KF2 Bestiary: Every Zed and Boss and Their Traits
The specimens (Zeds) are the product of gruesome genetic experiments by the Horzine Corporation, created by Dr. Clemely (the Patriarch) and improved by the former Nazi scientist Dr. Hans Volter. The first wave flooded London with blood in Killing Floor; the second was shipped to Europe in a stronger form. Specimens are graded by danger from harmless category E to deadly category A, and the most dangerous in a category gets a plus. For other references see Zed types in KF2 and KF2 bosses.
Cyst
Category E, the least dangerous Zed. Attacks in groups and surrounds and immobilizes the player so stronger Zeds can do maximum damage.
Cyst.
- Attacks mostly in groups; can grab the player.
- If its grab misses it takes a long time to get up, giving you a chance to finish it.
Clot
Category E, the standard Zed. Also acts in groups. Smarter and more aggressive than the Cyst, so it keeps coming even after a missed grab.
Clot.
Slasher
Category E+, the older version of the Clot. Unlike its category it attacks together with category E and D Zeds. Quickly grabs the player and does serious damage to armor or health, noticeably more mobile than a Clot. On Suicidal and Hell on Earth it actively dodges shots with jumps and rolls.
Slasher.
Crawler
Category D, hardly dangerous alone. Attacks in groups of four or more, moves through vents and narrow passages, and its dark color and low height let it surprise careless players. Attacks with leaps.
Crawler.
Stalker
Category D, fast but weak and vulnerable to almost any damage. Attacks in groups of three or more, invisible until it strikes and vanishing again afterwards. If not killed quickly it starts dodging your shots.
Stalker.
Gorefast
Category D+, the most dangerous of the lower categories. Very fast and deadly in melee, with a weak head, though it keeps fighting for a while without it. Charges while attacking. It covers its head with its blade, which takes no damage, so shoot the body.
Gorefast.
Bloat
Category C, dangerous up close, often attacking with category E Zeds or a Siren. Hits with cleavers and its belly; up close it vomits corrosive bile that deals damage over time and splashes the screen. It bursts on death, spraying bile. It shields its head with cleavers; if you shoot its head off and let the body die by itself, it does not explode.
Bloat.
Husk
Category C, fires from long range, alone or with other Zeds. Up close it burns with a flamethrower; with enough damage it blows itself up, doing huge damage nearby. It usually spawns far away, glows from inside so it is visible in the dark, and its weak spot is the tanks on its back.
Husk.
Siren
Category C+, often with a Bloat that shields it from precision shots. Dangerous up close, harmless from a distance. Its body is armored, so only headshots are effective. Its scream damages health through armor, shakes the screen and destroys players' grenades, so kill it first.
Siren.
Scrake
Category B, one of the most dangerous Zeds: lots of health and heavy damage, but with weaknesses an experienced player can use. A chainsaw revving and a loud roar announce it.
Scrake.
- Picks a target by pointing a finger at the player and walks calmly toward them.
- With enough damage it enrages and runs at players swinging the chainsaw.
- When its target dies it stops, laughs and picks a new one.
- Once enraged it does not stop until it dies or kills everyone.
Fleshpound
Category B+, huge health and heavy damage. A loud roar announces it. The toughest Zed apart from the bosses.
Fleshpound.
- Enrages at random: the yellow indicator on its chest turns red and it runs at players. The rage ends after it hits a player or after 30 seconds.
- While enraged it shields its weak spot (the chest sensor) with its fists, which take no damage.
- Enraged, it runs faster than any player; you avoid damage only behind map obstacles or from a long distance.
- Enraged, it can cripple and stun other Zeds.
Quarter Pound
The Fleshpound's younger brother with blunted limbs and a smaller size, no less deadly. Announces itself more quietly and usually appears in pairs. Cannot heat its stumps while enraged; otherwise the same traits with lower damage and health. Spawns frequently in the King Fleshpound fight.
Quarter Pound.
Rioter
An elite Clot; like all elites it is an albino. Fully armored, with its legs the least protected part. Slower than its kin. It sends nearby Zeds into rage (glowing eyes, more speed and aggression). Takes 200% more damage from fire. Best to kill it first. If all its armor is broken it enrages and speeds up.
Rioter.
Elite Crawler
A stronger Crawler, an albino. Its main trait is poison gas: after dying it bursts and fills the area with gas that damages through armor. A headshot kill prevents the explosion and gas.
Elite Crawler.
Gorefiend
An elite Gorefast, an albino. Twice as many cleavers, covers its head when shot at, and up close performs circular swings that strip armor very quickly.
Gorefiend.
E.D.A.R.
Elite Defense and Assault Robots, in three variants, stolen and reprogrammed by the Patriarch. Not Zeds.
E.D.A.R.
- The Blaster uses dual blasters at range.
- The Bomber fires rockets from back launchers.
- The Trapper uses an electric beam that stuns and immobilizes.
- Any of them attacks with its arms in melee.
- Armor on the head and chest; shoot the glowing indicator just below the armor plate.
Patriarch
Category A: the only specimen, frozen since the first game, revived and upgraded. One of the bosses.
Patriarch.
- Constantly summons lower-category Zeds and gets angry when you kill them.
- Turns invisible when retreating to heal and to switch targets; he can heal 3 times.
- Strikes with an arm or pulls you in with a belly tentacle (huge damage and stun); the tentacle is the weak spot.
- Ranged attacks: arm minigun and precise rocket salvos; in the open he launches up to fifteen homing rockets (2 to 3 per player).
- Sometimes a shoulder charge, which cannot be parried and can hit several players.
Dr. Hans Volter
Category A+, a former Nazi scientist who extended his life with cyber implants. A boss.
Dr. Hans Volter.
- Summons far fewer Zeds than the Patriarch.
- Fires a pair of STG-44s; closer means more damage.
- Throws explosive and gas grenades (gas obscures vision and damages through armor).
- Attacks with bayonets or claws in melee.
- At 35% health he raises a shield that absorbs 85% of damage, throws 5 to 6 smoke grenades and drains health from the nearest player (who cannot move and loses up to 20% health); up to 3 times per fight.
- Weak spots: head, chest indicator and chemical backpack.
Abomination
Category A+, the king of Bloats in skull-decorated armor wielding two huge axes. The first boss whose armor must be broken first, on the head, belly and back.
Abomination.
- Breaking each armor piece enrages it: speed and damage rise.
- Turns passing Clots into Abomination Spawn.
- Throws poison clumps that explode when stepped on or shot.
- Vomits bile and attacks with paired axes.
- Inhales air in front of it: stand too close and you are pulled in and bitten.
Abomination Spawn
A changed Clot that appears only in the Abomination fight, explodes on death or close to a player (poison damage) and is the greatest threat in that fight.
Abomination Spawn.
King Fleshpound
A boss added in the 2017 Halloween update and the first boss to summon minions (Quarter Pounds).
King Fleshpound.
- Enrages on spawn and runs at the nearest player.
- The lower its health, the more Quarter Pounds it summons.
- Below 50% health it may use a laser beam that takes 30 to 65% of every player's health; you can duck under it when on its level; its ground strikes start to explode.
- Below 30% it raises a shield absorbing 70% of damage.
- Picks targets unpredictably and switches chaotically.
Matriarch
Rachel Clamley, the Patriarch's daughter, lost the lower half of her body and her sanity in an accident in the London subway. At the start of the fight she is covered by an energy barrier that can be broken once.
Matriarch.
- Melee, plasma and lightning, electrifies the area, pulls players with a claw tentacle.
- The same more intensely; on entering it she summons several E.D.A.R.
- Stops shooting plasma and lightning, moves faster and screams like a Siren, destroying projectiles.
- Loses the electrified area and turns invisible like the Patriarch; only melee and screams.
The Matriarch's weak points: head and left arm.
Her most vulnerable spots are the head and left arm, also covered by armor. If players take away 50% of her health without breaking that armor it falls off by itself and phase three begins; destroying it too fast starts phase three regardless of health.
FAQ
- How are Zeds ranked by danger?
- From harmless category E to deadly category A; the most dangerous in a category gets a plus (E+, D+, C+, B+, A+).
- How many phases does the Matriarch fight have?
- Four: melee plus plasma and lightning; the same more intensely with E.D.A.R. summons; siren screams and speed; invisibility with melee and screams only.
- What must be broken to kill the Abomination?
- The armor on its head, belly and back.