.

Now i'm asking you, how do you rank the special infected?
Last edited by Gas Lightyear; Mar 10, 2014 @ 8:25am
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Showing 16-30 of 32 comments
M Jan 5, 2015 @ 11:10am 
BAAAAAAAAANNED
Ohrami Jan 5, 2015 @ 11:16am 
8. spitter
doesn't matter

7. retarded hunters
basically don't matter

6. boomer
easy

5. retarded jockeys
useless

4. charger
annoying up close

3. bhopping jockeys
yeah thats annoying

2. smart/wallkick hunters
♥♥♥♥

1. smoker
he pulls u from far away if you dont get him first shot and then it's all up to RNGesus
Red·Йе<323 Jan 5, 2015 @ 11:24am 
vivid
MunkeyThrust Jan 5, 2015 @ 12:51pm 
Banished
EEtcx Jan 5, 2015 @ 12:55pm 
i'll agree with you that the jockey is hard to play as, but from a survivor standpoint, he is one of the tougher to gauge becuase of his small size which gives the jockey a little advantage
Legalize Nukes Jul 9, 2015 @ 10:23pm 
The Jockey is actually the fastest in the game, Try harder next time :P
Yelorix Jul 10, 2015 @ 2:50am 
6. Jockey,
a smoker but worse. Slow, easy to kill, low damage, can be struggled against by enemy. Gets blocked by common infected when riding survivor ( not that much tho, but smoker pulls faster ).

5. Charger,
Only good in good situations. Can be dodged very easily, and killed while stunned. Sometimes I get the feeling he's better of just hitting with his punch attack half the time. Only good in the corridor situations, but you'll get a charger in situations you can't use him that well.

4. Smoker,
perfect for when enemy team is boomed, he is the hardest to spot then. Also stays at a safer distance than the other locking special infected. He's tall and easy to see thanks to his green smoke bits, which is a disadvantage. In some situations you can pull someone of a ledge. Or pull someone to a car alarm, or a witch.

5. Hunter;
Bread and butter special infected. Has a lot of damage, especially increased when set on fire. He has the same uses as the other lockers in most cases. But what makes him better is his ability to be usefull without a boomer or a horde, or any other distraction. The hunters pounce damage increases by the distance he pounces, high pounces = high damage in one time. Can be around 20 damage for good pounces, just a roof is good enough for this.

6. Spitter,
Needs a distraction to be really usefull. But perfect for spitting on survivors who are being overun, or doing objectives, or camping, or are being attacked by your teammates, boomed, etc. High damage when done right, and when not, still reasonable.

7. Boomer,
There is a reason people say "sorry" in team chat when they miss a puke. It's just that good, you lock down the enemy team, your friends can now attack the not boomed surivors so they are harder to be saved. Creates panic and chaos, perfect for your team.


All of this is personal opinion ofcourse.
kilometer Jan 28, 2022 @ 6:13pm 
I’m not a good English writer, some of my words are not really a common Englis word. I don't rank on difficulty and master of players playing those infected. All infected have their own strong power, but some infected strength are much more useful than their weaknesses that can hold us back :3

1) Spitter:


Good: best in crowd control/ high skill’s range (maybe highest)/ good recharging skill/ working greatly with all types of infected and normal zombie/ good damage on both individual or entire team/ flexible dealing damage in many types of space (wide, clear, bright or narrow, blocking and dark)/ trigger situations/ easy aiming/ killing independence/ good normal-attack
Spitter is a perfect of infected duel when she is able to amplify damage with all infected for taking down a single or more players at one time (even with boomer when players are surrounded by a lot of normal zombie.) As the best crowd control, she can sperate players from covering each other, block ways, slow their team, set up situations for teammate, even easily destroy their formation in some cases. Her good recharging skill makes her one of the most saved and careful-playing infected. The high range of spitter help her flexible in spawning and dealing damage, even her death is useful in some cases lol. (I see some good infected players who save their spitter and boomer as long as they can. Even they play with noob players who aren't working as a group, what they just need to wait for amplifying damage whenever noob players somehow take someone successfully even just a little moment (maybe just 0.5-2s and then was shoved and shot to death .)

Weak: most dependent on other infected/ Slow speed/ low health/ unable to incapacitated players or take down players lonely/ easily avoiding her damage/ easy target/ high voice/ able to be shoved
Her weakness is not matter as well as she and her teammates set up, but for that, she is useless for working alone (but we never really play alone lol, even we play with bots). Also, good players always notice her good spawning place and kill her easily making her low health is a high risk when playing.

2) Boomer:


Good: All the same as spitter except high range and dealing damage in wide, clear or bright space/ blocking sight/ powerful death/ able to incapacitate or take down below average players/ hard to avoid his damage (frankly, when you don't know his spawning)/ killing independence
Boomer is useful in most set-up cases, even above spitter. His power work well the same as spitter. Moreover, his blocking sight and his dead power show more potentials cooperation with other infected than spitter, and is a dead risk for below average players when Boomer’s horde is more than a slowing and blocking tool in game lol.


Weak: Average skill’s range/ low speed/ lowest health/ dependent on other infected when players are average or above average/ easiest target/ high voice/ long recharged skill/ able to be shoved
What make a weaker boomer is his lowest health and highest scale to deal damage, lol. He can be killed by most guns just by a click-shooting, though it makes him more useful in some suicidal mission. And with lowest health, highest scale, nothing could be worse than his average range. Also, boomer shows less useful when we deal with above average players when they are masterful catching in boomer potential spawning places. I can not rank him above spitter with those weakness. Also, spitter miss a target is somehow forgivable but boomer is really not, just death or re-spawning is waiting for him lol.

3) Charger

Good: Incapacitating and killing Independent/ formation-breaker/ the best instant-kill infected lol/ great damage to single player and useful damage for affective players in situations/ the best normal-attack usefulness/ good speed/ high potential in setting up situations/ good-recharged skill/ long skill’s range/ unable to kill an incapacitated player
Most charger’s powers make HIM the most breakthrough infected. He can deal a lot of damage to incapacitate a single player. In some cases, his knock-up can break enemies’ formation and be very dangerous to many players at one time if they situationally stand on a line and are at risky health. Charger’s hit can move a target far away from their team, breaking formation and triggering situation. Moreover, charger missing his target is not really have a dead-flag like the other infected when his skill still helps him going far away from players. Charger is also a keeper of escalator and stairs when he become more useful in setting up situations and dealing damage. In most cases for that, as well as situational set-up, at least one player is hopelessly hooked by charger and is unable to avoid (If you don’t come close enough, charger’s owner will not spawn, even sometimes, I see bots’ infected doing it more precise than players lol). Beside, his normal-attacks are proved by some players are more useful than his hook and other infected’ abilities lol. In some cases, charger is fast-recharged enough to come back with his team after missing his skill.


Weak: Hard-aiming/ high voice when hooking/ instant-kill himself/ high situational/ dead-targeted/ high predictive
In spite of Charger’s breakthrough, his motivation’s skill in most cases must pay by his death: instant-kill himself if missing a target in instant-kill set-up, dead-flag when hitting only one player. The uselessness of charger is even proportional to wideness and straightness of the map (less narrow and turning space.) Charger is also hard to deal a good damage to individual or many players due to his situational dependence.

4) Hunter


Good: Incapacitating and killing Independent/ highest DPS/ working well with other infected and normal zombie/ silence move and spawning/ fast-recharged skill/ long skill’s range/ the hardest infected to be killed/ unpredictable(/ annoying voice attraction when bouncing around lol)/ hiding
There are many potential spaces in many maps for hunter spawn and deal a good damage with one bounce. His launch of attack is fast with his silence moving and spawning voice and most unpredictable when he combine it with bouncing back. His crawling position to launch his skill and quite hiding appearance makes him more unpredictable (because most players aim between body and head, rarely no one aim on the ground lol) to counter. He is very strong in many types of range soloist. His most powerful is his high DPS being able to incapacitate (even kill) any player who is hard to reach by their teammate like weaken player, apart player (especially looting player lol), players are surrounded by normal zombie. Moreover, hunter is hard to kill when he has normal zombie surrounded. Above Smoker/Jockey who can also be shoved to canceled attack, hunter is easier to run away due to his bounce, even launch his next attack if enemies team is careless after shoving him but not killing him.

Weak: Hard-aiming/ high voice when bouncing/ instant-kill himself/ dead-targeted/ single target skill/ crawling triggering skill/ predictability requiring more than one-step bouncing and ground bouncing
Hunter is still easily shoved, and useless with many shoves. Hunter is more useless infected when dealing with good formation of enemies’ team. His crawling triggering skill and bouncing skills makes him slow and hard-aiming to launch a good attack on his enemies. When missing a target once time, his great voice can warn the enemies team. Like charger, there is no way out when he successfully aim a target, and it is always just a single target. He is more predictable when he just only bounces on the grounds to reach the target.

5) Smoker


Good: Incapacitating and killing Independent/ formation-breaker/ the best potential infected to make players holding and falling/ instant-kill/ high potential in setting up situations/ good-recharged skill/ long skill’s range/ easy-aiming
Smoker is very dangerous to below average players comparing to the other incapacitating infected (when at least, they basically know how to dodge or run away). He becomes more dangerous when enemies’ team have weakened player or apart player by setting-up situations for other incapacitating infected. Smoker is powerful in blocking-objects/sight space (like fire in a hotel). In some cases, smoker is easiest to hold back a last player passing through spaces with a dead/hard middle blocking for their teammate’s rescue. Smoker is the most situationally dangerous in clear high building whenever he can pull-up at least one player holding, falling out from their team. Comparing to Jockey who also can pull someone to hold or fall out, Smoker sometimes have safer places to spawn to trigger situation. He can also reuse his skill after missing. His high skill’s range and easy aiming makes him easier to adapt and play (if you play with noob enemies’ team, most smoker pull is successful. (even taken down or not).) Also, his good-recharged skill when missing helps him having a chance to retreat. Sometimes smoker can make an instant kill and hard to be stopped.

Weak: Worst normal-attacks/ easily to cancel skills/ long-recharged canceled skill/ predictive/ killed by his target lol/ low speed/ high situational/ skill-cancel by Hunter/Jockey/Charger / single target skill/ able to be shoved
When smoker’s tough is cut, smoker is more useless than other infected (except boomer.) There are 25 seconds to recharge his skills sometimes is not worth instead of suiciding and respawning with a new and more useful infected around 21-23 seconds, except some cases we need to save smoker. Though you want to suicide usefully, his worst normal-attack around 2-3 damage makes him nothing like a normal zombie except higher health lol. He is sometimes missing concept of plan with Hunter/Jockey/Charger when they aim the same target or steal the smoker’s target. Dangerous spaces for smokers are not much, so many players who used to experience the dead spawning smoker always notice to avoid those spaces. And the funny thing exceptionally as an incapacitating infected is he is the only one who could be killed by his successful-aiming target lol. And his single-target skill makes me hard to let him have higher rank.

6) Jockey

Good: Incapacitating independence/ potential to make player holding and falling/ instant-kill/ good-recharged skill/ Formation-breaker/ quite good skill’s damage/ potential to trigger a situation
Different from Hunter, Jockey is easier to bounce his attack due to his short range. He is the most dangerous infected for weakened player bonus with zombie surrounding, also very threatening to apart player. (I rarely see a Jockey setting-up a good situation although he has done some.) He can be able to instant kill a player and could make them holding and falling out in the same places where smoker and charger can do. Moving with his skill makes Jockey more unpredictable.
Weak: Shortest skill’s range lol/ Bad normal-attacks/ easily to cancel skills/ long-recharged canceled skill/ predictive/ low speed/ high situational/ skill-cancel by Hunter/Charger / single target skill/ able to be shoved/ high voice when bouncing, moving and spawning/ instant-kill himself/ dead-targeted/ single target skill/ unable to kill his target
What makes Jockey is worst for me is his shortest skill’s range and low speed makes him hard to bounce his target. Just it! lol

Sorry, It is hard to completely avoid including master player when playing infected (btw, I still include humans’ skills), also my personal viewing to those infected. If I miss or judge wrongly something, please comments and let people know :D

Lol, why am I writing a lot for this game? It's a legend game for me.
Last edited by kilometer; Jan 30, 2022 @ 10:21pm
Originally posted by RemadeTripper:
I’m not a good English writer, some of my words are not really a common Englis word. I don't rank on difficulty and master of players playing those infected. All infected have their own strong power, but some infected strength are much more useful than their weaknesses that can hold us back :3

1) Spitter:


Good: best in crowd control/ high skill’s range (maybe highest)/ good recharging skill/ working greatly with all types of infected and normal zombie/ good damage on both individual or entire team/ flexible dealing damage in many types of space (wide, clear, bright or narrow, blocking and dark)/ trigger situations/ easy aiming/ killing independence/ good normal-attack
Spitter is a perfect of infected duel when she is able to amplify damage with all infected for taking down a single or more players at one time (even with boomer when players are surrounded by a lot of normal zombie.) As the best crowd control, she can sperate players from covering each other, block ways, slow their team, set up situations for teammate, even easily destroy their formation in some cases. Her good recharging skill makes her one of the most saved and careful-playing infected. The high range of spitter help her flexible in spawning and dealing damage, even her death is useful in some cases lol.

Weak: most dependent on other infected/ Slow speed/ low health/ unable to incapacitated players or take down players lonely/ easily avoiding her damage/ easy target/ high voice/ able to be shoved
Her weakness is not matter as well as she and her teammates set up, but for that, she is useless for working alone (but we never really play alone lol, even we play with bots). Also, good players always notice her good spawning place and kill her easily making her low health is a high risk when playing.

2) Boomer:


Good: All the same as spitter except high range and dealing damage in wide, clear or bright space/ blocking sight/ powerful death/ able to incapacitate or take down below average players/ hard to avoid his damage (frankly, when you don't know his spawning)/ killing independence
Boomer is useful in most set-up cases, even above spitter. His power work well the same as spitter. Moreover, his blocking sight power and his death show more potentials cooperation with other infected than spitter, and is a dead risk for below average players when Boomer’s horde is more than a slowing and blocking tool in game lol.


Weak: Average skill’s range/ low speed/ lowest health/ dependent on other infected when players are average or above average/ easiest target/ high voice/ long recharged skill/ able to be shoved
What make a weaker boomer is his lowest health and highest scale to deal damage, lol. He can be killed by most guns just by a click-shooting, though it makes him more useful in some suicidal mission. And with lowest health, highest scale, nothing could be worse than his average range. Also, boomer shows less useful when we deal with above average players when they are masterful catching in boomer potential spawning places. I can not rank him above spitter with those weakness.

3) Charger

Good: Incapacitating and killing Independent/ formation-breaker/ the best instant-kill infected lol/ great damage to single player and useful damage for affective players in situations/ the best normal-attack usefulness/ good speed/ high potential in setting up situations/ good-recharged skill/ long skill’s range/ unable to kill an incapacitated player
Most charger’s powers make HIM the most breakthrough infected. He can deal a lot of damage to incapacitate a single player. In some cases, his knock-up can break enemies’ formation and be very dangerous to many players at one time if they situationally stand on a line and are at risky health. Charger’s hit can move a target far away from their team, breaking formation and triggering situation. Moreover, charger missing his target is not really have a dead-flag like the other infected when his skill still helps him going far away from players. Charger is also a keeper of escalator and stairs when he become more useful in setting up situations and dealing damage. In most cases for that, as well as situational set-up, at least one player is hopelessly hooked by charger and is unable to avoid (If you don’t come close enough, charger’s owner will not spawn, even sometimes, I see bots’ infected doing it more precise than players lol). Beside, his normal-attacks are proved by some players are more useful than his hook and other infected’ abilities lol. In some cases, charger is fast-recharged enough to come back with his team after missing his skill.


Weak: Hard-aiming/ high voice when hooking/ instant-kill himself/ high situational/ dead-targeted/ high predictive
In spite of Charger’s breakthrough, his motivation’s skill in most cases must pay by his death: instant-kill himself if missing a target in instant-kill set-up, dead-flag when hitting only one player. The uselessness of charger is even proportional to wideness and straightness of the map (less narrow and turning space.) Charger is also hard to deal a good damage to individual or many players due to his situational dependence.

4) Hunter


Good: Incapacitating and killing Independent/ highest DPS/ working well with other infected and normal zombie/ silence move and spawning/ fast-recharged skill/ long skill’s range/ the hardest infected to be killed/ unpredictable(/ annoying voice attraction when bouncing around lol)/ hiding
There are many potential spaces in many maps for hunter spawn and deal a good damage with one bounce. His launch of attack is fast with his silence moving and spawning voice and most unpredictable when he combine it with bouncing back. His crawling position to launch his skill and quite hiding appearance makes him more unpredictable (because most players aim between body and head, rarely no one aim on the ground lol) to counter. He is very strong in many types of range soloist. His most powerful is his high DPS being able to incapacitate (even kill) any player who is hard to reach by their teammate like weaken player, apart player (especially looting player lol), players are surrounded by normal zombie. Moreover, hunter is hard to kill when he has normal zombie surrounded. Above Smoker/Jockey who can also be shoved to canceled attack, hunter is easier to run away due to his bounce, even launch his next attack if enemies team is careless after shoving him but not killing him.

Weak: Hard-aiming/ high voice when bouncing/ instant-kill himself/ dead-targeted/ single target skill/ crawling triggering skill/ predictability requiring more than one-step bouncing and ground bouncing
Hunter is still easily shoved, and useless with many shoves. Hunter is more useless infected when dealing with good formation of enemies’ team. His crawling triggering skill and bouncing skills makes him slow and hard-aiming to launch a good attack on his enemies. When missing a target once time, his great voice can warn the enemies team. Like charger, there is no way out when he successfully aim a target, and it is always just a single target. He is more predictable when he just only bounces on the grounds to reach the target.

5) Smoker


Good: Incapacitating and killing Independent/ formation-breaker/ the best potential infected to make players holding and falling/ instant-kill/ high potential in setting up situations/ good-recharged skill/ long skill’s range/ easy-aiming
Smoker is very dangerous to below average players comparing to the other incapacitating infected (when at least, they basically know how to dodge or run away). He becomes more dangerous when enemies’ team have weakened player or apart player by setting-up situations for other incapacitating infected. Smoker is powerful in blocking-objects/sight space (like fire in a hotel). In some cases, smoker is easiest to hold back a last player passing through spaces with a dead/hard middle blocking for their teammate’s rescue. Smoker is the most situationally dangerous in clear high building whenever he can pull-up at least one player holding, falling out from their team. He can also reuse his skill after missing. His high skill’s range and easy aiming makes him easier to adapt and play (if you play with noob enemies’ team, most smoker pull is successful. (even taken down or not).) Also, his good-recharged skill when missing helps him having a chance to retreat. Sometimes smoker can make an instant kill and hard to be stopped.

Weak: Worst normal-attacks/ easily to cancel skills/ long-recharged canceled skill/ predictive/ killed by his target lol/ low speed/ high situational/ skill-cancel by Hunter/Jockey/Charger / single target skill/ able to be shoved
When smoker’s tough is cut, smoker is more useless than other infected (except boomer.) There are 25 seconds to recharge his skills sometimes is not worth instead of suiciding and respawning with a new and more useful infected around 21-23 seconds, except some cases we need to save smoker. Though you want to suicide usefully, his worst normal-attack around 2-3 damage makes him nothing like a normal zombie except higher health lol. He is sometimes missing concept of plan with Hunter/Jockey/Charger when they aim the same target or steal the smoker’s target. Dangerous spaces for smokers are not much, so many players who used to experience the dead spawning smoker always notice to avoid those spaces. And the funny thing exceptionally as an incapacitating infected is he is the only one who could be killed by his successful-aiming target lol. And his single-target skill makes me hard to let him have higher rank.

6) Jockey

Good: Incapacitating independence/ potential to make player holding and falling/ instant-kill/ good-recharged skill/ Formation-breaker/ quite good skill’s damage/ potential to trigger a situation
Different from Hunter, Jockey is easier to bounce his attack due to his short range. He is the most dangerous infected for weakened player bonus with zombie surrounding, also very threatening to apart player. (I rarely see a Jockey setting-up a good situation although he has done some.) He can be able to instant kill a player and could make them holding and falling out in the same places where smoker and charger can do. Moving with his skill makes Jockey more unpredictable.
Weak: Shortest skill’s range lol/ Bad normal-attacks/ easily to cancel skills/ long-recharged canceled skill/ predictive/ low speed/ high situational/ skill-cancel by Hunter/Charger / single target skill/ able to be shoved/ high voice when bouncing, moving and spawning/ instant-kill himself/ dead-targeted/ single target skill/ unable to kill his target
What makes Jockey is worst for me is his shortest skill’s range and low speed makes him hard to bounce his target. Just it! lol

Sorry, It is hard to completely avoid including master player when playing infected (btw, I still include humans’ skills), also my personal viewing to those infected. If I miss or judge wrongly something, please comments and let people know :D

Lol, why am I writing a lot for this game? It's a legend game for me.
Nice necro mate 8 years
Last edited by ◢◤Tinsellieye◢◤; Jan 28, 2022 @ 6:23pm
KING ALIEN Jan 28, 2022 @ 7:42pm 
Jockey is perfect to distract & initiate with, and use near ledges to set up a synced attack. And hunter's role is to initiate and distract for the follow-up attack by your team - preferably use this first, then the rest follow up. Each has a specific use and must be used wisely in order to make the others effective.
Damn the responses in this thread did not age well lol, Jockey isn't slow? I'm like an old man waiting to ride them around the corner
kilometer Jan 30, 2022 @ 9:50pm 
Originally posted by KING ALIEN:
Jockey is perfect to distract & initiate with, and use near ledges to set up a synced attack. And hunter's role is to initiate and distract for the follow-up attack by your team - preferably use this first, then the rest follow up. Each has a specific use and must be used wisely in order to make the others effective.

I understand. Maybe I play Jockey bad. ^^
kilometer Jan 30, 2022 @ 9:59pm 
Originally posted by Sharpie The Draggie:
Damn the responses in this thread did not age well lol, Jockey isn't slow? I'm like an old man waiting to ride them around the corner

Jockey sometimes depends more than one infected or a perfect plan (like charger successfully knock 3-4 players from escalator in the mall) to distract for him to ride someone else. Otherwise, only a noob team having speed-runner or always-looter may work for Jockey. When Hunter attack a crowd group, he stuns the other surrounding humans a moment, the same as Charger. In some cases, Smoker work better with crowd group than Jockey. Otherwise, Jockey just jump on someone and easily is shoved. Moreover. Jockey doesn't really have a good range like hunter, smoker and charger, he is easily revealed and shot to death so obviously his spawning places is very limited.

Btw, thank for your comment! :D
King Of Lolis Jan 31, 2022 @ 11:08am 
honestly charger is easy to dodge but hunter with his 500 meter jumps is the worst
along with jockey that somehow even he misses you,still can straight up jump onto you with no cooldown what so ever
Lordimbroke Jan 31, 2022 @ 11:14am 
Originally posted by King Of Lolis:
honestly charger is easy to dodge but hunter with his 500 meter jumps is the worst
along with jockey that somehow even he misses you,still can straight up jump onto you with no cooldown what so ever
charger has terrible hit boxes

i hate it sm
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Date Posted: Mar 9, 2014 @ 6:58pm
Posts: 32