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== Extermination == {{main|Fleshpound extermination tactics}} Fleshpounds are unique specimen to both possess damage vulnerability and damage resistances together. No other specimen have a damage vulnerability with damage resistance in the game. Fleshpounds are resistant against bullet based gunfire at their body, have varying resistances for headshot damage depending on headshot multiplier (there are exceptions) also vulnerable against most of explosives and poison gas while generally resistant against lingering damage over time effects overall. At low difficulties where Fleshpound only can move so slowly, a stacked barrage of 2-3 grenades usually kills him outright before he can do anything. At high difficulties when he can get away from stacked grenades before blast fuse set off, he will only take a whiff, endure it and most likely enrage right away. Due to the Fleshpound being immune to stun effects, the safest way to exterminate the Fleshpound is to do it fast, before it has a chance to rage of its own accord and before it can cause substantial damage. When used with perk bonuses high damage per second output weapons can make short work of a Fleshpound; any kind of explosive projectile aimed at his upper torso and head or a high headshot multiplier burst damage weapon exhausting his head health can wipe him out without needing any quick weapon switches. Used onperk any highly explosive projectile weapon, [[pipe bomb]]s and when used in a timely manner, [[grenades]], can deal immense damage at Fleshpound or outright dispatch him when used in conjunction together. [[Demolition]] has a pretty nice advantage here as long as he's at the medium distance, both [[M32]] and [[L.A.W.]] are able to kill a Fleshpound with the help of some grenade tosses or darted pipe bombs. Without explosives, onperk use of [[Sharpshooter]] weapons shine against him as well. All rifles of Sharpshooter at high perk ranks capable of dropping him in a few well calculated shots if one able to control the recoil and compensate for spread. Another option is surprisingly a high level [[Firebug]] wielding [[Husk fireball launcher|Husk Cannon]] with any reliable high damage single fire side arm. For weapons that have high damage per second output but he's resistant against, [[Grenade]]s or a second back up weapon with high pierce power must be held at ready. Depending on the used weapon's ammunition pool or lacking power, grenades also can help player to manage reloads and still kill the Fleshpound. If the player's current weapon is weak, slow or using an offperk weapon, then the safest way to kill it is to do so slowly and to frequently escape it line of sight, so as to not enrage it: inflict less than 360 damage every two seconds and break line of sight again or make him strike the air in 10-15 seconds at most. Comparably to Demolition, [[Support Specialist]] able to dispatch Fleshpound by piercing damage spikes and grenades only. Perk capable of reaching a comfort zone early just by abusing chained explosions against FP to get rid of it in one fell swoop. In case it got interrupted by a [[Siren]] or a very unlucky [[Husk]] pot shotting at your grenades, then Support better get ready to switch weapons and let it loose at its amber core and legs. Similar to the Support Specialist, [[Commando]] can use a similar chain explosion technique with grenades besides going experimental with off perk Pipe bombs to shoot them off as Fleshpound comes near. The Fleshpound will rage in one of two circumstances: if it takes 360 or more damage in 2 seconds, or if it spends about 10 seconds without striking at melee range of any of its sightline targets. When the Fleshpound picks a new target, this timer may have anywhere from 0 to 5 seconds added to it, and it can be reset by breaking line of sight by getting behind cover or letting Fleshpound swing and forcing him to avoid a thrown grenade. Note that Fleshpounds are weak against grenades; any explosive grenade that explodes too close is capable of enraging it instantly. For pacing up to two seconds between your attacks, you may allow him to advance for up to three steps before hitting him again. While kiting [[Berserker]]s have to check the pulse of Fleshpound occassionally to ensure he won't go out of control in a whim. Switching between alternate attack and primary where needed, Berserker have to ensure Fleshpound kept busy as they wittle down at him and dodge his swings. While kiting him away they also have to sweep off trash that interfere their engage and keep an eye for spawn rates for not getting flanked as they go toe to toe against Fleshpound. Berserker can safely kite Fleshpound off around the map by picking a steady route, taking shortcuts depending on the pressure of spawn rates. For speedkills they might need to pre-damage its head a few time safely to take on him faster from front approach as they kite or directly backstab behind its head when it's distracted for a quicker but riskier approach.
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