Fleshpound (Killing Floor 2): Difference between revisions

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(Corrected link to the Gunslinger perk, the M4 Combat Shotgun, the .50 Desert Eagle, the Nail Bomb and the Medic Grenade)
(Updated the Commando section to reflect its new role - since the crossperk update, the M203 paired with a Commando's healthbar visibility make them -incredibly- efficient in providing support with Fleshpound takedowns in 6p HoE.)
 
(27 intermediate revisions by 3 users not shown)
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{{Under_construction_KF2}}
[[File:FleshpoundKF2.png|500 px|thumb|The Fleshpound]]
[[File:FleshpoundKF2.png|500 px|thumb|The new Fleshpound]]
=== General Fleshpound Information ===
The Fleshpound is a slow moving zed that attempts to close the distance with players and engage in melee with his enormous arm grinders. The Fleshpound will enrage upon seeing a player for 7 seconds accumulatively (Line of Sight) and/or if they have been dealt a significant amount of damage in a short period of time. The Fleshpound's enrage is not permanent and ends 10 seconds after it begins or if it attacks a player (the EMP grenade from the Berserker perk will also stop its enrage). While enraged, the Fleshpound gains a large movement speed and damage boost as well as gaining the ability to instantly kill lesser or weakened zeds in his path. The Fleshpound is considered to be of critical threat to the players due to its massive health pool, very high damage output, enrages, and occasional area of effect attack. In team mode, the Fleshpound is a threat that can only be temporarily ignored, otherwise it will deal massive teamwide damage. Focus fire this threat at the first available opportunity.


== Statistics ==
The '''Fleshpound''' is a giant specimen in Killing Floor 2. It is classifed as a large enemy, and is considered to be of extremely high threat. The Fleshpound appears as an extremely muscular and tall figure with many metal plates on it. Most notably, they have a glowing core on their chest, which indicates their level of aggression and pumps adrenaline. The Fleshpound also possess 2 large grinders attached to its arms, which it has weaponized to devastating effect. The Fleshpound is quick to anger and will swiftly charge into the fray if it cannot get into range to attack; it will only calm down after dishing out pain. The Fleshpound is also able to speak with a distorted voice in a robotic manner. It is by far the most durable specimen on the roster.


- For information on the playable variant in Versus mode, see [[Fleshpound_(Killing_Floor_2_VS)|Fleshpound (Killing Floor 2 VS)]]
==Base Statistics==


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! scope="col" | Normal
! scope="col" | Normal
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! scope="col" | Hell on earth
! scope="col" | Hell on earth
|-
|-
! scope="row" | Bounty
! scope="row" | Kill Reward
| £220  || £200  || £170  || £130
|200 || 200 || 200 || 200
|-
|-
! scope="row" | XP
! scope="row" | XP
| 35 || 47 || 63 || 72
| 35 || 47 || 63 || 72
|-
|-
! scope="row" | Base Health (Body)
! scope="row" | Base Health (body)
|1500||1500||1875||2325
|1125||1500||1650||1800
|-
|-
! scope="row" | Base Health (Head)
! scope="row" | Base Health (head)
|650||650||747||812
|487||650||682||715
|-
|-
|}
|}


For kill reward calculations read [[Mechanics_(Killing_Floor_2)#Gameplay_-_Dosh|Dosh Mechanics]].


'''Notes on [[Perks (Killing Floor 2)|''XP'']]'''
Fleshpounds have their base health value scaled accordingly to the number of players in the game.
* XP rewarded for your on-perk weapons.
* 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.
* Damaging with off-perk weapons and then finishing it off with an on-perk weapon divides the XP and grants it to both perks.
* Assist kills grants full XP.
* The Katana currently does not grant XP towards any perk.
* The bash attack (default v) does not count as Berserker damage for Berserker XP, meaning it grants the XP to your current perk.


==Multiplayer Scaling==
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- Fleshpounds have their health value scaled accordingly to the number of players in the game. <br />
- The Fleshpound's base body health is 1125 on Normal, 1500 on Hard, 1875 on Suicidal, and 2325 on Hell on Earth.<br />
- The Fleshpound's base head health is 650 on Normal, 650 on Hard, 747 on Suicidal, and 812 on Hell on Earth. <br />
- These values are increased for every additional living player in the game, meaning the health values are determined by the number of players that are alive when they are spawned. <br /> 
 
 
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|-
|-
! scope="row" | Body / Head (1 Player)
! scope="row" | Body / Head (1 Player)
|1125 / 487||1500/ 650||1875 / 747||2325 / 812
|1125 / 487||1500/ 650||1650 / 682||1800 / 715
|-
|-
! scope="row" | Body / Head (2 Player)
! scope="row" | Body / Head (2 Player)
|1687 / 633||2250 / 845||2812 / 971||3487 / 1056
|1563 / 623||2085 / 832||2293 / 872||2502 / 915
|-
|-
! scope="row" | Body / Head (3 Player)
! scope="row" | Body / Head (3 Player)
|2250 / 780||3000 / 1040||3750 / 1196||4650 / 1300
|2002 / 759||2670 / 1014||2937 / 1063||3204 / 1115
|-
|-
! scope="row" | Body / Head (4 Player)
! scope="row" | Body / Head (4 Player)
|2812 / 926||3750 / 1235||4687 / 1420||5812 / 1543
|2441 / 896||3355 / 1196||3580 / 1254||3906 / 1315
|-
|-
! scope="row" | Body / Head (5 Player)
! scope="row" | Body / Head (5 Player)
|3375 / 1072||4500 / 1430||5625 / 1644||6975 / 1787
|2880 / 1032||3840 / 1378||4224 / 1445||4608 / 1515
|-
|-
! scope="row" | Body / Head (6 Player)
! scope="row" | Body / Head (6 Player)
|3937 / 1218||5250 / 1625||6562 / 1868||8137 / 2031
|3318 / 1168||4425 / 1560||4867 / 1636||5310 / 1716
|-
|-
|}
|}


== Speed ==
===Attacks===
- Fleshpounds move slowly when docile, and sprint when enraged. <br />
 
- Fleshpounds have specific conditions that have to be met before they enrage. <br />
[[File:Kf2_fleshpound_damage_values.png]]
 
The base damage value further modified by the difficulty-specific [[Mechanics_(Killing_Floor_2)#ZEDs_-_Damage_multipliers|multipliers]].
 
===[[Perks (Killing Floor 2)|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.


* After a Fleshpound has a player in his line of sight for 10-14 seconds; Getting hit by a Fleshpound while it is docile will NOT reset this timer; <br />
==Speed==
* After a Fleshpound has taken 276 points of damage;


- Once enraged, Fleshpounds will not stop raging until they successfully land an attack on a player, or 30 seconds after they have lost sight of players. <br />
Fleshpounds move slowly when docile, and sprint when enraged. Fleshpounds have specific conditions that have to be met before they enrage:
- Movement speed is randomized, but is skewed towards higher values as difficulty increases. <br />
- Movement speed is set to maximum at all times on Hell on Earth difficulty. <br />


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- After a Fleshpound has a player in his line of sight for 10-14 seconds; Getting hit by a Fleshpound while it is docile will NOT reset this timer.<br />
- After a Fleshpound has taken 276 points of damage.
 
Once enraged, Fleshpounds will not stop raging until they successfully land an attack on a player, or 30 seconds after they have lost sight of players.<br />
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.
 
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! scope="row" | Speed (Walking)
! scope="row" | Speed (walking)
|238 - 286||238 - 286||238 - 286||238 - 286
|204 - 249||234 - 286||234 - 286||246 - 300
|-
|-
! scope="row" | Speed (Enraged)
! scope="row" | Speed (sprinting)
|540 - 660||540 - 660||540 - 660||540 - 660
|470 - 574||540 - 660||540 - 660||567 - 693
|-
|-
! scope="row" | Chance to Rage on Sight
! scope="row" | Chance to Sprint on Sight
|100%||100%||100%||100%
|100%||100%||100%||100%
|-
|-
! scope="row" | Chance to Rage when Shot
! scope="row" | Chance to Sprint when Shot
|100%||100%||100%||100%
|100%||100%||100%||100%
|-
|-
|}
|}


* For comparison, a healthy player character with minimal weight walks at a speed of 383, and sprints at a speed of 460. <br />
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.
* These values are increased by 1% per level for Berserkers, Gunslingers and Medics. <br />
 
==Resistances and Weaknesses==


[[File:Zed StatsSheet Fleshpound.jpg|The Fleshpound]]
[[File:Zed StatsSheet Fleshpound.jpg|The Fleshpound]]


== Resistances ==
===Damage Resistance===
- Fleshpounds boast an impressive array of resistances, and are only weak to Explosives and Piercing damage. <br />
 
Fleshpounds boast an impressive array of resistances, and are only weak to Explosive damage.<br />


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! scope="col" | Ballistics
! scope="col" | Piercing
! scope="col" | Piercing
! scope="col" | Slashing
! scope="col" | Slashing
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! scope="col" | Microwave
! scope="col" | Microwave
! scope="col" | Explosives
! scope="col" | Explosives
! scope="col" | EMP
! scope="col" | Freeze
! scope="col" | [[Mechanics_(Killing_Floor_2)#Weapons_-_Ballistic-explosive_tracing|Shells]]
|-
! scope="row" | Damage Multipler
|x0.75||x0.5||x0.6||x0.25||x0.3||x1||x1.5||x1||x1
|-
|}
 
===Ballistic Resistance===
 
Fleshpounds are resistant to every type of ballistic weaponry, though more vulnerable to some.<br />
 
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!
! scope="col" | Sub-machine Gun
! scope="col" | Assault Rifle
! scope="col" | Shotgun
! scope="col" | Handgun
! scope="col" | Rifle
|-
|-
! scope="row" | Damage Taken Multipler
! scope="row" | Damage Multiplier
|50%||150%||50%||50%||50%||50%||100%||150%||50%
|x0.5||x0.5||x0.75||x0.75||x0.75
|-
|-
|}
|}


- Fleshpounds have 2 weak spots, which are the head and the glowing plate on his chest. <br />
===Hitzones===
- Their arm grinders deflect attacks. <br />
- When enraged, Fleshpounds uses their arm grinders as a shield, making it harder for the players to aim for their glowing chest plates. Consider aiming for their heads when they're running towards you, as firing at the arm grinders will deal only half damage to the Fleshpounds. <br />


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Fleshpounds have 2 weak [[Mechanics_(Killing_Floor_2)#ZEDs_-_Hitzones|spots]], which are the head and the glowing plate on their chest. Their arm grinders deflect attacks.
 
When enraged, Fleshpounds uses their arm grinders as a shield, making it harder for the players to aim for their glowing chest plates. Consider aiming for their heads when they're running towards you, as firing at the arm grinders will deal only 20% of the weapon damage.
 
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!  
!  
! scope="col" | Hit Zone Damage Factor
! scope="col" | Damage Multiplier
|-
|-
! scope="row" | Head
! scope="row" | Head
|110%
|x1.1
|-
|-
! scope="row" | Chest Plate
! scope="row" | Chest Plate
|110%
|x1.1
|-
|-
! scope="row" | Arm Grinders
! scope="row" | Arm Grinders
|50%
|x0.2
|-
|-
! scope="row" | All other
! scope="row" | All other
|100%
|x1
|-
|-
|}
|}


==Behavior==
===[[Mechanics_(Killing_Floor_2)#Gameplay_-_Afflictions|Incapacitation]] Resistance===
- Fleshpounds are the largest and toughest non-boss Zeds in the game. They boast an incredible amount of effective health, extremely high speed and rarely miss with their powerful attacks. <br />
- As such, when a Fleshpound spawns, it should be treated as the biggest threat and taken out as soon as possible. Team co-operation is crucial in taking down Fleshpounds with minimal losses. <br />
- Like Scrakes, Fleshpounds announce their entrance with a global roar. Upon spawning, they will walk at a moderate pace towards players.<br />
- Between 10 to 14 after sighting a player, they will grow frustrated and automatically enrage and begin sprinting at high speed. At higher difficulties they will easily outrun players. <br />
- This presents a threat that cannot be ignored safely for any long period of time and forces the team to act quickly. It is still possible to kite a Fleshpound provided the team moves together and stays out of its line of sight, but doing so gets progressively more difficult the more players you have on the team. <br />


- When docile, the Fleshpounds' chest plates are yellow. They have several single attack animations with significant knock back power. <br />
[[File:Fleshpound_afflictions.png]]
- When enraged, the Fleshpounds' chest plates will turn red. They sprint with their heads low, and arms in front of their bodies, protecting both their weak spots with their grinders which deflect attacks. While they are sprinting, they gain the ability to instantly mow over any lesser Zeds that are standing between them and their target. <br />
- Once enraged, Fleshpounds attack ferociously and relentlessly, swinging and smashing with both arms, as well as jumping at players while pounding them. They tend to attack multiple times in quick succession. <br />
- After successfully landing an attack, Fleshpounds will calm down until one of the enraging conditions are met again. <br />
- On higher difficulties, Fleshpounds don't gain any additional attacks or abilities. <br />


== Extermination Tactics ==
==Miscellaneous Information==


- General: Fleshpounds can be stumbled by the melee bash (V), even when they are enraged. Though a Fleshpound is impossible to outrun, bashing it to gain 1 to 2 seconds headstart when running away can allow you to reload your weapon or land attacks of your own.<br />
Affliction handling:
- General: Killing a Fleshpound through headshots/decapitation becomes more and more important as difficulty and number of players increases. Their body health and head health scale disproportionately, making decapitation kills the most ammo-efficient. <br />
- General: When Fleshpounds land a hit on you, they will calm down. Do not shoot a Fleshpound as it is pounding you or it will stay enraged. Allow it to calm down to give yourself time to run away. <br />
- General: For perks that are not able to kill Fleshpounds efficiently in Solo, it is recommended to carry a melee weapon stronger than the knife, such as a [[Katana_(Killing_Floor_2)|Katana]], [[Zweihander]] or [[Pulverizer]]. After enraging a Fleshpound, switching to a melee weapon with high parrying power will allow you significantly reduce the damage you take by parrying or blocking the Fleshpound's attacks. This will allow it to calm down and you can switch back to your perk weapons when this happens. <br />


== Solo Tactics ==
[[File:Kf2_fleshpound_misc_1.png]]
=== Commando and Medic ===
- [[Commando_(Killing_Floor_2)|Commandos]] and [[Medic_(Killing_Floor_2)|Medics]] are at a huge disadvantage when it comes to fighting Fleshpounds, as they only have ballistic perk weapons to work with. Be sure to kill out most of the lesser Zeds around before engaging a Fleshpound, as you need plenty of room to move around.<br />
- For [[Commando_(Killing_Floor_2)|Commandos]], the quickest way to exterminate a Fleshpound is to throw 2 to 3 [[HE Grenade]]s at them, and then throw one at your feet. Make sure you aim and place the first 2-3 grenades such that they explode as close as possible to the Fleshpound's feet to ensure maximum damage done. This will severely weaken the Fleshpound, if not kill it outright. If the first grenades fail to kill the Fleshpound, shoot at its head or arms while backpedaling, luring the Fleshpound onto the last grenade that you threw on your feet. <br />
- When not using Grenades or playing the [[Medic_(Killing_Floor_2)|Medic]], you may be forced to carry off-perk weapons to help in fighting Fleshpounds. Carrying a [[Katana_(Killing_Floor_2)|Katana]] or [[Zweihander]] is important for fending off a Fleshpound at melee range, as a stronger melee weapon allows you to parry or block Fleshpound attacks to reduce the amount of damage taken when an enraged Fleshpound inevitably catches up to you. <br />
- At a distance, shoot the Fleshpound in the head until it enrages. When its chest plate turns red, switch to your melee weapon and parry/block the Fleshpound until it calms down, then run away to create distance and heal yourself before repeating the process. Doing this allows you to kill a Fleshpound through decapitation with minimal damage taken. <br />
- Alternatively, Commandos and Medics can carry a [[Pulverizer]], which is still effective for splattering Fleshpounds when used off-perk due to its high explosive damage. It can be used to finish off a Fleshpound that wasn't killed by Grenades. <br />


* Fleshpound cannot teleport nor get [[Mechanics_(Killing_Floor_2)#Gameplay_-_ZED_frustration|frustrated]].
* (PvP) Rally boost: players do x1.2 more damage.
* Damage to doors = 120 / 160 / 200 / 680.
* ZED mass = 200.
* Should sprint when enraged.
* Fleshpound cannot evade a grenades once enraged.
* Rage begins when Fleshpound takes 276 points of accumulative damage.
* Chance to spawn already enraged: Normal - 0%, Hard - 0%, Suicidal - 25%, HOE - 33%.
* When enraged, Fleshpound takes only 25% of all incoming weapon powers towards its affliction threshold.
* Enraged Fleshpound will calm down as soon as it land a hit. LOS and hits performed during the Fleshpound's calm phase has no effect on the next rage starting time.
* Rage will end as soon as Fleshpound land a hit or 30 seconds will pass without seeing players. After 30 seconds without seeing players Fleshound will not be able to enrage. In that case to trigger its new frustration timer it will need to have players within its LOS. Note: After landing a hit the enraged Fleshpound will update its "last enemy seeing" timer and will immediately trigger a new frustration timer. To make sure that Fleshpound will not enrage anymore players should let it calm on its own.
* Enraged Fleshpound will attempt to play its taunt animation. Fleshpound can skip this animation completely if at the moment of enragement it will be doing melee attack or any other special move. In such case Fleshpound will be enraged without losing momentum.
* [[EMP_Grenade|EMP]] effect (disrupt) prevents Fleshpound's pre-rage taunt and the rage itself.
* Fleshpound has a chance to block upon taking damage or when being aimed at. Fleshpound has a chance to evade certain damage sources. Fleshpound cannot block when enraged.
* Chance to block after taking damage: Normal - 0, Hard - 0.01, Suicidal - 0.2, HOE - 0.3. Health loss percentage to trigger block: all difficulties - 0.05. Block chains (max): Hard - 3, Suicidal - 4, HOE - 5. Block duration - 1.25s, cooldown - 6.5s.
* When blocking. Damage resistance: Melee attacks - x0.9, Gun attacks - x0.9. Affliction multiplier - x0.2 (ZED takes only 20% of all incoming powers). Solo game block chance multiplier: Hard - x0.1, Suicidal, HOE - x0.2.


----
==Behavior==
 
=== Support ===
- [[Support_(Killing_Floor_2)|Supports]], despite using only ballistic weapons as well, are capable of dealing substantial damage to Fleshpounds. In solo play, it is still possible, using the [[AA-12 Auto Shotgun]] and [[M4 Combat Shotgun]] decapitate Fleshpounds without having to reload. <br />
- Support's [[Frag Grenade]] is the most effective grenade against Fleshpounds in the game, as they deal both Explosive and Piercing damage. As with the Commando, placing Frag Grenades at the Fleshpound's feet will deal major damage. <br />
- In solo play, it is possible to take down a Fleshpound with it only enraging once. Using the [[AA-12 Auto Shotgun]], shoot at its head from a moderate distance. When it enrages, bash the Fleshpound with a well-timed melee as soon as it gets into melee range before it can strike, which will stumble it backwards. Use this split second to unload the rest of your shots into its head. <br />
- When headshots are no longer an option, unload all of your ammunition into the Fleshpound's chest plate as this spot is exposed to you while it is attacking you. <br />
- When using the [[Double-barreled Boomstick]], it is still possible to dodge Fleshpound attacks by jumping and firing both barrels at once, using the recoil to push yourself out of the Fleshpound's attack range when it begins swinging. However, this is depending on whether the Fleshpound decides to use its forward leaping attack or not, and it will eventually catch up as it moves and attacks faster and more accurately than Scrakes. <br />
 
 
----
 
=== Berserker ===
- [[Berserker_(Killing_Floor_2)|Berserkers]] have a relatively easy time when fighting Fleshpounds. Due to the massive damage boost that a Level 25 perked Berserker gains, the [[Pulverizer]] will easily deal over 900 damage on every explosive attack to a Fleshpound. This weapon is hands down the Berserker's best choice against Fleshpounds, as you can easily destroy a Fleshpound in no more than 3 hits in solo play. <br />
- When you require time to reload your Pulverizer, simply parry/block the Fleshpound's next attack and allow it to calm down, so you can run away. Alternatively, for a level 20 Berserker with the "Smash" skill, melee bash the Fleshpound in the head to knock it down. <br />
- When using the [[Zweihander]], it is a bit tricker to solo Fleshpounds. The catch here is that the Zweihander's melee bash (the thrusting attack) does piercing damage, which the Fleshpound is weak to. Using the Zweihander's long reach, aim for the Fleshpound's head with the thrust. When the Fleshpound enrages, you are able to sprint backwards while thrusting as you can back out of the Fleshpound's attack range, while using the Zweihander's superior range to stab its head. Repeatedly stabbing the Fleshpound in the head allows decapitation kills unlike the Pulverizer, which kills with sheer body damage. <br />
- Block or parry when you need to heal up and allow the Fleshpound to calm down, then repeat the process until you decapitate the Fleshpound. <br /> 
- When using the [[Eviscerator]], while it can slice off a Fleshpound's head in 2 - 3 shots in solo, it is tricker to do so as the Fleshpound moves faster and defends its head when enraged. Furthermore, it takes 2 EMP Grenades to calm a Fleshpound down as opposed to 1, and it only lasts a few short seconds. One's aim has to be fast and true in order to swiftly decapitate a Fleshpound with no damage taken. <br />
- Using the Eviscerator's melee attacks against a Fleshpound is extremely ineffective. It is better to block the Fleshpound's attack, allow it to calm down, run away, then take more shots at its head. <br />
 
 
----
 
 
=== Demolitionist ===
- Exterminating Fleshpounds is the [[Demolitionist_(Killing_Floor_2)|Demolitionist]]'s job. In solo, simply throwing Dynamite at Fleshpounds is sufficiently enough to kill them outright. A level 20 Demolitionist's Dynamite will stun a Fleshpound as well, leaving it wide open for an RPG-7 shot.  <br />
- In solo play, it usually only takes 2 direct hits from an RPG-7 to kill a Fleshpound. The first shot will enrage the Fleshpound and cause it to play its raging animation, and while it is sprinting towards you, land the second shot and it will splatter the Fleshpound.  <br />
- Alternatively, enraging a Fleshpound from a distance and then luring it ontop of [[C4 Explosives]] works as well. <br />
 


----
The Fleshpound is the largest ZED in the game, boasting incredible durability. While its damage output is not as high as the [[Scrake_(Killing_Floor_2)|Scrake]]'s, the Fleshpound is more likely to cause significant damage due to its large health pool and resistances.<br />
Upon spawning, Fleshpounds emit a global roar that can be heard by all players regardless of their position.<br />
Fleshpounds walk at a moderate pace towards where the team is, until a player enters their line of sight.<br />
Upon sighting a player, a hidden frustration timer begins counting down; This timer is random between 10 to 14 seconds. Breaking line of sight does not stop the timer.<br />
When the timer hits 0, Fleshpounds will enrage. This is indicated by their chest plates turning red and them playing a raging animation, where they pound the floor.<br />
Fleshpounds will also enrage when they have taken 276 points of damage.<br />
Either way, upon enraging, the Fleshpounds' frustration timer resets, and doesn't stop counting down again until the Fleshpound's raging state ends.<br />
When enraged, Fleshpounds will begin to sprint at high speed at players. They have enough speed to outrun most players. While sprinting, Fleshpounds will cover their chest plate and part of their heads with their arm grinders, protecting their weak spots as they charge.<br />
Fleshpounds deal considerably more damage while they are enraged, and they tend to attack multiple times in quick succession.<br />
Incapacitating effects are only 25% effective on enraged Fleshpounds.<br />
Fleshpounds will stop raging after they have landed an attack on a player. The frustration timer will begin counting down again as soon as the Fleshpound's attack animation finishes and its chest plate resets to a yellow glow.<br />
Fleshpounds do not have a cooldown on their rage. They can enrage again immediately after calming down as long as they are continuously taking damage from players. Thus, if a player low on health is being beaten on by a raging Fleshpound, do NOT shoot at the Fleshpound as it will enrage again and kill the unfortunate player.<br />
Fleshpounds also rarely miss their attacks, they have greater finesse and motor control than Scrakes. It is difficult to dodge Fleshpound attacks without movement speed bonuses.<br />
Fleshpounds can block gunfire. When being aimed or shot at, Fleshpounds have a chance to move their arm grinders over their face. While blocking, they take 80% damage from all sources and incapacitating effects are only 20% effective. Fleshpounds cannot block when enraged.<br />
On Suicidal and Hell On Earth, Fleshpounds do not gain any new abilities or animations.<br />


==Extermination Tactics==


=== Firebug ===
Fleshpounds are extremely durable ZEDs that should not be engaged alone unless you are properly equipped to exterminate it in a short time span, to ensure that it does minimal damage. While Fleshpounds do not do as much damage as Scrakes, they are a lot faster and more durable.<br />
- [[Firebug_(Killing_Floor_2)|Firebugs]] can hold their own against Fleshpounds rather easily. The [[Microwave Gun]] does not do reduced damage to Fleshpounds, and therefore it keeps its' extremely high DPS. <br />
Fleshpounds function as moving glaciers that break apart holdouts and force inexperienced or unequipped teams to flee.<br />
- When used by a Firebug with the "Splash Damage" skill, shoot at the Fleshpound's feet to do maximum damage. The Microwave Gun's incapitating effects combined with the stumble power of the "Heat Wave" skill can control a Fleshpound and delay it from attacking you for an extended period of time, giving you a lot of time to deal significant damage. <br />
Fleshpounds should be treated as the highest threat targets whenever they show up. While Scrakes do not enrage until shot at, Fleshpounds are a lot quicker to anger and can do so off a timer, making it impossible to ignore this threat for any extended period of time.<br />
- Fire damage is ineffective. Due to the Fleshpound's damage resistances, it takes next to no damage from burning and using Fire will only enrage it further. <br />
Fleshpounds boast an incredible amount of effective health and usually require a coordinated team take-down effort, or a perk specialized for killing Fleshpounds (i.e [[Gunslinger]], [[Sharpshooter_(Killing_Floor_2)|Sharpshooter]], [[Demolitionist_(Killing_Floor_2)|Demolitionist]].<br />
As with [[Scrake_(Killing_Floor_2)|Scrakes]], quick decapitation kills are the preferred method of extermination. This can either be done alone or with the help of your teammates.<br />
It is also important to note that the playstyle that you should go for will change based on the composition of your team. If your team is a headshot focused team (For example: Sharpshooter, Commando, Support, Gunslinger, Medic, Eviscerator Berserker), it is preferred to exterminate Fleshpounds via decapitation. If your team is a body damage focused team (For example: Firebug, Support, Demolitionist, 2 Melee Berserkers, Medic), then extermination through sheer body damage is a viable tactic as well.<br />


===Gunslinger===


----
Gunslingers can swiftly decapitate Fleshpounds with repeated headshots using [[Dual .500 Magnums]] or [[Dual .50 Desert Eagles]]. This is especially true with a Gunslinger that has the ''Rack'em Up'' skill, which massively increases headshot damage.<br />
In fact, Gunslingers who have memorized where the Fleshpound's head will be during its raging animation are able to take off the Fleshpound's head before they can finish their raging animation. A level 20 or above Gunslinger with ''Rack'em Up'' can do enough damage with 10 [[Dual .500 Magnums]] shots to decapitate it.<br />
Alternatively, if the player is less confident in tracking its head, one can begin shooting at its head with either the [[Dual .500 Magnums]] or [[Dual .50 Desert Eagles]] until it lowers its head to pound the floor during its rage animation, then switching to the other pair of Handguns to finish it off as it sprints towards you. You may take a hit while doing this, so use the melee bash (V) to flinch them as soon as they hit you. Back off and put some distance between you and the Fleshpound before you begin shooting again.<br />


===Sharpshooter===


=== Gunslinger ===
While Sharpshooters have a very powerful tool in the form of the [[Rail Gun]], it is trickier to take out Fleshpounds than Scrakes. Even with all the possible damage boosting skills a level 25 Sharpshooter can have, it usually takes 2 shots to decapitate a Fleshpound, one of which must be a manual shot, to avoid the 50% damage penalty for using lock-on mode.<br />
- [[Gunslinger|Gunslingers]] can competently solo Fleshpounds, provided they have good aim with the [[.500 Magnum Revolver]] and [[.50 Desert Eagle]]. <br />
Using the [[Rail Gun]], land the first shot on the Fleshpound's head as it is walking, which will stumble it and cause it to rage. When it finishes its rage animation, land the second shot as they are sprinting towards you. If the player is a lower level Sharpshooter (below 15), you need both shots to be manual shots. For a higher level Sharpshooter, the player can switch to lock-on mode for the second killing shot.<br />
- Like the Support, shooting the Fleshpound's head from a distance until it enrages, then melee bashing it to stumble it as it gets into melee range, followed by unloading all remaining ammunition into its head, can allow you to decapitate a Fleshpound with little to no damage taken. Make sure you begin shooting with the Desert Eagle first, as a headshot with the .500 Magnum will stumble it and prevent you from stumbling the Fleshpound with a melee bash. Switch to the .500 Magnums after the Fleshpound enrages.<br />
The Sharpshooter also has the option of using the [[M14 EBR]] and the [[Crossbow]] combo to kill Fleshpounds, but this is a lot trickier than Scrake takedowns as the Fleshpound's head can take nearly double the amount of damage Scrakes can.<br />
- Alternatively, throwing [[Nail Bomb|Nail Bombs]] is extremely effective as well, as Nail Bombs, like the Support's Frag Grenades, do both Explosive and Piercing damage.
As with the Gunslinger, if opting for the [[M14 EBR]], a player that has memorized the Fleshpound's raging animation can track its head and repeatedly unload damage on its head. It is very possible to decapitate the Fleshpound just as it finishes its raging animation.<br />
- Unlike the other ballistic classes, Gunslingers have the added advantage of bonus movement speed to run away and dodge attacks. <br />
Alternatively, for Sharpshooters less confident with head tracking, shoot at its head with the [[M14 EBR]] while it is calm and stack ''Rack'Em up'' to maximum, then switch to the [[Crossbow]] for the finishing blow.<br />
- A level 20 Gunslinger gains the ability to knock down Fleshpound's by shooting them in the leg. When utilizing this skill, try to shoot as low as possible to make the Fleshpound fall over on its face. While it is facedown, unload all the rest of your shots into its head to decapitate it. <br />
The easiest way to take down a Fleshpound with the [[M14 EBR]] is to toss 2 [[Freeze Grenade]]s at it, freezing it in place long enough for a Sharpshooter to put 20 rounds into the Fleshpound's head, which is more than enough to decapitate it.<br />


== Team Tactics ==
===Demolitionist===
- Upon indication that a Fleshpound has spawned, the team should quickly scan the avaliable field of view to locate the Fleshpound. Once the Fleshpound is sighted, relay its location to the team so they can prepare for a bloody fight. <br />
- Due to how Fleshpound raging mechanics works, shooting it before the team is aware of its presence is unwise as it is very quick to anger. A single Fleshpound can break apart and cause mass panic in an unprepared team as it rampages. This usually results in a vicious cycle of multiple players shooting the Fleshpound as it is attacking them, causing the Fleshpound to enrage again as soon as it calms down and deal even more damage. <br />
- In the presence of Scrakes and Fleshpounds, it is more important to target and take down the Fleshpound first. Scrakes will never rage until they have taken a certain amount of damage, while Fleshpounds will automatically enrage after a short amount of time. During the time it takes a team to kill a Scrake, a Fleshpound can enrage and run into the fray, resulting in 2 enraged large Zeds attacking the team. Furthermore, the Fleshpound's damage tolerance is lower, it is easier to anger it with stray shots than a Scrake. <br />
- If you notice a teammate who's health is critical, do not shoot the Fleshpound if it is locked onto them as it will enrage and kill them. Allow your teammate to back off when the Fleshpound calms down to regroup and heal up. <br />
- Never attempt to take down a Fleshpound alone. They require focus fire and coordination from a team to take down safely. <br />


----
Demolitionists are practically designated as the game's Fleshpound exterminator, as the Fleshpound has an extreme vulnerability to explosive damage.<br />
=== Commando, Support and Gunslinger ===
In most multi-player games and difficulties, 3 direct hits with the [[RPG-7]] does enough damage to kill a Fleshpound outright through sheer body damage. This is in the case of a Demolitionist who uses all the skills on the left side of their skill tree for maximum damage potential.<br />
- Being classes that use ballistic weapons, it is highly ammo inefficient and ineffective to fire at Fleshpounds with bodyshots. Whenever possible, aim for its head, especially when its at a distance, to maximize damage done. Once it begins sprinting, it will protect its head and chest plate with its arm grinders. <br />
For a Demolitionist that uses crowd control and incapacitation skills, repeated shots with the [[RPG-7]] will knock Fleshpounds down or send them flying a distance to give the team more time to deal damage to the Fleshpound.<br />
- While their ballistic weapons are ineffective, their grenades can deal good damage to a Fleshpound. It is usually more efficient to lay down your grenades instead of shooting with your weapons. <br />
With crowd control and incapacitation skills, the Demolitionist's [[1/2 Stick of Dynamite]] will have enough stunning power to stun Fleshpounds. One can toss dynamite directly at a Fleshpound to stun it for easy shots with the [[RPG-7]], or to run up to the stunned Fleshpound and stick multiple [[C4 Explosives]] charges to it. Alternatively, one can pre-plant C4 on the ground in the path where a Fleshpound would sprint over once enraged, detonating it after the first two shots with the [[RPG-7]] as it runs over the placed C4.<br />
- Once a Fleshpound has broken through the team's line of defense, wildfiring becomes the only option. If you are the one getting pounded, fire at its chest plate. <br />
Of all the Demolitionist weapons, only 2 can deal a truly significant amount of damage to Fleshpounds, these being the [[RPG-7]] and [[C4 Explosives]]. Every other Demolitionist weapon serves better as crowd control or for incapacitating effects.<br />
Never shoot Fleshpounds with the [[M79 Grenade Launcher]] or [[M16 M203 Assault Rifle]], as these will instantly enrage Fleshpounds and yet they don't do a big enough amount of damage compared to the aforementioned weapons.<br />
If your team has a dedicated Sharpshooter or Gunslinger who has shown that he can take down Fleshpounds alone through decapitation, it is usually better to not interfere and allow them to finish the kill. Instead, protect them from the lesser enemies to ensure they can pull off a clean kill.<br />


===Berserker===


- Ballistic classes can consider carrying a [[Pulverizer]] if the team lacks a Berserker, Firebug or Demolitionist. The Pulverizer can still do efficient damage and will allow you to block/parry Fleshpound attacks. <br />
Berserkers have two ways to deal with Fleshpounds: At range, with the [[Eviscerator]], or in melee combat, with the [[Pulverizer]].<br />
If you choose the [[Eviscerator]] method, a maximum of 4 headshots are needed to cut off the Fleshpound's head. The Eviscerator does enough damage to enrage a Fleshpound with a single shot. Generally, the pattern here is landing one shot on the Fleshpound's head while it is calm, then landing another as it finishes its rage animation and begins sprinting towards the player, blocking/taking a hit, then repeating the cycle until the Fleshpound is decapitated.<br />
Unlike with Scrakes, EMP cannot force an enraged Fleshpound to calm down unless 2 EMP grenades are used, which is horribly inefficient and not recommended.<br />
Decapitation kills can be done quicker with the help of your teammates, especially those with incapacitation effects that stun the Fleshpound, making headshots easier. Work with your teammates to pile up damage on the Fleshpound's head for a coordinated take down.<br />
If you choose the melee method, you will have to familiarize yourself with the blocking and [[Mechanics_(Killing_Floor_2)#Gameplay_-_Parrying|parrying]] mechanics, as you'll need it to interrupt the Fleshpound's attacks and reduce the damage you take.<br />
The [[Pulverizer]] does a decent amount of damage to the Fleshpound with its explosive attack - though the Pulverizer usually does not carry enough ammunition for you to solo kill every Fleshpound that spawns in a wave on higher difficulties. Generally, you want to assist the team by piling up the damage with the Pulverizer's explosive attack.<br />
By contrast, the [[Zweihander]] does not deal enough damage to kill Fleshpounds in any reasonable amount of time, even via decapitation, as the Fleshpound takes greatly reduced slashing damage.<br />
In a team environment, whether the ranged or melee method is preferred changes depending on the team composition. A team that focuses on headshot damage would benefit more from a ranged Berserker that uses the [[Eviscerator]], while a body damage focused team would benefit from a melee Berserker that uses the [[Pulverizer]]. Alternatively, a Berserker usually has enough free weight to carry an off-perk [[RPG-7]] to assist in body shot damage.<br />
Berserkers can throw themselves in front of raging Fleshpounds to block them from catching up to their teammates, giving them time to back off and regroup.<br />


===Commando===


- For Gunslingers, they are able to utilize the "Leg Shot" skill to knock down Fleshpounds when they are chasing teammates in order to buy time for the victim to escape, and the rest to throw grenades or unload on the Fleshpound while it is down. <br />
Since the crossperk update and the subsequent update that buffed the M16 M203, Commandos are very effective in taking down even 6 player HoE Fleshpounds with repeated hits from the M203 grenade launcher. They are able to efficiently time the attacks from a long enough range to kill a raging Fleshpound before it makes contact with a player. When paired with the Commando's HE grenades, the Commando has 19 explosive shots that make it an excellent supporting perk to a demolitionist for taking down Fleshpounds. This extra firepower can be provided without wasting any of a Commando's trashkilling ammunition.
However, in multiplayer games, Commandos should not engage Fleshpounds with assault rifle bullets except to assist in an out-of-control takedown. Their assault rifles lack enough burst damage to kill them safely, and they do not have any sort of incapacitating power aside from a stumble, which usually does not work against raging Fleshpounds.<br />
While the max level Commando can do enough damage to take off a Fleshpound's head within two clips of the [[SCAR-H Assault Rifle]], this requires the player to not miss more than 5-8 shots on the Fleshpound's head. With the ''Hollow Point Rounds'' skill, it takes around 50 shots to take off a Fleshpound's head for a level 25 Commando.<br />
Commandos are definitely able to take down Fleshpounds by themselves. However, even more so than Gunslingers and Sharpshooters, the Commando has to be able to track the Fleshpound's head during its raging animation in order to maximize the amount of damage one can do to its head.<br />
A skilled Commando player is capable of taking off a Fleshpound's head with it enraging only once.<br />
Commandos contribute better to a Fleshpound fight by continuing to take out the lesser ZEDs to allow the team's more specialized perks to focus on taking down Fleshpounds. If the team is a body damage focused team, Commandos can assist by throwing grenades, which deal decent explosive damage. In most cases, it is usually more efficient to use grenades over bullets.<br />
The above is especially true for lower level Commandos who lack damage boosting skills, in which case the only effective form of damage they can contribute is through their grenades.<br />
Remember to help the team by contributing headshot damage if the Fleshpound is incapacitated.<br />


===Medic===


----
In a Fleshpound fight, the Medic's job is to heal the team and keep them alive; Especially the Berserker who is most likely in front of the team.<br />
Remember to contribute headshot damage whenever possible, especially when the Fleshpound has been stunned by your teammates or EMP'd by the Berserker.<br />
If a low HP teammate is being chased by a raging Fleshpound, you are able to stumble it by pumping lead into its legs. You can cancel the Fleshpound's attacks this way, which can give your teammate enough time to run away and heal up from your medic darts.<br />


===Support===


=== Berserker, Demolitionist and Firebug ===
Support Specialists are very capable of taking down Fleshpounds too. They are able to do efficiently through both body health or head health damage.<br />
- Being classes that use weapons which the Fleshpound is weak to, it is their job to deal the bulk of the damage to Fleshpounds in a team. <br />
When going for body damage, wildly firing at it with the [[AA-12 Auto Shotgun]] or the [[M4 Combat Shotgun]] is enough in most cases, though in later waves this can prove problematic as the player will run out of ammunition quickly, even with the team contributing damage.<br />
- Berserkers should use the [[Pulverizer]] against Fleshpounds. When used by level 25 Berserkers, the Pulverizer does massive body damage to Fleshpounds and usually less than 5 strikes is needed to take one out, provided the team is assisting in dealing damage. <br />
While Support Specialists can kite Scrakes effectively with the [[Double-barreled Boomstick]], it is nearly impossible to do the same to Fleshpounds, who are a lot more accurate with their blows and rarely miss moving targets. One should only attempt this when the Fleshpound is close to death.<br />
- In the absence of a Demolitionist, it is the Berserker's job to engage the Fleshpound. Draw the Fleshpound's attention and continue to hammer at it with the Pulverizer, while blocking and parrying or knocking it down when you run out of ammunition. Try not to let the Fleshpound chase after your teammates - If this happens, try to run into their way and block them, this may cause them to switch targets to you. <br />
However the more ammo-efficient way to take down Fleshpounds is repeated headshots using the [[AA-12 Auto Shotgun]]. Like the other ballistic damage perks, Support Specialists who are able to track the Fleshpound's head during its raging animation can quickly decapitate it with a good aim. In fact, in order to do this, a Support Specialist is required to run up to the Fleshpound as it begins its raging animation (The Fleshpound cannot attack until it finishes its raging animation) to maximize the damage done.<br />
It is entirely possible to decapitate the Fleshpound before it can finish its raging animation, though this is a lot more difficult to do so as compared to perks who specialize in taking down Fleshpounds. Most of the time the Fleshpound will be able to start attacking before it is decapitated.<br />
Do not be afraid to run up to Fleshpound to shoot them in the head when they are incapacitated. Support Specialists deal the most damage when they are close to their targets, and stunned Fleshpounds are sitting ducks. Most of the time, with combined firepower from the team, the Fleshpound will be decapitated before the incapacitation effects end.<br />


===SWAT===


- The Demolitionist's job in a team is to control and exterminate Fleshpounds. A level 20 Demolitionist can stun Fleshpounds with Dynamite, causing them to idle for up to 3 full seconds, allowing the team to deal plenty of damage to them. <br />
SWATs have a very valuable tool for Fleshpound extermination in the form of their [[FlashBang]] grenades. These grenades will stun a non-raging Fleshpound on demand, allowing a quick coordinated team to decapitate the Fleshpound while it is stunned.<br />
- While most of the time, you want to be the first to shoot at a Fleshpound to get a huge headstart in burst damage, be aware that if the Fleshpound decides to lock on to you, there's little option for you to fend it off. Alternatively, throw multiple sticks of Dynamite immediately after your first RPG-7 shot to stun the Fleshpound. <br />
Raging Fleshpounds require about 2-3 Flashbangs to stun. It is usually not worth it to attempt to stun a raging Fleshpound.<br />
- The RPG-7, Dynamite and C4 Explosives deal massive amounts of damage to Fleshpounds. Although you may not always kill Fleshpounds, you usually do the lion's share of damage to the Fleshpounds. <br />
High level SWATs with increased magazine capacity for their [[P90 SMG]] or [[Kriss SMG]] can take down Fleshpounds alone competently with the help of their Flashbangs; Simply toss a Flashbang at a Fleshpound and then spray at it's head. With good recoil control and at close enough range, you are able to deal massive damage to a Fleshpound's head before it can begin raging. Afterwards, a skilled SWAT can continue to track and spray at the Fleshpound's head as it begins its raging animation. The SWAT has a huge window to pile damage onto a Fleshpound's head by himself.<br />


===Firebug===


- The Firebug's job is to assist the Berserker and Demolitionist in taking down Fleshpounds through consistent DPS as the [[Microwave Gun]] does full damage to Fleshpounds. Allow the Demolitionist or Berserker to stun/draw the Fleshpound's attention away first, then get in there and start firing with the Microwave Gun. When the Berserker's health falls to critical levels, stop firing and allow him to be healed up by the Medic. Resume shooting when the Berserker re-engages the Fleshpound. <br />
The Firebug's role changes based on the team's composition. If the team is a body damage focused team, the Firebug can help in Fleshpound extermination with the [[Microwave Gun]], which does good DPS to Fleshpounds.<br />
- The Microwave Gun and Incendiary Trench Gun both have incapacitating effects that can cause a Fleshpound to panic and not attack for a few seconds, which can be useful for reducing the amount of damage the Berserker takes while he is fighting the Fleshpound. <br />
If the team is a headshot damage focused team, the Firebug will contribute better by continuing to provide crowd control. Kill the lesser ZEDs and protect your team's more specialized perks to give them the breathing room they need to take down Fleshpounds.<br />
Try not to set Fleshpounds on fire as they are highly resistant to fire. Secondly, when Fleshpounds start to panic from Fire, they will run around erratically with their heads swaying around randomly, making their heads extremely hard for your teammates to hit.<br />
When fleeing from combat or running around corners, the Firebug can provide enough incapacitation effects to stop Fleshpounds from attacking or chasing the fleeing team for a few seconds by setting them on fire.<br />


=== Medic ===
==Gallery==
- The Medic's job in a Fleshpound fight is to keep the team alive above all else, especially the Berserker who is taking the brunt of the assault. <br />
- Only fire at its feet to stumble it every once in a while when it is enraged, do not fire at it when it calms down as the Medic's weapons do not gain damage per level like other classes, and therefore do pitiful damage - All you will do is piss off the Fleshpound and cause it to kill your teammates quicker. <br />
- Throw [[Medic Grenade|Medic Grenades]] at the ground in advance, usually behind Berserkers as they tend to backpedal when fighting Fleshpounds, so they can retreat into the grenade's gas and heal up. For a level 25 Medic, if Zed Time triggers while the gas is still in play, the Fleshpound can be sedated by the gas, stunning it.<br />
- For a level 25 Medic, they can stun Fleshpounds with Medic Darts during Zed time, which will give the team precious time to unload damage on the Fleshpound as it idles.
- When worst comes to worst, you can use your extremely high body armor to tank for the team. Keep track of your armor as once it depletes you are just as squishy as everyone else.


== Gallery ==
<gallery>
<gallery>
File:Kf2_fleshpound_gallery_1.png|Artbook concept 1|alt=Artbook
File:Kf2_fleshpound_gallery_2.png|Artbook concept 2|alt=Artbook
File:Kf2_fleshpound_gallery_3.png|Artbook renders|alt=Artbook
</gallery>
</gallery>


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Latest revision as of 06:42, 28 January 2018

The Fleshpound

The Fleshpound is a giant specimen in Killing Floor 2. It is classifed as a large enemy, and is considered to be of extremely high threat. The Fleshpound appears as an extremely muscular and tall figure with many metal plates on it. Most notably, they have a glowing core on their chest, which indicates their level of aggression and pumps adrenaline. The Fleshpound also possess 2 large grinders attached to its arms, which it has weaponized to devastating effect. The Fleshpound is quick to anger and will swiftly charge into the fray if it cannot get into range to attack; it will only calm down after dishing out pain. The Fleshpound is also able to speak with a distorted voice in a robotic manner. It is by far the most durable specimen on the roster.

Base Statistics

Normal Hard Suicidal Hell on earth
Kill Reward 200 200 200 200
XP 35 47 63 72
Base Health (body) 1125 1500 1650 1800
Base Health (head) 487 650 682 715

For kill reward calculations read Dosh Mechanics.

Fleshpounds have their base health value scaled accordingly to the number of players in the game.

Normal Hard Suicidal Hell on earth
Body / Head (1 Player) 1125 / 487 1500/ 650 1650 / 682 1800 / 715
Body / Head (2 Player) 1563 / 623 2085 / 832 2293 / 872 2502 / 915
Body / Head (3 Player) 2002 / 759 2670 / 1014 2937 / 1063 3204 / 1115
Body / Head (4 Player) 2441 / 896 3355 / 1196 3580 / 1254 3906 / 1315
Body / Head (5 Player) 2880 / 1032 3840 / 1378 4224 / 1445 4608 / 1515
Body / Head (6 Player) 3318 / 1168 4425 / 1560 4867 / 1636 5310 / 1716

Attacks

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

Fleshpounds move slowly when docile, and sprint when enraged. Fleshpounds have specific conditions that have to be met before they enrage:

- After a Fleshpound has a player in his line of sight for 10-14 seconds; Getting hit by a Fleshpound while it is docile will NOT reset this timer.
- After a Fleshpound has taken 276 points of damage.

Once enraged, Fleshpounds will not stop raging until they successfully land an attack on a player, or 30 seconds after they have lost sight of players.
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.

Normal Hard Suicidal Hell on earth
Speed (walking) 204 - 249 234 - 286 234 - 286 246 - 300
Speed (sprinting) 470 - 574 540 - 660 540 - 660 567 - 693
Chance to Sprint on Sight 100% 100% 100% 100%
Chance to Sprint when Shot 100% 100% 100% 100%

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

The Fleshpound

Damage Resistance

Fleshpounds boast an impressive array of resistances, and are only weak to Explosive damage.

Piercing Slashing Bludgeon Toxic Fire Microwave Explosives Freeze Shells
Damage Multipler x0.75 x0.5 x0.6 x0.25 x0.3 x1 x1.5 x1 x1

Ballistic Resistance

Fleshpounds are resistant to every type of ballistic weaponry, though more vulnerable to some.

Sub-machine Gun Assault Rifle Shotgun Handgun Rifle
Damage Multiplier x0.5 x0.5 x0.75 x0.75 x0.75

Hitzones

Fleshpounds have 2 weak spots, which are the head and the glowing plate on their chest. Their arm grinders deflect attacks.

When enraged, Fleshpounds uses their arm grinders as a shield, making it harder for the players to aim for their glowing chest plates. Consider aiming for their heads when they're running towards you, as firing at the arm grinders will deal only 20% of the weapon damage.

Damage Multiplier
Head x1.1
Chest Plate x1.1
Arm Grinders x0.2
All other x1

Incapacitation Resistance

Miscellaneous Information

Affliction handling:

  • Fleshpound cannot teleport nor get frustrated.
  • (PvP) Rally boost: players do x1.2 more damage.
  • Damage to doors = 120 / 160 / 200 / 680.
  • ZED mass = 200.
  • Should sprint when enraged.
  • Fleshpound cannot evade a grenades once enraged.
  • Rage begins when Fleshpound takes 276 points of accumulative damage.
  • Chance to spawn already enraged: Normal - 0%, Hard - 0%, Suicidal - 25%, HOE - 33%.
  • When enraged, Fleshpound takes only 25% of all incoming weapon powers towards its affliction threshold.
  • Enraged Fleshpound will calm down as soon as it land a hit. LOS and hits performed during the Fleshpound's calm phase has no effect on the next rage starting time.
  • Rage will end as soon as Fleshpound land a hit or 30 seconds will pass without seeing players. After 30 seconds without seeing players Fleshound will not be able to enrage. In that case to trigger its new frustration timer it will need to have players within its LOS. Note: After landing a hit the enraged Fleshpound will update its "last enemy seeing" timer and will immediately trigger a new frustration timer. To make sure that Fleshpound will not enrage anymore players should let it calm on its own.
  • Enraged Fleshpound will attempt to play its taunt animation. Fleshpound can skip this animation completely if at the moment of enragement it will be doing melee attack or any other special move. In such case Fleshpound will be enraged without losing momentum.
  • EMP effect (disrupt) prevents Fleshpound's pre-rage taunt and the rage itself.
  • Fleshpound has a chance to block upon taking damage or when being aimed at. Fleshpound has a chance to evade certain damage sources. Fleshpound cannot block when enraged.
  • Chance to block after taking damage: Normal - 0, Hard - 0.01, Suicidal - 0.2, HOE - 0.3. Health loss percentage to trigger block: all difficulties - 0.05. Block chains (max): Hard - 3, Suicidal - 4, HOE - 5. Block duration - 1.25s, cooldown - 6.5s.
  • When blocking. Damage resistance: Melee attacks - x0.9, Gun attacks - x0.9. Affliction multiplier - x0.2 (ZED takes only 20% of all incoming powers). Solo game block chance multiplier: Hard - x0.1, Suicidal, HOE - x0.2.

Behavior

The Fleshpound is the largest ZED in the game, boasting incredible durability. While its damage output is not as high as the Scrake's, the Fleshpound is more likely to cause significant damage due to its large health pool and resistances.
Upon spawning, Fleshpounds emit a global roar that can be heard by all players regardless of their position.
Fleshpounds walk at a moderate pace towards where the team is, until a player enters their line of sight.
Upon sighting a player, a hidden frustration timer begins counting down; This timer is random between 10 to 14 seconds. Breaking line of sight does not stop the timer.
When the timer hits 0, Fleshpounds will enrage. This is indicated by their chest plates turning red and them playing a raging animation, where they pound the floor.
Fleshpounds will also enrage when they have taken 276 points of damage.
Either way, upon enraging, the Fleshpounds' frustration timer resets, and doesn't stop counting down again until the Fleshpound's raging state ends.
When enraged, Fleshpounds will begin to sprint at high speed at players. They have enough speed to outrun most players. While sprinting, Fleshpounds will cover their chest plate and part of their heads with their arm grinders, protecting their weak spots as they charge.
Fleshpounds deal considerably more damage while they are enraged, and they tend to attack multiple times in quick succession.
Incapacitating effects are only 25% effective on enraged Fleshpounds.
Fleshpounds will stop raging after they have landed an attack on a player. The frustration timer will begin counting down again as soon as the Fleshpound's attack animation finishes and its chest plate resets to a yellow glow.
Fleshpounds do not have a cooldown on their rage. They can enrage again immediately after calming down as long as they are continuously taking damage from players. Thus, if a player low on health is being beaten on by a raging Fleshpound, do NOT shoot at the Fleshpound as it will enrage again and kill the unfortunate player.
Fleshpounds also rarely miss their attacks, they have greater finesse and motor control than Scrakes. It is difficult to dodge Fleshpound attacks without movement speed bonuses.
Fleshpounds can block gunfire. When being aimed or shot at, Fleshpounds have a chance to move their arm grinders over their face. While blocking, they take 80% damage from all sources and incapacitating effects are only 20% effective. Fleshpounds cannot block when enraged.
On Suicidal and Hell On Earth, Fleshpounds do not gain any new abilities or animations.

Extermination Tactics

Fleshpounds are extremely durable ZEDs that should not be engaged alone unless you are properly equipped to exterminate it in a short time span, to ensure that it does minimal damage. While Fleshpounds do not do as much damage as Scrakes, they are a lot faster and more durable.
Fleshpounds function as moving glaciers that break apart holdouts and force inexperienced or unequipped teams to flee.
Fleshpounds should be treated as the highest threat targets whenever they show up. While Scrakes do not enrage until shot at, Fleshpounds are a lot quicker to anger and can do so off a timer, making it impossible to ignore this threat for any extended period of time.
Fleshpounds boast an incredible amount of effective health and usually require a coordinated team take-down effort, or a perk specialized for killing Fleshpounds (i.e Gunslinger, Sharpshooter, Demolitionist.
As with Scrakes, quick decapitation kills are the preferred method of extermination. This can either be done alone or with the help of your teammates.
It is also important to note that the playstyle that you should go for will change based on the composition of your team. If your team is a headshot focused team (For example: Sharpshooter, Commando, Support, Gunslinger, Medic, Eviscerator Berserker), it is preferred to exterminate Fleshpounds via decapitation. If your team is a body damage focused team (For example: Firebug, Support, Demolitionist, 2 Melee Berserkers, Medic), then extermination through sheer body damage is a viable tactic as well.

Gunslinger

Gunslingers can swiftly decapitate Fleshpounds with repeated headshots using Dual .500 Magnums or Dual .50 Desert Eagles. This is especially true with a Gunslinger that has the Rack'em Up skill, which massively increases headshot damage.
In fact, Gunslingers who have memorized where the Fleshpound's head will be during its raging animation are able to take off the Fleshpound's head before they can finish their raging animation. A level 20 or above Gunslinger with Rack'em Up can do enough damage with 10 Dual .500 Magnums shots to decapitate it.
Alternatively, if the player is less confident in tracking its head, one can begin shooting at its head with either the Dual .500 Magnums or Dual .50 Desert Eagles until it lowers its head to pound the floor during its rage animation, then switching to the other pair of Handguns to finish it off as it sprints towards you. You may take a hit while doing this, so use the melee bash (V) to flinch them as soon as they hit you. Back off and put some distance between you and the Fleshpound before you begin shooting again.

Sharpshooter

While Sharpshooters have a very powerful tool in the form of the Rail Gun, it is trickier to take out Fleshpounds than Scrakes. Even with all the possible damage boosting skills a level 25 Sharpshooter can have, it usually takes 2 shots to decapitate a Fleshpound, one of which must be a manual shot, to avoid the 50% damage penalty for using lock-on mode.
Using the Rail Gun, land the first shot on the Fleshpound's head as it is walking, which will stumble it and cause it to rage. When it finishes its rage animation, land the second shot as they are sprinting towards you. If the player is a lower level Sharpshooter (below 15), you need both shots to be manual shots. For a higher level Sharpshooter, the player can switch to lock-on mode for the second killing shot.
The Sharpshooter also has the option of using the M14 EBR and the Crossbow combo to kill Fleshpounds, but this is a lot trickier than Scrake takedowns as the Fleshpound's head can take nearly double the amount of damage Scrakes can.
As with the Gunslinger, if opting for the M14 EBR, a player that has memorized the Fleshpound's raging animation can track its head and repeatedly unload damage on its head. It is very possible to decapitate the Fleshpound just as it finishes its raging animation.
Alternatively, for Sharpshooters less confident with head tracking, shoot at its head with the M14 EBR while it is calm and stack Rack'Em up to maximum, then switch to the Crossbow for the finishing blow.
The easiest way to take down a Fleshpound with the M14 EBR is to toss 2 Freeze Grenades at it, freezing it in place long enough for a Sharpshooter to put 20 rounds into the Fleshpound's head, which is more than enough to decapitate it.

Demolitionist

Demolitionists are practically designated as the game's Fleshpound exterminator, as the Fleshpound has an extreme vulnerability to explosive damage.
In most multi-player games and difficulties, 3 direct hits with the RPG-7 does enough damage to kill a Fleshpound outright through sheer body damage. This is in the case of a Demolitionist who uses all the skills on the left side of their skill tree for maximum damage potential.
For a Demolitionist that uses crowd control and incapacitation skills, repeated shots with the RPG-7 will knock Fleshpounds down or send them flying a distance to give the team more time to deal damage to the Fleshpound.
With crowd control and incapacitation skills, the Demolitionist's 1/2 Stick of Dynamite will have enough stunning power to stun Fleshpounds. One can toss dynamite directly at a Fleshpound to stun it for easy shots with the RPG-7, or to run up to the stunned Fleshpound and stick multiple C4 Explosives charges to it. Alternatively, one can pre-plant C4 on the ground in the path where a Fleshpound would sprint over once enraged, detonating it after the first two shots with the RPG-7 as it runs over the placed C4.
Of all the Demolitionist weapons, only 2 can deal a truly significant amount of damage to Fleshpounds, these being the RPG-7 and C4 Explosives. Every other Demolitionist weapon serves better as crowd control or for incapacitating effects.
Never shoot Fleshpounds with the M79 Grenade Launcher or M16 M203 Assault Rifle, as these will instantly enrage Fleshpounds and yet they don't do a big enough amount of damage compared to the aforementioned weapons.
If your team has a dedicated Sharpshooter or Gunslinger who has shown that he can take down Fleshpounds alone through decapitation, it is usually better to not interfere and allow them to finish the kill. Instead, protect them from the lesser enemies to ensure they can pull off a clean kill.

Berserker

Berserkers have two ways to deal with Fleshpounds: At range, with the Eviscerator, or in melee combat, with the Pulverizer.
If you choose the Eviscerator method, a maximum of 4 headshots are needed to cut off the Fleshpound's head. The Eviscerator does enough damage to enrage a Fleshpound with a single shot. Generally, the pattern here is landing one shot on the Fleshpound's head while it is calm, then landing another as it finishes its rage animation and begins sprinting towards the player, blocking/taking a hit, then repeating the cycle until the Fleshpound is decapitated.
Unlike with Scrakes, EMP cannot force an enraged Fleshpound to calm down unless 2 EMP grenades are used, which is horribly inefficient and not recommended.
Decapitation kills can be done quicker with the help of your teammates, especially those with incapacitation effects that stun the Fleshpound, making headshots easier. Work with your teammates to pile up damage on the Fleshpound's head for a coordinated take down.
If you choose the melee method, you will have to familiarize yourself with the blocking and parrying mechanics, as you'll need it to interrupt the Fleshpound's attacks and reduce the damage you take.
The Pulverizer does a decent amount of damage to the Fleshpound with its explosive attack - though the Pulverizer usually does not carry enough ammunition for you to solo kill every Fleshpound that spawns in a wave on higher difficulties. Generally, you want to assist the team by piling up the damage with the Pulverizer's explosive attack.
By contrast, the Zweihander does not deal enough damage to kill Fleshpounds in any reasonable amount of time, even via decapitation, as the Fleshpound takes greatly reduced slashing damage.
In a team environment, whether the ranged or melee method is preferred changes depending on the team composition. A team that focuses on headshot damage would benefit more from a ranged Berserker that uses the Eviscerator, while a body damage focused team would benefit from a melee Berserker that uses the Pulverizer. Alternatively, a Berserker usually has enough free weight to carry an off-perk RPG-7 to assist in body shot damage.
Berserkers can throw themselves in front of raging Fleshpounds to block them from catching up to their teammates, giving them time to back off and regroup.

Commando

Since the crossperk update and the subsequent update that buffed the M16 M203, Commandos are very effective in taking down even 6 player HoE Fleshpounds with repeated hits from the M203 grenade launcher. They are able to efficiently time the attacks from a long enough range to kill a raging Fleshpound before it makes contact with a player. When paired with the Commando's HE grenades, the Commando has 19 explosive shots that make it an excellent supporting perk to a demolitionist for taking down Fleshpounds. This extra firepower can be provided without wasting any of a Commando's trashkilling ammunition. However, in multiplayer games, Commandos should not engage Fleshpounds with assault rifle bullets except to assist in an out-of-control takedown. Their assault rifles lack enough burst damage to kill them safely, and they do not have any sort of incapacitating power aside from a stumble, which usually does not work against raging Fleshpounds.
While the max level Commando can do enough damage to take off a Fleshpound's head within two clips of the SCAR-H Assault Rifle, this requires the player to not miss more than 5-8 shots on the Fleshpound's head. With the Hollow Point Rounds skill, it takes around 50 shots to take off a Fleshpound's head for a level 25 Commando.
Commandos are definitely able to take down Fleshpounds by themselves. However, even more so than Gunslingers and Sharpshooters, the Commando has to be able to track the Fleshpound's head during its raging animation in order to maximize the amount of damage one can do to its head.
A skilled Commando player is capable of taking off a Fleshpound's head with it enraging only once.
Commandos contribute better to a Fleshpound fight by continuing to take out the lesser ZEDs to allow the team's more specialized perks to focus on taking down Fleshpounds. If the team is a body damage focused team, Commandos can assist by throwing grenades, which deal decent explosive damage. In most cases, it is usually more efficient to use grenades over bullets.
The above is especially true for lower level Commandos who lack damage boosting skills, in which case the only effective form of damage they can contribute is through their grenades.
Remember to help the team by contributing headshot damage if the Fleshpound is incapacitated.

Medic

In a Fleshpound fight, the Medic's job is to heal the team and keep them alive; Especially the Berserker who is most likely in front of the team.
Remember to contribute headshot damage whenever possible, especially when the Fleshpound has been stunned by your teammates or EMP'd by the Berserker.
If a low HP teammate is being chased by a raging Fleshpound, you are able to stumble it by pumping lead into its legs. You can cancel the Fleshpound's attacks this way, which can give your teammate enough time to run away and heal up from your medic darts.

Support

Support Specialists are very capable of taking down Fleshpounds too. They are able to do efficiently through both body health or head health damage.
When going for body damage, wildly firing at it with the AA-12 Auto Shotgun or the M4 Combat Shotgun is enough in most cases, though in later waves this can prove problematic as the player will run out of ammunition quickly, even with the team contributing damage.
While Support Specialists can kite Scrakes effectively with the Double-barreled Boomstick, it is nearly impossible to do the same to Fleshpounds, who are a lot more accurate with their blows and rarely miss moving targets. One should only attempt this when the Fleshpound is close to death.
However the more ammo-efficient way to take down Fleshpounds is repeated headshots using the AA-12 Auto Shotgun. Like the other ballistic damage perks, Support Specialists who are able to track the Fleshpound's head during its raging animation can quickly decapitate it with a good aim. In fact, in order to do this, a Support Specialist is required to run up to the Fleshpound as it begins its raging animation (The Fleshpound cannot attack until it finishes its raging animation) to maximize the damage done.
It is entirely possible to decapitate the Fleshpound before it can finish its raging animation, though this is a lot more difficult to do so as compared to perks who specialize in taking down Fleshpounds. Most of the time the Fleshpound will be able to start attacking before it is decapitated.
Do not be afraid to run up to Fleshpound to shoot them in the head when they are incapacitated. Support Specialists deal the most damage when they are close to their targets, and stunned Fleshpounds are sitting ducks. Most of the time, with combined firepower from the team, the Fleshpound will be decapitated before the incapacitation effects end.

SWAT

SWATs have a very valuable tool for Fleshpound extermination in the form of their FlashBang grenades. These grenades will stun a non-raging Fleshpound on demand, allowing a quick coordinated team to decapitate the Fleshpound while it is stunned.
Raging Fleshpounds require about 2-3 Flashbangs to stun. It is usually not worth it to attempt to stun a raging Fleshpound.
High level SWATs with increased magazine capacity for their P90 SMG or Kriss SMG can take down Fleshpounds alone competently with the help of their Flashbangs; Simply toss a Flashbang at a Fleshpound and then spray at it's head. With good recoil control and at close enough range, you are able to deal massive damage to a Fleshpound's head before it can begin raging. Afterwards, a skilled SWAT can continue to track and spray at the Fleshpound's head as it begins its raging animation. The SWAT has a huge window to pile damage onto a Fleshpound's head by himself.

Firebug

The Firebug's role changes based on the team's composition. If the team is a body damage focused team, the Firebug can help in Fleshpound extermination with the Microwave Gun, which does good DPS to Fleshpounds.
If the team is a headshot damage focused team, the Firebug will contribute better by continuing to provide crowd control. Kill the lesser ZEDs and protect your team's more specialized perks to give them the breathing room they need to take down Fleshpounds.
Try not to set Fleshpounds on fire as they are highly resistant to fire. Secondly, when Fleshpounds start to panic from Fire, they will run around erratically with their heads swaying around randomly, making their heads extremely hard for your teammates to hit.
When fleeing from combat or running around corners, the Firebug can provide enough incapacitation effects to stop Fleshpounds from attacking or chasing the fleeing team for a few seconds by setting them on fire.

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