Specimens & Bosses

KF2 Specimen Files: The Clot - Stats, Behavior, Tactics

The Clot is the most basic enemy in Killing Floor 2. It returns from the original game and is a slightly bigger threat than before. Every ZED except the females was originally built on a Clot, and it appears on all waves, including the boss wave. It is quicker than its fragile variant, the Cyst, but still weak. It is the second of the three Clot variants.

Clot specimen file artwork Clot artwork with the in-game danger level readout: 01 Low.

Behavior

  • It walks slowly toward players and tries to grab one when in range.
  • A grab forces the victim's camera onto the Clot, and the player cannot look away or move until the Clot is pushed off or killed.
  • Unlike the Cyst, it does not stumble after a missed grab and keeps chasing. Its grab is also faster, so it lands more often.
  • It cannot grab a player who uses the Berserker perk.
  • It can spawn from manholes, vents and windows, which makes for surprise attacks.
  • On higher difficulties it may sprint, and the chance rises if it is damaged. When five ZEDs remain in the wave it always starts sprinting.
  • It retaliates against other ZEDs after friendly fire, but being weak it rarely lives long.

Strategy

Treat the Clot as a bigger threat than the Cyst: it is faster and stronger, though its damage is still low. The real danger is the forced camera turn, which leaves you exposed to a crowd of small ZEDs or a large one behind you. Berserkers are immune to its grab. It dies within seconds of appearing and can be handled with weak weapons such as the pistol, knife and melee bash, but aim at the head, because head health is low. Like its variants, it resists the Microwave Gun by 50 percent.

Statistics

DifficultyTotal healthHead health
Normal7515
Hard and above10020
Attack statValue
Grab attack chance0.33
Melee damage multiplier to doors3/6
Melee damage multiplier to players0.2/0.4/0.5/0.6/0.7/1
Melee damage6
Melee range172

Damage multiplier by difficulty: Normal 0.5x, Hard 1x, Suicidal 1.25x, Hell on Earth 1.75x.

Hitzone / sourceMultiplier
Head1.1
All other zones1
Microwave damage2x
Penetration1x

Movement

StateSpeed
Walkingrandom 189-231
Sprintingrandom 450-550
Hidden speed600

Speed multiplier by difficulty: Normal 0.87x, Hard 1x, Suicidal 1.1x, Hell on Earth 1.15x.

DifficultySprint chanceChance when damaged
Normal00.05
Hard01
Suicidal0.151
Hell on Earth0.751

Rewards

  • Dosh: Normal 8, Hard 7, Suicidal 6, Hell on Earth 5.
  • XP: Normal 8, Hard and above 11.

Miscellaneous

StatValue
Chance to evade a grenade0.75
Distance to use grab188 units
Maximum grab range210 units
Minimum interval between grabs5 s
Damage to doors18/36

Doors have 4000 total health and up to 1500 welded health. When either reaches 0 the door breaks for good. Welded health can be repaired; total door health cannot.

Conclusion

The Clot is stronger than in the first game, but that is not saying much: it goes down fast and hits softly. Shoot it in the head and move on.

FAQ

Can the Clot grab a Berserker?
No. A player using the Berserker perk cannot be grabbed by the Clot.
How much health does a Clot have in KF2?
75 total and 15 head health on Normal; 100 total and 20 head health on Hard and above.
Does the Clot sprint?
On Suicidal and Hell on Earth it can sprint from spawn (15% and 75%). Once damaged it sprints on Hard and above, and every Clot sprints when five ZEDs remain in the wave.