Perks & Classes

KF2 SWAT Perk Guide: Weapon Stats, Skills and Builds (PT)

This is a translation of a Brazilian Portuguese SWAT guide from a series on all perks, written for the game version of its time. For other takes see SWAT in-depth guide and SWAT perk guide (Dodo).

Role

Using many high-rate-of-fire SMGs, SWATs can drop ZEDs in seconds. Besides fire rate, their main advantage is the flashbang, the most efficient grenade for stunning ZEDs. Skills let the SWAT focus on crowd control or become a kind of "tank", buffing armor and the stumble and stun power of the weapon.

XP bonus

SWATs get bonus XP for killing Clots.

NormalHardSuicidalHell on Earth
2347

Passives

  • Perk weapon damage +1% per level (25% at 25).
  • Projectile damage resistance 5% plus 1% per level (30% at 25).
  • Magazine size +4% per level (100% at 25).
  • Weapon switch speed +1% per level (25% at 25).

Skills

LevelLeftRight
5Heavy Armor Training: while you have armor you only take health damage from sonic attacks and Clots cannot grab you; start each game with 50% armorTactical Movement: move and sprint faster, no movement penalty when aiming or crouching
10Close Combat Training: +100% pistol and knife damage; start with two 9mm pistolsTactical Reload: faster reload with perk weapons
15Suppression Rounds: +100% stumble power of perk weaponsAmmo Vest: carry up to 30% more ammo per weapon
20Assault Armor: max armor +50%, start with 50% armor (stacks with Heavy Armor Training)Cripple: multiple hits slow ZEDs by up to 30%; shots to the head and weak spots do twice as much
25Battering Ram: in Zed Time you move in near real time and knock down ZEDs when running into themRapid Assault: in Zed Time perk weapons use no ammo, fire in near real time and have +100% stumble power

Weapons

Starting gear

MP7 SMG MP7 SMG, the SWAT's starter weapon.

MP7 SMG. Weight 4, price 200, damage 16, bash 24, magazine 30, total ammo 330. Upgrades 500 / 600 / 700 / 1500 for x1.4 / x1.8 / x2.1 / x2.3 (+1 to +4 weight).

Tactical Knife and Flashbang Tactical Knife and Flashbang.

Tactical Knife. Light attack 32, heavy 64, bash 15, damage reduction 20% (block and parry); horizontal attacks do 50-75% of base depending on angle.

Flashbang. Damage 125, radius 7 m, exponential (power of 2) falloff, explosive type, activation time 0.25 s. Players are not affected by the flash, but with server friendly fire on, the blast blinds players for a while. It does not damage the player or teammates (unless friendly fire is on) and has stun power up to 400.

9mm pistol 9mm Pistol.

9mm Pistol (single / dual). Weight 0 / 2, price 0 / 150, damage 25, magazine 15 / 30, total ammo 75 / 60. Upgrades up to x2. Headshots decapitate Clots, Slashers, Cysts, Stalkers and Crawlers; weak against everything else.

Weapons by tier

TierWeaponWeightPriceDamageMagazine / total ammoNotes
2MP5RAS SMG46502540 / 320Upgrades 600 / 700 / 1500 for x1.2 / x1.4 / x1.6
2Tommy Gun66503050 / 250Same upgrades; reloading with rounds left is faster
3P90511003050 / 350Upgrades 700 / 1500 for x1.14 / x1.28
3HK UMP512004530 / 290Upgrades 700 / 1500 for x1.13 / x1.24
3HRG Nailgun511004042 / 336Penetrating damage unlike other SWAT weapons; two modes: single-shot 857 rpm full auto and triple-shot 500 rpm; the nail ricochets once; upgrades 700 / 1500 for x1.15 / x1.3
4Kriss SMG615003333 / 495Upgrade 1500 for x1.15
4Riot Shield and Glock 1881500pistol 28; bash 35; shove 2533 / 462See below
4HRG Stunner71500primary 60; alt impact 20; alt explosion 4025 / 225Alt fire uses 5 ammo and is like a mini flashbang; upgrade 1500 for x1.15
4G36C Assault Rifle716004533 / 495Armor-piercing ammo; upgrade 1500 for x1.15
5HRG Bastion720003360 / 540No upgrades; see below

MP5RAS MP5RAS SMG.

Tommy Gun Tommy Gun.

P90 P90.

HK UMP Heckler and Koch UMP.

HRG Nailgun HRG Nailgun.

Kriss SMG Kriss SMG.

Riot Shield and Glock 18 Riot Shield and Glock 18.

HRG Stunner HRG Stunner.

G36C G36C assault rifle.

HRG Bastion HRG Bastion.

Riot Shield and Glock 18. Shield push radius 200, push angle 100, block angle 170. The upgrade (x1.2) only changes pistol damage. It reduces damage from attacks by 60%, gets the SWAT passive but not the berserk bonus, and when the shield hits a target it creates a push effect around it. It blocks blunt and slashing damage, Husk fireball and flamethrower, rockets, EDAR lasers and EMP shots, Hans and Patriarch shots, Patriarch missiles and the King Fleshpound chest laser.

HRG Bastion. The shield spends 3 power units per second while active and recharges 8 per second when inactive. It absorbs 70% of damage in a 180 degree arc; the damage taken is 20% more than the ZED's base damage, unaffected by difficulty. It has three reload types (more than 13 rounds, 1-13 rounds, empty).

Multiperk weapons

HMTech-201 SMG HMTech-201 SMG.

Mac 10 Mac 10.

  • HMTech-201 SMG. Weight 3, price 650, damage 20, bash 23, magazine 40, total ammo 480; heals 15 per dart using 40% of ammo per dart, full recharge 13 s. Upgrades 600 / 700 / 1500 for x1.2 / x1.4 / x1.6 damage and x0.85 / x0.77 / x0.6 recharge time.
  • Mac 10. Weight 4, price 900, damage 28, bash 24, magazine 32, total ammo 384; direct hits can spawn residual flames; upgrades 700 / 1500 for x1.15 / x1.3.

For all weapons, recoil depends on posture and movement; crouching and aiming gives the least.

General strategy

  • Like its older brother the Commando, the SWAT is among the first to face ZEDs. It deals little damage per bullet but fires very fast, so always shoot the head.
  • Avoid wasting ammo, which is expensive. In early waves use Close Combat Training to kill small ZEDs with a single pistol shot and save SMG ammo. Most weapons have a single-shot mode, which saves ammo since continuous bursts burn it fast.
  • To be a considerate teammate, use the medic SMG to heal; it is the only SMG that does not kill any basic ZED with a single headshot.
  • For large ZEDs, always throw a flashbang, aim for the head and shoot as if there were no tomorrow, preferably near your team, but take the initiative: the flashbang saves lives.

Builds

"Tank": 5 left, 10 right, 15 left, 20 left, 25 right. The skills give you 150 armor, which is practically a complement to your health (except against sonic damage), plus high stumble power, and you shoot in near real time without using ammo in Zed Time.

Mobility: 5 right, 10 right, 15 right, 20 right, 25 left. You move without penalty and in near real time during Zed Time, carry more ammo and slow ZEDs with your shots. Good for players who do not camp a fixed spot and for escaping in co-op.

These are only some common builds; test your own combinations.

FAQ

What makes the SWAT strong?
High-fire-rate SMGs and the flashbang, the most efficient stun grenade, with skills for crowd control or a tanky armor build.
How strong is the flashbang?
Damage 125, radius 7 m, stun power up to 400, activation time 0.25 s. It does not hurt teammates, but with friendly fire on it can blind them.
What does the Riot Shield block?
It reduces incoming attack damage by 60 percent and blocks blunt and slashing hits, Husk fire, rockets, EDAR lasers and EMP shots, Hans and Patriarch shots and missiles, and the King Fleshpound's chest laser.