Player-controlled Stalkers start spawning at the second wave of the normal versus game. Specimens (Killing Floor 2) - Killing Floor 2 Wiki Light attack and heavy attack (jumping) - x1. Light attack (walking / stationary) - x0.75 (2 hits per attack). Light attack (running) - x0.75 (7 hits per attack). Heavy attack (walking / stationary) - x0.75 (2 hits per attack). Heavy attack (running) - x0.5 (2 hits per attack). Note: Damage values below vary between (x0.7 - x1.31) based on average level of the human team. Unlike AI Stalkers, player-controlled Stalkers remain invisible to Commandos while they are standing still or walking. Passive: Automatically cloaks when not attacking, exits cloak upon performing an attack or evade. Bash: Evade by quickly somersaulting towards the direction the Stalker is facing. Secondary + Sprint:: Claws with arms, then performs a drop-kick, dealing multiple hits. Secondary: Performs a quick somersault kick. Primary + Sprint: 2-hit combo consisting of an axe kick followed by a roundhouse. Primary: 2-hit clawing attack, can be done while moving. Although the damage multiplier is miserable. Stalkers have only one weak spot, which is the head. Stalkers are weak against Commando's AR-15, default 9mm Pistol and Field Medic's HMTech-101 Pistol.ĪR15MB500Rem1858Colt1911Medic PistolWinchester9mmDamage Multiplierx1.2x0.5x0.75x0.65x1.5x0.6x1.6 Stalkers are notably vulnerable against Firebug's Caulk n' Burn and heavy (blunt) attacks of Berserker's Crovel Survival Tool.ĬaulkBurnHX25EvisceratorCrovel (bludgeon)Damage Multiplierx1.5x0.5x0.3x1.2 Sub-machine GunAssault RifleShotgunHandgunRifleDamage Multiplierx1.1x0.7x0.3x0.4x0.4 Stalkers resist to every type of ballistic weaponry except SMGs and are significantly resistant against shotguns. PiercingSlashingBludgeonToxicFireMicrowaveExplosivesFreezeShellsDamage Multiplierx0.4x0.75x0.75x1x0.8x0.35x0.2x1x1 Stalkers are neutral to Toxic and are significantly resistant to Microwave, Explosive and Piercing damage types. Stalkers are also less resistant to damage from certain tier 1 weapons. They are most notablty weak against SMGs and resistant to Shotgun damage types. Player-controlled Stalkers have a wide variety of damage type resistances as well as some weaknesses. NormalKill Reward30XP Reward32Speed (walking)500Speed (sprinting)700Health (body)130Health (head)100įor kill reward calculations read Dosh Mechanics.ĭue to Game Conductor mechanics, player-controlled Stalkers have their health modified based on the average level of the Survivor team. Stalkers are also agile and able to quickly somersault repeatedly to avoid gunfires, utilizing hit-and-run tactics with their dodges and invisibility rather than straight up brute force like the other ZEDs. The Stalkers retains their cloaking ability, but unlike the AI Stalkers, are invisible to Commandos as long as they are not sprinting. The Stalker's role in the ZED team is to ambush the Survivors from unusual angles of attack. The player-controlled Stalker is one of the playable ZEDs in Killing Floor 2's Versus Mode. The Stalkers retains their cloaking ability, but unlike the AI Stalkers, are invisible to Commandos as. For the AI counterpart, see Stalker (Killing Floor 2). KF2 Quotes Playlist: This is a montage of specimen sounds from the Stalker in Killin. It is not necessarily wrong to label them as zombies, however, as they behave in such a fashion.įor the AI counterpart, see Stalker (Killing Floor 2). While they are widely referred to as zombies they are in fact failed experimental clones created by Horzine Biotech, a biotechnology company in London, England. Specimens (aka ZEDs) are the main antagonists of Killing Floor and Killing Floor 2.