
Fleshpound cannot evade a grenades once enraged.(PvP) Rally boost: players do x1.2 more damage.Fleshpound cannot teleport nor get frustrated.Consider aiming for their heads when they're running towards you, as firing at the arm grinders will deal only 20% of the weapon damage. When enraged, Fleshpounds uses their arm grinders as a shield, making it harder for the players to aim for their glowing chest plates.


This value is 0.87 on Normal and 1.05 on Hell On Earth.įor comparison, by default a healthy player character with the minimal weight walks at speed of 383 units/s, and sprints at speed of 460 units/s.įleshpounds boast an impressive array of resistances, and are only weak to Explosive damage.įleshpounds are resistant to every type of ballistic weaponry, though more vulnerable to some.įleshpounds have 2 weak spots, which are the head and the glowing plate on their chest. Movement speed is randomized within ± 10% range and further modified by a multiplier based on difficulty. Once enraged, Fleshpounds will not stop raging until they successfully land an attack on a player, or 30 seconds after they have lost sight of players. After a Fleshpound has taken 276 points of damage. After a Fleshpound has a player in his line of sight for 10-14 seconds Getting hit by a Fleshpound while it is docile will NOT reset this timer.

Fleshpounds have specific conditions that have to be met before they enrage: Damaging with on-perk weapons and then finishing it off with an off-perk weapon divides the XP and grants it to both perks.įleshpounds move slowly when docile, and sprint when enraged.Killing with weapons other than your current perk grants the XP to the perk that weapons belongs to.The base damage value further modified by the difficulty-specific multipliers. For kill reward calculations read Dosh Mechanics.įleshpounds have their base health value scaled accordingly to the number of players in the game.
