PAYDAY 2

PAYDAY 2

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Enemies in Payday 2
By Reticent and 1 collaborators
The Cops Below, Please keep in mind that this guide was made when Deathwish was the highest difficulty.
   
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Preplanning
The Murky Water PMC Soldier

The Murky Water PMC Soldiers. They are also called "Murkies" by Bain and Locke. They can be a bit difficult to eliminate. The Murkywater PMC Soldiers only appear on a select few of heists, most of which will come from Locke, but these enemies also appear on Shadow Raid and Lockdown, both from Bain and Vlad.

The Murkywater Soldiers carry the same armor as the Heavy Response Units, and carry weapons much better than even Gensec Elites on Deathwish, they are plated with bulletproof armor, and the only way to damage them is from behind or a headshot, The twist is that Murkywater PMC Soldiers appear on any difficulty, which makes alot of Locke's missions extremely difficult as they can only be shot with bullets in two places if the player is without HE or AP Rounds or Guns.

Murkywater also has their forms of FBI variants, ranging from Shields, Tasers, Dozers, Cloakers, and Medics on loud heists such as Henry's Rock, but they only appear on their respective difficulties. These Soldiers during stealth act as regular security guards, but are much more resistant to fire from heisters, patrolling certain areas and having pagers that can be stopped with a ECM Jammer.
Security Guards/Metro Police

The Security Guard is the weakest enemy in game (Besides The Dentist) with only 30 hp (51 on Deathwish), armed with various small arms and a side handled baton for melee, these officers during stealth will have pagers that the gang must answer, but only 4 times can they be answered by the entire crew, the pager calls are blocked by the ECM Jammer with a specific skill, and these guards are typically on Bank jobs.
SWAT units

The Blue SWAT are armed with a Compact-5 or Reinfeld 880, they will start to appear just prior to the start of the first assault wave and tend to remain the most common enemy throughout the heist on normal difficulty (Risk Level 0). On higher levels they disappear earlier on. The Blue SWAT represent the first real challenge to the heisters as they employ the use of more advanced tactics such as taking cover and giving suppressing fire. They can use smoke grenades or flashbangs to cover their advance.


The Yellow SWAT carry the CAR-4 rifle in addition to the same gear as the Blue SWAT, but have considerably more health and durability than their counterparts. Yellow SWAT tend to appear as either a unique enemy alongside the Blue SWAT or as the replacement of the Blue SWAT on hard difficulty (Risk level I). Yellow SWAT are unusually durable as they have the lowest headshot multiplier of any law enforcement unit - their arrival can make for an unpleasant surprise on any difficulty, especially as they receive a significant firepower boost on higher difficulties. These Yellow SWAT units generally are the Hostage Rescue units that will attempt to free the hostages.
Harder Units
Heavy Response Unit



Armed with the CAR-4 and the Reinfeld 880, the FBI Heavy Response Units are far deadlier than the standard SWAT units. They are also colloquially referred to as "Greens" due to their signature green-and-white uniforms.

They only appear either in special circumstances on lower difficulties or as the standard enemy on very hard difficulty (partially mixed with Maximum Force Responders) and above.

Maximum Force Responders


The second most powerful non-special police unit. They not only carry heavier weapons but also have completely bulletproof armor plating covering their frontal body, protecting them from small arms fire taken on all parts of their body except for the head and neck. Due to their armour colouration, they are commonly referred to as "Tans" or "Browns". The Maximum Force Responders are usually the go to choice for Conversions for heisters, as their bulletproof armor protects them from minor damage, and can be more resistant to heavy fire than a Heavy Response Unit.

In Mayhem and above, they will have a different tinted armor color, to indicate that they have more health than the regular MFR.
DeathWish SWAT Units

"There's the new GenSec Elites: Hard bastards that carry shotguns, SMGs and assault rifles.
And then there's that new "dozer". He's something special, alright. You'll meet him, soon enough."
—Official description.

The GenSec Elite SWAT unit, also known by their trademarked name GenSec Fast Tactical Special Unit Task Force, is a new type of enemy added in the Death Wish update that only appear on the Mayhem/Deathwish difficulty along with the "Skulldozer". While they appear similar to the green Heavy Response Units, they are a far more significant threat; GenSec's Elites are much more accurate and possess more powerful weaponry than other standard law enforcement units. GenSec Elites also have almost twice as much health as Heavy Response Unit - though since every other enemy type (save HRUs themselves and Bikers) receives increased health as well, the increased health of Elites is less notable. Additionally, they spawn at significantly higher rates and employ more aggressive tactics than other standard law enforcer units. Oddly enough, GenSec Elites can cuff players, unlike normal SWAT teams.

Gensec Elites only appear on Mayhem and Deathwish, and disappear in Death Sentence and One Down.
Special Enemies
The Sniper


The Sniper is a special enemy in PAYDAY 2. They tend to appear on rooftops or in windows with a good view of the area. The Sniper can be easily identified by his bright red laser and the loud report of his rifle. Sometimes in certain missions before Bain announces their arrival, you can see them running to a building or being dropped off by a police chopper, The Sniper can easily take down a Heisters armor and health if they are not careful or are not using the Kingpin or Stoic perk-sets.










The Shield


The Shield is a special enemy unit in PAYDAY 2 who appears on any difficulty level. Shield units have two variations, the first being the SWAT Shields that appears on lower difficulties and are equipped with a Chimano 88 pistol. Their other counterpart, the FBI Shields, supersedes them on Very Hard difficulty and above, are equipped with CMP submachine guns.


















The Taser

The Taser is a special enemy in Payday 2. When given the chance, they tase a victim for either a short amount of time or to the point of incapacitation. Tasers share some mechanics with the original game, such as deploying in pairs. Caution is advised, as focusing on one leaves the player defenseless against the other, Tasers often pair up with Cloakers, to Tase the victim and then kick them down into incapacitation.





The Cloaker

The Cloaker is a special enemy in PAYDAY 2. They serve mostly the same role from the original game, attacking players from unexpected angles with a kick that incapacitates in one hit, then continuing to beat down the player. They are distinguished by their green goggles and gas mask, as well as the electric sound they emit when close by. This sound is heard briefly after the Cloaker spawns, regardless of the player's position.

If the Cloaker downs a player, The Cloaker's kick doesn't count towards the 3 allowed downs before going into Police Custody. The Swan Song skill will not apply if a Cloaker kicks a player, but, Cloaker kicks can be avoided by using Electric Brass Knuckles/Buzzer on the Cloaker when he is charging at you or using the Counterstrike aced skill.

A player revived after being downed by a Cloaker will have the standard revive hp. This can mean the Cloaker can remove half your health with a single strike, but it can also allow the player to heal without consuming a down, Doctor Bag or First Aid Kit.

As mentioned before, Cloakers often pair up with Tasers to tase the heister and then kick them down.

The Bulldozers

The Green Dozer


These are the tanks of the Washington DC Police Department. Wielding a Reinfeld Shotgun, these Bulldozers are the basic and form the staple of the Bulldozer. They are the weakest form of Bulldozers and appear on Overkill difficulty and higher, their weaponry can range from the Reinfield Shotgun, to a Minigun. Bulldozers often play safe, waiting for heisters to attack them, but they are known to pursue heisters.



Skulldozer/Elite Bulldozer

Also known as the "Elite Bulldozer" or the "GenSec-Dozer", it is the single most powerful Non-Map Specific police unit in the game, wielding a KSP light machine gun and wearing urban camo armor. They have incredible health and can down a heister in seconds with sustained LMG fire. They also boast a generous ammo capacity, but a lengthy reload time.

The "Skulldozer" (given the decal on his faceplate) is truly a force to be reckoned with, as his armor plating has been vastly improved from that of standard bulldozers and his face shield becomes even harder to shoot off. Cover and/or range is highly recommended when dealing with these enemies as their KSP light machine guns are capable of dealing tremendous amounts of damage at close range. Skulldozers also tend to deploy in pairs, doubling the threat.

The KSP's huge magazine and rapid-fire capability, though, are offset by the weapon's lengthy reload time, which is the perfect opportunity for heisters to pop out of cover and take him down as Skulldozers will not attack and will stay in the same spot when reloading. Although do note that because of Death Wish's difficulty tweaks, getting the Skulldozer to actually empty his KSP is a very tough affair that should not be actively attempted. With an ammo count of 200 rounds and a chance of spawning in pairs, they will almost always have enough ammo to take the entire crew
down.

The SWAT Van Turret
The SWAT Van Turret is a special enemy in PAYDAY 2, unlocked on February 10th 2015 as part of The Hype Train community event, at 300,000 gallons of hype fuel. It was released during the Spring Break Event (13-21 March) on day 5.The SWAT Van Turret is composed of a black armored SWAT van with a automated turret on top of it that features a laser targeting module. The SWAT van is stationary and the turret acts as the law enforcer's version of the Sentry Gun. The turret itself has a medium attack range, but when made friendly with the use of an ECM Jammer, it gains a significant range boost, capable of gunning down even Snipers if it happens to scan over them.

Despite being mechanical, the SWAT Van Turret does have an applied "headshot" damage multiplier. Once the armor plates surrounding the targeting lens (1,000 HP each on Hard and below) are destroyed, the fragile lens becomes exposed, which serves as the unit's "head", and any shot landed there will receive a 200x damage boost. Due to this, this special unit bears many similarities to a Skulldozer, albeit a stationary one. The Turrets have been adopted by many other Mercenary units, such as Murkywater and Ernesto Sosa and can also appear on Helicopters, SWAT Van Turret's have their accuracy severly crippled at longer ranges, but can output enough suppressive fire for a long time to down heisters easily on Mayhem and above.
Headless Bulldozers
The Headless Bulldozer (2013 Variant/Obsolete)


A headless variant of the Bulldozer appears exclusively during the 2013 Halloween event. The Headless Bulldozer looks similar to the Black Bulldozer and uses the same IZHMA 12G shotgun. The differences between the Headless Bulldozer and the Black Bulldozer is that his head is absent, leaving an exposed neck stump, and carries a sword on his back.

Despite having a highly visible and equally exposed neck stump, it does not actually damage the Headless Bulldozer any more than shooting him in the body should one were to aim for that spot.

The Headless Bulldozer appeared during the 2013 Halloween event, replacing the normal Black Bulldozers and were the sole law enforcement opponents in the 2013 Safe House Nightmare Halloween special, but, as of 2014, He was replaced with a Headless GenSec variant.

These type of Headless Bulldozers do not appear any more in the game, and were replaced with the Headless Titan Bulldozer in 2014.

Titan Bulldozer (Headless And Normal)





The Headless Titandozer From Hell was announced on October 28th, 2014, as a new enemy to be introduced in the Halloween Event. He is essentially a white-armoured Headless Bulldozer, but wears a heavy, FBI-variant Shield on his back instead of a sword. Though shown wielding a giant hammer made using Titan safes in the promotional art, the in-game weapon is significantly smaller in size and is not actively wielded, only used as a melee weapon.

Like the Skulldozer, he wields a KSP LMG. He is also the toughest variant yet, being immune to damage from behind thanks to his shield (though weapons that can normally penetrate shields can still penetrate his shield), immune to head shots due to lacking a head and possessing 11,000 hit points even on Normal, They appear on any heists in the Events tab and are replaced by Headless ZEAL Bulldozers in Death Sentence and with One Down activated.

Medic and Medic Bulldozers




Medic/Medic Dozers

Description
In order to increase the life expectancy of police officers when facing the immense firepower of the PAYDAY Gang, the Washington Metro Police has finally received much needed reinforcements. Well-trained, armed Medic units can now provide instant first aid during combat, keeping officers in the fight for longer. Though some of the more jaded veterans in the force are commenting that these new guys just became a new priority target...



The Medic is a special unit added on Day 6 of Hoxton's Housewarming Party as one of the SWAT's game changers. His healing ability instantly restores the health of any law enforcer he focuses on, allowing them to survive even otherwise fatal shots. The Medic spawns only on Overkill and above.

On Death Sentence and certain Crime Spree multipliers, it's possible for a Medic Dozer to appear, these type of Dozers only hold Compact-5 Sub Machine Guns, but are harder to kill, and are capable of downing heisters at close range, The Medic Dozers will only appear if the max Medic limit has not been reached.
Captain Winters

Health: 6,000 (8,000 on Death Wish)
Headshot Multiplier: 5x (2.5x on Death Wish)

"These special operatives have a set of very specific skills, tailored to make these criminals lives... A LIVING HELL"
—Captain Winter's introduction

Captain Winters is deployed alongside a squad of several other elite shield-wielding SWAT "Minions" during a police assault; his presence is announced through a loudspeaker-like line. He and his unit set up a testudo-type shield formation in a fixed location, facing and attacking any heister who comes within their range with their CMPs. He acts like a special boss-type unit, conferring bonuses to the law enforcers in the form of an increased spawn rate, greater damage resistance, and modified tactics. Most notably, his presence will lock the assault wave, meaning that it will not go into fade or end until Winters is driven off.

Winters and his men all take a maximum of 10% of their total health as damage in a single hit. This limits the effectiveness of high-damage weapons like the Thanatos .50 cal and HRL-7. In addition, the units take 6x extra damage from explosives. This damage bonus is applied after the 10% damage cap, so Winters and his men can take, at a maximum, 60% of their health as damage from a single well-aimed explosive of sufficient power. While Winters is present on the map, all units, including Winters himself and his shields, will be granted additional damage reduction, applied after all other damage-affecting skills and statuses. This damage resistance starts at 10% and increases by 5% every 5 seconds. After 40 seconds, units reach the maximum damage reduction of 50%.

Unlike the other special units, Winters is, for the most part, passive; he does not actively pursue the heisters the way Bulldozers, Cloakers, and Tasers do. Also unlike other specials or boss units, Winters cannot be killed; after part of his team dies or his health is worn down, he will cease to take damage and retreat off the level, and will not return again for the duration of the heist. Captain Winters and his officers only spawn once per heist/day of a heist. He will never spawn on Normal or Hard difficulty, but can spawn on all others.

Winters and his Shields will form a testudo-type shield formation, depending on how many shields are still active with Winters, if there is 8 shields, they will form a Octagon, and so on and forth, until the 4 shield formation is broken, in which, Winters will be driven off, and will leave the other 3 units, their shields have blast resistance and can bounce explosives back at the player if directly hit, their weakness is heavy fire from HE Round Shotguns however.

Winters also appears only on a few select heists.

* Alaskan Deal
* The Alesso Heist
* The Big Bank
* Big Oil (both days)
* Birth of Sky
* The Bomb: Dockyard
* Counterfeit
* The Diamond
* Diamond Store
* Election Day (Day 1 & Day 2 Plan C - Bank)
* Framing Frame (Day 1) / Art Gallery
* Firestarter (Day 1 & 2)
* Goat Simulator (Day 1)
* Hotline Miami (Day 1)
* Hoxton Breakout (Day 2)
* Hoxton Revenge
* Jewelry Store
* Lab Rats
* Rats (Day 1) / Cook Off
* Slaughterhouse
* Stealing Xmas
* Ukrainian Job
* Watchdogs (Day 1)
* White Xmas
Special Exceptions
"The Commissar is an inconvenience, which can no longer be tolerated. His time has come."
—The Dentist briefing the crew on the Commissar.


The Commissar is the boss of his own Russian Mafia family, operating in the DC area. He can be considered the first true non-police enemy special unit due to his stats, but cannot be marked with the shout command like regular specials.

The Commissar is armed with a KSP light machine gun (which is capable of easily shredding players at close range) and at least one smoke grenade, which he immediately tosses out once his panic room vault is breached. He is incredibly durable, but wears no armor and can be easily taken down with concentrated gunfire. The Commissar is not resistant to knockback or knockdown effects, it is possible to perpetually stun-lock him, by dealing high damage (causing him to flinch), using high knockback weapons or explosives, in order to prevent him from using his KSP.

Additionally, because criminal and police AIs are now programmed to engage each other; it is also possible to whittle down or kill The Commissar by retreating and having the police fight him. This is not entirely reliable because of his high health and powerful damage output, as he will gun down regular law enforcers quickly unless confronted by multiple shields or Bulldozers, both of which are capable of shrugging off The Commissar's attacks.

Another easy way to kill him is with the HRL-7. One shot is all it takes to kill him regardless of difficulty.



Hector is a enemy present on the Hoxton's Revenge heist, he supports the full armor set that the Payday Gang uses (The Iron Man skill) and possesses a KSP LMG, capable of being immune to bodyshots and having the same killing potential as a Skulldozer on Deathwish and above, however, Hector acts similar to The Commissar, staying in the vault until he is killed off, but, due to being in a FBI safe house, he does not attack the SWAT and FBI units, If the Hoxton Revenge heist is done the Stealth route, Hector will not possess any weapons or armor, as he assumes there is no signs of the Payday Gang until it's too late.


The Dentist is also another enemy present within the Payday Heists, but rather, is present on the White House heist, If the secret within the White House is done, The Dentist takes Locke and Bain hostage, after the gang enters the area, he will talk to the players in the area similar to the Hell's Island heist, and will tell the gang to let him in the area, The Dentist does not behave the way Hector or the Commissar do, acting as bosses, instead, the players must shoot down The Dentist before he kills Bain, The Dentist does not support any additional health when the risk level is higher, and only possesses a pistol to kill Bain with if the players do not kill him in time.



Commissioner Garrett is a enemy in Payday 2, but does not appear on any other heist besides the Breakin' Feds heist, which is contracted by Locke. He has the same properties as a guard, but if he is killed or alerted, the heist will immediately leave the players 10 seconds to escape, which won't be possible, because there is no escape point after Garrett is lured out, Locke will also make mentions to not kill Garrett, as it's a "long run" situation, and Locke will also tell the gang that Garrett will return to his office, and if any of the gang is in his office when he returns, he will become alerted regardless if a heister was out of his sight, leaving the players with no other choice but to restart the mission.
17 Comments
mOki 25 Oct, 2022 @ 10:15pm 
could you add the marshal US sharpshooters?
Tangerine Paint 21 Jun, 2022 @ 2:33pm 
If you still play PAYDAY 2, could you update this to include the US Marshal Sharpshooters?
Stupit 28 Aug, 2021 @ 5:54pm 
Mostly knew all of this, but it is still nice to read a recap
Great Job
Senni  [author] 26 Jun, 2020 @ 5:03am 
Updated mostly everything that is in game.
Reticent  [author] 24 May, 2017 @ 1:22am 
Please Do not contact this account about any future problems with this guide, Contact the other Author for more information or fixes.
Senni  [author] 1 May, 2017 @ 12:47pm 
So in my opinion, Zeal is a higher threat.
Senni  [author] 1 May, 2017 @ 12:47pm 
Zeal and Skull all depend on their weapon strength, Zeal carries the same Reinfield, and Skull carries KSP's. So it differs because of the weapon.
US Taxpayer donates to Taliban 22 Apr, 2017 @ 11:07pm 
so is skulldozer stronger or zeal dozer
Senni  [author] 28 Mar, 2017 @ 6:26pm 
Added: the One Down Enemies.
Reticent  [author] 1 May, 2016 @ 3:19am 
ADDED: The Commissar since he is a Boss/Enemy.