KF2 Perk Stats Reference: Passives, Skills and Weapon Data
This is a condensed translation of a stat-heavy community sheet written in English and Russian during the first year of Killing Floor 2. It was a work in progress (the Medic section is marked WIP), and balance has changed many times since, so use it for the structure of each perk and the relative numbers, not as current truth. For readable strategy see the all-perks community guide. The skill effects below are given in the order the sheet lists them, in tier order; the sheet does not label which left/right option each belongs to.
Berserker

The Berserker section of the sheet.
Passives. Night vision; Clots cannot grab you; damage up to 25%; damage resistance up to 10%.
Skill effects. +75% HP; 4 HP per second regeneration; +20% walk speed and +25% sprint speed; +4 HP per kill; +20% attack speed; +20% damage; +20% damage resistance and +20% extra toxic and sonic resistance; after a parry +5% attack speed; +75% damage for 10 s; +40% damage reduction; +50% damage for alt-attack; +25% headshot damage with perk weapons; stumble power x3; +30% damage for light attacks; 50% resistance to slow-mo; 25% HP restore; full slow-mo resistance.
XP. Killing ZEDs within 200 uu of teammates gives 6 (Normal), 8 (Hard), 10 (Suicidal) or 14 (Hell on Earth).
Grenade (EMP). Damage 100 (EMP), 5 grenades, fuse 0.25 s, radius 700, EMP power 100.
Weapon damage (primary / alt / bash, as listed):
| Weapon | Damage | Ammo |
|---|---|---|
| Crovel Survival Tool | 49 / 86 / 15 | |
| Katana | 68 / 90 / 68 | |
| VLAD-1000 Nailgun | 30x7 / 20 | 42 / 336 |
| Pulverizer | 70 / 145 (383) / 20 | |
| Zweihander | 85 / 195 / 63 | |
| Eviscerator | 480 / 29 / 90 | 5 / 15 |
| Bone Crusher | 80 / 165 / 175 | |
| Static Strikers | 95 / 175 / 100 |
Block takes about x0.4 to x0.6 damage depending on the weapon, and parries are rated from 3 to 6. The Bone Crusher can block bludgeon, slashing, Husk fireball and flamethrower, Patriarch minigun and missile, and Hans MKb42 damage. The sheet notes that melee damage depends on the position of the tracer, with at least 50% of the weapon damage always dealt to the ZED.
Commando

The Commando section.
Passives. Night vision; damage 0 to 25%; cloaked enemy detection 10 to 60 m; HP bar detection 10 to 60 m; Zed Time extension 1 to 6 s; reload speed 2% to 10%.
Skill effects. +20% reload speed; +50% magazine; pistol and knife deal x2.1 damage; +50% weapon switch speed; stumble power x2.5; +25% HP and armor; +20% ammo capacity; +20% damage for perk weapons; -50% recoil for perk weapons; +100% magazine; reload and weapon swap resist slow-mo; +3% damage with ROF +300%. Call-out: cloaked ZEDs are revealed to teammates while inside the Commando's radius.
XP. Killing Stalkers with perk weapons.
Grenade (HE). 300 explosion damage, 5 grenades, fuse 1 s, stumble 50.
Weapons. AR-15, SA80 L85A2, AK-12, Stoner 63A LMG, SCAR-H, plus the HMTech-401 and M16 M203 as additional weapons. All do assault rifle plus bludgeon damage. Reload times (half / empty) listed: AR-15 3.07 / 2.67 s, SA80 3.12 / 2.77 s, AK-12 3.30 / 2.90 s, Stoner 5.15 / 4.59 s, SCAR-H 2.78 / 2.62 s. For a deeper read see the French Commando guide.
Support

The Support section.
Passives. Welding proficiency up to 75%; perk weapon damage up to 25%; penetration up to 500%; extra ammo up to 25%.
Skill effects. +5 (weld related); +50% magazine; faster reload; +50% HP; +30% damage; +40 penetration power; -50% pellet spread; team restore of 30% and 20% ammo; +20% ammo capacity; stumble power x2.5; no damage reduction on penetration; resistance to slow-mo on firing.
XP. Building 510 welding points.
Grenade. 200 explosion plus 50 piercing damage; fuse 2 s; explosion stumble 500, shard stumble 1000.
Weapons. Double-barrel Boomstick, HZ12 Multi-Action, M4 Combat Shotgun and others, all shotgun plus bludgeon damage; additional weapons VLAD-1000 Nailgun, HMTech-301 and Incendiary Trench Gun. The night vision drains the battery twice as fast as the flashlight.
Field Medic (work in progress)

The Field Medic section.
Passives. Syringe recharge rate, syringe potency, bloat bile resistance.
Skill effects. +25% HP with 10% of healing returned to you; +1% damage resistance per lost HP (max 50%); +10% speed for healing for 5 s; +10% movement speed and +50% magazine; +5% damage for healing for 5 s; healing darts able to poison ZEDs; +10% damage for healing for 5 s; +20% damage for perk weapons; explosive damage 50; ZED speed decreased up to 30%.
XP. 20 healing points.
Grenade (Healing). 50 toxic damage; healing cloud for 8 s with 50 toxic damage over time; fuse 0.5 s; poison 5 damage for 10 s, poison power 33. Weapons include the HMT-301 shotgun. See also the Field Medic guide.
Demolitionist

The Demolitionist section.
Passives. Perk weapon damage, explosive resistance, extra explosive ammo, grenade supplier.
Skill effects. +25% damage; +10% reload speed; +25% damage on impact; +5 rounds for perk weapons; projectiles immune to scream; explosion damage multiplier and radius x1.5; +50% damage on critical zone; knockdown, stumble and stun power x2; DOT x1.5 and radius x1.35; resistance to slow-mo on firing.
XP. Killing Fleshpounds with perk weapons.
Grenade. 300 explosion damage, fuse 3 s, knockdown 100, stumble 300. Notes: the RPG-7 has backblast damage and a detonation distance of 387 uu; C4 explosions on a ZED within 3 s of another do only 25% of the previous damage; the M79 also detonates at 387 uu.
Firebug
Passives. Perk weapon damage, perk weapon reload, resistance to ZED fire damage, immunity to your own fire.
Skill effects. +35% fire damage; +100% magazine; DOT duration +70% and then 5 s; flame time x1.5; splash damage x2; ZED speed decreased 20%; fire can spread napalm; damage on contact x1.5; 20% explosion chance; knockdown and stumble power 500, up to 1000; extended fire range; fire rate resistant to Zed Time; ZED speed decreased 30%; +50% fire damage.
XP. Killing Crawlers with perk weapons.
Grenade (Molotov). 5 s of fire DOT and 60 explosion fire damage, radius 150/200, burn power 10, stumble 100. Weapons include Caulk n' Burn, Spitfire, Flamethrower and Microwave Gun. Ground fire for Caulk n' Burn and Flamethrower lasts 2 s, ticks every 0.25 s and has a 75 radius. See also the Firebug tap fire guide.
Gunslinger
Passives. Perk weapon damage, bullet resistance, movement speed, weapon switch.
Skill effects. Move 50% faster in iron sights; 50% less recoil from the hip; +5% movement speed; weapon switch 50% faster; headshots add 10% damage up to 50% (decaying every 2 s); +20% damage with Gunslinger weapons; +30% damage to arms and legs; no damage reduction for penetration; 20% faster reload; ZED speed decreases per headshot up to 30%; leg shots have 30% more knockdown; chest shots have more stumble; the last bullet is not consumed in Zed Time; shoot 3x faster in Zed Time.
XP. Headshots.
Grenade (Nail bomb). 100 explosion, 35 piercing per shard, shard stumble 500, explosion stun 200, fuse 2 s. Weapons include the .50 Desert Eagle and 500 Magnum Revolver, each also in dual form.
Sharpshooter
Passives. Headshot damage, weapon switch.
Skill effects. +25% damage while stationary; movement +10% and ROF +25%; +30% damage, +20% reload speed and +50% movement speed while crouching; stun power x2; +10% damage per headshot up to 50%; +20% reload speed; +10% damage; 10% less recoil when aiming; +25% ammo and grenade capacity; each headshot has a 5% chance to start Zed Time; in Zed Time headshots deal 35% more damage; stun power x5 on headshot.
XP. Headshots.
Grenade (Freeze). 25 freeze damage, freeze power 150, radius 900, fuse 0.15 s. Weapons include the Winchester 1894 and SPX 464 Centerfire; the sheet lists 1858 Revolver and 500 Magnum as extra weapons.
SWAT
Passives. Weapon damage, heavy body armor (starting armor), global damage resistance, Zed Time reload.
Skill effects. Clots cannot grab you; spawn with 50% armor; all damage dealt to armor (except sonic); movement in ADS and while crouching x2.5; pistol and knife x2.1 damage; spawn with dual 9mm; faster reloading; stumble power x3; +30% ammo capacity; armor multiplier x1.5; additional 50% armor; snare power 9 per hit; ZED speed decreased up to 30%; movement resistant to slow-mo; knocks ZEDs down on bump; stumble x2; weapon does not consume ammo; ROF resistant to slow-mo.
XP. Extra XP for killing Clots with weapons using perk damage types.
Grenade (Flashbang). 125 explosion damage, radius 700, fuse 0.25 s, stumble 200, stun 400. Weapons include the H&K UMP and the HMTech-201 SMG.
Survivalist
The last part of the sheet lists Survivalist-style bonuses without weapon tables: healer recharge time -25%, heal amount x1.2, melee damage x1.1 and melee attack speed x1.15.
FAQ
- What does this reference cover?
- For each perk it lists passive bonuses with their maximum, the effect of each skill, how bonus XP is earned, grenade data and weapon tables with damage, damage types and upgrade multipliers.
- How much bonus XP does a Berserker get for kills near teammates?
- The guide lists an XP reward for killing ZEDs within 200 uu of teammates: 6 on Normal, 8 on Hard, 10 on Suicidal and 14 on Hell on Earth.