Killing Floor

Killing Floor

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Lair Handbook
By Andewyl and 2 collaborators
This is the official Lair handbook.
Here, you will find detailed yet summarized information regarding weapons, grenades, zeds, and difficulties.
If you're not acquainted with the Lair project, click me.
   
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WEAPONS
Weapons order will be organized according to the following list:

• Medic
• Support
• Sharpshooter
• Commando
• Berserker
• Firebug
• Demoman
• Artillerist

Reload speed values with a slash indicate both the standard reload speed and the empty magazine one.
Damage and fire rate values with a slash indicate both the standard attack and the secondary one.
Damage values with a multiplication sign indicate the damage of a single pellet followed by the total amount of pellets the weapon fires.
Damage values with a plus sign indicates both the damage per interval and the damage over time in case of medical weapons.
Damage values with a plus sign indicate both the impact and the incendiary damage in case of firebug weapons.
Damage values with a pipe symbol indicate both the impact and the explosive damage in case of demoman weapons.
Damage values regarding Spitfire Flamethrower, Flamethrower, Husk Fireball Launcher, and Alien Flame Spitter 525 are separated with a triple dash that indicates the minimum and maximum possible outputs.
Ammo pickup values refer to the amount of ammo a weapon gets whenever an ammo pack is picked up.
Ammo pickup values with a slash indicate both the main fire ammo pickup and the secondary fire one.
Medic
Medical Browning High-Power

Cost: 650
Damage: 105
Fire rate: 0.28
Magazine: 8
Total ammo: 64
Ammo pickup: 16
Reload speed: 1.96
Weight: 2
Headshot multiplier: 1.1
Secondary fire: medical dart that heals 15 HP and regenerates at a rate of 0.3
Notes: medical dart fire rate is 50% slower than standard

Medical Heckler & Koch MP7 SMG

Cost: 950
Damage: 24
Fire rate: 0.063
Magazine: 20
Total ammo: 400
Ammo pickup: 20
Reload speed: 2.75 / 3.2
Weight: 3
Headshot multiplier: 1.1
Secondary fire: medical dart that heals 20 HP and regenerates at a rate of 0.2

Bloat Bile Launcher

Cost: 1250
Damage: 48
Fire rate: 0.07
Magazine: 50
Total ammo: 400
Ammo pickup: 50
Reload speed: 4.14
Weight: 6
Headshot multiplier: N/A
Secondary fire: horizontally releases five projectiles with a fire rate of 0.55
Notes: causes acidic damage over time equal to 60% of the damage inflicted for 4 times

Medical Heckler & Koch MP5 SMG

Cost: 1600
Damage: 29
Fire rate: 0.075
Magazine: 32
Total ammo: 400
Ammo pickup: 32
Reload speed: 2.78 / 3.9
Weight: 3
Headshot multiplier: 1.1
Secondary fire: medical dart that heals 20 HP and regenerates at a rate of 0.2

Medical M7A3 Assault Rifle

Cost: 2000
Damage: 69
Fire rate: 0.166
Magazine: 20
Total ammo: 300
Ammo pickup: 20
Reload speed: 2.29 / 2.8
Weight: 5
Headshot multiplier: 1.1
Secondary fire: medical dart that heals 20 HP and regenerates at a rate of 0.3

Medical Serbu Super-Shorty Shotgun

Cost: 2400
Damage: 48 x 7
Fire rate: 0.965
Magazine: 4
Total ammo: 48
Ammo pickup: 8
Reload speed: 0.67 / 1.24
Weight: 4
Headshot multiplier: 1.1
Secondary fire: medical dart that heals 20 HP and regenerates at a rate of 0.2
Notes: penetrates up to 2 targets with an efficiency of 60%

Medical KRISS Vector Super V SMG

Cost: 2850
Damage: 39
Fire rate: 0.063
Magazine: 25
Total ammo: 400
Ammo pickup: 25
Reload speed: 2.62 / 3.4
Weight: 4
Headshot multiplier: 1.1
Secondary fire: medical dart that heals 20 HP and regenerates at a rate of 0.2

Medical Ruger SR556 Carbine

Cost: 3400
Damage: 84
Fire rate: 0.109
Magazine: 30
Total ammo: 300
Ammo pickup: 30
Reload speed: 3.27 / 4.1
Weight: 6
Headshot multiplier: 1.1
Secondary fire: medical dart that heals 20 HP and regenerates at a rate of 0.3

Medical LR300+M203 Assault Rifle

Cost: 4000
Damage: 44 / 50 + 5
Fire rate: 0.09
Magazine: 20
Total ammo: 300
Ammo pickup: 20 / 2
Reload speed: 2.68 / 3.6
Weight: 7
Headshot multiplier: 1.1
Secondary fire: under-barrel medical grenade launcher that heals 10 HP per second for 8 seconds with a reload speed of 3.69 and 12 total ammo
Support
Benelli M3 Super 90 Shotgun

Cost: 500
Damage: 33 x 7
Fire rate: 0.965
Magazine: 8
Total ammo: 48
Ammo pickup: 8
Reload speed: 0.66 / 1.65
Weight: 8
Headshot multiplier: 1.1
Secondary fire: standard flashlight
Notes: penetrates up to 2 targets with an efficiency of 50%

Cyclope Pistol

Cost: 650
Damage: 39 x 5
Fire rate: N/A
Magazine: N/A
Total ammo: 42
Ammo pickup: 7
Reload speed: 2.27
Weight: 2
Headshot multiplier: 1.1
Secondary fire: N/A
Notes: penetrates up to 2 targets with an efficiency of 60%

Moss12 Shotgun

Cost: 700
Damage: 33 x 7
Fire rate: 0.91
Magazine: 6
Total ammo: 48
Ammo pickup: 6
Reload speed: 0.69 / 1.7
Weight: 5
Headshot multiplier: 1.1
Secondary fire: N/A
Notes: penetrates up to 2 targets with an efficiency of 50%

MTs255 Semi-Automatic Shotgun

Cost: 950
Damage: 25 x 7
Fire rate: 0.25
Magazine: 5
Total ammo: 50
Ammo pickup: 5
Reload speed: 2.2
Weight: 6
Headshot multiplier: 1.1
Secondary fire: N/A
Notes: penetrates up to 2 targets with an efficiency of 50%

Vlad 9000 The Impaler

Cost: 1200
Damage: 35 x 7
Fire rate: 0.5
Magazine: 6
Total ammo: 48
Ammo pickup: 6
Reload speed: 2.75
Weight: 8
Headshot multiplier: 1.1
Secondary fire: standard flashlight
Notes: projectiles bounce up to 3 times and penetrate up to 2 targets with an efficiency of 90%

Franchi SPAS12 Shotgun

Cost: 1400
Damage: 43 x 7
Fire rate: 0.965
Magazine: 8
Total ammo: 40
Ammo pickup: 8
Reload speed: 0.72 / 1.69
Weight: 7
Headshot multiplier: 1.1
Secondary fire: advanced flashlight
Notes: penetrates up to 2 targets with an efficiency of 50%

FN Tactical Police Shotgun

Cost: 1600
Damage: 37 x 7
Fire rate: 0.965
Magazine: 8
Total ammo: 48
Ammo pickup: 8
Reload speed: 0.667 / 1.65
Weight: 7
Headshot multiplier: 1.1
Secondary fire: N/A
Notes: penetrates up to 2 targets with an efficiency of 50% and fires fast-travelling pellets

W1300 Compact Edition

Cost: 1800
Damage: 40 x 9
Fire rate: 0.965
Magazine: 4
Total ammo: 48
Ammo pickup: 4
Reload speed: 0.667 / 1.52
Weight: 5
Headshot multiplier: 1.1
Secondary fire: N/A
Notes: penetrates up to 2 targets with an efficiency of 50%

Kel-Tec KSG

Cost: 2000
Damage: 20 x 12
Fire rate: 0.91
Magazine: 12
Total ammo: 60
Ammo pickup: 12
Reload speed: 2.39 / 3.22
Weight: 6
Headshot multiplier: 1.1
Secondary fire: can switch between tight spread and wide spread fire modes
Notes: penetrates up to 2 targets with an efficiency of 50%

Express 870 Shotgun

Cost: 2250
Damage: 39 x 7
Fire rate: 0.965
Magazine: 8
Total ammo: 48
Ammo pickup: 8
Reload speed: 0.61 / 1.5
Weight: 8
Headshot multiplier: 1.1
Secondary fire: N/A
Notes: penetrates up to 2 targets with an efficiency of 50%

Stoeger Coach Gun

Cost: 2500
Damage: 50 x 10
Fire rate: N/A
Magazine: 2
Total ammo: 40
Ammo pickup: 4
Reload speed: 2.534
Weight: 9
Headshot multiplier: 1.1
Secondary fire: fires both barrels
Notes: penetrates up to 2 targets with an efficiency of 50%

KS23 Special Carbine

Cost: 2750
Damage: 60 x 8
Fire rate: 1.5
Magazine: 4
Total ammo: 48
Ammo pickup: 4
Reload speed: 1.2 / 1.69
Weight: 6
Headshot multiplier: 1.1
Secondary fire: N/A
Notes: penetrates up to 2 targets with an efficiency of 50%

Multichamber Zed Thrower

Cost: 3000
Damage: 29 x 8
Fire rate: 0.35
Magazine: 10
Total ammo: 60
Ammo pickup: 10
Reload speed: 3.3
Weight: 8
Headshot multiplier: 1.1
Secondary fire: repelling steam spurt
Notes: penetrates up to 2 targets with an efficiency of 75%

Benelli M4 Super 90 Combat Shotgun

Cost: 3400
Damage: 35 x 7
Fire rate: 0.2
Magazine: 6
Total ammo: 48
Ammo pickup: 6
Reload speed: 0.7 / 1.6
Weight: 8
Headshot multiplier: 1.1
Secondary fire: standard flashlight
Notes: penetrates up to 2 targets with an efficiency of 50%

AA12 Automatic Shotgun

Cost: 4000
Damage: 30 x 5
Fire rate: 0.2
Magazine: 20
Total ammo: 80
Ammo pickup: 20
Reload speed: 3.133
Weight: 10
Headshot multiplier: 1.1
Secondary fire: switch between fully automatic and semi-automatic fire modes
Notes: penetrates up to 2 targets with an efficiency of 50%
Sharpshooter
Beretta 92FS M9A1

Cost: 75
Damage: 35
Fire rate: 0.175
Magazine: 15
Total ammo: 210
Ammo pickup: 30
Reload speed: 2
Weight: 1
Headshot multiplier: 1.1
Secondary fire: standard flashlight

Dual Beretta 92FS M9A1s

Cost: 150
Damage: 35
Fire rate: 0.1
Magazine: 30
Total ammo: 210
Ammo pickup: 30
Reload speed: 3.5
Weight: 2
Headshot multiplier: 1.1
Secondary fire: standard flashlight

Heckler & Koch MK23

Cost: 250
Damage: 58
Fire rate: 0.18
Magazine: 12
Total ammo: 120
Ammo pickup: 24
Reload speed: 2.6
Weight: 2
Headshot multiplier: 1.1
Secondary fire: N/A

IMI Desert Eagle MK XIX

Cost: 350
Damage: 88
Fire rate: 0.25
Magazine: 7
Total ammo: 98
Ammo pickup: 14
Reload speed: 2.2
Weight: 2
Headshot multiplier: 1.1
Secondary fire: N/A

Smith & Wesson 29

Cost: 450
Damage: 114
Fire rate: 0.19
Magazine: 6
Total ammo: 72
Ammo pickup: 12
Reload speed: 2.525
Weight: 2
Headshot multiplier: 1.1
Secondary fire: N/A

Dual Heckler & Koch MK23s

Cost: 500
Damage: 58
Fire rate: 0.12
Magazine: 24
Total ammo: 120
Ammo pickup: 24
Reload speed: 4.62
Weight: 4
Headshot multiplier: 1.1
Secondary fire: N/A

Dual IMI Desert Eagle MK XIXs

Cost: 700
Damage: 88
Fire rate: 0.13
Magazine: 14
Total ammo: 98
Ammo pickup: 14
Reload speed: 3.6
Weight: 4
Headshot multiplier: 1.1
Secondary fire: N/A

Dual Smith & Wesson 29s

Cost: 900
Damage: 114
Fire rate: 0.095
Magazine: 12
Total ammo: 72
Ammo pickup: 12
Reload speed: 4.467
Weight: 4
Headshot multiplier: 1.1
Secondary fire: N/A

Winchester M1894

Cost: 1000
Damage: 150
Fire rate: 0.98
Magazine: 8
Total ammo: 64
Ammo pickup: 8
Reload speed: 0.75 / 1.69
Weight: 6
Headshot multiplier: 1.5
Secondary fire: N/A

Walther WA2000

Cost: 1250
Damage: 110
Fire rate: 0.35
Magazine: 10
Total ammo: 70
Ammo pickup: 10
Reload speed: 2.78 / 3.45
Weight: 6
Headshot multiplier: 2
Secondary fire: N/A

Tokarev SVT40

Cost: 1600
Damage: 130
Fire rate: 0.35
Magazine: 10
Total ammo: 70
Ammo pickup: 10
Reload speed: 2.95 / 4.2
Weight: 7
Headshot multiplier: 2
Secondary fire: N/A

Steampunk Lee Enfield SMLE

Cost: 2000
Damage: 185
Fire rate: 0.98
Magazine: 10
Total ammo: 70
Ammo pickup: 10
Reload speed: 2.9
Weight: 6
Headshot multiplier: 1.5
Secondary fire: N/A

Nosler M48 Hunting Rifle

Cost: 2300
Damage: 250
Fire rate: 1.8
Magazine: 5
Total ammo: 35
Ammo pickup: 5
Reload speed: 2.59 / 4.15
Weight: 8
Headshot multiplier: 2.25
Secondary fire: N/A
Notes: penetrates up to 2 targets with an efficiency of 75%

SVD Dragunov

Cost: 2600
Damage: 150
Fire rate: 0.35
Magazine: 10
Total ammo: 70
Ammo pickup: 10
Reload speed: 4 / 5
Weight: 8
Headshot multiplier: 2
Secondary fire: melee bash

Compound Crossbow

Cost: 3000
Damage: 215
Fire rate: N/A
Magazine: N/A
Total ammo: 30
Ammo pickup: 5
Reload speed: 2.1
Weight: 7
Headshot multiplier: 2.25
Secondary fire: N/A
Notes: penetrates up to 2 targets with an efficiency of 50%

M14 Enhanced Battle Rifle

Cost: 3450
Damage: 92
Fire rate: 0.25
Magazine: 20
Total ammo: 140
Ammo pickup: 20
Reload speed: 3.366
Weight: 8
Headshot multiplier: 2
Secondary fire: laser sight

L96 Arctic Warfare Rifle

Cost: 3700
Damage: 350
Fire rate: 1.9
Magazine: 5
Total ammo: 30
Ammo pickup: 5
Reload speed: 4.2
Weight: 10
Headshot multiplier: 2.25
Secondary fire: melee bash
Notes: penetrates up to 2 targets with an efficiency of 80%

Barrett M99 Sniper Rifle

Cost: 4000
Damage: 620
Fire rate: N/A
Magazine: N/A
Total ammo: 15
Ammo pickup: 2
Reload speed: 2.69
Weight: 13
Headshot multiplier: 2.75
Secondary fire: N/A
Notes: penetrates up to 2 targets with an efficiency of 90%
Commando
SA80 L22A1 Carbine

Cost: 500
Damage: 26
Fire rate: 0.1
Magazine: 30
Total ammo: 400
Ammo pickup: 30
Reload speed: 1.967
Weight: 4
Headshot multiplier: 1.25
Secondary fire: switch between fully automatic and semi-automatic fire modes

Glock 18 Machine Pistol

Cost: 650
Damage: 30
Fire rate: 0.1
Magazine: 17
Total ammo: 204
Ammo pickup: 34
Reload speed: 2.07 / 2.79
Weight: 2
Headshot multiplier: 1.1
Secondary fire: switch between fully automatic and semi-automatic fire modes

AK12 Assault Rifle

Cost: 800
Damage: 31
Fire rate: 0.1
Magazine: 35
Total ammo: 300
Ammo pickup: 35
Reload speed: 3.55 / 4.5
Weight: 4
Headshot multiplier: 1.1
Secondary fire: switch between fully automatic and semi-automatic fire modes

Heckler & Koch G36C Assault Rifle

Cost: 900
Damage: 33
Fire rate: 0.109
Magazine: 30
Total ammo: 270
Ammo pickup: 30
Reload speed: 3.3
Weight: 3
Headshot multiplier: 1.1
Secondary fire: switch between fully automatic and semi-automatic fire modes

Colt M4 Carbine

Cost: 1050
Damage: 35
Fire rate: 0.075
Magazine: 30
Total ammo: 390
Ammo pickup: 30
Reload speed: 3.633
Weight: 6
Headshot multiplier: 1.1
Secondary fire: switch between fully automatic and semi-automatic fire modes

Thompson M1A1 SMG

Cost: 1200
Damage: 40
Fire rate: 0.086
Magazine: 30
Total ammo: 300
Ammo pickup: 30
Reload speed: 3.6
Weight: 5
Headshot multiplier: 1.1
Secondary fire: switch between fully automatic and semi-automatic fire modes

Thompson M1928A1 SMG

Cost: 1350
Damage: 40
Fire rate: 0.086
Magazine: 50
Total ammo: 300
Ammo pickup: 50
Reload speed: 3.8
Weight: 5
Headshot multiplier: 1.1
Secondary fire: switch between fully automatic and semi-automatic fire modes

Dr T's Lead Delivery System

Cost: 1500
Damage: 40
Fire rate: 0.086
Magazine: 50
Total ammo: 300
Ammo pickup: 50
Reload speed: 3.8
Weight: 5
Headshot multiplier: 1.1
Secondary fire: switch between fully automatic and semi-automatic fire modes
Notes: slightly more precise than its non-steampunk counterpart, reduced spread of bullets

KAC Personal Defense Weapon

Cost: 1600
Damage: 42
Fire rate: 0.112
Magazine: 30
Total ammo: 330
Ammo pickup: 30
Reload speed: 3
Weight: 4
Headshot multiplier: 1.1
Secondary fire: switch between fully automatic and semi-automatic fire modes

AK47 Assault Rifle

Cost: 1650
Damage: 45
Fire rate: 0.109
Magazine: 30
Total ammo: 300
Ammo pickup: 30
Reload speed: 2.5 / 3.5
Weight: 6
Headshot multiplier: 1.1
Secondary fire: switch between fully automatic and semi-automatic fire modes

Armalite AR15 Service Rifle

Cost: 1800
Damage: 63
Fire rate: 0.09
Magazine: 30
Total ammo: 270
Ammo pickup: 30
Reload speed: 3.95
Weight: 4
Headshot multiplier: 1.1
Secondary fire: N/A
Notes: can only fire in semi-automatic mode

AK12 Silenced Assault Rifle

Cost: 2000
Damage: 37
Fire rate: 0.1
Magazine: 35
Total ammo: 350
Ammo pickup: 35
Reload speed: 2 / 3
Weight: 6
Headshot multiplier: 1.1
Secondary fire: switch between fully automatic and semi-automatic fire modes
Notes: penetrates up to 2 targets with an efficiency of 75%

Sturmgewehr 44

Cost: 2200
Damage: 46
Fire rate: 0.1
Magazine: 30
Total ammo: 300
Ammo pickup: 30
Reload speed: 3
Weight: 6
Headshot multiplier: 1.1
Secondary fire: switch between fully automatic and semi-automatic fire modes

Steyr Mannlicher AUG A3

Cost: 2400
Damage: 44
Fire rate: 0.1
Magazine: 28
Total ammo: 252
Ammo pickup: 28
Reload speed: 2.15
Weight: 6
Headshot multiplier: 1.25
Secondary fire: advanced flashlight

CZ 805 Bren A1

Cost: 2750
Damage: 47
Fire rate: 0.096
Magazine: 25
Total ammo: 275
Ammo pickup: 25
Reload speed: 3.3
Weight: 6
Headshot multiplier: 1.1
Secondary fire: switch between fully automatic and semi-automatic fire modes

FN SCAR-H Combat Rifle

Cost: 3100
Damage: 65
Fire rate: 0.096
Magazine: 20
Total ammo: 240
Ammo pickup: 20
Reload speed: 2.966
Weight: 5
Headshot multiplier: 1.1
Secondary fire: switch between fully automatic and semi-automatic fire modes

FN Fusil Automatique Leger

Cost: 3500
Damage: 63
Fire rate: 0.093
Magazine: 20
Total ammo: 240
Ammo pickup: 20
Reload speed: 2.85 / 3.7
Weight: 6
Headshot multiplier: 1.1
Secondary fire: switch between fully automatic and semi-automatic fire modes
Notes: penetrates up to 2 targets with an efficiency of 25%

Alien Assault Rifle 525

Cost: 4000
Damage: 69
Fire rate: 0.109
Magazine: 25
Total ammo: 275
Ammo pickup: 25
Reload speed: 2.85
Weight: 7
Headshot multiplier: 1.1
Secondary fire: switch between fully automatic and semi-automatic fire modes
Berserker
Military Combat Knife

Cost: 10
Damage: 37 / 55
Fire rate: 0.6 / 0.9
Magazine: N/A
Total ammo: N/A
Ammo pickup: N/A
Reload speed: N/A
Weight: 0
Headshot multiplier: 1.1
Secondary fire: heavy attack

Machete

Cost: 350
Damage: 70 / 105
Fire rate: 0.71 / 1.065
Magazine: N/A
Total ammo: N/A
Ammo pickup: N/A
Reload speed: N/A
Weight: 1
Headshot multiplier: 1.1
Secondary fire: heavy attack

Fire Axe

Cost: 650
Damage: 170 / 255
Fire rate: 1.1 / 1.65
Magazine: N/A
Total ammo: N/A
Ammo pickup: N/A
Reload speed: N/A
Weight: 5
Headshot multiplier: 1.1
Secondary fire: heavy attack

Katana

Cost: 900
Damage: 130 / 195
Fire rate: 0.67 / 1
Magazine: N/A
Total ammo: N/A
Ammo pickup: N/A
Reload speed: N/A
Weight: 3
Headshot multiplier: 1.1
Secondary fire: heavy attack

Chainsaw

Cost: 1150
Damage: 26 / 255
Fire rate: 0.1 / 1.65
Magazine: N/A
Total ammo: N/A
Ammo pickup: N/A
Reload speed: N/A
Weight: 7
Headshot multiplier: 1.1
Secondary fire: heavy attack

Nailed Baseball Bat

Cost: 1350
Damage: 150 / 225
Fire rate: 0.67 / 1
Magazine: N/A
Total ammo: N/A
Ammo pickup: N/A
Reload speed: N/A
Weight: 4
Headshot multiplier: 1.1
Secondary fire: heavy attack

Reaper Scythe

Cost: 1600
Damage: 230 / 345
Fire rate: 1.1 / 1.65
Magazine: N/A
Total ammo: N/A
Ammo pickup: N/A
Reload speed: N/A
Weight: 6
Headshot multiplier: 1.1
Secondary fire: heavy attack

Claymore Sword

Cost: 1850
Damage: 210 / 315
Fire rate: 1.05 / 1.575
Magazine: N/A
Total ammo: N/A
Ammo pickup: N/A
Reload speed: N/A
Weight: 6
Headshot multiplier: 1.1
Secondary fire: heavy attack

Dwarven Axe

Cost: 2000
Damage: 235 / 352
Fire rate: 1.4 / 1.68
Magazine: N/A
Total ammo: N/A
Ammo pickup: N/A
Reload speed: N/A
Weight: 7
Headshot multiplier: 1.1
Secondary fire: heavy attack
Notes: standard attack knocks specimens away

Menog Mace

Cost: 2200
Damage: 245 / 367
Fire rate: 1.1 / 1.65
Magazine: N/A
Total ammo: N/A
Ammo pickup: N/A
Reload speed: N/A
Weight: 8
Headshot multiplier: 1.1
Secondary fire: heavy attack

Cheetah X-T012 Buzzsaw Bow

Cost: 2450
Damage: 500
Fire rate: N/A
Magazine: N/A
Total ammo: 24
Ammo pickup: 4
Reload speed: 2.3
Weight: 9
Headshot multiplier: 1.1
Secondary fire: N/A
Notes: blades bounce up to 2 times and penetrate up to 4 targets with an efficiency of 50%

Buster Sword

Cost: 2800
Damage: 225 / 337
Fire rate: 0.96 / 1.44
Magazine: N/A
Total ammo: N/A
Ammo pickup: N/A
Reload speed: N/A
Weight: 10
Headshot multiplier: 1.1
Secondary fire: heavy attack

Angelic Greatsword

Cost: 3300
Damage: 265 / 397
Fire rate: 1.05 / 1.575
Magazine: N/A
Total ammo: N/A
Ammo pickup: N/A
Reload speed: N/A
Weight: 11
Headshot multiplier: 1.1
Secondary fire: heavy attack

Caius's Legendary Greatsword

Cost: 4000
Damage: 305 / 457
Fire rate: 1.2 / 1.8
Magazine: N/A
Total ammo: N/A
Ammo pickup: N/A
Reload speed: N/A
Weight: 13
Headshot multiplier: 1.1
Secondary fire: heavy attack
Firebug
Ingram MAC-10

Cost: 500
Damage: 21
Fire rate: 0.052
Magazine: 30
Total ammo: 180
Ammo pickup: 30
Reload speed: 2.45 / 3.35
Weight: 3
Headshot multiplier: 1.1
Secondary fire: switch between fully automatic and semi-automatic fire modes
Notes: sets specimens aflame if used by a firebug

Flare Revolver

Cost: 650
Damage: 75 + 25
Fire rate: 0.4
Magazine: 6
Total ammo: 90
Ammo pickup: 12
Reload speed: 3.2
Weight: 2
Headshot multiplier: 1.1
Secondary fire: N/A
Notes: sets specimens aflame

Spitfire Flamethrower

Cost: 900
Damage: 0 + 1 --- 0 + 14
Fire rate: 0.07
Magazine: N/A
Total ammo: 400
Ammo pickup: 80
Reload speed: N/A
Weight: 7
Headshot multiplier: N/A
Secondary fire: N/A
Notes: sets specimens aflame, penetrates up to 3 targets with an efficiency of 75%

Gentleman's Disclosure

Cost: 1250
Damage: 16 x 14
Fire rate: 0.965
Magazine: 6
Total ammo: 48
Ammo pickup: 6
Reload speed: 0.7 / 1.63
Weight: 7
Headshot multiplier: 1.1
Secondary fire: N/A
Notes: sets specimens aflame

Dual Flare Revolvers

Cost: 1300
Damage: 80 + 20
Fire rate: 0.2
Magazine: 12
Total ammo: 90
Ammo pickup: 12
Reload speed: 4.9
Weight: 4
Headshot multiplier: 1.1
Secondary fire: N/A
Notes: set specimens aflame

Flamethrower

Cost: 1750
Damage: 0 + 1 --- 0 + 20
Fire rate: 0.07
Magazine: 100
Total ammo: 400
Ammo pickup: 100
Reload speed: 4.14
Weight: 8
Headshot multiplier: N/A
Secondary fire: N/A
Notes: sets specimens aflame

Husk Fireball Launcher

Cost: 2500
Damage: 0 + 1 --- 0 + 105
Fire rate: 0.4
Magazine: N/A
Total ammo: 150
Ammo pickup: 30
Reload speed: N/A
Weight: 8
Headshot multiplier: N/A
Secondary fire: N/A
Notes: area of effect fireballs that set specimens aflame, fireballs stun them when shot at maximum charge

Dragon's Breath M4A1 Iron Beast

Cost: 3000
Damage: 30
Fire rate: 0.109
Magazine: 30
Total ammo: 240
Ammo pickup: 30
Reload speed: 2.62 / 4.05
Weight: 7
Headshot multiplier: 1.1
Secondary fire: switch between fully automatic and semi-automatic fire modes
Notes: sets specimens aflame

Alien Flame Spitter 525

Cost: 3500
Damage: 0 + 1 --- 0 + 26
Fire rate: 0.07
Magazine: 60
Total ammo: 420
Ammo pickup: 60
Reload speed: 3
Weight: 6
Headshot multiplier: N/A
Secondary fire: N/A
Notes: sets specimens aflame
Demoman
Pipe Bombs

Cost: 300
Damage: 0 | 1000
Fire rate: N/A
Magazine: N/A
Total ammo: 2
Ammo pickup: 1
Reload speed: N/A
Weight: 1
Headshot multiplier: N/A
Secondary fire: N/A
Notes: proximity explosives that get detonated when at least 2 weight points are being detected

Antitank Mines

Cost: 450
Damage: 0 | 1500
Fire rate: N/A
Magazine: N/A
Total ammo: 2
Ammo pickup: 1
Reload speed: N/A
Weight: 1
Headshot multiplier: N/A
Secondary fire: N/A
Notes: proximity explosives that get detonated when at least 4 weight points are being detected

Trigun Revolver

Cost: 650
Damage: 25 | 75
Fire rate: 0.4
Magazine: 6
Total ammo: 90
Ammo pickup: 12
Reload speed: 3.2
Weight: 2
Headshot multiplier: 1.1
Secondary fire: N/A
Notes: pellets detonate on contact, headshot multiplier refers to impact damage only

M79 Grenade Launcher

Cost: 1250
Damage: 120 | 420
Fire rate: N/A
Magazine: N/A
Total ammo: 24
Ammo pickup: 4
Reload speed: 3
Weight: 4
Headshot multiplier: 1.1
Secondary fire: N/A
Notes: headshot multiplier refers to impact damage only

Orca Bomb Propeller

Cost: 1300
Damage: 150 | 450
Fire rate: N/A
Magazine: N/A
Total ammo: 24
Ammo pickup: 4
Reload speed: 3.22
Weight: 4
Headshot multiplier: 1.1
Secondary fire: N/A
Notes: delayed explosion, headshot multiplier refers to impact damage only

China Lake Grenade Launcher

Cost: 1400
Damage: 90 | 330
Fire rate: 1.1
Magazine: 4
Total ammo: 24
Ammo pickup: 4
Reload speed: 0.85
Weight: 6
Headshot multiplier: 1.1
Secondary fire: N/A
Notes: headshot multiplier refers to impact damage only

Seal Squeal Harpoon Bomber

Cost: 2000
Damage: 0 | 450
Fire rate: 0.55
Magazine: 3
Total ammo: 36
Ammo pickup: 3
Reload speed: 2.2 / 2.85
Weight: 6
Headshot multiplier: N/A
Notes: delayed explosion, timer length reduced from 1.2 seconds to 0.6 seconds if a specimen is directly hit

Seeker Six Minirocket Launcher

Cost: 2100
Damage: 48 | 192
Fire rate: 0.33
Magazine: 6
Total ammo: 96
Ammo pickup: 12
Reload speed: 3.13
Weight: 6
Headshot multiplier: 1.1
Secondary fire: fires all remaining minirockets in the magazine, headshot multiplier refers to impact damage only

Colt M4+M203 Carbine

Cost: 2750
Damage: 35 / 120 | 420
Fire rate: 0.083
Magazine: 30
Total ammo: 300
Ammo pickup: 30 / 2
Reload speed: 2.77 / 3.633
Weight: 6
Headshot multiplier: 1.1
Secondary fire: under-barrel grenade launcher with a reload speed of 3.69 and 12 total ammo, headshot multiplier refers to main fire and M203 impact damage only

Light Antiarmor Weapon 80

Cost: 3000
Damage: 360 | 1260
Fire rate: N/A
Magazine: N/A
Total ammo: 10
Ammo pickup: 2
Reload speed: 4.35
Weight: 13
Headshot multiplier: 1.1
Secondary fire: N/A
Notes: headshot multiplier refers to impact damage only

Milkor M32 Grenade Launcher

Cost: 3500
Damage: 120 | 420
Fire rate: 0.33
Magazine: 6
Total ammo: 36
Ammo pickup: 3
Reload speed: 1.634
Weight: 8
Headshot multiplier: 1.1
Secondary fire: N/A
Notes: headshot multiplier refers to impact damage only

Explosive AA12 Automatic Shotgun

Cost: 4000
Damage: 50 | 150
Fire rate: 0.55
Magazine: 10
Total ammo: 40
Ammo pickup: 10
Reload speed: 4.45
Weight: 10
Headshot multiplier: 1.1
Secondary fire: N/A
Notes: pellets detonate on contact, headshot multiplier refers to impact damage only
Artillerist
Mercy Revolver

Cost: 650
Damage: 92
Fire rate: 0.22
Magazine: N/A
Total ammo: 50
Ammo pickup: 10
Reload speed: N/A
Weight: 2
Headshot multiplier: 1.1
Secondary fire: switch between burst and semi-automatic fire modes
Notes: burst fire mode provides a faster average fire rate

HK23E Light Machine Gun

Cost: 900
Damage: 48
Fire rate: 0.109
Magazine: 90
Total ammo: 360
Ammo pickup: 23
Reload speed: 5.26
Weight: 10
Headshot multiplier: 1.1
Secondary fire: switch between fully automatic and semi-automatic fire modes

THR40 Machine Gun

Cost: 1150
Damage: 50
Fire rate: 0.1
Magazine: 80
Total ammo: 320
Ammo pickup: 20
Reload speed: 3.7
Weight: 9
Headshot multiplier: 1.1
Secondary fire: switch between fully automatic and semi-automatic fire modes

RPK47 Machine Gun

Cost: 1500
Damage: 61
Fire rate: 0.109
Magazine: 75
Total ammo: 300
Ammo pickup: 19
Reload speed: 4.2 / 5.6
Weight: 10
Headshot multiplier: 1.1
Secondary fire: switch between fully automatic and semi-automatic fire modes

M249 Squad Automatic Weapon

Cost: 2000
Damage: 54
Fire rate: 0.1
Magazine: 100
Total ammo: 400
Ammo pickup: 25
Reload speed: 5.14
Weight: 12
Headshot multiplier: 1.1
Secondary fire: laser sight
Notes: penetrates up to 2 targets with an efficiency of 50%

FN General Purpose Machine Gun

Cost: 2500
Damage: 66
Fire rate: 0.109
Magazine: 125
Total ammo: 375
Ammo pickup: 32
Reload speed: 6
Weight: 13
Headshot multiplier: 1.1
Secondary fire: switch between fully automatic and semi-automatic fire modes

M60 Machine Gun

Cost: 3000
Damage: 69
Fire rate: 0.1
Magazine: 150
Total ammo: 300
Ammo pickup: 38
Reload speed: 5.667
Weight: 14
Headshot multiplier: 1.1
Secondary fire: switch between fully automatic and semi-automatic fire modes

Stinger Gatling Gun

Cost: 3500
Damage: 52
Fire rate: 0.098
Magazine: N/A
Total ammo: 400
Ammo pickup: 40
Reload speed: N/A
Weight: 16
Headshot multiplier: 1.1
Secondary fire: N/A

XMV850 Gatling Gun

Cost: 4000
Damage: 53
Fire rate: 0.076
Magazine: 200
Total ammo: 600
Ammo pickup: 50
Reload speed: 4.65
Weight: 17
Headshot multiplier: 1.1
Secondary fire: N/A
Tools
Worn Kevlar

Cost: 25
Damage: N/A
Magazine: N/A
Total ammo: N/A
Ammo pickup: N/A
Reload speed: N/A
Weight: N/A
Headshot multiplier: N/A
Secondary fire: N/A
Notes: grants 10% of armor

Emergency Flares

Cost: 50
Damage: N/A
Fire rate: N/A
Magazine: N/A
Total ammo: 10
Ammo pickup: 5
Reload speed: N/A
Weight: 1
Headshot multiplier: N/A
Secondary fire: N/A
Notes: each flare lasts about 60 seconds

Spark Aid Gun

Cost: 400
Damage N/A
Fire rate: 0.55
Magazine: 100
Total ammo: rechargeable
Ammo pickup: N/A
Reload speed: N/A
Weight: 1
Headshot multiplier: N/A
Secondary fire: N/A
Notes: ranged tool for armor repairing

Zed Eradication Device

Cost: 500
Damage: 80
Fire rate: 0.2
Magazine: 100
Total ammo: 400
Ammo pickup: 50
Reload speed: 3.5
Weight: 8
Headshot multiplier: N/A
Secondary fire: stasis beam with a fire rate of 0.12 that confuses and slows specimens down

ZED Eradication Device MK2

Cost: 650
Damage: 50
Fire rate: 0.125
Magazine: 30
Total ammo: 360
Ammo pickup: 30
Reload speed: 2.1
Weight: 6
Headshot multiplier: N/A
Secondary fire: stasis sphere with a fire rate of 0.72 that confuses and slows specimens down

Cryo Mass Driver N600

Cost: 800
Damage: 5
Fire rate: 0.2
Magazine: 40
Total ammo: 360
Ammo pickup: 40
Reload speed: 3.6
Weight: 6
Headshot multiplier: N/A
Secondary fire: N/A
Notes: freezes specimens and makes them 25% weaker to all sources of damage but ice, penetrates up to 2 targets with an efficiency of 60%
GRENADES
Every perk has a different grenade, each with a different purpose.
The list follows the same perk order as the last one.
Damage values with a plus sign indicate both the damage per second and the damage over time for the Medical Grenade.
Damage values with a multiplication sign indicate the damage of a single nail followed by the total amount of nails the Nail Bomb releases.
Damage values with a plus sign indicate both the impact and the incendiary damage for the Incendiary Grenade.
Grenades with no activation timer explode on contact.

Medical Grenade

Damage: 50 + 5
Sonic immunity: yes
Activation timer: N/A
Ammo pickup: 1
Notes: heals 10 HP per second for 8 seconds, explodes 1.5 seconds after making contact

Nail Bomb

Damage: 85 x 40
Sonic immunity: no
Activation timer: 1.25
Ammo pickup: 1
Notes: direction of nails on explosion is random and each nail can bounce up to 4 times with a penetration efficiency of 100%

Plasma Grenade

Damage: N/A
Sonic immunity: yes
Activation timer: 1.25
Ammo pickup: 1
Notes: electrifies specimens on hit, slowing their speed down by 75% and making them unable to attack

Corrosive Grenade

Damage: 180
Sonic immunity: yes
Activation timer: 2
Ammo pickup: 1
Notes: generates 20 corrosive clusters on explosion which deal 180 damage each, both the original explosion and the clusters deal damage over time equal to 60% of the damage inflicted for 4 times

Throwing Knife

Damage: 300
Sonic immunity: yes
Activation timer: N/A
Ammo pickup: 1
Notes: all specimens get stunned when hit on the head, has a headshot multiplier of 1.1

Incendiary Grenade

Damage: 0 + 50
Sonic immunity: yes
Activation timer: 1.5
Ammo pickup: 1
Notes: sets specimens aflame

Explosive Grenade

Damage: 350
Sonic immunity: no
Activation timer: 2
Ammo pickup: 1
Notes: indicated damage is radial and only constitutes the maximum possible output

Cryogenic Grenade

Damage: 20
Sonic immunity: yes
Activation timer: N/A
Ammo pickup: 1
Notes: freezes specimens and makes them 25% weaker to all sources of damage but ice
SPECIMENS
Specimens order will be organized according to the following list:

• Light zeds
• Medium zeds
• Heavy zeds

All values are based on "Normal" difficulty, single player.
Damage values with a slash indicate both melee and ranged outputs.
All specimens can only be stunned once, and can't be stunned while attacking.
Light zeds
Clot

Health: 130
Head health: 25
Headshot instant death threshold: 46
Health bonus for every extra player present: N/A
Head health bonus for every extra player present: N/A
Stun threshold: 200 or 80% original health in a single hit
Bleedout time: 3
Damage: 6
Walking speed: 105
Raging speed multiplier: N/A
Rage threshold: N/A
Weight value: 1
Dosh reward: 10
Bloodbath skill: makes grabbed players unable to jump

Gorefast

Health: 190
Head health: 22
Headshot instant death threshold: 67
Health bonus for every extra player present: N/A
Head health bonus for every extra player present: N/A
Stun threshold: 200 or 80% original health in a single hit
Bleedout time: 3
Damage: 13
Walking speed: 110
Raging speed multiplier: 1.9
Rage threshold: N/A
Weight value: 1
Dosh reward: 10
Notes: has a 20% chance to attack while moving and gains an extra 10% chance to do so for every difficulty above "Normal"
Bloodbath skill: always attacks while moving

Crawler

Health: 70
Head health: 15
Headshot instant death threshold: 18
Health bonus for every extra player present: N/A
Head health bonus for every extra player present: N/A
Stun threshold: 200 or 80% original health in a single hit
Bleedout time: 3
Damage: 6
Walking speed: 140
Raging speed multiplier: N/A
Rage threshold: N/A
Weight value: 1
Dosh reward: 10
Notes: can't be stunned while leaping
Bloodbath skill: halved leaping cooldown time

Stalker

Health: 100
Head health: 25
Headshot instant death threshold: 35
Health bonus for every extra player present: N/A
Head health bonus for every extra player present: N/A
Stun threshold: 200 or 80% original health in a single hit
Bleedout time: 3
Damage: 9
Walking speed: 200
Raging speed multiplier: N/A
Rage threshold: N/A
Weight value: 1
Dosh reward: 10
Bloodbath skill: doesn't uncloak while attacking
Medium zeds
Bloat

Health: 525
Head health: 25
Headshot instant death threshold: 63
Health bonus for every extra player present: 10% of original health
Head health bonus for every extra player present: 10% of original head health
Stun threshold: 400 or 80% original health in a single hit
Bleedout time: 5
Damage: 14 / 2
Walking speed: 75
Raging speed multiplier: N/A
Rage threshold: N/A
Weight value: 2
Dosh reward: 20
Notes: has a 20% chance to vomit while moving and gains an extra 10% chance to do so for every difficulty above "Normal", can hit the target with 15 vomit projectiles, 5 vomit projectiles are added for every difficulty above "Normal", generates 6 acid projectiles on explosion and spawns 2 extra acid projectiles for every difficulty above "Normal"
Bloodbath skill: vomit deals 4 damage to armor

Husk

Health: 600
Head health: 200
Headshot instant death threshold: 330
Health bonus for every extra player present: 10% of original health
Head health bonus for every extra player present: 10% of original head health
Stun threshold: 400 or 80% original health in a single hit
Bleedout time: 5
Damage: 15 / 15
Walking speed: 115
Raging speed multiplier: N/A
Rage threshold: N/A
Weight value: 2
Dosh reward: 20
Notes: can hit the target directly with fire missiles, fire missiles deal 3 extra damage for every difficulty above "Normal" and aren't affected by the damage multiplier related to difficulty scaling
Bloodbath skill: shoots two fire missiles in a row once when it gets below 50% of health

Siren

Health: 300
Head health: 150
Headshot instant death threshold: 165
Health bonus for every extra player present: 10% of original health
Head health bonus for every extra player present: 10% of original head health
Stun threshold: 400 or 80% original health in a single hit
Bleedout time: 5
Damage: 13 / 8
Walking speed: 100
Raging speed multiplier: N/A
Rage threshold: N/A
Weight value: 2
Dosh reward: 20
Bloodbath skill: view shakes caused by screams are augmented and players hurt by them hear additional confusing sound effects

Brute

Health: 700
Head health: 125
Headshot instant death threshold: 125
Health bonus for every extra player present: 10% of original health
Head health bonus for every extra player present: 10% of original head health
Stun threshold: 400 or 80% original health in a single hit
Bleedout time: 5
Damage: 8
Walking speed: 125
Raging speed multiplier: 1.9
Rage threshold: 225
Weight value: 2
Dosh reward: 20
Notes: damage output is multiplied by 25% during rage, rage threshold is 25 points lower for every difficulty above "Normal"
Bloodbath skill: doesn't lower its protective arm down while attacking during rage
Heavy zeds
Scrake

Health: 1000
Head health: 500
Headshot instant death threshold: 650
Health bonus for every extra player present: 25% of original health
Head health bonus for every extra player present: 25% of original head health
Stun threshold: 600 or 80% original health in a single hit
Bleedout time: 7
Damage: 16
Walking speed: 85
Raging speed multiplier: 2.9
Rage threshold: 65% remaining health or less
Weight value: 4
Dosh reward: 40
Notes: damage output refers to a chainsaw swing, takes 25% more damage from fire, rage threshold is 5% higher for every difficulty above "Normal"
Bloodbath skill: automatically rages after 150~210 seconds

Fleshpound

Health: 1250
Head health: 625
Headshot instant death threshold: 900
Health bonus for every extra player present: 25% of original health
Head health bonus for every extra player present: 25% of original head health
Stun threshold: 600 or 80% original health in a single hit
Bleedout time: 7
Damage: 35
Walking speed: 128
Raging speed multiplier: 2
Rage threshold: 400
Weight value: 4
Dosh reward: 40
Notes: damage output is multiplied by 50% during rage, has 50% resistance to all sources of damage except ice and takes 50% more damage from explosives, can't be stunned while in rage state, rage threshold is 25 points lower for every difficulty above "Normal"
Bloodbath skill: doesn't stop raging until it performs an attack
DIFFICULTIES
This section is dedicated to all values that change based on difficulties.

Normal

Specimens total amount per wave multiplier: N/A
Specimens health multiplier: N/A
Specimens speed multiplier: N/A
Specimens damage multiplier: N/A
Specimens stun threshold multiplier: N/A
Dosh reward multiplier: 0.8
Starting dosh: 500
Bonus dosh for wave survivors: 250
Boss wave bonus dosh for survivors: 500

Hard

Specimens total amount per wave multiplier: 1.2
Specimens health multiplier: 1.25
Specimens speed multiplier: 1.1
Specimens damage multiplier: 1.2
Specimens stun threshold multiplier: 1.25
Dosh reward multiplier: 0.6
Starting dosh: 400
Bonus dosh for wave survivors: 200
Boss wave bonus dosh for survivors: 400

Suicidal

Specimens total amount per wave multiplier: 1.4
Specimens health multiplier: 1.5
Specimens speed multiplier: 1.2
Specimens damage multiplier: 1.4
Specimens stun threshold multiplier: 1.5
Dosh reward multiplier: 0.5
Starting dosh: 300
Bonus dosh for wave survivors: 150
Boss wave bonus dosh for survivors: 300

Hell On Earth

Specimens total amount per wave multiplier: 1.6
Specimens health multiplier: 1.75
Specimens speed multiplier: 1.3
Specimens damage multiplier: 1.6
Specimens stun threshold multiplier: 1.75
Dosh reward multiplier: 0.4
Starting dosh: 200
Bonus dosh for wave survivors: 100
Boss wave bonus dosh for survivors: 200

Bloodbath

Specimens total amount per wave multiplier: 1.8
Specimens health multiplier: 2
Specimens speed multiplier: 1.4
Specimens damage multiplier: 1.8
Specimens stun threshold multiplier: 2
Dosh reward multiplier: 0.3
Starting dosh: 100
Bonus dosh for wave survivors: 50
Boss wave bonus dosh for survivors: 100
1 Comments
Heshynver 18 Apr, 2024 @ 1:15pm 
Absolutely delicious.