Alpha Clot: Difference between revisions

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==Base Statistics==
==Base Statistics==
 
{| class="wikitable"
{|class="wikitable" style="white-space:nowrap;width: 600px;text-align: center;border: 1px solid #603311;background-color:#E5EECC;font-size:1.1em;padding: 0px 20px 0px 20px;"
!
!  
!<small>Normal</small>
! scope="col" | Normal
!<small>Hard</small>
! scope="col" | Hard
!<small>Suicidal</small>
! scope="col" | Suicidal
!<small>Hell on earth</small>
! scope="col" | Hell on earth
|-
! scope="row" | Kill Reward
| 7  || 7 || 7  || 7
|-
|-
! scope="row" | XP
!<small>Kill Reward</small>
| 8 || 11 || 11 || 11
|<small>7</small>
|<small>7</small>
|<small>7</small>
|<small>7</small>
|-
|-
! scope="row" | Health (body)
!<small>XP</small>
|75||100||100||100
|<small>8</small>
|<small>11</small>
|<small>11</small>
|<small>11</small>
|-
|-
! scope="row" | Health (head)
!<small>Health (body)</small>
|15||20||20||20
|<small>75</small>
|<small>100</small>
|<small>100</small>
|<small>100</small>
|-
|-
!<small>Health (head)</small>
|<small>15</small>
|<small>20</small>
|<small>20</small>
|<small>20</small>
|}
|}
For kill reward calculations read [[Mechanics_(Killing_Floor_2)#Gameplay_-_Dosh|Dosh Mechanics]].
For kill reward calculations read [[Mechanics_(Killing_Floor_2)#Gameplay_-_Dosh|Dosh Mechanics]].


===Attacks===
===Attacks===
 
{| class="wikitable"
[[File:Kf2_alphaclot_damage_values.png]]
| colspan="4" rowspan="1" |<small>Grab attack (odds, instead of regular attack)</small>
 
| colspan="2" rowspan="1" |<small>0.33</small>
|-
| colspan="4" rowspan="1" |<small>Melee (base damage, Alpha Clot)</small>
| colspan="2" rowspan="1" |<small>6</small>
|-
| colspan="4" rowspan="1" |<small>Melee (base damage, Rioter)</small>
| colspan="2" rowspan="1" |<small>8</small>
|-
| colspan="4" rowspan="1" |<small>Melee (damage multipliers vs. doors)</small>
| colspan="2" rowspan="1" |<small>3/6</small>
|-
| colspan="4" rowspan="1" |<small>Melee (damage multipliers vs. players)</small>
| colspan="2" rowspan="1" |<small>0.2/0.4/0.5/0.6/0.7/1</small>
|-
| colspan="4" rowspan="1" |<small>Melee (range)</small>
| colspan="2" rowspan="1" |<small>172</small>
|}
The base damage value further modified by the difficulty-specific [[Mechanics_(Killing_Floor_2)#ZEDs_-_Damage_multipliers|multipliers]].
The base damage value further modified by the difficulty-specific [[Mechanics_(Killing_Floor_2)#ZEDs_-_Damage_multipliers|multipliers]].


Line 44: Line 69:
==Speed==
==Speed==


Clots move slowly when docile, and sprint when enraged. <br />
Clots move slowly when docile, and sprint when enraged.<br />On higher difficulties, Clots have a chance to enrage upon sighting the players, and have a chance to enrage when shot.<br />Once enraged, Clots will never stop sprinting until they are killed.<br />Movement speed is randomized within ± 10% range and further modified by a multiplier based on difficulty.
On higher difficulties, Clots have a chance to enrage upon sighting the players, and have a chance to enrage when shot. <br />
{| class="wikitable"
Once enraged, Clots will never stop sprinting until they are killed. <br />
|<small>Walking speed (per difficulty)</small>
Movement speed is randomized within ± 10% range and further modified by a multiplier based on difficulty. This value is 0.87 on Normal and 1.05 on Hell On Earth.
| colspan="6" rowspan="1" |<small>(189 - 231) / (162 - 198) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1)</small>
 
{|class="wikitable" style="white-space:nowrap;width: 600px;text-align: center;border: 1px solid #603311;background-color:#E5EECC;font-size:1.1em;padding: 0px 20px 0px 20px;"
!
! scope="col" | Normal
! scope="col" | Hard
! scope="col" | Suicidal
! scope="col" | Hell on earth
|-
! scope="row" | Speed (walking)
|189 - 231||189 - 231||189 - 231||189 - 231
|-
|-
! scope="row" | Speed (sprinting)
|<small>Running speed (per difficulty)</small>
|450 - 550||450 - 550||450 - 550||450 - 550
| colspan="6" rowspan="1" |<small>(450 - 550) / (405 - 495) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1)</small>
|-
|-
! scope="row" | Chance to Sprint on Sight
|<small>Hidden speed</small>
|0%||0%||5%||75%
| colspan="6" rowspan="1" |<small>600</small>
|-
|-
! scope="row" | Chance to Sprint when Shot
|<small>Sprint chance</small>
|1%||0.05%||100%||100%
| colspan="6" rowspan="1" |<small>Normal - 0 / Hard - 0 / Suicidal - 0.5 / HOE - 0.85</small>
|-
|-
|<small>Sprint chance (when damaged)</small>
| colspan="6" rowspan="1" |<small>Normal - 0 / Hard - 0.7 / Suicidal - 1 / HOE - 1</small>
|}
|}
For comparison, by default a healthy player character with the minimal weight walks at speed of 383 units/s, and sprints at speed of 460 units/s.
===Sprint Conditions===
Should sprint if can sprint OR (if can sprint when damaged AND damaged) (i.e. if sprint chance met its value). Should sprint when frustrated. Rioter cannot sprint while wearing the armor and will sprint upon loosing it.


For comparison, by default a healthy player character with the minimal weight walks at speed of 383 units/s, and sprints at speed of 460 units/s. <br />
== Resistances and Weaknesses ==
[[File:Zed StatsSheet AlphaClot.jpg|The Clot|800x800px]]


==Resistances and Weaknesses==
===Damage Resistance===


[[File:Zed StatsSheet AlphaClot.jpg|The Clot]]
Clots have little to no weaknesses, and have a few crippling resistances.
{| class="wikitable"
!
!<small>Piercing</small>
!<small>Slashing</small>
!<small>Bludgeon</small>
!<small>Toxic</small>
!<small>Fire</small>
!<small>Microwave</small>
!<small>Explosives</small>
!<small>Slashing - Knife</small>
!<small>Freeze</small>
![[Mechanics_(Killing_Floor_2)#Weapons_-_Ballistic-explosive_tracing|<small>Shells</small>]]
|-
!<small>Damage Multiplier</small>
|<small>x1</small>
|<small>x0.85</small>
|<small>x0.9</small>
|<small>x1</small>
|<small>x1</small>
|<small>x0.25</small>
|<small>x1</small>
|<small>x1</small>
|<small>x1</small>
|<small>x1</small>
|}


===Non-Ballistic Resistance===
===Ballistic Resistance===


Clots have little to no resistances, and have a few crippling weaknesses.
Clots have no resistances to ballistic weaponry and are extremely vulnerable to sub-machine guns.
 
{| class="wikitable"
{|class="wikitable" style="white-space:nowrap;width: 600px;text-align: center;border: 1px solid #603311;background-color:#E5EECC;font-size:1.1em;padding: 0px 20px 0px 20px;"
!
!  
!<small>Sub-machine Gun</small>
! scope="col" | Piercing
!<small>Assault Rifle</small>
! scope="col" | Slashing
!<small>Shotgun</small>
! scope="col" | Bludgeon
!<small>Handgun</small>
! scope="col" | Toxic
!<small>Rifle</small>
! scope="col" | Fire
! scope="col" | Microwave
! scope="col" | Explosives
! scope="col" | Slashing - Knife
|-
! scope="row" | Damage Multipler
|x1||x0.85||x0.9||x1||x1||x0.25||x1||x1
|-
|-
!<small>Damage Multiplier</small>
|<small>x1.5</small>
|<small>x1</small>
|<small>x1</small>
|<small>x1</small>
|<small>x1</small>
|}
|}


===Ballistic Resistance===
===Hitzones===


Clots have no resistances to ballistic weaponry and are extremely vulnerable to sub-machine guns. <br />
Clots only have one weak [[Mechanics_(Killing_Floor_2)#ZEDs_-_Hitzones|spot]], which is the head.  
 
{| class="wikitable"
{|class="wikitable" style="white-space:nowrap;width: 600px;text-align: center;border: 1px solid #603311;background-color:#E5EECC;font-size:1.1em;padding: 0px 20px 0px 20px;"
!
!  
!<small>Damage Multiplier</small>
! scope="col" | Sub-machine Gun
! scope="col" | Assault Rifle
! scope="col" | Shotgun
! scope="col" | Handgun
! scope="col" | Rifle
|-
|-
! scope="row" | Damage Multiplier
!<small>Head</small>
|x1.5||x1||x1||x1||x1
|<small>x1.1</small>
|-
|-
!<small>All other</small>
|<small>x1</small>
|}
|}


Clots only have one weak [[Mechanics_(Killing_Floor_2)#ZEDs_-_Hitzones|spot]], which is the head.
===[[Mechanics_(Killing_Floor_2)#Gameplay_-_Afflictions|Incapacitation]] Resistance===
 
{| class="wikitable"
{|class="wikitable" style="white-space:nowrap;width: 200px;text-align: center;border: 1px solid #603311;background-color:#E5EECC;font-size:1.1em;padding: 0px 20px 0px 20px;"
!<small>Affliction:</small>
!
!<small>Stun</small>
! scope="col" | Damage Multiplier
!<small>Knockdown</small>
!<small>Stumble</small>
!<small>Gun hit</small>
!<small>Melee hit</small>
!<small>Snare</small>
|-
|<small>Torso vulnerability:</small>
|<small>x2</small>
|<small>x1</small>
|<small>x1.3</small>
|<small>x2.5</small>
|<small>x2</small>
|<small>x10</small>
|-
|<small>Head vulnerability:</small>
|<small>x2</small>
|<small>x1</small>
|<small>x1.3</small>
|<small>x2.5</small>
|<small>x2</small>
|<small>x10</small>
|-
|<small>Legs vulnerability:</small>
|<small>x1</small>
|<small>x1</small>
|<small>x1.3</small>
|<small>x2.5</small>
|<small>x2</small>
|<small>x10</small>
|-
|<small>Arms vulnerability:</small>
|<small>x1</small>
|<small>x1</small>
|<small>x1.3</small>
|<small>x2.5</small>
|<small>x2</small>
|<small>x10</small>
|-
|<small>Special zone vulnerability:</small>
|<small>x1</small>
|<small>x1</small>
|<small>x1.3</small>
|<small>x2.5</small>
|<small>x2</small>
|<small>x10</small>
|-
|<small>- Incap cooldown</small>
|<small>3s</small>
|<small>1s</small>
|<small>0.3s / 0.2s</small>
|<small>0.2s</small>
|<small>0s</small>
|<small>5.5s</small>
|-
|<small>- Incap duration</small>
|<small>3s</small>
|<small>---</small>
|<small>---</small>
|<small>---</small>
|<small>---</small>
|<small>4s</small>
|-
|<small>- Dissipation rate</small>
|<small>-20/s</small>
|<small>-20/s</small>
|<small>-20/s</small>
|<small>-20/s</small>
|<small>-20/s</small>
|<small>-20/s</small>
|-
|<small>- Incap threshold</small>
| colspan="6" rowspan="1" |<small>100</small>
|-
|<small>Affliction:</small>
|<small>Poison</small>
|<small>Microwave</small>
|<small>Fire panic</small>
|<small>EMP</small>
|<small>Freeze</small>
|<small>Bleed</small>
|-
|<small>- Vulnerability</small>
|<small>x3</small>
|<small>x0.5</small>
|<small>x1.5</small>
|<small>x2.5</small>
|<small>x2.5</small>
|<small>x2</small>
|-
|<small>- Incap cooldown</small>
|<small>6s</small>
|<small>10s</small>
|<small>7s</small>
|<small>5s</small>
|<small>1.5s</small>
|<small>---</small>
|-
|<small>- Incap duration</small>
|<small>3s</small>
|<small>2s</small>
|<small>5s</small>
|<small>5s</small>
|<small>4s</small>
|<small>---</small>
|-
|<small>- Dissipation rate</small>
|<small>-10/s</small>
|<small>-20/s</small>
|<small>-10/s</small>
|<small>-50/s</small>
|<small>-20/s</small>
|<small>-20/s</small>
|-
|<small>- Incap threshold</small>
| colspan="6" rowspan="1" |<small>100 (EMP Disrupt - 25, Bleed - 65)</small>
|-
|<small>Knockdown (getup duration)</small>
| colspan="6" rowspan="1" |<small>2s</small>
|-
|<small>Stun (time + wakeup duration)</small>
| colspan="6" rowspan="1" |<small>3s + 1.33s, for PvP ZEDs - 1.5s + 1.33s</small>
|-
|-
! scope="row" | Head
|<small>Freeze (time + thaw duration)</small>
|x1.1
| colspan="6" rowspan="1" |<small>4s + 1.33s, for PvP ZEDs - 0.5s + 1.33s</small>
|-
|-
! scope="row" | All other
|<small>Stumble (duration)</small>
|x1
| colspan="6" rowspan="1" |<small>Between (0.87-1.53)s</small>
|-
|-
|<small>Parry (duration)</small>
| colspan="6" rowspan="1" |<small>Between (0.87-1)s</small>
|}
|}


===[[Mechanics_(Killing_Floor_2)#Gameplay_-_Afflictions|Incapacitation]] Resistance===
==Behavior==


[[File:Clots_afflictions.png]]
The Alpha Clot is a predictable, melee-only ZED.<br />Upon spawning, it will walk or sprint towards the nearest player and attempt to scratch them, or [[Mechanics_(Killing_Floor_2)#ZEDs_-_Clot_grapple|grab]] and bite them, immobilizing their target.<br />On Suicidal and Hell On Earth, Clots gain additional attack animations that they will use when they are enraged. Other than that, their behavior does not change drastically between the difficulties.


==Behavior==
==Rioter Variant==


The Alpha Clot is a predictable, melee-only ZED.<br />
[[File:Kf2_clot_rioter.png|349x349px|thumb|Rioter]]
Upon spawning, it will walk or sprint towards the nearest player and attempt to scratch them, or [[Mechanics_(Killing_Floor_2)#ZEDs_-_Clot_grapple|grab]] and bite them, immobilizing their target.<br />
On Suicidal and Hell On Earth, Clots gain additional attack animations that they will use when they are enraged. Other than that, their behavior does not change drastically between difficulties.<br />


==Elite Alpha Variant==
Alpha Clots have a chance of spawning as Rioters, aka Elite Alphas, Albino Clots and King Clots.<br />These Clots can be easily identified by the armored plates of their chests, face and iroquois-looking helmet, whiter skin tone, along with visible blue veins on their body.<br />Rioters have different statistics as compared to normal Alpha Clots, and they have the ability to rally surrounding ZEDs.<br />It is recommended to quickly find them and kill them before they can use their ability. They usually weave in and out among the ZED hordes before using Rally.


Alpha Clots have a chance of spawning as an Elite Alphas aka Albino Clots (refered as King Clots in the code).<br />
Chance to spawn as Rioter: Normal - 0, Hard - 0, Suicidal - 0.25, HOE - 0.35.
These Clots can be easily identified by a whiter skin tone, along with visible blue veins on their body.<br />
Albino Alpha Clots have different statistics as compared to normal Alpha Clots, and they have the ability to rally surrounding ZEDs.<br />
It is recommended to quickly find them and kill them before they can use their ability. They usually weave in and out among the ZED hordes before using Rally.<br />


Rally chance: Suicidal - 0.7, HOE - 0.8. Rally cooldown: Suicidal - 15s, HOE - 15s. Self damage dealt multiplier: Suicidal - x2.5, HOE - x2.5. To activate a rally there should be at least 4 nearby ZEDs (including Elite Alpha itself) within 10m radius.
Rally chance: Suicidal - 0.7, HOE - 0.8. Rally cooldown: Suicidal - 15s, HOE - 15s. Self damage dealt multiplier: Suicidal, HOE - x2.5. To activate a Rally there should be at least 4 nearby ZEDs (including Rioter itself) within 10m radius.
 
{| class="wikitable"
[[File:Kf2_alphaclot_special_stats.png]]
!
!<small>Normal</small>
{|class="wikitable" style="white-space:nowrap;width: 600px;text-align: center;border: 1px solid #603311;background-color:#E5EECC;font-size:1.1em;padding: 0px 20px 0px 20px;"
!<small>Hard</small>
!  
!<small>Suicidal</small>
! scope="col" | Normal
!<small>Hell on earth</small>
! scope="col" | Hard
|-
! scope="col" | Suicidal
!<small>Head Health</small>
! scope="col" | Hell on earth
|<small>93</small>
|<small>125</small>
|<small>125</small>
|<small>125</small>
|-
|-
! scope="row" | Health (body)
!<small>Body Health</small>
|225||300||300||300
|<small>225</small>
|<small>300</small>
|<small>300</small>
|<small>300</small>
|-
|-
! scope="row" | Health (head)
!<small>Head Armor</small>
|93||125||125||125
|<small>337</small>
|<small>450</small>
|<small>450</small>
|<small>450</small>
|-
|-
!<small>Body Armor</small>
|<small>375</small>
|<small>500</small>
|<small>500</small>
|<small>500</small>
|}
|}
 
Rioters wear two pieces of armor - on their torso and head. The armor protect them from taking any damage until the moment it get destroyed. However Rioter's back and legs are still remain exposed so attacking there might be a wise decision.<br />Despite the huge amount of the armor health (450 points), players can still utilize mechanics of how game [[Mechanics_(Killing_Floor_2)#ZEDs_-_Damage_to_take|calculates damage]] for their advantage: damage to head (per single bullet / projectile) greater than Rioter's head value (125) will likely be fatal to it or at least will destroy its armor.<br />Rioters are notably vulnerable to [[Firebug_(Killing_Floor_2)|fire]], taking 200% more damage from it (x3 multiplier) than normal Alpha Clots.<br />Rioters do not sprint while they wear armor but will enrage instantly when either of pieces destroyed.<br />Rioters move approximately 10% slower than normal Alpha Clots.
==Miscellaneous Information==
==Miscellaneous Information==
Affliction handling:
[[File:Kf2_alphaclot_misc_1.png]]


Teleportation:
Teleportation:
{| class="wikitable"
|<small>Frustration delay</small>
| colspan="6" rowspan="1" |<small>Random (2.5-5)s</small>
|-
|<small>Disabled, when total AI remains</small>
| colspan="6" rowspan="1" |<small>12</small>
|-
|<small>Cooldown</small>
| colspan="6" rowspan="1" |<small>7s</small>
|-
|<small>When hidden, can use after</small>
| colspan="6" rowspan="1" |<small>5s</small>
|-
|<small>When spawned, can use after</small>
| colspan="6" rowspan="1" |<small>10s</small>
|}
Miscellaneous:
{| class="wikitable"
|<small>Penetration resistance</small>
| colspan="6" rowspan="1" |<small>1</small>
|-
|<small>Parry resistance</small>
| colspan="6" rowspan="1" |<small>0</small>
|-
|<small>AI pause, on gun / melee hit</small>
| colspan="6" rowspan="1" |<small>0.75s</small>
|}
Various information:


[[File:Kf2_alphaclot_misc_2.png]]
* (PvP) Rally boost: forces AI Alpha Clots to sprint, players do x1.5 more damage.
 
* Distance to perform grab = 1.88m.
* Maximum grab range = 2.1m.
* Grab attack can be interrupted.
* Damage to doors (possible values) = 18 / 36.
* ZED mass = 50.
* Should sprint if can sprint OR (if can sprint when damaged AND damaged) (i.e. if sprint chance met its value). Should sprint when frustrated.
* Should sprint if can sprint OR (if can sprint when damaged AND damaged) (i.e. if sprint chance met its value). Should sprint when frustrated.
* Alpha Clot cannot grab the player for 1 second after grenade throw. Alpha Clot cannot grab the player for 0.5 seconds after shooting the healing dart.
* Alpha Clot cannot grab the player for 1 second after grenade throw. Alpha Clot cannot grab the player for 0.5 seconds after shooting the healing dart.
Line 181: Line 382:
==Extermination Tactics==
==Extermination Tactics==


Being cannon fodder, just about any form of weaponry will take them out very quickly.<br />
Being cannon fodder, just about any form of weaponry will take them out very quickly.<br />Ammunition can be saved in early waves by switching to the knife and cutting their heads off.<br />In later waves, Clots are there to populate the waves and distract players from larger threats. Try to take them out quickly so you can focus on the real threats sooner.<br />Extremely weak to Sub-machine guns, making the [[SWAT]] the best perk for quickly exterminating huge groups of Clots.<br />Beware of their [[Mechanics_(Killing_Floor_2)#ZEDs_-_Clot_grapple|grabs]], as Clots can end games by catching the last surviving player off-guard and immobilizing them, giving the larger enemies enough time to catch up and kill them.
Ammunition can be saved in early waves by switching to the knife and cutting their heads off.<br />
In later waves, Clots are there to populate the waves and distract players from larger threats. Try to take them out quickly so you can focus on the real threats sooner.<br />
Extremely weak to Sub-machine guns, making the [[SWAT]] the best perk for quickly exterminating huge groups of Clots.<br />
Beware of their [[Mechanics_(Killing_Floor_2)#ZEDs_-_Clot_grapple|grabs]], as Clots can end games by catching the last surviving player off-guard and immobilizing them, giving the larger enemies enough time to catch up and kill them.<br />


==Gallery==
==Gallery==


<gallery>
<gallery>
File:Kf2_alphaclot_gallery_1.png|Artbook concept|alt=Artbook
File:Kf2_clot_gallery_1.png|Artbook concept|alt=Artbook
File:Kf2_alphaclot_gallery_2.png|Artbook renders|alt=Artbook
File:Kf2_clot_gallery_2.png|Artbook renders|alt=Artbook
</gallery>
</gallery>{{KF2NavBox}}
 
==History==
 
{{KF2History|header|
  | Tactical Response Update
}}{{KF2History|footer|
  | Added Elite Alpha to Survival gamemode.
  |
  | version=1041
}}
 
{{KF2NavBox}}

Latest revision as of 09:02, 27 June 2018

Alpha Clot

The Alpha Clot is a common specimen in Killing Floor 2. It is classified as a lesser enemy, and therefore, cannon fodder. Although extremely weak on their own, their real strength comes in numbers.

Base Statistics

Normal Hard Suicidal Hell on earth
Kill Reward 7 7 7 7
XP 8 11 11 11
Health (body) 75 100 100 100
Health (head) 15 20 20 20

For kill reward calculations read Dosh Mechanics.

Attacks

Grab attack (odds, instead of regular attack) 0.33
Melee (base damage, Alpha Clot) 6
Melee (base damage, Rioter) 8
Melee (damage multipliers vs. doors) 3/6
Melee (damage multipliers vs. players) 0.2/0.4/0.5/0.6/0.7/1
Melee (range) 172

The base damage value further modified by the difficulty-specific multipliers.

XP Notes

  • Killing with weapons other than your current perk grants the XP to the perk that weapons belongs to.
  • Damaging with on-perk weapons and then finishing it off with an off-perk weapon divides the XP and grants it to both perks.
  • Assist kills grants full XP.

Speed

Clots move slowly when docile, and sprint when enraged.
On higher difficulties, Clots have a chance to enrage upon sighting the players, and have a chance to enrage when shot.
Once enraged, Clots will never stop sprinting until they are killed.
Movement speed is randomized within ± 10% range and further modified by a multiplier based on difficulty.

Walking speed (per difficulty) (189 - 231) / (162 - 198) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1)
Running speed (per difficulty) (450 - 550) / (405 - 495) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1)
Hidden speed 600
Sprint chance Normal - 0 / Hard - 0 / Suicidal - 0.5 / HOE - 0.85
Sprint chance (when damaged) Normal - 0 / Hard - 0.7 / Suicidal - 1 / HOE - 1

For comparison, by default a healthy player character with the minimal weight walks at speed of 383 units/s, and sprints at speed of 460 units/s.

Sprint Conditions

Should sprint if can sprint OR (if can sprint when damaged AND damaged) (i.e. if sprint chance met its value). Should sprint when frustrated. Rioter cannot sprint while wearing the armor and will sprint upon loosing it.

Resistances and Weaknesses

The Clot

Damage Resistance

Clots have little to no weaknesses, and have a few crippling resistances.

Piercing Slashing Bludgeon Toxic Fire Microwave Explosives Slashing - Knife Freeze Shells
Damage Multiplier x1 x0.85 x0.9 x1 x1 x0.25 x1 x1 x1 x1

Ballistic Resistance

Clots have no resistances to ballistic weaponry and are extremely vulnerable to sub-machine guns.

Sub-machine Gun Assault Rifle Shotgun Handgun Rifle
Damage Multiplier x1.5 x1 x1 x1 x1

Hitzones

Clots only have one weak spot, which is the head.

Damage Multiplier
Head x1.1
All other x1

Incapacitation Resistance

Affliction: Stun Knockdown Stumble Gun hit Melee hit Snare
Torso vulnerability: x2 x1 x1.3 x2.5 x2 x10
Head vulnerability: x2 x1 x1.3 x2.5 x2 x10
Legs vulnerability: x1 x1 x1.3 x2.5 x2 x10
Arms vulnerability: x1 x1 x1.3 x2.5 x2 x10
Special zone vulnerability: x1 x1 x1.3 x2.5 x2 x10
- Incap cooldown 3s 1s 0.3s / 0.2s 0.2s 0s 5.5s
- Incap duration 3s --- --- --- --- 4s
- Dissipation rate -20/s -20/s -20/s -20/s -20/s -20/s
- Incap threshold 100
Affliction: Poison Microwave Fire panic EMP Freeze Bleed
- Vulnerability x3 x0.5 x1.5 x2.5 x2.5 x2
- Incap cooldown 6s 10s 7s 5s 1.5s ---
- Incap duration 3s 2s 5s 5s 4s ---
- Dissipation rate -10/s -20/s -10/s -50/s -20/s -20/s
- Incap threshold 100 (EMP Disrupt - 25, Bleed - 65)
Knockdown (getup duration) 2s
Stun (time + wakeup duration) 3s + 1.33s, for PvP ZEDs - 1.5s + 1.33s
Freeze (time + thaw duration) 4s + 1.33s, for PvP ZEDs - 0.5s + 1.33s
Stumble (duration) Between (0.87-1.53)s
Parry (duration) Between (0.87-1)s

Behavior

The Alpha Clot is a predictable, melee-only ZED.
Upon spawning, it will walk or sprint towards the nearest player and attempt to scratch them, or grab and bite them, immobilizing their target.
On Suicidal and Hell On Earth, Clots gain additional attack animations that they will use when they are enraged. Other than that, their behavior does not change drastically between the difficulties.

Rioter Variant

Rioter

Alpha Clots have a chance of spawning as Rioters, aka Elite Alphas, Albino Clots and King Clots.
These Clots can be easily identified by the armored plates of their chests, face and iroquois-looking helmet, whiter skin tone, along with visible blue veins on their body.
Rioters have different statistics as compared to normal Alpha Clots, and they have the ability to rally surrounding ZEDs.
It is recommended to quickly find them and kill them before they can use their ability. They usually weave in and out among the ZED hordes before using Rally.

Chance to spawn as Rioter: Normal - 0, Hard - 0, Suicidal - 0.25, HOE - 0.35.

Rally chance: Suicidal - 0.7, HOE - 0.8. Rally cooldown: Suicidal - 15s, HOE - 15s. Self damage dealt multiplier: Suicidal, HOE - x2.5. To activate a Rally there should be at least 4 nearby ZEDs (including Rioter itself) within 10m radius.

Normal Hard Suicidal Hell on earth
Head Health 93 125 125 125
Body Health 225 300 300 300
Head Armor 337 450 450 450
Body Armor 375 500 500 500

Rioters wear two pieces of armor - on their torso and head. The armor protect them from taking any damage until the moment it get destroyed. However Rioter's back and legs are still remain exposed so attacking there might be a wise decision.
Despite the huge amount of the armor health (450 points), players can still utilize mechanics of how game calculates damage for their advantage: damage to head (per single bullet / projectile) greater than Rioter's head value (125) will likely be fatal to it or at least will destroy its armor.
Rioters are notably vulnerable to fire, taking 200% more damage from it (x3 multiplier) than normal Alpha Clots.
Rioters do not sprint while they wear armor but will enrage instantly when either of pieces destroyed.
Rioters move approximately 10% slower than normal Alpha Clots.

Miscellaneous Information

Teleportation:

Frustration delay Random (2.5-5)s
Disabled, when total AI remains 12
Cooldown 7s
When hidden, can use after 5s
When spawned, can use after 10s

Miscellaneous:

Penetration resistance 1
Parry resistance 0
AI pause, on gun / melee hit 0.75s

Various information:

  • (PvP) Rally boost: forces AI Alpha Clots to sprint, players do x1.5 more damage.
  • Distance to perform grab = 1.88m.
  • Maximum grab range = 2.1m.
  • Grab attack can be interrupted.
  • Damage to doors (possible values) = 18 / 36.
  • ZED mass = 50.
  • Should sprint if can sprint OR (if can sprint when damaged AND damaged) (i.e. if sprint chance met its value). Should sprint when frustrated.
  • Alpha Clot cannot grab the player for 1 second after grenade throw. Alpha Clot cannot grab the player for 0.5 seconds after shooting the healing dart.
  • This ZED can be knocked down when jumped on.
  • Alpha Clot has a chance to spawn as Elite Alpha. Elite Alpha able to rally boost nearby ZEDs. Rally evaluation happens when Clot sees the player. Interval to check for rally probability: When Clot sees the player a 2s + random (0-3s) timer starts, then for the duration of Clot-to-player LOS visibility evaluation happens within 1.5s intervals.
  • Alpha Clot has a chance to evade certain damage sources.

Extermination Tactics

Being cannon fodder, just about any form of weaponry will take them out very quickly.
Ammunition can be saved in early waves by switching to the knife and cutting their heads off.
In later waves, Clots are there to populate the waves and distract players from larger threats. Try to take them out quickly so you can focus on the real threats sooner.
Extremely weak to Sub-machine guns, making the SWAT the best perk for quickly exterminating huge groups of Clots.
Beware of their grabs, as Clots can end games by catching the last surviving player off-guard and immobilizing them, giving the larger enemies enough time to catch up and kill them.

Gallery