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Left 4 Dead 2 Guide: Identifying New Threats, Page 2

Jockey

Appearance: The Jockey is a cackling prankster that runs around on all fours. He is quite fast, and looks almost like a at a glance. His body is very rough-looking, and he wears the leftovers of a wife-beater and jeans. He has a penchant for hiding within groups of Common Infected thanks to his very low profile. He also leaps in a method similar to the Hunter, although he doesn't snarl.

Sounds: The Jockey is constantly laughing and cackling maniacally as he runs around the play field. If the Witch is the saddest Special Infected, the Jockey is the happiest. His sounds can be easily mistaken for that of the Charger if one has not managed to distinguish them yet. He does not announce his leaping as prominently as the Hunter does.

Strengths: Much like the other two Special Infected, the Jockey is all about splitting people up. His special ability is a pounce which allows him to steer around players while hurting them, which is great at breaking up a party and sending them into a panic. It is especially effective if coordinated with other players in Versus. He deals a good amount of damage while on the back of a player, and once they have been incapacitated, he drops off to strike again. He's also very agile.

Weaknesses: The Jockey is extremely vulnerable in the same way that the Hunter is. He's sneaky and ahrd to spot, but once he strikes, the other players can quickly take him out. He does not have much health, which makes his rides fairly short if the other players catch him or know he is around. He can be stunned the same way that the Hunter can, and being bashed to death is a common way for the Jockey to die.

Special: The Jockey is a nuisance when alone, but incredibly lethal when in a group with other Special Infected. He combines the lethality of the Hunter with mobility, and while he doesn't deal as much damage, he does get to move around. Steering players into Spitter patches, angry Tanks, or Witches is a hallmark of the Jockey strategy.

Charger


Appearance: The Charger looks like the Tank's brother, in a fashion. He has an extremely large upper torso and a small lower body. One of his arms is massive, while the other is shrunken and useless. He wears overalls with nothing else. In a way, he is an exaggeration of the stereotypical southern hick stereotype of overalls and straw in-between the teeth.

Sounds: The Charger makes sounds much like a donkey or a nasal yell. It is sometimes hard to distinguish his ambient sounds from the Jockey's, but his charge is very unique, as he makes a sound like a yelling donkey or a train with a head cold. He also slams into stuff pretty loudly.

Strengths: Once again, splitting up players is what the Charger is all about. His special ability is to charge in a straight line, picking up the first player he hits and knocking around the rest for a large amount of damage. The one he grabs will then be pounded over and over into the ground until they die or the Charger is killed, and they are helpless until the Charger dies. No stunning for this fellow!

Weaknesses: The Charger is massive, which makes him easily spotted. His sounds are also equally conspicuous, which makes planning for his attack extremely easy. His charge is in a straight line with no capability to turn, which makes it impossible for him to deviate from his course and very easy to kill if he misses. He can not let go of a survivor, even if he is bashed, which makes surviving the initial assault highly unlikely. He's also only slightly tougher than the other Special Infected, ending up somewhere around the Witch's level.

Special: The Charger is best used as a locational killer. When he has a survivor in his grip, the survivor takes damage (albeit highly reduced) from a fall. If they are standing near the edge of an open roof, or a river, or something similar, the Charger can score an easy kill simply by charging them off of the edge. In the case of the river, it is even a (hilarious) instant kill!

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