Perks & Classes

KF2 Gunslinger Detailed Guide: Pistols, Skills, Buy Order

This guide, translated from Russian, is a detailed walk-through of the Gunslinger for newcomers who like the class. The author marked it as outdated, so numbers and skill names reflect an early build of Killing Floor 2. The Gunslinger's weapons are designed to kill larger ZEDs quickly and independently. The class earns experience from kills and headshots with its own weapons, and each level brings small bonuses to damage, movement speed and bullet resistance. For a more modern look at the class see KF2 Gunslinger guide.

Gunslinger with dual pistols

The Gunslinger class as shown in the guide.

Class weapons

You start the round with two 1858 revolvers.

Dual 1858 Revolvers

1858 Revolver.

WeaponPriceDamageMagazineFire rateReloadWeight
1858 Revolverstart3065/s2.4 s2 kg
Colt-Browning M19113255085.7/s-2 kg
Desert Eagle550-75/s2.1 s2 kg
.500 Magnum Revolver75015054.2/s2.5 s3 kg

On wave 2 the author buys the dual M1911, or a single one if money is short. It has good fire rate and damage.

M1911 pistols

Colt-Browning M1911.

On waves 3-4 you can add the Desert Eagle, which has better fire rate, damage and penetration than the M1911 but less ammo and a higher price.

Desert Eagle

Desert Eagle.

The .500 Magnum Revolver can take down a Fleshpound; spend its ammo carefully.

.500 Magnum Revolver

.500 Magnum Revolver.

Skills

One of two skills unlocks at every fifth level.

  • Level 5: Shoot'n'Scoot (+50% movement speed while aiming and almost no weapon sway) or Quick Draw (+50% swap speed; instant swap when empty). The author prefers Shoot'n'Scoot, as reloading is more comfortable than grabbing another weapon.
  • Level 10: Rack 'em Up (each headshot adds 5% damage to the next shot, up to 75%; a body hit or miss reduces it) or Bone Breaker (+20% class damage). Skilled players take Rack 'em Up; others should use Bone Breaker.
  • Level 15: Speed-loader (tactical reload 20% faster) or Penetration (bullets pass through). The author takes Speed-loader.
  • Level 20: Single Fire (body shots stun, recovery 30% slower) or Auto Fire (leg shots knock enemies down, recovery 30% slower). The author uses Auto Fire.
  • Level 25 (Zed Time): Hip Fire (5x fire rate in Zed Time) or Uber Ammo (ammo cannot run out in Zed Time). The author recommends Uber Ammo.

Priority targets

The Gunslinger line is built to take down larger ZEDs alone and fast.

  • Bloat: can do real damage if left alive; aim for the head.
  • Husk: dangerous from range; shoot the fuel tank.
  • Siren: a couple of accurate shots and she is gone, but keep your distance.
  • Scrake: a few headshots from dual Magnums bring any big ZED down. Auto Fire counters it: knock it over and let the team finish it.
  • Fleshpound: control its movement and act quickly but carefully. Auto Fire makes it fall from leg hits even mid-charge. A good Medic helps.

Leave small ZEDs to the team.

Gunslinger in action 1

Gunslinger in action 2

Gunslinger in action 3

Gunslinger in action 4

Screenshots from the priority targets section.

Buy order

  1. Start with the 9mm pistol. If you aim for heads you can last until wave 3.

9mm pistol

  1. Wave 3: buy a Desert Eagle and keep aiming for the head.

Desert Eagle purchase

  1. Waves 4-5: dual Desert Eagles. Use the 9mm against small ZEDs.

Dual Desert Eagles

Desert Eagles in use

  1. Waves 6-7: enough money for a Magnum. Wave 8: dual Magnums. Colts add firepower.

Magnum purchase

Finally, the author says: shoot for the head.

Closing image

FAQ

What should a Gunslinger buy and when?
Start with the 9mm pistol and survive to wave 3 on headshots. Buy a Desert Eagle for wave 3, dual Desert Eagles by waves 4-5, a Magnum around waves 6-7 and dual Magnums on wave 8, adding Colts for extra firepower.
Which Gunslinger skills does the author prefer?
Shoot'n'Scoot (5), Bone Breaker or Rack 'em Up (10), Speed-loader (15), Auto Fire (20) and Uber Ammo in Zed Time (25).
Which ZEDs should a Gunslinger prioritize?
Large threats: Bloat, Husk, Siren, Scrake and Fleshpound. Leave small ZEDs to the team. The Auto Fire leg-shot skill makes a Fleshpound fall even while sprinting.