KF2 ZED Categories E to A and Boss Abilities (Russian Guide)
The author opens with a short story: ZEDs are experiments of the Horzine corporation, whose head Kevin Clamely turned himself into the boss Patriarch. The profiles reflect the author's view; for exact numbers see the ZEDs in numbers tables.
Categories
- E: Cyst, Clot, Slasher (Slasher with a plus).
- D: Crawler, Stalker, Gorefiend, Gorefast (with a plus).
- C: Bloat, Husk, Siren, Rioter (Rioter and Siren with a plus).
- B: Scrake, E.D.A.R., Quarter Pound, Fleshpound (with a plus).
- A: Patriarch, Hans Volter, King Fleshpound, Abomination, Matriarch.
Useful points
- Headshots are best, though some ZEDs have other weak spots.
- Health and damage of E and D ZEDs scale with difficulty.
- Most ZEDs are vulnerable to fire.
- Health and damage of C, B and A ZEDs scale with difficulty and player count.
Regular ZEDs
- Cyst, Clot, Slasher (E). Cyst is the weakest and can grab a player up close, releasing when hit. Clot sees better and recovers quickly from a failed grab. Slasher is more aggressive, strikes in a leap and has the fastest grab of the category. They appear from wave 1, often in groups of four.
- Crawler (D). A spider-like human that comes out of vents and holes. A white variant is faster and bursts into gas on death. It can be stunned by jumping on it.
Crawler.
- Stalker (D). Invisible, briefly visible when attacking, burning or poisoned. Appears around wave 4-5 in groups of 3-5.
Stalker.
- Gorefiend and Gorefast (D). Gorefast shields its head with its blade; Gorefiend is an improved version with two blades that can go into a rage. From wave 4-5.
- Bloat (C). Spits bile at mid range, bursts on death and leaves bile mines. Especially dangerous together with a Siren.
Bloat.
- Husk (C). Fires its arm cannon, uses a flamethrower up close, runs to self-detonate at low health. It can also be killed by shooting its backpack. From wave 2.
- Rioter (C). Armored and gives nearby ZEDs a temporary rage buff. Shoot exposed body parts. From wave 3-4.
Rioter.
- Siren (C). Her scream disrupts hearing and destroys players' grenades. From wave 3, alongside the Bloat.
Siren.
- Scrake (B). Saw arm; calm until disturbed, then rages on losing health. From wave 5.
Scrake.
- E.D.A.R. (B). Robots of three types: regular, blaster and explosive. Shoot the body, because without its head it keeps attacking. From wave 5-6 in groups of 2-3.
E.D.A.R.
- Quarter Pound (B). A weak, very fast Fleshpound variant that dies easily. From wave 2 in numbers of 1-2, always with the King Fleshpound.
- Fleshpound (B+). Health indicator on the chest: yellow turning to red means rage. From wave 6-7.
Fleshpound.
Bosses (final wave)
- Patriarch. Heals at low health, turns invisible, fires rocket volleys.
The minigun boss.
- Hans Volter. Smoke and frag grenades, an STG-44 at mid range, and a health drain at low health.
- King Fleshpound. Spawns enraged, summons mini Fleshpounds, uses a beam at 50% health and a shield absorbing 70% damage below 30% (according to the author).
King Fleshpound.
- Abomination. Covered in armor that must be broken first; breaking pieces enrages it. Poison clouds and living bile blobs that explode near players.
Abomination.
- Matriarch. A defensive shield, summoned robots, an electric cannon (a burning beam at low health), a tentacle grab, invisibility and area electric bursts. Aim at the head or weapon.
Matriarch.
FAQ
- How does the author group ZEDs?
- From E (most harmless) to A (bosses). A plus sign means the specimen is more dangerous than its category suggests.
- What does ZED health depend on?
- For categories E and D, on difficulty; for C, B and A, on difficulty and player count.