KF2 Weapon Upgrade System Explained: Tiers, Costs and Damage Tables
This page rewrites the "Upgrades" appendix of the community Survival Handbook. It explains weapon tiers, how the trader upgrade system works and gives the damage tables for each weapon. The values come from game version 1081 (Back and Kickin' Brass) and may be out of date for current patches, so treat the tables as a reference for relative gains.
Title art of the Upgrades appendix.
Weapon tiers
Most weapons belong to a Weapon Tier from 1 to 5. The tier a weapon starts at is its Base Tier. Tier 1 weapons are starting weapons (and sometimes lie on the ground in maps), for example the AR-15 Varmint Rifle, Crovel, MP7 and 1858 Revolver. Tier 5 weapons (HMTech-501 Grenade Rifle, M99 AMR, Helios Rifle, Killerwatt) are among the strongest and can only be bought at the trader. Higher tiers usually mean more damage and more utility: the Support's SG 500 (Tier 1, pump action, slow) versus the AA-12 (Tier 4, full auto, magazine fed, faster reloads).
A Tier 1 AR-15 found lying on the ground in Burning Paris.
Tier is only a general indicator, not a guarantee. Skill and situation matter: a pump or single-shell reload weapon like the SG 500 can be better in a panic, since you can load one shell and fire immediately.
Tier price ranges
Tiers can be told apart by the trader price:
| Tier | Price range |
|---|---|
| Tier 1 | 200 to 300 Dosh |
| Tier 2 | 650 to 850 Dosh |
| Tier 3 | 1100 to 1300 Dosh |
| Tier 4 | 1500 to 1600 Dosh |
| Tier 5 | 2000 to 2500 Dosh |
Exceptions:
- Stock equipment has no tier: the 9mm pistol, knife, welder, syringe and hand grenades are present in every perk (grenades and knives differ by perk). You cannot buy, sell or drop them, although you can buy more grenades.
- Pistols with single and akimbo versions cost about 50% for a single pistol. For example the Tier 4 .500 Magnum costs 750 Dosh alone and 1500 as a pair, so a single Magnum is still Tier 4 even though its price falls in the Tier 2 range. Use the dual price to determine a pistol's tier.
Single and dual pistol prices differ.
How upgrades work
Upgrades are accessed in the trader window. Each upgrade raises the weapon's tier by one, up to 5, and its damage rises as well. Example, the AR-15 Varmint Rifle (Base Tier 1, 4 kg, base damage 30): Tier 2 gives 36, Tier 3 gives 42, Tier 4 gives 54 and Tier 5 gives 60, which is 200% of the original. This beats the Tier 4 SCAR-H base damage of 50 already at Tier 4. These are base values before perk skills.
At the time of writing, upgrades only improve damage; for Field Medic weapons (HMTech-101, 201, Hemogoblin) the syringe recharge speed improves too, and damage-over-time effects are amplified. An upgraded weapon gets an orange glow.
An upgraded HZ-12 (orange glow) beside a stock one.
Costs and weight
| Current tier | Upgrade cost | Weight |
|---|---|---|
| Tier 1 | 500 Dosh | +1 |
| Tier 2 | 600 Dosh | +1 |
| Tier 3 | 700 Dosh | +1 |
| Tier 4 | 1500 Dosh | +1 |
For the AR-15: 500 Dosh to Tier 2 (5 kg, 36 damage), 600 to Tier 3 (6 kg, 42), 700 to Tier 4 (7 kg, 54), and so on. The damage gain per tier is not the same across weapons, so some weapons benefit more.
Exceptions
-
Pistol upgrade cost: single and akimbo variants of the same pistol cost the same to upgrade (the Magnums are both Tier 4 at 1500 Dosh).
-
Dual pistols: only one of the two pistols is upgraded (the other has no orange glow), because the game treats a dual set as one weapon; upgrading both would allow duplicating upgrades by dropping the pair. Upgrading two single pistols separately does not work either, since one loses its upgrade when combined.
A pair of upgraded .500 Magnum revolvers; only one glows. -
Pistol weight: pistols gain no weight until upgraded past Tier 3 (so the 1858 Revolver can be upgraded twice and the M1911 once without extra weight). Exceptions: the HMTech-101 starts adding weight after Tier 2 (it also gains syringe recharge), the HX25 grenade pistol counts as an explosive weapon and adds +1 per upgrade, and both 9mm pistols have no weight penalty. Dual pistols add +2 per upgrade.
-
9mm pistol: it has an extra first upgrade for 200 Dosh before the 500 Dosh step, the only weapon that can be upgraded more than four times.
-
C4: the only non-Tier 5 weapon that cannot be upgraded.
Impact on gameplay
Upgrades pull lower-tier weapons toward the damage of their higher-tier relatives, opening many unusual loadouts. For example the M4 Combat Shotgun (single shell reloads, better in a panic) can be upgraded to a damage level close to the AA-12, so you can choose the situational benefits without giving up output. Players can also use favorites with comparable effectiveness. Remember that a Tier 5 upgraded Tier 1 weapon is not automatically better than a native Tier 4 weapon, and that upgrades differ by weapon.
Statistics by weapon
The images below list for each weapon the base tier and price, weight, total cost to fully upgrade (not counting the weapon) and the damage at each upgrade level (for Field Medic weapons also the syringe recharge rate), all as base values without perk modifiers. Example: the HMTech-201 SMG costs 2800 Dosh to fully upgrade from Tier 2 and after the first upgrade deals 24 damage per shot with 9 ammo per second syringe recharge. The AR-15 costs 3300 Dosh for all upgrades.
Pistols
9mm Pistol (Single / Dual)
HMTech-101 Pistol
1858 Revolver
Dual 1858 Revolvers
M1911 Pistol (Single / Dual)
Spitfire (Single / Dual)
.50 Desert Eagle
Dual .50 Desert Eagles
AF2011-A1 (Single / Dual)
.500 Magnum Revolver (Single / Dual)
Shotguns
SG 500 Pump-Action
VLAD-1000 Nailgun
Double-barreled Boomstick
HZ12 Multi-Action
Dragonsbreath
HMTech-301 Shotgun
M4 Combat Shotgun
AA-12 Auto Shotgun
Doomstick
Submachine Guns
MP7 SMG
MP5RAS SMG
Tommy Gun
HMTech-201 SMG
Mac 10
P90 SMG
Heckler and Koch UMP
Kriss SMG
Assault Rifles
AR-15 Varmint Rifle
SA80 L85A2 Bullpup
Mkb.42 (H) Carbine Rifle
M16 M203 Assault Rifle
Kalashnikov AK-12
Hemogoblin
SCAR-H Assault Rifle
Stoner 63A LMG
HMTech-401 Assault Rifle
FN FAL ACOG
HMTech-501 Grenade Rifle
Killerwatt
Rifles
Winchester 1894
SPX 464 Centerfire
Crossbow
M14 EBR
Rail Gun
M99 AMR
Misc Weapons
Freezethrower
Explosives
HX25 Grenade Pistol
C4 Explosives
M79 Grenade Launcher
Seal Squeal
RPG-7
Seeker Six
M32 Grenade Launcher
Flame Weapons
Caulk n' Burn
Flamethrower
Microwave Gun
Husk Cannon
Helios Rifle
Melee Weapons
Crovel Survival Tool
Katana
Fire Axe
Road Redeemer
Pulverizer
Hemoclobber
Eviscerator
Static Strikers
Zweihander
Bone Crusher
Battleaxe
Knives
Scalpel
KF-BAR
Machete
Kukri
Lawn Mower Blade
Gore Shiv
Utility Knife
Fireman's Knife
Bowie Knife
Hand Grenades
HE Grenade
Frag Grenade
Flashbang
Medic Grenade
Molotov Cocktail
1/2 Stick of Dynamite
Nail Bomb
Freeze Grenade
EMP Grenade
Tamari's KF2 community
The author's community has over 800 members and runs modded servers (mostly Controlled Difficulty) with quality-of-life features, 25 extra Prestige levels, 187 custom server achievements and custom modes such as Arms Race, True Endless and ZED Wars, for North America, Europe and Southeast Asia / Australia.
Banner of the community mentioned in the guide.
FAQ
- How much does a weapon upgrade cost in KF2?
- In the guide's data, upgrading from Tier 1 costs 500 Dosh, Tier 2 600, Tier 3 700 and Tier 4 1500, and each upgrade adds 1 kg of weight (pistols have exceptions).
- Can Tier 5 weapons be upgraded?
- No. Weapons whose base tier is 5 are already at the maximum, and C4 is the only non-Tier 5 weapon that cannot be upgraded.
- Why does only one of two dual pistols glow when upgraded?
- Akimbo pistols count as one weapon, so only one pistol is actually upgraded; this prevents duplicating upgrades by dropping both pistols.