Perks & Classes

KF2 Demolitionist Guide for 10-Wave Games (Brazilian Portuguese)

This is a translation and paraphrase of a Brazilian Portuguese guide written for 10-wave matches early in the game's life. The title marks it as outdated, so some numbers and skill trees have since changed. For the current perk reference, see the Demolitionist perk page; use this one as a historical reference.

Introduction

Bonuses (as listed in the guide)

  • Perk weapon damage (1 percent per level)
  • Explosion resistance (10 percent plus 2 percent per level)
  • Extra explosive ammo (1 every 5 levels)
  • Grenade Supplier
  • Door Traps
  • Reactive Armor

The Demolitionist is the main weapon against the Fleshpound. Explosive shots hit with great impact and throw the giants into the air, and also massacre small ZEDs. However, the arsenal is limited to explosives that only gain their impact after traveling some distance, so the Demolitionist stays behind the front line. The play style ranges from being a key Fleshpound killer to a build where ammo, speed and larger blast radius turn the battlefield into a bombardment.

Passive abilities: Grenade Supplier lets allies pick up one grenade per wave (mostly helping Field Medics). Door Traps turn the weld on a door into explosive glue that, once fully damaged, blows up on surprised ZEDs. Reactive Armor, when the Demolitionist is about to die, makes him explode to kill surrounding enemies, leaving him with a single health point.

Priority targets

Cyst, Clot, Slasher; Gorefast; Gorefiend; Crawler; Siren; Husk; Scrake; Fleshpound.

The Demolitionist can annihilate many targets, especially with his level 15 skill that lets him ignore the Siren's scream. Scrakes are recommended with one condition: get closer instead of backing away. Scrakes resist explosions, but the damage from rockets comes from both the projectile impact and the explosion, and the RPG projectile alone deals 400 percent damage to a Scrake. Bloats are not recommended because of their high explosion resistance.

Arsenal

HX25 Grenade Pistol HX25 Grenade Pistol icon.

HX25 Grenade Pistol. The starting weapon, firing small grenades. Does good damage to small groups.

M79 Grenade Launcher M79 Grenade Launcher icon.

M79 Grenade Launcher. More powerful than the starting weapon. Reloading takes longer, but damage and blast area make up for it.

C4 explosive C4 explosive icon.

C4 Explosive. Sticks to walls and ceilings to set traps for ZEDs.

M16 M203 M16 M203 icon.

M16 M203 Grenade Launcher. One of the most valuable weapons: a rifle with an integrated grenade launcher that helps against small enemies.

RPG-7 RPG-7 icon.

RPG-7. The strongest weapon of the perk, flying at high speed and causing a large explosion.

Seeker Six Seeker Six icon.

Seeker Six. An alternative to the RPG-7 that fires several missiles and has an alternate mode to track the target.

Dynamite Half stick of dynamite icon.

1/2 Stick of Dynamite. The perk grenade, which explodes immediately when it touches an enemy.

Loadouts

  • For RPG users: RPG-7 together with the M16 M203, or the M79 as an alternative.
  • For bombarding the field: Seeker Six together with the M16 M203, or the M79 as an alternative.

Economy

A main worry is saving ammo for the starting weapon; switching straight to the M79 is more adaptable if you want that loadout until the end. If you prefer the M16 M203, save money until you can buy it, and keep it by buying magazines, so stop buying perk grenades until your economy stabilizes. Since that weapon already has a launcher, buying two grenade types costs more, and the Demolitionist grenade is only for moments when groups of ZEDs walk together and can all be killed in one throw. The RPG-7 is exclusively for Fleshpounds, Scrakes and bosses, so it is not used all the time; buy its ammo by magazine.

Skills

Atomic bomb build "Bomba Atomica" (atomic bomb) build: for those who want to deal direct damage to Fleshpounds. No tier is editable.

Grenadier build "Granadeiro" (grenadier) build: for those who want to bombard the field and watch it burn. No skill is editable either.

FAQ

Why is the Demolitionist the main answer to Fleshpounds?
Explosive shots deal huge impact damage and can send Fleshpounds flying, while also slaughtering small ZEDs.
Is the Demolitionist good against Scrakes?
Yes, if you get closer instead of backing off: the RPG projectile alone deals 400 percent damage to a Scrake because the impact counts, not only the explosion.
Which ZEDs should a Demolitionist avoid?
Bloats, because of their high resistance to explosions.