Perks & Classes

KF2 Gunslinger Scrubsheet: Shots to Kill, Rage, Stun Cooldowns

This is a reference sheet for the Gunslinger from the 2016 patch era (versions 1015 to 1038), collecting shot counts, rage rules, cooldown timers and ZED targeting logic. Numbers have changed in later updates, so use it to understand how the mechanics work; for newer counts see Gunslinger in-depth guide with shot counts.

Combos

Scrake with pistols only (Rack 'Em Up). The old v1015-1035 combo still works, but Scrakes now take fewer shots and stumble on gun hits, so it is more an emergency procedure for when a Scrake gets in your face. Shoot Desert Eagles until it reaches you, bash to stumble it, then switch to Magnums to finish it (or the reverse). If you get in trouble, a leg knockdown gives you room to recover. The Desert Eagle's leg shot knocks down a Scrake but not a Fleshpound, while the Magnum works on both.

Fleshpound with .500 Magnums (Rack 'Em Up). 9 hits without Rack 'Em Up stacked; 8 hits with it stacked. To reduce the headshots needed on a Fleshpound or Scrake you only need to stack the counter up to 2.

Shots to kill (headshots, Hell on Earth, v1035)

Setup6 players: Scrake6 players: FleshpoundSolo: ScrakeSolo: Fleshpound
Magnum + Rack 'Em Up (stack 7)7833
Magnum + Rack 'Em Up (no stack)8944
Magnum + Bone Breaker91044
Desert Eagle + Rack 'Em Up (stack 7)111355
Desert Eagle + Rack 'Em Up (no stack)121466
Desert Eagle + Bone Breaker151767

Suicidal needs the same counts as Hell on Earth, except the Desert Eagle needs one extra shot on a Fleshpound.

Changes from version 1015 to 1035

Fleshpound takedowns were buffed a lot in v1035. In the comparison table, 6-player Magnum with a full stack dropped from 13 to 8 shots on a Fleshpound, and Desert Eagle from 21 to 13; Scrake counts rose by one to two shots.

Table comparing shots to kill Scrake and Fleshpound in versions 1015 and 1035 Shots to kill with Magnum and Desert Eagle, v1035 versus v1015.

Hit boxes

Fleshpound hit boxes diagram Hit box diagram for the large ZEDs.

Second hit box diagram Another view of the hit boxes.

The author also linked videos on Scrake stumble animations and on understanding Fleshpound hit boxes.

Rage triggers

DifficultyScrakeFleshpound
Hell on EarthRages below 90% health276 damage, or frustration after 10-14 s
SuicidalRages below 75% health276 damage, or frustration after 10-14 s
  • A Scrake rages when its health falls below the threshold and cannot be un-raged.
  • A Fleshpound has two triggers: frustration (random, 10-14 seconds after it spots a player; breaking line of sight does not reset it as it did in KF1) and 276 or more damage.
  • It calms when it hits a player, which also resets the frustration timer. Rage also ends if it has not seen a player for 30 seconds; the frustration countdown then pauses until it spots someone again.

Cooldown times (seconds)

The time after an animation state fires before the same state can fire again.

ScrakeFleshpound
Gun hit1.71.7
Bash1.351.2
Leg stumble2.55
Leg knockdown1010
Stun1010

Stun details

Since v1038 the stun lasts 1.2 seconds for both. After it, a wake-up animation plays (1.2 s for a Scrake, 1.65 s for a Fleshpound) and then the ZED moves and rages again. The 10-second cooldown starts at the beginning of the stun, so after a Fleshpound wakes up you wait about 7.15 seconds before you can stun again.

ScrakeFleshpound
Stun, not moving1.2 s1.2 s
Stun plus wake-up2.4 s2.85 s
Time before next stun7.6 s7.15 s

Nail bomb stun

The Gunslinger grenade can stun ZEDs. The ZED incap threshold is 100 with a dissipation rate of -20 per second. The nail bomb's stun power is up to 200, varies a lot, and falls off linearly with distance, so the closer it detonates the better the chance. As in KF1, aim for the target's crotch so the grenade drops to the feet. Because stun power is random, two grenades are better than one if you do not throw them in too fast a sequence (which makes the target dodge).

ZED aggro (target selection)

A ZED will not change its current target if:

  • Less than 5 seconds have passed since the last target change.
  • The new candidate is already targeted by at least 3 other ZEDs.
  • It is mid melee attack, or its AI is paused.
  • The current target is within strike range.
  • It sees its current target and that target is closer than the new candidate, or it sees the current target but not the new one.

A ZED may change target if:

  • It has no line of sight to its current target.
  • The current target is 20 percent farther than the new candidate.
  • The path to the current target is blocked by the new candidate and that candidate has dealt damage worth at least 10 percent of the ZED's max health.

(Credit for the aggro research goes to SimpleCat.)

FAQ

How many .500 Magnum headshots kill a Fleshpound?
On 6-player Hell on Earth the sheet lists 8 headshots with Rack 'Em Up stacked to 7, 9 without a stack and 10 with Bone Breaker. Solo the number is 3 to 4.
What makes a Fleshpound rage?
Two triggers: frustration, which fires randomly 10-14 seconds after it spots a player, and taking 276 or more damage. It calms down when it hits a player.
How long is the stun on a Scrake or Fleshpound?
Since v1038 the stun lasts 1.2 seconds for both, followed by a wake-up animation (1.2 s for Scrake, 1.65 s for Fleshpound). Stun has a 10 second cooldown from the start of the stun.