Alpha Clot (Killing Floor 2 VS)

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For the AI counterpart, see Alpha Clot.


The player-controlled Alpha Clot is one of the playable ZEDs in Killing Floor 2's Versus Mode. The Alpha Clot's role in the ZED team is more of a supportive one, as it possesses the ability to cause all nearby AI ZEDs to enrage and sprint, as well as the ability to grab and bite a Survivors to immobilize them for an easier attacks. While Alpha Clot is capable of attacking itself, it does not do a lot of damage in comparison to the other playable ZEDs.

Base Statistics

Normal
Kill Reward 20
XP Reward 32
Speed (walking) 325
Speed (sprinting) 575
Health (body) 350
Health (head) 85

For kill reward calculations read Dosh Mechanics.

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

Damage Resistance

Player-controlled Alpha Clots have a wide variety of damage type resistances and are neutral to fire-based weapons. They are also less resistant to damage of certain tier 1 weapons and are extremely weak against Caulk n' Burn.

Common Modifiers

Damage type resistances:

Piercing Slashing Bludgeon Toxic Fire Microwave Explosives
Damage Multipler x0.4 x0.8 x0.8 x0.5 x1 x0.35 x0.35

Ballistic weaponry resistances:

Sub-machine Gun Assault Rifle Shotgun Handgun Rifle
Damage Multiplier x0.8 x0.7 x0.5 x0.4 x0.5

Weapon-specific Modifiers

CaulkBurn HX25 Eviscerator
Damage Multipler x2 x0.6 x0.3
AR15 MB500 Rem1858 Colt1911 Medic Pistol Winchester 9mm
Damage Multiplier x1 x1 x0.75 x0.65 x1.6 x1.5 x0.6

Incapacitation Resistance

Attacks and Moves

- Primary 2-hit clawing attack, can be done while moving.
- Primary + Sprint: Ducks then slashes with both arms.
- Secondary: Grab.
- Bash: Rally, causes all nearby AI Zeds in a 10m radius to instantly rage and begin sprinting at Survivors.

Note: Damage values below vary between (x0.7 - x1.31) based on average level of the human team.
Grab. Maximum grab range - 2.1m. No cooldown. Note: Grab move featuring slight movement towards an enemy.
Melee. Damage - 10. Maximum hit range - 1.72m. Vs doors - x5 more. Cooldown - 0.18s.
Shout. Allow neaby ZEDs to sprint / get frustrated and increase their damage by 20% (x1.2, by 50% on self boost). Radius - 10m. Cooldown - 1.5s.

Damage Scale

Grab attack. There is 3 types of grab attack animation: type 1 (5 hits) - x2.3 / x1 / x1 / x1 / x1, type 2 (4 hits) - x2.3 / x1.3 / x1 / x1, type 3 (7 hits) - x2.2 / x1 / x1 / x1 / x1 / x1 / x1.
Light attack (jumping) - x1.75 (1 hit per attack).
Light attack (running) - x1.6 (type 1 - 1 hit per attack) OR x1.2 (type 2 - 2 hits per attack).
Light attack (waking / stationary) - x1 (2 hits per attack).