Killing Floor 2

Killing Floor 2

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In-depth Field Medic Guide. (Updated 2018!)
By @TheyCallMePinCushion
I'm back again for Killing Floor 2!

In this guide I will teach you how to be a good Field Medic, strong enough not only to Solo but to be a huge help for your team on Suicidal & Hell on Earth.

As per-usual you can expect this guide to go in-depth and be very easy to understand.
   
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Introduction.
Welcome to my new guides this time for Killing Floor 2.

Ever wanted to be a Medic but you just cannot seem to keep your team alive? Maybe you can keep your team alive but you cannot keep yourself alive? Perhaps maybe you're just not good enough to understand how to be an effective Medic but you are looking to increase your performance on the team?

Well whatever the case I pass no judgement on to you as I'm here to tell you how to become an effective medic that not only helps your team but also can help you handle yourself in those tough spots where you are soloing alone or your team has died and left the burden on your shoulders.

Killing Floor 2 is a VERY tough game so I completely understand & I also remember my very first few days in the killing field as things are different, very different infact from Killing Floor 1.

First up before I begin.
This guide is constantly evolving so always check back here for new things, secondly this guide is not 100% garanteed to bring you success. Killing Floor 2 is all about making mistakes and learning from them by practicing. This game REQUIRES (especially when playing on higher difficulties) for you to learn how your enemies react to you, what makes them dangerous & how to avoid those dangers in order to dispatch them quickly, efficiently & without taking any risks.

Guide Rules:
With every one of my guides there are rules for the community to follow.
  • Everyone has a right to speak, if you do not like what somebody else has to say, take your mean comments elsewhere. Your hateful comments will be removed if not buried under all the good comments.

  • Community input is highly encouraged just remember the above rule!
Other cool things for you to check out (If you like this guide):
  • I host several Killing Floor 2 servers, the server computer is located in Victoria, Australia.
    While I am accepting of all nationalities, races, genders, etc, I will warn you that if you have high ping your experience will not be optimal, I also reserve the right to kick/ban you if you are causing ANY problems while on my servers or to my community base.

    TPZ #1 Hell on Earth:
    218.214.181.11:7777
    TPZ #2 Suicidal Weekly:
    218.214.181.11:7787
    TPZ #3 Hard:
    218.214.181.11:7788

  • Like our servers or my guide? Join our Official Steam Community: https://steamproxy.net/groups/Procrastination_Zone
Come talk to me in person on the servers or join the group and get in on all the juicy tidbits before others.

Lastly if you like this guide give it a thumbs up and a favourite so that I can help other people! This means more publicity for me & more helpful community members.
Changelogs.
Keep an eye out here so you can check out anything new which I may have updated!

11/1/2018 - Changes:
  • Added information pertaining to The Abomination in the Boss Section cont.
  • Added King Fleshpound specific information to the Tips & Tricks section of it's own.
  • Started working on The Abomination specific information in its respective Tips & Tricks section.
  • Added Strengths & Weaknesses stats to each boss in their respective Hints & Tips section.
  • Updated Hans specific Tips & Tricks to be informative with the newer updates.
  • Added a small explaination to the Hemogoblin in the On-Perk Weapons section.

10/1/2018 - Changes:
  • Modified specific sections of the Knowing Your Enemies sections with some new information.
  • Moved the Scrake to its own section of Knowing Your Enemy due to the complexity of the enemy type.
  • Added new information, strategies & tips to the Scrake in its section of the Knowing Your Enemy.
  • Moved the Fleshpound to its own section of Knowing Your Enemy due to the complexity of the enemy type.
  • Added new information, stratergies & tips to the Fleshpound in its own section of the Knowing Your Enemy.
  • Added & corrected information to the Off & On-Perk Weapons sections.
  • Added a new section with the 2 new bosses with their own descriptions, tips & tricks, etc.
  • Added 4 new sections with each section having useful hints & tips on each boss specifically, how they react, what their attack styles are, weaknesses, etc.
  • Added new enemy Quarter Pounder into the High Threat section of Knowing Your Enemies!
  • Updated & added new Tips & Tricks to both Keeping Yourself & Your Team Alive!
  • Removed older changes from the change log.
  • Updated the change log to feature the newest updates first!

7/1/2018 - Changes:
Work in Progress, I am modifying all sections with correct and up to date information for the new updates. This will take some time so please be patient!
  • Updated Introduction with new information.
  • Updated Perk Overview with the new Medic Loadout.
  • Updated Perk Skill Tree with the new Medic Skill tree.
  • Updated Medic On-Perk Weapons with the correct information.
  • Added new weapons to On-Perk Weapons section.
  • Added new weapons to Off-Perk Weapons section.
  • Updated the Off-Perk Weapons section with up to date information.
  • Added a whole bunch of new weapons from the new updates to both Off & On Perk section.
  • Added the last of the Specimen Files to their appropriate section.

Initial Release: 30/10/2015.
A Field Medic Overview: What Makes A Medic?
The Field Medic *AYNK



In Killing Floor 2 the Field Medic is now a much needed class on the server, without the Field Medic your team is going to surely die & very fast.

Why you need a Medic:
  • Syringe Recharge Rate = 200% Faster at 25.
  • Syringe Potency = 50% more effective heals.
  • Bloat Bile Resistance = 50% resistance to Bloat Bile.
  • Movement Speed Increase = 10% faster movement with all weapons.
  • Armour Bonus = 75% more armour as a Medic.



Tier 1: Unlocks at Level 5.
Symbiotic Health: Symbiotic Health gives the Medic a bonus 25% health, this puts you at a base of 125% health. In addition to the extra health Symbiotic Health also gives the Medic an implant which upon healing other team members also heals the Medic when needed, and as such allows the Medic to take advantage of all the healing buffs that they give their team members during the process of healing. (The best for team based Medics)

Resilience: Resilience gives the Medic a damage resistance buff that grows as they take damage up to 50% at 50 health. (This can be a great choice for a Combat Medic or Solo player.)

Tier 2: Unlocks at Level 10.
Adrenaline Shot: Adrenaline Shot gives the Medic healing potential that will increase the movement speed of all that it heals for about 5 seconds. This benefit can be taken advantage of in any form of healing. (If you're using Symbiotic Health then you can also recieve this buff when you heal your team mates.)

Combatant Doctor: Combatant Doctor gives the Medic an extra half a magazine of ammo in their firearms and a bonus 10% base movement speed. (Great for solo Medics but not team Medics.)

Tier 3: Unlocks at Level 15.
Focus Injection: Focus Injection gives the Medic healing potential another buff by adding a bonus damage increase for about 5 seconds to anybody that you heal, in any form of healing. (If you're using Symbiotic Health then you can also recieve this buff when you heal your team mates.)

Acidic Rounds: Acidic Rounds gives the Medic specially designed Horzine toxin coated Scalples and Ammunition which will deal small amounts of poison damage over a period of time. As an added bonus occasionally ZED's will panic and give you valuable seconds of time to plan your next move without the risk of damage. (This perk is great for Solo & Team Medics alike if used correctly.)

Tier 4: Unlocks at Level 20.
Coagulant Booster: Coagulant Booster gives the Medic healing another buff by adding the potential for the Medic to reduce incoming damage taken by all players who're healed in any way. This can mean the difference between life & death for you and your team. (If you're using Symbiotic Health then you can also recieve this buff when you heal your team mates.)

Battle Surgeon: Battle Surgeon gives the Medic a 20% base damage increase with all their weapons. That's it!

Tier 5: Unlocks at Level 25. (Effects are only available in ZED Time).
ZED Time - Airborne Agent: Airbourne Agent gives the Medic gas during ZED Time. (Yep that's right, you'll fart, A LOT!) In ZED Time the Medic releases a cloud of gas in a small area which can be used to heal your team mates very quickly and in large numbers if you're fast enough to touch everyone while it lasts.

Airbourne Agent can really help you out with healing in the later waves if you have a large team of players all grouped up you should be able to keep everyone alive. As an added bonus ZED's in close proximity to you when you fart will take Toxin damage as well!

ZED Time - Zedative: The Medic gets a damage buff which will slow down ZED's when they're hit & can cause very high amounts of Toxic damage over a small period of time. (Great for solo Medics because you can't take advantage of Airbourne Agent in solo.)

So with all the information right in front of you, you're free to make your decisions on what you'd like to use, however for the purposes of this guide and for the higher difficulties I am going to recommend the setup for you so that you can ensure you're 100% effective throughout the match.

Recommended Setup:
Tier 1: Symbiotic Health.
Tier 2: Adrenaline Shot.
Tier 3: Acidic Rounds.
Tier 4: Coagulant Booster.
Tier 5: Player Choice
How the Skills in the Tree Work.


Symbiotic Health:
The implant that this skill adds to the Medic allows healing via the recovery of your team. Instead of having to heal yourself all you need to do is heal your team mates! So instead of worrying about hitting the heal button, just tank the hits and keep healing your team.

The Symbiotic Implant also allows you to gain the buffs that you have selected in your skill tree upon healing your team but only if you have lost some health before healing them.

Video:

Resilience:
Resilience works as a passive ability which will get increasingly more powerful as you recieve damage up to 50%.


Adrenaline Shot:
Adrenaline Shot works when you use a healing dart, grenade, pricker or even when you heal with Airborune Agent during ZED Time. Simply heal yourself or your team members and they'll get a small boost of speed (up to 30%) for 5 seconds, it takes more than 1 dart to get the most speed but it's very valuable.

You can always give your team an Adrenaline boost, even when they don't need healing just keep shooting darts at them to get them moving quickly. The same can be done for yourself but only from the initial explosion of your Grenade.

Video:

Focus Injection:
Focus Injection works the same as Adrenaline Shot & Coagulant Booster, simply heal your team or yourself and you will get the benefits of more damage. Focus Injection stacks up to 20% and lasts for 5 seconds.

Acidic Rounds:
Acidic Rounds add a toxic compound to all your Medic weapons (including your Scalple) which makes them more deadly to the ZED's. The ZED's will take a small amount of damage over a period of around 5 seconds, they will have a visible aura of green floating around them so you can see which ones are poisoned.

Occasionally the ZED's you hit will become visable green & go into a panic state, during this short period of time they will become unable to attack, this is the moment you have to make a quick decision whether to run and heal or tank it out and kill the ZED before it recovers.

Video:

Coagulant Booster:
Works the same as Focus Injection & Adrenaline Shot, simply heal yourself or your team and give a Damage Resistance boost to those who were healed. This stacks up to 30% over a period of 5 seconds.

Airbourne Agent:
Airbourne Agent works only during ZED Time. Simply put when you enter ZED Time you'll explode in a cloud of healing gas which can heal your team and damage surrounding ZED's while it lasts for about 5 seconds after ZED Time ends. If you're a good Medic you can take advantage of this time to not only damage ZED's but to heal everybody on your squad & keep the team alive.

Video:

Zedative:
Zedative works only during ZED Time. Zedative works like Acidic Rounds but aso has the ability to slow down ZED's up to 30%, plus you deal a lot more poison damage & can panic ZED's easier.

Video:
The Field Medic Arsenal. (On-Perk)
The Medic has a fairly large arsenal of weapons at their disposal, these weapons all heal the team in some way with the exclusion of your Scalpel which instead helps you cut through your enemies flesh.

Note:
Where applicable all HM-Tech weaponry require you to use Acidic Rounds to gain the poison effective damage types. (The Medic Grenades is the only exception.)

Perk Specific Weapons:
Medic Scalpel:


Price: Spawned with.
Weight: 0.
Damage: Low - Moderate.
Damage Type: Slash & Poison.
Speed: Slow.
Range: Close.

The Medic Scalpel is the special class specific knife that you will start off with if you choose the Medic Class on spawn. With the Tier 3 skill "Lacerate" this little knife becomes a much more devastating tool of decapitation.

9MM Beretta Sidearm:


Weapon Cost: £110 (also spawned with.)
Ammo Cost: £8 magazine - £120 fill.
Magazine Capacity: 15 rounds.
Backup Capacity: 210 rounds.
Total Capacity: 225 rounds - 15 magazines.
Weight: 0 - 1 with duals.
Damage: Low.
Damage Type: Projectile.
Range: Moderate.
Fire Rate: Moderate - Fast.

The 9MM Beretta is the standard sidearm for all classes & will give experience to the class you are currently playing on.

HM-Tech 101 Medic Handgun:


Weapon Cost: £200
Ammo Cost: £10 magazine - £170 fill.
Magazine Capacity: 15 rounds.
Backup Capacity: 225 rounds.
Total Capacity: 240 rounds - 16 magazines.
Weight: 1 Block.
Damage: Low.
Damage Type: Projectile & Poison.
Range: Moderate.
Fire Rate: Moderate - Fast.
Dart Regeneration: 15 seconds - Slow.
Dart Usage: 50% per dart - total 2 darts.

The HM-Tech 101 Medic Handgun is standard equipment for all Medics and will be given to the player on spawn, this special Handgun is designed by Horzine and will not only heal your teammates with it's specially designed darts but will also cure the enemy too, with special 9MM bullet holes.

HM-Tech 201 Medic Sub-Machinegun:


Weapon Cost: £650
Ammo Cost: £20 magazine - £260 fill.
Magazine Capacity: 40 rounds.
Backup Capacity: 440 rounds.
Total Capacity: 480 rounds - 12 magazines.
Weight: 3 Blocks.
Damage: Low - Moderate.
Damage Type: Projectile & Poison.
Range: Close - Moderate.
Fire Rate: Fast.
Dart Regeneration: 15 seconds - Slow.
Dart Usage: 40% per dart - total 2 darts.

The HM-Tech 201 Medic SMG is a tier 2 firearm for the Medic, it is designed by Horzine for use in the field, with a high rate of fire but moderate to low damage it's a cheap and also lighter alternative to the Tier 3 weapons if you want to carry around a more suitable firearm. As with the other HM-Tech weapons it will heal your teammates as well as cure the enemy.

HM-Tech Medic 301 Shotgun:


Weapon Cost: £1100.
Ammo Cost: £40 magazine - £360 fill.
Magazine Capacity: 10 shells.
Backup Capacity: 70 shells.
Total Capacity: 80 shells - 8 magazines.
Weight: 6 Blocks.
Damage: Moderate - High.
Damage Type: Projectile & Poison.
Range: Close - Moderate.
Fire Rate: Fast.
Dart Regeneration: 12 seconds - Moderate.
Dart Usage: 40% per dart - total 3 darts.

The HM-Tech 301 Medic Shotgun is a tier 3 firearm for the Medic, it is designed by Horzine for use on the field, with a moderate - high rate of fire and moderate - high damage to boot it's one of the best weapons for the Medic to carry around out on the battlefield. As with all the other HM-Tech weapons it's perfect for healing your team with fast regenerating darts and good ZED handling capabilities. If you can't have the Assault Rifle take this bad boy.

HM-Tech 401 Medic Assault Rifle:


Weapon Cost: £1500
Ammo Cost: £40 magazine - £460 fill.
Magazine Capacity: 40 rounds.
Backup Capacity: 400 rounds.
Total Capacity: 440 rounds - 11 magazines.
Weight: 7 Blocks.
Damage: Very High.
Damage Type: Projectile & Poison.
Range: Moderate - Far.
Fire Rate: Moderate.
Dart Regeneration: 10 seconds - Fast.
Dart Usage: 30% per dart - total 4 darts.

The HM-Tech 401 Medic Assault Rifle is the optimal choice for a Medic in the killing field. This tier 3 weapon is designed to keep you and your teammates alive at all times in the battle, with its lightening fast regeneration and its high firepower this is the weapon you want when the sh*t hits the fan. As with all HM-Tech weapons this will not only heal but cure the ZED's.

HM-Tech Hemogoblin:

Weapon Cost: £1100
Ammo Cost: £40 magazine - £480 fill.
Magazine Capacity: 7 rounds.
Backup Capacity: 77 rounds.
Total Capacity: 85 rounds - 12 Clips.
Weight: 8 Blocks.
Damage: Low.
Damage Type: Projectile, Bleeding & Poison.
Range: Moderate - Far.
Fire Rate: Slow.
Dart Regeneration: 10 seconds - Fast.
Dart Usage: 40% per dart - total 3 darts.

The HM-Tech Hemogoblin is a support class weapon, it attacks the nervous system which helps to weaken ZED's & will deal bleed damage over time. If you play as a support class Medic then this weapon will surely serve as a primary on the field with you, however it's hard to justify this over the superior HM-Tech 401 Assault Rifle.

How's it work?
The HM-Tech Hemogoblin's effects aren't exactly easy to understand in the beginning. (I honestly didn't learn about it before I started working on this guide.) You can tell if the Hemogoblin is doing its thing by looking for these 2 visible changes on a ZED.

  • A visibly blue discolouration of the ZED's skin.
  • A small, red icon with what looks like a red blood drop and a minus symble under it.
  • A visible amount of blood particles falling from the ZED that is receiving bleed damage.



HM-Tech Medic Grenade:


Ammo Price: £40 per grenade - £200 fill.
Belt Capacity: 5 grenades.
Damage: Moderate.
Damage Type: Explosive & Poison.
Explosive Radius: Short - Moderate.
Health Regeneration: Moderate.

The HM-Tech Medic Grenade is an essential for all Medics and is given to you the moment you change classes or spawn in as a Medic. This is the quintessential device for you and your teams survival, make sure you fill these up each wave, a Medic without his drugs is a bad doctor.

Horzine Med-Syringe:


Healing Potential: Self Heal: 20. Teammate Heal: 20 + increased regeneration.
Healing Regeneration: Very Fast.

Time to take your shots children.
The Field Medic Arsenal. (Off-Perk)
Just because it's not perk specific weaponry doesn't mean it isn't useful. Infact you might find that a lot of the other class weapons are more useful to you than your own Medic weapons! Hard to believe but it's true, Medic weapons are not designed to be offensive, so make use of other class weapons to deal the most damage.

Melee Suggestions:
Like to get up close and person with your enemies? Here's a selection of awesome weapons to choose from for your favourite build.

Katana:
Weapon Cost: £600.
Weight: 6 Blocks.
Damage: Moderate.
Damage Type: Slash.
Range: Moderate.
Swing Speed: Very Fast.

A Japanese classic, the Katana is a very famous & very well known weapon, from all kinds of films, games & of course real life, everybody knows what the Katana is. While in real life the Katana is tragically a very badly crafted weapon, breaking often due to it's cheap steel, it's still a fantastic weapon in fiction.

Pulverizer:


Weapon Cost: £1100.
Ammo Cost: £85 a clip - £255 fill.
Magazine Capacity: 5 shells.
Backup Capacity: 10 shells.
Total Capacity: 15 total shells - 3 clips.
Weight: 6 Blocks.
Damage: Moderate - High.
Damage Type: Blunt & Explosive.
Range: Moderate.
Swing Speed: Slow - Moderate.

The Pulverizer is a modified Sledge Hammer which deals out heavy damage, this modified pounder has HE Shotgun rounds in an attached magazine on the side, which when you strike the plunger detonates the explosive that soon makes chunks of the ZED's fly. If you want to be a good Medic you should carry around the Pulverizer & the HM-Tech Assault Rifle, this will make you a force to be reckoned with.

A good Medic will always carry around a sidearm of some sorts, NEVER leave yourself without a backup.

Firearm Suggestions:
Don't like risking your life by getting up close and personal or prehaps you're just not very good with melee? Here's an awesome selection of really good Off-Perk firearms to select from to maximize damage output.

Side by Side 12 Gauge Shotgun (Hunting Shotgun):


Weapon Cost: £650
Ammo Cost: £10 for box of 8 - £240 fill.
Chamber Capacity: 2 shell. (1 in each chamber.)
Backup Capacity: 46 shells backup.
[bTotal Capacity:[/b] 48 shells.
Weight: 4 Blocks.
Damage: Moderate - High.
Damage Type: Projectile & Piercing.
Range: Close.
Fire Rate: Fast.

The classic Double Barreled, Side by Side, Hunting Shotgun used worldwide by game hunters for generations. This beast will knock down any ZED's in a large 90 degree radius in front of you and almost always instant kill them as well. It is not only highly damaging but cheap & lightweight so if you're looking for a good off-perk weapon then look no further because this beast has you covered.

Dragon's Breath Trenchgun:

Weapon Cost: £650
Ammo Cost: £30 a box of 6 - £315 fill.
Magazine Capacity: 5 in the tube magazine & 1 in the chamber.
Backup Capacity: 39 shells backup.
Total Capacity: 45 shells.
Weight: 6 Blocks.
Damage: Moderate - High.
Damage Type: Projectile & Burning.
Range: Close - Moderate.
Fire Rate: Moderate.

The Trenchgun was a favourite during the first World War for clearing out the trenchs on the battlefield, (hence the name Trenchgun). It was also great for clearing out bunkers and such in Vietnam, hell it's just an all round great collectors gun as well. Combined it with Dragon's Breath, it's not only old & nice to look at but it's also a great party starter. "You'll be burning down the house in no time."

Winchester 1894 Lever Action Rifle:

Weapon Cost: £200.
Ammo Cost: £30 clip - £210 fill.
Magazine Capacity: 11 in tube 1 in chamber.
Backup Capacity: 72 rounds.
Total Capacity: 84 rounds.
Weight: 5 Blocks.
Damage: Moderate.
Damage Type: Projectile & Piercing.
Fire Rate: Fast.
Range: Close - Far.

The gun that won the West. That's what it is, a beauty back in the day and still quite a popular gun today, Winchester is a familiar name to any Firearm enthusiast & there's a good reason why. If you're a firearm owner then you're bound to own at least 1 thing that's of the Winchester brand.

SPX 464 Centrefire Lever Action Rifle:

Weapon Cost: £650.
Ammo Cost: £ clip - £ fill.
Magazine Capacity: 9 in the tube & 1 in the chamber.
Backup Capacity: 60.
Total Capacity: 70 rounds.
Weight: 5 Blocks.
Damage: Moderate - High.
Damage Type: Projectile & Piercing.
Fire Rate: Fast.
Range: Close - Far.

What's the more modern equivilent to the classic Wincherster Lever Action? Well the SPX of course! Now make it a bigger calibre & you've got yourself a party, it's fast, it's lightweight and it's cheap. If the Winchester won the West then this is the gun that won the 21st century (theoretically).

Crossbow:

Weapon Cost: £650.
Ammo Cost: £11 per bolt - £473 fill.
Magazine Capacity: 1 in the slot.
Backup Capacity: 33 bolts.
Total Capacity: 34 bolts total.
Weight: 6 Blocks.
Damage: High.
Damage Type: Projectile & Piercing.
Fire Rate: Moderate - Fast.
Range: Moderate - Far.

The Crossbow needs no introduction, a common weapon in the zombie apocolypse due to its versitility & reliability. It's quiet, clean & quick to dispatch just about everything but when faced with close range foes, the Crossbow is one of the worst choices for defence so try and keep your distance!

Heckler & Koch MP5 9mm SMG:

Weapon Cost: £650.
Ammo Cost: £33 magazine - £297 fill.
Magazine Capacity: 40 rounds.
Backup Capacity: 280 rounds.
Total Capacity: 320 rounds - 9 magazines.
Weight: 4 Blocks.
Damage: Moderate.
Damage Type: Projectile.
Fire Rate: Moderate.
Range: Moderate.

The Heckler & Koch MP5 9mm Sub Machinegun is one of the longest serving law enforcement Sub Machineguns around to date, with it's reliability, light frame, small yet efficient calibre & fast fire rate it's great for storming, subduing & killing anything that might stand in front of it, be they already dead or not, whatever the case the MP5 is nothing to scoff at!
The Field Medic Arsenal. (Off-Perk Continued)
Heckler & Koch UMP .45 Sub Machinegun:

Weapon Cost: £1200.
Ammo Cost: £45 - £480 fill.
Magazine Capacity: 30 Rounds.
Backup Capacity: 290 Rounds.
Total Capacity: 320 Rounds - 10 Magazines.
Weight: 5 Blocks.
Damage: Moderate - High.
Damage Type: Projectile.
Fire Rate: Slow - Moderate.
Range: Moderate.

The Heckler & Koch UMP .45 Sub Machinegun, how can you best the MP5? Well quite simple really, give the firearm a more mean looking asthetic, smaller build, add a bolt release switch & make the calibre larger, sounds like a pretty good way to improve the gun no? This mean firearm is the successor of the MP5 in almost every sense of the word.

.45 Kriss Vector

Weapon Cost: £1500.
Ammo Cost: £35 per magazine - £560 fill.
Magazine Capacity: 33 rounds.
Backup Capacity: 495 rounds.
Total Capacity: 528 rounds - 16 magazines.
Weight: 6 Blocks.
Damage: High.
Damage Type: Projectile.
Fire Rate: Very Fast.
Range: Moderate.

The Kriss Vector is alien technology developed by man, it's futuristic design, super light weight frame & calibre make it something to behold, it's a power house & a bullet hose, how can you best emptying a 33 round .45 calibre magazine in about 3 seconds? Well Kriss knows, you make a Vector! If you want something dead quickly you use this firearm!

M16 w/ M203 Underbarrel Grenade Launcher:

Weapon Cost: £1200.
Ammo Cost: £30 per magazine - £315 fill.
Secondary Ammo Cost: £13 per grenade - £182 fill
Magazine Capacity: 30 rounds.
Backup Capacity: 285 rounds.
Total Capacity: 315 rounds + 14 grenades - 10 magazines.
Weight: 6 Blocks.
Damage: Moderate - High.
Damage Type: Projectile & Explosive.
Fire Rate: Moderate.
Range: Moderate - Far.

The M16 hoses out 5.56 calibre rounds at a reasonable speed, not something to scoff at but then you attach the trusty M203 Underbarrel Grenade Launcher to it, if you're still scoffing at this point then you're probably gonna be on the receiving end of its payload if you're not careful, this deadly weapon has been made deadlier. For the price of 1 gun you get the benefits of 2 guns, so why wouldn't you buy 1 of these?

Desert Eagle:

Weapon Cost: £550 Single - £1100 Duals.
Ammo Cost: £21 - £336 fill.
Magazine Capacity: 7 rounds.
Backup Capacity: 105 rounds.
Total Capacity: 112 rounds - 16 magazines.
Weight: 2 Blocks Single - 4 Blocks Duals.
Damage: High.
Damage Type: Projectile.
Fire Rate: Moderate.
Range: Close - Moderate.

What self respecting Medic runs around without a sidearm? If you want to travel light then you're not gonna carry around a bulky Shotgun when you could go practical with a Handgun. However why go practical when you can get an Anti Material round in said Handgun? You might as well go the .50 cal, just don't expect to have much of a wrist left if you can't use this bad boy properly! Want that Fleshpound dead? .50 cal got ya pal!

AA12 Full-Automatic Assault Shotgun:


Weapon Cost: £1500.
Ammo Cost: £82 drum - £574 fill.
Magazine Capacity: 20 in the drum magazine.
Backup Capacity: 120 shells backup.
Total Capacity: 140 shells - 7 drum magazines.
Weight: 10 Blocks.
Damage: High - Very High.
Damage Type: Projectile & Piercing.
Fire Rate: Moderate - Fast.
Range: Close - Moderate.

Ok now sh*t just got really serious, if you want to maximize your damage output then you're going to want the mother of all firearms, the AA12 Full-Auto Assault Shotgun is your 1 stop shop for power, accuracy, damage & fire rate. No questions to be asked and no alternatives will be given!

Microwave Gun?!:

Weapon Cost: £1500
Ammo Cost: £75 for 25 charges - £300 fill.
Charge Capacity: 100 charges.
Ammo Capacity: 300 backup charges.
Total Capacity: 400 charges - 4 batteries.
Weight: 9 Blocks.
Damage: Very High.
Damage Type: Microwaves & Fire.
Fire Rate: Fast.
Range: Close - Moderate.

The Microwave Gun is a very.... unique? Weapon that is sorta here nor there in terms of explaination. It's a weapon that's certainly uncommon & not very well known about nor seen too often. I guess Horzine had someone on the weapon development team who cooked their lunch a few minutes too long in the mircrowave and thought that they could put their bad cooking skills to some good use on the battle field.
Knowing Your Enemies. (Low Threats)
Clots:
In Killing Floor 2 there are 3 variations to the Clot.

Each of the Clot variations have slightly different abilities & attack styles but all are equally versed in damage and general attack styles.

Under Developed Clot (Cyst):


Danger Level: Low - Moderate.
Attack Styles: Close ranged melee & close ranged lunging & grappling.
Attack Speed: Very Slow - Slow.
Attacking Damage Types: Slash.
Damage Type Resistances: Microwaves - 0.5.
Damage Type Weaknesses: Exceptionally weak to almost everything.
Movement Speed: Very Slow - Slow.
Defensive Maneuvers: Side dodging & falling over on occasions.
Enemy Rating: Overall Weak.

The Cyst is the under developed variant of the standard Clot. The Cyst is clearly unready for production and was brought out of the cloaning station way too early. The Cyst is the slowest variant of the Clot production line & is the weakest version of the lot. The Cyst is generally slow, not very attractive & is usually the easiest to kill due to the fact it's normally moving the slowest.

Just be careful because just like the other 2 variants it can grab onto you, try not to run ahead too far otherwise you'll find yourself getting swarmed by multiple Cysts at once.

Common Clot:


Danger Level: Low - Moderate.
Attack Styles: Close ranged melee & close ranged lunging & grappling.
Attack Speed: Slow - Moderate.
Attacking Damage Types: Slash.
Damage Type Resistances: Microwaves - 0.5.
Damage Type Weaknesses: Exceptionally weak to almost everything.
Movement Speed: Slow - Moderate.
Defensive Maneuvers: Side dodging and ducking.
Enemy Rating: Weak - Low Threat.

The Clot is the standard variant of the 3 variants, it's the middle ground of Clots, not slow, not fast, not very dangerous but at the same time more of a threat than the Cyst. The Clot just like the Cyst will often lag behind the other ZED's but has the potential just like the rest to gang up on you in packs and cause you a lot of trouble if you get swarmed. Don't get caught in a Clot Swarm and you shouldn't have too much trouble but getting swamped and you might find yourself in a lot of trouble.

Agitated Clot (Slasher):


Danger Level: Moderate.
Attack Styles: Close ranged melee, jump dive & slash & grappling.
Attack Speed: Moderate - Fast.
Attacking Damage Types: Slash.
Damage Type Resistances: Microwaves - 0.5.
Damage Type Weaknesses: Exceptionally weak to almost everything.
Movement Speed: Moderate - Fast.
Defensive Maneuvers: Jump diving, dodge roll, side step & duck.
Enemy Rating: Low - Moderate Threat.

The Slasher variant of the Clot is by far the most dangerous Clot variant, this deliberately creepy, fast moving maniac on 2 legs will cause you a lot of trouble, think of the regular Clot but now on steroids and out for your head on a pike. Yep that's the Slasher in a nutshell. Let the Slasher near you and you'll surely have a lot of trouble at hand, he's fast, will grapple you very easily and most of all will throw multiple attacks at you all in the short time they're on your trail. Take out these ones pretty quickly if you don't want to take a lot of damage.

Stalker:


Danger Level: Moderate.
Attack Styles: Close ranged melee. close ranged lunge.
Attack Speed: Moderate - Fast.
Attacking Damage Types: Slash.
Damage Type Resistances: Poison - 0.5 & Microwaves - 0.5.
Damage Type Weaknesses: No marginal weaknesses.
Movement Speed: Moderate - Fast.
Defensive Maneuvers: Cloaking technology, spinning dodges, cartwheels, summer salts, etc.
Enemy Rating: Weak but dangerous.

The Stalker is a humanoid female that can go invisible at will, she will often sneak up behind or in front of you and block your bullets or get in your way while you're trying to make a quick escape through a door or window. Although very weak it's not her physical strength and damage that makes her a tough opponent, it is because of her cloaking technology she is a very annoying opponent to deal with as they can appear from anywhere at anytime without you even being aware of their presence, so keep an ear open for the noises they make. The biggest threat they pose is blocking your grenades and causing you to blow up from your own explosives.

Damage Scaling Note:
Assumption damage scale:
  • 2.0 - 200% = Double.
  • 1.5 - 150% = Average damage and a half.
  • 1.0 - 100% = Standard damage.
  • 0.5 - 50% = Half damage than normal.
Knowing Your Enemies. (Moderate Threats)
Bloat:


Danger Level: Low - Moderate.
Attack Styles: Close ranged melee & close ranged spew attack.
Attack Speed: Slow.
Attacking Damage Types: Slash & Poison.
Damage Type Resistances: Projectiles - 0.5, Explosives - 0.5, Poison - 0.5, Blunt - 0.5.
Damage Type Weaknesses: Headshots 2.0, exceptionally weak to Fire & Slash.
Movement Speed: Slow.
Defensive Maneuvers: The Bloat will try to move out of the way of incoming attacks on occasions. (Very unsuccessfully)
Enemy Rating: Low - Moderate Threat.

The Bloat is big & fat, easy to hit target with no strings attached. The only real threat of the Bloat is their spew attack & the fact that they often block doors and windows which are your escape routes. Keep these big boys at a distance and you won't have too many problems, in fact more often than not the Bloat will help you take out the *trash mobs with it's spew attack.

Gorefast:


Danger Level: High.
Attack Styles: Close range melee, lunging slash, dive jump slash helicopter *AOE blade swing.
Attack Speed: Fast.
Attacking Damage Types: Slash.
Damage Type Resistances: No marginal resistances.
Damage Type Weaknesses: No marginal weaknesses.
Movement Speed: Slow - Fast
Defensive Maneuvers: Jumping dodge, side slide.
Enemy Rating: Moderate - High Threat.

The Gorefast is a big red skinless humanoid composed of muscle tissue & bone. They're a vicious brood that will start calmly walking towards you, only to run and lunge at you when they get close enough to their intended target. Take them out at a distance before they become a bigger threat.

Crawler:


Danger Level: Moderate - High.
Attack Styles: Close ranged melee & moderate distance lunging.
Attack Speed: Fast - Very Fast.
Attacking Damage Types: Slash.
Damage Type Resistances: Slash - 0.5 & Microwaves - 0.5.
Damage Type Weaknesses: Projectile - 2.0, Poison - 2.0, Blunt - 2.0.
Movement Speed: Fast - *Sanic. ( Reference. )
Defensive Maneuvers: Jumping dodge, side slide, rolling dodge.
Enemy Rating: Weak but not to be underestimated!

The Crawler, (although it is only a small little bug), is a pest and like all pests these things need to be eradicated instantly, 2 shots to the body or 1 shot to the head is enough to send them packing on all difficulties. 1 good way to deal with them is with a Flamethrower or you could just use an Assault Rifle, you can also melee them but it is not recommended because of the packs they spawn in. (Up to 6 Crawlers will spawn in 1 group). "Still don't think we have a pest problem?"

Damage Scaling Note:
Assumption damage scale:
  • 2.0 - 200% = Double.
  • 1.5 - 150% = Average damage and a half.
  • 1.0 - 100% = Standard damage.
  • 0.5 - 50% = Half damage than normal.
Knowing Your Enemies. (High Threats)
Husk:


Danger Level: CODE RED!
Attack Styles: Close range melee, long range napalm launcher, close range deep fry & suicidal low health rage.
Attack Speed: Moderate - Fast.
Attacking Damage Types: Fire, Slash, Explosive.
Damage Type Resistances: Fire - 0.5.
Damage Type Weaknesses: Shooting the Napalm Canister on their back - 4.0.
Movement Speed: Moderate - Very Fast.
Defensive Maneuvers: Side step dodge, side stumble.
Enemy Rating: CODE RED! Take out ASAP.

The Husk is easily the most annoying enemy, Husks tend to be very much like Sirens & will hide behind the bigger ZED's and avoid your line of sight to stay alive, while they're hiding behind the enemies they tend to enrage them by burning them with their napalm cannon. These things will be the first of any enemy to enrage a Scrake or Fleshpound so try to target them as soon as you see them.

When a player strikes the Napalm Canister on its back the Husk will explode in a fireball and damage nearby ZED's in the process. (The Husk can be killed 1 shot by a Sharpshooter when shot with a Sharpshooter perk weapon in the Napalm Canister.) This can be a good and a bad thing depending on what is in the area at the time.

Siren:


Danger Level: CODE RED!
Attack Styles: Armour avoiding long range scream, close range biting and slashing.
Attack Speed: Fast.
Attacking Damage Types: Sonic & Slash.
Damage Type Resistances: No marginal resistances.
Damage Type Weaknesses: Explosives - 2.0, Microwaves - 2.0 & Shooting the Sonar Amplifier 2.0.
Movement Speed: Moderate - Fast.
Defensive Maneuvers: Hiding behind other ZED's to avoid detection, forever bouncing head.
Enemy Rating: Relatively weak but CODE RED! Attack on sight.

The Siren is far from the pretty little princess she'd like you to believe, she always enjoyed singing & quite frankly Horzine found a way to make her pitch perfect tone become even clearer, by adding artificial megaphones into her voicebox. Now she can be the lead singer and have all the boys heads exploding from her perfect tone. "Ok i kid, really, serious. Shut her up before she screams."

Quarter Pounder:


Danger Level: High.
Attack Styles: Jumping lunge, ground pound smash, potato masher, upward thrust, enraged running smash, etc.
Attack Speed: Very Fast.
Attacking Damage Types: Smash & Slash.
Damage Type Resistances: Resistant to most damage types - 0.5. (Except weaknesses).
Damage Type Weaknesses: Headshots 1.5, Explosives - 1.5, Piercing - 1.5, Microwaves - 1.0.
Movement Speed: Moderate - Very Fast.
Defensive Maneuvers: Side stepping dodge, jumping lunge.
Enemy Rating: Relatively weak to its larger counter part but a high threat.

The Quarter Pounder is a newer ZED type in Killing Floor 2, it's the exact same as the Fleshpound only being smaller, faster and dealing slightly less damage. It's still a big threat in large groups of them (these often spawn in groups of 4 or 5) & should be dealt with as quick as possible. If you see one then just lay into its head until it drops dead. It shouldn't take too long.
Knowing Your Enemy! (Scrake)
Scrake:


Danger Level: CODE RED!
Attack Styles: Side swipe chainsaw, lunging chainsaw, forward quick thrust chainsaw, LOW HEALTH FURY!
Attack Speed: Very Fast.
Attacking Damage Types: Slash.
Damage Type Resistances: Explosives - 0.5 & Slash - 0.5.
Damage Type Weaknesses: Headshots 1.5, Microwaves - 2.0 & Explosive Projectile Impact - 4.0.
Movement Speed: Moderate - Very Fast.
Defensive Maneuvers: Dodging side step, lunging jump, stumbling steps & face blocking.
Enemy Rating: CODE BLACK! Shoot to kill ONLY.

Ok so we all have those days, somebody pisses you off, you want to take a chainsaw to their head. We've all been there & we've all wanted to do that, however the Scrake takes this a little too seriously and has gone the extra 10 kilometers that nobody else wanted to risk. He's a big lumbering tower of fury, pi*s him off and that'll be the last thing you do.

Rage:
Similar to the next enemy on this list the Scrake also has a rage threshold. The Scrake rages when a player damages him below a certain threshold of his health percentage. When the Scrake drops below the health threshold its rage will trigger and it will become a lumbering terror with only 1 drive & that is to kill you and your team mates at all costs.

Understanding Scrake Rage:
The Scrake when raged becomes the most deadly enemy in the game, simply put the only time a player should EVER rage a Scrake is when they want it to be dead. The Scrake will rage at the damage threshold of 75% or lower health on Suicidal & Hell on Earth difficulty or 50% or lower on Hard & Normal difficulty.

During the Scrakes rage he will non-stop run at the target player and attempt to swing at them once the Scrake is in range of the target, if the Scrake is close enough he may do an *AOE attack which will not only get him more of lunge distance but also the ability to hit the player more than once or multiple targets at once. The Scrake is most dangerous when he is raged as he pretty much will always catch up to the player (unless they are a Berserker and have max health.)

If you see a raged Scrake early in a match then you're best off getting rid of it as soon as safely possible because he will be a huge problem to you if you do not deal with him early on.

How Do I Deal With A Scrake?
The best way to deal with a Scrake is NOT TO PANIC! Too often do i see people panic when they rage a Scrake or see a raged one lumbering towards them. Ok yeah it's scary but if you panic you WILL make mistakes & often you cannot recover from them.

Rule 1: DO NOT ATTACK A SCRAKE WITHOUT YOUR TEAMMATES OR UNLESS YOU ARE RULE 2!
Rule 2: DO NOT ATTACK A SCRAKE UNLESS YOU KNOW HOW TO DEAL WITH IT SAFELY & QUICKLY!
Rule 3: DO NOT ATTACK A SCRAKE UNTIL YOU ARE A SAFE DISTANCE FROM ANY OTHER ZED'S OR IT IS THE LAST ZED.
Rule 4: DO NOT GRENADE A SCRAKE WITH ANY FORM OF EXPLOSIVE OR MEDIC GRENADE!
Rule 5: Take your time dispatching Scrakes 1 at a time with your team, get your team to run excess Scrakes around the map while you and a few of the other team members take on the target Scrake 1 at a time.
And most importantly: Do not under any circumstances attack a Scrake that is chasing after you or your teammates unless it is raged already. The only time you should ever attack a Scrake is when you plan to kill it on the spot!

EVEN if they're getting swamped, if you're so inclined to help your teammate shoot the *trash that are attacking them, if they're going to die pi*sing off the Scrake won't help them or your team when it's bellowing down on you all in its raged state.

Damage Scaling Note:
Assumption damage scale:
  • 4.0 - 400% = Quadriple Damage.
  • 3.0 - 300% = Triple Damage.
  • 2.0 - 200% = Double Damage.
  • 1.5 - 150% = Average damage and a half.
  • 1.0 - 100% = Standard damage.
  • 0.5 - 50% = Half damage than normal.
Knowing Your Enemy! (Fleshpound)
Fleshpound:


Danger Level: High Threat.
Attack Styles: Jumping lunge, ground pound smash, potato masher, upward thrust, enraged running smash, etc.
Attack Speed: Very Fast.
Attacking Damage Types: Smash & Slash.
Damage Type Resistances: Resistant to most damage types - 0.5. (Except weaknesses)
Damage Type Weaknesses: Headshots 1.5, Explosives - 1.5, Piercing - 1.5, Microwaves - 1.0.
Movement Speed: Moderate - Very Fast.
Defensive Maneuvers: Side stepping dodge, jumping lunge.
Enemy Rating: CODE BLACK!

This abomination is Horzines biggest and baddest enemy there is in the game, however just because it is a towering hulk of a monster this does not mean it is the hardest of the enemies, in-fact it might shock you to know that the Fleshpound is the easier of the bigger ZED's to kill due to the fact it can easily be outrun & be killed without taking any damage, just don't let him mash your potatoes ok? He'll make a bloody mess!

Rage:
The Fleshpound just like The King Fleshpound (refer to boss section), will rage after 10 seconds of not attacking a player or if a player deals too much damage within a certain threshold without him performing an attack animation at a player. (The attack does not need to connect with a player in order to stop it from raging unless the Fleshpound is already in the raged state.)

The Fleshpound will rage when either or both of these 2 parameters are met and will not stop raging until it is either dead or has struck any of the players alive on the map.

During a Fleshpound rage your team should attempt to deal as much damage to it as possible before it strikes its intended target, while a Fleshpound is raged there's no risk in emptying your magazine into it, so start blasting it! Just be very careful that you stop shooting it before it strikes you or your team mate so that you don't cause a chain rage and get people killed.

Understanding Fleshpound Rage:
When a Fleshpound is damaged too much or hasn't performed an attack at a player there's a risk of them being more aggressive than usual, during this period of time their chest plate will glow Red instead of Yellow and they will begin chasing down their intended target player. They will attempt to cover their face in order to deflect and make a player waste ammo.

A player cannot de-rage a Fleshpound in any way until it has caused damage to a target, during a multiplayer match players can however attempt to disrupt the Fleshpounds path to its intended target by using explosives or blunt melee weapons to stagger it for a short period of time. Players attempting to do this run the risk of becoming the Fleshpounds target though so caution is advised.

Special grenade types can temporarily stop a Fleshpound from running during its raged state, EMP's and Cryo Grenades will cause the Fleshpound to be slowed or frozen for about 3 seconds before it begins charging again. If you've got enough time to take care of it during this state then it's advised to do so!

How Do I Deal With A Fleshpound?
To be perfectly honest there are quite a few really easy ways to deal with a Fleshpound and in almost all cases you won't need to risk your life or take much damage (if any at all).

Way 1: The best way to deal with a Fleshpound is to simply outrun them and stay ahead of them, keep a wall between you and them then just let loose with 1 of your weapons on his head. If all goes well you can take his head clean off and reduce your ammo waste on their other spoungier body parts.

Way 2: This is a more multiplayer technique but you can get a melee weapon of any kid and parry block each of the Fleshpounds attacks (Keep in mind smaller melee weapons don't deduct as much damage, so parry with bigger weapons like the Pulverizer.) This will cause the Fleshpound to only deal small amounts of damage at a time, while your team lets loose on the Fleshpound and drops it very quickly. (Don't forget to medic grenade yourself!)

Note: This technique requires you to have good timing & melee skills, if you're not good at timing your blocks you CAN and WILL die very easily and very quickly so start practicing.

Other Ways:
There's some other ways of dealing with Fleshpounds and Scrakes of the 2 above mentioned ways don't work for you.

  • Hunting Shotgun technique.
  • AA12 spam.
  • Shooting the metal parts on all ZED's bodies does double damage or cancels out their attacks. (Make use of the chest plates in the Fleshpound as it does double damage and has a chance to cancel their rage.)

    Damage Scaling Note:
    Assumption damage scale:
    • 4.0 - 400% = Quadriple Damage.
    • 3.0 - 300% = Triple Damage.
    • 2.0 - 200% = Double Damage.
    • 1.5 - 150% = Average damage and a half.
    • 1.0 - 100% = Standard damage.
    • 0.5 - 50% = Half damage than normal.
Enemy Hints.
Useful Tips & Tricks to know on the Killing Floor.

We all by now know the basics of what each enemy does and how they react to the player but there's a lot more that you will learn as you play the game. Here are a few useful tips & some good things to know while you're here.

  • Each enemy has its strengths and it's weaknesses. (Try to learn what enemies are strong and weak to each of the classes & their weapons.)
Note: Most of these are discussed in the enemy sections above.

  • Medic grenades are great when you're in a pinch & need healing but remember that your Medic grenades leave a lingering cloud of poison for around 15 seconds. This cloud will cause any ZED's which pass through it to become poisoned for a short time. This can and will agitate Scrakes and Fleshpounds quickly if you're not careful, so make sure the area is clear before bombing the area with a Medic grenade.
Boss Section.
In this section i'm going to go over the Bosses, their attacks and attack styles, weaknesses & their strengths.

Hans Volter:


Hans Volter is a 100 year old, crazy Nazi scientist who is being kept alive on Horzine designed life support system strapped to his back. This old geezer is capable of causing a ruckus among your team if they're not working together or if you're not coordinating correctly as a team in general, the key to success is working together to take him down.

Attack Styles:
  • Close ranged melee.
  • Long ranged machine guns.
  • Any range gas grenades.
  • Any range explosive grenades.
  • Close range AOE gas bomb. (Requires multiple targets surrounding Hans).
  • Low health vitality draining to regenerate health per phase.
Stage Variations:
Hans has 4 stage variations, each stage he gets more aggressive and his attacks get stronger, he also gets new attack styles and more frequently throws grenades.
  • Green (Starting phase): Hans is slow, he only has gas, explosives, close lunge, he has his AOE but it's his melee varient & his MKB machine guns in this phase.
  • Yellow (First drain): Hans is a bit stronger, he will use grenades more often and gains the ability to use a charging & slashing melee attack, he also starts to use his gas AOE.
  • Orange (Second drain): Hans becomes a lot more aggressive, he now throws grenades a lot more often, he will also not stop chasing you down, his lunging attacks go a lot longer and he becomes a much larger threat when he's chasing you down dealing a lot of damage and becoming a lot less likely to be parryable.
  • Red (Final drain): Hans is now at his strongest, yet at this phase he's also at his weakest since he will constantly throw his grenades at moving targets making him a standing bullet sponge. Hans will also become so aggressive as to constantly attempt to target 1 player until death, unless the player gets far enough away as to lose his attention.
Strengths:
  • Long range is 1 of Han's strengths.
  • Close range can also be a strength if you're not on guard.
  • His grenades are a strength, however his explosives are his biggest strength as the gas can easily be tanked by a person that has been vaccinated.
  • The chase before and during his draining of a player are also strong points for Hans as he is shielded and takes very little damage during this phase.
Weaknesses:
  • Getting in close and personal with melee.
  • 1 person confusing him by tanking him.
  • Players hiding behind walls and doors is a weakness to Hans as you can avoid his grenades.

The Patriarch:


Kevin Clamely or The Patriarch as he is more commonly known as, is the crazy scientist who was working on creating the "perfect super soldiers" (or more commonly known as the ZED's) to fight in the wars with unmatched powers, crazy strength and unbeatable odds they were meant to win any war, however that war wasn't meant to be what it is now.

Kevin knew he would be condemned for his work so he did the only thing he could think of, he turned himself into one of them. Kevin knew his children would never leave his side or hate him like the other disgusting humans would. Kevin is Horzine, he is innovation, he is death.

Attack Styles:
  • Close ranged melee attacks.
  • Close - Long range Rocket Launcher.
  • Close - Longe range Heat Seeker Launcher.
  • Any range Minigun.
  • Close range AOE claw attacks. (Requires multiple targets surrounding the Patriarch).
  • Low health cloak & retreat to heal himself.

Stage Variations:
The Patriarch has 4 stage variations as he did in Killing Floor. Each of his stages require him to retreat and attempt to heal himself & each stage will make him stronger and give him new attacks. If he manages to heal himself he will let out a loud shreik of agony, after which he will cloak and persue his targets again for another attempt of killing them.

Stage 1: Green
Patriarch is slow moving, will pretty much only use his long range attacks like Minigun and Rocket Launcher, he will ocassionally attempt to melee but very rarely.

Stage 2: Yellow
Patriarch will be stronger now, he will still use all his long range attacks more often but will be more persistant with his melee from now on, keeping your distance is recommended.

Stage 3: Orange
Patriarch will now be more reliant on his Minigun he'll use it all the time & will often kill you because he can move while using it now. (This seems more like a bug to me but good ol' Tripwire hasn't fixed it from day 1 so it's a feature now!) He will also use melee a lot more now and attempt to grab you quite often.

Patriarch now gains the ability to use his Heat Seeker Missles and will use them fairly often, not too much but try to be fighting him close to an indoor area with plenty of cover for both Rockets and Minigun.

Stage 4: Red
Patriarch at this point will become very aggressive opting to use his Minigun almost religiously, whenever you can be hiding behind cover frequently, he will also be quick to chase down and melee you if he's given the chance & using his Heat Seekers if he isn't close enough to melee or if everybody is spread out well.

Strengths:
  • Close range is one of the Patriarch's strengths as his melee attacks are fast and very damaging.
  • His Rocket Launcher & Minigun are strengths to a degree as they make him effective at all distances.
  • The ability to cloak is one of the Patriarchs strengths.
  • His ability to run fast is his main strength as he can catch up to fleeing victims with ease.

Weaknesses:
  • Melee is also another weakness to the Patriarch as he mainly targets the berserker and ignores the other players.
  • During his healing phase where he is attempting to run away, unlike Hans he's very weak and his only defense is his cloaking technology.
Boss Section cont.
King Fleshpound:


The King Fleshpound is one of Killing Floor 2's 4 bosses, The King Fleshpound is just a tougher variant of the standard Fleshpound. He's got a few tricks up his sleeves that I'll get in to further in the guide. The King Fleshpound is dangerous, but only really at close range, he's still weak to all the things normal Fleshpounds are weak to with the only exception being he takes more hits to kill than the standard Fleshpound. (Obviously because he's a boss!)

The King Fleshpound shares all the same weaknesses as the normal Fleshpound, he's useless at a distance except for his Chest Laser (which is used in a partern and very easy to judge.) The King Fleshpound is weak to Microwaves due to the fact that his metalic arms & chest piece conduct the microwaves, he's also exceptionally weak to explosives just like any normal Fleshpound taking massive damage from them.

Attack Styles:
  • Close range melee.
  • Long range Chest Laser.
  • Medium range Raging Ground Bash.
  • Charging Ram.
  • Charging Smash.
  • Jumping Smash.

Stage Variations:
The King Fleshpound has 4 stage vartiations, each stage it will be more aggressive and gain new & stronger attacks, on top of this The King Fleshpound will also rage more often.

Stage 1: Green
King Fleshpound is at its most passive state, it'll act pretty much like any normal Fleshpound by slowly walking towards you & raging every 10 seconds if the parameters are met.

King Fleshpound spawns in with a small number of Quater Pounders (about 2 or 3 depending on the difficulty and number of players.) which will charge at you and try to seperate you and your team up, just deal with them as you would any other game.

Stage 2: Yellow
King Fleshpound will rage upon entering Stage 2 and ground pound letting out a massive shockwave as it pounds damaging players too close to it as well as spawning in another small wave of Quater Pounders.

At this point he gains the ability to use his Chest Laser and will use it after EVERY rage phase ends. (and I mean EVERY rage) After it has performed its rage and struck a player it will go back to passive for a short time before it then uses its Chest Laser.

Stage 3: Orange
King Fleshpound will again rage upon entering Stage 3 and let out another large group of shock waves from its mashers when it smashes the ground along with another small group of Quarter Pounds to shake up the players.

Again after the rage phase ends and it has struck its intended target it will enter a passive state for a short time before it uses its Chest Laser on them.

From here on out King Fleshpound will rage quite often, faster than the 10 second limit and earlier than the damage threshold. Just keep chipping away at its health & dodging its lasers as much as you can.

Stage 4: Red
Upon entering stage 4 King Fleshpound will again ground pound letting out shock waves again & spawning another group of Quater Pounders, this time however King Fleshpound will gain its last trick which is a protective shield that you'll need to destroy before you can start dealing health damage again.

Again it will rage more frequently and use its chest laser more often, just keep on chipping away at its health and dodging its attacks until you kill it.

Understanding King Fleshpound Paterns:
The King Fleshpound just like any boss will give specific warnings during any of his special moves, sometimes they're faster or slower than other times but in almost every case you should be prepared for them to happen when you learn his abilities and what triggers them.

  • King Fleshpound will rage just like any other Fleshpound & will charge at you (explained below).
  • Every phase change ends in a ground smash which sends shock waves from its mashers that deal big damage!
  • Every rage cycle ends in a chest laser which can be dodged by ducking so long as you are on equal ground with the King Fleshpound.
  • Chest lasers don't need to be ducked if you're on lower ground than the King Fleshpound.
  • Chest lasers will deal MAJOR damage to a player who is on higher ground than King Fleshpound as you cannot dodge it easily.

Abomination:

Abomination is just that, an abomination! It's a big Bloat like boss that without prior knowledge of its weaknesses & co-operation with your team will either take a very long time or end up in a team wipe. Abomination will spawn out little bile men every so often when it needs assistance. These bilemen will charge at the players and cause serious damage to your Armour so keep your distance and shoot them before they get in close.

Attack Styles:
  • Close range melee.
  • Close range Bile Attack.
  • Long range charge attack.
  • Minion Spawning Capabilities.
  • Charging Ram.
  • Bile Spewing Charge Attack which spawns bile patch traps on the ground.
  • Sucking grapple used to regain health from killing minions & trapping players.

Stage Variations:
Abominiation just like every other boss has 4 stage variations, each stage making it more aggressive & making it spawn more bilemen to chase the players down.

Stage 1:
The Abomination will start off slow, like the Bloat it moves slow, has all its armour and will only use its close range attacks. You'll need to aim at its head in order to knock off its face mask in order to start dealing damage.

Occasionally when you get to far away from The Abomination it'll spawn in 1 or 2 of its minion enemies to attack you. (This is a new & special enemy type which I will discuss in The Abomination's section of the guide.)

Stage 2:
Stage 2 begins once the player has knocked off The Abominations face mask. Once the mask is knocked off The Abomination will become angry, stamping its feet & then launching into a running charge which will release a cloud of toxic gas that leaves behind Bile Puddles & also spawns out a large group of Bilemen, once The Abominiation has finished its charging it will go back into its slow passive state and will again slowly persue the players.

From now on The Abomination will spawn Bilemen more regularly and will charge at the player more often.

Stage 3:
Upon entering stage 3 The Abomination will once again stamp its feet, however this time it will attempt to suck in the player & any surrounding ZED's for health & a quick and easy kill. Getting caught in the Abominations suction will leave the player vulnerable for at least 20 seconds. (I feel like this is a glitch as it feels too unfair to be legit.) once this is over it will again charge & spawn Bilemen & Bile Patches on the ground.

From now on The Abomination will spawn Bilemen religiously & will occasionally try to suck the player & surrounding ZED's in to gain health. On top of that The Abomination will spend more time charging at the player leaving behind toxic patches & of course spawning more Bilemen.

Stage 4:
The final stage of The Abomination begins with another foot stamping & finally another charge spawning more Bilemen & leaving behind toxic patches for the player to step on.

From now on Bilemen will be a constant threat, as will charges & of course sucking you in for more health. At this point running away from Bilemen is pretty much time wasting & you're better off just targetting The Abomination and trying to finish him off.
Hans Hints & Tips. (Boss)


Strengths:
This is a list of what Hans is more resistant to & will take less damage from.
  • Poison - 0.1.
  • Piercing - 0.8.

Weapon Classes:
A list of weapons & classes that are ineffective against Hans.
  • Shotguns - 0.8. (Support.)
  • Sub-Machine Guns - 0.8. (SWAT.)
  • Assault Rifles - 0.8. (Commando.)
  • Handguns - 0.8. (Gunslinger.)

Weaknesses:
This is a list of what Hans is weak to and will take the most damage from.
  • Slash - 1.0.
  • Blunt - 1.0.
  • Microwaves - 1.0.
  • Explosives - 1.0.
  • Freeze - 1.0.
  • Fire - 1.1.

Weapon Classes:
A List of what weapons and classes are effective against Hans.
  • Melee - 1.0. (Berserker.)
  • Rifles - 0.9. (Sharpshooter.)


Useful hints & tips for Hans:

The bosses of Killing Floor 2 can be tricky & will require a lot of play time to fully understand but each boss has its strengths & also its weaknesses.

Here's a few things you might find useful to know about Hans:

Tips & Tricks for Hans.

Healing Phase Tips:
Hans has 4 phases he goes through & 3 heals, 1 for each of his stages until his final phase. Be aware of when he's going to change from 1 phase to the next.

Note: When Hans changes phases he's armoured & your bullets deal no damage to his health, you can destroy his shield and interupt his healing phase if you'd like & you're in a good team.

When Hans is in his healing stage he will only throw smoke grenades. You can (if you wish to kill him slowly) shoot him during these and be 100% safe so long as you move away from him after his animation finishes otherwise he will have a chance to grab you and heal.

Note: This is really slow in multiplayer and it's not recommended, but is possible.

Hans & His Grenades:

During each of Hans healing phases after he has finished healing, he will throw grenades. These grenades remain the same each game & it's useful to learn which to run from and which to tank through.
  • First heal is explosives, not many but enough to take out your squad if you're not spread out a bit.

  • Second heal is gas, the gas grenades don't deal all that much damage & 2 Medics can easily out heal the damage it deals to a player with resistance to it. Don't bother running away from these grenades.

  • Final heal is explosives, this time however Hans throws out a lot of explosives and it's highly recommended that you don't stand around when they detonate as it can & will wipe the team out if you're not a good distance away.

Aiming for the weak spots:
Hans can be taken down very quickly from a well organized and highly skilled team of players (even on Hell on Earth). Hans takes a considerably high amount of damage from AA12 bullets to the metal part of his chest.

Note: If you want him dead quickly aim for his chest as a Support and let him have it.

Exploiting his inability to attack:
There's a very short 3 second gap after Hans has finished his draining phase where he is open to taking some serious damage before he can attack or throw his grenades.

Note: Knowing this is a huge bonus as you can deal an incredible amount of damage before he even has a chance to attack you and if your team is good enough you can completely avoid him throwing any grenades during the start of the next phase. Be aware that there's also a delay from when his shield goes down after the draining process so wait a second before letting rip.

Hans also has the inability to attack you while he's throwing any of his grenades, this is especially easy to exploit if he's throwing his Smoke Grenades during his draining phase if you're quick enough.

No Decapitation Chance:
Just like all bosses Hans has no chance of decapitation so shooting at his head primarily yeilds no chance to kill him quickly. However his primary weak spot is its head, so keep shooting him there anyway!
Patriarchy Hints & Tips. (Boss)
Because f*ck the Patriarchy!



Strengths:
This is a list of what Patriarch is more resistant to & will take less damage from.
  • Piercing - 0.5.
  • Poison - 0.5.
  • Fire - 0.5.
  • Explosives - 0.4

Weapon Classes:
An uncommon case, Patriarch is resistant equally to all forms of ballistics except for Shotguns.
  • Shotguns - 0.4. (Support.)
  • All Weapons - 0.5. (exempt Shotguns)

Weaknesses:
This is a list of what Patriarch is weak to and will take the most damage from.
  • Microwaves - 0.9.
  • Blunt - 1.0
  • Slash - 1.0
  • Freeze - 1.0

Weapon Classes:
A List of what weapons and classes are effective against King Patriarch.
  • Cryogenics - 1.0. (Any class + Sharpshooter.)
  • Melee - 1.0. (Berserker.)
  • Microwaves - 0.9. (Firebug.)

Useful hints & tips for Patriarch:

The bosses of Killing Floor 2 can be tricky & will require a lot of play time to fully understand but each boss has its strengths & also its weaknesses.

Here's a few things you might find useful to know about Patriarch:

No Decapitation Chance:
Just like all bosses Patriarch has no chance of decapitation so shooting at his head primarily yeilds no chance to kill him quickly. However his primary weak spot is his head, so keep shooting him there anyway!
King Fleshpound Hints & Tips. (Boss)


Useful hints & tips for King Fleshpound:

The bosses of Killing Floor 2 can be tricky & will require a lot of play time to fully understand but each boss has its strengths & also its weaknesses.

Strengths:
This is a list of what King Fleshpound is more resistant to & will take less damage from.
  • Blunt - 0.6.
  • Slash - 0.5.
  • Poison - 0.25.
  • Fire - 0.3.

Weapon Classes:
A list of weapons & classes that are ineffective against King Fleshpound.
  • Assault Rifles - 0.5. (Commando.)
  • Sub-Machine Guns - 0.5. (SWAT.)
  • Flames & Incindiary - 0.3. (Firebug.)

Weaknesses:
This is a list of what King Fleshpound is weak to and will take the most damage from.
  • Piercing - 0.75.
  • Microwaves - 0.9.
  • Freezing - 1.0.
  • Shells - 1.0

Weapon Classes:
A List of what weapons and classes are effective against King Fleshpound.
  • Shotguns - 0.75. (Support.)
  • Handguns - 0.75. (Gunslinger.)
  • Rifles - 0.75. (Sharpshooter.)
  • Cryogenics - 1.0. (Any Class + Sharpshooter.)

Here's a few things you might find useful to know about King Fleshpound:

Rage:
The King Fleshpound just like the normal Fleshpound will rage after 10 seconds of not attacking a player or if a player deals too much damage within a certain threshold without him performing an attack animation at a player. (Refer to Fleshpound for more indepth information on rage.)

Understanding King Fleshpound Rage:
When the King Fleshpound is damaged too much or hasn't performed an attack at a player you run the risk of it being more aggressive than usual, during this period of time its chest plate will glow Red instead of Yellow and it will begin chasing down its intended target player. King Fleshpound will attempt to cover its face in order to deflect and make a player waste ammo while it runs at you.
(Refer to Fleshpound for more indepth information on rage.)

Chest Laser:
The King Fleshpound will start using his Chest Laser at stage 2, whenever The King Fleshpound is about to use his Chest Laser he will stop & stretch out his arms shortly before firing the laser. You can tell by the distinct zapping sound shortly while it's charging and before it fires.

The Chest Laser that The King Fleshpound has can be dodged by ducking on even ground, if you're on lower ground than King Fleshpound you may not need to duck, if you are on higher ground than King Fleshpound you will need to either jump it or move behind cover to avoid being hit.

The King Fleshpound has a patern when using its Chest Laser, whenever King Fleshpound enters its rage state it will charge at a player & attempt to strike them. Once The King Fleshpound has successfully struck its intended target it will return to a passive state shortly before firing its Chest Laser. Whenever you are struck by King Fleshpound you should gain a small distance ahead of it and then duck, at this point you should be facing it and laying into its head while it's stationary shooting the Chest Laser at you or your team. This can easily allow you to deal a fair amount of damage for about 5 seconds before it'll begin chasing you down again.

King Fleshpounds laser can damage its minions so if you can use them as barricades then that's less ammo you need to waste on them!

Shield Phase:
During the final phase of King Fleshpound it will spawn a shield around itself upon entering Stage 4. At this point any damage you deal will negate its shield and only its shield so you will effectively need to deal double the damage to King Fleshpound in its final stage to kill it. However its shield is relatively weak and can be destroyed quickly by a good team of players with constant fire. Don't be afraid to take a few hits to get its shield to drop quickly.

Minions:


King Fleshpound will spawn minions just like every boss. However King Fleshpound only spawns in Quater Pounders, this makes King Fleshpound quite a decent bit challenging if you're not able to quickly dispatch of them fast and effectively. You will often find yourself being flung around the map by Quarter Pounders & they can rage together in succession which will get you killed quickly, it's recommended to deal with any of the minions you encounter as soon as possible as they do not respawn.

No Decapitation Chance:
Just like all bosses King Fleshpound has no chance of decapitation so shooting at its head primarily yeilds no chance to kill it quickly. However its primary weak spot is its head, so keep shooting it there anyway!
Abomination Hints & Tips. (Boss)


Strengths:
This is a list of what The Abomination is more resistant to & will take less damage from.
  • Piercing - 0.5.
  • Poison - 0.05.
  • Fire - 0.5.
  • Explosives - 0.4.

Weapon Classes:
A list of weapons & classes that are ineffective against The Abomination.
  • Shotguns - 0.4. (Support.)

Weaknesses:
This is a list of what The Abomination is weak to and will take the most damage from.
  • Slash - 1.0.
  • Blunt - 1.0
  • Microwaves - 0.9.
  • Freeze - 1.0.

Weapon Classes:
A List of what weapons and classes are effective against The Abomination.
  • Melee - 1.0. (Beserker.)
  • Assault Rifles - 0.5. (Commando.)
  • Sub Machine Guns - 0.5. (SWAT.)
  • Handguns - 0.5. (Gunslinger.)
  • Rifles - 0.5. (Sharpshooter.)


Useful hints & tips for Abomination:

The bosses of Killing Floor 2 can be tricky & will require a lot of play time to fully understand but each boss has its strengths & also its weaknesses.

Here's a few things you might find useful to know about Abomination:

No Decapitation Chance:
Just like all bosses The Abominiation has no chance of decapitation so shooting at its head primarily yeilds no chance to kill it quickly. However its ONLY weak spot is its head, so keep shooting it there anyway!
Tips & Tricks To Keep You Alive!
As the Medic it's your job to keep your team alive, but hey sometimes you have got to look out for number 1 and that is you! So how do you keep yourself alive?

The answer to that is quite simple really, if it comes down to it and you're the last one alive:

  • While running utilize the lul periods where nothing is attacking you and is trying to catch up to you to inject yourself with your Syringe, the idea of the grenades is to save them for when you really need them if you go wasting them too early and don't collect enough ammo you can die very quickly.

    NOTE: Every amount of damage you take in Killing Floor affects your overall movement speed and you will become slower so never let yourself get low on health. At 50% your movement speed becomes affected and is noticeable, at 25% you become a limping target and are moving at your slowest, so make sure you don't get this low!

  • Don't forget to utilize your healing grenades, throw them just enough in front of you so that they will explode the moment you walk into them, there's a short period of time where the explosion of the grenade will heal you up about 30 points of health instead of the steady 7 health a second after. In addition to the protective barrier that the grenades provide for you they also give you the selected Skill Tree buffs that you have chosen when they explode under you and your team.

  • Swamped by Clots, Crawlers or Stalkers? Medic grenades will instantly kill these enemies upon explosion and will only take 1 - 2 second to kill them when they walk in. For anything else it doesn't instantly kill it will leave them in a poisoned state so they slowly die over time for a short period. This is a fantastic opportunity for you to gain experience as a Medic if you haven't reached level 25 as well as only cost you 1 grenade rather than several bullets so. "Round 'em up and let 'er go!"

  • Run out of bullets? This is where the Melee weapon i told you early to carry comes in handy, instead of using all that ammo you had you can save it and beat the sh*t out of any of the weaker ZED's. Not only does this save ammo but gets your Berserker level up too, so it's a win win.

  • Last one alive? Utilize your teammates guns that are lying on the ground, they can save your life and as a bonus if you've got spare time to grab your teammates weapons from their spot of death they will thank you for taking them to the trader so it saves them precious seconds at the trader!

  • Supply run the last ZED around the map, when the last ZED is standing run around the map and collect weapons and ammo, you should ALWAYS save your money for buying the better weapons rather than wasting it on ammo which can be freely picked up especially on Suicidal and Hell on Earth.

  • Is there a raged Scrake on you? DON'T WORRY AND DON'T PANIC! While you're a Medic at level 24 & 25 it is possible to outrun raged Scrakes even on Hell on Earth! You don't need to kill the raged Scrake until you have got plenty of time and space between you and the remaining ZED's so keep running and only kill it when you have time. Make use of your spare grenades and use the poison damage to kill the Scrakes.

  • Being a Medic isn't about getting the most kills, it's about focus healing everybody first, even if that means taking a few hits from ZED's that are gonna attack you. Remember if you're using Symbiotic Health then you're just gonna heal the damage that is done to you anyway so take those hits and save the person who needs your help!

  • When you're the last one alive there's no point giving up, Medic and Berserker are the 2 solo classes in the game. If you're good with Medic, you're easily going to beat the wave by yourself, remember to keep moving & make use of the Medic Grenades you have to keep healing yourself on the move & gaining the abilities of healing from the initial explosion.
Tips & Tricks To Keep Your Team Alive!
Playing online? Cooperate with your team to increase your chance of success.

  • There's a lot to being a Medic, it's not just about keeping yourself alive. It's about keeping EVERYONE alive! If you're not a good Medic to people other than yourself then you're not gonna last long in an Online Hell on Earth match, you need to practise, get good with your weapons & learn how to effectively heal your team.

  • Your focus in Online matches should not be on Ammo & Armour until you have gotten your Tier 4 firearms. If you're buying more ammo & armour than weapons then you're putting yourself at risk of failure. At minimum you should at least own 1 Tier 3 Medic weapon by wave 3. (If you can't own a tier 4). Your goal should be to own a Tier 4 Medic weapon by wave 3, if not wave 2.

  • A good Medic is always on the move, they barely ever stop & when they do it's because they're healing somebody! If you're not moving around the map constantly then you're not doing your job properly.

  • One or more of your Team Mates got split from the group? Or did you get split for them? Who cares! If you can't see your team to heal them with your Medic Darts then you should try and throw a Medic Grenade in their most direct route to you so that even if they're gonna take damage they'll be healed by your grenade. (Door ways and tight corridors are perfect for that as the Grenade will not only heal your friend but it will kill the ZED's that try to get through the door.)

  • As temping as it is to heal yourself online DON'T UNLESS YOU ABSOLUTELY HAVE TO! Healing yourself is slow, you are wasting valuable healing time which is more effective on your teammates. Each time you are healed by a teammate or heal a teammate you and your teammate will gain money, experience and the healers syringe is only deducted by half so healing is faster this way and better effective on others.

  • Scrake or Fleshpound attacking your teammates? Medic grenades will often help in these situations, be very aware of your surroundings and make sure that they teammate WANTS/NEEDS your help before you start throwing grenades at them, otherwise just use them medic darts to keep them alive unless they're clearly struggling.

  • Your whole team grouped up together? This is a perfect opportunity for you to get a group heal going, medic grenade your feet and keep them all healthy.

  • Got a Berserker on the team? Medics & Berserkers should stick together, Berserkers are nothing without their Medic so keep close and help them the most. (Don't neglect the others though!)

  • Are things getting hairy in your camp spot? Medic grenades will make perfect fallback spots and door blockers for you and your team, if something is going to bust through the door or you're making a quick escape, a perfectly placed Medic grenade blocking a door or ahead of your teams escape locations can and will save lives.

  • Is a Berserker or another Medic *tanking for your team? Make sure you're keeping them alive, your heals are the only thing standing in the way of success for your team. If one person is offering their service as a ZED barricader they're keeping the ZED's off the rest of the squad which can be a very good thing. Keeping them alive means keeping the ZED's off you so make sure you're grenading and healing them as often as you can.

  • While it is your job to heal it is also very important that you (while your team is healthy) are dealing with the weaker ZED's so that the bigger guns still have ammo for the larger ZED's. Perfect targets for the Medic are Sirens, Husks, Crawlers, Clots & Stalkers. "Keep the lead down range".

  • Supply run the last ZED around the map, when the last ZED is standing you and your team should run around the map and collect weapons and ammo, you should ALWAYS save your money for buying the better weapons rather than wasting it on ammo which can be freely picked up especially on Suicidal and Hell on Earth.

  • Is there a raged Scrake on you? DON'T WORRY AND DON'T PANIC! While you're a Medic at level 24 & 25 it is possible to outrun raged Scrakes even on Hell on Earth! You don't need to kill the raged Scrake until you have got plenty of time and space between you and the remaining ZED's so keep running and only kill it when you have time. Make sure you keep well away from your remaining teammates and as always make use of your spare grenades to poison and kill the Scrakes.
Video How To Section!
Anything that requires explaining in the Tips and Tricks section will be in video form!

Note: Some of the videos move really quickly but i had to keep them short as to reduce upload times on my slow internet. (Sorry about that.) If you miss some of the text you should pause the video and give it a good read as this stuff is important!

Damage to Movement Speed Explaination:


Note: Damage is not the only factor that will reduce your movement speed. What's in your inventory as well as the weapon you're currently holding in your hand at the time are also factors that affect your movement speed .


I'm All About That Parry, No Trouble:


A bit of a tutorial on how to parry incoming attacks. Nothing quite like trying for yourself, however hopefully this'll make it easier to learn the timing & how parrying affects you and the enemies.

Killing Floor 2: Stringing It All Together For A Playthrough.

Keep an eye on this section for new videos when they come available.
Important Phrases or Abreviations.
Throughout the guide you may have noticed asterisks * next to words or phrases. These are to signal things which might be unfamiliar to you. Anything with an asterisk next to it will be placed here and the definition will be next to it.


Tank:
A person or player who takes all the damage in-order to avoid mass death to the team.

AYNK:
All You Need to Know!

Trash:
Trash mobs are lower threat enemies, Husks, Sirens & Crawlers are also called trash specimens in-game. The general term in Killing Floor for "trash" is anything that is not a Scrake or Fleshpound.

AOE:
AOE or Area of Effect is the term given to any attack which does splash damage over a greater area. This means anything that explodes or spins in circles in order to cause damage to multiple targets.

Sanic:
Sanic is the "meme" given to a silly looking Sonic character, it's frequently used to over exaggerate something which is stupidly fast moving.

DOT:
DOT is short for "Damage Over Time". It means the damage an enemy or player will take over a short or long period of time.
Conclusion & Credits.
Credits:
Guide Created By: [TPZ] Cereal Killer

Copyright Stuff:
This guide is written by myself in the entirety, you MAY copy sections of this guide such as the weapons & enemy sections HOWEVER you must give me and my guides a recommendation in your own guide please!

I'm happy for you to use sections of my guide but don't take my work and pass it off as your own, a lot of care, love and detail goes into my guides and I am passionate about helping the community of my favourite games so please be respectful of that at least!

A simple shout out with my name: [TPZ] Cereal Killer and a url link to my guide where you took the information from will be sufficient.

Acknowledgements:
My guide uses referencing from:
Killing Floor Wiki: http://www.kf-wiki.com/wiki/Main_Page
Killing Floor 2 Wiki: http://wiki.tripwireinteractive.com/index.php?title=Killing_Floor_2
Killing Floor 2 Stats Spreadsheet: https://docs.google.com/spreadsheets/d/1GDpg2mN1l_86U_RaDug0glFx8cZCuErwxZLiBKl9SyY/edit#gid=2068776317

Other than that the rest of my guide is of my own personal experiences, screenshots, videos and anecdotes.

Huge Thanks to Tripwire Interactive for the sequel, you guys rock!

Community Credits:
Thanks to all those who helped me & corrected any of my mistakes (below here):

  • Lieutenant Skittles: For allowing me to link their ZED files.
  • Alaskan Bull Worm: For a correction in the skill section of the guide & providing a very useful link.
Further Reading.
This section is for the rest of my guides which you may or may not wish to read:

Killing Floor 1 Guides:
Killing Floor 2 Guides:
35 Comments
BlueAuran 2 Apr, 2018 @ 6:30pm 
https://www.youtube.com/results?search_query=katana+masters+japan all the documentaries in the beginning of that list prove your words false in regards to real katanas.
@TheyCallMePinCushion  [author] 9 Jan, 2018 @ 11:31pm 
Another very large number of updates today and many hours of my life gone updating this guide. Still got more to do but it's looking much more up to date now!
@TheyCallMePinCushion  [author] 6 Jan, 2018 @ 11:50pm 
Too easy mate, I have more work to do another time.
Fr0stPh03niX 6 Jan, 2018 @ 11:10pm 
Thanks for updating it!
@TheyCallMePinCushion  [author] 6 Jan, 2018 @ 7:58pm 
Lots of work to be done, plenty done this afternoon, hope ya all enjoy what I've done! This guide badly needed an update.
@TheyCallMePinCushion  [author] 4 Oct, 2016 @ 10:01pm 
Perhaps some time in the future. I've hit a dry spell in my Killing Floor 2 game time because of a lot of controversial topics.
Gabbe 4 Oct, 2016 @ 6:17am 
Any plans to update this guide?
holy trout 1 Jan, 2016 @ 8:37am 
thanks you !! i love this guide
!Cuppe[R] 10 Dec, 2015 @ 2:52pm 
ty for answering, i think i'll stop using it, 25% less healing is to much and that 1% armor doesnt helps a shit in high difficulties, pd: my english is bad plop :cinnamon2:
@TheyCallMePinCushion  [author] 10 Dec, 2015 @ 1:53pm 
@cupper It depends on how you feel. 3% armour for me is hardly worth using at a 25% decrease in health, however other people still use it.

The difficulty levels you play on can also make a difference here, I play on Hell on Earth and see people using Armourment and Vaccinate still so it's appealing to at least a few people.