KF2 Demolitionist Guide: Skills, Weapons, Loadouts, Combos
The Demolitionist specializes in explosives and is the big-Zed hunter of the team: it can kill Fleshpounds and Quarter Pounds by simply body-shooting them, and has a good chance against Scrakes with headshots. A Scrake resists explosives but is vulnerable to impact damage, the damage every demo weapon deals when it connects, a sort of better blunt damage. This guide comes from a Medic main who also plays Demolitionist on SEA Controlled Difficulty and Hell on Earth servers. See also the Demolitionist perk and the sibling Field Medic guide.
Fleshpound is vulnerable to explosives.
Quarter Pound weaknesses.
Scrake resists explosives.
Perk bonuses
- Passive 25% damage on all perk weapons (the 9mm excluded).
- Passive 60% resistance to explosives, mostly so you do not gib yourself.
- 5 extra rockets or weapon grenades (not your throwable grenade count).
- Supplies each teammate with a free grenade every wave.
- Door traps: doors you weld glow orange and explode heavily when Zeds break them.
- Reactive Armor: a lethal hit leaves you at 5 HP and explodes, killing nearby trash and hurting large Zeds; once per wave.
Skills
The right-hand skills are mostly situational, except Mad Bomber.
| Tier | Choice | Why |
|---|---|---|
| 5 | Bombardier (+25% damage to on-perk explosives; not M16 bullets, except underbarrel) over Shock Trooper (about 20% faster reload) | A shot less beats a faster reload because of breakpoints |
| 10 | High Impact Rounds (+25% direct hit damage) over Extra Rounds (+5 projectiles) | You can get both with overcapping |
| 15 | Fragmentation Rounds (+50% radius) on waves 1-2 of long games; Sonic Resistant Rounds later | Sirens cannot spawn early, but later one deleting a shot is bad |
| 20 | Armor Piercing Rounds (+50% on weak points) over Concussive Rounds | Crucial for Scrakes; Pounds take 50% extra from explosives anyway |
| 25 | Destroyer of Worlds (+50% damage, nukes of 20 damage per second for 8 s and a 20 per 0.3 s DoT for 5 s, removes the C4 repeat penalty) without a Commando; Mad Bomber with a Commando who extends Zed Time | Both detonate at any range |
Weapons
| Weapon | Stats and use |
|---|---|
| HX-25 | Magazine 1, 17 spare; 7 pellets (10 impact plus 30 explosion); no self damage; sidearm after wave 1. A maxed HX25 can kill a Fleshpound with a double dynamite combo |
| M79 | Weight 6, 650 dosh; 150 impact plus 225 explosion; radius 850; arming distance 3.87 m; the only tier 2 trash weapon |
| C4 | Weight 3; 820 explosion damage, radius 400; repeated C4 on a Zed within 3 s does 75% less (Destroyer of Worlds removes it); max 24 on the map; two shots kill a Quarter Pound, and two a Fleshpound during Zed Time with Destroyer |
| Seal Squeal | 5 harpoons; 125 impact plus 250 explosion; remote detonation; tier 4 decaps a Scrake in 5 shots, tier 5 in 4 and a Fleshpound in 5; an identity-crisis weapon |
| HRG Kaboomstick | Weight 6; 8 pellets of 15 plus 38; 415 damage per shot; kills all trash in one shot; Quarter Pound in 4 shots; Fleshpound in 6 at tier 4; terrible against Scrakes |
| M16 M203 | Weight 6; 33 per bullet; grenades 230 impact plus 230 explosion; Scrake in 2 duds at tier 5; good generalist when upgraded |
| Pulverizer | Cross-perk from the Berserker; garbage for a Demolitionist |
| RPG-7 | Weight 9 (10 upgraded); 150 impact plus 750 explosion; 4x impact on Scrakes; 3 rockets for a Fleshpound, 2 for a Quarter Pound; T5 can one-shot a Scrake on 6-player HoE; aim at the legs first on a Fleshpound; best anti-large weapon |
| Seeker 6 | 6 missiles, 84 spare; lock-on has no recoil and a higher fire rate, always use it; kills trash in 1 shot, Quarter Pounds in 4 |
| Blunderbuss (DLC) | 3 cannonballs of 300 impact plus 250 explosion, or alt-fire shrapnel 10x50; one-shots trash; Quarter Pound in 2 body shots; best generalist, needs good aim |
| Husk Cannon | Charge for 5x damage; mostly a trash clearer; struggles with large Zeds |
| M32 | Weight 9, 2000 dosh; "six M79s taped together"; not recommended |
| Gravity Imploder (DLC) | Weight 8; black holes 150 plus 320; alt-fire gravity grenade pulls Zeds in; Fleshpound in 6 shots (5 with dynamite); good with the Blunderbuss |
| Dynamite stick | 300 damage; stuns on contact; aim at a Fleshpound's legs |
HX-25 grenade pistol.
M79 grenade launcher.
C4 explosives.
Seal Squeal.
HRG Kaboomstick.
M16 M203.
RPG-7, the main large-Zed killer.
Seeker 6.
Blunderbuss (DLC).
Gravity Imploder (DLC).
Dynamite stick.
Loadouts
- T5 RPG + C4 + Desert Eagle: the meta large-Zed loadout.
- T5 RPG + T2 HX: large-Zed focus with self-defense.
- RPG + Kaboomstick: cheapest generalist or boss wave loadout (ammo problems).
- T5 M16 + T4 Kaboom: most versatile and very expensive.
- Blunderbuss + Imploder: pay-to-win generalist.
- T5 RPG + MP5 + T2 101 or T5 RPG + T4 201: no Medic in the team.
- RPG + M79: cowering behind a Berserker wall.
Advanced tactics
- Combos. Stick C4 on a Fleshpound, stun it with dynamite, detonate the C4 and unload your weapon. C4 + dynamite + RPG deletes a Fleshpound very fast.
- Reload cancelling. Essential, since demo weapons reload slowly.
- Overcapping. Switch to the ammo skill (Extra Rounds) in the trader, fill ammo to max, drop the weapon, switch back to High Impact Rounds, and pick the weapon up. Do not take ammo from boxes or a Support afterwards or the max resets. Do it in a corner, since others may steal your dropped weapon.
Off-perk weapons
With T5 RPG + C4 you have only 2 weight left. The Desert Eagle (2 weight, 91 damage, kills most mediums in 2 to 3 shots, one-shots stalkers) fills it; the DLC Rhino (75 damage plus three 80-damage shrapnels) is an alternative.
Desert Eagle.
Rhino (DLC).
Tips and tricks
- Explosive weapons deal impact damage at any range, so you do not have to run up to a Scrake to decap it. Only run up when multiple large Zeds are nearby so your explosives do not enrage them.
- Do not throw dynamite at a Scrake mid-attack: it is immune to stun and stumble then.
- When shopping, stand slightly back at the edge so teammates can take a grenade from you. Trader time counts as part of the previous wave, so a teammate can chain two free grenades.
FAQ
- What is the best Demolitionist loadout against large Zeds?
- T5 RPG-7 plus C4 plus a Desert Eagle for self-defense is the meta large-Zed loadout. A cheaper generalist option is RPG plus Kaboomstick.
- What is overcapping?
- Getting both an ammo-increase skill and a damage skill: switch to Extra Rounds, fill ammo, drop the weapon, switch back to High Impact Rounds, pick the weapon up.
- Should I throw dynamite at a Fleshpound's chest?
- No. Aim at the legs: a chest or head hit enrages it and it ignores the stun.