Perks are permanent stat bonuses that may be obtained through repeated playing in The Final Stand 2. They are interacted with in the perks menu, which is found on the right side of the main menu

Basics

When a player gains a level, they obtain 1 perk point, with 1 additional perk point awarded every 5 levels. Additional perk points can be obtained by using ROBUX or completing Awards. Perk points can be spent in the perks menu to unlock or upgrade perks. They are equipped in perk slots, which can be interacted with at the top-right corner of the perks menu. Perks are only active when equipped in a perk slot. Perks are bound to the player and are not lost by leaving or game over.

PerkLevels.png

Perks cost 1 perk point to unlock at Level 1. Upgrading a perk to Level 2 uses 2 perk points and upgrading to Level 3 uses 3 perk points. Higher level perks provide stronger bonuses. It is highly recommended to fully upgrade perks to maximize their value in perk slots. It takes 6 perk points total to get a perk to lvl 3

Locked Perk Example.png

Certain perks are locking perks, meaning that once you leave spawn with them equipped, or if you equip them after leaving spawn, they can not be unequipped until the current game ends. The perk in question will gain a red border in the perks menu to indicate that it is locked.

Perk Slots

LockedPerkSlots.png

By default only one perk slot will be available to the player. More perk slots can unlocked by reaching certain conditions with 9 perk slots being the max, and three perk slots are unlocked by reaching level 5, 15, and 30. Two more perk slots can be unlocked by having a high score of 30 on at least one map on hard and nightmare mode. The 7th, 8th, and 9th perk slots are Elite perk slots and have the hardest conditions in the game. The 7th and 8th perk slots are obtained by having a high score of 30 on all maps in nightmare mode and impossible mode respectively. The 9th perk slot is obtained by finishing the week and being on the 'Top Zombie Slayer' board, granting you the 9th perk slot for the entire next week . This perk slot isn’t permanent and resets every week.

Some slots are not permanent and can be lost if you no longer satisfy the conditions (e.g. losing a position in the leaderboard, prestiging, or a new map release).

Respec Tokens

PerkRespec.png

Respec Tokens are items in the game that allows you to reset all of your perks back to normal and returns all of your Perk Points. This can be really helpful if you get tired of using a strategy and want to use a new one with different perks. Respec tokens can not remove and respec locked perks.

Respec Tokens can be obtains in three ways. The first way is buying them with ROBUX from the Product section of the store. You can get 1 Respec Token for 75 ROBUX, and alternatively more can be bought simultaneously for a better value. The second way is you can get them is from the one time claim of awards through normal gameplay, such as reaching level 30 and level 50, and surviving night 30 on certain difficulties. The third way is to do a Career Reset for $10,000,000 in Career Mode. Every reset rewards a Respec Token along with 1 mod per $1,000,000 when resetting. (Past $10,000,000, the amount of money required per one mod increases exponentially, so it is recommended to Career Reset as soon as you reach $10,000,000)

Prestige

Players are given an option to permanently "prestige" a perk to level 4 once the player is level 50. Once the player has prestiged, their level is reset back to 0, all of their perks are "respec'd", and they lose 50 perk points (which are specifically the perk points gained from leveling up) and the perk slots tied to their level. They retain perk points gained from purchasing via ROBUX and badges, respec tokens, and all other perk slots. Prestiged perks are permanently at level 4, not even using a respec token can change the level 4 perk. Other players can see that players have prestiged by looking at their level. For example a player with a level of '2-14' is a level 14 who prestiged twice. Career mode weapons stay the same if you prestige.

Perks

Perks in-game are divided into 5 categories based on the arbitrary category they fit into. Below is a list of all perks in The Final Stand 2.

Red perk names indicate a locking perk.

Red Perks (Offensive)

Red perks are perks that increases the player's damage output.

Perk Description Level 1 Level 2 Level 3 Level 4
Stopping power.png
Stopping Power
Increases the damage of your shots. +5% Damage +10% Damage +15% Damage +20% Damage
Notes
  • Only increases bullet damage. Flamethrowers benefit, but launchers and melee do not.
Tips
  • Universally viable across all builds due to its plain nature.
  • If no other damage perks are viable then this should be used.
Bullet storm.png
Bullet Storm
Increases your rate of fire with firearms. +10% Attack Speed +20% Attack Speed +30% Attack Speed +40% Attack Speed
Notes
  • Only increases firearm speed. Launchers and flamethrowers benefit, but melee weapons do not.
Tips
  • May increase DPS more than damage perks but watch your ammo economy.
  • Guns that make a lot of hit money will often benefit from this
SpeedLoad.png
Speedload
Increases your reload speed. +10% Reload Speed +20% Reload Speed +30% Reload Speed +40% Reload Speed
Notes
  • Reload time % after bonuses follows the formula 100/(100+X) with X being the +% Reload Speed.
  • Also affects laser/energy guns.
Tips
  • By itself it effectively reduces reload time by 9.09%/16.6%/23.08%/28.57%.
  • Weapons with long reload times (e.g. Minigun or M60) will benefit greatly.
  • Launchers benefit greatly from this perk
Bandolier.png
Bandolier
Increases the amount of ammo you can hold. +12.5% Max Ammo +25% Max Ammo +37.5% Max Ammo +50% Max Ammo
Notes
  • Does not affect the ammo of equipment.
Tips
  • Use this with weapons with low ammo reserve or high ammo consumption like the Micro Uzi or Starter Pistol
Steady Aim.png
Steady Aim
Decreases your weapon spread and recoil. +15% Accuracy and Control +30% Accuracy and Control +45% Accuracy and Control +60% Accuracy and Control
Notes
  • Accuracy gain and recoil reduction % after bonuses follows the formula 100/(100+X) with X being the +% Accuracy and Control.
  • Affects both Max and Min Accuracy.
Tips
  • Reduces spread and recoil by 13%/23.1%/31%/37.5%.
  • Recommended for weapons with low accuracy and high recoil.
  • Works with hip fire unlike steady grip
Blood Thirst.png
Bloodthirst
Increases your damage with melee weapons. +7% Melee Damage +14% Melee Damage +21% Melee Damage +28% Melee Damage
Notes Tips
  • As per perk benefit, only useful for melee users.
Fireworks.png
Fireworks
Increases the radius of explosives. +5% Explosive Radius +10% Explosive Radius +15% Explosive Radius +20% Explosive Radius
Notes
  • Affects anything with Radius in its stats, including equipment.
Tips
  • Launchers with a larger radius benefit greater.
Deep Mags.png
Deep Mags
Increases your magazine size. +12.5% Magazine Size +25% Magazine Size +37.5% Magazine Size +50% Magazine Size
Notes
  • Rounds up to the nearest whole number.
Tips
  • A level 4 Deep Mags provides an extra shot for 1 clip firearms and launchers (only a few weapons like the Crossbow will reload the entire magazine, while others like the M79 must reload one shot at a time).
Deep Impact.png
Deep Impact
Your shots will pierce through enemies. +7% Pierce +14% Pierce +21% Pierce +28% Pierce
Notes
  • Pierces one target, next target only receives the % of the full damage and hit money.
  • Multiplicative with the weapon's base pierce.
Tips
  • Recommended to be used for attacking groups
  • Pair this with 1.5 pierce weapons into nearly 2 pierce weapons.
Shadow rounds.png
Shadow Rounds
Your shots have a chance to not consume ammo. +8% Shadow Chance +12% Shadow Chance +16% Shadow Chance +20% Shadow Chance
Notes
  • Shadow shots do not deplete a shot from the magazine.
Tips
  • Could be considered a combination of Deep Mags and Bandolier.
  • Very useful with single-shot weapons as the free shot effectively skips a reload.
Critical plus.png
Critical Plus
Increases your critical hit damage multiplier. +25% Critical Damage +50% Critical Damage +75% Critical Damage +100% Critical Damage
Notes
  • Critical hits deal thrice as much damage normally.
  • Additive with the critical multiplier.
Tips
  • Only consider using this when your weapon has a favorable critical chance (≥33%).
Concealed carry.png
Concealed Carry
Gain critical hit chance for weapons, every point over 3 weight reduces the chance by, 33.3%. +5% Max Critical Chance +10% Max Critical Chance +15% Max Critical Chance +20% Max Critical Chance
Notes
  • Only calculated for every individual weapon and not your total weight.
Tips
  • Useful with weapons that weigh 4 or below.
  • You can use weapon hoarder to make this work with slightly heavier weapons, but it is only worth it if it makes the weight 3 or lower
Ravage.png
Ravage
Increases critical hit chance and attack speed with melee weapons. +3% Critical Chance
+5% Attack Speed
+6% Critical Chance
+10% Attack Speed
+9% Critical Chance
+15% Attack Speed
+12% Critical Chance
+20% Attack Speed
Notes Tips
  • Just like Bloodthirst you should only use this if you are a melee user.
Head hunter.png
Head Hunter
Every headshot will increase your bullet damage up to 5 stacks. Missing the head will drain stacks. +2% Damage
+10% Max Damage
+4% Damage
+20% Max Damage
+6% Damage
+30% Max Damage
+8% Damage
+40% Max Damage
Notes
  • Headshots give 1 stack. Landed shots other than the head reduces 1 stack while missed shots drain all stacks.
  • Headshots only, even body shots while using Bone Breaker or Center Mass will drain stacks.
Tips
  • Utilize accurate semi-auto weapons or snipers to utilize this perk to its full potential. Otherwise, utilize Marksman for consistency.
  • Because a zombie can be hit for a small window before it dies, burst weapons like the AUG could be used too.
Heavy Bullets.png
Heavy Bullets
Increases the damage and accuracy of your shots but also reduces your total rate of fire by 15% and increases recoil by 30%. +14% Damage
+14% Accuracy
+21% Damage
+21% Accuracy
+28% Damage
+28% Accuracy
+35% Damage
+35% Accuracy
Notes
  • Penalties are also multiplicative with perks & mods.
  • Accuracy bonus follows the same formula as Steady Aim.
Tips
  • Due to the higher recoil and lower fire rate, it is not advisable to use when trying to make money with hit money, or using a sniper.
  • This does not give as much DPS as stopping power, and will diminish other damage perks due to the lower fire rate, but is a decent option for the minigun.
Long Range.png
Long Range
Increases the range, zoom and velocity of firearms. This bonus is halved for fuel based weapons. +15% Range
+15% Velocity
+25% Zoom
+30% Range
+30% Velocity
+50% Zoom
+45% Range
+45% Velocity
+75% Zoom
+60% Range
+60% Velocity
+100% Zoom
Notes
  • Zoom even affects weapons without a scope, increasing zoom while aiming down sights.
  • Zoom bonus can be adjusted in the settings.
  • The range bonus affects flamethrowers, but only half as much. (60% becomes 30% increase to range)
Tips
  • Might be valuable to snipers during the early mid-game if no other perks are necessary.
  • Launchers that have CQB mods can put this on if they want their range back for a few waves.
Direct hit.png
Direct Hit
Deal extra damage on impact with launchers and gain increased velocity. Direct hits ignore armour. +50% Impact Damage
+20% Velocity
+100% Impact Damage
+40% Velocity
+150% Impact Damage
+60% Velocity
+200% Impact Damage
+80% Velocity
Notes
  • Impact damage only applies to the zombie that are hit with the projectile.
  • Only applies to Launchers (Crossbow is not considered a launcher).
Tips
  • Launchers with a high innate damage benefit better.
  • Isn't really a significant buff total damage wise, especially since this cannot be used with airburst, as airburst does not work with direct hits.
Long shot.png
Long Shot
Your shots will gaim more damage the further they travel. +1% damage per 30 studs +2% damage per 30 studs +3% damage per 30 studs +4% damage per 30 studs
Notes
  • The damage scaling is a step function, which means if you shoot a zombie from 255 studs away, you'll only get 8/16/24/32% boost in damage, not 8.5/17/25.5/34% boost.
Tips
  • The distance between the main zombie spawn and the shop is 500 studs (450 in Arctic).
  • Matches Stopping Power at 150 studs.
Reseve cooling.png
Reserve Cooling
Laser and energy weapons will keep cooling and charging while unequipped. 30% Reload Time 45% Reload Time 60% Reload Time 75% Reload Time
Notes
  • Any reload upgrades or perks will impact the reload time.
Tips
  • Allows laser weapons to easily be used as a backup.
Specialised Killing.png
Specialised Killing
Increases the damage of your shots against special enemies. +12.5% Damage +25% Damage +37.5% Damage +50% Damage
Notes
  • Wraiths, Frost Wraiths, Destroyers, Lurkers, Berserkers, Swamp Giant, and the Boss are considered special enemies.
Tips
  • Specifically target these zombies when they appear.
Bullet hell.png
Bullet Hell
Each point of walkspeed over 12 will increases your rate of fire with firearms. +2.5% Attack Speed +5% Attack Speed +7.5% Attack Speed +10% Attack Speed
Notes
  • Calculation is based off of your current movement speed.
  • Only increases firearm firerate.
Tips
  • You will not benefit from this perk if you are standing still.
  • Matches Bullet Storm at 16 walkspeed, better above that.
    • This means without perks it will only be as good as Bullet Storm with nothing but a Pistol.
  • Lightweight and Pack Mule can be used to maintain a high walkspeed. Critical Speed is a similar functioning perk that also increases DPS.
  • Can still be used decently with bullet storm even at 15 walkspeed
  • Run n Gun can also be used to drastically boost this, but due to the nature of how little stamina the game gives, it is often not worth it.
Heavy impact.png
Heavy Impact
Each point of weight will increase your damage with melee weapons. +0.7% Melee Damage +1.4% Melee Damage +2.1% Melee Damage +2.8% Melee Damage
Notes
  • Calculated by total weight.
Tips
  • Better than Bloodthirst at >10 weight.
Berserker.png
Berserker
The lower your health, the more damage you will deal. +15% Max Damage +30% Max Damage +45% Max Damage +60% Max Damage
Notes
  • Affects all sources of damage, except equipment and DOT.
  • The % Damage increase from this perk is shown in the hotbar.
Tips
  • Max health, resistance, healing, or health lowering perks may be recommended.
  • Usually used with melee
  • Equal to stopping power at 66% hp, double stopping power at 33%
Reach.png
Reach
Increases the range of melee attacks. +0.4 Melee Range +0.8 Melee Range +1.2 Melee Range +1.6 Melee Range
Notes
  • Range is measured in studs.
Tips
  • Low range melee weapons such as Military Axe benefit greater.
Skull combustion.png
Skull Combustion
Enemies killed by a headshot have a chance to explode. +6% Explosion Chance +12% Explosion Chance +18% Explosion Chance +24% Explosion Chance
Notes
  • Does 200% wither damage to nearby surrounding zombies (equivalent to twice the max health of a pale common zombie).
Tips
  • The wither damage is usually enough to kill almost all uncommon and common zombies in the explosion.
Bullseye.png
Bullseye
Decreases your minimum weapon spread. +40% Accuracy +80% Accuracy +120% Accuracy +160% Accuracy
Notes
  • Max accuracy gain % after bonuses is calculated by the formula 100/(100+X) with X being the +% Max Accuracy.
  • Only effects the Max Accuracy of the weapon and not Min Accuracy.
Tips
  • Reduces minimum spread by 28.6%/44.4%/54.5%/61.5%.
  • Single shot firearms and firearms with low recoil that are not favorably accurate are recommended w/ this perk.
  • Steady Aim is a better alternative for most weapons.
Marksman.png
Marksman
Increases the damage of headshots but decreases it by 20% elsewhere. +10% Headshot Damage +15% Headshot Damage +20% Headshot Damage +25% Headshot Damage
Notes
  • Headshots only, even body shots while using Bone Breaker and Center Mass will be penalized.
Tips
  • More consistent than Head Hunter meaning accurate auto firearms can be used.
  • Recommended to use stopping power instead, as most weapons cannot use marksman well.
  • Due to this perk not working with center mass, it may be better to avoid using this perk with the M82.
Unlucky Shot.png
Unlucky Shot
Gain critical hit chance for every failed critical hit with single shot weapons. Amount gained scales with your base critical hit chance. Chance resets on critical hit. +10% Critical Chance +20% Critical Chance +30% Critical Chance +40% Critical Chance
Notes
  • Also accounts for multiple shots from a single trigger, such as a burst or shotgun shot.
  • The critical gain per miss scales mutiplicatively based on your weapon's current critical chance.
Tips
  • Only consider using this when your weapon has at least 5% crit chance
  • Usually useless in the endgame, as the only good endgame weapon that can use this perk (The M82) can already get enough damage to one shot everything on nightmare and below
Implosion.png
Implosion
Increases your explosive damage but decreases your total explosive radius by 15%. +16% Explosive Damage +24% Explosive Damage +32% Explosive Damage +40% Explosive Damage
Notes
  • Total explosive radius means the radius penalty is also multiplicative with radius perks & mods.
  • Also affects equipment.
Tips
  • Fireworks will have a diminished effect if it is equipped alongside this perk.
Headshot Stash.png
Headshot Stash
Killing an enemy with a headshot has a chance to replenish up to 3 ammo, depending on magazine size. +20% Ammo Chance +30% Ammo Chance +40% Ammo Chance +50% Ammo Chance
Notes
  • Ammo goes into the reserve.
  • Restores 1 additional ammo per 20 in the weapon's magazine capacity.
Tips
  • One shot kill weapons that get a lot of headshot kills benefit the best, especially if they have piercing capabilities.
Avenger.png
Avenger
Gain 100% critical hit chance whenever a teammate dies. +8s Critical Duration +16s Critical Duration +24s Critical Duration +32s Critical Duration
Notes
  • Duration refreshes if a teammate dies before Avenger lapses.
Tips
  • Might be useful if your teammates die often in the early game, or if you're using the Blood God strat.
  • If your team is cooperative to stay alive then this loses its use.
  • Not as useful in late and endgame when the waves are much longer
  • Usually used with the knife/bat on wave 1, then a bat/katana on wave 2, then katana on wave 3 and 4. Bank breaker is also sometimes seen with this for a large early game boost
  • Once you are past wave 9, consider getting rid of this perk
Steady Grip.png
Steady Grip
Reduces recoil gain and increases recoil recovery and accuracy while aiming down sights. -20% Aim Recoil
+10% Aim Recovery
+10% Aim Accuracy
-30% Aim Recoil
+20% Aim Recovery
+20% Aim Accuracy
-40% Aim Recoil
+30% Aim Recovery
+30% Aim Accuracy
-50% Aim Recoil
+40% Aim Recovery
+40% Aim Accuracy
Notes
  • Unlike Steady Aim, recoil reduction is multiplicative to the current recoil.
  • Accuracy gain % after bonuses is calculated by the formula 100/(100+X) with X being the +% Accuracy.
  • You must aim down the sights for this perk to take effect.
Tips
  • This reduces recoil more than Steady Aim, but keep in mind that this is only usable on weapons that can Aim Down Sights.
  • Useful for weapons with high initial recoil and automatic firearms that can ADS.
  • Does not increase accuracy as much as steady aim
  • Does not work with hip fire
Glass Cannon.png
Glass Cannon
Increases the damage you take by 100%, but also increases the damage you deal. +12% Damage +18% Damage +24% Damage +30% Damage
Notes
  • All forms of incoming damage including direct and DoT damage are doubled.
  • Increases your damage with everything except equipment and DOT
  • If used with pacifist, then glass cannon will be active until you reach 30% hp, then pacifist will be active until you get back to 90% hp, returning you to glass cannon
Tips
  • Despite causing the player to take double damage, it causes zombies to die a lot faster, which can result in a lot less actual damage to the player
  • Avoid using this with melee
  • Being on the roof or having someone else getting all the attention of the zombies makes the downside of this perk usually irrelevant.
  • Due to the bullet sponge nature of zombies on higher difficulties, this is often a required perk in order to do well
Midnight Hunter.png
Midnight Hunter
Gain damage the closer you are to midnight. +12.5% Max Damage +25% Max Damage +37.5% Max Damage +50% Max Damage
Notes
  • Midnight is 00:00 in-game.
  • The % Damage increase from this perk is shown in the hotbar.
Tips
  • May be helpful during boss waves.
  • The average damage increase over the night is slightly stronger than stopping power
  • You can use gear, barricade, and armour to compensate for when the night is far from midnight
Gunslinger.png
Gunslinger
Gain increased pistol damage with each passing night. +0.7% Damage Per Night +1.4% Damage Per Night +2.1% Damage Per Night +2.8% Damage Per Night
Notes
  • Damage increases at a linear rate.
Tips
  • This can make pistols especially powerful in later waves, but shouldn't be used early-game.
  • This is stronger than stopping power starting at wave 8
  • Usually used with the Laser pistol or the M93R
  • Due to the fact that pistols are usually not used past wave 11, it is recommended to avoid spending perk points on this perk.
Rifleman.png
Rifleman
Increases your critical hit chance with single shot rifles. +5% Critical Chance +10% Critical Chance +15% Critical Chance +20% Critical Chance
Notes
  • Affects any weapon that is of Rifle and Sniper Rifle type (it even affects Ice Rifle).
  • Rifles do not lose the critical chance if they get an auto upgrade.
Tips
  • Generally not used with M82 except on impossible mode, since you can get enough damage to one shot almost everything on nightmare and below
  • Fast firing snipers like the DMR and PSG1 can use this consistently
No Scope.png
No Scope
Increases your Hip-fire Damage with scoped weapons. +10% Damage +20% Damage +30% Damage +40% Damage
Notes
  • Hip fire is firing without aiming down sights.
  • Your weapon must have an attached scope for this perk to work.
Tips
  • Luger*, AUG, DMR, Tesla Rifle, Laser Rifle, and PSG1 are some scoped weapons with adequate hip fire accuracy.
  • Using this makes it harder to get headshots, to the point that it may often result in lowering damage output instead of increasing it. There is also no good endgame weapon that can use this well, so it is recommended to avoid spending perk points on this.
Danger Close.png
Danger Close
Increases your explosive damage, but enables 2% self damage. +12% Explosive Damage +18% Explosive Damage +24% Explosive Damage +30% Explosive Damage
Notes
  • Self damage scales with the launcher's damage.
  • Self damage is treated as direct damage and will scale with armour & resistances.
  • Also affects Skull Combustion and equipment.
  • Dying from self damage will display the death message, "[USERNAME] was killed by Danger Close".
Tips
  • Without bonuses, launchers with ≥5,000 damage will have the potential to instantly kill you.
  • Close range combat with launchers is not recommended.
  • Could be used to intentionally damage yourself to benefit from Berserker or to intentionally activate Undying or Time Freeze.
  • Glass cannon gives similar damage for launchers, but without the downside of being able to accidentally die
Light Mags.png
Light Mags
Decreases your magazine size by 25%, but increases your reload speed on weapons that have detachable magazines. +30% Reload Speed +45% Reload Speed +60% Reload Speed +75% Reload Speed
Notes
  • Reload time % after bonuses follows the formula 100/(100+X) with X being the +% Reload Speed.
  • Weapons w/ detachable mags reload the entire clip all at once.
Tips
  • By itself, effectively reduces reload time by 23.08%/31.03%/37.5%/42.86%.
  • Weapons like the Revolver can be upgraded to reload the entire magazine, enabling it to use Light Mags.
  • Oddly enough, the Crossbow can benefit from this perk despite visiually not using detachable mags.
  • Generally just a worse version of speedload, as it works on fewer things as well as the penalty being not worth the slightly extra reload speed.
Backup Weapon.png
Backup Weapon
Start the game with a better pistol. +C96
+Barrel Exension
+AP Rounds
+Extended Mags
+Telescopic Sight
+Custom Receiver
+Fast Hands
+Lucky Shot
+Bottomless Reserve
Notes
  • C96 upgrades can be found in the same display case as pistols and throwables.
  • More upgrades become buyable as the perk is upgraded.
  • Banned in Career Mode.
  • Starts with a sell value of 0 until upgrades are bought
Tips
  • Because this LOCKING perk gives you a rather disappointing weapon, this perk is strongly not recommended.
  • Starts with a sell val
  • Considered a straight downgrade to Piggy bank, as piggy can give a better weapon, while also working with money is power, and the weapon bought with piggy will have a sell value starting above 0 making it easier to get to stronger weapons.
Defense Contractor.png
Defense Contractor
Increases the damage dealt by shop upgrades. Stacks with other players using Defense Contractor but at 50% efficiency. +10% Shop Damage +20% Shop Damage +30% Shop Damage +40% Shop Damage
Notes
  • Barricade's Barbed Wire and Shop Sniper are considered shop upgrades.
Tips
  • Not recommended to have more than one because of the diminished returns and reduced efficiency.
  • Will give less damage output than perks like stopping power being used on a max minigun or max M82, but can be decent around mid game if the shop sniper is maxed and a strong weapon is not available.
Strong Arm.png
Strong Arm
Throws grenades faster, further and they deal more damage. +20% Throw Speed
+12.5% Grenade Damage
+40% Throw Speed
+25% Grenade Damage
+60% Throw Speed
+37.5% Grenade Damage
+80% Throw Speed
+50% Grenade Damage
Notes
  • Only affects the Damage statistic on Grenade type equipment.
Tips
  • Useful if high damage is needed with a molotov and no gas cans are available, otherwise perks like implosion and fireworks will generally be better
  • The extra throw speed can often make it harder to land a molotov exactly where you want it
Charged Shot.png
Charged Shot
Gain increased damage the longer you aim down sights with scoped weapons. Charge resets each shot. Fully charged shots ignore armour. +25% Max Damage +50% Max Damage +75% Max Damage +100% Max Damage
Notes
  • Charge time is your weapon's shot delay (attack speed) plus 0.5 seconds.
  • Your weapon must be ready to shoot for this perk to start charging.
Tips
  • This perk is additive damage, meaning it will be diminishing other damage perks
  • With the M82, you go from firing every 0.4 seconds to every 1.3 seconds if you are going for a full charge, but only gain up to 100% more damage. This means at best you will be gaining 100% damage in exchange for firing 3x less often, resulting in lower damage output overall as well as making the other damage perks 3x worse
  • The energy rifle does not benefit from this well, since it can reload the mag in less than 2.5 seconds along with the fact that the other damage perks would be roughly 2x worse with this
  • It is advised to ignore this perk until future updates buff it significantly
Rooftop Camper.png
Rooftop Camper
Increases your damage, accuracy and range while on the roof. +4% Damage
+10% Accuracy
+10% Range
+8% Damage
+20% Accuracy
+20% Range
+12% Damage
+30% Accuracy
+30% Range
+16% Damage
+40% Accuracy
+40% Range
Notes
  • Being on the roof is required for this perk to activate.
Tips
  • Most snipers do not benefit from the increase in range and accuracy, and being on the roof generally means being unlikely to take damage. It is usually better to take stopping power or glass cannon instead if the goal is to gain damage.
  • Launchers that would like more range would like this perk, as it is a mix of damage and range unlike the Long Range perk
Critical Speed.png
Critical Speed
Each point of movement speed over 12 will increase your critical hit chance. +0.7% Critical Chance +1.4% Critical Chance +2.1% Critical Chance +2.8% Critical Chance
Notes
  • Calculations are based off of your current movement speed.
Tips
  • You will not benefit from this perk if you are standing still.
  • Provides +2.8%/+5.6%/+8.4%/+11.2% critical chance at 16 movement speed.
Critical Shock.png
Critical Shock
Scoring a critical hit will unleash chain lightning, dealing 50% critical damage. 2s cooldown. +1 Target +2 Targets +3 Targets +4 Targets
Notes
  • Chain lightning have 15% hit money.
  • The range of the lightning is unknown.
Tips
  • Slow, hard-hitting weapons with critical chance benefit better than faster ones.
Cluster Bombs.png
Cluster Bombs
Your explosive grenades and launchers have a chance to spawn extra explosives upon detonation, dealing 50% damage with 50% radius. +7% Cluster Chance +14% Cluster Chance +21% Cluster Chance +28% Cluster Chance
Notes
  • Cluster bombs are affected by perks and mods.
  • Cluster bombs have 50% hit money.
Tips
  • Similar to the fireworks perk, except it is unlikely to happen in exchange for being more powerful when it happens.
Shadow Supply.png
Shadow Supply
Refilling at least 20% ammo gives you unlimited ammo for weapons with detachable magazines for a short duration. +4 Max Duration +8 Max Duration +12 Max Duration +16 Max Duration
Notes
  • Duration scales based on the weapon's ammo reserve (e.g. 25% ammo reserve = 75% duration).
  • Hit money is disabled while under the effects of Shadow Supply.
  • Weapons w/ detachable mags reload the entire clip all at once.
Tips
  • Weapons that burn through their reserves quickly such as the M82 and the Freezethrower can benefit from this
  • Due to hit money being disabled while using this, it is generally not advised to use on fast firing weapons unless money is not a concern.
Critical Burn.png
Critical Burn
Gain critical hit chance for every unique DoT effect the target is affected by. Does not apply to projectiles or swung melee weapons. +2.5% Critical Chance +5% Critical Chance +7.5% Critical Chance +10% Critical Chance
Notes
  • Examples of DoT (Damage over Time) effects include burn, bleed, and poison.
Tips
  • Most useful for fast firing weapons with short range, as it is unlikely that far away zombies will have any DOT on them at all, and slow weapons will suffer from wasting damage on overkill.
  • Would require a fire going through the entire round for this perk to be worth it.
  • RPG, Gas cans, molotovs, M203, and RG6 are the most likely to be used to help provide DOT throughout the entire round.
Head Breaker.png
Head Breaker
Critical headshots have a chance to crit twice. +6% Super Critical Chance +12% Super Critical Chance +18% Super Critical Chance +24% Super Critical Chance
Notes
  • Super critical hits apply the critical multiplier twice. (Example: If the critical multiplier is x3, then the super critical multiplier is x9. If the critical multiplier is 5.5x, then the super critical multiplier is 30.25x)
Tips
  • This is nearly impossible to use, as you need a high crit chance along with the ability to get headshots consistently, as well as a high rate of fire to avoid having a ton of damage wasted to overkill
Shadow Strike.png
Shadow Strike
If stealthed for at least 1.5 seconds, gain 100% critical chance after breaking stealth. +3 Critical Duration +6 Critical Duration +9 Critical Duration +12 Critical Duration
Notes
  • Requires being invisible with the use of Ghost, Assassin, Ghost walker, or Smoke Bombs.
Tips
  • Using this with Ghost means not firing for roughly 18 seconds before getting up to 12 seconds of crit duration, meaning you are firing roughly 3x less often in exchange for 3x damage, resulting in almost no change to output while consuming 2 perk slots. It is also difficult to get into stealth sometimes. Due to all of that, it is recommended to avoid this perk.
Flanking Maneuvers.png
Flanking Maneuvers
Deal Increased damage to enemies from behind. +15% Damage +30% Damage +45% Damage +60% Damage
Notes
Tips
  • A teammate using charmer and/or using elusive on yourself is a good way to be able to get behind zombies without being targetted, although you will be putting yourself in danger of being killed by boomers and toxics

Blue Perks (Defensive)

Blue perks that increases the player's damage resistance, health/armor regen, and survivability.

Perk Description Level 1 Level 2 Level 3 Level 4
Juggernaut.png
Juggernaut
Take less damage from zombies. +10% Resistance +20% Resistance +30% Resistance +40% Resistance
Notes
  • How much % damage taken after bonuses is followed by the formula 100/(100+X) with X being the +% Resistance.
Tips
  • By itself, effectively reduces damage by 9.09%/16.67%/23.08%/28.57%.
  • Useful with melee and tank builds.
Equilibirum.png
Equilibrium
Regenerate armour every 10s during the night. +1.5% Armour Regen +3% Armour Regen +4.5% Armour Regen +6% Armour Regen
Notes
  • You must have armor for this perk to activate.
Tips
  • With 400 max armour and lvl 4 Equilibrium you gain 2.4 armour a second. Armour can be upgraded to reduce damage to hp by 80%, so this is effectively 1.92 hp a second (2.4 x 0.8)
  • You can use this while you are dead to regen armour, saving you from having to repair armour the next wave
Life leech.png
Life Leech
Regenerate health after every zombie you kill. +1.6 Health +3.2 Health +4.8 Health +6.4 Health
Notes
  • You must land a kill for this perk to activate.
Tips
  • Mainly used with melee
Shock proof.png
Shockproof
Take less indirect damage from zombies. +125% Indirect Resistance +250% Indirect Resistance +375% Indirect Resistance +500% Indirect Resistance
Notes
  • Poison, Bleed, Napalm, Boomer's Explosion, and the Toxic puddle are considered indirect damage.
Tips
  • Effectively reduces indirect damage by 55.56%/71.43%/78.95%/83.3%.
  • Useful when those types of zombies are present.
  • The direct damage from flamers is not counted, only the napalm effect they apply is affected.
  • Due to the very high damage that boomers and toxic puddles will do on higher difficulties, often shockproof is not enough to save you from them. It is instead usually better to just change your playstyle to avoid getting in range of those zombies and avoid using shockproof
EscapeArtist.png
Escape Artist
Escape to the shop after taking lethal damage. Charges refill each life and every 5 nights. +1 Escape Attempt +2 Escape Attempts +3 Escape Attempts +4 Escape Attempts
Notes
  • Gain full health and stamina after each escape attempt.
  • Perk counter indicate how many escape attempts remaining.
Tips
  • Be careful not to spend escape attempts too quickly, or to lose an escape attempt just at the end of every 5th night.
  • Will be ineffective if the shop is already overrun.
  • Synergies well with Undying.
Undying.png
Undying
After taking lethal damage you can keep fighting for a short time with unlimited ammo. +5s Duration +10s Duration +15s Duration +20s Duration
Notes
  • Die after Undying effect expires.
  • Changes death message to "[USERNAME]'s time ran out."
  • Activates before Escape Artist, and for each escape attempt.
  • Hit money is disabled when under the effects of Undying.
Tips
  • The unlimited ammo bonus is best paired with weapons with a low magazine and/or fast firerate as the weapon can be used extensively.
Arm breaker.png
Arm Breaker
Critical hit will reduce direct enemy damage by 25%. +1s Duration +2s Duration +3s Duration +4s Duration
Notes
  • Blue Sparkles indicate reduced damage.
Tips
  • Weaker than level 4 juggernaut, while also requiring you to crit the zombie. This perk is usually just considered a downgrade to juggernaut.
  • Using this to support someone using melee is the main use, however it is extremely niche and often low impact so it is recommended to avoid using this perk
Regrowth plus.png
Regrowth Plus
Increases your health regen. +0.5 Health Regen +1.0 Health Regen +1.5 Health Regen +2.0 Health Regen
Notes
  • The health regen is every second
Tips
  • This perk is usually just a downgrade to life leech, vampirism, and crit heal. It has almost no impact on gameplay, and often you are better taking a damage perk anyways. It is hard to justify taking this perk unless a large buff occured or a large amount of perk slots were added
Helathy Health.png
Healthy Health
Increases your health. +35 Health +70 Health +105 Health +140 Health
Notes
  • A flat bonus to max hp.
Tips
  • Melee builds with a lot of perk slots may enjoy this with the berserker perk.
  • Tank builds as well as support builds with life link may enjoy this.
Vampirism.png
Vampirism
Regenerate health through dealing damage. +1.25% Lifesteal +2.5% Lifesteal +3.75% Lifesteal +5% Lifesteal
Notes
  • Also works with throwable equipment as well as DoT effects. Does not work with deployables
  • Lifesteal works like wither in that it scales off the max hp of a pale common zombie.
  • 5% lifesteal means you gain 5 hp when you do damage equal to a pale common zombie
Tips
  • Often stacked with melee builds with Life Leech for more lifesteal.
  • Gives roughly the same hp as life leech on higher difficulties due to uncommons and specials having an extra hp multiplier
Static Discharge.png
Static Discharge
Release a wave of stunning electricity whenever you're attacked. 10s Cooldown. +0.3s Stun Duration +0.6s Stun Duration +0.9s Stun Duration +1.2s Stun Duration
Notes
  • You cannot stun a zombie that has already been stunned by this
Tips

Due to the low impact of this perk, it is usually better to avoid this perk.

Time freeze.png
Time Freeze
Before you take lethal damage, freeze time for a few seconds. Charge refills 2 nights. +5s Frozen Time +10s Frozen Time +15s Frozen Time +20s Frozen Time
Notes
  • Activates before Escape Artist.
  • Stops zombies, in-game clock, and DoT effects.
  • Losing a life only counts as 1 night when recharging.
  • This perk is essentially a combination of speedload, lightweight, and bullet storm, as the perspective of the zombies is that the players have moved around a bunch, shot a bunch, and reloaded a bunch in a split moment
Tips
  • You can attempt to purposely activate this at specific times (such as boss spawning).
  • Will not save you from DoT debuffs unless you heal.
  • If you kill a lot of zombies on a high wave during time freeze, then a lot of zombies will spawn very quickly when time freeze is over. This can be very dangerous for your team, especially on maps where zombies can spawn near the shop
  • Due to this only being able to happen once every two nights and potentially getting your team killed with the burst of zombies spawning after it ends... it is often better to just take a different perk
Untouchable.png
Untouchable
Whenever you would take direct damage, dodge it in your current movement direction. 45s Cooldown. +1 Max Charge +2 Max Charge +3 Max Charge +4 Max Charge
Notes
  • 45s cooldown per charge.
  • Dodging with the cooldown above 0 seconds but below 5 seconds will reset it to 5 seconds
Tips
  • More effective in low-difficulty runs or when getting the Pacifist award.
Locked Down.png
Locked Down
Increases your resistance, health regen and armour regen per 10s for every locking perk equipped up to 4. +2% Resistance
+0.08 Health Regen
+0.3% Armour Regen
+4% Resistance
+0.16 Health Regen
+0.6% Armour Regen
+6% Resistance
+0.24 Health Regen
+0.9% Armour Regen
+8% Resistance
+0.32 Health Regen
+1.2% Armour Regen
Notes
  • The perk itself is also calculated.
Tips
  • Probably meant to be used with 3 locking yellow perks and money is power for a lot of perk value, but it actually ends up being pretty underwhelming
  • Sometimes used with gear builds
Reinforced Armour.png
Reinforced Armour
Increases your armour. +15% Armour +30% Armour +45% Armour +60% Armour
Notes
  • Actually increases armour durability and not damage reduction.
Tips
  • The perk will have a greater effect if you upgrade the armor's durability.
  • Works decently with perks like equilibrium and the armour heal from supply crate, allowing you to get more out of them.
  • You can make 400 max armour into 640 max armour
Armour break.png
Armour Break
Once per night, when your armour breaks, temporarily become immune from all damage and gain 50% movement speed. +2s Duration +4s Duration +6s Duration +8s Duration
Notes
  • You must have armor at the beginning of the night for this perk to recharge.
Tips
  • Not as consistent as Death Defier, but has a longer duration.
  • Generally a low impact perk, so avoid using this
  • Sometimes seen during blood god strat during early game for a tiny bit of delay
Death Defier.png
Death Defier
Once per night, before you take lethal damage, temporarily become immune from all damage and regenerate 30% max health/s. +0.5s Duration +1s Duration +1.5s Duration +2s Duration
Notes
  • Invincibility is indicated by the light blue screen tint.
Tips
  • Regenerate 15%/30%/45%/60% of your max health by the time Death Defier expires.
  • Might be more reliable than Armour Break, and it has a better buff.
  • Usually low impact, so avoid using this perk.
  • Sometimes seen during blood god strat during early game for a tiny bit of delay
Pacifist.png
Pacifist
Deal 25% less damage, but gain increased resistance. +35% Resistance +50% Resistance +65% Resistance +80% Resistance
Notes
  • How much % damage taken after bonuses is followed by the formula 100/(100+X) with X being the +% Resistance.
Tips
  • Often used with gear builds, as those do not suffer the damage penalty
  • Tank builds also use this, but those are rarely seen due to requiring a specific team and good teamwork
Heavy Tank.png
Heavy Tank
Gain resistance for every point of weight your held weapon has. +1.8% Resistance +3.6% Resistance +5.4% Resistance +7.2% Resistance
Notes
  • Upgrades that decrease weapon weight will negatively impact the perk effect.
Tips
  • Better than Juggernaut at 6 weapon weight.
  • The only weapon that can really use this well is the minigun, and usually a minigun would rather have another damage output perk.
  • A minigun on wave 30 on nightmare can actually get more out of equilibrium instead of heavy tank due to how long the waves are, even with a medkit.
  • Due to the reasons above, it is recommended to avoid spending perk points on this perk
Frost Armour.png
Frost Armour
Not taking damage charges up a frost nova based on your armour. Taking damage with a max charge releases the nova, freezing nearby enemies. +10% Freeze/Armour +20% Freeze/Armour +30% Freeze/Armour +40% Freeze/Armour
Notes
  • Start charging frost at a rate of 30 armour/s after not taking damage for 2.5 seconds. A frost nova is charge is the frost charge reaches your current armour value.
Tips
  • Stronger zombies will be more resistant to the freeze.
  • This perk tends to be low impact on gameplay, so it is recommended to avoid it
Critical Heal.png
Critical Heal
Scoring a critical hit will make you regenerate health over 5s. +6 Health/5s +12 Health/5s +18 Health/5s +24 Health/5s
Notes
  • Duration refreshes if activated during the duration.
  • 4.8 hp a second at lvl 4
Tips
  • Life leech and vampirism with melee heal way more than critical heal, and generally adding critical heal on top is not as good as perks that increase output or resistance with melee
  • A decent choice with crit heal is with the freezethrower using life link to support a tank.
Life Infusion.png
Life Infusion
Killing an enemy has 40% chance to increase your maximum health for the current night. +1 Max Health +2 Max Health +3 Max Health +4 Max Health
Notes
  • Does not increase your current health if it procs.
    • Activates after Life Leech.
  • Your max health resets every beginning and end of a night.
Tips
  • Takes 87.5 kills on average to be equal to healthy health
Life Burn.png
Life Burn
Regenerate health through damage over time effects. +3% Lifesteal +6% Lifesteal +9% Lifesteal +12% Lifesteal
Notes
  • Like Vampirism, but applies to DoT damage only.
Tips
  • Use this perk with weapons/equipments with DoT upgrades, such as Caltrops, Molotov, Bear Trap, any weapons with Incendiary Rounds upgrade, etc.
  • Due to the high hp of zombies on higher difficulties and higher waves, this perk tends to be a worse option for healing

Green Perks (Utility)

Green perks give the player useful miscellaneous buffs, such as increased movement speed, stamina, and weight.

Perk Description Level 1 Level 2 Level 3 Level 4
Lightweight.png
Lightweight
Increases your movement speed. +3% Speed +6% Speed +9% Speed +12% Speed
Notes
  • Additive to your current movement speed.
  • Also affects sprint speed.
Tips
  • You can outrun zombies in easy mode except for the crawlers.
  • On higher difficulties, some zombies outrun you even if you are sprinting, especially on later waves and during blood nights. Toxic puddles on high difficulties can also boost the speed of zombies, as well as when a boss is alive
Charmer.png
Charmer
Increases the radius zombies will target you. +12.5 Detection Radius +25 Detection Radius +37.5 Detection Radius +50 Detection Radius
Notes
  • Players within this distance from you in studs are ignored.
  • If this and Elusive are both equipped, then charmer will be on until you reach 30% hp, then you will be elusive until you get above 90%, returning to charmer. This process repeats
Tips
  • If you are tank oriented then you could use this perk as a support.
  • You can lower the range of charmer in the settings
Elusive.png
Elusive
Decreases the radius zombies will target you. -12.5 Detection Radius -25 Detection Radius -37.5 Detection Radius -50 Detection Radius
Notes
  • You are ignored while being this far from another player in studs.
Tips
  • Can be used if someone else is tank oriented and can not use Charmer.
  • You can lower the range of elusive in the settings
Marathon Man.png
Marathon Man
Increases your maximum stamina. +50 Stamina +100 Stamina +150 Stamina +200 Stamina
Notes
  • A flat bonus to max stamina
Tips
  • On early waves, this will often do more than recovery man just by itself.
  • Works well with escape artist, due to the fact that an escape will fully refill your stamina
  • Due to bait builds being weaker on higher difficulties, this perk is mostly used when trying to beat the pacifist or brawn over brain challenge on normal mode.
Pack Mule.png
Pack Mule
Reduces the effectiveness of movement speed penalties. -20% Speed Penalties -40% Speed Penalties -60% Speed Penalties -80% Speed Penalties
Notes
  • At max weight you move 25% slower without this perk.
  • Also reduces the slowdown from freeze, bleed, poison, and walking in swamp water.
Tips
  • Effectively at max weight your movement speed penalty is 20%/15%/10%/5% instead of 25%
  • Default speed is the same as lightweight when your weight is 60%. When you also include that pack mule resists the other speed debuffs, it means that pack mule is stronger than lightweight when your weight is 60% of your max weight or higher.
Shadow Gear.png
Shadow Gear
Adds a chance to not consume equipment. +10% Shadow Chance +15% Shadow Chance +20% Shadow Chance +25% Shadow Chance
Notes
  • Shadow equipment is not consumed.
Tips
  • Specializing in equipment is recommended.
  • The actual overall equipment increase is about 33% at level 4, when you factor in that you can shadow a gear that has already been shadowed
Lucky Charm.png
Lucky Charm
Increases the likelihood random effects occur that have a 50% chance or less. +10% Random Chance +15% Random Chance +20% Random Chance +25% Random Chance
Notes
  • Multiplicative with chance percentages.
  • Does not omit random chances that have >50% chance. Rather, the bonus is calculated as if it were at 50% chance. (Example: 50% x 1.25 is 62.5%, a +12.5% increase. With 80% chance, it would be 80% + 12.5% for 92.5% chance instead of 80% x 1.25 for 100% chance)
Tips
  • May be beneficial if you run with multiple random chance perks such as Skull Combustion and criticals.
  • Critical chance are also considered random effects and will scale accordingly to this perk.
  • Often extremely underwhelming, especially when lucky charm and the other chance perks are not level 4.
  • Due to almost no endgame weapons being able to use this well on nightmare and below and with it being a locking perk, it is recommended to avoid this perk completely.
Leg Breaker.png
Leg Breaker
Critical hits will slow enemies for 1.5s. +5% Enemy Slow +10% Enemy Slow +15% Enemy Slow +20% Enemy Slow
Notes
  • Hitting a zombie that is already leg broken will take away the old leg breaker and apply the new one, essentially refreshing the duration
Tips
  • Automatic weapons with a fast firerate and decent critical chance can activate the effect very frequently.
  • If your weapon is at 1 or 2 pierce, it is recommended to add a pierce mod to make it 1.01 or 2.02 pierce so that you can hit an extra zombie
  • Might be able to make bait builds viable on higher difficulties, but it would require a lot of teamwork and is likely to not work due to some of the uncommons countering bait builds very strongly
Run N' Gun.png
Run N' Gun
Reduces stamina consumption by 15% and allows sprinting with weapons for reduced speed. 25% Sprint Speed 50% Sprint Speed 75% Sprint Speed 100% Sprint Speed
Notes
  • Normally without this perk you would briefly unequip your held weapon. (Except with the knife)
  • You will sprint slower while holding a weapon with this unless you have the lvl 4 version
  • Reduces Stamina consumption by 15%, resulting in 17.65% more stamina
Tips
  • Effectively sprint speed is at 10%/20%/30%/40% when sprinting with a held weapon.
  • Could be valuable to pair this with Bullet Hell and Critical Speed, but the low stamina the game provides makes it hard to actually have a lot of value. It would likely work well with escape artist, marathon man, undying, but the higher difficulties have much longer waves
  • Can actually give you more stamina than recovery man in many cases, but requires the prestige version to actually make sense
  • Best use for this is on the brawn over brains challenge
Recovery Man.png
Recovery Man
Increases your stamina regen and reduces the time it takes for your stamina to start regenerating after sprinting. +0.5 Stamina Regen
-30% Regen Delay
+1.0 Stamina Regen
-45% Regen Delay
+1.5 Stamina Regen
-60% Regen Delay
+2.0 Stamina Regen
-75% Regen Delay
Notes
  • Increases stamina regen
  • Original delay before stamina regens is 4 seconds, this can reduce it all the way down to 1 second
Tips
  • This perk is so weak that even in the best case scenario, you would still be getting double the average speed by just using lightweight instead. Trailblazer and run n gun are both likely to give you more stamina than this perk, especially when combined with escape artist and marathon man, which also give way more than this perk
  • It is recommended to avoid this perk, even for the brawn over brain challenge
Long Burn.png
Long Burn
Increases the duration and damage of damage over time effects. +25% Duration
+25% Damage
+50% Duration
+50% Damage
+75% Duration
+75% Damage
+100% Duration
+100% Damage
Notes
  • Increases the duration between ticks of damage from your DOT effects meaning you have fewer hits of DOT a second
  • Napalm, Bleed, and Poison are the only DOT effects.
  • Each tick of DOT now does more damage
  • This does not change the duration or damage of gas cans, molotovs, gas grenades, caltrops, etc. It only affects the DOT that those can apply.
Tips
  • This perk does not actually change your damage per second with DOT effects, since the increase in damage is countered by the fewer ticks of damage a second
  • Due to the fewer ticks of damage per second, you end up getting less hit money from this perk
  • Gas cans and molotovs and gas grenades, etc... have 2 different types of damage, their direct damage which is affected by perks like implosion and danger close, and the napalm/poison/bleed that they can apply after applying direct damage. Applying another direct hit simply refreshes the time left on the DOT affect.
  • This perk is generally underwhelming, so it is recommended to avoid it
Fast Burn.png
Fast Burn
Decreases the total duration of damage over time effects. Damage dealt is not reduced. -16% Duration -24% Duration -32% Duration -40% Duration
Notes
  • Reduces the time between each tick, resulting in more ticks per second.
  • The total duration is shorter
  • Napalm, Bleed, and Poison are the only DOT effects.
  • Due to the same damage per tick but more ticks per second, this perk will actually increase your damage per second with DOT effects, up to 66.67% more damage per second at lvl 4 from DOT effects
Tips
  • If you only apply the DOT once, then this perk will not actually increase your output, as the same damage is done over time, it just happens faster
  • Due to the increased ticks per second, it can be helpful for those trying to make money from DOT hit money.
  • This does not affect duration and direct damage of things like gas cans, molotovs, etc
  • Since most of the damage with gas cans and molotovs is through the direct damage and not the napalm, this is often an underwhelming damage increase
  • Decent choice with trailblazer on the brawn over brain challenge
Slow Burn.png
Slow Burn
Increases the slowing power of damage over time effects. +4% Enemy Slow +8% Enemy Slow +12% Enemy Slow +16% Enemy Slow
Notes
  • Affects poison, bleed, and napalm.
  • Additive with the innate DoT slow.
Tips
  • Launchers that inflict poison (M203) or bleed (RG-6) or fire (RPG) are recommended.
  • Gas cans and molotovs are also a good choice with slow burn
  • Trailblazer on brawn over brain benefits well from slow burn
Trailblazer.png
Trailblazer
Leave a trail of flames while sprinting that will set enemies alight. +0.5 Duration +1.0 Duration +1.5 Duration +2.0 Duration
Notes
  • Applies Napalm that burns over 3 seconds. The damage scales with the current wave and difficulty
  • The damage is calculated with =((50*X)+50)*(1+Y/200), with X being the current wave and Y being the HP increase from the difficulty (0 for normal, 50 for hard, 100 for nightmare, 200 for impossible) (Example: 150 damage over 3 seconds on wave 2 normal, 375 damage over 3 seconds on wave 4 nightmare
  • Reduces stamina consumption by 15%, resulting in 17.65% more stamina
Tips
  • Not very effective past Hard difficulty.
  • Usually used as a way to beat the brawn over brain challenge
  • Can often give you more stamina over the night than recovery man
  • Use with lightweight and slowburn to outrun more zombies
  • Using trailblazer and run n gun will reduce stamina consumption by 27.75%, resulting in 38.41% more stamina
Tower Defense.png
Tower Defense
Increases the ammo and duration of your equipment. +10% Ammo and Duration +20% Ammo and Duration +30% Ammo and Duration +40% Ammo and Duration
Notes
  • Increases the Effect Duration, Durability, Explosions, AoE Duration, and Ammo.
Tips
  • Specializing in equipment is recommended.
  • With landmines and trip mines, having level 2 or higher with 3 explosions will turn it into 4 explosions (3.6 rounds up to 4)
  • You can get gas can from 40 seconds to 56 seconds of duration with this. Other items like molotovs, gas grenades, frost generator, and heal grenades work similar
  • Caltrops, bear traps, combat sentry and mortar can also hit more zombies before being broken
  • Propanes, Tesla coils, Shurikens, Kunais, Zombie bait, pipe bomb, cannons, along with some others do not benefit from this
  • Deployable ammo, Supply crate, Sentry guns, Heavy sentry will have more ammo
Lightning Charge.png
Lightning Charge
Increases the speed in which your equipment recharges. +12.5% Charge Speed +25% Charge Speed +37.5% Charge Speed +50% Charge Speed
Notes
  • Increases the amount of equipment you get per night
  • Increases that are not whole numbers can add up with the following nights in order to create a full extra equipment
Tips
  • Specializing in equipment is recommended.
  • This perk loses value on wave 30 if you already have the max amount of gear on the ground and in your inventory, but is very useful with gear otherwise
  • Example: With lvl 4, you can get 3 gas cans and molotovs every night instead of 2.
  • Example: With lvl 3, you will get 3 gas cans and molotovs on 3 out of 4 nights instead of 2.
Concussive Shots.png
Concussive Shots
Your next headshot every 3s will stun the enemy. +0.4 Stun Duration +0.8 Stun Duration +1.2 Stun Duration +1.6 stun duration
Notes
  • Headshot does not need to kill.
  • You cannot stun a zombie that has already been stunned by this
Tips
  • Ineffective later on due to the amount of zombies present.
  • Can be useful during early game with the USP, especially if hunting special zombies on a budget
Dying Wish.png
Dying Wish
Restore the health, armour, stamina and ammo for all teammates on death. +20% Restoration +40% Restoration +60% Restoration +80% Restoration
Notes
  • Escape Artist does not activate this perk.
  • This will only refill the ammo of weapons that people are currently holding. If you are not holding your weapon out when it happens then the ammo will not be refilled.
Tips
  • Niche perk that is generally only seen on good teams due to requiring coordination to be useful, as well as self sacrifice. Mainly for the early game, as it can refill lots of ammo for your teammates
  • Mostly seen during blood god strat, as it refills the ammo and hp of the blood god as well as the supporters.
  • Can be seen sometimes during mid game when there is a tank, to refill their hp and armour in emergencies
Weightlifter.png
Weightlifter
Increases your maximum weight limit. +1.5 Max Weight +3 Max Weight +4.5 Max Weight +6 Max Weight
Notes
  • Does not round up, effectively making this 1, 3 , 4 then 6 max weight at lvl 1 through 4 respectively, unless you are using weapon hoarder at lvl 1 or 3
Tips
  • Getting current weight over max weight slows you to a crawl and reduces your damage by 75% (possible with Career Mode).
  • Very weak perk, as the normal weight provided is more than enough to get weapons with the gear that matters, as well as being expensive to buy more gear
Guardian Angel.png
Guardian Angel
Once per night, swap places with a mate who's about to die and gain 2s of damage immunity. +16 Range +32 Range +48 Range +64 Range
Notes
  • This activates before Escape Artist, Undying, and Time Freeze.
  • The perk icon will darken in the ui to indicate that it's been used up.
  • The person you swap with only gains 1 second of immunity, while you gain 2
  • Both players will be wiped of DOT debuffs and freeze debuffs on swap
Tips
  • Extremely niche and mostly underwhelming perk, only seen used barely effectively during blood god strat, which is a super rare strategy.
  • It is best to keep this perk at lvl 2, any higher and you are likely to waste the perk on the sacrifices for the blood god instead of keeping it for the blood god
  • You can lower the range of guardian angel in the settings
Heavy Concussion.png
Heavy Concussion
Increases the duration of your stun effects. +8% Stun Duration +16% Stun Duration +24% Stun Duration +32% Stun Duration
Notes
  • Can also extend the stun duration of Air Burst.
Tips
  • Usually only used with the airburst perk.
  • If not using the airburst perk, it is generally very underwhelming
  • Does not work with bear traps, as those are snare instead of stun
Back Breaker.png
Back Breaker
Critical shots will knock enemies back. +2.5 Knockback Power +5 Knockback Power +7.5 Knockback Power +10 Knockback Power
Notes
  • Zombies are knocked back in studs.
  • Can only activate 3 times per zombie
Tips
  • As with all crit conditional perks, dealing crits is required for this perk to be of use.
  • Super niche perk, usually only seen with the freezethrower or M2 flame supporting a tank
Carpenter.png
Carpenter
Being near the barricade at night will repair it, as long as it has not been recently damaged. 20% of the repair also heals your. Repair stacks with other players, but at 50% efficiency. +3 hp/s Repair +6 hp/s Repair +9 hp/s Repair +12 hp/s Repair
Notes
  • Repairs start if the barricade has not been damaged for 4 seconds.
  • Barricade can not be repaired if its torn down.
Tips
  • Useful for mid game and beyond when your team will be stuck behind the barricade.
  • On higher difficulties, it is very difficult to keep zombies off the barricade. Combined with their higher damage, it results in this perk usually not doing very well. If you are able to keep zombies off the barricade on high difficulties, then this perk would not be helping you win because you would already be winning
  • Does nothing on the pacifist challenge
Weapon Hoarder.png
Weapon Hoarder
Decreases the weight of your weapons. Weight cannot be reduced below 1. -1.5 Weapon Weight -2 Weapon Weight -2.5 Weapon Weight -3 Weapon Weight
Notes
  • Does not affect equipment.
Tips
  • Useful if you have a lot of weapons in your inventory to lower their weight, however having more than 1 weapon is generally not a good idea, as your output is almost the same but you miss out on gear and the weapons also cost a lot.
  • The reduced weight will affect Concealed Carry, Heavy Impact, and heavy tank.
  • Not worth using for concealed carry unless it is an endgame weapon that has 5 or 6 weight with the ability to get it to 3 weight, due to it being a locking perk
Freeze Frame.png
Freeze Frame
Killing a zombie has a 1.2% chance to freeze time. This chance is doulbed for headshots. +1s Frozen Time +2s Frozen Time +3s Frozen Time +4s Frozen Time
Notes
  • You must deal the killing blow for this perk to have a chance to activate.
Tips
  • Too inconsistent, and will surprise you out of nowhere, making it hard to use this effectively. Best case use is to give a tiny bit of time to teammates so that they can have more time for getting hit money during midgame, but usually it's better to just not bother
Zombie Virus.png
Zombie Virus
Zombies have a chance to become weaker. +2.5% Virus Chance +5% Virus Chance +7.5% Virus Chance +10% Virus Chance
Notes
  • Zombies affected by this perk will have a light green skin tone and will have the low hp and low damage of a blue common zombie, with the normal speed of a pale common zombie. They are essentially blue zombies but a bit slower
  • Since infection is a type of zombie color, special zombies are not affected.
Tips
  • 6 players with a Level 4 perk will have a total of a 60% chance of infection. 75% chance if all 6 have lvl 4 lucky charm too.
  • Due to this slowing zombies, you will deal with fewer zombies per minute if you are farther back, lowering your kills by a bit.
  • Due to this lowering the hp of zombies combined with the slowing zombies, you will also likely get less hit money
  • It is best to treat this similar to end mods, where you only use it in the endgame due to the reduced kills and hit money you would have if you used it during midgame
Life Link.png
Life Link
Share 33% of the damage dealt to nearby allies. This damage cannot reduce you below 25% health. +16 Range +32 Range +48 Range +64 Range
Notes
  • You are essentially letting other people tap into your max hp
  • If you are using life link, it does not matter if you are using glass cannon or resistance perks, it will not affect how much hp you lose when the person you are linked to takes damage, and it does not affect their resistances.
  • You will be linked to everyone in range
  • Once you are below 25% hp, you are no longer linked, and will link back up once you are above 25%
Tips
  • Example: They take 20 damage, but it gets cut in half to 10 because they have 100% resistance. They will lose 6.66 hp and you will lose 3.33 hp
  • You want this perk at lvl 2 or lower if using during blood god, otherwise you will waste it on sacrifices
  • You can control the range of this perk in the settings
  • Generally an underwhelming perk, recommended to avoid unless you know what you are doing
  • If multiple people are attempting to use this perk, the closest life link user is the one that gets linked, the other will not be linked until all the closer ones are below 25% hp or get farther away
Ghost.png
Ghost
After not attacking or being targeted for 15s, enter stealth. Stealth is broken upon attacking or getting detected. 12 Detection Radius 8 Detection Radius 4 Detection Radius 0 Detection Radius
Notes
  • A timer is located at the bottom right (on top of the ghost perk) indication how much time before the perk activates.
  • If you are targeted or shoot/melee while Ghost is in cooldown, the cooldown will reset.
  • Your character will be semi-transparent once this perk is active.
  • You can deploy equipment without breaking invisibility.
Tips
  • Can used to deploy gear in a middle of a horde safely.
  • Can be used with mist walker and Shadow Strike
  • You cannot light gas cans without leaving stealth, as that would require you to shoot your gun. You can have other people light them for you though.
  • Generally an underwhelming perk
  • If you have lvl 3 or lower with ghost and a zombie gets close enough, you will be forced out of stealth
Knockback Blast.png
Knockback Blast
Your shotgun shots will knock enemies back. +3.5 Knockback Power +7 Knockback Power +10.5 Knockback Power +14 Knockback Power
Notes
  • Can only activate once per zombie per shot.
  • Knockback power is measured in studs.
  • You can only knockback each zombie 3 times with this
Tips
  • Since shotguns work best while close, this is a good survivability perk.
  • Back Breaker might be a better alternative if your weapon is capable of crit, especially since most shotguns are not that great in the endgame
Air Burst.png
Air Burst
Your mid-air explosions will stun enemies. The stun duration is doubled for equipment. +0.4 Stun duration +0.8 Stun duration +1.2 Stun duration +1.6 Stun duration
Notes
  • Explosive projectiles will explode in mid-air at maximum range.
  • Zombies can only be stunned once from this perk.
  • This perk does not work with the direct hit perk, as you are not allowed to hit anything to be able to airburst
Tips
  • CQB Mods can lower the range of your launchers to allow you to stun zombies much closer to the shop
  • You can also airburst near the zombie spawn to get a lot of kills using rooftop camper or long range perks, and/or range upgrades
  • This perk allows you to double or triple your dps with launchers due to allowing you to hit the same zombies multiple times while hitting new ones, while also providing a stun that makes it take longer for each zombie to reach the shop, essentially lowering the amount of zombies that your team has to deal with each minute, while also getting them lower to be easier to deal with
Technician.png
Technician
Increases the maximum amount of equipment you can place and hold. +12% Max Amount +23% Max Amount +34% Max Amount +45% Max Amount
Notes
  • Does not increase the amount of equipment you get per night, nor does it increase their duration.
  • Allows you to store more gear on the ground as well as more gear in your inventory.
  • Decimal numbers will round, 4.49 would round to 4 and 4.5 would round to 5
  • The opposite of lightning charge. It does not help at all for waves 1 through 29 in terms of increasing your output with gears, but it allows you to store more gear on the ground and the inventory for wave 30. Generally not as common in gear builds due to having no effect on output per night
  • This will however increase your output if you are using tesla coils or cannons, as those have infinite ammo. The cannon and tesla coil are a bit underwhelming however, and also require a gamepass to be able to use.
Tips

Level 3 technician versus level 4 technician example

1 to 1 . 1 to 1

2 to 3 . 2 to 3

3 to 4 . 3 to 4

4 to 5 . 4 to 6 (improvement with level 4)

5 to 7 . 5 to 7

6 to 8 . 6 to 9 (improvement with level 4)

Yellow Perks (Monetary)

Yellow perks increase the player's money gain, affect buy/sell values, and increase stats based on money or other yellow perks. Almost all of these are locking perks.

Perk Description Level 1 Level 2 Level 3 Level 4
Profiteer.png
Profiteer
Increases the amount of yellow money you gain. +6% Money Earned +12% Money Earned +18% Money Earned +24% Money Earned
Notes
  • Increases money from both Hit and Kill shots.
  • Also affects cash received from Barricade's Barbed Wire and Shop Sniper.
  • Affects money gained from beating a wave as well
Tips
  • If you cannot spawn kill zombies, then you probably should not use this perk in the first place, as you would get almost the same exact money by using glass cannon due to the extra kills, or bullet storm and/or deep impact for the extra hit money and kills.
  • This perk is locking, which means you would be stuck with it on wave 30. Due to this, you are missing out on serious firepower in the endgame. It is unlikely that the money this gives you will be worth the damage you lose.
  • Best use for this is to get money faster on career mode, since it's easier to spawnkill on that mode and the extra money will let you career reset sooner
Bargainer.png
Bargainer
Increases the sell value of weapons. +9% Sell Value +17% Sell Value +25% Sell Value +33% Sell Value
Notes
  • Default return rate is 75%
  • At lvl 1-4, the rate is 81.75%, 87.75%, 93.75%, and 99.75%
  • Banned in Career Mode.
Tips
  • The main use for this is to pop it on if you are going to leave a server, allowing you to get more money back for all your guns and equipment. You would then donate to someone, and leave.
Piggy Bank.png
Piggy Bank
Start the game with extra money. +2000 Money +4000 Money +6000 Money +8000 Money
Notes
  • On nightmare and impossible difficulties, the amount of money from piggy will be the amount of debt, and there is a cap of 6 piggy banks that can be used on those difficulties as well
  • Exceeding the Piggy Bank limit will disable function of subsequent Piggy Banks. Players with debt can not reduce their money below the debt when donating and can not donate at all when below it.
  • Banned in Career Mode.
Tips
  • Useful for buying a better weapon on the very first wave.
  • This makes the backup weapon perk irrelevant
  • This has very little value mid to late game.
  • May be necessary to have this specifically in Impossible mode in order to even have an early game.
  • Having more than 1 player using this is usually a bad idea
  • The debt is mostly irrelevant since you can refill and upgrade the shop using the debt money. Just make sure to donate what you want to donate before buying shop stuff.
  • You can use this similar to bargainer, popping it on before you leave in order to upgrade a few shop things before leaving
Contractor.png
Contractor
Reduces the cost of shop upgrades and repairs. -15% Shop Costs -21% Shop Costs -27% Shop Costs -33% Shop Costs
Notes
  • Only the player with the perk will have the discount (is not server-wide).
  • Highly recommended to have one person using this for the pacifist challenge
Tips
  • Can be used decently well on nightmare and below to upgrade the ammo box and shop sniper along with refilling the ammo box, especially with alternate accounts.
  • This does not affect the cost of weapons or laser weapons.
  • Useless to have more than 1
  • Due to this only working with the player that has it, it is a good idea to donate money to the player that has it if you want the ammo to be refilled or shop to be upgraded. Avoid using investor if you have contractor, otherwise people can not donate to you.
  • Can be used similar to bargainer and piggy bank, popping this on before leaving in order to buy shop stuff for cheaper.
Shadow Hunter.png
Shadow Hunter
Increases the amount of money gained from special enemies. +35% Special Money +70% Special Money +105% Special Money +140% Special Money
Notes
  • Wraiths, Frost wraiths, Destroyers, Lurkers, Berserkers, Swamp Giant, and the Boss are considered special enemies.
  • Additive with other cash perks.
Tips
  • Generally an extremely weak perk, since these zombies almost never spawn
  • Swamp giant does not give hit money, and killing it is nearly impossible outside of normal mode on wave 11-15, so this perk would be even worse on the swamp map
Investor.png
Investor
At the end of each night your money will gain interest. Additionally disables the ability to receive donations. +2% Return +4% Return +6% Return +8% Return
Notes
  • Interest is given shortly after being given the wave money bonus.
  • Banned in Career Mode.
Tips
  • Because of the drawback of not being able to receive donations, this perk is not recommended.
  • It requires you to hold onto a lot of money for it to be effective. With 100k cash, you can make 8k a wave. However, you could spend that 100k on weapons and gear and use it to make 30k a wave, which makes this perk mostly irrelevant.
  • It might be useful for the pacifist challenge
Bank Breaker.png
Bank Breaker
Increases the amount of money you gain from critical hits. +15% Critical Money +30% Critical Money +45% Critical Money +60% Critical Money
Notes
  • Counts both Hit and Kill money.
  • Additive with other money perks
Tips
  • Conditional perk that only activates with critical hits. Therefore, a crit oriented loadout is strongly recommended.
  • Useful for an early money boost when using the Blood God strat.
  • Not recommended to have more than 1 person using this
Arms Deal.png
Arms Deal
Reduces the cost of purchasing weapons that cost the same or less than your most expensive one. -30% Weapon Costs -40% Weapon Costs -50% Weapon Costs -60% Weapon Costs
Notes
  • Banned in Career Mode.
Tips
  • There isn't really a reason to buy a weapon that is cheaper than your current.
  • This does work with gear, but is generally underwhelming.
Money Marker.png
Money Marker
Increases the amount of non-lethal money you gain. +12.5% Hit Money +25% Hit Money +37.5% Hit Money +50% Hit Money
Notes
  • Only counts Hit Money.
Tips
  • Low damage, fast-firing weapons receive the most benefit from this (i.e. Laser SMG, AA-12, Micro uzi, and starter pistol).
  • Generally not a useful perk, as the slight gain to money that this gives over a red perk like deep impact or bullet storm is not worth the loss of power in the endgame.
Money is Power.png
Money is Power
Increases your damage, reload speed, and firearm attack speed for every yellow perk equipped up to 4. +1% Damage
+2% Reload Speed
+2% Attack Speed
+2% Damage
+4% Reload Speed
+4% Attack Speed
+3% Damage
+6% Reload Speed
+6% Attack Speed
+4% Damage
+8% Reload Speed
+8% Attack Speed
Notes
  • The perk itself counts towards the amount of yellow perks equipped.
  • Using it by itself is 40% less output than just using a standard red perk
  • It gains 0.6 value for every yellow when compared to a red perk (standard red perks are considered 1 value) and can get up to 2.4 value with 4 yellows
Tips
  • With 1 other yellow, you get 1.2 value of damage output at the cost of 2 perk slots, with a total value of 2.2
  • With 2 other yellows, you get 1.8 value of damage output from this at the cost of three perk slots, with a total value of 3.8
  • With 3 other yellows, you get 2.4 value of damage output from this at the cost of four perk slots, with a total value of 5.4
  • If you used piggy bank and/or bank breaker for blood god, then this may be a nice perk to use to retain some endgame power with something like a launcher.
  • Using this with profiteer or money marker in the early game can net you almost the exact same amount of money as just going full good red perks, usually making this perk a lot more underwhelming, since you only get 2.4 damage value in the endgame for 4 perk slots
Tacticool.png
Tacticool
Reduces the cost of weapon upgrades. -10% Weapon Upgrade Costs -15% Weapon Upgrade Costs -20% Weapon Upgrade Costs -25% Weapon Upgrade Costs
Notes
  • Affects equipment.
  • Banned in Career Mode.
Tips
  • Not really useful since you could just get a free upgrade using a red perk
  • Locking, so it ruins your potential in the endgame since you can't replace it with a red perk
Boss Bounty.png
Boss Bounty
Increases the money gained from Boss kills. +3000 Boss Money +6000 Boss Money +9000 Boss Money +12000 Boss Money
Notes
  • Does not scale.
Tips
  • The benefit from this perk is so little that almost every red perk in the game would make you more money than this one
  • This perk is also locking, meaning you would be ruining your potential in the endgame
  • Would not recommend it even for the pacifist challenge
Survival Contract.png
Survival Contract
Increases the amount of money you gain at the end of each night. +400 Round Money +800 Round Money +1200 Round Money +1600 Round Money
Notes
  • Does not scale.
Tips
  • More consistent than Boss Bounty, but provides a less overall reward
  • Works with profiteer and jack of trades
  • The benefit of this perk is so little that almost every red perk in the game would make you more money than this one
  • This perk is also locking, meaning you would be ruining your potential in the endgame
  • Can be useful for the pacifist challenge, as you are required to max the shop hp as well as the barricade hp before wave 10 and cannot kill zombies for money

Purple Perks (Hybrid)

Purple perks have different bonuses that can fit into multiple perk categories. This perk color was introduced in Patch 5.0.

Perk Description Level 1 Level 2 Level 3 Level 4
Jack of Trades.png
Jack of Trades
Increases bullet damage, resistance, movement speed and income. +1.25% Damage
+2.5% Resistance
+0.75% Speed
+1.5% Money
+2.5% Damage
+5% Resistance
+1.5% Speed
+3% Money
+3.75% Damage
+7.5% Resistance
+2.25% Speed
+4.5% Money
+5% Damage
+10% Resistance
+3% Speed
+6% Money
Notes
  • 25% of each of the perks: stopping power, juggernaut, lightweight, and profiteer
Tips
  • It is unlikely that this perk will have any impact on gameplay at all, as usually only 1 or 2 of the stats are actually cared about.
  • It is sometimes seen with bait builds or tank builds that have a lot of perk slots
  • Recommended to avoid this perk
Lone Wolf.png
Lone Wolf
Increases your damage, health regen, and stamina regen when more than 64 studs away from your team. +4% Damage
+0.25 Health Regen
+0.25 Stamina Regen
+8% Damage
+0.5 Health Regen
+0.5 Stamina Regen
+12% Damage
+0.75 Health Regen
+0.75 Stamina Regen
+16% Damage
+1 Health Regen
+1 Stamina Regen
Notes
  • No teammates from a 64 stud radius must be present for this perk to activate.
Tips
  • Always active when solo.
  • Usually considered simply a worse stopping power, since the health regen and stamina regen has almost no impact
  • Recommended to avoid this perk
Wolf Pack.png
Wolf Pack
Increases your reload speed, weapon control and resistance when closer than 64 studs from your team. +5% Reload Speed
+10% Control
+5% Resistance
+10% Reload Speed
+20% Control
+10% Resistance
+15% Reload Speed
+30% Control
+15% Resistance
+20% Reload Speed
+40% Control
+20% Resistance
Notes
  • A teammate must be present within a 64 stud radius for this to activate.
Tips
  • Extremely underwhelming perk, but is sometimes seen with launcher builds that have an excess of perk slots
  • Recommended to avoid this perk
Bunkered Down.png
Bunkered Down
Increases your damage and resistance while near the barricade. +6% Damage
+12% Resistance
+12% Damage
+24% Resistance
+18% Damage
+36% Resistance
+24% Damage
+48% Resistance
Notes
  • You will lose these benefits if the barricade is torn down.
  • You have to be quite close to the barricade, restricting your movements a lot
Tips
  • On higher difficulties, it is difficult to keep the zombies pushed back enough to keep the barricade from breaking. If you are strong enough to keep the zombies off the barricade, then you would have been winning without this perk regardless.
  • Recommended to avoid this perk
Danger Zone.png
Danger Zone
Gain increased critical chance, reload speed and armour regen while far away from the Shop. +2.5 Critical Chance
+5% Reload Speed
+0.75% Armour Regen
+5 Critical Chance
+10% Reload Speed
+1.5% Armour Regen
+7.5 Critical Chance
+15% Reload Speed
+2.25% Armour Regen
+10 Critical Chance
+20% Reload Speed
+3% Armour Regen
Notes
  • You need to be ~200 studs from the shop for this to activate.
Tips
  • Can sometimes be used during early and midgame, but the benefit is so small that it's usually better to just take something else, especially considering how few perk points new players get
  • Completely useless in the endgame
  • Recommended to avoid this perk
Scavenger.png
Scavenger
Killing an enemy has a chance for them to drop a supply package, refilling ammo, health armour or providing extra money. +5% Scavenger Chance +10% Scavenger Chance +15% Scavenger Chance +20% Scavenger Chance
Notes
  • Walk over a scavenger package to pick it up.
  • Packages could provide up to 20 ammo (50% of mag), 120 armour, 80 health, or 250 money.
    • The chances of any of the bonuses are evenly split.
  • By default, only the person who killed the zombie can pick up the package it dropped. This can be change to all players in the settings.
Tips
  • It will often not be worth it to go for the packages, as it takes away from your attention and will likely get you killed as you walk towards a horde of zombies.
  • Recommended to avoid this perk, especially since it is locking and will ruin you in the endgame.
  • The average gain per kill from this perk at lvl 4 is 12.5 cash, 4 hp, 6 armour, and up to 1 ammo.
Mist Walker.png
Mist Walker
Gain increased movement speed and regenerate a percentage of your max health each second during stealth. +5% Speed
+1.5% Health Regen
+10% Speed

+3.0% Health Regen

+15% Speed

+4.5% Health Regen

+20% Speed

+6.0% Health Regen

Notes
  • Requires being invisible with the use of Ghost, Assassin, Ghost walker, or Smoke Bombs.
  • Scales with your max hp, healing up to 6% of your hp per second at lvl 4
Tips
  • A difficult perk to use, as it requires the player to go stealth, and does not show much use unless the player is in stealth for a while
  • Could be used to provide a lot of hp regen to provide for life link, however it is likely better to just not use it at all and instead simply use a weapon
  • Sometimes seen in bloodgod strats on support units using life link
  • Recommended to avoid this perk
Assassin.png
Assassin
Not dealing damage or getting targeted for 5s grants increased damage against your next enemy struck for 3s. Remaining untargeted upon killing grants stealth. 30s Cooldown. 2x Damage
+2s Stealth Duration
3x Damage

+4s Stealth Duration

4x Damage

+6s Stealth Duration

5x Damage

+8s Stealth Duration

Notes
  • Your damage output does not actually increase very well with this perk, since it requires you to not fire for 5 seconds in order to make 1 zombie die faster
  • The only potential use is with shadow strike
Tips
  • Recommended to not use this perk
  • Can be used with shadow strike to get up to 12 seconds of crit chance every roughly 30 seconds, but usually just better to use replace the 2 perk slots with normal red perks.
  • There is a small grace period after entering stealth before you can exit stealth, however it is so small that you are still likely to exit stealth the moment you enter it if you are using a weapon that does not fire slowly, making it even harder to use this.
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