Specimens & Bosses

KF2 ZED Resistances and Stun/Stumble Timers (Early Sheet)

This page paraphrases a short community cheat sheet written in the early days of Killing Floor 2. Its numbers were copied from a community spreadsheet, and the original author padded the list with jokes. The facts are kept here; the balance has been patched many times since, so use it as a historical baseline. For a more recent breakdown see ZED resistances and weak points.

Damage resistances and weaknesses

ZEDResistancesWeaknesses
Cyst50% resistant to microwave (EMP-type) damageNone, all other damage normal
ClotSame as CystNone
Slasher50% resistant to microwaveNone, all other damage normal
Bloat50% resistant to ballistic, explosive, toxic and blunt200% from fire, slashing and piercing
Crawler50% resistant to slashing, microwave and toxic damage200% from ballistic, toxic and bludgeon
GorefastNoneNone
Stalker50% resistant to toxic and microwaveNone listed
Husk50% resistant to fireWater (joke entry)
SirenNone200% from explosives
Scrake50% resistant to slashing and explosives200% from microwave; 400% from RPG impact damage (150 x 4 = 600)
Fleshpound50% resistant to everything not listed150% from explosives and piercing; 100% (normal) from microwave

Stun, stumble and knockdown timers

These values describe how long a ZED's internal cooldown takes before the same effect can happen again. For example, a Scrake that has been stumbled needs about 8 seconds after the first stumble before it can be stumbled again. The author listed only the most useful numbers per specimen.

ZEDStunStumbleOther
Cyst3 s0.5 s
Clot3 s0.5 s
Slashersame as abovesame as above
Bloat3 s2.5 s
Crawler3 s1 s
Gorefast3 s2 s
Stalker3 s2 s
Husk3 s2 sKnockdown duration 1.85 s; stumble duration 1.65-2.85 s
Siren3 s2 s
Scrake3 s8 sStumble duration 1.36-1.68 s; knockdown 17 s; knockdown duration 1.85 s; melee bash 3 s
Fleshpound12 s10 sStumble duration 1.2-1.36 s; knockdown 25 s; knockdown duration 1.85 s; stun duration 2-4 s plus 1.65 s; melee bash 4 s

How to use it

  • Do not spend explosive ammo on Scrakes or Bloats; save it for Sirens and Fleshpounds.
  • Against a Fleshpound, remember the long cooldowns: a stun or stumble will not be available again for many seconds, so plan your burst around them.
  • Crawlers die faster to ballistic damage than to melee slashes.

FAQ

Which ZED is weak to explosives?
In this early-build sheet the Siren and the Fleshpound take extra explosive damage (200 percent for the Siren, 150 percent for the Fleshpound), while Bloats and Scrakes resist it by 50 percent.
How long is a Fleshpound stumble cooldown?
The sheet lists a 10 second stumble timer, a 12 second stun timer and a 25 second knockdown timer for the Fleshpound.
Are these numbers still current?
No. They come from an early-build community spreadsheet, so treat them as a historical reference and check current in-game values.