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.

Berserker

Berserker Perk Overview, Killing Floor 2
Berserker Perk Overview, Killing Floor 2

Target Priority

High

  • Stalker
  • Siren
  • Scrake
  • Fleshpound
  • Quarter Pound

Medium

  • Alpha CLot
  • Slasher
  • Rioter
  • Gorefiend
  • Gorefast

Low

  • Crawler
  • Elite Crawlers
  • E.D.A.R. Blaster
  • E.D.A.R. Bomber
  • E.D.A.R. Trapper
  • Bloat
  • Husk

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 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 these kind of close combats. Try to kite large Zeds on your side and decapitate them one after the other.

Weapon Strategy

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.

Suggested Build

  • Skirmisher: Move 20% faster and sprint 25% faster when using a perk melee weapon. You also regenerate 2 points of health every second
  • Butcher: Attack 20% faster and do 25% more damage with perk melee weapons
  • Parry: Parrying an attack with a perk melee weapon reduces incoming damage by 40% and increases both melee attack speed 5% and melee damage 35% for 10 seconds.
  • Massacre: Light attacks with Berserker melee weapons do 30% more damage and are 5% faster.
  • ZED TIME – Spartan: During Zed time, you attack with perk weapons and move in real-time.

Commando

Commando Perk Overview, Killing Floor 2
Commando Perk Overview, Killing Floor 2

Target Priority

High

  • Alpha Clot
  • Slasher
  • Crawler
  • Elite Crawler
  • Stalker
  • Gorefast
  • Gorefiend

Medium


  • E.D.A.R. Blaster
  • E.D.A.R. Bomber
  • E.D.A.R. Trapper
  • Bloat
  • Siren
  • Husk

Low

  • Scrake
  • Fleshpound
  • Quarter Pound

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 kill 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 longer.

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 coule 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.

Weapon Strategy

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 extend of Zed Time you need to kill zeds with one headshot and then wait a while before execute 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 it 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.

Suggested Build

  • Tactical Reload: Increase reload speed with perk weapons.
  • Fallback: Increase damage with your 9mm pistol and knife 110%, and increase weapon switching speed 50%.
  • Prepared: Carry up to 20% more ammo for each perk weapon.
  • Hollow Point Rounds: Increase damage of perk weapons 25% and reduce their recoil 50%.
  • ZED TIME – Tactician: During ZED Time, you reload perk weapons at full speed and switch perk weapons twice as fast.

Support

Support Perk Overview, Killing Floor 2
Support Perk Overview, Killing Floor 2

Target Priority

High

  • Gorefast
  • Gorefiend
  • Rioter
  • Siren
  • Husk

Medium

  • Alpha Clot
  • Slasher
  • Scrake
  • Fleshpound
  • Quarter Pound
  • E.D.A.R. Blaster
  • E.D.A.R. Bomber
  • E.D.A.R. Trapper

Low

  • Crawler
  • Elite Crawler
  • Stalker
  • Bloat

Supports are armed with high-penetration shotguns, which allows them to 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. A 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 the 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.

Weapon Strategy

Support’s should first consider to buy a Double-barreled Boomstick for starters, as it can surely so 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 on 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 situation you need to strongly focus on Boss, as long as your team has at least on trash-killer.

Suggested Build

  • Tactical Reload: Increase reload speed with perk weapons.
  • Salvo: Increase damage of perk weapons 30%.
  • Armor Piercing Shot: Greatly increase penetration with perk weapons.
  • Resupply Pack: Your teammates can get 30% ammo and 20% armor restored by interacting with you once per wave. You can carry up to 20% more ammo for perk weapons.
  • ZED TIME – Penetrator: During ZED Time, your perk weapons penetrate through any targets they hit.

Field Medic

Field Medic Perk Overview, Killing Floor 2
Field Medic Perk Overview, Killing Floor 2

Target Priority

High

  • Alpha Clot
  • Slasher
  • Crawler
  • Elite Crawler
  • Stalker

Medium

  • Gorefast
  • Gorefiend
  • Rioter
  • Bloat

Low


  • Siren
  • Husk
  • Scrake
  • Fleshpound
  • Quarter Pound
  • E.D.A.R. Blaster
  • E.D.A.R. Bomber
  • E.D.A.R. Trapper

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 big field of view and be able to help when its 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 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.

Weapon Strategy

A med should prioritize to buy HMTech-501 Grenade Rifle as primary and a HMTech-301 Shotgun or a Hemogoblin as seconary 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 perfext choice to deal with Gorefiend and other kind of medium-power Zeds. Mostly affective on head and legs, and as all of 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.

Suggested Build

  • Symbiotic Health: Increase total Health 25%. Healing teammates will heal you 10% of your total Health.
  • Adrenaline Shot: Shooting teammates with healing darts increases their movement speed 10% for 5 seconds. This can stack up to a 30% bonus.
  • Focus Injection: Shooting teammates with healing darts increases the damage they inflict 5% for 5 seconds. This can stack up to a 20% bonus.
  • Coagulant Booster: Shooting teammates with healing darts increases their damage resistance 10% for 5 seconds. This can stack up to a 30% bonus.
  • ZED TIME  – Airborne Agent: You release a healing gas During ZED Time, healing teammates close by.

Demolitionist

Demolitionist Perk Overview, Killing Floor 2
Demolitionist Perk Overview, Killing Floor 2

Target Priority

High

  • Scrake
  • Fleshpound
  • Quarter Pound
  • E.D.A.R. Blaster
  • E.D.A.R. Bomber
  • E.D.A.R. Trapper

Medium

  • Alpha CLot
  • Slasher
  • Rioter
  • Gorefiend
  • Crawler
  • Elite Crawler
  • Gorefast

Low

  • Stalker
  • Bloat
  • Siren

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 on close combat, and door-trap Zeds together!

Depending 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

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 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.

Suggested Built

  • Bombardier: Increase damage of explosive perk weapons by 25%.
  • High Impact Rounds: Increase direct hit damage with explosive weapons by 25%.
  • Fragmentation Rounds:  Increase area of effect of explosive perk weapons by 50%, but decrease damage by 30%.
  • Concussive Rounds: Increase reaction, stun, stumble, and knockdown power of perk weapons by 50%.
  • ZED TIME – Destroyer of Worlds: During ZED Time, your explosives dish out massive radiation damage, poisoning ZEDs, and explosive rounds will explode at any range

Firebug

Firebug Perk Overview, Killing Floor 2
Firebug Perk Overview, Killing Floor 2

Target Priority (Default)

High

  • Alpha Clot
  • Slasher
  • Crawler
  • Elite Crawler
  • Stalker
  • Gorefast
  • Gorefiend
  • Rioter

Medium

  • Bloat
  • Siren
  • E.D.A.R. Blaster
  • E.D.A.R. Bomber
  • E.D.A.R. Trapper

Low

  • Scrake
  • Fleshpound
  • Quarter Pound
  • Husk

Target Priority (Microwave Gun)

High

  • Siren
  • Husk
  • Scrake
  • Fleshpound
  • Quarter Pound
  • Rioter
  • E.D.A.R. Blaster
  • E.D.A.R. Bomber
  • E.D.A.R. Trapper

Medium

  • Crawler
  • Elite Crawler
  • Gorefiend
  • Gorefast
  • Bloat

Low

  • Alpha Clot
  • Slasher
  • Stalker

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.

Weapon Strategy

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 thing start 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.

Suggested Built

  • Bring the Heat: Increase damage with fire weapons 35%.
  • Ground Fire: Ground fires do massively increased damage and reduce ZED movement speed.
  • ZED Shrapnel: ZEDs you kill with fire have a 20% chance to explode, damaging and knocking down nearby ZEDs.
  • Heat Wave: ZED struck at point blank range with fire will stumble back.
  • ZED TIME – Pyromaniac: During ZED Time, you attack with perk weapons in close to real time and never run out of ammo.

Gunslinger

Gunslinger Perk Overview, Killing Floor 2
Gunslinger Perk Overview, Killing Floor 2

Target Priority

High

  • Siren
  • Husk
  • Scrake
  • Fleshpound
  • Quarter Pound

Medium

  • Alpha CLot
  • Bloat
  • Slasher
  • Rioter
  • E.D.A.R. Blaster
  • E.D.A.R. Bomber
  • E.D.A.R. Trapper
  • Gorefiend
  • Gorefast

Low

  • Crawler
  • Elite Crawlers
  • Stalker

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 wiselyt, 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 Bossses. His weapon shots are mostly 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!

Weapon Strategy

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. First pick should be the Dual M1911 Pistols. These handguns have pretty low recoil and a high enouh fire rate, to help you deal with trash that overwhelm 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 a 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.

Suggested Build

  • Quick Draw: Reduce recoil penalty for shooting from the hip, increase movement speed 5%, and switch perk weapons 50% faster.
  • Rack ’em Up: Consecutive headshots with perk weapons increases damage 10%, to a maximum of 50%.
  • Speedloader: Increase reload speed with perk weapons.
  • Skullcraker: Headshots with perk weapons slow ZEDs 30%.
  • ZED TIME – Whirlwind of Lead: During ZED Time, your perk weapons can’t run out of ammo.

Sharpshooter

Target Priority

High

  • Husk
  • Scrake
  • Fleshpound
  • Quarter Pound

Medium

  • Bloat
  • Siren
  • Rioter
  • Gorefiend
  • Gorefast

Low

  • Crawler
  • Elite Crawlers
  • Alpha Clot
  • Slasher
  • Stalker

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.

Weapon Strategy

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 on 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 gumble 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 a HMTech-101 Pistol, because if you can carry it, you got to have it, no matter the perk.

Suggested Build

  • Sniper: Increase damage 25% while stationary and using perk weapons.
  • Ballistic Shock: Increase stun power of perk weapons 100%.
  • Rack ’em Up: Each consecutive headshot with a perk weapon increases damage 10%, up to a maximum of 50%.
  • Always Prepared: Carry up to 25% more ammo for perk weapons and grenades.
  • ZED TIME – Assassin: Any head shots with perk weapons have a 5% chance to trigger ZED Time. During ZED Time, your head shots with perk weapons will stun any ZED.

Survivalist

Survivalist Perk Overview, Killing Floor 2
Survivalist Perk Overview, Killing Floor 2

Survivalist is the perk that can adapt like a 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 incapatitation 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 on 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!

Weapon Strategy

I don’t really have a standard weapon strategy that I use for Survivalist, as I like to change weapons as musch 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. First choice though, is a SWAT weapon, the Mac 10, as it suits me perfect 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 jusdge 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 the 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 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 on going 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 its very effective against trash that might approach you unexpectedly, especially if you use the “Melee Expert” ability.


Suggested Build

For Supportive Role

  • Tactical Reload: Increase reload speed with Commando, Gunslinger and SWAT weapons.
  • Medic Training: Increase the potency of all your healing 20% and decrease the cooldown of your syringe and healing darts 25%
  • Ammo Vest: Carry up to 15% more ammo for all weapons and your grenade becomes a healing grenade.
  • Spontaneous Zed-plosion: Zeds you kill have a 20% chance to explode, damaging and knocking down nearby Zeds.
  • ZED TIME – Madman: During Zed time, all your weapons shoot 3x faster.

For Damage Role

  • Heavy Weapons Training: Increase reload speed with Demolitionist, Sharpshooter and Support weapons.
  • Melee Expert: Increase melee attack speed 15%, inflict 10% more damage, and move 25% faster when using any melee weapon.
  • Weapon Harness: Increase carrying capacity by 5 and your grenade becomes a Molotov cocktail.
  • Make Things go Boom:  Increase area of effect of all Explosives 25%.
  • ZED TIME – Lockdown: During Zed time, the power of all incapacitation methods are increased 200% for all weapons.

Swat

SWAT Perk Overview, Killing Floor 2
SWAT Perk Overview, Killing Floor 2

Target Priority

High

  • Alpha Clot
  • Slasher
  • Crawler
  • Elite Crawler

Medium

  • Stalker
  • Rioter
  • Scrake
  • Gorefiend
  • Gorefast

Low

  • Fleshpound
  • Quarter Pound
  • E.D.A.R. Blaster
  • E.D.A.R. Bomber
  • E.D.A.R. Trapper
  • Bloat
  • Husk

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 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.

Weapon Strategy

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 for main I go fot 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.

Suggested Build

  • Heavy Armor Training: While you have body armor, you only take Health damage from sonic attacks and clots can’t grab you. You begin each game with 50% Armor.
  • Close Combat Training: Increase damage with your 9mm pistol and knife 110%. You begin each game with dual 9mm pistols.
  • Ammo Vest: Carry up to 30% more ammo for each perk weapon.
  • Assault Armor: Maximum Armor increases by 50%. You begin each game with 50% Armor, which stacks with Armor gained from Heavy Armor Training.
  • ZED TIME – Rapid Assault: During ZED Time, when using perk weapons you have unlimited ammo, shoot in near real-time, and increase stumble power by 100%.


Cthylla, The Great Old One
Worked in nightclubs and music events for years. Finally enjoying gaming by exploring anything fun to play. Mostly FPS lover and believes in the emo revival.

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