KF2 Quick Guide: All 10 Perks, Prestige and the Weak ZEDs (Spanish)
This guide by a Spanish-speaking fan is a friendly first look at Killing Floor 2: how a match works, what each perk does, what prestige gives, and what the common ZEDs are like. It is written for newcomers, with the author promising future sections on weapon recommendations. Values are from the game as it stood when the guide was written.
The basics
Killing Floor 2 is a cooperative horror shooter in which you pick a perk (class) and survive waves of enemies called ZEDs. You earn dosh each wave and use it at the trader.
The ten perks: Berserker, Commando, Support, Field Medic, Demolitionist, Firebug, Gunslinger, Sharpshooter, SWAT and Survivalist.
Perks give special abilities: specific weapons, bonus damage with their weapons, their own grenades and more. Every 5 levels you unlock two skills and pick one; the maximum level is 25. You do not have to use a perk's own weapons: a SWAT can carry Medic weapons, but the XP goes to the perk that owns that weapon.
Prestige
At level 25 you can prestige a perk: it returns to level 0 and its skills lock until you level again, in return for rewards. Each of the five prestige ranks gives 2,000,000 Vosh for the vault, an XP bonus (30, 35, 40, 45, then 50 percent), a weapon skin (the perk's knife at rank 1, then a perk weapon) and a new perk frame.
Perk reference
Berserker
Berserker information card.
Melee weapons. Night vision on the N key, cannot be grabbed by Clots, can block melee hits with the weapon (mouse wheel click by default; the author suggests rebinding), and EMP grenades that deal damage and disable ZED abilities (Siren scream, Stalker cloak, Fleshpound rage). Per level: +1 percent class weapon damage, +3 percent damage resistance every 5 levels. Max: +25 percent damage and +15 percent resistance.
Commando
Commando information card.
Assault rifles. Night vision, reveals and ignores Stalker and boss cloaking for the whole team, sees ZED health bars, explosive grenade. Per level: +1 percent damage, +2 percent recoil reduction, +2 percent reload speed every 5 levels, +1 second ZED Time extension every 5 levels, and 2 meters more health bar and cloak detection. Max: +25 percent damage, -50 percent recoil, +10 percent reload, +6 seconds ZED Time, 60 meters detection.
Support
Shotguns. Ammo pack (teammates take free ammo with E once per wave), repair broken doors, fragmentation grenade. Per level: +1 percent shotgun damage, +20 percent shotgun penetration, +1 percent ammo, +3 percent welding, +1 carry weight every 5 levels. Max: +25 percent damage, +500 percent penetration, +25 percent ammo, +75 percent welding, +5 weight.
Field Medic
Field Medic information card.
Healing weapons. No passive bonuses, but healing scales with level. Weapons shoot healing darts that must be aimed and can also poison ZEDs. Medic grenades release healing gas that also poisons ZEDs. Per level: +8 percent syringe recharge, +2 percent syringe effectiveness, +2 percent bile resistance, +0.4 percent move speed, +3 percent armor bonus. Max: +200 percent recharge, +50 percent effectiveness, +50 percent bile resistance, +10 percent speed, +75 percent armor bonus.
Demolitionist
Demolitionist information card.
Explosives. Grenade supplier (teammates take free grenades once per wave), door traps with the welder, reactive armor that damages attacking ZEDs, dynamite that explodes immediately on impact. Per level: +1 percent damage, +2 percent explosive resistance, +1 extra explosive ammo every 5 levels. Max: +25 percent damage, +60 percent resistance, +5 extra ammo.
Firebug
Firebug information card.
Incendiary weapons. Molotov cocktails explode on impact and burn the floor for 10 seconds. Per level: +0.8 percent damage, +0.8 percent reload speed, +2 percent ZED fire resistance, +3 percent immunity to your own fire, +10 percent extra ammo every 5 levels. Max: +20 percent damage and reload, +80 percent fire resistance, +100 percent self-fire immunity, +50 percent ammo.
Gunslinger
Gunslinger information card.
Revolvers and pistols. Nail bomb grenade that deals explosive damage and bouncing piercing nails. Per level: +1 percent damage, +1 percent bullet resistance, +0.8 percent move speed, +1 percent recoil improvement, +3 percent reload speed during ZED Time. Max: +25 percent damage, +30 percent bullet resistance, +20 percent speed, +25 percent recoil.
Sharpshooter
Sharpshooter information card.
Rifles and sniper rifles. Freeze grenade that damages and freezes most ZEDs; raging large ZEDs such as the Fleshpound are only slowed briefly. Per level: +1 percent headshot damage, +1 percent recoil improvement, +2 percent weapon switch speed. Max: +25 percent headshot damage, +25 percent recoil, +50 percent switch speed.
SWAT
SWAT information card.
Submachine guns. Stun grenade, called the best by the author for its explosive damage and very high stun. Per level: +1 percent damage, +1 percent bullet resistance, +4 percent magazine size, +1 percent weapon switch speed. Max: +25 percent damage, +30 percent resistance, +100 percent magazine size.
Survivalist
Survivalist information card.
Uses everything and is the only perk that chooses its spawn weapon and grenade. Heavy armor: armor must be depleted before health is damaged (except Siren sonic damage). Per level: +0.6 percent damage, +1 percent global damage resistance, +1 percent extra armor, +3 percent reload speed in ZED Time. Max: +15 percent damage, +25 percent resistance, +25 percent armor, +75 percent reload in ZED Time.
ZEDs
The author groups ZEDs into weak ZEDs, "ZEDs that ate something" (intermediate) and strong ZEDs, plus bosses. The ZEDs are products of the Horzine Corporation.
Weak ZEDs
Clot.
- Clot: common and slow, weak to headshots; its grab stops you from walking and is annoying in groups. Push it away with V.
Slasher.
- Slasher: a Clot variant that runs erratically (harder to headshot) and hits quickly.
- Cyst: a weaker, very slow, clumsy Clot variant that trips over.
- Crawler: a genetic mix of a Clot and an arachnid; very little health, fast, jumps at you and is hard to aim at because it is low. You can jump over Crawlers to knock them out briefly.
- Stalker: a cloaked, fast ZED that comes in groups, supposedly a clone of Kevin Clamely's daughter Rachel.
Intermediate ZEDs
- Rioter: the elite Clot, from Suicidal upward. Shoot its legs; it has destructible armor that blocks running, and it buffs other ZEDs for 10 seconds (+100 percent to Clots, Slashers and Cysts, +50 percent to Bloats, +20 percent to most others).
- Elite Crawler: from Hard upward; very fast, explodes into poison gas unless shot in the head.
- Bloat: tall and corpulent with cleavers. Resistant to all weapons, vomits blinding acid and covers nearby players in bile if shot in the belly. Shoot the head repeatedly; headless it cannot vomit but still hits.
See also KF2 beginner basics and KF2 ZED types.
FAQ
- How many skills do I get per perk?
- Every 5 levels you unlock two skills and choose one. The maximum perk level is 25, which gives five picks.
- Do I have to use a perk's own weapons?
- No. You can, for example, be SWAT and use Medic weapons. The XP then goes to the perk that owns the weapon.
- What does prestige do?
- At level 25 you can prestige a perk back to level 0, locking its skills until you level again, in exchange for rewards such as an XP bonus (30 percent at rank 1 up to 50 percent at rank 5), weapon skins and a new perk frame.