Increases the ammo and duration of your equipment. 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). Ineffective later on due to the amount of zombies present. If both perks are Prestiged the Cluster Chance is 39.2%. 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. You would then donate to someone, and leave. Increases the speed in which your equipment recharges. Reduces recoil gain and increases recoil recovery and accuracy while aiming down sights. 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. Entering stealth spawns a shadow clone of yourself that can be used to distract nearby zombies. Using it by itself is 40% less output than just using a standard red perk. Additionally reduces stamina consumption by 15%. Very useful with single-shot weapons as the free shot effectively skips a reload. Can only be used with heat weapons like the M2 Flamethrower and most of the weapons from the mobile shop/secret shop. Increases the money gained from Boss kills. Good for beating nightmare mode and impossible mode. Weapons with long reload times/that have to reload frequently (e.g. Often extremely underwhelming, especially when. Max 8 targets. Exceeding the Piggy Bank limit will disable function of subsequent Piggy Banks. Your shots have a chance to not consume ammo. They will lose 6.66 hp and you will lose 3.33 hp. Spread the loveGet A Free Bet Every Week From 1xbet You're additionally able to get a desktop version of the software for your computer and laptop computer, which . You can use this while you are dead to regen armour, saving you from having to repair armour the next wave. This is also reduced for the Energy Rifle if you do not buy the scope. Too inconsistent, and will surprise you out of nowhere, making it hard to use this effectively. Could be used to intentionally damage yourself to benefit from. This is all around a very solid M82 build and will allow you to rack up hundreds of kills. Reduce damage taken from explosions and damage over time effects. Don't use it if you are already overkilling the zombies with the crits. This can be really helpful if you get tired of using a strategy and want to use a new one with different perks. (Makes you wonder if this is on purpose or if the dev just had a bid of lazy coding), Will give less damage output than perks like. This cap increases by 2 for each additional night. Try not to take #1 again so other people can get permanent 9th slot. 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. When will the Wo Long x Naraka: Bladepoint crossover DLC be released? Mainly for the early game, as it can refill lots of ammo for your teammates. The perk itself counts towards the amount of yellow perks equipped. Melee kills increase your resistance, health regen, and movement speed. Unless if you are a melee user, you will not benefit from this perk. The perk will have a greater effect if you upgrade the armor's durability. Using assassin for this is not recommended since you are likely to accidentally fire another shot right after getting the kill that puts you in stealth, meaning you will leave stealth too early to be able to get shadow strike. The gained crit chance only applies to your gun. Your character will be semi-transparent once this perk is active. Increases your critical hit chance with single shot rifles. Below is a list of all perks in The Final Stand 2. Be careful around armoured zombies, as they can be dangerous to crowd controllers, especially when under the healing effects of any Toxic Zombie's puddle. Increases the duration of your stun effects. The distance between the main zombie spawn and the shop is 500 studs. They are essentially zombies with low speed, low hp, and low dmg. It is a slightly stronger version of stopping power or bullet storm depending on your current heat. It takes 6 perk points total to get a perk to level 3. Builds with the label [U] Are unchaperoned and are NOT niche and don't require team coordination for them to function, although they can be built to have team coordination with the right perks. Gas cans and molotovs are also a good choice with. Good builds make Hardmode and beyond way easier, and are also mandatory in Nightmare and Impossible mode. Increases the amount of yellow money you gain. (60% becomes 30% increase to range). Requires many Prestiges to be viable on Nightmare and Above. Affects all sources of damage, except equipment and DOT. Shockproof had 125%/250%/375%/500% indirect resistance instead of 200%/300%/400%/500%. Not taking damage charges up a frost nova based on your armour. Tank builds also use this, but those are rarely seen due to requiring a specific team and good teamwork. 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. Regenerate health after every zombie you kill. By default, only the person who killed the zombie can pick up the package it dropped. 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 low speed of a green common zombie. Kills with launchers have a chance to refill your grenades by 15% of a night. This was later changed to launchers only in patch 5.7.0. You are essentially letting other people tap into your max hp. This perk is mainly used for the Energy Rifle, as that weapon does not have a headshot multiplier so your shots do not need to be incredibly accurate. Sometimes seen in bloodgod strats on support units using. Might be useful if your teammates die often in the early game, or if you're using the Blood God strat. Restore the health, armour, stamina and ammo for all teammates on death. 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 was later changed in Patch 6.0 to 4%/8%/12%/16%. Healing effects include being healed/healing your allies via perks & consumables. Stacks with other players using Defense Contractor but at 75% efficiency. 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. Builds with the label [N] are considered niche and require several perks that are not used often outside of that build and can result in wasted points or prestiges. The first way is buying them with ROBUX from the Product section of the store. Backup Weapon is also the only locking red perk. This is good with the Cannon, Tesla Coil, and Floodlights, as those have infinite durability. Kill a zombie that is farther than 60 studs and any players within 40 studs of that zombie get the restores. Increases the attack speed, range, and velocity of your deployables. While most snipers don't benefit from the range and accuracy bonus, the extra damage bonus compared to, You generally will not take damage while on the roof, meaning that, Launchers that would benefit from more range would like this perk, as it is a mix of damage and range unlike the. Builds with the label [T] benefit heavily from team coordination, and builds with the label [T] absolutely require team cooperation or they will not work. Toxic puddles on high difficulties can also boost the speed of zombies, as well as when a boss is alive. The reload speed is incredibly slow and can get you killed without Fast Hands. The level 4 version has 40% resistance, 3 hp/s, and 12% speed at max stacks, making this generally better than, If you are already able to melee fine using. Can be useful for AA-12, Laser Shotgun, and USAS-12 if you are constantly being targeted by zombies. At lvl 4, this perk makes you take 2x less ammo from the ammo box and interactions will be 2.6x faster. Respec Tokens can be obtains in three ways. That means that you cannot have permanent clones. You can get 1 Respec Token for 75 ROBUX, and alternatively more can be bought simultaneously for a better value. It is recommended to avoid this perk, as some zombies ignore or penetrate armour resistance, and instead get life leech, which is also useful for melee. Deep mags and mag size mods do not count for enabling this perk, but upgrades on a gun that increase the mag size to 3+ will work (akimbo sawed off, and mag size upgrades on classic rocket launcher), The bonus for non detachable magazine weapons is 23.45%/33.5%/43.55%/53.6%, Unless you prestige this perk or use a non detachable magazine weapon like the energy rifle, then it is recommended to use. The only weapon that can really use this well is the Minigun, and usually a Minigun would rather have another damage output perk. Yellow perks increase the player's money gain, affect buy/sell values, and increase stats based on money or other yellow perks. (Placeholder obtainment method, will be changed in the future). Gain critical hit chance for weapons, every point over 3 weight reduces the chance by, 33.3%. 30s Cooldown. Scales with your max hp, healing up to 6% of your hp per second at lvl 4. The clone essentially acts as a player with infinite hp that will despawn after a short while. Increases the amount of equipment you get per night. This can be changed to all players in the settings. The charge speed is additive with lightning charge. A frost nova is ready when the frost charge reaches your current armour value. Accuracy bonus follows the same formula as. Increases the amount of non-lethal money you gain. Only decent use with this is with energy rifle using afterimage and shadow strike. Increases your critical hit damage multiplier. After taking lethal damage you can keep fighting for a short time with unlimited ammo. Almost all of these are locking perks. This might be useful on Minigun to conserve ammo or Revolver to 1 shot for 1 more wave. Restores 1 additional ammo per 20 in the weapon's magazine capacity. Can be rather risky to trigger consistently without equipped tank perks. Your explosive grenades and launchers have a chance to spawn extra explosives upon detonation, dealing 75% damage with 50% radius. When the barricade is destroyed, gain a percentage of the barricade's max health as temporary health. If the critical multiplier is 5.5x, then the super critical multiplier is 30.25x.). Increases your explosive damage, but enables 1.5% self damage. Investor: Probably the Weakest Profiteer perk in the game cause by default that 2% interest at the end of a wave is barely helpful at later waves. some of you could check it out maybe you can get it to work. Each stack increases the damage the enemy takes by 1.5%. Increases your damage with melee weapons. Here are the attachments to use for the best Kar98k loadout in Call of Duty: Warzone Season 6. After not attacking or being targeted for 15s, enter stealth. 8s Cooldown. Critical hits will slow enemies for 1.5s. At max weight you move 25% slower without this perk. Majority of perks that give an increase in stats are additive to themselves. 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. Wraiths, Frost Wraiths, Drench Wraiths, Destroyers, Lurkers, Berserkers, Swamp Giant, Spongers, and the Boss are considered special enemies. Sometimes seen during blood god strat during early game for a tiny bit of delay. Fully charged shots ignore armour. Deal 25% less damage, but gain increased resistance. 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. You can lower the range of guardian angel in the settings. Effects is reduced by 60% for weapons that can't aim. Will also refill the roof ammo box while refilling the normal one, but the roof ammo box refills 4x slower, resulting in 48 ammo for the lower box and 16 ammo for the top box per 10 seconds with the prestige version. Using this with Ghost means not firing for roughly 18 seconds before getting up to 24 seconds of crit duration, so you will want around three people using this to have a 100% somewhat consistent uptime. Tanks do not earn much EXP as they don't deal much damage and also heavily benefits from Tank mods on the. Charge time is your weapon's shot delay (attack speed) plus 0.5 seconds. Often used with gear builds, as those do not suffer the damage penalty. Any launcher kill will be able to proc this. Can be useful sometimes for the early and middle game. Be on the top 10 weekly kills leaderboard of the previous week (lasts for 1 week). Once you are below 25% hp, you are no longer linked, and will link back up once you are above 25%. 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. Regenerate health through dealing damage. Launchers and flamethrowers benefit, but melee weapons do not. Single shot firearms and firearms with low recoil that are not favorably accurate are recommended w/ this perk. Barricade can not be repaired if its torn down. Reduces spread and recoil by 13%/23.1%/31%/37.5%. The third way is to do a Career Reset for $10,000,000 in Career Mode. Gain critical hit chance for every failed critical hit. Only affects the Damage statistic on Grenade type equipment. Disables your ability to aim down sights, but increases your accuracy and reload speed. Damage and Attack Speed). CQB Mods can lower the range of your launchers to allow you to stun zombies much closer to the shop. Does not work with Bear Traps, as those are snare instead of stun. Use this with weapons with low ammo reserve or high ammo consumption like the, Accuracy gain and recoil reduction% after bonuses follows the formula. You cannot stun a zombie that has already been stunned by this. Generally an extremely weak perk, since these zombies rarely spawn and this hurts endgame potential due to being locking. Put tank mods on pistol and hold it out for more resistance. A Minigun on wave 30 on nightmare can actually get more out of. Additive with the critical multiplier, so a level 4 Critical plus will increase the 3x damage of crits to 4x. Final Warning works like Titanfall's smart This and other perks that affect damage of gears does not increase the damage that comes from wither. Increases your rate of fire with firearms. At level 4 with max stacks, you gain 32% damage and 32% resistance. You can deploy equipment without breaking invisibility. Max health, resistance, healing, or health lowering perks may be recommended. Due to this lowering the hp of zombies combined with the slowing zombies, you will also likely get less hit money. This will not give your DOT effects and equipment more crit chance. Increases the range, zoom and velocity of firearms. Gain damage the closer you are to midnight. Works on direct damage of things like molotov and gas can, as well things like sentrygun, landmine, and mortar damage. Recommended to avoid this perk unless you know what you are doing. The extra attack speed with Frost Generator, the extra range on Heavy Sentry and Sentry Gun, and the extra velocity on Mortar are usually unwanted. 100% Wither is equal to the max hp of a pale common zombie. 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. 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. Increases critical hit chance and attack speed with melee weapons. Only consider using this with weapons with a favorable crit chance (at least 33%). This is used mainly for crowd control, when zombie count is at its peak. Does not apply to special zombies. Guests will have free perks like WiFi and self parking. This perk is locking, which means you would be stuck with it on wave 30. Recommended to use with money printing builds, like the. Several fans have called the gun as "absolutely cracked," "insane," and even "game-breaking." Not only can gun fire multiple rounds with increased stability, but its bullets can track targets around walls and over cover. Lose 1 stack after not killing for 2s. It shoots strand projectiles, as shown in the picture below. Interest is given shortly after being given the wave money bonus. Recommended to avoid as this is mostly useless for early and mid game, and for endgame it usually a bad idea to have someone that far away from shop. Enemies killed by a headshot have a chance to explode. Decreases your magazine size by 25%, but increases your reload speed for affected weapons. You can attempt to purposely activate this at specific times (such as boss spawning). The only potential use is with shadow strike. Helmet zombies will counter this if you do not have armour pierce (or a way to headshot on other parts of body). Missing the head will drain stacks. Your weapons cool faster and can withstand more heat. Once per night, before you take lethal damage, temporarily become immune from all damage and regenerate 15% max health/s. Start the game with extra equipment which weighs 0. This does not affect the cost of weapons or laser weapons. To unlock Rainbow Haki, you'll need to complete the Horned Man 's quest. On higher difficulties, some zombies outrun you even if you are sprinting, especially on later waves and during blood nights. You can control the range of this perk in the settings. Guns that make a lot of hit money will often benefit from this. Can be useful during early game with the USP, especially if hunting special zombies on a budget. 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. Players can equip up to twelve perks, given that they have all of the perk slots unlocked, though some perk slots only allow one perk color. If someone is doing a bait/tank build hybrid endgame and you have Energy Rifle then this can unironically be a good perk to support them. Blue Perks (Defensive) Blue perks that increases the player's damage resistance, health/ armor regen, and survivability. Melee builds with a lot of perk slots may enjoy this with the, Tank builds as well as support builds with. Remaining untargeted upon killing grants stealth and a 25% speed boost. You will lose these benefits if the barricade is torn down. Fellow travelers say good things about the nearby shopping and comfortable guestrooms. You can lower the range of elusive in the settings. Increases the damage of your shots against heads but decreases it by 20% elsewhere. It is instead usually better to just change your playstyle to avoid getting in range of those zombies and avoid using Shockproof. Can potentially be used endgame if your team is able to kill the zombies that counter bait builds. Some zombies have resistance penetration, meaning that armour is much less effective against them. The Final Stand 2: Hard And Nightmare Starter Builds AveryOST 247 subscribers 33K views 1 year ago Here is a video to help with what perks you should use before even THINKING about joining. Calculation is based off of your current movement speed. Example: With lvl 4, you can get 3 gas cans and molotovs every night instead of 2. This build for stunning zombies and protects tanks. Specializing in equipment is recommended. Gear is also very good for grinding money, EXP and kills. Being near the barricade at night will repair it, as long as it has not been recently damaged. Final Stand 2 Perks While I love this game alongside Super Bomb Survival I can't help but realize that some of these perks in this game are either super useless or just kinda Generic when you equip them. 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. Increases your resistance, health regen and armour regen per 10s for every locking perk equipped up to 4. The Final Stand 2 Best Perks/Loadout 2021 - YouTube 0:00 / 1:25 The Final Stand 2 Best Perks/Loadout 2021 Waxy 5.42K subscribers Subscribe 49 9.9K views 1 year ago click here and comment for. Decreases the radius zombies will target you. You need to take damage to start the 4 second timer again. Cluster bombs are affected by perks and mods. Does not increase how many grenades and rockets the launchers hold. Because of the drawback of not being able to receive donations, this perk is not recommended. 6 players with a Level 4 perk will have a total of a 60% chance of infection. (Except with the knife). Effectively reduces indirect damage by 66.66%/75%/80%/83.3%. It might be useful for the pacifist challenge. RPG, Gas cans, molotovs, barb wire, M203, and RG6 are the most likely to be used to help provide DOT throughout the entire round. Ikea is the name in most simple to assemble furniture. Share 33% of the damage dealt to nearby allies. 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. Pierces one target, next target only receives the% of the full damage and hit money. 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. With an ensemble cast starring Jennifer Aniston, Courteney Cox, Lisa Kudrow, Matt LeBlanc, Matthew Perry and David Schwimmer, the show revolves around six friends in their 20s and 30s who live in Manhattan, New York City. Not really useful since you could just get a free upgrade using a red perk. Final Stand 2 Wiki is a FANDOM Games Community. Increases the potency of your healing effects and increases the use speed of consumables. Killing an enemy grants unlimited stamina for a few seconds. You only use knife on wave 1, after that you should have enough money to buy the Baseball Bat. Landed shots other than the head reduces 1 stack while missed shots drain all stacks. Does 200% wither damage to nearby surrounding zombies (equivalent to twice the max health of a pale common zombie). Repairs start if the barricade has not been damaged for 3 seconds. Due to the nature of the XP boost decreasing by 50% every 20 levels, it is physically impossible to have an XP multiplier beyond 200% from prestiging. placeatme console command) to power up the Ebony Blade. Grenadier originally required grenade kills for grenades to be refilled, giving people a ridiculous amount of XP and in-game money with other perks. 12,026. Getting current weight over max weight slows you to a crawl and reduces your damage by 75% (possible with Career Mode). The Portapack H1 for the Hack Rf one, a quick look, lets. You will still refill heavy sentries by the same amount from your weapon, but since you got the ammo into your weapon while taking less ammo from the ammo box, it makes refilling heavy sentries much less punishing to the ammo box. Upgrades that decrease weapon weight will negatively impact the perk effect. 00 Free shipping or Best Offer SPONSORED New Wooden LACK Side Home Office Bedroom Decoration End Table Black 22x22 " $26. Gain increased critical chance, reload speed and armour regen while far away from the Shop. The direct damage from flamers is not counted, only the napalm effect they apply is affected. With the level three version, you can reach 176.4% damage during wave 30 if you start using this on wave 1. Recommended to use this perk with slow firing scoped rifles such as the AWM or the Luger (only if you have the scope). 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. Both players gain damage immunity for 5 seconds. You have to be somewhat close to the shop for this to be working. On impossible mode, some of the uncommons have more than 2x the hp of a pale common, so those uncommons will not die from this if they are near max hp. Adds a chance to not consume equipment. As with all crit conditional perks, dealing crits is required for this perk to be of use. Repair stacks with other players, but at 50% efficiency. Weight cannot be reduced below 1. The second way 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. Some zombies have resistance penetration, which also penetrates armour resistance. Critical headshots have a chance to crit twice. Gain critical hit chance for every unique DoT effect the target is affected by. Those looking for a highly portable option will want to consider this. 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. Only non-knife kills will give the wither to the knife. Using a gun without armour pierce makes this perk get countered by armour zombies. You can still upgrade them. Welcome to the Final Stand 2 Wiki! Recommended to avoid this perk as it has low impact usually, and with a good team it is still mediocre even with good coordination. The additional projectile doesn't consume ammo. Discover short videos related to best kar98 class in modern warfare on TikTok. Duration now also affects DoT hit money in a way that makes it so this no longer reduces the hit money gain per second. Increases your reload speed, weapon control and resistance when closer than 32 studs from your team. 25% ammo reserve = 75% duration). Not dealing damage or getting targeted for 5s grants increased damage for 3s. Instead of taking all damage instantly, take a percentage of it over 8s instead.