Killing Floor

Killing Floor

39 ratings
Specimen Files: The Fleshpound
By Cepheus
Man, oh man, two more Zeds. And of course, they are the most dangerous. We now have arrived at a specimen that everyone has been asking me to cover. Taking number one on the list of priority Zeds, ladies and gentlemen, Husks and Sirens, I give you the one, the only, the Fleshpound.
   
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Introduction


This is the Fleshpound. Everyone knows who he is. The only ones who don't know are new players, and yet they seem to learn very quickly. This is due to the Fleshpound being the most dangerous specimen in the game, aside from the Patriarch. He appears on wave four in a short game, wave five in a medium game, and wave seven in a long game. He does not accompany the Patriarch , thank god. He is number one on the list of Priority Zeds, and will end your game instantly if you fail to alert your team of his presence.
Behavior
Unlike most other specimens that pick a target based on proximity, the Fleshpound will target one specific player until either they are dead or they have lost their line of sight with them. It will only change its target if another player is doing more damage than its current target. The Fleshpound's primary mechanic is its rage, which is triggered by one of two events.
  • The Fleshpound taking more than 360 points of damage in less than a two second period.

  • The Fleshpound keeping line of sight with a player for 11-15 seconds without attacking or losing their line of sight with said player.
Its rage is identified by it letting out a furious roar, and their chest light turning from yellow to blood red. In its raged state, a Fleshpound will run much faster, and deal 75% more damage. This makes a raged Fleshpound a large threat. If you are soloing, and a Fleshpound strolls along, then there are ways to prevent him from raging to buy yourself some time to survive.
  • Do not shoot a Fleshpound unless you know you have the means to kill it.

  • Break your line of sight with a Fleshpound constantly to avoid it raging by the timer.

  • If you are a Medic or a Berserker, you can use your speed boost to your advantage and get close enough for the Fleshpound to swing at you. Regardless of whether it hits you or not, its rage timer wiill reset.
The only way to stop a Fleshpound from raging is if it hits something. Anything will do, a player, a fellow specimen, or a welded door. This is the only way to safely stop a Fleshpound's rage, as long as you can close a door and weld it fast enough. Also, as long as the DOT (Damage Over Time) requirement is met, the Fleshpound will rage back to back, which can easily wipe out the team.
Strategy
Field Medic

A Medic's weapons have little to no effect on a Fleshpound, so they should attempt to save their teammates by directing the Fleshpound's attention by firing on it. They should be wary of their armor level, as they will go down just as easily as any other perk if they have no armor.

Support Specialist

A Support's best weapon against the Fleshpound is their grenades, which do extra damage. This combined with the Fleshpound's weakness to explosives can easily dispose of them. However a Fleshpound along with most other specimens on harder difficulties will become aware of grenades and will try to walk around them. So a Fleshpound will often take small damage from a grenade if it is simply thrown. Triggering a Fleshounds rage will cause it to be stationary for a short time, and a hunting shotgun's alternate fire will do this in one hit. A strategy with this is to throw a grenade at the Fleshpound, use the alternate fire on the hunting shotgun, and then throw two more grenades. This will take down a large portion of a Fleshpound's health on multiplayer games, and on solo will often kill the Fleshpound with no issues. Due to their faster welding than other perks, they can be relied on to weld a door in order to stop a Fleshpound's rage if given the chance.

Sharpshooter

The Sharpshooter is a perk that is made for Fleshpound extermination at long rage. While pistols won't do much, the Sharpshooter's rifles will take off a Fleshpounds head if enough headshots are made. The crossbow, despite the Fleshpound's resistance to it on Suicidal and Hell on Earth, is quite useful for killing a Fleshpound. The player should be at long range should they need to make multiple shots to kill a Fleshpound. The M99 is fantastic for Fleshpound removal, since it can weaken it to the point where another team member can finish it off on a six man Hell on Earth. Although it is rather expensive to mantain, so it is not recommended.

Commando

A Commando's weapons are nearly useless against a Fleshpound, so they should only chip in should the team want to eliminate it immediately. A Commando can also kill the crowd around the Fleshpound, making it easier for their demise. A Commando can also focus fire on any of the smaller Priority Zeds, such as the Husk or Siren, due to them having lower health compared to the other Priority Zeds, but causing headaches for those who are trying to use grenades against the Fleshpound.

Berserker

A Berserker should only engage a Fleshpound if they have backup, such as a Medic. They should use stronger weapons such as the axe or claymore, as opposed to the katana. They can also use the Dwarfs!? Axe to knockback a raging Fleshpound.

Firebug

Much like the Commando the Firebug's weapons aren't exactly cut out for Fleshpound killing. It is advised to cut the crowd around the Fleshpound so the rest of the team can kill it. The Husk Fireball Launcher however, is a decent weapon against the Fleshpound, especially on a fully charged shot. On a fully charged headshot, the Husk Gun can do up to 3000 damage.

Demolitions

The Demolitions excels in Fleshpound removal since the specimen has a large weakness to explosives. A single rocket or grenade can trigger the Fleshpound's rage animation. During this time, a Demolitions can use the rest of their grenade launcher rounds to kill a Fleshpound. Their grenades also do more damage, which can be used with grenade launchers for massive combos.
Statistics
Total Health

Players
Beginner
Normal
Hard
Suicidal
Hell on Earth
1
750
1500
2025
2325
2625
2
938
1875
2531
2906
3281
3
1125
2250
3038
3488
3938
4
1313
2625
3544
4069
4594
5
1500
3000
4050
4650
5250
6
1688
3375
4556
5231
5906

Head Health

Players
Beginner
Normal
Hard
Suicidal
Hell on Earth
1
350
700
945
1085
1225
2
455
910
1229
1411
1593
3
560
1120
1512
1736
1960
4
665
1330
1796
2062
2328
5
770
1540
2079
2387
2695
6
875
1750
2363
2713
3063

Damage

A Fleshpound in its raged state will do 75% more damage.

Difficulty
Damage
Beginner
11
Normal
35
Hard
44
Suicidal
53
Hell on Earth
61

Damage Multipliers

Multiplier
Damage Source
4.55x
Headshot from the harpoon bomber
2.5x
Torso/headshot from the Seeker 6
2.33x
Torso/headshot from M79, M32, and M4 203 grenades
2x
Hand grenades, pipe bombs, and torso/headshot from the L.A.W.
1.5x
Headshots from non-detonated explosives
1.25x
Leg shot from M79, M32, M4 203 grenades, Seeker 6 and torso harpoons
1x
Leg shot from the L.A.W.
0.75x
Headshots from M14, LAR, Husk Fireball Launcher, and the flare revolver
0.35x
Crossbow headshots on Suicidal and Hell on Earth difficulties
0.5x
All other damage sources

Movement

A specimen's movement speed is based off the difficulty multipliers. 95% for Beginner, 115% for Hard, 120% for Suicidal and 130% for Hell on Earth. Humans run at 200 units when at full health and jump 325 units.

State
Speed
Land
130
Water
120
Charge
299
Jump
320

Bounty

Difficulty
Dosh
Beginner
400
Normal
200
Hard
170
Suicidal and Hell on Earth
130
Conclusion
The Fleshpound is a priority at all times, take him out as soon as possible, and communicate with your team about strategies to take him down. Well, that's it for this guide. Now, there only remains one. One in the pipe.
Community Feedback
Did I miss something? Comment about it and I will post it in this section of the guide!

~Ren~
You might want to mention tanking as a medic or kiting as a weaker perk (Commando) to deal with him, I'm not sure if that would come under basics though as it's more advanced type of play.

Also it's advisable to say FP when you see him to alert the team to his presence. They might already know anyway and be expecting him but if they're not aware of him they soon will be!

Easily wreck an entire team in 10 seconds flat if unprepared, remember to give him a hug ;)

[HIV+] Red Bull
Medic can kite kill a fp too. Either using the flare revolver to do damage over time, the xbow to launch multiple bolts through his head (after decapitating it it will still charge you though), or just using the knife and kiting him in a small area in case none of your teamates have the means of dealing with him. On hard or below I generally carry around some pipes and an m79 as a commando, drop the pipe in his path, when he walks over it, throw 2 to 3 nades and blow them with the m79. Any health he has left you can finish off with your acog or scar. While they work, its generally best to leave him to other perks, its just in case you find yourself alone.
18 Comments
Cepheus  [author] 1 Feb, 2015 @ 11:57am 
@Knightstar: Yeah, that's possible on lower difficulties, but on HoE where the Fleshpound's rage duration is doubled, AND the fact that he can outrun a level 6 Berserker and Medic, trying to outrun him is pretty pointless.
Cyrix 1 Feb, 2015 @ 7:57am 
(Still, i got to mention one tip) I done this before, but as a level 6 medic, i actually outran a raging FP with my melee equipped. He lost his rage seconds later after i got away.
Cepheus  [author] 9 Jan, 2015 @ 2:46pm 
@MegaByteMe: True, but I feel like even those who know what they are doing screw up on occasion and accidentally rage the Fleshpound, and if they have no backup things may get messy, so I would at least have a Medic accompany me if I were to engage a Fleshpound.
Strawbri 9 Jan, 2015 @ 10:07am 
Great guide. I do however disagree with one thing. "A Berserker should only engage a Fleshpound if they have backup..." If a zerk knows what they're doing they can easily kill a Fleshpound by themselves on any difficulty taking little to no damage by moving in, swinging and jumping back dodging the attack. Takes a bit of time, but I don't feel a zerk should "only engage with backup" I feel if they know what they're doing they should start attacking the fleshpound whenever possible, wearing away at its health and stopping it from raging.
~Ren~ 3 Dec, 2014 @ 1:27am 
Here you go Goose, not my video and it was done a while back but here you can see that the FP is the initial problem but watch the chaos he causes once he appears:

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=136354529
Dean 2 Dec, 2014 @ 4:54pm 
Very good article, but you missed one thing: Firebug's Flare revolvers have also pretty big damage, especially if you handle 2 flare guns & can shoot 12 bullets to fp. It still can't kill on hard difficulty modes, but does pretty big damage. And also, Support's AA12 is also very effective against him if team is also shooting to fp.
Count Grustula 2 Dec, 2014 @ 4:23pm 
>>>>

Also you can use M7A3 and Schneid/MP5 as Med Guns alongside with Axe, though M7A3 is not everyone's choice so replace that with Flare/another Med Gun or whatever u want (Personally I use Handcannon on Med, Sup, Zerk, Demo and SS a lot) - Also, u can shoot FP every now and then from a distance

And yeah, Med can lure FP into Pipes and tank it there if it's not dead (Also, those Pipes better not be yours, but I guess that is clear)

Mentioning it, Demo + Pipes = Dead FP on pretty much any difficulty (2 can even take out FP on HoE 6 players, outch) - Might want to point that out in your Guide! A good Demo kills all Fps in the blink of an eye with Pipes

Finally, something else...Dropping Medic-Grenades in front of FP while tanking it deals decent dmg and takes care of most trash too

Like the other Guides, mostly well written with insights on some Numbers about it too
Count Grustula 2 Dec, 2014 @ 4:22pm 
Medic Melee works decent too if necessary, though it is definetely harder and need a lot more attention (Especially on HoE and Suicidal) - Xbow shouldn't be used on Suicidal or higher in Multiplayer as Med against FPs...u will need a lot of Headshots and rage the FP, which will definetely get you in trouble, and others might miss their chance to nuke before it rages, or during the animation in which it does... it's just not worth it, unless u simply want to add more damage to the head alongside with SS, even on Hard I don't think it is a suiting weapon against FP (at least not in Multiplayer with 5 others)

Preferably Axe as Melee weapon, It feels smooth to cut FP heads even as Med, and is a bit faster than Scythe and Claymore in case u need to cut through something small (Still talking about Med, Zerker doesn't have problems with trash or FP using any Melee weapon except Machete and Chainsaw I'd say) - Kiting is just like with Zerker, mostly

God comment too long...>>>>
Retrikaethan 2 Dec, 2014 @ 3:12pm 
something most people don't know it seems is that if you stasis (the altfire function of the ZEDguns mk1 and mk2) a raging fp/scrake that it stops raging. well fp stop raging. scrakes stop running til they get too low hp or stop being stasised. to do this with the MK2 you need one shot for the scrake or 2 from the fp OR one shot to the fp point blank range. this can be easily achieved by a medic getting in the way of the fp and firing. with the mk1 doing either of this is much much much harder. (side note is stasised sirens don't deal scream damage)
~Ren~ 2 Dec, 2014 @ 6:05am 
I'll give you an example goose which I've seen many times:

2 Fleshpounds spawn, no warning is given, the Commando opens fire with the Bullpup, 1 Fleshpound rages, kills the Commando and the team now have to put those big guys down, all the time this is happening the trash zeds are still moving forward as the entire team are now focused on the Fleshpounds, the team is overrun by the trash. This is just a typical example but you have many more.

A big mistake that a lot of people make is concentrating the firepower on these big zeds and forgetting their role, that's when the trash builds up. Support or demo could be reloading, the Sharpshooter is overrun with the trash that the Commando and Firebug haven't been killing while the other team members dealt with the Fleshpound, the Medic is now struggling to keep people alive so the team might be forced to kite and regroup.

One Fleshpound can wreck an entire team in seconds if it's not handled properly.