Husk (Killing Floor 2 VS)

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KF2 Specimen VS Husk.jpg
For the AI counterpart, see Husk (Killing Floor 2).

The player-controlled Husk is one of the playable ZEDs in Killing Floor 2's Versus Mode. The Husk is one of the few ranged ZEDs in the game. Husk has two main roles - one of them is to snipe human team from the long ranges thanks to its ability to shoot precise fireballs and the other role is an area denial - in close range Husk uses flamethrower and suicide AOE attacks.

Base Statistics

Kill Reward 20
XP Reward 30
Speed (walking) 550
Speed (sprinting) 430
Health (body) 600
Health (backpack) 75
Health (head) 200

For kill reward calculations read Dosh Mechanics.

Due to Game Conductor mechanics, player-controlled Husks have their health modified based on the average level of the Survivor team. Values vary within (x0.85 - x2) range.

Damage Resistance

Player-controlled Husks resistant to nearly all types of the damage except for very few cases, however they are less resistant to damage from certain tier 1 weapons.

Common Modifiers

Husks are resistant to all types of the damage except for Microwave which they are neutral to.

Piercing Slashing Bludgeon Toxic Fire Microwave Explosives Freeze Shells
Damage Multiplier x0.4 x0.8 x0.8 x0.3 x0.5 x1 x0.8 x1 x1

Husks resistant to every type of ballistic weaponry, without any significant cascades in the multiplier values.

Sub-machine Gun Assault Rifle Shotgun Handgun Rifle
Damage Multiplier x0.8 x0.7 x0.5 x0.6 x0.65

Weapon-specific Modifiers

Husks are vulnerable against heavy (blunt) attacks of Berserker's Crovel Survival Tool.

CaulkBurn HX25 Eviscerator (proj) Eviscerator (saw) Crovel (bludgeon)
Damage Multiplier x0.7 x0.6 x0.4 x0.3 x1.2

Husks are neutral against Commando's AR-15, drastically vulnerable against default 9mm Pistol and Field Medic's HMTech-101 Pistol and are slightly weak against certain shotguns.

AR15 MB500 Rem1858 Colt1911 Medic Pistol Winchester 9mm Trenchgun
Damage Multiplier x1 x1.1 x0.85 x0.75 x1.5 x0.75 x1.6 x1.1


Husks have two weak spots, which are the head and the backpack. Husks will die instantly by exploding when they all out of backpack health.

Damage Multiplier
Head x1.001
Backpack x1.1
Arm Cannon x0.5
All other x1

Incapacitation Resistance

Kf2 husk versus incaps.png

Attacks and Moves

- Primary: Ranged Fireball attack.
- Secondary: Close range Flamethrower attack.
- Bash button: 3-hit Melee combo.
- Grenade button: Suicide AOE attack.

Note: Damage values below vary between (x0.7 - x1.31) based on average level of the human team.
Fireball. Damage - 23. Radius - 6.5m. Falloff - 1 (linear). Cooldown - 0.95s. Upon holding the charge button, the Fireball strength (damage and radius) is being increased within (x0.5 - x1.3) range at rate of +0.4 per second (i.e. it will have the maximum damage / range after charging the cannon for roughly 3 seconds). Explosion radius depends on the current strength and has additional multiplier of x0.7 - actual explosion radius laying between 2.27 and 5.91 meters. Fireball leaves a ground fire (duration - 4s, burn interval - 0.25s, damage - 1, radius - 150, linear falloff).
Flamethrower. Damage: Max - 10, Min - 3 (scales linearly over 9m). ROF - 120. Cooldown - 2s.
Melee. Damage - 15. Maximum hit range - 1.8m. Vs doors - x5 more. Cooldown - 0.1s.
Suicide (or Backpack explosion). Damage - 125. Radius - 6m. Falloff - 0.5 (exp).

Damage Scale

Melee - x1 (3 hits per attack).
Melee (headless) - x1 (1 hit per attack).

Miscellaneous Information

Suicide (animation duration) - 1.54s.
Jump cooldown - 1s.
Fireball speed - 4200 units per second.

Player-controlled Husks start spawning at the second wave of the normal versus game.