Perks & Classes

KF2 Loadout Builds for Every Perk: Weapon Combos and Skills

This is a translated and condensed version of a Japanese beginner-written guide (the author calls it "a beginner's gear guide for beginners"). It lists weapon combinations per perk, from common setups to joke builds, with reasons and weaknesses. A reader suggested putting the most common builds first; the author wrote them "in the order I thought of them", so judge by the notes rather than by order. DLC weapons are marked (DLC). Skill names are rendered as in the standard translation; see the perk skills reference for the exact effects.

Berserker

Recommended: a ranged weapon plus a melee weapon, so you can attack from inside the zone during area defense without leaving it and losing the bonus.

  • Nailgun + Katana, later Ion Thruster (DLC): small-Zed clearing. Thin small Zeds with single-shot Nailgun, switch to shotgun mode when needed, and swing light attacks when they reach melee range. Use vertical slashes, heavy attacks and bashes against Gorefast variants and medium Zeds; Gorefasts are weak to shotguns. Buy the Ion Thruster later for medium Zeds. Level 20 skill: Smash is preferred, since its headshot bonus applies to the Nailgun. Weakness: large Zeds; guard and call teammates.
  • Pulverizer + Hemoclobber + extra: double hammer. Hemoclobber for small Zeds and emergency heals (poison makes enemies flail), Pulverizer for knockdown against large ones. Use the Hemoclobber charged heavy attack occasionally to heal yourself. The Pulverizer kills Fleshpounds fairly reliably, but has no clear answer to Scrakes. Downsides: ammo cost, a reload gap after heavy attacks, no ranged weapon. Fully upgrading both leaves 1 weight for a Medic pistol, or skip upgrades and take a Nailgun.
  • Frost Fang (DLC) + HRG Tesla Launcher: two ranged weapons, a niche build. Shoot small Zeds with the 9mm, Frost Fang or Tesla; punch through mediums with the Tesla; use the Tesla EMP grenade then Frost Fang on large ones. Scrakes freeze, then axe-bash or let a teammate headshot. Fleshpounds are the problem since they rage before freezing.

Commando

Skill pairs change the style (level 5 plus level 20):

  1. Tactical Reload + Hollow Point: balanced, good with AK-12.
  2. Tactical Reload + Eat Lead: anti-small-Zed, minimal downtime.
  3. High Capacity Magazine + Hollow Point: burst-focused, liked by advanced players and the standard for high difficulty.
  4. High Capacity Magazine + Eat Lead: sustained fire (2.5x magazine).

Loadouts:

  • SCAR-H + FN FAL ACOG: two high-power rifles, SCAR for mediums and below, FAL for large. Both have 20-round magazines, so small crowds are harder. Pair with skill set (3).
  • HMTech-401 + FN FAL ACOG: probably the most used. The 401 clears mediums and below and its healing darts take load off the Medic; total weight 15, so no upgrade costs. Standard at high difficulty with set (3), but FAL recoil control matters.
  • M16 M203 + SCAR-H or AK-12: good at Hard and below or with few players. M203 blasts crowds, M16 empties first, then SCAR/AK-12 for large. Avoid the M203 when a teammate Sharpshooter or Gunslinger is shooting Fleshpounds. Pair with set (2).

Support

Weight capacity grows +1 at each perk level that is a multiple of 5, reaching 20 at the end, so low-level players cannot build these.

  • Doomstick + AA-12: AA-12 sweeps mediums and below; Doomstick to the face for large Zeds, with the alt-fire for instant kills. Most versatile and very stable, but needs max perk level and top-tier weapons. At low levels use Double-Barrel Boomstick, HZ12 or M4 instead; with DLC, the S12 Shock Gun can replace the AA-12.
  • HRG Ballistic Bouncer + S12 Shock Gun (DLC): shock gun for mediums and below, bouncer ("killer rubber ball cannon") on large. Weight 13, so it works even at level 0. Drawbacks: bouncer takes practice, and some skills do not affect it.
  • Frost Fang (DLC) + Doomstick: anti-large specialist. Use Frost Fang with bashes to save ammo; Doomstick to the face, then parry with Frost Fang during the reload. Scrakes freeze for a freeze-bash-Doomstick combo. Weak at range and low ammo.
  • M4 Combat Shotgun or Dragon's Breath + Trumpet Gun (DLC): moderate weight, general purpose. M4 for tight spread, Trumpet Gun for crowds (explosion) and large Zeds (head hit knockdown). Dragon's Breath improves Crawler handling but is weak at range.

Field Medic

Left-side skills (multiplayer) are recommended, except solo. For boss fights take the left level 10 skill too.

  • HRG Healthrower + Hemogoblin or HMTech-401: basic combination; the Healthrower builds buffs fast. The Hemogoblin darts heal slightly more than the 401's but has a 7-round magazine and needs frequent reloads.
  • HMTech-301 Shotgun + HMTech-501 Grenade Rifle: 501 for long range and buff stacking, 301 for close range. A trick: weld a door and grenade through it, though bosses and large Zeds break it in one hit.
  • HMTech-401 + HRG Incision or Medic Missile: versatile 401 plus firepower for large Zeds. Do not forget you are a Medic.
  • HRG Incision + Corruptor Carbine (DLC): solo, drops healing duties; needs Battle Medic skills (Acidic Rounds, Combat Surgeon). Not for multiplayer.

Demolitionist

  • Tommy Boom + HRG Kaboomstick: for people who never want to blow themselves up. Detonates even at point blank. Weak against Scrakes.
  • M16 M203 + RPG-7: RPG for large Zeds, M16 for others; small blast radii reduce self-damage. Needs accuracy. Hit a Scrake's head with dynamite before the RPG.
  • M79 + M32: the joke build with the largest explosions. Great vs mediums and below at range; frequent self-damage, low ammo, long M32 reload, and you can take kills from teammates.
  • RPG-7 + Kaboomstick or M79: popular among experts but clumsy: single-shot weapons, need distance to detonate, large blast risk. Great firepower and anti-large power but needs teammate support.

Firebug

Flames work well against small Zeds, microwave weapons against large ones; keep both for versatility.

  • Flamethrower + Helios Rifle: conserve fuel with Ground Fire; Helios headshots on large Zeds; counter ranged Husks and E.D.A.R. with Helios.
  • HRG Incendiary Rifle + Microwave Gun: easy to use, good for those who dislike ground-fire play; use the rifle's alt-fire (incendiary grenade) on crowds and the Microwave on large Zeds.
  • Dragon's Breath + HRG Dragon Blaze: two incendiary shotguns, torso spam; in ZED Time with the level 25 skill, the DPS can shred even a Fleshpound.
  • Spitfire Dual + Microwave Gun: boss-oriented and solo-friendly. Kite with Spitfire and use Microwave on openings; Barbecue and Napalm extend burn time. Good against Hans; weak against King Fleshpound and the Matriarch after her gear is removed.

Gunslinger

  • Dual .50 Desert Eagle + Dual .500 Magnum Revolver + extra: the most common. Total weight 10, so add an un-upgraded SPX464 Centerfire (5) or an AF2011-A1 (3).
  • Dual Glock 18C (DLC) + SPX464 Centerfire: only two weapons; weight 13, 15 with an upgrade. Centerfire far, Glocks close.
  • Dual HRG Winterbite + Dual .500 Magnum + extra: boss-oriented. Winterbite's freeze damage goes through fully even on bosses. Carry an AF-2011 for minions, a 101 Medic Pistol or a Piranha Pistol (DLC) to guard.
  • Dual AF2011-A1 + Dual Deagle + M1911: handling-focused. Upgrade the Deagle once and the M1911 to the limit.
  • SPX464 Centerfire + HRG Disruptor: a build for before level 15's Speed Loader.

Sharpshooter

  • M14 EBR + FN FAL ACOG: weight exactly 15, fast-fire pair. Easy to handle and build the Rack 'Em Up counter. Ammo can run out.
  • Crossbow + Railgun: single-shot, anti-large, for multiplayer. Stun with the crossbow, finish with the Railgun. Level 10: Ballistic Shock.
  • Mosin Nagant (DLC) + FN FAL or M14: boss-oriented, low difficulty and few players; guard and parry often.
  • SPX464 Centerfire + HV Storm Cannon (DLC): combines per-shot power and handling.

SWAT

  • HRG Nailgun + Kriss SMG + MP5RAS or HMTech-201: the standard. Kriss for Scrakes, Nailgun for Fleshpounds. Use flashbangs but not on enemies in guard or rage.
  • HRG Nailgun + G36C (DLC): G36C's penetration is stable vs small Zeds; check ammo before a Scrake.
  • Kriss SMG + G36C (DLC): Kriss for Scrakes, G36C for others; leave Fleshpounds to teammates.
  • HRG Bastion + Riot Shield & Glock 18 (DLC): shield pair for a sturdy wall; not good vs large Zeds.

Survivalist

Every weapon counts as a perk weapon, so combinations are almost unlimited. Recommended grenades: flashbang or Medic Grenade. The author's synergy ratings by perk weapons: Support, Demolitionist and Sharpshooter are good; Commando and Berserker so-so; Medic, Firebug, Gunslinger and SWAT poor.

  • M16 M203 + M14 EBR: balanced, not anti-large.
  • HMTech-301 + Railgun: support for large Zeds.
  • Freezethrower + Kaboomstick: close-range, assisting.
  • HRG Blast Brawler + HRG Locust: pairs with Melee Expert.
  • HMTech-501 + SPX464 Centerfire: a mid-to-long range set.
  • Pulverizer + Corruptor Carbine (DLC): explosive, melee, rifle and poison; skills Heavy Weapons Training, Melee Expert and Make Some Boom.
  • HRG Head Hunter + HRG Kaboomstick: uses the Head Hunter's alt-fire.

See also the Survivalist Pulverizer build.

FAQ

How many weapons can I carry?
Weight limit is 15 for most perks. Support gains +1 weight at each multiple-of-5 perk level up to +5 (weight 20), so some builds need high Support level.
Which Commando skill set does the author like?
Set (3), High Capacity Magazine plus Hollow Point Rounds, is called the high-level standard, with the HMTech-401 plus FN FAL combination.