KF2 ZED Bestiary: Danger Levels, Abilities and Weak Points
This reference is based on a Thai-language Steam guide and covers the ZEDs of Killing Floor 2 at roughly the 2017 content level (the guide notes that the large bosses are not covered in full). Each ZED gets a danger level from 1 (Low) to 5 (Critical), a few key numbers and the gist of its behavior. Most of the original is per-difficulty health, reward and XP tables and damage-resistance charts. For other overviews see KF2 ZED types and monsters bestiary.
Classes of ZED
- Small: low to medium combat ability. Cyst, Clot, Slasher, Crawler, Stalker, Gorefast.
- Medium: medium to high ability. Bloat, Gorefiend, Husk, Siren.
- Large: very high ability. Scrake and Fleshpound.
For comparison, a character at minimum weight walks at 383 units per second and sprints at 460. The original suggests reading two parts for each ZED first: basic information, and resistances and weaknesses.
Cyst (danger 1, Low)

Cyst.
The easiest ZED to meet, present at every difficulty, and the weakest, created to introduce the ramp of difficulty. Melee damage 6. It can grab: only Berserker and SWAT (with Heavy Armor Training) cannot be grabbed, and it releases when you damage it. Health is 75 body and 15 head on Normal, 100 body and 20 head on Hard, Suicidal and Hell on Earth. Reward 7 on all difficulties; XP 8 on Normal and 11 above. The head is the only weak spot (110% damage; other parts 100%). It walks slowly and has almost no resistances apart from a moderate Microwave resistance (25%); it takes 150% damage from SMGs. The danger is its grab, letting other ZEDs hit you, and it can sprint when conditions are met: do not give a Cyst a chance.
Clot and Alpha Clot (danger 1, Low)

Clot.
Slightly stronger than a Cyst and common. An Alpha Clot is described as an upgraded Cyst, with double the speed and evasion, plus dangerous chained attacks. Melee damage 6, the same grab, and the same health values and weak spot as Cyst. It moves slowly when it has no target and runs when angry, sees a player or is hurt. Resistances are minimal, with moderate Microwave resistance and 150% damage from SMGs.
Rioter (Elite Clot)

Rioter.
An Elite Clot that only appears on Suicidal and Hell on Earth, with armor on head and chest and a pale blue skin. Its health and attack match the Alpha Clot, but its Rally ability makes nearby ZEDs (Cysts and Alpha Clots) run immediately and boosts their damage for 10 seconds. Resistances are like a Clot's apart from the armor.
Slasher (danger 1, Low)

Slasher.
Common at all difficulties and an evolved Clot with more speed and evasion, less predictable movement and faster attacks. Melee damage 6 and the same grab. It moves slowly until it spots you or is hurt, then runs until it dies, with speed randomized by about plus or minus 10%.
Crawler and Elite Crawler (danger 2, Fair)

Crawler.
Melee damage 7, a very high jump and a self-destruct for 4 damage that leaves toxic gas for 10 seconds, damaging every second.
Stalker (danger 2, Fair)

Stalker.
Melee damage 9 and cloaking: players cannot see it at some range or time. Commandos can see Stalkers and share the view with teammates.
Gorefast (danger 3, High)

Gorefast.
Melee damage 10. It can charge in a continuous attack chain and sprints at 100% chance as soon as a player is within 8 meters, regardless of other conditions.
E.D.A.R. (danger 3, High)

E.D.A.R.
Machines in three roles: Bombers carry shoulder-mounted missile launchers, Blasters are fast and fire heat beams from the wrist, and Trappers can hold a player in place. Blaster beam damage is 7 (up to 13 shots, speed 38 m/s) and its missile does 10 (radius 300); a Bomber fires up to 8 missiles at 18 m/s. A Trapper deals 10, holds for 2.5 seconds, starts from 2.5 m to 5.5 m and its beam reaches 25 m. When the power core explodes it does EMP damage 25 over a radius of 500. Melee is 10 (x3 against doors, x1 against players).
Bloat (danger 3, High)

Bloat.
Melee 14, bursts for 12 damage in a 5 m radius, and its vomit does 12 over 3.5 m. It leaves a poison trap that deals 15 on bursting, has 100 health, lasts 300 seconds and bursts at 4.5 m. Poison from both burst and vomit lasts up to 12 seconds, hurting each second.
Gorefiend (danger 4, Severe)

Gorefiend.
The guide lists no melee figure. It has a high-speed blade spin, a small rage.
Siren (danger 4, Severe)

Siren.
Bite damage 13 and a sonic scream. The scream deals up to 900 damage, has a 4 second cooldown, ticks 1 damage per 0.5 seconds at long range and 15 per 0.5 seconds up close, and reaches 18 m, but is only used when a player is within 13 m.
Husk (danger 4, Severe)

Husk.
A dangerous mid-class ZED with high damage and a burnt skin, able to attack at both short and long range. Melee 15. It self-destructs when health falls below 15% (radius 5 m, strength 190). The fireball deals 25 at speed 1800, creates a fire area of 3 m and sets you on fire for 5 seconds, burning each second. The flamethrower does 4 damage per tick at speed 857, up to 900 total, and continuous flame is only used on Suicidal and Hell on Earth.
Scrake (danger 5, Critical)

Scrake.
Melee 30, with chainsaw damage every 0.4 seconds. Once hurt enough it never stops running: at 50% health on Normal, 75% on Hard and Suicidal, 90% on Hell on Earth. Its rage (red weapon) resists every player counter-attack.
Quarter Pound (danger 5, Critical)

Quarter Pound.
Melee 49 to 55, with 300% to 400% damage against doors. Rages when it takes 250 damage. It can run any time on all difficulties; it moves slowly until angry, then runs until it hits a player or fails to for 30 seconds, running 100% when it sees a player or is hit.
Fleshpound (danger 5, Critical)

Fleshpound.
The most dangerous of the large ZEDs, a metal-armored brute with an energy core on its chest showing when it uses its rage, and drill arms that grind everything. Melee 55, drill damage every 0.4 seconds. It can rage every 10 to 14 seconds when it sees a player, or when hit for 276 damage.
FAQ
- How are ZEDs classified in KF2?
- By size and combat ability into Small (Cyst, Clot, Slasher, Crawler, Stalker, Gorefast), Medium (Bloat, Gorefiend, Husk, Siren) and Large (Scrake, Fleshpound).
- What are the player speeds used for comparison?
- A character with the lowest weight walks at 383 units per second and sprints at 460 units per second.
- When does a Scrake start running?
- On Normal at 50% health, on Hard and Suicidal at 75%, and on Hell on Earth at 90%.