Specimens & Bosses

KF2 Versus Mode: ZED Moveset, Controls and Damage Values

The game explains very little about how to actually play as a ZED in Versus mode. This reference lists the mechanics: which input produces which attack, how much damage it deals and which special rules apply. If you have ever seen another player perform the Fleshpound spin attack and wondered how, the answer is here.

General ZED information

  • Like Berserker weapons, ZEDs use different melee attacks depending on whether you are standing, walking, sprinting or jumping, and in which direction.
  • Press R to taunt. These are the taunts AI ZEDs sometimes use to waste time, not the ones they use after killing a player.
  • You damage humans by falling onto and bouncing off their heads. Damage depends on ZED size and fall speed: a Patriarch at terminal velocity does about 50 damage.
  • Blocking covers vulnerable hitbox parts with the most protected ones and gives extra resistance to ballistic and melee attacks; the amount depends on the ZED.
  • The console command ChangeZedCamera 1 moves the camera to the left shoulder instead of the right (value 0 returns it). It is not a cheat and works in a normal game. To toggle with a key, replace [KEY] and enter these three lines:
    • setbind zedcamleft "changezedcamera 1 | setbind [KEY] zedcamright"
    • setbind zedcamright "changezedcamera 0 | setbind [KEY] zedcamleft"
    • setbind [KEY] "zedcamleft"
  • All health and damage figures below are "at least" values. In Versus, ZED health and damage scale with the average level of the human team. The figures here are for a level 0 team; against level 25 players you deal almost twice the damage and have over twice the health. Some damage values (such as the Husk suicide explosion) are fixed.

Patriarch

Rockets and melee destroy closed, unwelded doors. Health 1428-4998 depending on player count.

  • He can heal after reaching 50% health, and heals automatically at 25%. A heal always restores him to full health.
  • Cloak lasts 60 seconds total; healing refills the timer. Melee attacks differ while cloaked.
AttackInputDamageNotes
Shoulder bash (cloaked)LMB while invisible and stationary or walking17cannot be parried
Minigun bash (cloaked)LMB while sprinting17cannot be parried, slightly longer reach
Claw swipesLMB stationary, walking forward or sprinting back (50%)40 (5 hits of 8)does not lock movement
Minigun sweep leftsame inputs (50%)17does not lock movement
Left kickLMB walking backwards17high knockback
Spin attackLMB walking sideways or sprinting right68 (4 x 17)cannot be parried, knockback prevents all hits unless blocked by a wall
Minigun sweep rightLMB in midair34 (2 x 17)
Lunging minigun sweepLMB sprinting forward or left34 (2 x 17)left and right variants equal
Tentacle pull-7 on grabcan be followed by any melee
  • Minigun: 7 damage per shot at 16 rounds a second (112 per second if all land), fires up to about 4 seconds while RMB is held. When only one player is left alive the Patriarch can walk while shooting, useful to chase runners.
  • Rockets: each mortar or rocket attack fires 3 rockets, both do the same damage: 46 per rocket (138 if all land directly), exponential splash falloff. Mortars have limited range and do not work at close or long range. The Patriarch takes no damage from his own explosions, so firing at your own feet works in close combat.

Fleshpound

Total health 1938, head health 552.

  • Rage: can be started while jumping and keeps your forward momentum. It ends 3 seconds after landing an attack on anything, including walls or other ZEDs. It does not end by waiting. If you rage within 3 seconds of hitting something, the earlier attack can end it, so block for a few seconds first. While enraged, standing next to a human hurts them at 4 damage per second (this does not count as landing an attack).
AttackInputDamage
Alternating swingsLMB stationary, walking forward/sideways or sprinting26 (4 x 6); sprinting forward sometimes does a quicker 21 (3 x 7)
Right kickLMB walking back21, high knockback, cannot be parried
Left lungeRMB stationary, walking forward/sideways or sprinting right/back; (enraged) RMB walking sideways21
GrindRMB walking backwards, hold to extend10 per hit every 0.4 s, up to 4 s, max 120; no knockback
Leaping overhead smashRMB sprinting forward or left24 (10 + 14), cannot be parried
Midair overhead smashLMB or RMB in midair29 (8 + 21), cannot be parried
Wide swings outwards (enraged)LMB, 50%16, cannot be parried
Two swings (enraged)LMB, 50%22 (2 x 11), cannot be parried
Spin attack (enraged)LMB walking or sprinting backwards84 (4 x 21); no knockback, but the Fleshpound moves far forward so it is hard to land every hit
Grinder thrusts (enraged)RMB stationary, walking forward or sprinting forward/sideways (50%)39 (16 + 23), cannot be parried
Wide swings inwards (enraged)RMB, 50%23, cannot be parried
Triple smash (enraged)RMB walking or sprinting backwards41 (10 + 10 + 21), cannot be parried

Scrake

Total health 1360, head health 510.

  • Rage: automatic after dropping to 75-90% health depending on player count. Scrakes can sprint (more slowly) before raging, so you can recognise rage by the arm and chainsaw waving during the sprint. Standing next to a human while enraged does 4 damage per second.
AttackInputDamage
Diagonal slashesLMB stationary, walking, sprinting right/back; (enraged) LMB walking sideways/back20 (2 x 10)
Horizontal slashesLMB sprinting forward or left20 (2 x 10)
Single swingRMB stationary, walking forward/sideways, sprinting right/back10
180-degree spinRMB sprinting forward or left10, cannot be parried
SawRMB walking backwards, hold to extend4 per hit every 0.4 s, up to 4 s, max 40; pulls targets slightly towards you
Jump attackLMB or RMB in midair10
SpinV; (enraged) V while walking sideways/back, sprinting back or midair20 (2 x 10), cannot be parried
Double spin (enraged)V stationary, walking forward or sprinting forward/sideways30 (3 x 10), cannot be parried
Enraged horizontal slashesLMB stationary, walking forward, sprinting20 (2 x 10)
Vertical slash, stab (enraged)RMB stationary or walking forward20 (2 x 10), cannot be parried, second hit has high knockback
Spin and slash (enraged)RMB sprinting forward or sideways30 (3 x 10)

Siren

Total health 255, head health 131.

  • Sonic scream: 36 damage (4 hits of 9, linear falloff, ignores armor). Destroys unwelded closed doors. Can be started while jumping to keep momentum.
  • Vortex scream: hold RMB, 2 damage per hit every second up to 5 seconds (max 10, ignores armor). Completely incapacitates and pulls the target in for the duration, even off the ground or a ledge into the air.
  • Bite: 18 damage (2 x 9), does not lock movement.

Husk

All Husk moves can be started in midair to keep momentum, especially useful for the suicide attack. Total health 510, head health 170, fuel tank health 52 (do not turn your back on enemies).

  • Fireball cannon: hold LMB to charge for up to 3 seconds, which increases impact damage and blast radius. Explosion 8-21 damage (min to max charge, linear falloff), ground fire 16 (1 per 0.25 s for 4 s), burn 1 per second (ends 3 seconds after leaving the fire). Destroys unwelded closed doors.
  • Flamethrower: stream 6 damage per 0.5 s (linear falloff). Ground fire and burn sometimes do more than the fireball fire, depending on how the stream connects.
  • Melee: 30 damage (3 x 10), does not lock movement.
  • Suicide attack: 125 damage with exponential falloff. Can be cancelled any time by releasing the key.

Stalker

Total health 110, head health 85.

AttackInputDamage
Claw swipesLMB stationary or walking20 (2 x 10), no movement lock
Cartwheel, kickLMB sprinting30 (3 x 10)
CartwheelRMB stationary or walking20 (2 x 10)
Spinning aerial kicksRMB sprinting14 (2 x 7)
Jump attackLMB or RMB midair14

Gorefast

Total health 425, head health 85.

AttackInputDamage
Two slicesLMB stationary, walking, sprinting right/back14 (2 x 7), no movement lock
LungeLMB sprinting forward or left6 or 9 depending on timing
Overhead swingRMB stationary, walking, sprinting right/back, or midair LMB/RMB9
Three slicesRMB sprinting forward or left6-29 (3 hits of 2 or 9)
Single spinV stationary, walking, sprinting right/back6
Double spinV sprinting forward or left18 (2 x 9)

Crawler

Total health 378, head health 151.

AttackInputDamage
Pounce with clawsLMB stationary, walking, sprinting right/back20 (2 x 10)
Spinning aerial slashesLMB sprinting forward or left30 (3 x 10)
Pounce with spider legsRMB stationary, walking, sprinting right/back10
Pounce with claws and legsRMB sprinting forward or left20 (2 x 10)
Jump attackLMB or RMB midair22 (12 + 10)

Bloat

Total health 595, head health 297.

  • Puke attacks (normal puke, lunging puke when sprinting forward or left, wide-range puke when walking backwards): 28 damage (2 x 14) plus poison of 11 (1 per second for 11 seconds). Normal and wide puke do not lock movement.
  • Puke mine: 10 damage when placed. Mines explode on contact with a human for 100 damage, when you try to place more than 24, or after 5 minutes.
  • Cleaver: V stationary, walking or sprinting right/back, 14 damage, left and right variants equal.
  • Body slam: V sprinting forward or left, 8 damage, high knockback. A midair body slam (LMB or V) deals 14 with high knockback.

Slasher

Resists ZED time by 75%. Total health 127, head health 72.

  • Two swipes: LMB stationary, walking, sprinting right/back, 8 (2 x 4), no movement lock.
  • Five swipes: LMB sprinting forward or left, 20 (5 x 4).
  • Cross slash: RMB stationary, walking, sprinting right/back, 25.
  • Lunging cross slash: RMB sprinting forward or left, 15.
  • Midair cross slash: LMB or RMB in midair, 15.

Alpha Clot

Total health 576, head health 139.

  • Two swipes: LMB stationary, walking, sprinting right/back, 14 (2 x 7), no movement lock.
  • Advancing two swipes: LMB sprinting forward or left (50%), 16 (2 x 8).
  • Lunge: LMB sprinting forward or left (50%), 11.
  • Grab: hold RMB; it can last indefinitely but must last at least 3 seconds before release. It cycles through three animations, averaging about 10 damage per second: five-hit grab 44 (16+4+4+4+4), four-hit 39 (16+9+7+7), seven-hit 57 (15+7+7+7+7+7+7).
  • Jump attack: LMB midair, 11.
  • Rally: lasts 10 seconds, 50% damage boost to yourself and 20% to other ZEDs, and lets AI ZEDs sprint at any range.

See also the broader Killing Floor 2 Versus survival page.

FAQ

How do I perform the Fleshpound spin attack in Versus?
While enraged, press LMB while walking or sprinting backwards. It deals 84 damage over 4 hits at the minimum scaling.
How do I switch the ZED camera to the other shoulder?
Enter ChangeZedCamera 1 in the console for the left shoulder, and ChangeZedCamera 0 to go back. It is not a cheat command.
Do ZED stats scale in Versus?
Yes. Health and damage scale with the average level of the human team; the numbers in this guide are the minimums (level 0 team). Some damage, like the Husk suicide blast, is fixed.