Perks & Classes

KF2 Demolitionist Perk Guide: Skills, Weapon Stats and Builds

Dynamite, grenades, rockets and anything else that can explode: the Demolitionist deals huge area damage that easily drops a large group of small ZEDs, and well-timed shots can turn the fight. This article rewrites a Brazilian Portuguese perk guide with its skills, weapon stats and loadouts. Demolitionists can supply teammates with extra grenades and place explosive traps on any welded door, triggering an explosion even from elsewhere. Their skill choices let them focus on killing big ZEDs like Fleshpounds and Scrakes, or on crowd control. For other write-ups see C4 boss strategy and the Priceless Demolitionist guide.

XP bonus

Bonus XP for killing Fleshpounds with perk weapons: Normal 10, Hard 17, Suicidal 21, Hell on Earth 30.

Passive bonuses

  • Perk weapon damage +1% per level (25% at level 25).
  • Explosion resistance +2% per level on top of a 10% base (60% at level 25).
  • Explosive weapon ammo +1 every 5 levels (maximum +5 at level 25).
  • Supplies grenades to teammates.
  • Can place explosive traps on doors.
  • Once per wave, escapes death with an explosion around you.

Skills

LevelOption AOption B
5Bombardier: +25% explosive damage with perk weaponsShock Trooper: faster reload, +10% knockdown and stumble power
10High Impact Rounds: +25% direct damage with explosive weaponsExtra Rounds: +5 max ammo for perk explosive weapons (not C4)
15Sonic Resistant Round: explosives are immune to Siren scream and always detonateFragmentation Rounds: +50% explosion area
20Armor Piercing Rounds: +50% damage on direct hits to critical areasConcussive Rounds: +50% reaction, stun, stumble and knockdown power
25Destroyer of Worlds: in ZED Time explosives deal radioactive (poison) damage and detonate at any rangeMad Bomber: in ZED Time you fire and reload almost in real time, +25% area and detonation at any range

Starting equipment

HX25 Grenade Pistol

HX25 Grenade Pistol HX25 Grenade Pistol.

Weight 4, price 300. Projectile damage 10, explosion damage 30, 7 pellets in the blast, bash 24, magazine 1, total ammo 29. Upgrades: 1 = 500 (x1.25, +1 weight), 2 = 600 (x1.4, +2), 3 = 700 (x1.6, +3), 4 = 1500 (x1.9, +4). A direct hit causes 2 damage types, projectiles are affected by gravity, and it is ideal against groups of small ZEDs. It is the most expensive starting weapon.

Utility Knife, 1/2 Stick of Dynamite and 9mm

Knife and grenade Knife and grenade.

Utility Knife: light attack 32, heavy 64, bash 15, block and parry 20% damage reduction. The 1/2 Stick of Dynamite: damage 300, radius 4 m, exponential falloff, 3 s fuse. It can hurt you too, it has the longest fuse of the grenades but also triggers on contact with ZEDs, and one can stun large ZEDs.

9mm pistol 9mm pistol.

9mm Pistol (single/dual): weight 0/2, price 0/150, damage 25, bash 20/22, magazine 15/30, total ammo 75/60. Upgrades 1 to 5 cost 200, 500, 600, 700, 1500 with damage x1.2, x1.4, x1.6, x1.8, x2. It gets all passives and skills and can decapitate Clots, Slashers, Cysts, Stalkers and Crawlers but is weak against everything else.

Tier 2 weapons

C4 Explosives

C4 Explosives C4 Explosives.

Weight 3, price 650, damage 820, radius 4 m, exponential falloff, bash 23, carries 2. No upgrades. The server maximum is 24 charges, after which the oldest explodes. If a ZED takes other explosive damage within 3 s, the explosion deals only 75% of the previous damage, so detonate every 3 seconds for maximum damage. The blast can obliterate ZEDs.

M79 Grenade Launcher

M79 Grenade Launcher M79 Grenade Launcher.

Weight 6, price 650. Impact damage 150, explosion 225, radius 8.5 m, exponential falloff, bash 23, magazine 1, total ammo 26. Upgrades: 600 (x1.12, +1), 700 (x1.3, +2), 1500 (x1.55, +3). The grenade needs at least 3.87 m to explode, travels at 50 m/s, deals two damage types on a direct hit and is affected by gravity.

Tier 3 weapons

M16 M203 Assault Rifle

M16 M203 M16 M203.

Weight 6, price 1200. Bullet damage 33, grenade impact 230, explosion 230 with 5 m radius and linear falloff, bash 26, magazine 30 (launcher 1), total ammo 270 (launcher 13). Upgrades: 700 (x1.2, +1), 1500 (x1.4, +2). Demolitionist gets no skill bonus for the M16's ballistic damage, although Commando skills affect both parts. The grenade deals the same damage as the M79 with a radius 41% smaller and more falloff.

Seal Squeal

Seal Squeal Seal Squeal.

Weight 7, price 1200. Impact 125, explosion 250, radius 6 m, linear falloff, bash 25, magazine 5, total ammo 30. Upgrades: 700 (x1.15, +1), 1500 (x1.3, +2). The rocket has no penetration: ZEDs that die from the impact do not stop it; it travels until it hits a solid surface or a ZED that survives. Self-damage scale x0.25. It cannot pin bosses.

HRG Kaboomstick

HRG Kaboomstick HRG Kaboomstick.

Weight 6, price 1100. 15 damage per pellet, 10/20 pellets (one or both barrels), explosion 38, radius 2 m, bash 26, magazine 2, total ammo 46. Upgrades: 700 (x1.15, +1), 1500 (x1.3, +2). Each pellet creates an explosion; with Destroyer of Worlds the minimum time between explosion effects is 0.25 s. Pellets get High Impact Rounds. Jump-and-alt-fire pushes you backward like the Support's DBS. No penetration.

HRG Crossboom

HRG Crossboom HRG Crossboom.

Weight 6, price 900. Bolt damage 10 in both modes. Primary explosion 350 with radius 2 m; secondary 100 with radius 8 m. Upgrades: 700 (x1.15, +1), 1500 (x1.3, +2). A bolt stuck in a ZED or surface detonates after half a second. Unlike the Sharpshooter's Crossbow, you cannot pick the bolt up from the ground.

Tier 4 weapons

Seeker Six

Seeker Six Seeker Six.

Weight 8, price 1500. Impact 125, explosion 160, radius 3.5 m, exponential falloff, bash 29, magazine 6, total ammo 84. Upgrade 1: 1500 (x1.125, +1). In lock-on mode it can lock up to 6 targets. Same minimum explode distance and speed as the M79.

RPG-7

RPG-7 RPG-7.

Weight 9, price 1500. Impact 150, backblast 150, explosion 750, radius 4 m, exponential falloff, bash 29, magazine 1, total ammo 15. Upgrade 1: 1500 (x1.1, +1). The backblast is a 90 degree cone; speed 60 m/s. Backblast means the hot gases ejected from the back of the launcher.

Blunderbuss

Blunderbuss Blunderbuss.

Weight 7, price 1500. Cannonball: impact 300, explosion 250, radius 7 m. Alt fire: 10 shrapnel pellets, 2 ricochets, 50 damage each. Bash 26, magazine 3, total ammo 39. Upgrade 1: 1500 (x1.15, +1). Holding primary fire makes the cannonball roll along the surface and explode only when you release (switching weapons also detonates it). The blast deals 50% damage to you. The alt fire does not get High Impact Rounds, the cannonball does; both get Armor Piercing Rounds on critical hits, the passive and Bombardier.

Tier 5 weapons

M32 Grenade Launcher

M32 Grenade Launcher M32 Grenade Launcher.

Weight 9, price 2000. Impact 150, explosion 225, radius 8.5 m, bash 26, magazine 6, total ammo 36. Same grenade behavior as the M79.

Gravity Imploder

Gravity Imploder Gravity Imploder.

Weight 8, price 2000. Impact: 150 primary, 200 alt. Primary explosion 320 with radius 2.8 m; alt explosion 1 with radius 4.5 m. Magazine 6, total ammo 36, bash 26. The alt grenade creates a vortex that pulls ZEDs in and then explodes; its purpose is to group and incapacitate. Self-damage is 7.5% of the primary explosion. The LED panel changes color (yellow or cyan) with the last grenade type fired.

Multi-perk weapons

Pulverizer

Pulverizer Pulverizer.

Weight 6, price 1300. Light attack 80, heavy without ammo 145, heavy with ammo 383, bash 68, magazine 5, total ammo 15. Block 50% and parry 60% damage reduction. Upgrades: 700 (x1.1, +1), 1500 (x1.2, +2). The loaded heavy attack causes an explosion; unloaded it is a good way to kill medium ZEDs. Empty the magazine and use it unloaded on small and medium ZEDs; reload for a Fleshpound; use it unloaded on Scrakes since they resist explosions.

Husk Cannon

Husk Cannon Husk Cannon.

Weight 8, price 1500. 60 damage per explosion with 1 m radius; alt fire 210 with 7.5 m radius; magazine 20, total ammo 260. Ground fire 3 damage, radius 1.5 m, lasting 4 s. Charge power rises by 1 per 0.2 s of charge and the shot can only be released at 0.4 s steps. Damage by charge: up to 0.2 s 100, up to 0.4 s 180, up to 0.8 s 340 or so, over 1 s 500 (radius grows from 100 to 250). Upgrade 1: 1500 (x1.1, +1). It deals explosion damage only (no impact), so High Impact Rounds and Armor Piercing Rounds do not work. Players have 95% resistance to its explosive damage, but burn damage afterwards can be large. Ground fire only appears with a fully charged shot.

Strategy tips

  • Watch the small ZEDs: you will not fire an RPG at a Crawler or Stalker, even in a group, so stay near your friends or use the M16 or the grenade pistol.
  • Raise the dynamite's stun power with Concussive Rounds to stun non-raged Fleshpounds and Scrakes more easily.
  • Team with a Support: weld doors and add your door trap to kill many ZEDs at once; hold the door until enough ZEDs gather behind it.
  • If surrounded during ZED Time, shoot at your feet, but only with Destroyer of Worlds. Mad Bomber deals a lot of damage.
  • Remember: the Scrake resists explosives but is extremely vulnerable to the RPG's ballistic impact, so shoot its head up close.

Builds

Left or right means the left or right skill in the table above.

BuildL5L10L15L20L25
Crowd controlRightRightRightLeftLeft
Giant killerLeftLeftLeftLeftRight
HybridRightLeftLeftRightLeft
BossOptionalLeftLeftLeftRight
  • Crowd control: faster reload, more ammo, bigger explosions and poison in ZED Time; the M16 and Seeker Six suit it.
  • Giant killer: much more damage but slow reload; RPG for large ZEDs with a focus on direct damage against Scrakes, M79 or M16 as backup. C4 and dual 9mm are possible but need practice.
  • Hybrid: more damage, faster reload, handles both crowds and large ZEDs with the RPG and M79.
  • Boss: the level 5 skill is your choice. Use an upgraded RPG and C4 with a Desert Eagle as backup against small ZEDs.

C4 plan against the Patriarch

When the Patriarch appears, stick all your C4 on him. The charges float, making his position visible to your team. When he retreats out of sight to heal, detonate your C4 every 3 seconds for maximum damage. Done right, you kill him before he heals and unlock the Quick on the Trigger achievement. This strategy works only for the Patriarch.

FAQ

How much XP bonus does Demolitionist get for Fleshpounds?
Killing a Fleshpound with perk weapons gives bonus XP of 10 on Normal, 17 on Hard, 21 on Suicidal and 30 on Hell on Earth.
Is the Scrake weak to explosives?
No, the Scrake resists explosions but is extremely vulnerable to the RPG's direct ballistic impact, so aim for its head up close.
How do I get Quick on the Trigger with C4?
Stick all your C4 on the Patriarch so your team can see him, then detonate every 3 seconds for maximum damage while he is away healing.