Weapons

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.

WeaponPrice, weightVerdict
Crovel (shovel)200, 4For brawling until waves 3-4, then the katana
VLAD-1000 Nailgun750, 5Not needed with the Piranha
Katana850, 4Very good: fastest after the knife, long thrust
Road Redeemer (DLC)850, 5A katana with a different damage type
Fire Axe850, 5Slower than the katana, worse against trash
Hemoclobber1200, 4Very good against trash, useful healing, a must solo
Zweihander (DLC)1300, 7Good against a Scrake, slow on a Fleshpound
Pulverizer1300, 6A must solo, unsuited to defense
HRG Teslauncher1500, 7Mixed; good Piranha alternative on the boss
Blood Sickle (DLC)1500, 7Almost good, but you cannot choose the swing direction
Static Strikers (fists)1600, 7The author's pick for large Zeds in defense
Eviscerator1600, 9Very good: three discs kill a Scrake, six a Fleshpound
Bone Crusher (shield)1600, 8A bit better than mediocre, for cautious players
Ion Thruster (DLC)2000, 8The author's pick: best trash shredder
Battleaxe2000, 10Good but very slow and heavy
Piranha Pistol (DLC)600, 3A must on the boss and against Husks; a second Piranha is not worth the weight

Ion Thruster 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

WeaponPrice, weightVerdict
AR-15weight 4Very good, but fits no final build
Sentinel (DLC)500, 3Avoid
SA80 Bullpup650, 5Very good, same issue as the AR-15
FAMAS Masterkey (DLC)1000, 6Mixed
AK-12, MKB.421100, 6-7Worse than everything else
SCAR-H1500, 6A must, the permanent weapon
Stoner 63A1500, 9Not needed next to the MG3
MG3 Shredder (DLC)2000, 9Almost good: reload every 6 seconds instead of 3
Minigun (DLC)2000, 10Mixed, holds a line like a Firebug
Tommy Gun650, 6Decent Bullpup alternative
FN FAL ACOG1500, 8Good: basically a SCAR with nerfs
M16 M2031200, 6A must solo, skip in defense

SCAR-H 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

WeaponPrice, weightVerdict
SG 500 (starter)5Swap to a revolver shotgun at once
HRG Buckshot (revolver)550(1100), 2(4)Fine as a mid-tier
Double-barreled Boomstick750, 5Obsolete, take the Doomstick
HZ12750, 5Fine, an alternative to the revolvers
Ballistic Bouncer (DLC)900, 5Avoid
M4 Combat Shotgun1100, 6Very good, can be carried to the boss
Frost Fang (DLC)1300, 7Very good, the problem is the Doomstick
AA-121500, 10Very good
Doomstick1500, 10A must; upgrade it: one-shots a Scrake
S12 Shockgun (DLC)1500, 8A must, better than the AA-12 and lighter
Blast Brawlers1600, 9Not needed next to the Frost Fang
Blunderbuss (DLC)1500, 7Fits no build

Doomstick 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

WeaponPrice, weightVerdict
HMTech-101 (pistol)1Long dart cooldown
HMTech-201 (SMG)650, 3Faster than the pistol; do not buy ammo, buy grenades; the syringe (4) is outdated
Healthrower1000, 7Very good, the best healer in defense
HMTech-301 (shotgun)1100, 6Fine but fits no build
Hemogoblin1100, 7A must: the first top weapon
Mine Reconstructor (DLC)1100, 7Not recommended
HMTech-401 (assault rifle)1500, 7Very good, a permanent weapon
HRG Incision (rail)1500, 8Good, better with a small team
HRG Vampire1500, 8Avoid
Corrupter Carbine (DLC)1500, 7Not worth it on a Medic
Medic Missile1600, 7Better skipped
HMTech-501 (grenade rifle)2000, 8Very good as a Berserker's pocket healer

Hemogoblin 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

WeaponPrice, weightVerdict
HX25 Grenade Pistol4The worst starter weapon, yet the most expensive
C4300, 3Very situational; take only on the boss
HRG Bombardier (drone)500, 3Avoid
M79650, 5Very good; with the RPG it finishes a Scrake
Tommy Boom650, 7Good for waves 2-3
Crossboom (crossbow)900, 6The author's pick with the RPG
Seal Squeal1100, 7Very good but does not fit with the RPG
Kaboomstick1100, 6Situational, needs a buff
RPG-71500, 9Permanent weapon: nothing kills large Zeds better
Seeker Six1500, 8Weak, needs a buff
M322000, 9Not needed
Gravity Imploder (DLC)2000, 8Fun but not for serious play
ZED MKIII (DLC)2000, 9Pleasant, universal, holds crowds well
Husk Cannon1500, 8For the Firebug, not needed on a Demolitionist

RPG-7 RPG-7: the Demolitionist's permanent weapon.

Firebug

WeaponPrice, weightVerdict
Caulk n' Burn5Nothing better for waves 1-2
Spitfires (pair)650 (325), 4(2)Very good; 9 of 10 Firebugs keep them
Dragonsbreath650, 5Nearly identical to Spitfires; the author likes the penetration and blue fire
Mac 10900, 4Not needed
Scorcher1000, 4Not needed
Flamethrower1200, 7Not needed without penetration
Incendiary Rifle1200, 6Worse than the Mac 10
Dragonsblaze1400, 7Very good for late-wave trash
Microwave Gun1500, 9Weak, needs a buff
Husk Cannon1500, 8Very good: the only Firebug weapon that kills large Zeds without embarrassment
Thermite Bore (DLC)1500, 7The best trash-clearing weapon
Helios2000, 8R.I.P.

Thermite Bore Thermite Bore, the Firebug's best trash clearer.

Husk Cannon 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.

WeaponPrice, weightVerdict
1858 Revolvers4Sell after wave 1
M1911325, 2Best value against trash
Winterbite650, 4Skip
Rhino (DLC)1100, 4Better than Deagles for clearing trash; take two
.50 Desert Eagle550(1100), 2(4)Good trash cleaner for mid and late waves
.500 Magnum1500, 6Annihilates large Zeds if you learn it
Glock 18c (DLC)750, 4Not recommended
AF2011-A1750(1500), 3(6)Skip
Disrupter1500, 4Funny, but why
Piranha Pistol (DLC)600, 4Best against trash and decent on large Zeds
Winchester 1894200, 5Not recommended (slow reload)
SPX 464 Centerfire650, 5The 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).

WeaponPrice, weightVerdict
Winchester 18944Almost no choice early; do not neglect the starter pistol
SPX 464 Centerfire650, 5Skip it if you dislike Winchesters
Crossbow650, 6Very versatile; at +2 close to a mini rail gun
Mosin Nagant (DLC)1100, 7Weaker than the others, 8$ per shot
M14 EBR1100, 7Best for leveling; take with the multiplier skill
Beluga Beat1100, 7Close to the M14 in usefulness
Head Hunter1100, 7Once overpowered; after fixes no longer damages a red Fleshpound
Storm Cannon (DLC)1400, 8Weight stops you from taking a strong second gun
Rail Gun1500, 9Large-Zed killer: two shots on a Scrake or Fleshpound
FN FAL ACOG1500, 8Like the Storm Cannon, better in a Commando's hands
Compound Bow (DLC)2000, 8The crossbow at +2 is better
M99 AMR2500, 12The strongest: one-shots a Scrake
1858, .500 Magnum, Spitfire-Magnum only alongside the M99 or Rail Gun+1
Corrupter Carbine (DLC)1500, 7Marks and explosions clear trash once you learn it

.500 Magnum .500 Magnum: the partner for the M99 or Rail Gun.

M99 AMR 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 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.