Specimens & Bosses

KF2 Specimen Files: Siren Scream, Counters and Statistics

The Siren looks weak: bound in metal restraints with its eyes gouged out. Then it screams. Its scream is one of the deadliest weapons of the ZED army. This page paraphrases the community "Specimen Files 2.0" entry from December 2015; numbers reflect the game at that time.

The Siren The Siren.

When it appears

Wave 3 in normal and long games, wave 2 in a short game, and it can show up in the boss wave on higher difficulties.

Behavior

A Siren picks a random player and walks slowly toward them. Within 9.2 meters (920 units) it screams. The scream is four waves of attacks, and after the first it has a five-second cooldown before the next scream. The scream destroys projectiles in range and shatters destructible lights, yet the Siren is vulnerable to explosives. It is the only ZED that cannot sprint. If it attacks another ZED that hurt it, it tends to lag behind and scream without damaging that ZED, which can keep blowing out lights as it follows.

Strategy

  • Never throw a grenade at a Siren unless it is far enough to detonate before she screams.
  • Sirens usually come with larger ZEDs; kill them first so grenades are free for the big ones.
  • Because they cannot sprint, leaving one for last is an option if the trader is far, but keep an eye on it so it does not appear around a corner.

By perk

  • Berserker: from level 5 pick Sonic Resistance when Sirens give you more trouble than Bloats.
  • Commando: destroys the head within seconds.
  • Support: shotguns kill it almost instantly on headshots but need to be close, so another teammate can deal with it.
  • Field Medic: the scream hurts health directly and ignores armor. Medic SMG and rifle focus fire can keep it rooted, but it still screams. Healing is usually better.
  • Demolitionist: a nightmare, since the scream destroys explosives. From level 15, the Siren Resistance skill bypasses the sonic field, and Sirens are weak to explosives.
  • Firebug: kills it fast; flamethrower and microwave gun work at range.
  • Gunslinger: constant headshots kill it; one .500 magnum headshot is enough.

Statistics

Total health

PlayersNormalHardSuicidalHell on Earth
1172230310356
2189253341392
3207276372427
4224299403463
5241322434499
6258345465534

Head health: 116/155/178/193 for one player, rising to 144/193/222/242 for six.

Attacks

  • Melee damage 13, range 180; door multiplier 3, player multiplier 1.
  • Scream: damage 18 with linear falloff, frequency 1 s, 4 sub-attacks, radius 800, minimum range 130, maximum range 920, cooldown 5 s.
  • Damage multipliers by difficulty: 0.5x, 1x, 1.25x, 1.75x.
  • Hitzones: head 1.1, neck 1.1, chest 0.5, hips 0.5, rest 1. Resistances: explosives 0.5x, penetration 1x.

Movement. Walking random 180-220; sprint equals walk; hidden speed 600. Speed multipliers by difficulty: 0.87x, 1x, 1.1x, 1.15x.

Rewards

DifficultyDoshXP
Normal2811
Hard2515
Suicidal2115
Hell on Earth1615

Miscellaneous. Chance to evade a grenade 1. Scream visual effect lasts 6 s. Damage to doors 39. A Siren will not start a new scream if a player is closer than 1.3 meters, and the scream can be interrupted. Doors have 4000 total health and 1500 maximum welded health.

Community notes: scream frequency is the same on higher difficulties, the damage is what increases. A Firebug's trench shotgun staggers a Siren and stops its scream, and the Support's hunting shotgun can kill it with both shells at point blank.

FAQ

Why should I not throw grenades at a Siren up close?
Its scream destroys projectiles in range, so a grenade thrown too close is wasted. Throw only when it is far enough to detonate before she screams.
Can a Siren sprint?
No. It is the only ZED that cannot sprint; its sprint speed equals its walking speed.
Which skills help against Sirens?
Berserker Sonic Resistance and the Demolitionist Siren Resistance skill from level 15, which lets a Demo bypass the sonic field.