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 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
| Difficulty | Total health | Head health |
|---|---|---|
| Normal | 75 | 15 |
| Hard and above | 100 | 20 |
| Attack stat | Value |
|---|---|
| Grab attack chance | 0.33 |
| Melee damage multiplier to doors | 3/6 |
| Melee damage multiplier to players | 0.2/0.4/0.5/0.6/0.7/1 |
| Melee damage | 6 |
| Melee range | 172 |
Damage multiplier by difficulty: Normal 0.5x, Hard 1x, Suicidal 1.25x, Hell on Earth 1.75x.
| Hitzone / source | Multiplier |
|---|---|
| Head | 1.1 |
| All other zones | 1 |
| Microwave damage | 2x |
| Penetration | 1x |
Movement
| State | Speed |
|---|---|
| Walking | random 189-231 |
| Sprinting | random 450-550 |
| Hidden speed | 600 |
Speed multiplier by difficulty: Normal 0.87x, Hard 1x, Suicidal 1.1x, Hell on Earth 1.15x.
| Difficulty | Sprint chance | Chance when damaged |
|---|---|---|
| Normal | 0 | 0.05 |
| Hard | 0 | 1 |
| Suicidal | 0.15 | 1 |
| Hell on Earth | 0.75 | 1 |
Rewards
- Dosh: Normal 8, Hard 7, Suicidal 6, Hell on Earth 5.
- XP: Normal 8, Hard and above 11.
Miscellaneous
| Stat | Value |
|---|---|
| Chance to evade a grenade | 0.75 |
| Distance to use grab | 188 units |
| Maximum grab range | 210 units |
| Minimum interval between grabs | 5 s |
| Damage to doors | 18/36 |
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.