The Cyst is a common specimen in Killing Floor 2. It is classified as a lesser enemy, and therefore, cannon fodder. Cysts are generally considered to be the weakest specimens in the game, whose only purpose is to populate the level.
|Normal||Hard||Suicidal||Hell on earth|
For kill reward calculations read Dosh Mechanics.
|Grab attack (odds, instead of regular attack)||0.8|
|Melee (base damage)||6|
|Melee (damage multipliers vs. doors)||3/6/8|
|Melee (damage multipliers vs. players)||0.2/0.4/0.5/0.6/1|
The base damage value further modified by the difficulty-specific multipliers.
- 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.
Cysts move slowly when docile, and sprint when enraged.
On higher difficulties, Cysts have a chance to enrage upon sighting the players, and have a chance to enrage when shot.
Once enraged, Cysts 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)||(171 - 209) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1)|
|Running speed (per difficulty)||(360 - 440) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1)|
|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|
1 unit = 1 centimeter.
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.
Resistances and Weaknesses
Cysts have little to no weaknesses, and have a few crippling resistances.
|Piercing||Slashing||Bludgeon||Toxic||Fire||Microwave||Explosives||Slashing - Knife||Freeze||Shells|
Cysts have no resistances to ballistic weaponry and are extremely vulnerable to sub-machine guns.
|Sub-machine Gun||Assault Rifle||Shotgun||Handgun||Rifle|
Cysts, unlike alpha clots, have 1.5x vulnerability against assault rifles. Tested results with testmap.
Cysts only have one weak spot, which is the head.
|Affliction:||Stun||Knockdown||Stumble||Gun hit||Melee hit||Snare|
|Special zone vulnerability:||x1||x1||x1.3||x2||x2||x10|
|- Incap cooldown||3s||1s||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|
|- Incap cooldown||6s||8s||7s||5s||1.5s||---|
|- Incap duration||4.5s||4.5s||5s||5s||5s||---|
|- 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)||2.47s|
|Stun (time + wakeup duration)||3s + 1.47s|
|Freeze (time + thaw duration)||5s + 1.47s|
|Stumble (duration)||Between (1.06-2)s|
|Parry (duration)||Between (1.06-1.33)s|
Cysts are the weakest ZEDs in the game, being extremely slow to move and attack.
Upon spawning, it will walk or sprint towards the nearest player and attempt to scratch them, or grab and bite them, immobilizing their target.
Cysts behavior does not change drastically between the difficulties.
|Frustration delay||Random (2.5-5)s|
|Disabled, when total AI remains||12|
|When hidden, can use after||5s|
|When spawned, can use after||10s|
|AI pause, on gun / melee hit||0.85s|
- (PvP) Rally boost: forces AI Cysts to sprint.
- Distance to perform grab = 1.88m.
- Maximum grab range = 2.1m.
- Grab attack can be interrupted.
- Damage to doors (possible values) = 18 / 36 / 48.
- 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.
- Cyst cannot grab the player for 1 second after grenade throw. Cyst cannot grab the player for 0.5 seconds after shooting the healing dart.
- This ZED can be knocked down when jumped on.
- Cyst has a chance to evade certain damage sources.
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, Cysts 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 Cysts.
Beware of their grabs, as Cysts 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.