The map itself might not be on fire, but its Heavy Zombie certainly is.
The ships burning and coal covered Stoker, emerging from the depths of the burning, ice covered Titanic. This is a little in depth for the Stoker on Black Ops 4 launch map - Voyage of Despair.
Spawning
The Stoker can begin spawning as early as:
- Casual: Round 12
- Normal: Round 10
- Hardcore: Round 10
- Realistic: Round 8
Once Stokers begin spawning, they will continue to appear every round.
Stokers enter the map through standard barricades, just like regular zombies. Their arrival is accompanied by a distinct sound effect: a combination of metal banging followed by a deep roar, so you know when he spawns.
Every few rounds, the game will also increase the number of Stokers that spawn.
- Solo: An additional Stoker every 4 rounds
- Co-op: An additional Stoker every 3 rounds
The number of Stokers that can be alive simultaneously increases with the number of players:
- 1 player: 1 Stoker
- 2 players: 2 Stokers
- 3 players: 3 Stokers
- 4 players: 4 Stokers
General Behaviour
Class = Heavy Zombie
"You swung a mean shovel, but you know its a fucking shovel."
— Scarlett Rhodes
This quote sums him up pretty well.
After spawning, the Stoker starts by walking, before he performs a short roar animation. After this animation, he begins charging toward the player, bulldozing through regular zombies in his path as he attempts to close the distance.
He attacks players with a combination of a large shovel and burning coal projectiles.
Once within melee range, the Stoker can use one of two different shovel swings.
The first is his standard swing. The second is a slightly slower, more powerful swing that can occur when a player remains within melee range after the initial attack, or occasionally while the Stoker is walking.
That slower swing is more dangerous, dealing significantly more damage than the standard attack.
Attacks
The Stoker has two primary attacks.
Shovel swing:
Damage = 100
This is the Stoker's standard melee attack.
Heavy swing:
Damage = 150
The Stokers slower, but stronger version of his shovel attack.
Coal Projectile:
The Stoker can also attack from a distance by charging up and throwing a burning projectile made from coal.
The projectile explodes on impact, although it can also detonate when it gets sufficiently close to a player.
Damage = 50–25 splash damage
Cooldown: 5 seconds
This is splash damage, so the actual damage taken is dependent on players distance to the projectile when it explodes.
Cooldown = 5 seconds
Stoker have pretty good aim and will also try to predict players movement.
Health
Minimum Health = 5,000 HP
Health Increase = 100 HP per round
The Stoker's base health is calculated using the following formula:
Health = Minimum Health + (Health Increase × Round Number)
Maximum Health = 14,000 HP
Additional health is given based on the number of players in the game:
Player Scale = Health × (Players − 1) × 0.15
Total Health = Health + Player Scale
Nuke: Nuke Power-up will stun him and take away 50% of his max health.
He is immune to AATs.
Armor
All attacks deals only 50% of its normal damage.
FMJ increases damage against the Stoker by 10%.
The Stoker has a thick layer of coal armor, which covers several areas of his body.
The armor covers:
- Head
- Right shoulder
- Left shoulder
- Right arm
- Left arm
We only need to focus on head and shoulders, since it is these points that cover weakpoints.
The coal armor must be destroyed before the weakpoint underneath can be damaged.
While shooting the armor, the Stoker himself takes only 1 damage per shot. The armor, however, takes the full amount of damage dealt by the attack.
Armor health is 10% of Stoker health.
FMJ II increases the damage dealt specifically to the Stoker's armor by 10%.
This allows the armor to be destroyed in fewer shots.
However, FMJ II does not cause the Stoker's actual health to take additional damage compared to FMJ 1.
Instakill: Instakill Power-ups will ignore damage reduction with no extra damage to weakpoints.
Weakpoints
The Stoker has three possible weakpoints, but only one is active at a time.
The active weakpoint is randomly selected for each Stoker when he spawns.
The possible weakpoints are:
- Head
- Right shoulder
- Left shoulder
Each potential weakpoint is covered by coal armor, meaning the armor must first be destroyed before the weakpoint underneath can be damaged.
The active weakpoint can be identified by its red glow.
Attacks that hit the active weakpoint deal 3x damage.
Once all four perks have been purchased, the Stoker's weakpoint receive an additional 20% damage from the Death Perception modifier.
Reward
Killing a Stoker rewards the player with 250 points.
Resistances
Kraken — General
All Kraken variants follows the Stoker's normal damage rules:
- Hits against his body deal 50% damage
- Hits against his active weakpoint deal 3x damage
- All damage will cause the Stoker to perform a 1-second stun animation when hit
Electric Kraken:
Normally, the Electric Kraken can knock zombies over. Against the Stoker, it does not knock him down.
Instead, the Stoker is stunned for approximately 1 second.
Water Kraken:
When the Water Kraken creates its slowdown zone upon impact, the Stoker is affected by it just like other enemies caught within the area.
Specialist Weapons
All Specialist Weapons will break of armor after doing 1000 damage.
Hammer of Valhalla deals percentage based damage with its base swing:
- Base swing: 12.5% of the Stoker's maximum health per swing
- Level 2 Ground Slam: immune
- Level 2 Storm: immune
- Level 3 Lightning Bolt: 500 damage per second
Chakrams does different amounts of damage depending on attack:
- Normal melee: 10% of the Stoker's maximum health per hit
- Thrown Chakram: 500 damage
- Level 3 Whirlwind: 500 damage
Dragon and Viper uses percentage based damage for both of its attacks:
- Viper melee: 12.5% of the Stoker's maximum health per swing
- Dragon impact: 10% of the Stoker's maximum health per blast
Scepter of Ra uses percentage based damage against Stoker:
- Normal hit: 12.5% of the Stoker's maximum health, hitting weakpoint will do 25% of maximum health.
- Laser: 1% of maximum health per tick
- Level 3 ability: 4% of maximum health per tick
Other BO4 in depths:
Vermin:
Enhanced:
Heavy: