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 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 it's 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 it's 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

- Single Player Health Reduction: 50%

Normal Hard Suicidal Hell on earth
Bounty £220 £200 £170 £130
XP 35 47 63 72
Base Health (Body) 1500 1500 1875 2325
Base Health (Head) 650 650 747 812


Notes on XP

  • 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

- Fleshpounds have their health value scaled accordingly to the number of players in the game.
- The Fleshpound's base body health is 1125 on Normal, 1500 on Hard, 1875 on Suicidal, and 2325 on Hell on Earth.
- The Fleshpound's base head health is 650 on Normal, 650 on Hard, 747 on Suicidal, and 812 on Hell on Earth.
- 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.


Normal Hard Suicidal Hell on earth
Body / Head (1 Player) 1125 / 487 1500/ 650 1875 / 747 2325 / 812
Body / Head (2 Player) 1687 / 633 2250 / 845 2812 / 971 3487 / 1056
Body / Head (3 Player) 2250 / 780 3000 / 1040 3750 / 1196 4650 / 1300
Body / Head (4 Player) 2812 / 926 3750 / 1235 4687 / 1420 5812 / 1543
Body / Head (5 Player) 3375 / 1072 4500 / 1430 5625 / 1644 6975 / 1787
Body / Head (6 Player) 3937 / 1218 5250 / 1625 6562 / 1868 8137 / 2031

Speed

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

  • If a Fleshpound has a player in his line of sight for 10-14 seconds;
  • After a Fleshpound has taken 276 points of damage;
  • After a 10-14 second delay, if they among are the last 5 Zeds in a wave;

- 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.
- Exception: If a Fleshpound is among the last 5 Zeds in a wave, their enrage will be permanent.
- Movement speed is randomized, but is skewed towards higher values as difficulty increases.
- Movement speed is set to maximum at all times on Hell on Earth difficulty.

Normal Hard Suicidal Hell on earth
Speed (Walking) 238 - 286 238 - 286 238 - 286 238 - 286
Speed (Enraged) 540 - 660 540 - 660 540 - 660 540 - 660
Chance to Rage on Sight 100% 100% 100% 100%
Chance to Rage when Shot 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.
  • These values are increased by 1% per level for Berserkers, Gunslingers and Medics.

Resistances

- Fleshpounds boast an impressive array of resistances, and are only weak to Explosives and Piercing damage.

Ballistics Piercing Slashing Bludgeon Toxic Fire Microwave Explosives EMP
Damage Taken Multipler 50% 150% 50% 50% 50% 50% 100% 150% 50%

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

Hit Zone Damage Factor
Head 110%
Chest Plate 110%
Arm Grinders 50%
All other 100%

Behavior

- 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.
- 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.
- Like Scrakes, Fleshpounds announce their entrance with a global roar. Upon spawning, they will walk at a moderate pace towards players.
- 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.
- 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.

- When docile, the Fleshpounds' chest plates are yellow. They have several single attack animations with significant knock back power.
- 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.
- 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.
- After successfully landing an attack, Fleshpounds will calm down until one of the enraging conditions are met again.
- On higher difficulties, Fleshpounds don't gain any additional attacks or abilities.

Extermination Tactics

- 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.
- General: Try not to leave Fleshpounds as the last 5 Zeds remaining in a wave or they will enrage permanently. Raging Fleshpounds are the most dangerous enemies in the game outside of bosses, and to have one permanently raging is game over for most characters without movement speed bonuses.
- 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.
- 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.
- 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, 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.

Solo Tactics

Commando and Medic

- Commandos and 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.
- For Commandos, the quickest way to exterminate a Fleshpound is to throw 2 to 3 HE Grenades 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.
- When not using Grenades or playing the Medic, you may be forced to carry off-perk weapons to help in fighting Fleshpounds. Carrying a 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.
- 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.
- 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.



Support

- 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.
- 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.
- In solo play, it is possible to take down a Fleshpound with it only enraging once. Using the AA-12 Auto Shotgun, shoot at it's 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 it's head.
- 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.
- When using the Double-Barrel 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 it's forward leaping attack or not, and it will eventually catch up as it moves and attacks faster and more accurately than Scrakes.



Berserker

- 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.
- 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.
- 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 it's head. Repeatedly stabbing the Fleshpound in the head allows decapitation kills unlike the Pulverizer, which kills with sheer body damage.
- 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.
- 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 it's 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.
- 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 it's head.




Demolitionist

- Exterminating Fleshpounds is the 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.
- 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.
- Alternatively, enraging a Fleshpound from a distance and then luring it ontop of C4 works as well.




Firebug

- 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.
- 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.
- 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.




Gunslinger

- Gunslingers can competently solo Fleshpounds, provided they have good aim with the .500 Magnum Revolver and .50 CAL Desert Eagle.
- 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 it's 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.
- Alternatively, throwing Nail Bombs is extremely effective as well, as Nail Bombs, like the Support's Frag Grenades, do both Explosive and Piercing damage. - Unlike the other ballistic classes, Gunslingers have the added advantage of bonus movement speed to run away and dodge attacks.
- 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 it's face. While it is facedown, unload all the rest of your shots into it's head to decapitate it.

Team Tactics

- 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.
- 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.
- 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, is it easier to anger it with stray shots than a Scrake.
- 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.
- Never attempt to take down a Fleshpound alone. They require focus fire and coordination from a team to take down safely.


Commando, Support and Gunslinger

- Being classes that use ballistic weapons, it is highly ammo inefficient and ineffective to fire at Fleshpounds with bodyshots. Whenever possible, aim for it's head, especially when it's at a distance, to maximize damage done. Once it begins sprinting, it will protect it's head and chest plate with its arm grinders.
- 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.
- 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 it's chest plate.


- 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.


- 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.




Berserker, Demolitionist and Firebug

- 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.
- 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.
- 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.


- 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.
- 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.
- The RPG-7, Dynamite and C4 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.


- 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.
- 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.

Medic

- 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.
- Only fire at it's 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.
- Throw 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.
- 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.