Hey yo what’s up guys I’m TheRoyalLong. In this video, I will be presenting to you guys the second installment of my guide to the berserker class, where I will be providing an extensive tutorial to the variety of weapons the berserker carries within the Killing Floor 2 universe.

Keep in mind that the game is still in its alpha stages and that there may be other weapons coming out into the game eventually, so when the time comes, an updated video will be posted again. So to start off, here is the current arsenal available to the berserker class.

9mm Pistol

Lawn-Mower Blade

EMP Grenade

Crovel Survival Tool

VLAD-1000 Nailgun

Zweihander

Pulverizer

Eviscerator

1.The Berserker’s Basic Arsernal

So to start off, The Berserker’s basic tools include the 9mm Pistol, a Lawn-Mower Blade, 2 EMP Grenades & the Crovel Survival Tool. These are Tier 1 weapons which are available to anyone who starts off as the Berserker class within the game.

Tier 1 Weapons

1.1. 9MM PISTOL

The 9mm Pistol is a weapon available to all classes, and as a berserker, shouldn’t be relied on unless you intend to use it for farming XP, but since the berserker is always so up close and personal with the zeds, there shouldn’t be any scenario where you take out your 9mm pistol.

1.2. LAWN MOWER BLADE

Moving on to Berserker proper, we have the Lawn Mower Blade.

This is the default melee weapon that every berserker starts off with, which cannot be sold off. The lawn mower blade is extremely effective at clearing off waves 1 – 5 before any lethal threats arrive, such as the Scrake, and the Fleshpounds. The strengths of the lawn mower blade are simply that it has the fastest attack speed and that it can clear waves and waves of zeds both effectively and swiftly. The weapon itself consists of a light attack, heavy attack, a melee bash attack and a block function. The light attack allows the Berserker to quickly clear waves of zeds quickly, together with the option of controlling the direction which the weapon swings in, while the heavy attack allows the Berserker to take off much more tanky zeds such as the Siren and the Husk from waves 1 – 5. The melee bash, however is where the weapon shines as it lets out a shiv, and allows you to unleash an extremely swift attack, and also stuns the zed should you not be able to kill them. It is also very consistent in terms of where it hits, so if hits that adjust with your movement aren’t your thing, then the melee bash should be perfect for you too.

1.3. CROVEL SURVIVAL TOOL

Then, we have the Crovel Survival Tool.

This weapon is also a default weapon a berserker starts with. The Crovel is a quick and versatile melee weapon, capable of dealing both Slashing and Blunt damage. It’s primary fire is a fast slash attack, and can be held for a Combo attack. A secondary fire is a heavy blunt attack while Alt fire gives a block and parry. A light swing will decapitate any basic enemy (Clots, Cysts, Stalkers, Gorefast). A light swing will not kill a Crawler in one swing to the body, as they have a 50% resistance to slashing (0.5x damage modifier). However, the standard (stationary/moving forward) heavy attack not only does more than enough Blunt damage to kill a Crawler, it is also very good at catching them mid-leap. The Crovel is also better at taking down husks and sirens compared to the Lawn Mower Blade due to its naturally higher damage. Despite its favorable handling, the Crovel deals low damage and lacks a reliable stun, and should be replaced with the Pulverizer by the time Scrakes spawn.

1.4. EMP GRENADE

Next up, we have the EMP Grenade.

It is often underestimated and should not be taken lightly because of its use as a utility. In later stages of the game, notably waves 6 – 10 (Excluding Hans Volter/The Patriach), the EMP grenade can be thrown by the Berserker to release a stun that negates all the abilities of every zed.

It should however, only be used on the larger zeds, such as the scrake & the fleshpound due to the threat they possess to the squad. When used on the Scrake, it can temporarily disrupt the Scrakes from sprinting, no matter the situation, whereby they have either already been raged, or have yet to be touched by the squad. Its use as a utility can also be team-friendly as it can be combo’d with a Gunslinger or a Commando by which the moment the scrake is EMP’d, the Gunslinger or the Commando can unleash a flurry of bullets to its head. and can then be decapped easily by Commandos or gunslingers.

A fleshpound however, is far trickier than the scrake simply because of its innate ability to rage without even being shot by the team. With the EMP grenade, it is advisable to use it right as your team shoots it, simply stop it from going into rage mode. When timed correctly, the emp grenade can easily prevent groups of fleshpounds from raging at the same time, allowing you to pick a duel with a single fleshpound without raging the others, protecting both your team and yourself.The EMP grenade can thus be dubbed as a situation resetter, by which it allows you to reset the entire scenario from complete utter chaos, into a more calm and relaxed battlefield.

Tier 2 Weapons

2.1. VLAD-1000 Nailgun

Next, we move on to the only tier 2 weapon, the VLAD-1000 Nailgun. Although not regularly used by berserkers of a higher skill level, the nailgun is still effective in its own right and can be picked up by newer players as it can be used to prevent hordes of zeds from being pushed up into the room the squad is holding. The primary fire of the nailgun shoots out nails in numerals of either 1 or 7, while the secondary fire allows you to aim down your ironsight. The Alt fire can be used to toggle between the single firing mode and the “shotgun” mode. In single-fire mode, the nailgun can be used as a head-popper, allowing the Berserker to pick off Bloats standing behind a large group of zeds, or other smaller, but lethal zeds such as the Sirens and Husks. In its shotgun mode, the nailgun will fire a cluster of 7 nails per shot. This gives the nailgun 6 rounds of shotgun shells. The nails fired have built-in penetration, being able to deal full damage to 2 zeds and reduced damage on the third. This allows Berserkers to quickly clear crowds of weak enemies. The nailgun has very low accuracy, especially in shotgun mode, having a spread similar to the double-barrel shotgun. It is also not consistent, where the shots are often not evenly distributed, making it unpredictable and hard to connect your shots. It should also be duly noted that the nailgun can incap all the lesser zeds, preventing them from using their abilities. This gives the berserker a means to provide some form of crowd control.

Tier 3 Weapons

3.1 Zweihander

The Zweihander was an extremely powerful weapon, but was hit by the nerf bat. Let’s first have a look at its attacks. It’s primary fire is a fast swing that does slashing damage, and when held down, can perform a 3-swing combo attack. It’s secondary fire is a slower, but stronger swing that does slashing damage as well. Before the nerf, the zweihander was able to kill a SC in 5 headshots as Smash gave hard hits an additional 100% damage increase. The melee bash, which is a forward thrust of the Zweihander, does piercing damage, and was able to penetrate multiple zeds, killing them all by spinning the mouse around during the attack animation. However, the Zweihander has been nerfed pretty badly, as Smash now gives only a 25% damage increase, and the melee bash can no longer penetrate the smaller zeds to kill multiple at once. This means that as of now, the Zweihander lacks the ability to clear trash zeds quickly and does not have enough utility to justify using it for fighting large zeds. As such, I would strongly suggest refraining from using this weapon.

3.2 The Pulverizer

Since the nerf of the ZH, the pulverizer has turned into the bread and butter weapon of the berserker. It’s primary fire is a fast swing that does bludgeon damage, and when held down, can perform a 3-swing combo attack similar to the ZH. It’s secondary fire is what makes the pulverizer a unique weapon. It does explosive damage at an arc of 180 degrees from your view on contact with an enemy on top of the hard, bludgeon attack that is inflicted, damaging enemies that are nearby and infront of you. As such, the secondary fire is an extremely powerful attack. However, the explosive shots are limited to the amount of ammo you have on the pulverizer. It’s melee bash can be used to knockdown SCs and FPs if you hit them on the head.

Fighting FPs is where the pulverizer really shines as FPs are weak against explosive damage, making the pulverizer’s secondary fire very powerful against them. While going against a 6-man HoE fleshpound, it takes 9 hits to take one down. One tip is when you run out of explosive shells and need to reload, always check that the FP is not raged. If it is, do a parry or block to get it out of rage and then reload your weapon, this ensures that you do not take damage while reloading.

Scrakes on the other hand, are resistant to explosive damage. As such, it is recommended that you do not reload the pulverizer after emptying your initial explosive shells, and use your secondary fire to hit the scrake on the head, aiming for knockdowns. The explosive shells can be used to stun the scrakes. Parrying the SC is actually quite easy, and I suggest practicing your parrying against them, as you only take 10% of full damage + you stun the scrake for a split second.

Bear in mind that the pulverizer can carry a maximum of 35 explosive shells, so use them sparingly unless absolutely necessary.

Tier 4 Weapon

4. The Eviscerator

Last but not least, we have the eviscerator. The eviscerator is a chainsaw with two functions, differentiated by its primary and alternate attacks. Its primary fire allows you to shoot out a buzzsaw that deals massive damage to the target. What is unique about this weapon is that you can recover the blades that you shoot. It’s secondary fire turns the eviscerator into a chainsaw which is effective at clearing smaller zeds. However, due to its tendency to easily chew up a third of your fuel to kill a fleshpound, it should be used sparingly. Furthermore, the disappearing ammo and off-centre shot firing makes the eviscerator a sub-par weapon, outshining the pulveriser only in terms of its rate of fire. It is also a lot less cost-efficient and ineffective as a weapon to clear out larger zeds as oftentimes you would use up a majority of your ammo before the wave even ends. It is therefore not advisable to pick up the eviscerator as a primary weapon of choice for the Berserker due to these drawbacks. It can however be picked up if there is a need to clear out smaller zeds, similar to the nailgun.

Closing tips

Because the berserker’s weapon are relatively cheap and that the default weapons are extremely lethal against smaller zeds, it is advisable that the berserker share their dosh with the rest of the squad members who need it before wave 5 to pick up key weapons such as the medic’s assault rifle, the demo’s RPG, and others.

So this brings us to the end of my KF2 Berserker Weapons guide. Do check out Part 1 of my guide where I do a introduction of the Berserker, as well as explaining the perks that the berserker has and which to pick. There is a video for that as well. You can check it out at this Link