Events & Seasons

KF2 Krampus (Abomination) Boss Guide: Armor, Rage and Classes

Krampus, the Abomination boss, appeared after the King Fleshpound. Like the King, he is built on a known Zed: the Bloat. This Russian guide, by the author who signs as Victor Frankenstein, explains his resistances, behaviour and the squad that suits him. The author builds on information about the original Zed from the community wiki, and describes it as a base rather than absolute truth. For the sibling boss see the King Fleshpound guide.

From Bloat to Krampus

Krampus inherits the Bloat's damage resistances and weaknesses, and most attacks come from his smaller relative: poisonous vomit that blinds everyone except the Medic, swings of two cleavers, and a belly bash.

  • Resistances: damage taken from bullets, poison, explosions and blunt damage is reduced by up to 50%. That annoys most classes until they start shooting the head.
  • Weaknesses: fire, armor-piercing and slashing damage deal 200%. At least Krampus is said to share these numbers with the Bloat.

Behaviour and features

The author calls him fairly easy, even easier than the Patriarch, since he wins mainly through the many ordinary Zeds and creatures he spawns.

  • No classic phases. He behaves much the same all fight, going into rage at certain points.
  • Calm phase: he tries to come close, because he has only two ranged attacks.
  • Armor from the start. Unlike Dr. Hans Volter and the King, who raise a shield at a set moment, Krampus is protected from the beginning by three independent parts: helmet, breastplate and backpack. The armor blocks all damage until at least one of the three parts is destroyed.
  • Weak spot: the head takes 10% more damage, so focus fire on the helmet first. A Sharpshooter with the Rail Gun is the most important member of the team.

Hans Volter also wears leg and arm armor, but it cannot be destroyed, absorbs 80% of damage and is part of his suit.

Endless mode trick

There is a loophole to the invulnerability rule: during the Christmas event, players found that shooting his legs bypasses the armor, although damage is greatly reduced. A tip from another player showed that in Endless mode this is the best way to beat him.

From wave 100 and up the armor becomes extremely tough, stripping it is exhausting and you may run out of ammo. The guide advises forgetting standard tactics and shooting the legs. Damage to that area is reduced to about 35%, but it is faster overall, and it is friendlier than Hans Volter's equivalent zone (about 20%). Leaving the armor untouched also avoids the rage mode.

Rage and attacks

Each time one armor part falls, Krampus enters a rage. He charges the nearest player like a battering ram, leaving guano behind him that grows into mini abominations. If you are behind him, shoot the guano quickly before it comes alive. Guano can detonate when you get close, dealing about 12 to 15 health.

  • Gas cloud: left behind when he creates mini abominations and during his frontal attack, comparable to Hans Volter's gas grenades; nearly 30 health.
  • Mini abominations: faster than a Clot but can be outrun; they inflate and self-destruct when they reach you for about 12 damage with no lingering poison. Alone they are harmless, but 3 to 4 per player can hold you in place, and with normal Zeds around that can turn fatal.
  • Suction: he leans over and sucks in everyone nearby, including ordinary Zeds that feed new mini abominations. The affected area is about the same as the Patriarch's chest tentacle, and the bite deals about 40 health. With armor you take about 25 less and are slightly knocked back, so the chance to survive is much higher than with the Patriarch.

Damage from mini abominations, poison clouds and guano is the same on all difficulties.

Best classes

Against Krampus you want a Berserker, a Technician and Sharpshooters.

  • Sharpshooter: removes the helmet fast with the Rail Gun. With the Sharpshooter perk and Keen Eye, total weapon damage rises by about 85%, and the Resistance skill adds another 30% from a crouched position.
  • Technician (Support): highest penetration, helps dent the armor, hit the head and clear the small Zeds so they do not disturb the Sharpshooters.
  • Berserker: needs the skill that gives sprint and 1 health per second with perk weapons, using the Eviscerator. He can cripple the boss and even carry the match if teammates fall. The author once won a 7 to 10 minute duel alone on Suicidal thanks to that skill.
  • Medic: insurance if guano and Zeds become too much.

A suggested squad is a Technician, a Berserker, a couple of Sharpshooters and a Medic, with one swappable. For the last slot a Gunslinger with piercing shots is good for small Zeds and the boss; SWAT is less effective on high difficulties but fine for small Zeds; the Survivalist is poor; the Commando is only for combining Zed time perks. A Firebug exploits his fire weakness, but the author does not recommend it because its damage is gradual, the panic can delay progress and its small area makes you more likely to be hit by his bile.

FAQ

How does Krampus armor work?
He starts with three independent armor parts: helmet, breastplate and backpack. While all are intact he takes no damage; breaking any one exposes him, and each lost part sends him into a rage.
What is the trick against Krampus in Endless mode?
From about wave 100 his armor becomes extremely durable, so the guide suggests shooting his legs instead; damage there is reduced to about 35%, but it is easier and avoids his rage.