Immunity

Immunity is a new feature that implemented in R2DA, currently there are 7 common types of immunity that can be found in-game.

Damage Immunity
Can be triggered by punching, kicking, swinging a melee weapon and blocking. Grants immunity to most damage. There are some exceptions such as explosions, being caught by a Leaper or Edgar, or radiation.

All melees (except from the Defibrillator and including the Hammer) have damage immunity.

Player Forcefield Immunity
There are currently 3 ways to access this immunity

As a Survivor:
 * You will spawn in with a forcefield at the start of any game but will disappear after 5 seconds. It will protect you from all damage apart from falling out of the map, and the direct hit from a Brute club.

As a Zombie:
 * You get forcefield immunity during the middle of a round by being revived from a Defibrillator, but it will disappear after a few seconds.
 * As a Brute (or Charged Brute), hold Q to use your forcefield, but it will use 30 energy per second. One can only hold it for so long.

Helicopter Immunity
Added in the same update that brought Bouri Rig 71, this type of immunity protected you from Edgars' Tongues and Leapers. However, it doesn't protect you from Ticker radiation, Elementals, and (sometimes, but not all times) Brutes' clubs. Helicopter immunity was bugged out in one of the previous updates, allowing Zombies to kill Survivors. This was fixed soon after the bug.

With the new helicopter, you are teleported to a stage where no zombies can reach you (basically making you invincible). This is visible by spectating someone inside the new helicopter stage.

Flamethrower/Molotov Immunity
Applies to Elementals and Tickers specifically. They usually cannot be hurt by the Flamethrower. Elementals are actually healed by the flames of the Flamethrower and Molotov. The Ticker takes damage from the Molotov, but not the Flamethrower.

Idle Immunity
Applies to Idle mobs, they are immune to all forms of stuns, such ones caused by kick, punch, melees and Defibrillators.

However, they are not immune any knock-back caused by melees, kicks and punches.

This Immunity is probably a bug, however, and may be changed or removed in a later update.

Knock-back Immunity
Applies to a Brute against Fire Extinguishers. If used in an attempt to push the Brute back, it won't work. This also applies to both Elementals, but it usually kills them before any knockback would be applied.

Trolley Immunity
Implemented v0.6.4, this applies when you are sitting on one of the Trollies' seats.

Sitting on the seat will make you immune to Brute clubs, however, you are unlikely to win the round if you are sitting in the seats.

Admin Forcefield Immunity / God Mode
Currently the only person which has person to have this type of immunity is PlaceRebuilder, otherwise it would be abused. This immunity is only accessed by a command which will put a forcefield on you.

All damage will not affect you.

Previously, Forcefield Immunity / God Mode was exploited in Reason 2 Die which (partly) led to the decline of R2D.

Video Evidence : https://www.youtube.com/watch?v=2fT7k5lE6SY

Explosive Immunity
Only applies to Lord Pumpkin Jr., this immunity was added so Lord Pumpkin Jr. couldn't be easily be defeated.

This basically means you can't damage the boss with the Airstrike. Also affects the M202, Grenade, Pipebomb, and Molotov.

Melee Immunity
Applied to Lord Pumpkin Jr. and King Crab, melee weapons do not affect these bosses.

You can still kick and punch though.

Pipebomb Immunity
This is a scrapped feature that was implemented on the Leaper before v0.6.8.

This allowed you to resist Pipebombs and the way it forced you to go in it's direction.