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Base statistics:
Bounty: £200
Health: 1500 (+375)
Damage: 35
Movement speeds:
Walking: 130
Charging: 299
Swimming: 120
Related achievements
Cracked the Nutcracker!.jpg Cracked the Nutcracker!
Highlander.jpg Highlander
Have my axe.jpg Have my axe
Elephant Gun.jpg Elephant Gun
Fire and Forget.jpg Fire and Forget
Pound This.jpg Pound This
Too Close For Comfort.jpg Too Close For Comfort
Quarter Pounder With Ease.jpg Quarter Pounder With Ease

The Fleshpound. Shooting him with small weapons just makes him mad. Think big, powerful weapons for this one! —Loading screen tip 

The Fleshpound, the most powerful non-boss specimen in the game, makes its first appearance in the last waves of the game. It has spiked gauntlets that can spin and shred anything in its path, and is also equipped with an adrenaline pump in its chest; if a player deals too much damage to it too quickly or if it spends too long out of combat, the Fleshpound will rage and let out a loud roar, and its pump will turn red and activate. While it is enraged, it will run much faster and dole out a massive amount of damage, usually killing or leaving players in need of medical treatment.



The Fleshpound appears as a tall muscular humanoid with a number of metal attachments. There is a large light on its lower torso and several small lights on its back which change colour dependent on its mood; either amber or red. There are metal plates covering its eyes, groin, spine, feet, and part of its chest. On both arms there are large spiked tubular metal attachments.

The Fleshpound during the Halloween Sideshow event, Dubbed the Frankenpound.


During the Twisted Christmas events the Fleshpound was re-skinned as a nutcracker toy dubbed the Nut Pound; with a massive mouth and candy cane coloured spikes on the end of each arm instead of hands. For the Summer Sideshow update, it received a re-skin as a diseased, mutated circus strongman with what appears to be clown like luchador wrestler's cowl, with glowing pustules(or possibly cybernetic tubing grafted deep into his body) replacing its usual lights, and pointed objects on its arms. This skin was dubbed the Flesh Clown. During the Halloween Sideshow event it was given a skin based off the summer skin, but stylised as classic depictions of Frankenstein's monster; dubbed Frankenpound. During the Hillbilly Horror event of 2012, he was reskinned into Bubba, who appears to have a light pack implanted into his back and the cuff-like objects on his arms are replaced by augers(see picture below). The only piece of clothing that Bubba wears is overalls and boots.


While most other specimens will pick and change targets based on proximity, the Fleshpound fixates and will pursue one specific player until it loses line of sight or either one of them is dead. However, since the Christmas Update, the Fleshpound's behavior has changed in that it will automatically target players that are dealing damage to it or too close if the current target is running away or ain't firing potshots at it for several seconds.

Fleshpounds also have a tendency to rage, signified by their distinctive imposing roar and the red colourisation of their torso light. A raging Fleshpound runs towards its target at great speed and causes massive damage that increases by 75% upon raging. There are two triggers for this rage, the first and foremost rage trigger is based on damage over time; if a Fleshpound receives more than approximately 360 damage within a 2 seconds period it will rage.
The second enrage trigger added after game's retail version, a few months after its initial release. Before that, Fleshpounds were to remain calm as long as it doesn't incur too high damage per second and can be kited around with ease without needing to lure or hide. The second trigger is based on sightline period for melee attack; if a Fleshpound hasn't made it into attacking range for a variable length of time to keep a direct sightline; between 10 to 15 seconds without attacking once, it will become frustrated and rage anyway.

Enrage timer for sightline frustration will be randomized at each reset, adding a random variable of extra seconds between 0 and 5 over 10 seconds at each reset for enrage timer. Second trigger can be reset if Fleshpound swings his grinder maces at any player or loses direct sightline when players hide behind solid obstacles or walls. When Fleshpound enters the melee range and allowed to swing at any player even once, the enrage timer will reset back to 10-15 seconds again. It doesn't matter if the swing hit the target or completely miss. As long as he's allowed to attack once every 10-15 seconds and don't incur too much damage over 2 seconds regarding first enrage trigger, he'll stay calm.

Where there's no walls or solid obstacles, Fleshpound's time based second rage trigger still can be reset even it's abit risque; time based enrage also resets when he evade grenades. Tossing a single grenade at the Fleshpound to land nearby his feet where he can evade it, will reset the timer when players can not cut eyesight. Risk of this practice being Fleshpounds incurring more damage from grenade shrapnels and at very tight spaces they can be easily enraged even from a single grenade. That makes such technique only viable at the open with no obstacles to hide behind for, where Fleshpound can steer away from a single thrown grenade safely. Multiple grenades to form a barrage, will not slow him down more than 2 seconds and will enrage him right away when grenades set off in a chain.

When enraged, Fleshpound will let out a mechanical shriek, his amber lights will turn to red and he will start rushing towards players at great speeds to hit them. Any attempt of focus firing, not holding back strong attacks when they're lit on fire, backstabs to its head by strong melee, tossing random grenades or explosives without a plan and entering a staring contest for several seconds, always end with Fleshpound getting frustrated and raging.
Apparently he is able to pick another target based on sightline, close proximity gunfire noise or damage, after he nods down as he's about lash out an enraged shriek. So if the player who enraged him able to hide from his sight in that very brief moment, Fleshpound will beeline towards other teammates that lit him on fire, players attacking him or anyone shooting non-stop at closer proximity regardless of one aiming for him or not. Only exception to this rule being is the Fleshpound damaged by a pipebomb that didn't kill him; in which he chases the owner of that pipe bomb relentlessly for a while ignoring other players' interference or proximity.

If by any reason, Fleshpound fails to hit the player after being enraged, he'll continue to charge in an enraged state until he finally land a massive blow for 75% increased damage. A Fleshpound's enraged state can subside after it has successfully struck a player providing the conditions for its occurrence are no longer being met or ceases away after a long period of time without coming into sight contact with any player. That timer is approximately 30 seconds to one minute at Hell on Earth; enrage cease timer stops when he detected a player on his sights and counts down as it loses sight line of player.

Alternatively shredding a welded door successfuly will also subside his enraged state and cause him to go calm. However welding a door on an enraged Fleshpound is hard when there are other specimen around and he has to be the one to tear the door down for enraged state to cool off. If by any chance, another specimen manage to break the door before Fleshpound did, Fleshpound will continue his adrenaline filled dash until he hits a player or faces another welded door. Considering this, players have to keep the doors not only closed while other specimen will be very active to open them back, they also have to weld them down for a good medium amount to ensure it only could be broken by enraged Fleshpound. To note, a single door will not keep multiple enraged Fleshpounds calm, as they have to be the specimen to break down the door.

There is also no cool down period for their rage, so a Fleshpound can be enraged again immediately after calming down. Getting focus fired to suffer high damage spikes as he hits a player will enrage him again right away as it cools off. This sometimes result Fleshpound to cancel animation frames for his enraged shriek and hit right away to the victimized player and it can be lethal.
At Hell on Earth difficulty his enrage duration is doubled, with his high movement speed while charging it's much harder to outrun him to cease its enrage on its own. This makes the door welding scenario viable if the current map has any, otherwise players have to face what's coming at them.

An interesting point regarding Fleshpound behaviour is their lack of regard for other specimens. A raging Fleshpound will mow through weak specimens, doling out fivefold damage against other specimen to get to its target. If an obstructing specimen is strong enough to survive, like a Bloat or Scrake, they will sometimes retaliate against the Fleshpound, who will in turn engage them in combat instead of the players. Unless disturbed, specimens engaged in fights with each other will ignore players until the fight is over, with the victor usually being the Fleshpound.

This mow down action can work as a double edge for the player, as it can instantly kill annoying medium threats like Gorefast, Husks and Sirens but killed spawns might end up respawning at the front positions in a kite scenery right away as if they're killed too quick by squad. As by default there are only 32 specimen present in the map at a time, enraging a Fleshpound from long distance to watch him wreck havoc in the horde only cause new respawns to appear all over the map. This results in team getting flanked or facing cross aggression from front spawns if they were to lose sightline of ahead directions while kiting.

Between its inhuman growls and laughter, Fleshpound can be heard hissing "Flesh... Pound!", "I'm going to fix you!", "Ha-ha ha-ha, puny!" between its teeth. It also seems to have a robotic personality, due to saying "Level of aggression: 11!" and "Merging process: complete." on occasion. Fleshpound can bleed out for up to seven seconds when softly decapitated by a weak weapon, which is the longest a specimen can endure for. When headless, he can still enrage based on damage taken but will lose its time based checks.

The Fleshpound as he appeared in the KillingFloor Mod.


The story behind the Fleshpound is that they were developed by Horzine, to make super-soldiers. Fleshpounds were routinely injected with muscle growth stimulants and adrenaline cocktails to help build a titanic body, however it had the side effect of making them incredibly violent and quick to anger. After a few accidents, each Fleshpound was harnessed with a device to monitor their adrenaline levels, as well as to inject them with depressants and other chemicals in order to keep them calm. However, the device also served as a life preserver, as it would flood the Fleshpound's system with adrenaline and stimulants whenever it was in pain.

They were considered a failure, and the entire population of them was consigned to the lowest levels of Horzine's laboratory. When it came time to destroy them, the drugs used instead triggered their devices into action, allowing them to break free from their bonds and kill the laboratory's staff. However, they were never able to free themselves from the 'mace' restraints used to hold their giant fists at bay, which ironically makes them even better at pounding flesh. Their name stems from the few words that they knew.


Main article: Fleshpound extermination tactics

Fleshpounds are unique specimen to both possess damage vulnerability and damage resistances together. No other specimen have a damage vulnerability with damage resistance in the game. Fleshpounds are resistant against bullet based gunfire at their body, have varying resistances for headshot damage depending on headshot multiplier (there are exceptions) also vulnerable against most of explosives and poison gas while generally resistant against lingering damage over time effects overall.

At low difficulties where Fleshpound only can move so slowly, a stacked barrage of 2-3 grenades usually kills him outright before he can do anything. At high difficulties with increased movement speed, he can get away from stacked grenades before blast set off, he will only take a whiff, endure it and most likely enrage right away. Due to the Fleshpound being immune to stun effects, the safest way to exterminate the Fleshpound is to do it fast, before it has a chance to rage of its own accord and before it can cause substantial damage. When used with perk bonuses high damage per second output weapons can make short work of a Fleshpound; any kind of explosive projectile aimed at his upper torso and head or a high headshot multiplier burst damage weapon exhausting his head health can wipe him out without needing any quick weapon switches.

Used onperk any highly explosive projectile weapon, pipe bombs and when used in a timely manner, grenades, can deal immense damage at Fleshpound or outright dispatch him when used in conjunction together. Demolition has a pretty nice advantage here as long as he's at the medium distance, both M32 and L.A.W. are able to kill a Fleshpound with the help of some grenade tosses or darted pipe bombs. Without explosives, onperk use of Sharpshooter weapons shine against him as well. All rifles of Sharpshooter at high perk ranks capable of dropping him in a few well calculated shots if one able to control the recoil and compensate for spread. Another similar option is surprisingly a very high level Firebug wielding Husk Cannon to perform a long overdue headshot combo from long long distance with pre-damage to head by any reliable high damage single fire sidearm.

The Fleshpound will rage in one of two circumstances: if it takes 360 or more damage in 2 seconds, or if it spends about 10 seconds without striking at melee range of any of its sightline targets. When the Fleshpound picks a new target, this timer may have anywhere from 0 to 5 seconds added to it, and it can be reset by breaking line of sight by getting behind cover or letting Fleshpound swing and forcing him to avoid a thrown grenade. Note that Fleshpounds are weak against grenades; any explosive grenade that explodes too close is capable of enraging it instantly. For pacing up to two seconds between your attacks, you may allow him to advance for up to three steps before hitting him again.

For weapons that have high damage per second output but he's resistant against; hand grenades must be utilized or a second back up weapon with high pierce power must be held at ready. Depending on the used weapon's ammunition pool or lacking power, grenades also can help player to manage reloads and still kill the Fleshpound. If the player's current weapon is weak, slow or using an offperk weapon, then the safest way to kill it is to do so slowly and to frequently escape it line of sight or toss a distraction grenade which he's certain to evade as to not enrage it. Try to inflict less than 360 damage every two seconds and break line of sight again or make him strike the air in 10-15 seconds at most.

Comparably to Demolition, Support Specialist able to dispatch Fleshpound by piercing damage spikes and grenades only. Unlike Sharpshooter and Demolition, Support Specialist won't exactly need a high level to secure a kill either. Perk capable of reaching a comfort zone early just by abusing chained explosions against Fleshpound to get rid of it in one fell swoop thanks to Hunting shotgun being so powerful. In case grenade stack combo got interrupted by a Siren or a very unlucky Husk pot shotting at your grenades, then Support better get ready to switch weapons and let it loose at its amber core and legs. If one can aim for it at a very close distance, a face load of pellets aimed for a headshot or a jumpshot to its amber core are acceptible moves. Weapon switches and always approaching Fleshpound with both shotguns loaded would prevent bad surprises when your grenade assault has been denied by unforeseen combinated assaults. Similar to the Support Specialist, Commando can use a similar chain explosion technique with grenades besides going experimental with off perk Pipe bombs to shoot them off as Fleshpound comes near.

While kiting Berserkers have to check the pulse of Fleshpound occassionally to ensure he won't go out of control in a whim. Switching between alternate attack and primary where needed, Berserker have to ensure Fleshpound kept busy as they wittle down at him at melee range and dodge his swings. While kiting him away they also have to sweep off trash that interfere their engage and keep an eye for spawn rates for not getting flanked as they go toe to toe against Fleshpound. Berserker can safely kite Fleshpound off around the map by picking a steady route, taking shortcuts depending on the pressure of spawn rates. For speedkills they might need to pre-damage its head a few time safely to take on him faster from front approach as they kite or directly backstab behind its head when it's distracted for a quicker but riskier approach.

Similar to the Berserkers Field medics can follow a safe approach when dealing with Fleshpound by the help of an off perk melee weapon of choice. Otherwise, a sufficiently leveled Field medic can always tank the brunt of Fleshpound's aggression with improved Combat armour for player squad to focus fire it or pick out immediate threats before hand when a breach in team position happened. Similar to explosive hand grenades, Fleshpounds take double damage from neuro healing gas. As long as there are no Sirens to flush Medic away from position, a high level Medic with high armor points will be relatively safe in the area of effect for their own healing gas.


Wave distribution[edit]

The Fleshpound appears in the later waves, after the midpoint wave(s); the last wave for short, the last three for medium and the last four in long games.

1 2 3 4 5 6 7 8 9 10 Patriarch icon 64.png

Total health[edit]

The base hit points of the Fleshpound is 1500; its total health on normal with one player, and for every additional player 375 hit points is added. This figure is then multiplied by 0.5 on beginner, 1 on normal, 1.35 on hard, 1.55 for suicidal, and 1.75 for hell on earth.

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[edit]

The base hit points of the Fleshpound's head is 700; its total health on normal with one player, and for every additional player 210 hit points is added. This figure is then multiplied by 0.5 on beginner, 1 on normal, 1.35 on hard, 1.55 for suicidal, and 1.75 for hell on earth.

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


Beginner Normal Hard Suicidal Hell on Earth
£400 £200 £170 £130

Damage multipliers[edit]

Multiplier* Damage source
2.00× * Any handheld explosive device or poison; High explosive grenades, pipe bombs, neuro heal gas grenade of Field Medic.
1.25× * Armed explosive shots of M79, M32, M4 203 grenades, Orca, Seeker 6 and Harpoons.
1.00× Armed explosive shots from L.A.W.
0.75× *** Headshots from any impactful shot with headshot multiplier equal or higher than 1.5x; exceptions being Buzzsaw, M99 AMR and Crossbow.
0.35× ** Crossbow headshots on Suicidal and Hell on Earth difficulty scale.
0.25× Blowerthrower's damage over time effects and direct spray.
0.0× Bloat bile attack fully negated and Fleshpound won't retaliate against Bloats when accidentally being vomit upon directly.
0.50× Everything else; incendiary effects, any hitscan bodyshot, any weapon with lower than 1.5x headshot multiplier and M99 AMR or Buzzsaw headshots.

* Multipliers for explosives are not always accurate because of damage falloff that increases proportionally to the explosion's distance from the center of the Fleshpound's body. Fleshpound incurs more damage from explosives to its head, upper chest and amber core.

** Additional Crossbow resistance only applies for headshots and Fleshpound still incur half damage from bodyshots. Unlike the explosive damage multipliers, multipliers for Sharpshooter headshots are stable without any damage falloff and calculated in addition to their own multipliers.

*** Weapons with headshot multiplier equal or higher than 1.5x includes: all shotguns (1.5x), close up blunt fired rocket and grenade launcher projectiles (2.0x), single/semi-auto long rifles such as M14 (2.25x), Musket, LaR (2.0x) and impactful projectile weapons such as Husk Fireball Launcher and Flare revolver (1.5x). Any non-explosive single projectile trajectory weapon is an exception.


Click on an image to view it at full size and its related information. See the Fleshpound category for more images.

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