
Affliction multiplier - x0.2 (ZED takes only 20% of all incoming powers). Damage resistance: Melee attacks - x0.9, Gun attacks - x0.9. Block chains (max): Hard - 3, Suicidal - 4, HOE - 5. Health loss percentage to trigger block: all difficulties - 0.05. Chance to block after taking damage: Normal - 0, Hard - 0.01, Suicidal - 0.2, HOE - 0.3.Fleshpound has a chance to evade certain damage sources. Fleshpound has a chance to block upon taking damage or when being aimed at.EMP effect (disrupt) prevents Fleshpound's pre-rage taunt and the rage itself.In such case Fleshpound will be enraged without losing momentum. Fleshpound can skip this animation completely if at the moment of enragement it will be doing melee attack or any other special move. Enraged Fleshpound will attempt to play its taunt animation.To make sure that Fleshpound will not enrage anymore players should let it calm on its own. Note: After landing a hit the enraged Fleshpound will update its 'last enemy seeing' timer and will immediately trigger a new frustration timer. In that case to trigger its new frustration timer it will need to have players within its LOS.

After 30 seconds without seeing players Fleshound will not be able to enrage.

Rage will end as soon as Fleshpound land a hit or 30 seconds will pass without seeing players.

LOS and hits performed during the Fleshpound's calm phase has no effect on the next rage starting time. Enraged Fleshpound will calm down as soon as it land a hit.When enraged, Fleshpound takes only 25% of all incoming weapon powers towards its affliction threshold.Chance to spawn already enraged: Normal - 0%, Hard - 0%, Suicidal - 25%, HOE - 33%.Rage begins when Fleshpound takes 276 points of accumulative damage.Fleshpound cannot evade a grenades once enraged.

