KF2 Fleshpound Guide: Behavior, Counters, Health and Stats
The Fleshpound is the most dangerous regular Zed in Killing Floor 2. It can wipe a squad in seconds because of its short temper and the damage it deals while enraged. You can recognise it by the glowing chest plate that changes color with its mood and the spinning gauntlets on its arms. In this early-era guide it first appears in wave 3 of a short game, wave 5 of a medium game and wave 6 of a long game, and it never spawns in the boss wave. See also our Killing Floor 2 Zed types overview.

The Fleshpound: glowing chest plate and spinning gauntlets.
Behavior
The Fleshpound announces its arrival with a loud roar and then walks toward a nearby target. Once it has line of sight to a player, a randomized timer of 10-14 seconds starts. When it runs out, the Fleshpound enters its raged state. It also rages if it takes 276 points of damage while calm.
In rage it sprints, blocks its vulnerable chest plate with the gauntlets and uses more aggressive attacks. It calms down only when it lands a hit on a player (or Zed), or when 30 seconds pass after it lost sight of every player. It does not rage automatically when five Zeds are left, and it ignores friendly fire from other Zeds - which means other Zeds can accidentally trigger its rage.
General strategy
- Treat a Fleshpound as top priority, even above Scrakes. Call it out to the team and do not fight it alone unless you are sure you can kill it.
- Both the head and the chest light are weak spots, but the head is far easier to hit because the Fleshpound shields its chest while enraged.
Strategy by perk
- Berserker: the Pulverizer is excellent, since its alt-fire counts as explosive damage. Tank the Fleshpound's attacks so the team can shoot it or clear the area. Two EMP grenades can break its rage, but it usually re-rages soon, so save EMPs for Scrakes.
- Commando: sustained SCAR fire to the head works, but you will probably take damage first. Leave the kill to the team and call out its remaining health.
- Support: sustained AA12 fire is efficient. An off-perk crossbow headshot stuns the Fleshpound, then finish it with AA12 headshots.
- Field Medic: heal whoever is fighting it (usually the Berserker). Medic weapons are weak against it. A leg shot from a higher-tier weapon can stumble it, but that tends to throw off your teammates' aim.
- Demolitionist: explosives plus high damage kill it very fast. A direct dynamite hit stuns it, leaving it open to follow-up fire.
- Firebug: the microwave gun kills it fairly quickly, but keep ammo for regular hordes, otherwise you take more damage and may die before the Fleshpound does.
- Gunslinger: the Rack 'Em Up skill boosts headshot damage enough to decapitate it before it reaches the team, but missed shots can be fatal.
Statistics
Total health
| Players | Normal | Hard | Suicidal | Hell on Earth |
|---|---|---|---|---|
| 1 | 1125 | 1500 | 1875 | 2325 |
| 2 | 1687 | 2250 | 2812 | 3487 |
| 3 | 2250 | 3000 | 3750 | 4650 |
| 4 | 2812 | 3750 | 4687 | 5812 |
| 5 | 3375 | 4500 | 5625 | 6975 |
| 6 | 3937 | 5250 | 6562 | 8137 |
Head health
| Players | Normal | Hard | Suicidal | Hell on Earth |
|---|---|---|---|---|
| 1 | 487 | 650 | 747 | 812 |
| 2 | 633 | 845 | 971 | 1056 |
| 3 | 780 | 1040 | 1196 | 1300 |
| 4 | 926 | 1235 | 1420 | 1543 |
| 5 | 1072 | 1430 | 1644 | 1787 |
| 6 | 1218 | 1625 | 1868 | 2031 |
Attacks
| Attack | Value |
|---|---|
| Drill attack interval | 0.4 s |
| Melee damage multipliers to doors | 3 / 4 / 5 |
| Melee damage multipliers to players | 0.08 / 0.2 / 0.23 / 0.25 / 0.34 / 0.5 / 0.55 / 1 |
| Melee damage | 55 |
| Melee range | 250 |
Zed damage is scaled by difficulty: Normal 0.5x, Hard 1x, Suicidal 1.25x, Hell on Earth 1.75x.
Hitzones and resistances
| Hitzone | Damage multiplier |
|---|---|
| Head | 1.1 |
| Chest plate | 1.1 |
| Gauntlets | 0.5 |
| Everything else | 1 |
| Damage source | Multiplier |
|---|---|
| Explosive | 0.75x |
| Microwave | 1x |
| Penetration | 5x |
| Piercing | 0.75x |
| All other | 2x |
Movement
| State | Speed |
|---|---|
| Walking | random 234-286 |
| Sprinting | random 540-660 |
| Hidden speed | 600 |
Speed is scaled by difficulty: Normal 0.87x, Hard 1x, Suicidal 1.1x, Hell on Earth 1.15x. The "hidden speed" is a catch-up boost: if a Zed has not been in a player's line of sight for a while, the game speeds it up sharply so it can reach the player's current location. This applies to every Zed that does not teleport.
Rewards
| Difficulty | Dosh | XP |
|---|---|---|
| Normal | 240 | 35 |
| Hard | 220 | 47 |
| Suicidal | 200 | 63 |
| Hell on Earth | 180 | 72 |
Miscellaneous
- Chance to evade a grenade: 0.75. A raged Fleshpound cannot evade grenades.
- Damage to doors: 120 / 160 / 200 / 680.
- A raged Fleshpound calms as soon as it lands an attack. Hits it lands while calm do not affect when the next rage starts.
- It takes no bleed or off-perk flamethrower splash damage; such damage rounds down to 0.
- Doors have 4000 total health and at most 1500 welded health. When either reaches 0 the door breaks for good; welded health can be repaired, total health cannot.
Community notes
Players added that Demolitionists should keep a teammate nearby to tank a hit if an explosive misses. Another commenter described solo-killing a Fleshpound as Commando in the build of the time: about eight SCAR-H headshots during its rage animation, then three crossbow headshots timed to its charge, stun and recovery. Treat that trick as era-specific, since balance has changed since.
Conclusion
Work as a team when a Fleshpound is around. It tends to find the one player who wanders off alone.
FAQ
- When does a Fleshpound enter its rage?
- A random 10-14 second timer starts once it has line of sight to a player. It also rages if it takes 276 damage while calm. It does not rage just because five Zeds are left.
- How does a raged Fleshpound calm down?
- It calms after it successfully hits a player or another Zed, or after 30 seconds without seeing a player.
- What is the Fleshpound weak to?
- Explosives are the classic answer: the Berserker Pulverizer alt-fire and Demolitionist explosives. Note the stat table below lists explosive damage at 0.75x, so also aim for the head.