Fleshpound (Killing Floor 2)

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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 club arms. He will randomly enrage when not in combat for a period of time, or when dealt a certain amount of damage quickly enough. Unlike the Scrake however, his enrage is not permanent and ends 10 seconds after it begins or he attacks a player (the EMP grenade from the berserker perk will also temporarily stop his enrage). While enraged, the Fleshpound gains a large movement speed and damage boost as well as gaining the ability to mow over many types of zeds in his path. He is considered to be of critical threat to the players due to his massive health pool, very high damage output, random enrages, and occasional area of effect attack. This is a threat that, in team mode, can often not be ignored for any reasonable amount of time without incredible coordination. Focus fire this threat at the first available opportunity.

Statistics

Normal Hard Suicidal Hell on earth
Bounty £220 £200 £170 £130
XP 35 47 63 72
Health 1125 / 1687 / 2250 / 2812 / 3375 / 3937** 1500 / 2250 / 3000 / 3750 / 4500 / 5250** 1875 / 2812 / 3750 / 4687 / 5625 / 6562** 2325 / 3487 / 4650 / 5812 / 6975 / 8137**
Damage
Speed
Range
* Head health

** Health with 1/2/3/4/5/6 players

Notes on XP

  • XP rewarded for your on-class weapons.
  • Killing with other class weapons allocates the XP to that class.
  • Damaging with off/on-class weapon then finishing it off with another divides the XP and allocates it to both classes.
  • Assist kills reward full XP.
  • Katana and Flamethrower do not reward XP.
    • Shove attack does not count as melee (zerk xp), meaning it allocates the XP accordingly to your weapon class.

Extra

  • Solo Health: 50%.
  • Resists All Damage excluding Explosive & Piercing, takes only 50% damage.
  • Weak against Explosive and Piercing Damage, takes 150% damage.
  • Melee bash from guns will punt Fleshpounds into a stumble even when they are raging.
  • Certain attacks won't be cancelled by a bash.
  • Successful parries will punt Fleshpounds into a stumble even when they are raging.
  • Fleshpounds rage at random periods of not being in combat and if dealt significant damage in a short period of time.
  • The rage will last for 10 seconds.
  • They gain an immense speed- and damageboost during their short rages as well as the ability to mow over lesser zeds.
  • Unlike Scrakes, Fleshpounds will stop raging after a short period of time or when they attacked something.
  • Both the Scrake and the Fleshpound can have their rage cancelled for a short period of time by Berzerkers EMP grenades.

Extermination Tactics

Team Play

This beast will charge your team at random, and will do it often. If one shows up, lay down some grenades and focus fire together, aiming for the head when possible. Depending on how coordinated your team is, it is possible to kite this monster around almost indefinitely if you know what you're doing, but this is more difficult the more people you have.

Never try to take down a Fleshpound alone, use teamwork and work together to take the beast down.

Solo

The Fleshpound is much easier in solo play. His charge is only 10 seconds long and you can often outrun him without taking any damage. Every time he finishes and enrage, lay some rounds into his head. Repeat until he is dead. If there are many more zeds still alive, it is easy to focus on those while dodging the Fleshpound also.