Gorefast (Killing Floor 2 VS)

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Player-controlled Gorefast
Player-controlled Gorefast
For the AI counterpart, see Gorefast (Killing Floor 2).


The player-controlled Gorefast is one of the playable ZEDs in Killing Floor 2's Versus Mode. The Gorefast's role in the ZED team is that of a damage dealer, with a wide range of powerful attacks that hit fast and hard with good range. The player-controlled Gorefast is one of the most durable ZEDs on the roster.

Base Statistics

Stat type Normal difficulty
Kill Reward 28
XP Reward 44
Speed (walking) 350
Speed (sprinting) 550
Health (body) 500
Health (head) 100

For kill reward calculations read Dosh Mechanics.

Due to Game Conductor mechanics, player-controlled Gorefasts have their health modified based on the average level of the Survivor team. Values vary within (x0.85 - x2) range.

Damage Resistance

Player-controlled Gorefasts resist to every damage type and only weak agains very few tier 1 weapons.

Common Modifiers

Gorefasts are resistant to all forms of damage - least to some of them (slashing, bludgeon) and most to other (explosive, toxic).

Piercing Slashing Bludgeon Toxic Fire Microwave Explosives Freeze Shells
Damage Multiplier x0.5 x0.85 x0.85 x0.5 x0.8 x0.75 x0.5 x1 x1

Gorefasts resistant to every type of ballistic weaponry.

Sub-machine Gun Assault Rifle Shotgun Handgun Rifle
Damage Multiplier x0.8 x0.7 x0.6 x0.55 x0.7

Weapon-specific Modifiers

Gorefasts are extremely vulnerable against Firebug's Caulk n' Burn and heavy (blunt) attacks of Berserker's Crovel Survival Tool.

CaulkBurn HX25 Eviscerator Crovel (bludgeon)
Damage Multiplier x1.7 x0.6 x0.3 x1.2

Gorefasts are neutral to Commando's AR-15 and are notably vulnerable against default 9mm Pistol, Field Medic's HMTech-101 Pistol and certain shotguns.

AR15 MB500 Rem1858 Colt1911 Medic Pistol Winchester 9mm Trenchgun
Damage Multiplier x1 x1.2 x0.9 x0.8 x1.5 x0.9 x1.6 x1.3

Hitzones

Gorefasts have only one weak spot, which is the head. Although the damage multiplier is miserable. Their bladed arm deflects attacks.

Damage Multiplier
Head x1.001
Blade x0.1
All other x1

Incapacitation Resistance

Vulnerability mask = (Torso, Head, Legs, Arms, Special).
Stun = (Vulnerability = (0.2, 0.7, 0.2, 0.2, 0.2), Cooldown=10.0, Duration=1.5)
Knockdown = (Vulnerability = (0.2), Cooldown=10.0)
Stumble = (Vulnerability = (0.1), Cooldown=5.0)
GunHit = (Vulnerability = (0.2), Cooldown=1.7)
MeleeHit = (Vulnerability = (0.5), Cooldown=1.35)
Poison = (Vulnerability = (0.6), Cooldown=20.0, Duration=1.5)
Microwave = (Vulnerability = (0.5), Cooldown=10.0, Duration=2.5)
FirePanic = (Vulnerability = (0.9), Cooldown=5.0, Duration=3)
EMP = (Vulnerability = (2), Cooldown=10.0, Duration=2.2)
Freeze = (Vulnerability = (0.5), Cooldown=1.5, Duration=0.5)
Snare = (Vulnerability = (0.7, 0.7, 1, 0.7), Cooldown=8.5, Duration=1.5)
Bleed = (Vulnerability = (0.25))

Attacks and Moves

  • Primary / Secondary (while airborne): Slashes vertically downwards in one swift motion.
  • Primary: Quick 2-hit slashing combo, can be done while moving.
  • Primary + Sprint: Ducks then performs a sweeping slash with a wide arc.
  • Secondary: Leap forward and slash vertically downwards in one swift motion.
  • Secondary + Sprint: Performs 3 slashes while running forward.
  • Bash: Spins blade in the air twice dealing damage in a circle, a stationary attack.
  • Bash + Sprint: Sprints forward while spinning the bladed arm in the air dealing 3 highly damaging hits.

Note: Damage values below vary between (x0.7 - x1.31) based on average level of the human team.

  • AoE attack. Damage - 14. Maximum hit range - 1.92m. Vs doors - x5 more. Cooldown - 1.27s.
  • Block. Damage multiplier (firearms) - x0.01, Damage multiplier (melee) - x0.25. Cooldown - 0.2s.
  • Heavy attack. Damage - 14. Maximum hit range - 1.92m. Vs doors - x5 more. Cooldown - 0.52s.
  • Light attacks. Damage - 14. Maximum hit range - 1.92m. Vs doors - x5 more. Cooldown - 0.25s.

Damage Scale

  • AoE attack: stationary - x0.7 (14 hits per attack) / sprinting - x1 (5 hits per attack).
  • Heavy attack (running) - total of 12 hits: 9 of x0.3 and 3 of x1 (across all directions).
  • Heavy attack (walking) - x1 (1 hit per attack).
  • Jump attack - x1 (1 hit per attack).
  • Light attack (running) - x1 / x0.7 / x1 / x0.7 / x0.7 / x0.7 / x0.7 (7 hits per attack across all directions).
  • Light attack (walking / stationary) - x0.8, type 1 - 10 hits per attack (across all directions), type 2 - 2 hits per attack.

Miscellaneous Information

  • Jump cooldown - 1s.
  • Player-controlled Gorefasts start spawning at the second wave of the normal versus game.
  • When blocking, Gorefasts are extremely resistant to ballistic weaponry and only take 1% of all incoming damage.