KF2 King Fleshpound Boss Guide: Phases, Laser and Best Classes
The King Fleshpound is the third boss added to Killing Floor 2, and this Russian guide, written by a player who signs as Victor Frankenstein, explains how he differs from ordinary Fleshpounds, how his four phases work and which classes to bring. It is the author's own opinion and a base to build on, not the final word. See also the Krampus (Abomination) boss guide from the same author.
What makes the King different
He keeps everything his smaller relatives have:
- You cannot outrun him.
- He resists ballistic damage (bullets, blades) by 50%. He also gained a resistance to explosions.
- His weak points are the same: the head and the glowing chest core, which take 10% more damage. The author could not prove this but notes nothing contradicts it.
Rage
Mini and standard Fleshpounds have a random chance to enrage on spawning, and a 100% chance when they take more than 276 damage in a single hit. For example, one M79 grenade from a level 25 Demolitionist, or about four AA-12 shots from a level 25 Technician (the calculation includes the reduction for hitting protected areas).
M79 grenade launcher, enough to trigger rage in one shot at level 25.
The AA-12 takes roughly four shots.
The King himself enrages as soon as he sees players, charges and performs a spinning strike. If that hits someone, he calms down for a short time.
Explosive damage
A regular Fleshpound takes 150% from explosives, but the King has a resistance there; the guide notes the Killing Floor wiki does not say how much. Demolitionists still remain valuable, as explained below.
Phases
Like other bosses, he changes behaviour with his remaining health, shown by colour.
- Green: violent attacks with Spartan-style kicks, and periodic summoning of mini Fleshpounds, which are much more irritating than ordinary Clots or Berserkers because they keep handing out rage.
- Yellow: essentially green, but more mini Fleshpounds are summoned per player, and the lower his health, the more minions he calls.
- Orange: after you take 50% of his health, he periodically fires a laser from his chest core. The wiki says it removes 30% of health out of 100, but the guide says in practice it takes far more. Armor cannot ignore it, and health drops together with armor, so one beam can easily remove a player. Because players rarely face him at full health, this kills in about 8 cases out of 10.
- Red: at 30 to 20% health he activates a protective shield that ignores 70% of incoming damage from any weapon. The shield is weaker than Dr. Hans Volter's and has no self-heal, but this is the most dangerous phase: he summons many minions, fires the laser often and takes damage for a long time. Attack hard here or defeat will come sooner than you think.
Dodging the laser
Before firing, the King charges his core with a digital sound and bends forward. If you learn the crouch key, the beam passes over your head and leaves you unharmed. That is also a perfect moment to counterattack, because he is defenceless while shooting: hit him with your strongest gun. Many players panic and run side to side, burning most of their health. Ideally you stay out of the beam entirely and kite him around an obstacle, as you would Hans Volter.
Best classes
Since you cannot know whether the weekly or random boss will be this King or the Patriarch, this section suits weekly outbreak planning.
- Demolitionist: despite his explosive resistance, the class is valuable. Mini Fleshpounds are weak to explosions, so Demolitionists clear minions quickly, and their weapons have among the highest damage plus 25% bonus. A pair of them in the team is a sure way to win.
- Technician (Support): the strong penetration of the AA-12 and double-barrel, plus 20% armor and 30% extra ammo, can decide the final round.
- Sharpshooter: the head and core are small, so use the M14 for minions and the Rail Gun for the King. Cryo grenades can slow mutants and let the team retreat.
The M14 EBR for picking off minions.
The Rail Gun, the recommended weapon against the King.
- Medic: at least one sensible Medic who knows the class has poor combat power and focuses on healing and upgrading medic weapons, which give players 30% resistances.
The author's custom ideal team is 2 Technicians, 2 Demolitionists, a Sharpshooter and a Medic; the second Technician can be replaced by another Sharpshooter or Medic. Demolitionists should aim near the head so the blast adds damage, or at the core if unsure. Technicians do the same and also mow down minions.
Firebug, Gunslinger and Commando will be at best average because the boss inherited his resistances from the ordinary mutant. The Survivalist is not recommended. The Berserker and SWAT choices are debatable: SWAT can replace a Technician or Sharpshooter because his SMGs shoot heads well and he takes 50% less damage from kicks. The Berserker has to deal with boss resistance to blades but can support with the bazooka and perk weapons; he must have the self-heal skill when using perk weapons.
FAQ
- How do you dodge the King Fleshpound's laser?
- He charges his chest core with a digital sound and bends forward before firing. Crouch at that moment and the beam passes over your head, then shoot him while he is defenceless.
- Which classes work best against the King Fleshpound?
- Per the guide, 2 Demolitionists, 2 Technicians (Support), a Sharpshooter and a Medic, with the second Technician replaceable by another Sharpshooter or Medic.