Killing Floor 2 is a Co-Op FPS, which is obviously based on teamwork. We are breaking down all of its perks (classes) in a thorough, yet to-the-point guide.
Killing Floor 2 is arguably the most satisfying teamwork you can experience on a wave-based – zombie-annihilating FPS! The main reason is the wealth of classes available in the game, known as “Perks“. As you would expect in a class-based game, your team formation will go a long way into how much you can achieve & how much you can enjoy the game.
The community of KF2 is one the best FPS communities out there! Toxic people are rare to find, and even though most of the player base is dedicated (and they will take for granted you know every bit of this guide by heart), it’s to everyone’s best interest to cooperate with the team, if you’re going to make it out alive!
Without further ado, let’s break down all 10 classes/perks of Killing Floor 2, so you can get more accustomed to each one’s priorities, gameplay & weapons.
Table of Contents
Berserker is the tank perk of Killing Floor 2, using melee and ranged decapitating weapons. He is provided with more damage resistance than other perks, so he can aggro and slay large groups of Zeds in close combat.
The priorities that a Berserker should have to revolve around the right positioning to prevent large groups of Zeds and enraged big Zeds to corner your allies. Holding doors and tight corridors can prevent these situations, as well as kiting zeds out of close quarters.
Also keep in mind that when you reach 15 level, you can choose to get extra damage output, attack speed, and 40% reduced damage taken, after blocking an attack. By using this ability you can kill large Zeds fast, and trash even faster!
When you encounter more than one large Zeds, don’t enrage them all at once, as it will cause them to flee enraged, onto you or some ally that is much more vulnerable in this kind of close combat. Try to kite large Zeds on your side and decapitate them one after the other.
Katana, in my opinion, is the most efficient way to kill trash-zeds and an Eviscerator should do the job on any big Zed. Of course, a Pulverizer is more efficient on Fleshpounds and Quarter Pounds, since they are more vulnerable in explosives, but still, just two or three headshots with an Eviscerator is enough for any large Zed. Also, Eviscerator helps you deal with raged Zeds, while being in a longer range than usual, plus the alternate fire of it, which is a spinning saw blade, can help you deal with Zeds in short range.
On Boss waves, I strongly suggest Eviscerator and Katana. Keep kiting and shooting Boss with Eviscerator blades. By doing this you help allies to be steady somewhere safe and shoot the Boss on a long-range, as well as keeping you safe from small Zeds that might come to attack you. Keep in mind that Berserkers can’t get grabbed by clots, so don’t focus on them too much, except your life’s depending on killing them.
Commandos are mid-ranged soldiers with assault rifles and strong grenades that clean all the mess that small Zeds make during a bloodthirsty battle. While on a first look anyone would say that he is pretty similar to SWAT, he has many unique abilities that make him much more different, even though both are trash-killing perks.
Commando has the ability to see a health bar over Zeds’ heads, which helps him finish off fatal wounded Zeds and see Crawlers easier due to this health bar over their heads. Keep in mind that Zeds don’s spawn with the health bar visible, they have to take even a slight amount of damage first.
Also, he can passively reveal Stalkers, and that’s why Stalkers are his top-trash-priority. The best ability that a Commando has, in my opinion, is that while he shoots headshots and kills Zeds during Zed Time, Zed Time can extend up to 6 seconds. This way you can help 25 level allies, to take advantage of this time bonus and use their Zed Time abilities for a brief length.
The most important thing for a Commando is to misjudge his strength and try to take down big Zeds. Fleshpounds need a good amount of grenades and Scrakes need a couple rounds of ammunition. If the health bar shows that some Scrake or Fleshpound is fatal wounded, then go for it. Otherwise, you should keep your ammo to keep trash away from camped Sharpshooters and Demolitionists.
Mkb.42(H) Carbine Rifle and SCAR-H Assault Rifle is the best weapon build to deal with any situation. I usually keep both weapons on single-fire mode, mostly because extending the Zed Time isn’t easy when I use default full-auto mode. For the extent of Zed Time you need to kill zeds with one headshot and then wait a while before executing the next one, so it’s easier to achieve that with single-fire.
If it is possible, try to use or swap to SCAR-H Assault Rifle when the Zed Time comes. You can one-shot in the head the weakest Zeds with Mkb.42(H) Carbine Rifle, but SCAR-H Assault Rifle needs a couple of headshots for killing a bit stronger Zeds like Sirens or Bloats. If you were trying to kill Sirens or Bloats and extend Zed Time by using Mkb.42(H) Carbine Rifle, it would not be successful, because of its weak penetration in comparison to SCAR-H Assault Rifle.
During the Boss waves, take care of the trash Zeds that spawn, and focus on extending Zed Time. There’s no use to waste ammunition on Boss. Focus on keeping you Sharpshooter and Demolitionist safe to do the hard job.
Supports are armed with high-penetration shotguns, which allows them to a line-shot big group of Zeds. They have increased weight and ammo capacity, and they are considered as a top priority in team compositions, as he can provide ammunition to allies once per round.
Their ability to weld doors faster and repair them makes them the leader of positioning in a team, as he should be the one who decides which doors need to be weld. Welding doors can lead either to a massive Zed killing either to a big team massacre. Support should be really careful of the doors he is welding, as he has to always secure that there are exits available. Don’t weld doors without having a good knowledge of the map you’re playing on.
Supports should measure their priorities due to situations. When the trash-Zeds overwhelm the place, it’s a damn wrong choice to chase down and rage that Scrake. Better focus getting Zeds lined up for multiple headshots, and keep the area clean from Rioters that enrage Zeds or that death-threat-spinning Gorefiend.
Keep focusing on holding Zeds back to enter your territory by fighting in front of doors and corridors. If a passage you are holding gets out of hand, just weld it quickly and prepare your explosives. Demolitionists can also add their specialty on trapping the doors, so they can insta-explode when the door breaks down.
Support’s should first consider buying a Double-barreled Boomstick for starters, as it can surely do the job on either large or small/medium Zeds. Therefore, you should focus on getting an AA-12 Auto Shotgun, and starting to use Double-barreled Boomstick, as a secondary weapon, and start to feel more confident in fighting with large zeds with the auto-shotgun.
I always use the AA-12 Auto Shotgun on semi-auto fire to save as many bullets as I can, and mostly because I find it more effective to aim properly. As for the Double-barreled Boomstick, I only use single shots, except situations as if a lined up group of Zeds spawns, or if auto-shotgun is on limited/no ammo and a large Zed needs to get down.
On Boss waves, you should measure what the team would need. If you think you should take a more supportive role you should stay with your weapons, and also buy a HZ12 Multi-Action, to keep the heal persistent. If you judge that more damage is needed, I would suggest RPG-7. On both situations, you need to strongly focus on Boss, as long as your team has at least on trash-killer.
Field Medic keeps your team alive with healing darts, that come out of his mid-ranged weapons, and also by using AOE healing grenades. The medicine that keeps his allies alive, poisons Zeds, causing them to flee away for a while.
Depending on the build, he can be super resistant to damage, either boost your allies with increased movement speed, damage resistance and damage done to Zeds. The “damage-resistance” build is not suggested for a multiplayer game though, except if there’s another healer around to focus on allies.
This perk should be positioned in back lines, so he can have a big field of view and be able to help when it is needed. His weapons are strong enough to kill small Zeds, and you can give a bit of your attention on trash-killing.
It’s strongly suggested not to try and kill big Zeds by yourself. None of his weapons are strong enough to deal with a Fleshpound or a Scrake. Focusing on healing the Berserker or the Demolitionist of the team. It is far more effective against the deadliest Zeds than trying to eliminate them with the firepower medic’s weapon have.
A med should prioritize to buy HMTech-501 Grenade Rifle as primary and a HMTech-301 Shotgun or a Hemogoblin as secondary weapon. The choice between HMTech-301 Shotgun and the Hemogoblin depends clearly on your play-style.
HMTech-501 Grenade Rifle, is pretty similar to the classic HMTech-401 Assault Rifle, except that it does not fire healing darts but instead, it launches a limited number of healing grenades. It is long ranged and has no alternate fire mode.
HMTech-301 Shotgun is the perfect choice to deal with Gorefiend and other kinds of medium-power Zeds. Mostly effective on head and legs, and as all of the med’s weaponry, it has no alternate fire mode.
Hemogoblin is a medium damage, slow firing hitscan ballistic rifle that debuffs enemies by applying damage over time and unique bleeding incapacitation. It’s useful for helping allies finish off enraged Scrakes or Fleshpounds, but as said, it does not inflict enough damage to kill a Zed, without wasting more-than-needed ammo.
On Boss waves, I suggest going for the HMTech-501 Grenade Rifle and the Hemogoblin. Focus mostly on healing and getting boss wounded, by using the Hemogoblin.
Armed with a variety of explosive devices, Demolitionist, can melt a big number of zeds, either a killing Fleshpounds and Scrakes, with just a rocket! He provides grenades to his allies, keeping them armed and ready for any situation! Their welding gun can enable explosive traps to the doors, eliminating any Zed that might manage to get through the door! So team uo with the support of the team so he can protect you in close combat, and door-trap Zeds together!
Depending on the situation, Demolitionists can focus either on trash-killing, either on killing larger Zeds. Whatever you decide to focus on, Demo’s abilities can get his AOE damage higher, so you can effectively demolish groups of Zeds, either increase your damage done in critical areas, so you can focus on Scrakes, Fleshpounds, etc.
The best positioning for him is by the side of the Field Medic, and his first priorities are obviously Fleshpounds and Quarter Pounds, as they are very vulnerable to explosives, and one-(head)shot Scrakes! Avoid Sirens as they can destroy explosives, and Bloats, as they take a while to explode.
On Boss waves, give all you’ve got on Boss and only! Demo’s explosive damage is on the top-ranked in Killing Floor 2, and it’s a shame to get wasted on Clots, etc. Always keep a safe distance and get a good field of view.
Weapon strategy for this perk is better to be adjustable to the lacks of the team. If your team lacks trash-killers, better get the M79 Grenade Launcher or the M32 Grenade Launcher, for ranged attacks to a group of Zeds incoming, and also the M16 M203 Assault Rifle, so you can have a shorter range solution.
Keep in mind though, that on late waves your explosive damage will be needed. Besides, Demo is not originally a trash killer. When things start to get tight, keep your M79 Grenade Launcher as a secondary weapon, and grab yourself an RPG-7 to get rid of larger Zeds. You can keep these weapons for Boss wave as well.
Firebugs are the number one choice on small maps, where you need a very fast and effective trash-killer. All his weapons and his grenades are spitting fire, burning to the bone small and vulnerable zeds that attack in large groups, threatening camped teammates. Recently, the perk got some new weapons that are very effective against large Zeds as well, making him a life savior of all times and situations.
Firebug’s position is in the front line, helping the Berserker keep back all the large groups of Zeds. Microwave Gun, which is a perk weapon, also helps eliminate E.D.A.Rs and any other specimen with metal on its body, like Husks, Fleshpounds, etc., much easier and faster than any other weapon. If you are equipped with anything else than a Microwave Gun, don’t try to deal with large Zeds, as you are only going to rage them.
Firebug used to be only trash-killer, but his knew weapons came to restore his bad reputation on “just raging” large Zeds. But still, he is far more effective in burning down small Zeds. So prioritize weapons wisely, by picking Dual Spitfires or Flamethrower for the starters. Aiming the floor is always more effective, and it doesn’t blind your allies.
When things starts to get nasty, buy the powerful Microwave Gun, to deal with metal-armored Zeds, either large or small. Use the alt-fire on close range and focus large Zeds with it. You can use the same weaponry for the boss waves. Again, focus on trash-killing more than on Boss.
A Gunslinger can be considered as a close-range Sharpshooter, on a higher fire rate. He is the kiting material of the team, lining up the Zeds, head-shooting them one after the other, cleaning the battlefield dorm the most dangerous Zeds. He has a good amount of ammunition, except the 9mm, which recently got nerfed. Better use your ammo wisely, as if you get yourself to have fun with Clots and Slashers, you won’t have enough ammunition to deal with something more deadly and enraged that might get you off guard.
Gunslinger is the fastest perk, which makes him the no.1 enemy of an enraged Scrake, Fleshpound, or even Bosses. His weapon shots are most effective when you aim for the head, otherwise, you will be left with no ammo before the wave comes to an end. His grenades stun Zeds for a brief time, giving you the space to reload or to escape from a harsh situation, and start to line ’em up again.
He is mostly in the frontlines, lining up in the zeds, so he can achieve multiple headshots, and helping Demolitionists and Sharpshooters to have a clear view of their shots. Even if he is effective for almost all Zeds, and as we said, his ammunition capacity is pretty high, a Gunslinger must keep his bullets for harsh situations. Don’t bother with Crawlers, no matter how good of an aimer you are!
Since 1858 Revolver, the starting weapon of Gunslinger, recently got buffed, and they’re much more capable of holding you up for the first rounds. The first pick should be the Dual M1911 Pistols. These handguns have pretty low recoil and a high enough fire rate, to help you deal with the trash that overwhelms the place on fresh starts.
Next choice should be the Dual .50 Desert Eagles, that I usually use on medium-power Zeds, like Gorefiends, Rioters or Husks. They are also capable of taking down Scrakes or Fleshpounds, but this is a job better done by Dual .500 Magnums.
Since your Dosh will be enough to equip yourself with finer weaponry, it’s time to get the all-time favorite and previously mentioned Dual .500 Magnums. Their damage output is not something that a large Zed will be able to deal with. Always remember to aim for every Zed’s weak spot.
For Boss wave, equip yourself with just an HMTech-101 Pistol, to give a helping hand if needed. Also, even if I will suggest Rack Em Up ability in the following build strategy, i prefer to use Bone Breaker for Boss, as if Patriarch comes out, headshots cant come easy and frequent.
Sharpshooter is the sniper-class in Killing Floor 2, making Husks explode and Scrakes running their last steps around decapitated, with just one shot! Sharpshooter’s weapons have massive penetration and no large Zed can resist a good headshot, but still, it’s all about positioning that gives him the safe space that a sniper needs.
Sharpshooter should always stay away from the Zed’s spawn points, and camp in long distance. He shouldn’t be bothered by the trash-Zeds, and the main targets are large Zeds and Husks. They are equipped with freezing grenades, that immobilizes Zeds for a brief time, giving you the chance to position well and to aim for the head by long distance. Freezing grenades can also save Sharpshooters from any mass-trash-attack, and give them the chance to escape.
Sharpshooter’s time to shine is definitely on Boss waves, as the trash-spawning on Boss waves is far decreased than the regular waves, and he can be far more independent and distant from the team that fights in closer combat.
Personally, I can survive the first rounds with no struggle with the Winchester 1894, which is the starting weapon of Sharpshooter. It’s not suitable for dealing with large Zeds, but it can get you through the necessary med-power Zed slaying that is needed in the first waves. If you can get really accurate with your shots, try to be cheap on ammo as well. Also, 9mm Pistol can help you with Clots, Slayers, etc.
Next, I focus on buying the M14 EBR, as its high fire rate helps me a lot to deal on harsh situations as a raging Scrake or Fleshpound. It is also the key for hitting the backs of Husks from distance, causing them to explode before they come too close to you or your allies.
Last but not least, I choose to buy FN FAL ACOG, mostly because it can be my emergency weapon for dealing with Zeds as Gorefiends, etc. if they manage to come up close. I usually use it on single-fire mode, as it helps me to keep track ofw headshots.
Now for the Boss, for me, it gets kind of complicated, as it would be perfect if you knew what Boss awaits, so you can prepare yourself properly. But obviously you don’t, and that’s kind of a gamble here. I usually choose to move on to Rail Gun that exclusively use on any Boss’ weak spot, a .500 Magnum Revolver for dealing with all the other Zed that spawn during the Boss wave, and an HMTech-101 Pistol, because if you can carry it, you got to have it, no matter the perk.
Survivalist is the perk that can adapt like more powerful support, either as an extra damage distributor, or maybe both! As a filler perk, he can use all weaponry equally effectively, and emphasize either on damage buffs like enhanced AOE explosives and increased incapacitation power, or emphasizing on being able to heal allies by having more consistent healing darts and healing grenades, but still being a pretty effective trash-killer.
Giving a bit of a balance to the abilities of this perk, in my case of game style, doesn’t suit me. I like either playing more supportive or more aggressively. If I try to balance between those two, I end up realizing that I need more damage or more heal for my allies and myself. I’ve seen it work, but certainly, it doesn’t suit me.
Feel free to adapt your abilities by analyzing the situation you are in every wave, on the first rounds, if there is a Field Medic, healing grenades might not be that useful, but getting rid off a group of Crawlers and other trash-Zeds with just a Molotov is more of a something!
I don’t really have a standard weapon strategy that I use for Survivalist, as I like to change weapons as much as I can. But the only thing that it should be taken for granted, is to suit your weapons to the abilities that you’ve chosen.
If you go for the “Tactical Reload”, which gives you reload speed on Commando, Gunslinger and SWAT weapons, you probably aiming for trash killing. In this case, I would focus on Commando and Gunslinger weapons. The first choice though, is a SWAT weapon, the Mac 10, as it suits me perfectly for start-to-mid waves trash-killing. Then I mostly aim for HMTech-501 Grenade Rifle, because if I choose trash-killing method, I will most likely use healing weapons and go for the healing abilities of the perk, to enhance the supportive role I’ve chosen. For the “tough-gun” I choose to buy .500 Magnum Revolver, as its damage can be enough to save me if I accidentally get into some trouble with a Scrake or a Fleshpound.
If there are already two Field Medics, or you judge that just one is enough, I would probably suggest a SCAR-H Assault Rifle and the Mkb.42(H) Carbine Rifle, in the exact same way I use them for Commando. I always like to keep the healing grenades up in any occasion. Nothing can go wrong by having a couple of extra healing grenades. From the Gunslinger collection of weapons, I have to choose the .50 Desert Eagle, because I don’t want to trade healing grenades for capacity and Molotovs, so I sacrifice .500 Magnum Revolver for the .50 Desert Eagle, even though I find it slightly different to comply with the damage output difference these two weapons have.
The other case is ongoing for the “Heavy Weapons Training”, that gives you increased reload speed with Demolitionist, Sharpshooter and Support weapons, which means you chose to emphasize on damage to large Zeds. In this case I first aim for AA-12 Auto Shotgun, as it never fails and always keeps the fight going. I always use it on semi-auto mode, and my goals are from med-powered Zeds to Scrakes and E.D.A.Rs.
As soon as it is possible, I will buy the RPG-7, mostly for Fleshpounds and Quarter Pounds. You can also one-shot a Scrake during Zed-Time with the “Lockdown” ability, as well as insta-kill large groups of small Zeds. Also feel free to use Survivalist’s knife, the Gore Shiv, as it’s very effective against trash that might approach you unexpectedly, especially if you use the “Melee Expert” ability.
Swat has low recoil and rapid-fire, sub-machine guns and grenades that stun Zeds, making him one of the most effective trash-killers, along with Firebug and Commando. His weapons are close-combat designed, so he can simply erase groups of Crawlers or Clots, and he can be safe by extra armor, or movement speed, depending on the player choice among the abilities.
Keep in mind that even if SWAT is very effective with a grenade-headshot combo against a Scrake, he needs a noticeable amount of ammunition to deal with him. Use your grenades to save allies and finish off when needed, and keep focusing on the trash-killing. Any other way you try to use him, its less effective, at least team-wise.
In Boss waves, he can effectively focus on Boss, and use the grenades to stun the groups of Zeds that spawn while the Boss wave is on.
Personally, I can survive easily the first rounds with the starting weapon, the MP7 SMG. It is effective enough for the starting round’s necessary trash-killing. I also use the “Close Combat Training”, to help me with the early-trash-killing, which provides me with Double 9mm Pistols at the start of the fame, and also gives me 110% extra damage on Double 9mm Pistols and Tactical Knife, which is the perk knife of SWAT.
Around middle-game, I choose to buy Heckler & Koch UMP, which is like the “big brother” of the MP5RAS SMG. If you can stand to live on MP7 SMG for the first round, be patient and buy Heckler & Koch UMP, don’t waste money on MP5RAS SMG, as it is far less effective. The only thing that might annoy one is the recoil, which can be significantly reduced by using semi-auto mode.
Of course, mainly I go for the all time favorite, Kriss SMG. It is fitted with reflex sight, its front iron sight is folded but it completely lacks rear sight. It is highly effective on full-auto mode, to fast-swipe large group of small Zeds, and even a Scrake if it’s required. I sometimes use it on single-fire as well, if i can take my time to focus on headshots from distance.