Killing Floor 3 has a huge arsenal of weapons available. Each of the six perks has four different weapons, but the beauty of this game is that each perk can use weapons from other perks.
That mechanic changes a lot of team dynamics, but the weapons tied to the perks tend to have a better fit anyway. With so many options, which weapon should you go for on your favorite perk? Here’s a list of the best weapons for each class in Killing Floor 3.
The Best Weapons for Each Class in Killing Floor 3


Commando
The Commando is sort of your poster child in Killing Floor 3. It is your typical run-and-gun class, and it is one of the strongest perks in the game. Your kit revolves around getting headshots, shooting, and being an overall consistent damage dealer for the team. For weapons, you are mostly looking at the Scar EIR or the Knightsbridge, the two most expensive weapons for the Commando.
The Scar EIR is more efficient when dealing damage, as it has more firepower. It is also cheaper than Knightsbridge. With the lower fire rate, you tend to be more accurate when using it, so hitting headshots should be much easier using the Scar.
The Knightsbridge is a railgun that has a higher fire rate, but does slightly less damage than the Scar EIR. While the Commando does have several ways to get ammo, especially since you have an ammo bag tool, you’ll usually have enough ammo to sustain your Knightsbridge when shooting nonstop all the time.
Firebug


The Firebug excels at dealing constant damage, applying afflictions like burns and heat damage, and delivering sudden bursts of damage. You’ll need a great weapon to fit these strengths.
Incinerator M7 is great at spreading afflictions by easily dealing heat damage to so many enemies in such a short time. Magazine size is decent, and you’ll seldom run out of ammo during a round if you know how to save that gas tank (magazine).
Vulcan TA is the best DPS weapon, but you’ll need some mods on it, and it gets expensive enough that it only becomes available around wave 4.
Incinerator M7 is best for supporting a team because it can easily spread afflictions and heat damage while also dealing with the weaker Zeds quickly. The Vulcan TA is mostly for large Zeds and bosses, especially since you can charge it up for more damage, too.
Related: All Zed and Mire Types in Killing Floor 3 – Explained
Engineer
The Engineer has several good options for its weapons.
The Bonebreaker is the best combat shotgun for the Engineer. It is a great overall weapon with decent bursts against large Zeds, but mainly excels in dealing with multiple weaker Zeds quickly. It is cost-efficient too.
In higher levels, you’ll usually have the upgraded version of your preferred Bonebreaker at the start of the match when you get more operational budget.
The G33 brings Force and Soundwave damage to your team, which is a seldom-used combination. This grenade launcher is challenging to use, but it excels against larger Zeds, especially when clearing both small and large Zeds simultaneously.
The Ifrit does Heat and Electrical damage with extremely high damage output with the right mods. It has two alternate fire modes. One is for clearing mobs (flamethrower) and one for single-target damage (explosive rounds).
For the Engineer, I prefer using the Bonebreaker and G33 together. It makes you more flexible, and at the same time, you’ll never run out of ammo since you have two primary weapons. It is more expensive to bring those two weapons together compared to the Ifrit, but you’ll always have enough money to buy them if you reach wave 5 or 6.
When you level the Engineer enough, you’ll get enough operational budget to afford a modded Bonebreaker to start the match, and you’ll just save for upgrading your armor and the G33.
Sharpshooter


Since the Sharpshooter excels at hitting critical zones and dealing massive damage, you’ll want the Samaritan in almost every situation.
The Samaritan boasts the most damage out of any weapon and naturally does Cold and Ballistic damage, perfect for most Sharpshooter skill builds. The only problem with the Samaritan is that it costs a lot of Dosh (the modded one).
Usually, you’ll want the Samaritan and maybe a random support weapon like the Uzi from the Medic class to help support your team.
Ninja


Ninjas have a unique weapon loadout compared to other perks. They mostly revolve around using melee weapons or ranged weapons that force you to pick them back up to refill your ammo, like the Kunai, Yumi, or Shuriken.
However, the melee weapon surpasses the ranged weapons in almost every way since you are technically providing support by being in front to slice up some Zeds.
The Kiba is already a strong weapon, but having maxed out mods with higher attack speed turns it into a Zed-killing machine. Apart from Fleshpound and Scrakes, Ninjas never have a problem dealing with any Zeds or Mires if you use the modded Kiba.
While the Kiba is already strong, the Katanas are even stronger, but it does cost a lot. You’ll use the same attack speed weapon build as the Kiba, and you’ll have way more spread with your slices, giving you more power to clear enemies faster.
While the Kunai can also be used as a melee weapon, it lacks the cleave of a Kiba or Katana, and having the ability to throw Kunais at enemies is not enough compensation for how great the Katanas are.
Medic
Medics focus solely on supporting the team. While certain builds can increase your damage output, you’ll most likely want to support and heal your team when playing the Medic. Each weapon has its way of healing teammates, and that’s going to be the main focus.
The K&W MP6 is the most all-around weapon for the Medic. You have way more control and damage, so you can protect yourself while also having decent healing for your teammates. You’ll rely on ammo bags to replenish your healing ammo in hectic rounds since the healing ammo capacity isn’t that big.
The LF-85 fixes that issue as it is the best healing weapon for the Medic. Your healing ammo replenishes as you hit more enemies with the DPS mode. Depending on your mods, the LF-85 can also freeze enemies, which is crucial when fighting against tough Fleshpound mutations.
You can also run out of ammo and run out of healing ammo in the process, but you’ll have way more healing compared to any other Medic weapon. You’ll just have to learn to balance doing damage and healing, specifically in rounds 4 or 5.
Published: Jul 29, 2025 02:47 pm