KF2 Weekly Outbreak Modes: Rules, Rewards and Best Perks
Weekly Outbreaks change the rules of Killing Floor 2 each week. They are recommended for level 15 and up, and this guide (originally in Portuguese) is based on solo games. Each entry gives the difficulty, length, key rules, the reward and a tip. See also difficulty levels.
Boom

Boom.
Hard, 7 waves. ZEDs explode on death with a 4.5 m radius (5.5 m for Bloat, Scrake, Fleshpound and bosses), but they take no damage from the blasts. Fleshpounds always spawn raged. Reward: the Mind Blown cosmetic. Use Demolitionist for its explosion resistance, and shoot from afar to keep armor and health.
Cranium Cracker

Cranium Cracker.
Hard, 7 waves. ZEDs only take headshot damage; Quarter Pounds and bosses have less health. Reward: Centerfire skin Headshot Weekly. Pick a high-damage perk but not Demolitionist or Firebug (area damage); Support, Sharpshooter and Gunslinger work well.
Tiny Terror

Tiny Terror.
Suicidal, 7 waves. ZED and player size scale with health. Reward: Tiny Terror Hat. The only change is the size of ZEDs, which makes aiming harder; Firebug and Demolitionist do not need perfect aim with most weapons.
Bobble Zed

Bobble Zed.
Suicidal, 7 waves. ZED heads are 2.7 times larger and player heads twice; ZEDs only die when their body health reaches zero (no decapitation kills). ZEDs spawn faster, each wave has only 70% of the normal count, and all ammunition is 50% cheaper. Reward: Horzine Helmet. Same perks as Cranium Cracker, with high-damage weapons: Boomstick, M4 and Doomstick for Support, Centerfire and Crossbow for Sharpshooter.
Poundemonium

Poundemonium.
Suicidal, 7 waves. The boss is always the King Fleshpound, spawning raged. Regular ZEDs can be swapped for Quarter Pounds: Alpha Clot 5%, Slasher 10%, Gorefast 10%, Crawler 5%, Stalker 5%, Bloat 65%; a Scrake has a 90% chance to become a Fleshpound. Each wave has 55% of the normal count. Reward: King Pound Visor.
Fleshpounds are weak to explosives, so the best choice is Demolitionist with the M79 and RPG. Berserker with the Pulverizer works too: parry, then hit with the explosive hammer. Recommended level 25 Berserker skills: Dreadnaught, Butcher, Parry, Smash and Berserker Rage.
Up, Up, and Decay

Up, Up, and Decay.
Hard, 7 waves. ZEDs regain HP and swell when hurt; their health regenerates as they return to normal. Dead ZEDs have their own gravity and fly like balloons. The explosions are purely visual. Each wave has 70% of the normal count. Reward: Hans Plushy Backpack. ZEDs have more health and recover it, so high-damage perks have an edge.
Zed Time

Zed Time.
Hell on Earth, 4 waves. Always Zed Time; players enter partial Zed Time at a certain distance from ZEDs. Level 25 skills do not work, spawn rate is 15 times higher, Stalkers have a 7% chance to become Scrakes, and Zed Time turns off when only 6 ZEDs remain. Reward: Fleshpound Visor. Bosses have less health and ZEDs deal less damage; the slow motion gives you time to think.
Beefcake

Beefcake.
Suicidal, 7 waves. ZEDs grow stronger and larger when they damage players, hear a Siren scream, take poison from an Elite Crawler explosion or get the Rioter bonus. Bonuses apply per ZED, raise both max and current health, enlarge only the body (head HP stays the same) and each wave has 75% of the normal count. Reward: Horzine Armor. Focus on what causes the bonuses: do not let the Siren close in, shoot the Elite Crawler in the head, kill the Rioter before it screams, shoot legs and avoid damage. Berserker tends to get surrounded, so it is not ideal.
Blood Thirst

Blood Thirst.
Suicidal, 7 waves. Players continuously lose health (6 HP every 2 seconds) unless fewer than 5 ZEDs are alive; kills and assists restore health, and there is no other healing. Killing Scrakes and Fleshpounds grants the Hellish Rage bonus (burning ZEDs, faster movement and more damage, without the activation health cost, but no healing while it lasts). Health does not fall during trader time, and players are fully healed at its start. Spawn rate is 6 times higher. Reward: Blood Thirst Backpack. You do not need a Medic or healing perks; armor does not stop the bleeding.
Coliseum

Coliseum.
Hell on Earth, 7 waves. Only Berserkers with melee weapons are allowed; Zed Time rate is increased and the SWAT Battering Ram skill is granted to everyone, replacing both level 25 Berserker skills. Reward: Zweihander (Coliseum).
Arachnophobia
Suicidal, 7 waves. More Crawlers with more health; jumping on Crawlers or killing them with weapons heals you. Jumping on the first Crawler starts a counter and each subsequent jump without touching the ground deals more damage. The jump deals 550 base damage, +10% per hit up to 50%, jumps are slightly higher, spawn rate is lower, and Elite Crawlers do not release toxic gas on death. Reward: Crawler Legs backpack.
Scavenger
Hard, 7 waves. The trader only sells grenades and armor. You must pick weapons up from the ground; the selection depends on the wave, dropped weapons last 20 seconds, weapon spawn rate is doubled and ammo is reduced by 20%. Ammo and weapon respawn times depend on the player count: 20 seconds for 1 or 2 players, 10 seconds for 3 or 4, and 5 seconds for 5 or 6. Reward: AK-12 Scavenger. Survivalist is the best class here since you cannot know what weapon will drop.
Wild West London
Suicidal, 7 waves. Only Gunslinger and Sharpshooter, a reduced weapon choice, more dosh than normal, healing on headshots and the Fan Fire skill for everybody. Reward: Wild West London Hat.
Abandon All Hope
Hell on Earth, 7 waves, the ultimate challenge. More ZEDs that are stronger and faster; Quarter Pounds spawn raged; bosses have 75% more health and move 25% faster; more ammo spawns; every ZED except bosses moves 20% faster. Replacement chances: Quarter Pound by Fleshpound 20%, Cyst by Alpha Clot 15%, Bloat by Scrake 5%, and also Alpha Clot by Rioter, Gorefast by Gorefiend and Crawler by Elite Crawler. Reward: Kriss Infernal Elite.
Boss Rush
Suicidal, 4 waves. Every wave is a boss wave, and with each wave the bosses gain health, shield, speed and damage. Reward: Boss Trophy Backpack. Weaker perks are at a disadvantage since most of the time is spent fighting bosses.
Shrunken Heads
Suicidal, 7 waves. ZEDs have much smaller heads that take no headshot damage, and they have new weak points that can be identified. Reward: Practice Target Backpack.
Arsenal Ascent

Arsenal Ascent.
Suicidal, 7 waves. No trader, everyone is a Survivalist and starts with a knife only, earning better weapons by killing ZEDs. Each kill raises weapon points, and the next weapon is chosen randomly from a list by level. Waves are endless until a player reaches the last weapon and finishes the current wave, which unlocks the boss wave. You cannot drop weapons or dosh. Reward: Supply Backpack.
FAQ
- What are Weekly Outbreaks?
- A special game mode with modified rules that changes every week. They are recommended for players of level 15 and above, and this guide is based on solo play.
- Which perk is best for the Boom Weekly?
- Demolitionist, thanks to its resistance to explosions; shoot from a distance to save armor and health.
- Which perk is best for Poundemonium?
- Demolitionist with the M79 and RPG, since Fleshpounds are weak to explosives, or a Berserker with the Pulverizer using parry and then the explosive hammer.