KF2 Zed and Boss Weakness Tables: Hit Zones and Resistances (Thai Guide)
This is a detailed English rewrite of a long Thai-language reference, last updated in April 2019, that collects each Zed's description, abilities, how to deal with it, damage percentages by body zone, weaknesses, resistances and, for bosses, battle phases. The authors say the data was gathered from long play plus the Fandom wiki, the KF2 wiki, kf-wiki and a Google document, and they invite corrections. Numbers are the guide's own and can change between game updates; for other number sets compare Zeds in numbers and the other Thai bestiary.
How to read the tables: "hit zones" is the damage multiplier for each body part (100% is normal). "Weak to" lists bonus damage types (+). "Resists" lists reduced damage types (-). Damage types are named as in the game: assault rifle, rifle, SMG, shotgun, handgun, slashing, bludgeon, fire, microwave, explosive, piercing and toxic.
Small Zeds
Cyst
A failed, malformed Clot experiment from Horzine. Low danger but not to be underestimated. Its Grab pins the player and gnaws on them until one dies or it is pushed off. One headshot kills it.
Cyst, with the in-game weakness and resistance chart.
- Hit zones: head 110%, other 100%.
- Weak to: assault rifle +50%, SMG +50%, handgun +1%.
- Resists: slashing -15% (plain knife +0%), bludgeon -10%, microwave -75%.
Alpha Clot
A faster and sturdier Clot from Horzine's human cloning projects, with a fragile body but a fiercer temperament. It has Grab.
Alpha Clot.
- Hit zones: head 110%, other 100%.
- Weak to: SMG +50%, handgun +1%.
- Resists: slashing -15% (plain knife +0%), bludgeon -10%, microwave -75%.
Slasher
Looks like an Alpha Clot with spikes on the face and body, and moves quickly. Abilities: Grab and Evade, a chance to dodge when damaged, which makes it harder to aim at.
Slasher.
- Hit zones: head 110%, other 100%.
- Weak to: SMG +50%, handgun +1%.
- Resists: slashing -15% (plain knife +0%), bludgeon -10%, microwave -75%.
Rioter (Elite Alpha Clot)
A strong, tough but slow upgrade of the Alpha Clot.
- Grab.
- Rally: when at least 4 Zeds (itself included) are around, it roars to boost the attack power and speed of nearby Zeds: Cyst, Alpha Clot and Slasher +100%; Bloat +50%; Crawler, Stalker, Gorefast/Gorefiend, Husk, Siren, E.D.A.R., Quarter Pound, Scrake and Fleshpound +20%.
- Heavy Armor: head and torso armor hides his weak points and absorbs damage.
- Enrage: once both armor parts are destroyed, he runs at the player and never stops.
Because of the armor he is a problem for many perks; explosive perks like the Demolitionist have a harder time as the armor soaks damage. A good approach is breaking the armor first, then finishing him.
Rioter.
- Hit zones: head 110%, other 100%.
- Weak to: SMG +50%, handgun +1%, fire +200%.
- Resists: slashing -15%, bludgeon -10%, microwave -75%.
Bloat
Big, slow, ugly and very resistant to attacks. Abilities: Acid Bile (strong acid that damages the player and blocks vision), Block (may raise his cleaver briefly when damaged or aimed at the head), and Puke Mine (on death he leaves 0 / 1 / 3 / 3 traps on Normal / Hard / Suicidal / Hell on Earth). Never underestimate him: besides the vision loss, his vomit does real damage.
Bloat.
- Hit zones: head 100.01%, cleavers 20%, other 100%.
- Weak to: nothing.
- Resists: assault rifle -65% (AR-15 -60%), rifle -70%, SMG -65%, shotgun -75%, handgun -65% (9mm -35%), slashing -70%, bludgeon -70%, microwave -20%, explosive -50%, piercing -75%, toxic -75%.
Crawler
A Horzine human-spider hybrid, black skinned and hard to spot. It has Evade. Annoying because of its speed and continuous attacks, but weak.
Crawler.
- Hit zones: head 110%, other 100%.
- Weak to: assault rifle +50%, SMG +50%.
- Resists: bludgeon -10%, fire -10%, microwave -80%.
Elite Crawler
Looks like a Crawler but has white skin and glowing eyes. It has Evade, and a Suicide Gas Cloud: if killed by anything other than a headshot it explodes into a gas cloud. A headshot prevents the cloud. Same numbers as the Crawler.
Stalker
Dark skinned, fast, often arriving in groups or with Crawlers. Cloak makes her hard to see (one strong headshot can break it), and she has Evade. Fragile, but the cloak makes her hard to find; taking a Commando for the team makes the problem go away.
Stalker.
- Hit zones: head 110%, other 100%.
- Weak to: assault rifle +50%.
- Resists: SMG -10%, rifle -15%, fire -15%, microwave -80%, explosive -25%.
Medium Zeds
Gorefast
A fast, agile soldier with one blade arm. Block: may cover his head with the blade after taking damage. Enrage: when damaged or when a player is within at least 8 meters, he runs at the player. Shoot the head every time, and do not stop shooting just because he blocks.
Gorefast.
- Hit zones: head 110%, blade 10%, other 100%.
- Weak to: assault rifle +120%, rifle +25%, shotgun +60%.
- Resists: slashing -20%, bludgeon -10%, fire -15%, microwave -15%, piercing -25%, toxic -25%.
Gorefiend
A black Gorefast with blades on both arms and about twice the health. Same Block and Enrage. Stay calm: make sure every shot goes to the head, and if he gets close, Bash (V) him to stagger him back and open a window for headshots.
Gorefiend.
- Hit zones: head 110%, blade 20%, other 100%.
- Weak to: assault rifle +20%, rifle +25%, shotgun +60%.
- Resists: slashing -20%, bludgeon -10%, fire -15%, microwave -15%, piercing -25%, toxic -25%.
Husk
A Horzine experiment with a metal frame, a fire cannon on the right hand and red-hot glow. Abilities: Fireball (a lingering fire where it lands, on some difficulties), Flamethrower at close range, and Suicide Bomb when its health drops below 15%. Since the head has a lot of health, aim at the fuel tank on its back when it is exposed.
Husk.
- Hit zones: head 100.1%, fuel tank 150%, Husk cannon 50%, other 100%.
- Weak to: microwave +15%.
- Resists: assault rifle -40%, rifle -30%, SMG -25%, handgun -15% (9mm and 1858 +0%), slashing -25%, bludgeon -15%, fire -50%, explosive -50%, piercing -50%, toxic -75%.
Siren
Created from the genetics of the wife of Kevin Clamely (the Patriarch). Thin, with metal braces. Her Scream deals damage directly, ignoring armor, to everyone nearby. In later waves she comes with a Scrake or Fleshpound, so kill her early.
Siren.
- Hit zones: head 110%, neck 110%, chest 50%, metal harness 50%, hips 50%, other 100%.
- Weak to: double barrel shotgun +10%.
- Resists: fire -50%, microwave -15%, explosive -15%, piercing -50%, toxic -75%.
E.D.A.R. variants
Elite Defense and Assault Robots, developed by Horzine with Kevin Clamely while he was CEO. Fully robotic with armor on the head and torso.
- Evade: a chance to dodge when damaged.
- Armor Plate: if the head armor is destroyed, aim accuracy drops and its fire slows; if the torso armor is destroyed, it loses Evade and running.
- Bomber: rocket launcher. Blaster: pulse blasts. Trapper: an immobilizing beam.
Killing them differs from ordinary Zeds: their weak point is the chest core rather than the head. Knocking off the head armor also cripples their offense even if you do not kill them.
E.D.A.R.
- Hit zones: head 100.1%, chest core 350%, other 100%.
- Weak to: assault rifle +5%, SMG +5%, shotgun +20%, slashing +25%, bludgeon +25%, fire +50%, microwave +225%, explosive +150%.
- Resists: piercing -15%, toxic -50%.
Large Zeds
Quarter Pound
Like a smaller Fleshpound, usually in groups. Rage when it takes enough damage or has seen a player for a time, and Block with its arms. Almost every perk can deal with it because its health is lower than a Fleshpound's.
Quarter Pound.
- Hit zones: head 110%, chest core 110%, gauntlet 20%, other 100%.
- Weak to: nothing.
- Resists: assault rifle -38%, rifle -25%, SMG -38%, shotgun -25%, handgun -25%, microwave rifle -20%, slashing -38%, bludgeon -38%, fire -63%, piercing -25%, toxic -69%.
Scrake
Designed as a field medic who can bear pain while operating, with a chainsaw on the right arm. Rage after enough damage, and Block with the chainsaw. Demolitionists should not blow explosives at a Scrake, since it resists explosions. Avoid leaving it in a chasing state, since it becomes hard to hit.
Scrake.
- Hit zones: head 110%, chainsaw 20%, other 100%.
- Weak to: RPG-7 impact +300%, microwave +10%.
- Resists: shotgun -10%, handgun -20%, fire -70%, explosive -60%, piercing -25%, toxic -75%.
Fleshpound
Huge and tough with a yellow gauge on its chest. Rage after enough damage or when it sees a player for a while, and Block. Handling it takes teamwork and communication; the Demolitionist is the natural answer.
Fleshpound.
- Hit zones: head 110%, chest core 110%, gauntlet 20%, other 100%.
- Weak to: explosive +50%.
- Resists: assault rifle -50%, rifle -25%, SMG -50%, shotgun -25%, handgun -25%, microwave rifle -20%, slashing -50%, bludgeon -40%, fire -70%, piercing -25%, toxic -75%.
Bosses
Dr. Hans Volter
A human in an Exo-suit, with a power core on his back whose color tracks his health and two MKb42 guns.
Dr. Hans Volter.
Six abilities:
-
Iron Claws: grabs and chases prey; heavy damage.
-
MKb42 with bayonets: long-range fire. Stay behind cover and keep distance, since accuracy drops with range.
-
Gas Grenade: nerve gas that reduces visibility and burns armor. Keep changing position.
-
HE Grenade: a high-explosive grenade. Keep moving and stay near cover.
-
Smoke Grenade: used only in Hunt and Heal mode; harmless but watch for being grabbed.
-
Hunt and Heal: the Exo-suit drains his health constantly, so he drains players to heal and raises a barrier. The barrier's health depends on difficulty, player count and his remaining health. While in this mode he ignores knockback, stun and freeze. Drained players keep at least 70% / 45% / 35% / 25% health (Normal / Hard / Suicidal / HoE). If you break the barrier before or during the drain, he is pushed away from the victim. Damage on the barrier is still computed by body zone.
-
Hit zones: head 120%, chest core 105%, backpack core 105%, arms 100%, forearms and hands 20%, legs 100%, Exo suit 80%.
-
Weak to: RPG-7 explosive +20%, fire +10%.
-
Resists: assault rifle -20%, rifle -10%, SMG -20%, shotgun -20%, handgun -20%, piercing -20%, toxic -90%.
Phases (by the health vial color):
| Phase | Color | Sprint | Frenzy | Guns | Grenades | Hunt and Heal at |
|---|---|---|---|---|---|---|
| 1 | Green | No | No | Unlimited | Global toss every 25 s; 2 gas grenades, 10 s cooldown | 60% |
| 2 | Yellow | Yes | No | 10 s, 20 s cooldown | Global toss 25 s; gas 2, 20 s cooldown; HE 2, 20 s cooldown; moves while throwing on HoE | 41% |
| 3 | Orange | Yes | Yes | 10 s, 20 s cooldown | Global toss 20 s; gas barrage of 4 every 20 s; HE 2 every 10 s | 25% |
| 4 | Red | Yes | Yes | 4 s, 30 s cooldown | Global toss 10 s; HE barrage of 7 every 20 s; no gas | None |
He also starts spawning other Zeds at 78% / 59% / 43% health. In multiplayer, when only one player is left he gets bonus power.
Barrier health tables from the guide, by phase, difficulty and player count.
Patriarch
Kevin Clamely, a former Horzine CEO behind the Super Soldiers project, who escaped to Paris before the Transit lab exploded. Big body, giant right hand, a minigun on the left, a mechanical left leg, small fangs on the belly and healing syringes.
The Patriarch.
Six abilities:
-
Cloak: an EMP grenade (Berserker) cancels it, and a nearby Commando makes him much easier to see.
-
Minigun: can wipe players instantly; 2-3 EMP grenades cancel it. Use cover; if in the open, close the distance rather than staying at mid range.
-
Missile Launcher: destroys everything in front. Avoid running in straight lines.
-
Mortar: homing missiles shot into the sky. Not used if you are indoors under a ceiling. In the open, do not run in circles or into objects, and do not cross paths with teammates.
-
Healing Syringe: three syringes on his thigh. Below 35% health he flees to heal, so be ready with ammo. If he rams players at least 3 times he uses one on the spot.
-
Tentacle Grab: fangs on his belly extend to grab prey; simply run out of their range.
-
Hit zones: head 100%, body 80%, abdomen and hips 100%, tentacle 150%, left arm and weapon 10%, right upper arm 130%, right forearm 100%, right hand 50%, left leg 100%, right leg 80%, right foot 100%.
-
Resists: assault rifle -50%, rifle -50%, SMG -50%, shotgun -60%, handgun -50%, microwave rifle -30%, fire -50%, microwave -10%, explosive -60%, piercing -50%.
King Fleshpound
Five abilities: Rage, Explosive Ground Pound (a ground slam that makes the area around him burst, mostly harmless to perks that keep their distance), Laser Beam from the chest core, a damage-absorbing Barrier, and Block.
King Fleshpound.
- Hit zones: head 110%, chest core 110%, gauntlet 20%, other 100%. No bonus weaknesses.
- Fighting him is like fighting a regular Fleshpound, but the trick is dealing with his minions.
Phases: 1 at spawn, 2 below 65% health, 3 below 50%, 4 below 20%.
- Phase 1: he spawns enraged, so someone must be ready to handle it. He summons Quarter Pounds (as many as the player count, up to 12). No ground pound, no laser, no barrier.
- Phase 2: more Quarter Pounds, which you should kill first, and Explosive Ground Pound unlocks.
- Phase 3: the Laser Beam unlocks with a cooldown of 10 / 9 / 7 / 6 (+0-1) seconds on Normal / Hard / Suicidal / HoE.
- Phase 4: everything above remains; the barrier phase begins.
Barrier health table by difficulty and player count.
Abomination
Four abilities:
- Abomination Spawn: summons minions that explode next to you. Any Zed he swallows with Gorge Attack turns into an Abomination within 2 seconds. Bring at least one Medic to keep health up.
- Puke Mine: easy to avoid on wide maps.
- Gorge Attack: swallow.
- Heavy Armor: Firebugs and Demolitionists must destroy every armor part before health goes down.
- Rage: a quick charge with a heavy bite, spitting green acid blobs.
Abomination.
- Hit zones: head 110%, axes 20%, other 100%. No bonus weaknesses.
- Cysts, Alpha Clots and Slashers keep spawning at a steady rate during the boss wave. Nearly every Abomination attack leaves puke mines behind.
Armor health for head, torso and spine by player count and difficulty.
Sources
The authors list the Fandom wiki, the KF2 wiki, kf-wiki.com and a Google document as their references. For the Krampus variant of this boss, see the Krampus guide and the King Fleshpound guide.
FAQ
- What is the best damage type against Gorefasts?
- Per the guide, assault rifle bullets deal +120% to a Gorefast, shotguns +60% and rifles +25%, while its blade zone takes only 10%.
- Where does Hans Volter take the most damage?
- The head takes 120%; the chest core and backpack core take 105%, while his forearms and hands only take 20%.
- How many Quarter Pounds does the King Fleshpound spawn?
- The guide says the number depends on how many players are in the room, up to a maximum of 12.