Immunity is a new feature within R2DA that allow an object to be resistant to certain aspects of the game.

Currently, there are 8 common types of immunity that can be found in-game.

Basic Immunities

Damage Immunity

This immunity was added in v0.6.1.

This can be triggered by:

  • Punching.
  • Kicking.
  • Swinging a melee weapon.
  • Blocking.

This grants immunity to most forms of damage except:

  • Explosions.
  • Radiation.
  • Being caught by a Leaper.
  • Being caught by an Edgar.
  • A Brute's club.
  • Touching environmental hazards.
  • Falling out of the world.

All melees — except the Defibrillator and including the Hammer — supply damage immunity.

During Rapid Infection, melee weapons do not grant their usual immunities. However, Punching and Kicking still do.

Forcefield Immunity

This can be triggered though:

  • Being a survivor
    • At the beginning of every round.
    • After being revived by a Defibrillator.
  • Being a zombie
    • As a Brute (or Charged Brute) by holding Q at the expense of 20 energy per second.
    • As a Stalker by holding E at the expense of 20 energy per second
  • As either
    • By ranking up at any point in the round.

This grants immunity to most attacks except:

  • Being caught by an Edgar or Leaper.
  • Fire damage (if the effect is still there after the immunity wears off).
  • Falling out of the world.
  • Touching environmental hazards.
  • Frozen by an Ice Gun or Ice Staff.

Prominent examples of environmental hazards include the surrounding terrain in Terminal Decay and scaling the cliffs in Mogadishu Transit. In v0.9.9, this immunity was extended to protect you from being knock-backed and from being tripped.

Chronos XI receives one whenever he uses Laser Storm and when the round initially starts. This prevents him from being killed too easily since he isn't directly attacking anything.

Similar to Godmode Immunity.

Vehicle Immunity

This immunity was added in v0.6.8.

Previously, by sitting down in the Helicopter, you became completely immune to damage. However, you were still vulnerable to:

At one point, this immunity was bugged allowing normal zombies to simply claw to kill survivors. This was fixed.

With the new helicopter (including the Bus and Private Jet, when it was added), 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. Type spectate in order to do so.

Entering the Subway Train, in Subway, will allow one to become immune to explosions from outside the train.

Incendiary Immunity

This immunity allows these mobs to be resistant to incendiary damage and applies to:

This immunity also applies to survivors with the Firevest.

An Elemental is actually healed by fire, and the Ticker is resistant to Flamethrower damage, but not Molotov damage.

This immunity can be disabled for the Ticker if they are knocked down specifically by a Fire Extinguisher. When done so, this renders them vulnerable to Flamethrower damage.

Tickers used to be immune to the Flamethrower but are no longer immune after v1.3.4.

Knock-back Immunity

This immunity applies specifically to a Brute against a Fire Extinguisher. If used in an attempt to push the Brute back, it won't work. A Brute will also not get knocked-back by melee attacks when he is shielded.

This technically also applies to the Elemental, but it usually kills it before any knock-back is applied.

Trolley Immunity

This immunity was added in v0.6.4.

By sitting down, you become immune to a Brute's club. However, all other damage is still fair game.

A slight bug with this is that you will not win the round if you are sitting down. This has since been fixed

Fall Damage Immunity

This immunity mostly applies towards the Jetpack. All Zombies are immune to fall damage.

This was first used when the DEMO version of the Jetpack was introduced. This version of the Jetpack mitigated slight fall damage. However, if your arms started flailing, you would still take some damage. This trait was later updated, meaning the Jetpack was no longer immune to fall damage.

The Cakepack, Parasol and Duck Mount prevent all fall damage, in a somewhat animated way, slowing your character down. The Modern Jetpack prevents all fall damage, without the need of slowing you down. However, if you lose your Jetpack, at a distance away from the ground, you will still take damage.

Bone Sword Immunity

This immunity was added in v1.2.4.

Holding E will negate melee damage and most effects.

Does not include: Chainsaw

Other Immunities

Admin Forcefield Immunity / God Mode

The only person who has access to this immunity is PlaceRebuilder.

This immunity is only accessed by a command which will then put a forcefield on you. All damage will not affect you.

Heavy abuse of this in R2D 2014 led to the decline of the latter.

Video evidence can be seen here.

Explosive Immunity

So far, this immunity applies to:

  • Lord Pumpkin Jr. (2016)
  • Chronos XI (Partially. This specifically applies to the Grenade and Pipebomb, but overall, it's just a glitch. The RPG, M202, X-Mas Launcher, and Airstrike are confirmed to still be effective.)

As explosives do high damage, this was added in so that they couldn't be defeated so easily.

With this immunity, you cannot damage these mobs with:

Melee Immunity

So far, this immunity applies to:

Melee weapons do not affect these bosses. You can still kick and punch, though.

Removed Immunities

Pipebomb Immunity

This is a scrapped immunity that was implemented on the Leaper before v0.6.8.

This allowed you to resist a Pipebomb and the way it forced you to go in its direction.

Although removed, the Digger can be said to have it while digging.

Idle Immunity

This was an unintentional immunity that applied to Idle mobs that existed from v0.9.3 to v1.0.2.

A mob, while in Idle mode, could not be stunned in any way, shape, or form. Knockback, however, still applied.

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