KF2 Weapon List by Perk: Tiers, Costs, Weights, Fire Modes
A reader of the community guides often needs one simple answer: which perk does this weapon belong to, and how heavy and expensive is it? This page restates a weapon list that a player compiled in 2018 as a work in progress, ordered by perk. Prices, weights and ammo values reflect the game at that time, so some entries differ from later patches, and several newer weapons are missing. The cost column uses the original figures; entries where the source value looked like a typo are left without a price.
Format in the tables: cost / weight / magazine and reserve ammo. A dash means not applicable.
Berserker
The Berserker is the shield that keeps ZEDs away from the squad by cutting them down. All Berserkers specialise in close combat, and skill choices let them be either a damage resistant dreadnought or a fast skirmisher. Berserkers can block with melee weapons, and Clots cannot grab them.
| Weapon | Tier | Cost | Weight | Ammo | Notes |
|---|---|---|---|---|---|
| Crovel | Start | 200 | 4 | - | Fast slash, hold for combo, heavy blunt secondary, alt block/parry |
| Katana | 2 | 850 | 4 | - | Fast slash and heavy slash, block/parry |
| VLAD-1000 Nailgun | 2 | 750 | 5 | 42 / 336 | Single or multiple nail modes |
| Zweihander | 3 | 1300 | 7 | - | Medium/heavy damage with crowd control |
| Pulverizer | 3 | 1300 | 6 | 5 / 15 | Blunt melee; secondary fires an explosive round |
| Eviscerator | 4 | 1600 | 9 | 5 / 25 | Fires saw blades; alt-fire is a melee attack that burns fuel fast |
| Bone Crusher | 4 | 1600 | 8 | - | Shield bash, blocking reduces projectile damage |
| Static Strikers | 4 | 1600 | 7 | - | Heavy electric blunt secondary |
| EMP Grenade | Grenade | 40 | - | - | Electric pulse that damages and may stun ZEDs |
The default knife is the Lawn Mower Blade.
Commando
The Commando is the eyes of the squad, giving teammates information while cutting down hordes.
| Weapon | Tier | Cost | Weight | Ammo | Fire modes |
|---|---|---|---|---|---|
| AR-15 Varmint Rifle | Start | 200 | 4 | 20 / 240 | 3-round burst or semi-auto |
| SA80 L85A2 Bullpup | 2 | 650 | 6 | 30 / 270 | Full-auto or semi-auto |
| Kalashnikov AK-12 | 3 | 1100 | 6 | 30 / 300 | Full-auto or 3-round burst |
| SCAR-H | 4 | 1500 | 6 | 20 / 340 | Full-auto or semi-auto |
| Stoner 63A LMG | 4 | 1500 | 9 | 75 / 500 | Full-auto only |
| HE Grenade | Grenade | 40 | - | 5 | Hurts ZEDs and humans alike |
Default knife: KF-BAR.
Support
The Support is the wall that keeps ZEDs from rushing choke points into the soft center of the squad.
| Weapon | Tier | Cost | Weight | Ammo | Notes |
|---|---|---|---|---|---|
| SG 500 Pump-Action | Start | 200 | 5 | 8 / 56 | Pump-action |
| Double-barreled Boomstick | 2 | 750 | 5 | 2 / 46 | Primary one barrel, alt-fire both |
| HZ12 Multi-Action | 2 | 750 | 5 | 16 / 80 | Semi-auto/pump-action |
| M4 Combat Shotgun | 3 | 1100 | 8 | 8 / 64 | Semi-auto |
| AA-12 Auto Shotgun | 4 | 1500 | 10 | 20 / 120 | Full-auto or semi-auto via alt-fire |
| Doomstick | 4 | 1500 | 11 | 4 / 40 | Primary one barrel, alt-fire all barrels |
| Frag Grenade | Grenade | 40 | - | 5 | Classic frag grenade |
Default knife: Machete.
Field Medic
The Field Medic keeps the squad fighting long past when they should be on the ground. Every medic weapon has an alt-fire that shoots healing darts.
| Weapon | Tier | Cost | Weight | Ammo | Notes |
|---|---|---|---|---|---|
| HMTech-101 Pistol | Start | 200 | 1 | 15 / 240 | Semi-auto |
| HMTech-201 SMG | 2 | 650 | 3 | 40 / 480 | Full-auto |
| HMTech-301 Shotgun | 3 | 1100 | 6 | 10 / 80 | Semi-auto |
| HMTech-401 Assault Rifle | 4 | 1500 | 7 | 40 / 400 | Full-auto |
| Hemogoblin | 3 | 1100 | 8 | 7 / 91 | Blood bore that injures, slows and weakens ZEDs |
| Medic Grenade | Grenade | 40 | - | 5 | Poison gas that also heals players standing in the cloud |
Default knife: Scalpel.
Demolitionist
The Demolitionist destroys masses of ZEDs with dynamite, grenades and rockets, can resupply grenades and add explosive traps to welded doors.
| Weapon | Tier | Cost | Weight | Ammo | Notes |
|---|---|---|---|---|---|
| HX25 Grenade Pistol | Start | 300 | 4 | 1 / 29 | Fires submunitions that explode on contact |
| C4 Explosives | 2 | 650 | 3 | 1 / 1 | Place, then detonate with alt-fire in the order placed |
| M79 Grenade Launcher | 2 | 650 | 6 | 1 / 26 | Grenade explodes on impact |
| M16 M203 | 3 | 1200 | 6 | 30 / 270 | Full-auto; alt-fire launches grenades |
| RPG-7 | 4 | 1500 | 9 | 1 / 15 | Rocket explodes on impact |
| Seeker Six | 4 | 1500 | 9 | 6 / 84 | Unguided rockets; aiming in alt-fire enables laser-guided rockets |
| 1/2 Stick of Dynamite | Grenade | 40 | - | 5 | Small piece of dynamite with a fuse |
Default knife: Utility Knife.
Firebug
The Firebug keeps the horde from overrunning the squad by setting groups on fire. Firebugs score fewer kills than other perks but usually lead in assists.
| Weapon | Tier | Cost | Weight | Ammo | Notes |
|---|---|---|---|---|---|
| Caulk n' Burn | Start | 200 | 5 | 50 / 500 | Flame |
| Spitfire | 2 | 325 | 2 | 6 / 192 | Exploding flammable projectiles |
| Dual Spitfires | 2 | 650 | 4 | 12 / 192 | Alt-fire switches aiming style |
| Dragonsbreath | 2 | 650 | 5 | 6 / 57 | Pump-action |
| Mac 10 | 3 | 1100 | 4 | 32 / 384 | Full-auto or semi-auto |
| Flamethrower | 3 | 1200 | 7 | 100 / 500 | Flame |
| Microwave Gun | 4 | 1500 | 9 | 100 / 500 | Heats ZEDs at range; alt-fire close-range blast |
| Husk Cannon | 4 | 1500 | 8 | 20 / 260 | Charges while held, discharges on release |
| Molotov Cocktail | Grenade | 40 | - | 2 | Can burn you too |
Default knife: Fireman's Knife.
Gunslinger
The Gunslinger is a dual-wielding short-range carnage machine: highly mobile, dealing damage quickly and getting out.
| Weapon | Tier | Cost | Weight | Ammo | Notes |
|---|---|---|---|---|---|
| 1858 Revolver | Start | 100 | 2 | 6 / 144 | Single shot |
| Dual 1858 Revolvers | Start | 200 | 4 | 12 / 144 | Alt-fire switches aiming style |
| M1911 Pistol | 2 | 325 | 2 | 8 / 136 | Semi-auto |
| Dual M1911 Pistols | 2 | 650 | 4 | 16 / 128 | Semi-auto |
| .50 Desert Eagle | 3 | 440 | 2 | 7 / 105 | Semi-auto |
| Dual .50 Desert Eagles | 3 | 1100 | 4 | 14 / 98 | Semi-auto |
| .500 Magnum Revolver | 4 | 750 | 3 | 5 / 100 | Single shot |
| AF2011-A1 | 4 | 750 | 3 | 16 / 288 | Semi-auto |
| Dual .500 Magnums | 4 | 1500 | 6 | 10 / 95 | Semi-auto |
| Dual AF2011-A1s | 4 | 1500 | 6 | 32 / 272 | Semi-auto |
| Nail Bomb | Grenade | 40 | - | 5 | Canister of nails with a small charge |
Default knife: Bowie Knife.
Sharpshooter
The Sharpshooter is the sniper striking from afar with well-placed headshots, the far end of the Commando-Gunslinger-Sharpshooter continuum.
| Weapon | Tier | Cost | Weight | Ammo | Notes |
|---|---|---|---|---|---|
| Winchester 1894 | Start | 200 | 5 | 12 / 84 | Single shot |
| SPX 464 Centerfire | 2 | 650 | 5 | 10 / 70 | Single shot |
| Crossbow | 2 | 650 | 6 | 1 / 34 | Bolts are often recoverable |
| M14 EBR | 3 | - | 7 | 20 / 120 | Laser sight |
| Rail Gun | 4 | 1500 | 9 | 1 / 32 | Sight lets you lock on to weak spots |
| M99 AMR | 5 | 2500 | 12 | 1 / 20 | Anti-materiel rifle |
| Freeze Grenade | Grenade | 40 | - | 5 | Pressurized liquid nitrogen canister |
Default knife: Kukri.
SWAT
The SWAT perk hoses down ZEDs with submachine guns and has the highest rate of fire of any perk.
| Weapon | Tier | Cost | Weight | Ammo | Fire modes |
|---|---|---|---|---|---|
| MP7 SMG | Start | 200 | 4 | 30 / 330 | Full-auto or semi-auto |
| MP5RAS SMG | 2 | 650 | 4 | 40 / 320 | Full-auto or semi-auto |
| P90 SMG | 3 | 1100 | 5 | 50 / 350 | Full-auto or semi-auto |
| Heckler & Koch UMP | 3 | 1200 | 5 | 30 / 290 | Full-auto or burst |
| Kriss SMG | 4 | 1500 | 6 | 33 / 495 | Full-auto or semi-auto |
| FlashBang | Grenade | 40 | - | 5 | Bright and loud |
Default knife: Tactical Knife.
Survivalist and others
The Survivalist is the utility team member who can fill several roles and use almost any weapon. Its own tier 3 weapon is the Freezethrower (cost 1100, weight 8), which fires a stream of freezing particles and can freeze the ground to slow ZEDs. The Survivalist's knife is the Goreshiv.
Everyone also has access to the 9mm pistol (15 / 75, semi-auto) and the dual 9mm pistols (cost 150, 30 / 60), both listed as basic sidearms.
The author planned to add weapon pictures later and invited corrections in the comments. For the Gunslinger specifically, see our Gunslinger weapons quick guide, and for weapon economics see Weapons economy guide.
FAQ
- Why was this list written?
- The author could not find a detailed weapon list and kept having to look up which perk a weapon belongs to when doing daily quests.
- Are the prices current?
- No. The list is a work in progress snapshot from 2018 and later patches changed prices, weights and the weapon roster. Treat the numbers as a starting reference only.
- What are the two numbers in the ammo column?
- Magazine size and total reserve ammo, written as magazine / reserve in the original list.