Classes (Zombie Massacre)

There are six different character **classes** that you can play as in Zombie Massacre. They each have a unique **Special Item** and **Combo Power**. Up to two players can play as the same class in any match, and classes can be switched between rounds.

### Special Item / Combo Power

The **Special Item** is a cooldown based ability, which on all classes plants a stationary item that can help teammates or kill zombies. Each Special Item has a set duration, as well as a cooldown between uses which only starts ticking down after the item's duration ends.

The **Combo Power** is a powerful ability which is charged by killing 5 zombies in quick succession (the combo breaks if you haven't killed a zombie in 5 seconds). Combo Powers vary wildly depending on the class, but on all classes travels with the class, unlike Special Items. Both your Special Item and Combo Power can be upgraded using points between rounds.

If you die while your Special Power is deployed, it will be destroyed automatically, and you will need to wait the full duration and charge time before you can deploy it again. Your Combo Power duration will also be cut short on death.

## **Doctor**

The Doctor is the main source of healing in Zombie Massacre. They are a very useful class to have in multiplayer due to their Healing Kit, and are one of the best classes for singleplayer matches due to the self-healing from Transplant.

**Healing Kit**
**Transplant**
**Upgraded:** 22 > 24 > 26

The **Healing Kit** gives the Doctor 10 points each time a teammate is healed (no points are given for self heals). Upgrading your Special Item will significantly increase the healing from the kit; its range is unaffected.

**Transplant** focuses beams at nearby zombies which deal 5 damage per tick, and heals the Doctor for 5 HP. Unlike Healing Kit, this ability cannot heal other players. Upgrading your damage will increase the health taken from zombies, but not the heal.

Healing Kit Radius

## **Electrician**

The Electrician specializes in group damage, with their high range Home-made Turret and deadly Tesla Zap.

**Home-made Turret**
**Tesla Zap**
**Upgraded:** 11 > 12 > 13

Upgrading the **Home-made Turret** drastically improves its range and rate of fire. Its damage falls off at higher ranges; it deals 5 damage to zombies at player melee range, 4 at mid-close range, etc. The turret can only target one zombie at a time, so upgrading your damage and Special Item should be prioritized for maximum effectiveness.

**Tesla Zap** works similarly to the Doctor's Transplant, focusing chains of lightning at nearby zombies. Tesla Zap has a much shorter duration and cannot heal the Electrician, but deals much more damage to zombies (30 at base damage).

Home-made Turret Radius

## **Journalist**

The Journalist specializes in high burst damage, with their pulsing Radio Tower and instant Camera flash.

**Radio Tower**
**Camera Flash**
**Upgraded:** No change

The **Radio Tower** fires frequencies every second which deal 100 damage to all zombies around it. The Radio Tower's starting range is very small, but upgrading your Special Power increases range as well as the frequencies' fire rate.

The **Camera Flash** deals 150 base damage to all zombies in a large, circular radius around the Journalist. Uniquely, kills from this combo power can be used to power the next one (this may be a bug). Upgrading the Camera Flash's duration does nothing.

Radio Tower Radius

## **Mercenary**

The Mercenary specializes in single target damage, with their high damage orbital lasers and auto-aim Focus Shoot.

**A.L.P.S.**
**Drone Buddy**
**Upgraded:** 8.8 > 9.6 > 10.4

**A.L.P.S.** targets zombies (marked with a red crosshair) and shoots an orbital laser on them every ~0.5 seconds, dealing 100 base damage. Orbital strikes deal close area of effect damage (100 for all zombies in range). A.L.P.S.'s range starts out small, but can become one of the largest ranged Special Items once upgraded. The cooldown of A.L.P.S. is prolonged by 8 seconds due to its destruct animation after the duration ends.

**Drone Buddy** deploys a drone which floats just over the Mercenary's head. It focuses on zombies, rapidly shooting them for 5 - 10 damage per shot (the damage dealt per shot seems to be random). The Mercenary can use their own weapons while Drone Buddy is active, unlike their previous Focus Shoot combo power.

A.L.P.S. Radius

## **Survivor**

The Survivor can block chokepoints with their close-range Blade Trap and charge into hordes with their highly offensive Ramming Shield. The invincibility from their Ramming Shield makes them an excellent class to pick for singleplayer matches and against the Queen.

**Blade Trap**
**Ramming Shield**
**Upgraded:** 3.3 > 3.6 > 3.9

The **Blade Trap** quickly spins around, and any zombies who contact the blades take 100 base damage. Zombies with over 100 health can be damaged multiple times by the blades. The Blade Trap's size increases when upgraded.

On activating **Ramming Shield**, the Survivor quickly charges forward for 1 second, slamming into zombies for 100 base damage. After the charge, the shield will still be active and deal damage to zombies until it expires. You can steer yourself while charging, and stop the charge by moving toward the opposite direction you are charging to.

Blade Trap Radius

## **Scientist**

The Scientist can uniquely use their abilities to both harm zombies and heal teammates.

**Black Hole**
**Explosive Flasks**
**Upgraded:** 5.5 > 6 > 6.5

The **Black Hole** has the smallest base range out of any other Special Item. Once a zombie enters the Black Hole range, it will pull the zombie into the center of the radius, rapidly dealing 100 base damage, effectively insta-killing it. The Black Hole's radius can be increased a bit by upgrading your Special Item.

**Explosive Flasks** replaces the Scientist's current weapons with Explosive Flasks for the Combo Power's duration. Flasks are thrown with the fire button, bounce on walls, and will explode upon hitting a zombie or the floor. If a zombie is hit with a flask, it will take 100 damage. If a teammate is hit, they will heal for 20hp. If the Scientist is hit by their own flask, they will heal for 10hp. Healing players (including self heals) will give the Scientist 10 points.

Black Hole Radius

## Images

### Class Icons

DoctorElectricianJournalistMercenarySurvivorScientist
## Trivia

* There was going to be a class called the Maniac who used a Makeshift Bomb and Charge attack, but they were scrapped and their abilities were merged with the Scientist's abilities.
	+ The Charge attack was also most likely merged with the Survivor's Ramming Shield.
* All classes are returning from GMod Tower, except for the Scientist.

1. ↑ https://forums.pixeltailgames.com/t/zombie-massacre/21613/125

Attached forum post shows a screenshot of the roadmap page for Zombie Massacre, when Maniac was still mentioned on it.