KF2 Best Weapons per Perk and Economy on Hell on Earth (2024)
This is a weapon-by-weapon ranking of every Killing Floor 2 perk from the viewpoint of six-player Hell on Earth. The author tested each weapon by hand on a test map for version 1149; hotfix 1150 in February 2024 finally repaired the Doomstick. It continues the perk skills guide. A fair warning from the author: the guide is subjective and sometimes toxic, and it is written for HoE, where each target needs one permanent gun, not for Suicidal. The Gunslinger and Sharpshooter sections were partly written by a second author.
Philosophy and conventions
- Goal: show that many weapons can make an impact, but if one is worse than the permanent gun it does not belong in these builds.
- "Wheezes" means clears Zeds but only just holds the line; "chokes" means the line was broken.
- Weight and economy matter more than looks and habit. Resistances and weaknesses per damage type are skipped; comparisons are by time to kill.
- Drone weapons (Sentinel, Bombardier) and the Ballistic Bouncer are not recommended at all: they eat weight and block others' aim.
- For large Zeds and the boss it is better to swap a Firebug or Berserker to Demolitionist, Sharpshooter or Gunslinger; the Medic should stay.
Economy
Calculations assume 10 waves plus the boss. You know your build and go to it each match, so there is no need to sit in the trader for long. Swapping weapons when ammo is nearly empty is more efficient. Money is split by damage dealt, so on late waves Sharpshooter and Demolitionist get rich; only the early waves are painful. Do not buy armor or throwaway weapons every wave.
Berserker
No melee weapon is useless; nearly all are playable. A Berserker farms well until wave 4-5.
| Weapon | Price, weight | Verdict |
|---|---|---|
| Crovel (shovel) | 200, 4 | For brawling until waves 3-4, then the katana |
| VLAD-1000 Nailgun | 750, 5 | Not needed with the Piranha |
| Katana | 850, 4 | Very good: fastest after the knife, long thrust |
| Road Redeemer (DLC) | 850, 5 | A katana with a different damage type |
| Fire Axe | 850, 5 | Slower than the katana, worse against trash |
| Hemoclobber | 1200, 4 | Very good against trash, useful healing, a must solo |
| Zweihander (DLC) | 1300, 7 | Good against a Scrake, slow on a Fleshpound |
| Pulverizer | 1300, 6 | A must solo, unsuited to defense |
| HRG Teslauncher | 1500, 7 | Mixed; good Piranha alternative on the boss |
| Blood Sickle (DLC) | 1500, 7 | Almost good, but you cannot choose the swing direction |
| Static Strikers (fists) | 1600, 7 | The author's pick for large Zeds in defense |
| Eviscerator | 1600, 9 | Very good: three discs kill a Scrake, six a Fleshpound |
| Bone Crusher (shield) | 1600, 8 | A bit better than mediocre, for cautious players |
| Ion Thruster (DLC) | 2000, 8 | The author's pick: best trash shredder |
| Battleaxe | 2000, 10 | Good but very slow and heavy |
| Piranha Pistol (DLC) | 600, 3 | A must on the boss and against Husks; a second Piranha is not worth the weight |
Ion Thruster, the Berserker's best trash shredder.
Builds: main - Ion Thruster plus fists; if you fear Husks - Piranha, fists+1 and katana; boss - fists+1 and Piranha+2.
Commando
| Weapon | Price, weight | Verdict |
|---|---|---|
| AR-15 | weight 4 | Very good, but fits no final build |
| Sentinel (DLC) | 500, 3 | Avoid |
| SA80 Bullpup | 650, 5 | Very good, same issue as the AR-15 |
| FAMAS Masterkey (DLC) | 1000, 6 | Mixed |
| AK-12, MKB.42 | 1100, 6-7 | Worse than everything else |
| SCAR-H | 1500, 6 | A must, the permanent weapon |
| Stoner 63A | 1500, 9 | Not needed next to the MG3 |
| MG3 Shredder (DLC) | 2000, 9 | Almost good: reload every 6 seconds instead of 3 |
| Minigun (DLC) | 2000, 10 | Mixed, holds a line like a Firebug |
| Tommy Gun | 650, 6 | Decent Bullpup alternative |
| FN FAL ACOG | 1500, 8 | Good: basically a SCAR with nerfs |
| M16 M203 | 1200, 6 | A must solo, skip in defense |
SCAR-H, the Commando's permanent weapon.
Builds: two SCARs (SCAR+1 and FN); with DLC SCAR plus MG3; Firebug style Minigun plus AR-15+1; solo SCAR+1 and M16+2.
Support
| Weapon | Price, weight | Verdict |
|---|---|---|
| SG 500 (starter) | 5 | Swap to a revolver shotgun at once |
| HRG Buckshot (revolver) | 550(1100), 2(4) | Fine as a mid-tier |
| Double-barreled Boomstick | 750, 5 | Obsolete, take the Doomstick |
| HZ12 | 750, 5 | Fine, an alternative to the revolvers |
| Ballistic Bouncer (DLC) | 900, 5 | Avoid |
| M4 Combat Shotgun | 1100, 6 | Very good, can be carried to the boss |
| Frost Fang (DLC) | 1300, 7 | Very good, the problem is the Doomstick |
| AA-12 | 1500, 10 | Very good |
| Doomstick | 1500, 10 | A must; upgrade it: one-shots a Scrake |
| S12 Shockgun (DLC) | 1500, 8 | A must, better than the AA-12 and lighter |
| Blast Brawlers | 1600, 9 | Not needed next to the Frost Fang |
| Blunderbuss (DLC) | 1500, 7 | Fits no build |
Doomstick: the Support's must-have that one-shots a Scrake.
Builds: classic Doomstick plus AA-12; with DLC Doomstick+1 and Shockgun+1; to upgrade the Doomstick without DLC Doomstick+1 and M4+2.
Field Medic
| Weapon | Price, weight | Verdict |
|---|---|---|
| HMTech-101 (pistol) | 1 | Long dart cooldown |
| HMTech-201 (SMG) | 650, 3 | Faster than the pistol; do not buy ammo, buy grenades; the syringe (4) is outdated |
| Healthrower | 1000, 7 | Very good, the best healer in defense |
| HMTech-301 (shotgun) | 1100, 6 | Fine but fits no build |
| Hemogoblin | 1100, 7 | A must: the first top weapon |
| Mine Reconstructor (DLC) | 1100, 7 | Not recommended |
| HMTech-401 (assault rifle) | 1500, 7 | Very good, a permanent weapon |
| HRG Incision (rail) | 1500, 8 | Good, better with a small team |
| HRG Vampire | 1500, 8 | Avoid |
| Corrupter Carbine (DLC) | 1500, 7 | Not worth it on a Medic |
| Medic Missile | 1600, 7 | Better skipped |
| HMTech-501 (grenade rifle) | 2000, 8 | Very good as a Berserker's pocket healer |
Hemogoblin, the Medic's first top weapon.
Builds: permanent Hemogoblin+1 with the Healthrower or the 401; pocket healer Hemogoblin+2 and the medic SMG+3.
Demolitionist
| Weapon | Price, weight | Verdict |
|---|---|---|
| HX25 Grenade Pistol | 4 | The worst starter weapon, yet the most expensive |
| C4 | 300, 3 | Very situational; take only on the boss |
| HRG Bombardier (drone) | 500, 3 | Avoid |
| M79 | 650, 5 | Very good; with the RPG it finishes a Scrake |
| Tommy Boom | 650, 7 | Good for waves 2-3 |
| Crossboom (crossbow) | 900, 6 | The author's pick with the RPG |
| Seal Squeal | 1100, 7 | Very good but does not fit with the RPG |
| Kaboomstick | 1100, 6 | Situational, needs a buff |
| RPG-7 | 1500, 9 | Permanent weapon: nothing kills large Zeds better |
| Seeker Six | 1500, 8 | Weak, needs a buff |
| M32 | 2000, 9 | Not needed |
| Gravity Imploder (DLC) | 2000, 8 | Fun but not for serious play |
| ZED MKIII (DLC) | 2000, 9 | Pleasant, universal, holds crowds well |
| Husk Cannon | 1500, 8 | For the Firebug, not needed on a Demolitionist |
RPG-7: the Demolitionist's permanent weapon.
Firebug
| Weapon | Price, weight | Verdict |
|---|---|---|
| Caulk n' Burn | 5 | Nothing better for waves 1-2 |
| Spitfires (pair) | 650 (325), 4(2) | Very good; 9 of 10 Firebugs keep them |
| Dragonsbreath | 650, 5 | Nearly identical to Spitfires; the author likes the penetration and blue fire |
| Mac 10 | 900, 4 | Not needed |
| Scorcher | 1000, 4 | Not needed |
| Flamethrower | 1200, 7 | Not needed without penetration |
| Incendiary Rifle | 1200, 6 | Worse than the Mac 10 |
| Dragonsblaze | 1400, 7 | Very good for late-wave trash |
| Microwave Gun | 1500, 9 | Weak, needs a buff |
| Husk Cannon | 1500, 8 | Very good: the only Firebug weapon that kills large Zeds without embarrassment |
| Thermite Bore (DLC) | 1500, 7 | The best trash-clearing weapon |
| Helios | 2000, 8 | R.I.P. |
Thermite Bore, the Firebug's best trash clearer.
Husk Cannon, the Firebug's answer to large Zeds.
Builds: Husk Cannon plus Thermite; maximum trash killer Spitfires+2 and Dragonsblaze+1.
Gunslinger
Mostly written by the second author. Against trash the M1911 (325, weight 2) has the best price to quality ratio. Start with the Colt after wave 1, then a Piranha.
| Weapon | Price, weight | Verdict |
|---|---|---|
| 1858 Revolvers | 4 | Sell after wave 1 |
| M1911 | 325, 2 | Best value against trash |
| Winterbite | 650, 4 | Skip |
| Rhino (DLC) | 1100, 4 | Better than Deagles for clearing trash; take two |
| .50 Desert Eagle | 550(1100), 2(4) | Good trash cleaner for mid and late waves |
| .500 Magnum | 1500, 6 | Annihilates large Zeds if you learn it |
| Glock 18c (DLC) | 750, 4 | Not recommended |
| AF2011-A1 | 750(1500), 3(6) | Skip |
| Disrupter | 1500, 4 | Funny, but why |
| Piranha Pistol (DLC) | 600, 4 | Best against trash and decent on large Zeds |
| Winchester 1894 | 200, 5 | Not recommended (slow reload) |
| SPX 464 Centerfire | 650, 5 | The second best gun against large Zeds |
Against large Zeds: SPX 464 or two Magnums, one or two Deagles and one Piranha. For the boss just Magnum+1 and SPX+2.
Sharpshooter
Mostly written by the second author (Nyaner) with comments from the main author (Medmed).
| Weapon | Price, weight | Verdict |
|---|---|---|
| Winchester 1894 | 4 | Almost no choice early; do not neglect the starter pistol |
| SPX 464 Centerfire | 650, 5 | Skip it if you dislike Winchesters |
| Crossbow | 650, 6 | Very versatile; at +2 close to a mini rail gun |
| Mosin Nagant (DLC) | 1100, 7 | Weaker than the others, 8$ per shot |
| M14 EBR | 1100, 7 | Best for leveling; take with the multiplier skill |
| Beluga Beat | 1100, 7 | Close to the M14 in usefulness |
| Head Hunter | 1100, 7 | Once overpowered; after fixes no longer damages a red Fleshpound |
| Storm Cannon (DLC) | 1400, 8 | Weight stops you from taking a strong second gun |
| Rail Gun | 1500, 9 | Large-Zed killer: two shots on a Scrake or Fleshpound |
| FN FAL ACOG | 1500, 8 | Like the Storm Cannon, better in a Commando's hands |
| Compound Bow (DLC) | 2000, 8 | The crossbow at +2 is better |
| M99 AMR | 2500, 12 | The strongest: one-shots a Scrake |
| 1858, .500 Magnum, Spitfire | - | Magnum only alongside the M99 or Rail Gun+1 |
| Corrupter Carbine (DLC) | 1500, 7 | Marks and explosions clear trash once you learn it |
.500 Magnum: the partner for the M99 or Rail Gun.
M99 AMR, one-shots a Scrake.
Builds: trash - M14, Beluga or Corrupter Carbine; large Zeds - crossbow+2; annihilation - Rail Gun+1 with SPX or Magnum, or M99 with Magnum; boss - Rail Gun+1 and Magnum. The author's usual path: Winchester, then M14, then a crossbow; around wave 7 sell everything for the M99 and Magnum.
SWAT
The author finds SWAT weapons nearly identical (MP7 reskins): almost all choke against a group of 10 Zeds. Exceptions: the Kriss (kills a Scrake fastest), the Nailgun (kills a Fleshpound fastest), the Stunner (stuns well on alt fire), a DLC weapon the author nicknames "zhizhka" (holds trash best), plus the shield with Glock and the Bastion machine gun (front-arc resistance). Recommendation: Kriss and Nailgun, with a medic pistol in the spare slot. The MP7 runs out of ammo in wave 1; the MP5RAS is a bit better; the Tommy Gun is worse because of visual recoil.
Survivalist
The author never played it seriously: "versatility that is bad everywhere". Among weapons, the Killerwatt (2000, weight 8) is rated very good, but fighting a Fleshpound needs a Medic. The Arc Generator (1500, weight 9) is good against Scrakes and trash; the Freezethrower is not needed; the Locust and Reducto Ray are not recommended.
Killerwatt, the author's best Survivalist weapon.
Kill-speed bonus
In a bonus section the author shows a video with the time each weapon needs to kill large Zeds. Fastest per perk: Berserker Eviscerator, Commando M16 underbarrel and FN FAL, Support Doomstick, Demolitionist RPG-7, Firebug Thermite and Husk Cannon, Sharpshooter Rail Gun and M99.
FAQ
- What weapon is a must for Support on HoE?
- The Doomstick (one-shots a Scrake) plus the S12 Shockgun or AA-12. Classic build: Doomstick and AA-12; with DLC: Doomstick+1 and Shockgun+1.
- What should a Demolitionist buy?
- The RPG-7 as the permanent weapon: nothing kills large Zeds better. Start with the Tommy Boom or the crossbow; the crossbow pairs with the RPG.
- Which Sharpshooter weapons hit hardest?
- The M99 AMR (one-shots a Scrake) and the Rail Gun. Typical pairs: M99 plus .500 Magnum; for the boss Rail Gun+1 and Magnum.