Help:Fleshpound extermination tactics

From Killing Floor Wiki
Jump to: navigation, search

Class specific extermination tactics for the Fleshpound.

Field Medic[edit]

The Field medic lacks any weapon perks that would give it an edge in a straight-up fight with a Fleshpound, however their incredibly effective body armor gives them a durability that becomes increasingly useful as one reaches harder difficulties. On Suicidal, a Field Medic with intact body armor can safely shield the rest of the team from a Fleshpound as long as they continue to fire on the specimen, allowing them to be taken down with relatively little harm. However, the Medic should always keep tabs on his armor level - once the vest is gone, one swing from the Fleshpound will gib the Medic like any other class.

In solo play, a Medic can kite calmed FPs and use the Lever-Action, M14, or M7A3 to safely chip away at their health with headshots, so long as the Medic has ways of breaking line of sight with the target. Alternatively a Medic can carry Hunting shotgun and deal heavy damage to the Fleshpound as the specimen is being focus fired by the whole squad. They can also assist in keeping those engaged with the Fleshpound alive; since it can do so much damage in one blow, a competent Medic can save a player from being instantly killed by a follow-up swing or any specimens supporting the Fleshpound.

A Medic can also use their grenades as an area denial weapon due to the lingering effect of the Medic's healing grenade perk, thus giving some control over the Fleshpound's movement. If cornered, a Medic can throw their grenades at their feet. Since grenade effects "stack," the Medic will receive a large influx of health while the Fleshpound(s) within the grenade's area of effect will receive massive damage due to their weakness to grenade damage.

Support Specialist[edit]

The massive reservoir of grenades available to the Support specialist class is perhaps the class's best weapon against the Fleshpound due to it's weakness to explosives. Unfortunately, it's incredibly dangerous for the Support class, especially if the Fleshpound is close, and extremely expensive. Much like Scrakes, if a Support has to take down an FP it will take a great deal of ammunition, more than a single drum from the AA-12 depending on the difficulty and perk level; so carrying the hunting shotgun for even more firepower is encouraged. A single grenade throw then a secondary fire from Hunting Shotgun (to activate the fleshpound's adrenaline ability and keep it stationary momentarily) followed up by 2 more grenades is a useful tactic for taking down a fleshpound. Support's biggest issue here is the presence of Siren or multiple Sirens coupled up with Fleshpound as they will destroy the grenades. In that situation Support's best bet will be his AA-12 to cut down the crowd with the help of a Firebug or Commando.

The Support class can also kite a FP in solo mode using the AA-12's single shots rather than fully auto, but with the perk's limited run speed, you will have to rely on obstacles and welded doors to keep them from raging regardless. As a side note, a raging Fleshpound seems to forget to attack welded doors, this is most likely when player manage to do it when the specimen is enraged. You can weld the door in the Fleshpound's face and forget about it for a long while, if he can't find any specimen or player to attack he may have an aneurysm and die behind the door as the players run away from it to a certain distance.


The Sharpshooter is one of the more ideal classes for handling the Fleshpound on all difficulties. On some lower difficulties a Sharpshooter can kill a Fleshpound with one headshot from the Crossbow (even with its resistance to that specific weapon), and both the Lever-action rifle and M14 EBR deal an impressive amount of damage with repeated headshots, decapitating him in 2.5 to 5 seconds. While the single 9mm and Handcannon are not encouraged, if the Sharpshooter suddenly finds himself face to face with one, the high rate of fire of Dual Handcannons or Dual .44 Magnums can possibly save the Sharpshooter's life. While on Suicidal, the pistols are nearly essential for Fleshpound removal, but the massive bonus the Fleshpound receives against them on Hell on Earth makes pistols nearly useless, and makes soloing Sharpshooter far riskier. However, it's possible to use 2 pair of strong dual pistols by switching like Handcannons and .44 Magnums together to decap a Fleshpound at Hell on Earth 6-player. It's a risky move and requires experience with dual pistols to score accurate headshots as well as weakening his head health abit before starting to unload 4 magazines of pistol rounds and switching to the other pair before the first one run out of bullets.

In solo play it is still possible to simply kite them along until you have sufficient range to fire the 2-3 crossbow bolts or 6-7 LaR rounds that are required to decap them, and at higher difficulty levels you can kite safely by using the M14 and cutting eye-sight. Keep in mind that once hit from the head by a Crossbow bolt or Lever-action Rifle - if the Fleshpound isn't killed outright - it will instantly rage and target you. Lining up another headshot is difficult (but not impossible) while in this state, but it's recommended that you ensure your safety first before lining up a second shot. When using the Crossbow it is recommended to keep your distance, especially on Hell on Earth difficulty; there should be at least 25 meters between you and the Fleshpound before you aim for a headshot. After scoring 3 bolt headshots it's possible to decap the FP with a mere Handcannon headshot then unloading the rest of the magazine to its body.

In Suicidal and Hell on Earth difficulty, the Lever-action Rifle and M14 EBR have more DPS than the Crossbow due to Fleshpound's resistances, and decapitate this specimen considerably faster with a greater number of quicker shots. Roughly 6-7 Lever-action head shots is enough to kill a Fleshpound, but the Fleshpound will be enraged with your first head shot. You can decapitate the Fleshpound with about 10 head shots from the M14EBR during his enraging animation if you're quick. Before attempting to finish him with the Lever-action rifle it would be smart to chip his head health with M14 or Handcannon first.

The M99 AMR, while heavy, is capable of taking a Fleshpound's head off in one shot on all difficulties with under 3 players. Even if the first shot doesn't kill it, however, it will still weaken the Fleshpound enough for it to be finished off, either by a follow-up shot or by teammates. Because of the M99's slow reload, it is best to engage the Fleshpound at long ranges, leaving enough time to reload for a follow-up shot.


Commandos are at a distinct disadvantage against Fleshpounds, as their weapons have plenty of weak ammunition, which is made even weaker by the Fleshpound's damage resistance. In short, they're only truly good for raging the Fleshpound, and should only chip in with the SCAR or FAL when the team opts to focus fire on one - otherwise, the Commando should save his weaponry to mop up the horde behind the Fleshpound so that they won't swarm the rest of the team later on.

In solo play, tackling Fleshpounds is a long and arduous kiting process, which requires cover in order to break line of sight. In wide open areas, a solo Commando will likely have a great deal of difficulty with one Fleshpound, and should expect to be hit at least once if they don't see the specimen in time to unload multiple SCAR, FAL, or AK mags into them. On higher difficulties, it may simply be nearly impossible to win in a solo engagement due to the Fleshpound's inherent resistance. The Commando can compensate for this by taking the M32 or Pipe bomb as an off-perk weapon for Fleshpound removal, but it can only do so much.

Although it is extremely difficult to solo high difficulty fleshpound with 5 or 6 players on the map, there is one very easy way. Pipebomb will hit the fleshpound even harder if it is detonated by Flare Revolver, taking away more than 5000 hitpoints if timed correctly. After that you will only have to unload your SCAR/FAL to finish it.

Commando can actually kill 6 man HoE Fleshpound with perked weapons and grenades, but takes immense training to pull out consistantly. Easiest way is using FAL, the recipe for takedown follows : -Short burst -Grenade -short burst -4 x grenade.


While their damage reduction bonus isn't as great as the Medic's with armour, Berserkers can pitch in with heavier melee weapons in a team setting. The chainsaw in particular deals an astounding amount of damage, and - coupled with a Sharpshooter's crossbow - can decapitate a Fleshpound very quickly. The katana, claymore, and fire axe can help in a pinch, but in the long run the Chainsaw will help cut down the Fleshpound with minimal loss of life, though on higher difficulties the Berserker will most likely need a supporting Medic during and after the fight. Soloing as a Berserker may be a bit more challenging.

Using a backup weapon to thin out the crowd around the Fleshpound, and then using a fire axe's alternate fire can allow a nimble Berserker to jump in and out of the specimen's range, whacking it in the head repeatedly whilst keeping himself out of harm's way. This takes a great deal of practice, but is effective on every difficulty level, and can even be used to take pressure off your squad in a team game. However, it becomes exponentially more difficult if two Fleshpounds appear in tandem, or if supported by a Scrake or Siren. However, to avoid the Fleshpound raging, be sure not to inflict more than one attack within a two-second period, and make sure that it attempts to attack at least once every ten seconds. It is preferable to soak a Fleshpound attack while it is unraged if necessary.

The Dwarfs!? Axe has a normal attack which can knock Fleshpounds away from the player, and in useful situations, to knock them away from unaware players. If the Berserker has excellent timing, he can lead up consecutive blows to the head, knocking the Fleshpound away while it is calm or enraged, eventually killing them (Higher leveled berserkers will have an easier time doing this.) By the time of typing, it seems Fleshpound's head hitbox is a bit off-balance for accurate headchops players should aim for its right cheek, to the left of its head.

A unique strategy when you are either in a solo game, or the last alive, is to have one of the few firebug weapons (Not the Flamethrower) and light the Fleshpound ablaze, and run somewhere where you can break line of sight, and have plenty of distance to keep the enraged Flesphound from catching you. Not only will he help thin the horde by having it run over them, he will be more weakened, which will allow you to deal with them in close combat somewhat easier. The hit and run tactic is still advised.


Much like the Commando, the Firebug simply doesn't deal enough damage against Fleshpounds, making it a very risky affair. In a solo effort - with enough cover - it simply becomes a kiting game of lighting the Fleshpound on fire and running out of sight, repeating until the specimen keels over. In the open, you're usually better off to open fire with the Mac-10 at long range, then switch to the Flamethrower or Husk Cannon to deal a grievous amount of damage in medium range before the Fleshpound can connect; however, this places a massive strain on one's ammunition stores, and the Firebug of a lower perk level runs the risk of killing themselves with the Flamethrower's self-damage. Concisely throwing a single Incendiary Grenade will break their rage and cause them to lose their target - helpful for when they're being focus fired on and enraging.

In a team game, Firebugs should treat Fleshpounds as collateral much like the Scrake, but must take care not to focus fire on it unless the remainder of the team does - the flamethrower doesn't do enough damage to take down the Fleshpound by itself. When Fleshpound enrages he will shrug off afterburn effects of Flamethrower so it's advised to keep him under fire when he's about to charge. Crisping - and therefore confusing - the Fleshpound is essential in Hell on Earth, especially when the team is having trouble with a seperate mob and can only get rid of the Fleshpound by focus firing. The Husk Fireball Gun provides good damage and range, especially on a fully-charged shot, but this will likely cause the Fleshpound to rage; something to be avoided without an obstacle to block its progress. Firebug should be ensured that the Fleshpound is close to get crisping before he/she lands the fully charged headshot which cause Fleshpound to enrage.


Unlike the Scrake, the Demolitions class excels in Fleshpound removal due to the specimen's weakness to explosives. A single grenade/rocket from any of the perk's weapons (barring the bullets from the M4203) does enough damage to make the Fleshpound go into his enrage animation and a smart demolitions player should try to take advantage of this as much as possible; either by waiting until the Fleshpound is directly on top of a Pipe bomb before raging it or by stacking 1 to 3 hand grenades at the fleshpound's feet before setting everything off with his M79 / M32 / M4 203 / LAW. Players should note that explosives fired from the above four weapons does approximately twice the usual amount of damage on a direct hit to the upper torso area of the fleshpound and the tactics below are written with this in mind.

Despite dealing increased damage to the Fleshpound, the M79 and M4 203 should not be used as a primary weapon for Fleshpound removal. Due to their slow reload rate, the Fleshpound will have finished its raging animation and be charging by the time the weapon is ready for its second shot. If forced to use these two weapons against fleshpounds, the demolitions player should try to combine it with pipe bombs or hand grenades to maximize the damage dealt in the first attack while backpedaling during his reload animation to buy time for a second shot.

While the L.A.W does very high damage per shot, it is still considered a risky weapon to use for Fleshpound removal as it suffers from the same slow reload rate as the 2 grenade launchers. The demolitions player will usually only have time for two rockets and the fleshpound will always be charging when taking the second shot. To complicate matters, rockets are easily negate by a siren's scream and the large blast radius of the LAW means the demolitions player have a serious chance of heavily injuring himself while the fleshpound is charging at him during his second shot. In order to manage the risk of using this weapon, the demolitions player should combine it with pipe bombs or hand grenades like the example given above. If done correctly, a level 6 demolitions should be able to kill a 6-man HoE fleshpound with his 1st barrage, saving his 2nd rocket as a backup in case anything goes wrong.

If equipped with the M32, a demolitions player can easily get rid of Fleshpounds. The first shot from the M32 will rage the fleshpound and the demolitions player can continue to empty the rest of his M32 cylinder into the fleshpound while it is stationary and raging; taking between 2 to 7 direct, upper torso grenade hits to kill a 6-man fleshpound depending on perk level and difficulty. (The 7th, final grenade being shot from the M79 or M203 if the demolitions has one equipped.) To make things even easier, the demolitions player can throw up to 3 hand grenades at the fleshpound before making his first M32 shot to reduce the number of hits needed. Unless low on ammunition, the demolitions player should never try to throw additional hand grenades during the fleshpound's rage animation as firing from his M32 will deal more damage within the same amount of time, is cheaper, and has a lower chance of being negated by a siren.

See also[edit]

Globeicon.png Language: English • Русский