Perks & Classes

KF2 SWAT Perk: Personal Experience and Skill Picks

This is a Russian-language personal write-up (translated here) by a player who set out to earn all the achievements and ended up testing every perk. It covers the SWAT, called "Spetsnaz" in the Russian client, level by level.

First steps

SWAT works well as the first perk to level for a comfortable introduction. The first levels bring no big advantages, but level 5, reachable in about an hour, adds several that make the game much easier.

Heavy armor training (level 5). The author calls it overpowered for mobile players: you cannot be grabbed, which matters a lot at critical moments. You also take 50 percent less damage from Sirens, so you become the natural Siren hunter and can run through a crowd to take one out, since a Siren can badly hurt the team. You also start with 50 extra armor. Still keep moving: immunity to grabs does not stop you from being pinned in a corner.

SWAT screenshot from the author's game In-game screenshot from the guide.

Level 10 and melee

At level 10 you can choose between close-quarters training and the ammo-based skill.

Close combat training. The author likes starting rounds with two Berettas and double damage for them, and does not mind switching to the knife when ammo runs out (a Patriarch killed with the knife is shown as proof). SWAT often runs short of ammo, and the alternative skill only speeds up reloads, which are already fast compared with other perks.

SWAT screenshot Screenshot of the Patriarch fight from the guide.

SWAT is often used as an assault perk that breaks through zed crowds to an exit or dives in to rescue teammates. Early on it is a reaper of small monsters; large ones are harder, but every level makes the SWAT bolder.

Suppressing ammo

The author admits to being talked out of taking the skill that expands ammo for all weapons, but argues that bullets that stagger or knock back mutants are better than being cornered. Being ungrabbable is not the same as being unpinnable. The skill has also saved allies: even if you cannot get to a monster in time, shooting from range makes it flinch or break its attack, buying your teammate a fraction of a second to heal or run.

SWAT screenshot Screenshot from the guide.

Survivability and the armor skill

Damage goes through armor first and then health, which stretches your life by roughly one and a half times. Sirens do reduced damage to you but it still bypasses armor, otherwise it would be too generous. The author also answers critics who ask why bullet resistance matters when no mutants shoot: bosses do.

Assault vest. With 100 armor at the start and 50 more from the skill, survival odds are very good. On low difficulties the author just runs around with a knife or pistols while leveling friends. On the highest difficulty it helps to tank bosses when no Berserker is around, as the SWAT holds up against boss bullets.

Tip: always start as SWAT. You get 100 armor and a pistol at the beginning; after the first wave switch to the perk you want and keep the free armor and sidearm.

SWAT screenshot Screenshot from the guide.

Level 25: rapid assault

After many hours you can react fast, hit small monsters in the head and face large zeds and bosses. Your role depends on you, not on the perk. The author finally got the fast-assault skill and now deliberately triggers zed time, mowing down hordes without spending ammo or reloading. By provoking zed time you can take a large zed alone and clear everything in the blast zone as a bonus. At level 25 SWAT has very high damage, fire rate and accuracy; in that moment aim for the body so all the damage lands on the monster.

SWAT screenshot Closing screenshot from the guide.

The author hopes the notes help new players spend many hours on such a mobile, fun game. For other perks see Commando perk guide and the SWAT guide.

FAQ

Is SWAT a good first perk in KF2?
The author thinks so: early levels give little, but around level 5 (about an hour of play) you gain useful armor and grab immunity, which makes learning the game easier.
Why start every match as SWAT?
SWAT starts with 100 armor and a pistol; after the first wave you can switch to your real perk and keep the free armor and sidearm.
Can SWAT be grabbed?
No. The Heavy Armor training skill makes the SWAT immune to grabs, but you can still be cornered, so keep moving.