KF2 Zeds Guide: Health, Abilities and Weaknesses
A compact bestiary of Killing Floor 2 zeds written by an Argentine player in Spanish and translated here: each specimen gets abilities, health and weaknesses. The author split the zeds into common, medium-strength and heavy hitters, and states that the content comes from the KF2 wiki, condensed. Health numbers are the guide's own (2018 era) and change with difficulty and player count, so treat them as approximate. For other bestiaries see zed resistances and weak points and Fleshpound specimen files.
Alpha Clot
The most common and one of the weakest zeds, but dangerous in numbers: it can grab and hold you until a bigger zed arrives. Abilities: grab, sprint when enraged; on Suicidal and Hell on Earth nearby zeds get angrier and hit a little harder. Health: 100 body, 20 head. Weakness: anything, with so little health, headshots first.

Alpha Clot
Alpha Clot Elite
Recognisable by its white skin, faster and much tougher than the regular one. It boosts damage of zeds within 10 metres (needs at least 4 zeds in range, multiplier 2.5), so kill it before it powers the pack. Health on Suicidal and HoE: 300 body, only 125 in the head.
Cyst
A creepy zed with a strange walk and no visible eyes. Can grab you and sprint when enraged. Health: 100 body, 20 head. Everything works against it, especially headshots and explosions.

Cyst
Crawler
A fast spider-like zed that spawns in swarms and slips under your defence because it is low to the ground. On Suicidal and HoE the albino variant appears and bursts into a cloud similar to Bloat bile. Great jumper. Health: 55 body, 20 head. Headshots and fire are very effective.

Crawler
Crawler Elite
A white spider from Suicidal difficulty upwards with the same health as the normal Crawler. If it is not shot in the head it explodes into a poison cloud, forcing everyone to leave the spot. Kill them at range, use Zed Time, and aim for the head so they do not explode.
Slasher
The nastiest clot: agile, unpredictable and fast. Can grab, and has a jumping claw attack. Health: 100 body, 20 head. Headshots work, and it is also weak to stun effects (for example Sharpshooter or Berserker grenades).

Slasher
Stalker
The invisible one that always goes for your back, especially if you are a Sharpshooter. Spawns in groups of 4 to 7. Health: 75 body, 20 head. Headshots are the key; it has no special weakness otherwise.

Stalker
Gorefast
A blade-armed zed that charges when enraged but calms down if it loses sight of you. Its blade hits hard. Health: 200 body, 50 head. Headshots as usual.

Gorefast
Gorefiend
A darker Gorefast variant with a longer tongue and double blades, more HP and a little faster. On Suicidal beware its spin attack, which hurts a lot, especially against a tight group. Once enraged it keeps going until killed. Shotguns and Medic poison are very effective.

Gorefiend
Bloat
The fat zed that vomits acid bile, which does significant damage on higher difficulties. One of the few zeds with a ranged attack, very tough in the belly. Health: 526 body, 82 head. Keep your distance and take the head off, then let it die. Medic and Berserker resist the bile.

Bloat
Husk
Carries a fire cannon; on Suicidal and HoE 4 or 5 often spawn together. Can run up and explode, uses a flamethrower up close, and fires the cannon accurately (jump to dodge). Health: 220 body, 86 head. Resistant to fire, so Firebugs should use the Microwave Gun. Two shots at the fuel tanks on its back make it burst.

Husk
Siren
Two or three Sirens can be harder than a Fleshpound. Her scream is the main attack and destroys grenades and explosives (except with the Demolitionist skill that prevents it); she can also bite or hit when you are close. Health: 299 body, 175 head. Microwave Gun is very effective, as are headshots.

Siren
Scrake
The chainsaw maniac: enrages after taking a certain amount of damage and does not stop until dead; wide attack area scatters your defence; resistant to explosives. Health: 1705 body, 750 head, rising with player count to 3569 and 1584 on HoE with 6 players. Do not burn or blow it up; SWAT weapons and headshots are the answer.

Scrake
Fleshpound
A 2-metre steroid monster with spinning blades. Once enraged it charges until it hits something or time passes; the chest light shows its state (red enraged, yellow normal); it is faster than a survivor when charging and very resistant to bullets. Health: 1800 body, 715 head, up to 5310 and 1716 on HoE with 6 players. Explosives are its weakness; avoid fire (except the Microwave Gun) and plain bullets.

Fleshpound
Quarter Pound
A smaller Fleshpound, more vulnerable to different weapons while the Fleshpound is mainly weak to explosives. Scary in packs, and they also appear as minions during the King Fleshpound fight. Health with 6 players: up to 1774 on HoE and 1650 on Suicidal. Hit it with everything you have.

Quarter Pound
E.D.A.R. robots
Added with Summerside, these robots have a chest vest that must be broken to reach the core. Three variants: the common melee one that can trap you with a beam, the Bomber that fires missiles and the Blaster with lasers. Health on HoE: 1007 body, 385 head; chest armor 168 to 292 depending on difficulty. Headshots do not kill them, only reduce accuracy and the ability to sprint and melee. Destroy the chest armor and keep shooting; the Microwave Gun is extremely effective on metal zeds, and shotguns (especially the Benelli) also work.

E.D.A.R. robots
FAQ
- Which zeds is the guide about?
- Alpha Clot and its Elite, Cyst, Crawler and Elite Crawler, Slasher, Stalker, Gorefast, Gorefiend, Bloat, Husk, Siren, Scrake, Fleshpound, Quarter Pound and the E.D.A.R. robots.
- How do I stop an Elite Crawler exploding?
- Shoot it in the head, or kill it at range; if it dies without a headshot it bursts into a poison cloud.