KF2 Versus: How to Play as the Patriarch (French Guide)
This is a translation of a French-language guide on playing the Patriarch in Killing Floor 2's Versus mode, where other players control ZEDs. The title marks it as out of date, so treat the numbers as a snapshot. It covers health, hit zones, abilities and which survivor perks threaten you most. For background on the boss see KF2 Hans Volter quick tips and the specimen overviews on this site.
Health (Versus)
Health is given per phase and the Patriarch has three phases, so each number is multiplied by three. The guide notes this is lower than the Patriarch in normal mode.
| Survivors | Health per phase |
|---|---|
| 1 | 2540 |
| 2 | 3810 |
| 3 | 5080 |
| 4 | 6350 |
| 5 | 7260 |
| 6 | 8890 |
Hit zones
A value of 1 means 100% of damage taken.
| Zone | Multiplier |
|---|---|
| Head | 1 |
| Body | 0.8 |
| Tentacle (when used) | 1.5 |
| Abdomen / hips | 1 |
| Left arm (mechanical) | 0.33 |
| Right arm (flesh pustule) | 1.1 |
| Right hand | 0.50 |
| Left leg (mechanical) | 0.33 |
| Right leg (flesh) | 0.8 |
| Right foot (flesh) | 1 |
Abilities
- Invisibility (passive): like the Stalker, you are cloaked all the time with no need to activate it. Walking is quieter than running.
- Reinforcements (passive, 60): you are accompanied by your minions, the other ZED players, raised to 60 minor ZEDs. If it falls to 0 it takes a few minutes to reboot, and it only activates about twenty seconds after the Patriarch spawns.
- Scream (hold R): the same roar as when he heals; you can fake a heal to fool the last survivors.
- Melee (55 per hit): weaker than Hans Volter's melee but still painful; do not hesitate to engage.
- Minigun (10 per bullet): the standard ranged attack, accurate at short and medium range and very effective against armor. It roots you in place but can be cancelled.
- Grab (10 damage): seizes one survivor with the tentacle for light damage and an extra +55 hit. Short range, roots you and cannot be cancelled, and the tentacle is fragile (1.5), so never use it in a direct confrontation.
- Rocket (200 direct, 70 explosion): the most powerful ability; one missile in the face can kill a survivor. Roots you and cannot be cancelled.
- Heal (x3): phase 1 and 2 heal 100%, phase 3 heals 90%. Roots you and cannot be cancelled. He also heals automatically when about to die, so retreat while healing.
- Mortar (200 direct, 70 explosion): unique and dangerous. The weaker you are, the more mortar rockets you launch. It roots you, cannot be cancelled and works only in open terrain; the rockets are guided and hit random survivors nearby.
Survivor perks and their danger
- Zerker (dangerous): strong melee and speed, and above all EMP grenades, which immobilize you, disable cloak and disable abilities for a while, even healing. Weak points: only moderate damage and poor regeneration.
- Support (formidable): the most dangerous. Frag grenades and shotguns such as the AA12 drain health fast; a well-aimed magazine can take over 45%. Weak points: slow movement, slow reloads and poor regeneration.
- Commando (dangerous): a mid and long range perk that reveals your cloak and can show your health to teammates, motivating them to chase. Weak points: slow, moderate damage, poor regeneration.
- Medic (moderate): fast, poisons, causes bleeding and heals allies. Has the toughest Kevlar and heals fastest. Weak points: moderate damage only in the long run, and exposed without armor.
- Demolitionist (harmless): you take only 60% of explosive damage (0.6) from C4, M79 and RPG. He helps teammates resist explosions. Weak points: low damage, slow and fragile.
- Firebug (moderate): can ignite you and expose you to allies, but fire damage is weak against you (0.5). The Microwave Gun is dangerous (1.25) and accumulates nearly 25% damage over time, and can push you back to avoid a melee attack. Weak points: slow, fragile and only cumulative damage.
- Gunslinger (dangerous): fast with strong firepower; the highest damage after Support. It can stumble you in the middle of the team. Weak point: fragile.
FAQ
- How much health does the player-controlled Patriarch have in Versus?
- The guide lists health per phase by number of survivors: 2540 for 1 player, 3810 for 2, 5080 for 3, 6350 for 4, 7260 for 5 and 8890 for 6, each repeated across three phases (x3). It notes this is lower than the Patriarch in a normal match.
- Which survivor perk is the most dangerous to the Patriarch?
- The guide rates Support as the most dangerous (frag grenades and shotguns such as the AA12 can take over 45% of his health in one magazine), followed by Gunslinger, Commando and Zerker, with Medic and Firebug as moderate and Demolitionist as harmless.
- Is this guide up to date?
- The title says it is not current. The numbers describe the Versus mode as it was at the time and may have changed since.