KF2 Berserker Guide: Skills, Melee Weapons, Loadouts and Cancels
The Berserker is the melee specialist: nobody lasts as long or deals as much damage up close, and it is very cheap to play. It is the undisputed king of solo games; in teams it plugs a side lane in a precision setup, or acts as a tank that pins Zed aggro in a chaotic setup. This guide is the Berserker entry in a series of class guides by the same author as the Field Medic guide and Demolitionist guide. See also the Berserker perk page.
Perk bonuses
- Passive 25% damage with perk weapons (the 9mm is excluded).
- Passive 15% damage reduction. It is small, which is why level 15 is crucial.
- Night vision, a modest bonus.
- Clots cannot grab you, which makes the Berserker excellent solo. E.D.A.R. Trappers can still grab you.
Skill selection
The two main playstyles are the skirmisher zerk and the zerkwall zerk; a gunzerker is a meme and not viable on higher difficulties.
| Tier | Choice | Verdict |
|---|---|---|
| 5 | Dreadnought (+100% HP, 200 total) / Skirmisher (+20% speed, +25% sprinting, 2 HP per second regeneration) | Skirmisher for normal games (the 2 HP per second is worth 5 to 7 HP for other classes because of your resistance); Dreadnought only with a trusted medic or zerkwalling |
| 10 | Vampire (4 HP per kill, +20% attack speed) / Butcher (+20% damage, +20% swing speed) | Butcher for experienced players; Vampire for beginners and for zerkwalling |
| 15 | Resistance (+25% DR, +20% more against screams and bile; at level 25 40%, 60% against sirens and bloats) / Parry (a parry gives 40% DR for 10 s, about 55% total, +35% damage to all zerk weapons and +5% swing speed; timer refreshes) | Parry, even for new zerks; Resistance for zerkwalling and bosses where you rarely parry (Matriarch, Abomination) |
| 20 | Smash (+50% heavy damage, +20% headshot damage, +200% stumble on all attacks, multiplicative) / Massacre (+30% light damage, +5% speed) | Smash always |
| 25 | Berserker Rage (instant 50% HP and roots Zeds in Zed Time, up to 88 HP with Dreadnought) / Spartan (move, attack and reload in real time) | Spartan 99% of the time; Rage for zerkwalling or the Boom weekly |
Melee weapons
| Weapon | Notes |
|---|---|
| Lawnmower Blade (knife) | Useless except for gunzerker builds to get a parry |
| Crovel | One of the best tier 1 weapons; T2 decaps bloats and husks in one hit; T5 decaps a Scrake in 3 heavies; upgrade to T2 on wave 2 (net cost 175 dosh) |
| VLAD-1000 Nailgun | 7 pellets of 35, 245 per shot; weight 5 (T5 8); meta; 3-4 shots on Scrake or Fleshpound at T5; cannot parry; ammo limited |
| Katana | Weaker than in KF1: the same heavy stats as the Crovel but without stumble; a sidegrade, decent trash clearer |
| Fire Axe | A proper Crovel upgrade; 2 heavies stun a Scrake; slowest forward heavy; T5 3 heavies on a Scrake |
| Road Redeemer (DLC) | Basically a katana with slow heavies; skip |
| Hemoclobber | 80/130 damage; explosion of 200 (radius 5 m) heals teammates (and you) for 30 HP; reach 2.3 m; best secondary and sustain tool; rated 7/5 |
| Pulverizer | Great against Quarter Pound spam, poor against Fleshpounds; heavy 145; explosion 238 |
| Zweihander (DLC) | Meta for skirmishers: heavy 195, reach 1.9 m, T5 decaps Scrakes cleanly; pair with a Nailgun |
| Frost Fang (DLC) | Freezes large Zeds in 2 hits; enables a decent gunzerker build; massacre can suit it better than Smash |
| Static Strikers | The only pugilist weapon; heavy hits apply EMP; trivializes Scrakes; best without DLC |
| Bone Crusher | Blocks most projectiles; heavy stumble even on a raged Fleshpound; parry and block 70%; the zerkwall weapon |
| HRG Teslauncher | Fire panic hampers headshots and large Zeds resist the damage; very situational |
| Eviscerator | Kills Scrakes at range (3 discs) and Fleshpounds in 5; slow; useful against the Matriarch |
| Battleaxe | 250 heavy, instant gibs; decaps a Scrake in 2 heavies; slowest switch speed; weight 10 |
| Ion Thruster (DLC) | Author's favorite: reach 2.4 m, special for 400 damage AoE at 100% charge, best trash cleaner and decent on large Zeds |
| EMP grenade | Disables special attacks and calms raged Zeds while it lasts; 1 grenade per normal Zed, 2 per Fleshpound |
Crovel survival tool.
VLAD-1000 Nailgun.
Hemoclobber.
Zweihander (DLC).
Static Strikers.
Bone Crusher.
Battleaxe.
Ion Thruster (DLC).
Loadouts
- T3 Zweihander + T5 Nailgun: meta skirmisher or King Fleshpound loadout.
- T5 Zweihander + Hemoclobber: Patriarch or Hans.
- Ion Thruster + T4 Nailgun: solo or fun.
- Ion Thruster + Hemoclobber: no medic or a weak medic.
- Static Strikers + T5 Nailgun: crowd control.
- Bone Crusher + Hemoclobber: meta zerkwall.
- Eviscerator + Hemoclobber: Matriarch.
- Bone Crusher + Teslauncher: Matriarch or Abomination.
- Frost Fang + T5 Vlad: gunzerker.
Advanced techniques
- Heavy cancel: when a heavy connects, press bash or light attack and immediately heavy again to skip recovery (the melee equivalent of a reload cancel). Done wrong you inspect your weapon and are exposed. Practice.
- Stab cancel: after a stab connects press light attack, then stab again; useful for E.D.A.R. cores.
- Parry cancel: hold light or heavy, then tap parry repeatedly; useful to match the damage ticks of a Fleshpound's grinders or a Scrake's gutbuster.
- Drag stabs: drag the stab across the screen during its contact frames to make it an area attack, noticeable on slow weapons like the Zweihander and Battleaxe.
Tips and tricks
- Donate money once your loadout is done: the Berserker earns the most dosh in the game, even more than a Firebug on late waves.
- Pick a lane partner such as a Medic, Support, Demolitionist or Survivalist; do not lane with precision perks or a Firebug, who blocks shots and steals your parries.
- Leave a lone non-threatening Zed like a Cyst alive so you can parry on demand in solo; in multiplayer practice parrying at the end of every encounter.
- On high difficulty avoid Husks unless necessary; throw an EMP first.
- When in doubt, bash, to give breathing room against Bloats and Sirens.
- Watch your health bar: a few Fleshpound hits can still end you.
FAQ
- What is the best Berserker skill build?
- Skirmisher, Butcher, Parry, Smash and Spartan for a normal game. For zerkwalling take Dreadnought, Vampire, Resistance, Smash and Berserker Rage.
- What is the meta Berserker loadout?
- A T3 Zweihander plus T5 Vlad Nailgun for skirmisher or King Fleshpound; Bone Crusher plus Hemoclobber for zerkwalling.
- What is a heavy cancel?
- Press bash or light attack as soon as a heavy hit connects, then immediately press heavy again to skip the recovery animation.