KF2 v1007 - FP info and RAGE mechanics [slightly outdated]

Опубликовано: 02 Апрель 2026
на канале: CIYDRO
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*As of v1009, there have been new attacks and mechanics added to the FP.

Navigation :
0:34 FP 10s rage timer and calm on hit.
0:51 FP rage on 276+ damage.
1:40 No rage via parry or hitting players.
2:31 Main Event Unable to climb on RAGE.
3:49 Emp rage cancel.

Google Doc KF2 Stats : https://docs.google.com/spreadsheet/v...

On further inspection, the Fleshpound in KF2 is not as scary as one might think.

The Fleshpound health pool is : 2325 / 812, 3487 / 1056, 4650 / 1300, 5812 / 1543, 6975 / 1787, 8137 / 2031 (Body/Head). The numbers are increasing with number of players alive in game.

Stumble resistance is 140 for upper body and 120 for lower body. They both have a cooldown of 15seconds. He has a dmg reduction to everything except explosives and piercing for 0.5x. Explosives and Piercing get 1.5x bonus. The damage that the FP does per strike is 40.

Fleshpound Rage Mechanics: The FP will rage after taking 276 damage or if he has not hit a player after 10s. Line of sight no longer matters in KF2. The only way to prevent/calm the rage is by allowing him to hit a player or getting hit by 2 EMP nades zerker nades).

The colors have meaning: Red = Angry, Yellow = Calm. A raged FP has an interesting property where it is unable to jump/climb small objects. Enter new kite/exploit.

Currently, there's only one way to prevent him from ever raging and that is to allow him to hit a player. This includes parrying his attacks. He has 3 attacks you'll need to know, a jump 2 hitter, left hook and a right hook. Left hits immediately while right is delayed.

Last thing to note is the Rage bump damage. While he is angry, he will be hitting other ZEDs at a rate of 270*(x=ZED bump scale) where x is 0 for other fp, .1 for scrakes and 1 for everything else. If the bump dmg is higher than hp, ZED will die at 40% chance or get knocked away at 60% chance (taking 0 damage).