KF2 Demolitionist Guide (v1055): Weapons, Skills, Loadouts
This is a paraphrase of a community guide written for game build 1055. Numbers reflect that version and may differ from the current game, so treat them as a snapshot. For a different take see Demolitions 101 and for the first game's perk see Demolitions.
Ins and outs
The Demolitionist is the part of the team that handles the biggest ZED forces, whether a pack or a single big one. It sits at the back of the team and dishes out explosives that dust most ZEDs, and as in the first game it remains the best perk against Fleshpounds.
Priority targets are anything standing in a group, and Fleshpounds. Sirens and Husks are medium threats that a Demolitionist can handle but are easier left to Sharpshooters and Gunslingers. Bloats and Scrakes both have 50% resistance to explosives, so ammo spent on them is wasted. Scrakes are, however, very weak to the ballistic impact of an unexploded RPG (400%), so if nobody else is handling them you can fight them as long as you carry an RPG.
The Demolitionist and its arsenal.
Perk weapons
HX25 Grenade Pistol - weight 4, price 200 (T1), damage 30 explosive plus 10 impact (x7 pellets), magazine 1, reserve 29.
HX25 Grenade Pistol.
C4 - weight 3, price 650 (T2), damage 820 explosive, magazine 1, reserve 6.
C4 charges.
M79 Grenade Launcher - weight 6, price 650 (T2), damage 225 explosive, magazine 1, reserve 26.
M79 Grenade Launcher.
M16 M203 Assault Rifle - weight 6, price 1200 (T3), damage 30 ballistic / 225 explosive, magazine 30 / 1, reserve 210 / 11.
M16 with M203 underbarrel launcher.
RPG-7 - weight 9, price 1500 (T4), damage 750 explosive plus 150 impact (150 backblast explosive), magazine 1, reserve 15.
RPG-7.
Dynamite - price 40 each, damage 300 explosive.
Dynamite sticks.
The perk also carries a Utility Knife.
Utility Knife.
At the time of writing the perk had no off-perk weapons assigned. The stats come from a community spreadsheet.
XP and perk bonuses
You gain XP from damage dealt with on-perk weapons, plus bonus XP for each Fleshpound killed with one.
- Perk weapon damage: 1.0% per level.
- Explosive resistance: 10% plus 2.0% per level.
- Extra explosive ammo: 1 per 5 levels.
- Grenade Supplier, Door Traps and Reactive Armour.
Skills
The Demolitionist skill tree.
- Technique: Bombadier gives more damage; Shock Trooper gives faster reloads. If reloading annoys you, take Shock Trooper.
- Explosives: Extra Rounds helps newer Demolitionists who miss more; High Impact Rounds suits experienced players who rarely miss.
- Advanced Techniques: Sonic-Resistant Rounds is the no-brainer, since Siren screams can no longer destroy your explosives. Fragmentation Rounds adds 50% area of effect but costs 30% damage and is not worth it.
- Weapon Techniques: Armour Piercing Rounds if you reliably hit weak spots; otherwise the crowd control of Concussive Rounds.
- Advanced Explosives: Mad Bomber gives more consistent explosions, while Destroyer Of Worlds adds consistent poison damage (and fun mini-nukes).
Loadouts
Standard Demo: M79 + RPG-7. The M79 handles groups; the RPG-7 is the big-game killer for Sirens, Husks and Fleshpounds. Use it when your team has a good perk balance so you do not need ballistic damage.
Commandemo: M16 M203 + RPG-7. The M79 is replaced by its ballistic cousin, trading some explosive punch and ammo for bullets. Take it when your team lacks a Commando or SWAT; it also lets you pressure a Scrake.
Summary and ammo management
The Demolitionist's high damage is balanced by high costs: one-round magazines and small reserves. Maximize ZEDs killed per explosive and plan ammo across each wave. Do not waste a rocket on a single Clot just to watch how far it flies.
FAQ
- What is the Demolitionist's main job in Killing Floor 2?
- Dealing with groups of ZEDs and with Fleshpounds, from the backline of the team. Explosives dust most ZEDs.
- Which ZEDs resist explosives?
- Bloats and Scrakes take only half damage from explosives, so save your ammo. A Scrake is weak to the ballistic hit of an unexploded RPG, which deals 400%.
- What is the standard Demolitionist loadout?
- M79 Grenade Launcher for groups and RPG-7 for Sirens, Husks and Fleshpounds. If your team lacks a Commando or SWAT, swap the M79 for the M16 M203.