Last Updated on by Samuel Franklin
This Killing Floor 2 (KF2) best class tier list helps find the ideal solo or co-operative class for your playstyle. While each class (or perk) has a clear multiplayer role some classes have an easier time fighting ZEDS and beating the hardest difficulty levels.
These best classes also change based on how you play Killing Floor 2 with the best solo options the Berserker, Gunslinger and Survivalist while the best co-op options are the Field Medic or Gunslinger which are detailed below.
Table of Contents:
– Killing Floor 2 Tier List
– Detailed Class Assessments: Berserker – Commando – Support – Field Medic – Demolitionist – Firebug – Gunslinger – Sharpshooter – SWAT – Survivalist
Killing Floor 2 Tier List
This tier list rates each class/perk between solo and co-op on a S to C tier rating scale:
- S Tier: Powerful classes with high flexibility to defeat anything in KF2.
- A Tier: Strong classes that deliver a consistent level of power but have some minor weaknesses.
- B Tier: The average class which still excels in the situations it was designed for but struggles outside this core focus.
- C Tier: Weak classes that fill a specialist role or require significant mastery to use effectively.
| Class / Perk | Solo | Co-op |
|---|---|---|
Berserker |
S | A |
Commando |
C | B |
Support |
A | A |
Field Medic |
A | S |
Demolitionist |
B | A |
Firebug |
B | B |
Gunslinger |
S | S |
Sharpshooter |
C | C |
SWAT |
A | B |
Survivalist |
S | A |
The key factors for strong Killing Floor 2 classes are:
- Damage: From the lesser Specimens like the Cyst, Slasher, Stalker to the Elites like Rioters players need a way to defeat these ZEDs and is particularly important when playing solo.
- Flexibility: With many game variables and different mixes of classes in multiplayer a class that has flexibility within their kit will improve your chance of victory. While in solo play you need a method to handle all ZED types and not be specialist ZED type killer.
- Loadout: A strong starting loadout ensures you can fight back against early ZED waves while unlockable weapons are equally important to prepare for the boss encounter. Some characters are also reliant on DLC weapons to reach their peak effectiveness that may be a factor.
Killing Floor 2 Class Assessments
Berserker
Solo Tier: S
Co-op Tier: A
The Berserker is a durable ally to fight against waves of ZEDs with melee combat and basic supporting firearms who is rewarded with bonus experience for killing Specimens near an ally.
With these melee weapons buffed by perk bonuses to damage and resistance the Berserker is capable of absorbing and dealing damage effectively. Other perk skills increase your health, provide sources of self healing, attack speed, buff resistances, give heavy or light attacks enhancements and increase ZED time for massive healing and crowd control or raw speed.
Overall the Berserker has high survivability that is a useful strength across solo and co-op play with the melee playstyle removing ammo concerns. This durability has limits though so positioning and careful use of healing is still required to be successful which is a distinct playstyle from other Killing Floor 2 classes.
Regardless for solo their high durability, reliable damage, self healing abilities and lack of reliance on ammunition makes them a powerful choice. Similarly in co-op these elements are still useful although depend on party dynamics and maps as your effectiveness can fluctuate dramatically with these factors.
Commando
Solo Tier: C
Co-op Tier: B
The Commando is a blend of assault scout and mid range fighter that relays information while also providing vital ZED time refreshes to their team. With an assault rifle as the primary Commando weapon they are a popular class and one that can be used without much Killing Floor 2 experience as they have a clear role with high amounts of ammunition.
Your passive perks provide a source of recoil reduction and reload speed which are ideal for your fast firing playstyle while also buffing your intelligence (cloaking and health bar). Passive perk skills are similar with reload, damage, durability and ammo capacity for your playstyle and team needs.
The strengths of the Commando makes an effective front support unit that can spam their weapons for the longest of all Killing Floor 2 classes for small to medium size ZEDs although damage can be an issue against higher health enemies.
For solo players the Commando lacks self sufficiency compared to other class options which results in a number of situations that can feel either unwinnable or simply a grind to overcome. They are slightly better in co-op though with their ZED time utility and a good introduction to new players given they are flexible and can always contribute.
Support
Solo Tier: A
Co-op Tier: A
Focused on supporting the team with high burst shotgun damage, boosts to welding proficiency and flexible perks the Support class in Killing Floor 2 is a team asset while being equally capable alone despite their name. Holding doors is your speciality but roaming around front lines dealing with the medium and heavy Specimen variants is also a viable option.
Perks are all about boosting your shotgun damage and penetration, improving welding and buffing ammo capacity when it comes to the Support class who can also repair doors and drop ammo for teammates. Perk skills are similar with players able to build around reload, ammo capacity, health, damage and team support that make you a flexible character like the Commando that can build for most situations and party dynamics.
This flexibility is your main strengthsas you are effective across all ZED types, can boost your teams ability to survive and create chokepoints to simplify a number of maps. The Support doesn’t have any glaring weakness that can’t be overcome with your main ones being longer reload times and expensive ammunition that can be mitigated with careful positioning, well aimed shots and general practice with the class to understand.
Support is surprisingly effective in solo mode with the right build due to their ability to handle so many ZED types without issue. This effectiveness also translates to the co-op experience where players are happy to have you when the difficult ZEDs show up while also calling on you for door control or resupply packs.
Field Medic
Solo Tier: A
Co-op Tier: S
The Field Medic role is to protect allies from damage and heal any wounds that accumulate during an enemy wave. This Killing Floor 2 class is also capable of self healing to serve as a secondary tank for the team as they float between the front and back lines to heal or protect flanks with their diverse weapon list.
Your perk bonuses support this playstyle with boosts to armour, movement speed and the syringe mechanic with similar decision points on your perk skills. This allows the Field Medic to have a piece of equipment that recharges faster and is more potent than other classes and suits your objectives perfectly.
The Field Medic has a clear strength for healing others and is supported with a unique healing grenade for when an ally is out of reach. The Field Medic does struggle to damage the medium to large Specimens and the diverse weapons can actually make it difficult for new players to determine what they should be bringing based on party dynamics that further hurt your effectiveness. To counter this players should focus on filling a niche their current party lacks rather than doubling down on a weapon role already adequately covered by another class.
For solo the Field Medic is quite effective given it is difficult for them to fail with their durability and potent healing although the lack of damage makes them slow to complete waves when alone. With co-op removing the reliance on your own damage and the ability to heal your allies for any missteps you are a top tier choice that everyone likes to see in the lobby.
Demolitionist
Solo Tier: B
Co-op Tier: A
Specialising in area of effect damage the Demolitionist is the party member that defats large ZED stands or you need an explosive problem solver. With rockets, grenades and other ranged explosive devices any group of ZEDs is in danger with the Demolitionist also having supportive elements through additional grenade supplies for teammates and the ability to booby trap doors.
Your perk bonuses push your explosive damage further while giving you extra ammo and an increase to your own explosive resistance should mistakes happen. You also have access to the unique Reactive Armour that lets you release an explosion from your character to save you from death once per wave. Perks skills have similar themes as you choose from reload, damage, ammo and area of effect boosts based on your ideal playstyle.
Your biggest strength is providing area of effect power to quickly dismiss groups of ZEDs. Being the primary response to Fleshpounds due to their vulnerability to explosive damage you do need to factor in minimum activation ranges which make you ineffective at close range.
In solo play Demolitionists are quite effective but their weaknesses will quickly cause frustration in a number of scenarios that make them difficult particularly when you factor in the large resistance to explosives Scrakes have. In co-op though where you have suitable allies fighting alongside you there are few downsides for the Demolitionist that safely positions themselves away from direct ZED harm.
Firebug
Solo Tier: B
Co-op Tier: B
The Firebug uses the power of fire to deal with waves of ZEDs and has a chaotic playstyle given their focus on running up to the enemy while using their flame, cannon and rifle weapon options for direct, area of effect and damage over time. Crawlers and Bloats are regularly on your target list and this is reflected in your bonus experience for dealing with these staple ZEDs.
The Firebug perks are critical as you’ll be able to lower the damage your own fire deals to you that can unlock some unique strategies and allow you to adopt an even more chaotic playstyle. Perks also boost your starting ammo along with reload and damage buffs for your weapons with perk skills doubling down with choices to focus on ground fire attacks or direct burning and boost your area of effect potential further.
The strengths of the Firebug in Killing Floor 2 are clear in your design with efficient ways to tackle a large number of ZEDs (small and large) through spreading flame or higher tier weapons like the Microwave Gun. Herein lies the main Firebug weakness that you simply cannot be effective against all enemy types so you need other classes to fill in the gaps.
For solo this means the Firebug will struggle when it is difficult to clear waves regularly. This also carries over to the co-operative realm where Firebugs are useful for some enemy waves but need to be carried through the remaining other waves with a viable team.
Gunslinger
Solo Tier: S
Co-op Tier: S
The Gunslinger uses a pistol to fight ZEDs at a comfortable distance with the appropriate mobility to retreat when a reload is required. They have high firearm based damage compared to other Killing Floor 2 classes and effective against a broad range of Specimen encounters which leads to a flexible and flashy class when they line up headshot after headshot.
Pushing this further through perks to weapon damage and recoil reduction to hit your shots the Gunslinger also has some minor defensive utility with resistance to projectiles and increases to movement speed to kite enemies effectively. Perk skill choices build on your theme with unique options like removing the movement penalty when aiming down your sights, rewarding accurate headshots and providing reload speed.
The strength of the Gunslinger is the high damage potential and mobility which allows you to outrun anything. Your only notable weakness is getting stuck reloading in a corner where you won’t survive long although map and ZED wave knowledge can counter this in time.
The Gunslinger as a top tier choice across solo and co-op with their damage effective against all ZED types providing consistency and the speed to outrun most of your mistakes you can always be confident going into your next wave of ZEDs.
Sharpshooter
Solo Tier: C
Co-op Tier: C
The sniping focused perk is ideal for a co-ordinated team that can keep them in the back line where they can snipe enemies and provide support with their strong freezing grenade. Headshots are the foundation of your damage which combined with careful positioning and your grenade will keep you safe during a ZED wave.
Your perk bonuses focus on headshot damage, recoil reduction and weapon switch while perk skills have damage buffs for standing still, consecutive headshot bonuses, reload speed and headshot based ZED time buffs.
The playstyle of the Sharpshooter is fighting large ZED enemies from safety with range that exceeds other classes and accurate consistent headshots dealing high damage. Your greatest strength is also your greatest weakness though with non headshots offering low damage and limited options if your position is compromised.
As a result the Sharpshooter is neither a strong solo or co-operative class unless you absolutely master their playstyle due to this glaring playstyle weakness.
SWAT
Solo Tier: A
Co-op Tier: B
SWAT is an initially strong perk choice for new Killing Floor 2 players given their effectiveness at the common small ZEDs. Using the high fire rate submachine gun this class also offers durability and crowd control support to the team.
Your perks when playing as SWAT boost your magazine size alongside the usual damage boost to your weapon type. Perk skills are similar with boosts to armour or movement, improve the damage of your backup pistol, reload speed and utility through additional armour, ammo or slow down ZEDs.
This combines to create a powerful early wave specialist at controlling ZEDs and thinning out waves for allies or crowd controlling them with fast firing weapons. This strength of wave clear diminishes with each advancing wave as your setup is not as effective against particular ZED types without burning through ammunition and potentially even running out completely.
Despite these weaknesses with the right choice of weapons and upgrades the SWAT has good flexibility for solo play through durability and damage. In the co-op space you’re a favourite of the lobby for the first few waves before filling a supporting role as the match progresses.
Survivalist
Solo Tier: S
Co-op Tier: A
The Survivalist is your jack of all trades option to create something perfect for your playstyle. This comes primarily from the ability to use nearly all weapons effectively to create a level of flexibility for all challenges or team needs.
Perks are at the heart of this flexibility with your perk bonuses increasing all weapon damage, all damage resistance, boosting armour, ZED Time reload and faster weapon switching. Boosted further your perk skills allow you to invest into particular weapon types, ammo, healing, carry capacity, crowd control and stun that once again allow you to mix and match as required.
This creates your obvious strength as the Survivalist which is the ability to do it all and often at a level on par with the specialists in that role once you’ve acquired enough levels to boost your perks or obtain the necessary level up perks. Your only real weakness is that you can’t swap between these several times during a particular Killing Floor 2 match due to the cost restraints so you’ll need to make smart decisions as you advance.
For solo the Survivalist’s flexibility makes them one of the best choices as they have unrivalled flexibility to react as necessary. This is similarly effective as a co-operative partner although they don’t quite reach the level of power of the equivalent specialist perks.





















Adam
Nice article, but I think it leaves quite a bit to be desired for Commando and Sharpshooter (SS).
For Commando, you have completed failed to mentioned its ability to extend ZED time. This is invaluable in high difficulty team games, and gives such a massive edge to the group as a whole, who (on HoE) would likely all be lvl 25 and have access to those perk skills that benefit from ZED time.
For SS, while I agree that gunslinger is generally stronger, you have again completely ignored the fact that this perk has the BEST grenade in the game, in the cryo grenade. Not only does this help with the survivability of yourself as well as your whole group, it also helps significantly with the headshot issue which you described (a frozen head is mighty easy to hit).
I think some more experience with the perks in general would make clear that this list needs an update (though this was published concerningly recently).
Games Finder Admin
Thanks for sharing your thoughts Adam, I do mention both of these in the individual guide pages but well worth adding those points here as well!
Thanks
Games Finder Team
Anonymous
Bros really leaving a negative comment cause he can’t read. He talked about every point you just made and more you just can’t accept the facts that those characters are low tier compared to the others