Perks & Classes

KF2 Perk Roles in a Team: What Each Class Should Do

This guide, written in Spanish, explains the team role of each Killing Floor 2 perk and gives a few ZED tips. It is organized by "main objective, secondary objective, and not a priority" for each class, which is a convenient way to think about who should shoot what. For the broader topic see team composition and roles and the individual perk pages such as Commando and Support. The original also has image-only weapon galleries per perk, which are not reproduced here.

Size classes used by the guide

  • Small ZEDs: the "trash". Medium ZEDs: the next tier up. Large ZEDs: Scrake, Fleshpound and Quarter Pound.

Commando

Commando Commando.

A "trash killer" that also handles medium ZEDs well. Large ZEDs are not the priority; if you see one, call a high-damage teammate and tell Support if one is nearby. Effective at medium range with medium fire rate.

  • Main: kill small ZEDs, and Stalkers (annoying for those who cannot see them).
  • Secondary: medium ZEDs.
  • Not a priority: large ZEDs.

Stay near the team, keep a perimeter and a line of fire. Holding a zone is the Commando's strength, since a large group of small ZEDs can disorder the team. If the team is shooting a Fleshpound, help kill it and then return to your role.

SWAT

Very close to the Commando in role (trash cleaner), but best at short range and in tight spaces thanks to high-fire-rate weapons and a damage bonus against small ZEDs. SWAT acts as a bodyguard for classes whose priority is not small ZEDs, so the high-damage classes do not waste ammo on them. A Scrake can be killed easily by throwing a flashbang and landing every shot on its head.

  • Main: small ZEDs. Secondary: medium. Not a priority: large.

Firebug

Also a trash cleaner. It can hold multiple small ZEDs with fire as long as it is accompanied. Do not overdo the fire: it may accidentally enrage a Scrake and get teammates killed needlessly, which happens often. Weak against the Husk because of its fire resistance, and never enrage the Scrake.

  • Main: small ZEDs. Secondary: medium. Not a priority: large.

Survivalist

A very varied role: an extra attacker, a damage contributor or a pseudo-medic, depending on team and chosen skills. It generally does not stand out in many areas compared with other classes.

Support

Support Support.

Good at killing medium and large ZEDs thanks to high damage. Give ammo to the team and weld doors when many ZEDs come, mostly to delay part of the wave. Weld only a door that is not important: sealing the team's only exit can kill everyone. A Scrake or Quarter Pound can be killed very easily; the Fleshpound is harder but possible.

  • Main: large ZEDs, supporting fire, providing ammo, welding strategic doors.
  • Secondary: medium ZEDs. Not a priority: small ZEDs.

Demolitionist

Demolitionist Demolitionist.

Very high damage, and explosions can kill many ZEDs in a group. It easily kills a Fleshpound, but Scrakes resist explosives (though they can still be blown apart). Kill any Fleshpound quickly before it rages; ask teammates to lure it near you. An RPG kills it easily. If you see someone welding a door, weld it too: a very weak door explodes and kills ZEDs near it, creating an extra barrier.

  • Main: large ZEDs, especially Fleshpounds. Secondary: groups of small and medium ZEDs.
  • Do not fire wildly or leave the group. Make sure several ZEDs are in your sights; do not use a grenade launcher on a single small or medium ZED.

Sharpshooter

Similar to the Demolitionist: brutal damage with headshot bonuses, very effective against large ZEDs, which it decapitates easily. Struggles with small ZEDs because of its low fire rate, so it should stay near a trash cleaner (SWAT, Commando, Firebug). Effective at medium and long range, its specialty. Constantly kill Fleshpounds, Quarter Pounds and Scrakes.

  • Main: large ZEDs, preferably by decapitation. Secondary: medium.
  • Not a priority: spending most of your ammo on small ZEDs. If a Fleshpound arrives and you are out of ammo, a teammate or even the whole team may die.

Gunslinger

Generates a lot of damage through headshot bonuses (like the Sharpshooter, though the Sharpshooter does more). A skilled player is a true cowboy. It can kill Fleshpounds, Scrakes and Quarter Pounds and does well against any ZED. The role is maximum damage on large ZEDs; it can also clear trash with its pistols, though that is not the main task.

  • Main: large ZEDs. Secondary: medium.

Berserker

The melee specialist and the team's tank, thanks to damage resistance and health regeneration or high health depending on skills. Incredible damage and speed against ZEDs, but needs a Medic if hit a lot. No trouble with small and medium ZEDs and can kill large ones. Stay on the front line.

  • Main: tanking and killing large ZEDs. Secondary: medium and small ZEDs.

Field Medic

Field Medic Field Medic.

Keep teammates alive. Besides healing, position yourself behind the danger and the firing line, constantly handing out healing darts and throwing medical grenades when the team is surrounded. Teammates should protect the Medic too, since if the Medic dies the odds of surviving the wave drop a lot.

Tips: keep checking the team's health and stay near the team. If someone wanders far away and dies, it is no longer your fault. Throw grenades to heal several teammates and use the healing weapon to dart those closest to you. See also Field Medic.

  • Main: keep teammates alive and stay close to the team. Secondary: kill ZEDs. Never: wander alone.

ZED notes

  • Scrake: resistant to explosives and even more to fire (do not burn it, it will enrage and be harder). Decapitate it with any ballistic weapon; for example SWAT can throw a flashbang and then shoot the head.
  • Fleshpound: not as tough against bullets as the Scrake but fairly resistant, and obviously to fire. Headshots can decapitate it. A Sharpshooter can throw a freeze bomb and then shoot the head repeatedly. It is very weak to explosives, so an RPG kills it easily.
  • Quarter Pound: the same as the Fleshpound in miniature.

FAQ

Which KF2 perks are trash cleaners?
Commando, SWAT and Firebug. Their job is clearing small ZEDs, so the heavy hitters do not waste ammo on them.
Which perks should focus on Large ZEDs?
Support, Demolitionist, Sharpshooter and Gunslinger, with the Berserker also able to handle them up close.
What should a Field Medic never do?
Go off alone. The Medic should stay behind the firing line, near the team, and keep checking everyone's health.