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Perk Decks

The Perk Deck selection screen.

The Perk Decks system was added on Day 5 of CrimeFest 2014, and formed one of the main parts of Update 39 along with an extensive rebalance of existing Skills.

Overview

Replacing passive tier bonuses, the Perk Decks system allows players to pick from eighteen different "decks", each with nine perks (though the skills at second, fourth, sixth, and eighth rank are shared between all current decks). Only one perk deck can be active at a time.

Presently, Perk Decks are not reset when going Infamous.

Unlike skill trees which cannot be fully unlocked because of the limited number of skill points obtainable in-game, Perk trees rely on the player's XP income, converted into Perk Points, which is limitless, thus allowing one to eventually unlock/complete all twenty decks. This is offset by the fact that the player may only have one active perk deck at a time.

It costs a total of 13,700 Perk Points to fully unlock all 9 cards in a single deck, and 287,700 Points to unlock all 21 decks.


Gaining perk points is simple - after earning XP, go to the Skills & Perks screen and view the Perks Deck tab (selected in the upper left). If you have earned any experience since you last checked the Perk Decks tab, the game will then 'convert' that XP into perk points at a given ratio, which mostly depends upon current player level - as a benchline, round your level up to the nearest 10, then multiply by 10. For instance, at level 45 (rounding up to 50), the conversion ratio will be 500:1.

The conversion ratio is set by the level you were at after the skill points were added to your total, e.g. if you were level 60 (600:1 ratio) when you began a heist, but the experience gained raised you to level 61 (700:1), then the ratio for level 61 would be applied. If you should forget to convert points in between heists, the conversion calculation will apply the level you are at when you do process your perk points, even if the final heist of the series raised you to a higher conversion ratio. For example, if you had not converted points for three consecutive heists and only the final heist had raised your level to 61 (where the 700:1 ratio begins), the 700:1 ratio would still be applied to all the skill points being processed. This means it is to the player's advantage to process this conversion after every heist, just to ensure that no loss of perk points results from applying a higher conversion ratio than necessary.

The experience converted into perk points is not deducted from your overall level progress.

In addition, experience points earned past the level cap of 100 can also be converted into perk points - just visit the Perk Decks tab as you would normally.

Note: If a player goes Infamous with un-exchanged perk points, but has yet to gain a level, the 1000:1 XP-to-perk-point ratio of the previous tier's reputation 100 still applies.
However, once you have attained the maximum number of perk points (i.e. 205,500 which completes all perk decks), you will no longer gain any more perk points. Any new perk decks introduced thereafter will require you to earn your perk points again.

After you've earned perk points, you can now spend them on your perk decks. This is as simple as using the + (plus) button under the perk you wish to unlock. As long as a perk has not been fully unlocked, you can withdraw the points at any time by using the - (minus) button under the perk, but once a perk has been fully unlocked you can never get the points back.

Perks are on a simple line progression -- to be able to purchase the second tier perk you must first own the first tier perk, and so on.

Do note that although all perk trees has several common perk tiers, they are not shared among each other, meaning that, for example, unlocking the Crew Chief deck's Walk-In Closet perk will still cost an additional 1,600 perk points to unlock it again if one were to switch to a less-invested tree.

Available Perk Decks

There are twenty decks in the game, with each one made up of four mutual perks, and five unique ones.

Mutual Perks

These are the perks found on each and every perk deck. The number in parentheses (e.g. (200)) beneath the tier number indicates how many perk points must be spent on that tier's skill to unlock it.

Perk Decks
Tier 2 (300) Tier 4 (600) Tier 6 (1,600) Tier 8 (3,200) Tier 9 (4,000)
Helmet Popping
Helmet Popping[1]
Increases your headshot damage by 25%.
Blending In
Blending In
You gain +1 increased concealment.
When wearing armor, your movement speed is 15% less affected.
You gain 45% more experience when you complete days and jobs.
Walk In Closet
Walk-in Closet
Unlocks an armor bag equipment for you to use. The armor bag can be used to change your armor during a heist.
Increases your ammo pickup to 135% of the normal rate.
Fast and Furious
Fast and Furious
You deal 5% more damage. Does not apply to melee damage, throwables, grenade launchers, crossbows, and the HRL-7 Rocket Launcher.
Increases your doctor bag interaction speed by 20%.

Deck Completion Bonus
Your chance of getting a higher quality item during a PAYDAY is increased by 10%.
This is given in addition to a perk deck's unique final perk.
  1. Helmet Popping stacks multiplicatively; e.g. only 32 base damage is required to kill an FBI: Heavy Response Unit, who has 240 health, because 32 × 6 (headshot multiplier) × 1.25 (Helmet Popping) = 240 damage.

Unique Perks

The table below shows a comparison between the values that differ per tree. The number in parentheses (e.g. (200)) beneath the tier number indicates how many perk points must be spent on that tier's skill to unlock it.

Perk Decks

"The Crew Chief, also known as the Caporegime, is the head of a branch of an organized crime syndicate. The Crew Chief commands a crew of soldiers and reports directly to a boss or an underboss.

When the crime syndicate needs to have someone dealt with, the Crew Chief and his soldiers make sure it's done.
"
—Deck description
Tier 1 (200) Tier 3 (400) Tier 5 (1,000) Tier 7 (2,400) Tier 9 (4,000)
Crew Chief
Brute Strength
Brute Strength
You grant 8% damage reduction for players in your group. This bonus is doubled for you when you are under 50% health.
Marathon Man
Marathon Man
You and your crew's stamina is increased by 50%.
Increases your shout distance by 25%.
When you are within medium range of an enemy, you recieve 6% less damage from enemies.[1]
Wolf Pack
Wolf Pack
Your crew will gain 10% more health.

You will gain 20% more health.[1]

Testudo
Testudo
You gain 10% more armor and your crew gains an additional 5% more armor.[1]
Hostage Situation
Hostage Situation
You and your crew will gain 6% max health and 12% stamina for every hostage up to 4 times. You and your crew will gain 8% damage reduction for having one or more hostages.[1][2]
The Crew Chief deck is well-rounded, increasing the user's health and offering team-wide benefits such as increased stamina, health, and armor. The increase in shout distance provided by the third perk in this deck, Marathon Man, does not provide an increase to the 9 meter range of the Mastermind skill Inspire. As of Update #74, the final perk also grants an 8% damage reduction for the crew as long as one tied hostage is present.

"The Muscle is a tough guy who uses violence to send messages from his Mafia superioris. They are the backbone of any criminal organization.

The muscle is called in whenever you need to rough someone up, break some legs, crush a skull or remind people who's boss.
"
—Deck description.
Tier 1 (200) Tier 3 (400) Tier 5 (1,000) Tier 7 (2,400) Tier 9 (4,000)
Muscle
Brute Strength
Brute Strength
You gain 10% more health.
Meat Shield
Meat Shield
You are 15% more likely to be targeted when you are close to your crew members.
You gain an additional 10% more health.
Giant Strength
Giant Strength
You gain an additional 20% more health.
Disturbing the Peace
Disturbing the Peace
All firearms have a chance to spread panic among your enemies.
Panic will make enemies go into short bursts of uncontrollable fear.
800-pound Gorilla
800-pound Gorilla
You gain an additional 40% more health. You regenerate 3% of your life every 5 seconds.
The Muscle deck focuses on increasing health and survivability when armor is down, potentially granting up to +80% health (up to 414 base health) when maxed out. It also allows players to draw fire away from their allies, whilst at higher ranks it allows the use of certain weapon groups to terrify enemies (Disturbing the Peace), effectively incapacitating them for a short period. Note that though the perk description of Disturbing the Peace states that all weapons can provide the terror effect, it fails to mention that they do not do so with equal effectiveness. SMGs provide the least effect, with only a 5% chance. LMGs and Sniper Rifles both have double that, 10% chance, but since LMGs have much higher fire rates and can sweep an entire arc of fire, the LMG will proc the effect the most frequently of the three weapon type. The Vulcan Minigun also triggers this effect with the same frequency as LMGs, despite being classified as a "Special" weapon. Its massive rate of fire makes it very effective for this purpose. The final perk grants players to regenerate +3.5% health every 5 seconds.

"The Armorer was formerly a profession within the military. The armorer's job is to maintain, repair and improve armors.

Any self-respecting crime syndicate needs someone who can make sure the soldiers have the necessary protection to do their jobs.
"
—Deck description.
Tier 1 (200) Tier 3 (400) Tier 5 (1,000) Tier 7 (2,400) Tier 9 (4,000)
Armorer
Testudo
Type I Armor
You gain 10% more armor.
Type II Armor
Type II Armor
You gain an additional 10% more armor.
Type III Armor
Type III Armor
You gain an additional 10% more armor.
Reinforced Armor
Reinforced Armor
Your armor recovery rate is increased by 10%. When your armor gets depleted, you will be inmune to health damage for 2 seconds. This effect cannot occur more often than once every 15 seconds.
Liquid Armor
Liquid Armor
You gain an additional 5% more armor.
Reduces the armor recovery time for you and your crew by 10%.[1]
The Armorer deck focuses on improving armor durability and recovery time, with a potential maximum of +35% armor. A simple but effective choice for players who wish to enhance their already-durable armor, or patch up their defenses a little. Since the perks which improve armor rating are applied as percentages of your armor's base armor rating, this perk deck grants the largest gains to players who customarily wear the heaviest armors, i.e. the Combined Tactical Vest and Improved Combined Tactical Vest. For that reason players who are focusing on the Fugitive skill tree's boosts for wearers of ballistic vests might do better to make use of either the Hitman or Crook perk deck instead. Another use of this perk deck is the invulnerability period when armor is broken. Players can abuse this ability to effectively negate lethal amounts of damage, a tactic that is especially useful on the highest difficulties.

"The Rogue is a stealthy criminal, capable of sneaky tricks and deadly force. Versatile and deceptive, the Rogue is hired to do anything from pickpocketing, to burglaries and con jobs.

The trademark of a Rogue is his versatility - what he lacks in strength he makes up for in skill.
"
—Deck description.
Tier 1 (200) Tier 3 (400) Tier 5 (1,000) Tier 7 (2,400) Tier 9 (4,000)
Rogue
Subtle
Subtle
Your chance to dodge is increased by 15%.
Elusive
Elusive
You are 15% less likely to be targeted when you are close to your crew members.
Evasive
Evasive
Your chance to dodge is increased by an additional 15%.
Shadow Warrior
Shadow Warrior
Your chance to dodge is increased by an additional 15%.
Killer Instinct
Killer Instinct
All your weapons have a 25% chance to pierce enemy armor.
The time between swapping weapons is reduced for you by 80%.
The Rogue deck largely focuses on increasing Dodge chance, granting a fairly significant +45% once mostly completed. Its most significant effects do not kick in until much later - though once mastered, it provides massively decreased weapon switching time and nearly instant weapon switch if using Equilibrium in combination. It should be noted that the total of the increases to dodge chance provided by this deck will overcome the negative dodge values of any armor type excluding the Improved Combined Tactical Vest. Still, players planning to do the majority of their fighting in such armor may wish to choose another perk deck which better suits their preferred equipment and situation. And of course players who plan to wear a suit during the stealth phases of heists and use the Armor Bag deployable to switch to one of the heavier armors when the heists go loud will get little to no benefit from this perk deck's dodge chance boosts, unless they have other boosts to dodge chance from one or more skill trees that, when added to the perks, overcomes the relatively high negatives imposed by the heavier armors, and even then will only receive marginal dodge chances at best in return for a large investment of perk and skill points.

"The Crook is a versatile criminal. The term is as old as crime itself.

Truly, the crook is a jack of all trades and a master of none. He steals, lies, cheats and does any and every dishonest or illegal work necessary to get by.
"
—Deck description.
Tier 1 (200) Tier 3 (400) Tier 5 (1,000) Tier 7 (2,400) Tier 9 (4,000)
Crook
Subtle
Subtle
Your chance to dodge is increased by 15%.
Basic Composure
Basic Composure
Your chance to dodge is increased by 5% for ballistic vests.
Your armor is increased by 20% for ballistic vests.
Advanced Composure
Advanced Composure
Your chance to dodge is increased by 10% for ballistic vests.
Your armor is increased by 20% for ballistic vests.
Expert Composure
Expert Composure
Your chance to dodge is increased by 10% for ballistic vests.
Your armor is increased by 25% for ballistic vests.
Reinforced Armor
Master Recovery
Your armor recovery rate is increased by 10%.

The Crook deck largely focuses on increasing Dodge chance for ballistic vests users, providing up to +40% dodge chance to early to mid tier armor. The final tier effect provides faster armor recovery. It should be noted that all armors (excluding the suit) have negative dodge values as their base, so this perk deck will not result in any positive chance for the player to dodge fire until several perk levels have been unlocked. The lower level the armor, the earlier this perk deck will overcome its negative base dodge stat to begin providing active assistance in dodging fire, and the higher the eventual dodge chance will be once all the dodge chance perks have been unlocked. For example, the standard Ballistic Vest has a base dodge rating of -25, so the player will see no active benefit from this perk deck until the fifth tier perk Advanced Composure has been unlocked, at which point the player will see an active dodge chance of 5% from the combined perks up to that point. This is irrespective of any boosts to dodge the player may be receiving from skills, however.

As of Update #74, the Crook deck also grants up to 65% increased bonus armor when using any of the ballistic vest variants. This is enough to give the Heavy Ballistic Vest a significantly higher armor rating than the Combined Tactical Vest, as well as the Heavy Ballistic Vest having a higher dodge and speed rating.

"The Hitman is a professional killer from the criminal underworld who excels at close and ranged combat.

Criminal syndicates will hire a hitman as a last resort to enforce criminal authority, deliver retribution or eliminate competition.
"
—Deck description.
Tier 1 (200) Tier 3 (400) Tier 5 (1,000) Tier 7 (2,400) Tier 9 (4,000)
Hitman
Reinforced Armor
Basic Recovery
Your armor recovery rate is increased by 5%.
Ambidexterity
Ambidexterity
Dual wielded weapons have a -16 stability penalty.
Your armor recovery rate is increased by an additional 10%.
Ammo capacity for your akimbo weapons are increased by 50%
Advanced Recovery
Advanced Recovery
Your armor recovery rate is increased by an additional 10%.
Expert Recovery
Expert Recovery
Your armor recovery rate is increased by an additional 10%.
Tooth and Claw
Tooth and Claw
Your armor recovery rate is increased by an additional 10%.
Your armor will recover 1.5 seconds after being broken no matter what the situation.
The Hitman deck was added as part of John Wick promotion and used to trade armor durability for faster armor recovery as well as introducing the ability to dual-wield a specific group of pistol-class weapons, albeit with severe stability penalties and limited accuracy. Since then the armor penalty has been removed and akimbos became unlocked by default. This deck stacks well with players planning to get the skill Shock And Awe, which further increase armor recovery rate by 25%. Since armor recovery bonuses stack multiplicatively, taking that skill along with this perk deck allows the player to reduce the armor recovery period from the base 3 seconds to 1.5 seconds, a 50% reduction. However considering the effect of Tooth and Claw that might not be necessary. Such a build would provide high survivability for players who frequently duck behind cover (for reloading) in-between bursts of firing. This is well suited to those who primarily use weapons with very low rates of fire (e.g. sniper rifles) or weapons which require very frequent reloads (e.g. SMGs with very high rates of fire) and adopt the fighting style mentioned earlier. The Ambidexterity perk is essentially the aced version of Akimbo in perk form. However, they can stack with each other, completely negating the stability penalty of akimbo weapons as well as increasing total ammo by 100%.

"The natural dexterity of the Burglar has benefits beyond merely breaking and entering. Being nimble allows the Burglar to pick locks, bag bodies and answer pagers faster. They are aslo harder to hit in combat. They stay alive by staying out of the way.

This physical conditioning also gives the Burglar a high tolerance to pain and the ability to shrug off wounds quickly.
"
—Deck description.
Tier 1 (200) Tier 3 (400) Tier 5 (1,000) Tier 7 (2,400) Tier 9 (4,000)
Burglar
Subtle
Sneaky
Your chance to dodge is increased by 20%.
Bag of Tricks
Bag of Tricks
Standing still and crouching decreases your chances to be targeted by 10%. You bag corpses 20% faster.
Luck of the Irish
Luck of the Irish
Your chance to dodge is increased by an additional 5%. Your chance to be targeted while standing still and crouching is decreased by an additional 5%. You pick locks 20% faster.
Dutch Courage
Dutch Courage
Your chance to dodge is increased by an additional 5%. Your chance to be targeted while standing still and crouching is decreased by an additional 5%. You answer pagers 10% faster.
Breath of Fresh Air
Breath of Fresh Air
Standing still and crouching increases your armor recovery rate by 20%.

You gain 10% crouching movement speed.

The Burglar deck was added as part of the Clover Character Pack. It is required that players own this DLC to unlock the perk deck. It is a fully stealth-oriented deck, granting bonuses to lockpicking, bagging bodies and answering pagers. When completed, the Burglar is also suitable as a partial replacement for Rogue and Crook (+20% additional dodge when standing still or crouching) as well as an alternative to Optical Illusions (+20% less likely to be targeted). Despite the stealth oriented nature of the deck, the Burglar Deck's lockpicking and aggro reduction makes it useful for completing objectives when allies are close by.

"The Infiltrator is an agent hired by a government or large criminal organization to obtain information about its enemies, or by a corporation to obtain industrial secrets from its competitors.

The Infiltrator is a close combat specialist who knows how to use the environment in order to get the upper hand.
"
—Deck description.
Tier 1 (200) Tier 3 (400) Tier 5 (1,000) Tier 7 (2,400) Tier 9 (4,000)
Infiltrator
OVERDOG
OVERDOG
When you are surrounded by three enemies or more, you receive 12% less damage from enemies.
Your second and each consecutive melee hit within 7 seconds of the last one will deal 10 times its normal damage.
Note: Despite saying 1 second, it actually lasts 7 seconds. However, missing a melee strike resets the buff. The buff can be activated on team AI and civilians.
Basic Close Combat
Basic Close Combat
When you are within medium range of an enemy, you receive 8% less damage from enemies.
Advanced Close Combat
Advanced Close Combat
When you are within medium range of an enemy, you receive an additional 8% less damage from enemies.
Expert Close Combat
Expert Close Combat
When you are within medium range of an enemy, you receive an additional 8% less damage from enemies.
Life Drain
Life Drain
Striking an enemy with your melee weapon regenerates 20% of your health. This cannot occur more than once every 10 seconds.[2]

Note: Medium range is classified as 18m or less.

The Infiltrator deck was added as part of the Dragan Character Pack. It is required that players own this DLC to unlock the perk deck. It is a close quarter combat-oriented deck, conferring bonuses to damage resistance when surrounded by many enemies (up to 36% when around 3 enemies or more) and enhances one's melee capability close up with damage boosts and a new health-restorative ability. Please note that the damage boost only applies on consecutive hits.

"The Sociopath is known to be one of the most effective type of criminals. Where he is effective, he is also difficult to deal with, which is why larger organizations avoid him.

Bold, disinhibitted and mean, the Sociopath excels in the most violent of jobs. Unable to feel guilt for the crimes he commits, the Sociopath is a dangerous enemy.
"
—Deck description.
Tier 1 (200) Tier 3 (400) Tier 5 (1,000) Tier 7 (2,400) Tier 9 (4,000)
Sociopath
OVERDOG
OVERDOG
When you are surrounded by three enemies or more, you receive 12% less damage from enemies.
Your second and each consecutive melee hit within 1 second of the last one will deal 10 times its normal damage.
Note: Missing a melee strike resets the buff. The buff can be activated on team AI and civilians.
Tension
Tension
Killing an enemy regenerates 30 armor.
This cannot occur more than once every 1 second.
You gain an additional 10% armor.
Clean Hit
Clean Hit
Killing an enemy with a melee weapon regenerates 10% health.
This cannot occur more than once every 1 second.
When you are within medium range of an enemy you recieve 8% less damage.
Overdose
Overdose
Killing an enemy at medium range recovers 30 armor.
This cannot occur more than once every 1 seconds.
You gain an additional 10% armor.
Showdown
Showdown
Killing an enemy at medium range has a 75% chance to spread panic among your enemies.
Panic will make enemies go into short bursts of uncontrollable fear.
This cannot occur more than once every 1 second.

Note: Medium range is classified as 18m or less.

The Sociopath deck was added as part of the Jacket Character Pack. It is required the players to own Hotline Miami 2 Digital Special Edition on Steam to unlock the perk deck. It is a close quarter combat-oriented deck that acts somewhat similar to the Infiltrator perk deck. The only major differences are that the Sociopath is meant to regenerate player`s armor instead of reducing incoming damage, and can also cause nearby enemies to panic (Showdown). However, unlike Infiltrator, this tree is focused on maintaining momentum in close combat. High damage melee weapons are preferred as the regenerating health skill only activated upon a kill rather than a hit. Compared to the recovery skill offered by Infiltrator, the Sociopath deck can heal 50% vs 20% in the same time provided each kill is done in melee. The final skill is invaluable as the possibility of causing enemy to panic can allow a window of opportunity to attack with reduced harm. Note that melee weapons such as the Kunai and Electric weapons do not proc the healing part even if a killing blow is made.

"Heading into the furnace of battle requires skill, hardness and more than a little luck. Some people just have it.

Luck is an elusive quality. The ancient Greeks believed it was the design of the Gods. It isn't. It certainly exists, but it's something you can earn. It requires preparation and forethought to get your pieces in place, and maximizes your chances of a return. It's counting cards, rather than the blessing of Fortuna.

The Gambler perk deck is a support deck. Anyone can help the team win, but it takes the Gambler to help the team win big.
"
—Deck description.
Tier 1 (200) Tier 3 (400) Tier 5 (1,000) Tier 7 (2,400) Tier 9 (4,000)
Gambler
Medical Supplies
Medical Supplies
Ammo packs you pick up also yield medical supplies and heals you for 16 to 24 health.
Cannot occur more than once every 3 seconds.
If the Gambler's current health is lower than another player's, the heal effect on the Gambler is increased by 20%. Stacks up to three times.
Ammo Give Out
Ammo Give Out
When you pick up ammo, you trigger an ammo pickup for 50% of normal pickup to other players in your team.
Cannot occur more than once every 5 seconds.
You gain 20% more health.
Sharing Is Caring
Sharing Is Caring
When you get healed from picking up ammo packs, your teammates also get healed for 50% of the amount.
You gain 20% more health.
More Healing 1
More Healing 1
Increase health gained from ammo packs by additional 8.
More Healing 2
More Healing 2
Increase health gained from ammo packs by additional 8.
The Gambler deck was added in the third day of the Spring Break event. It utilizes Ammo pickups in terms of survivability, healing the player (Medical Supplies) and teammates (Sharing is Caring) as the player picks up ammo, together with supplying teammates with as much ammo as the player receives from pickups dropped by fallen enemies. Retrieving arrows, bolts, shurikens, cards, or javelins won't trigger this effect. Ammo gained is dependent on the recipient's weapon, so using a weapon with high ammo pickup has no effect on this deck.

"A typical grinder is a hard working individual, able to take control of difficult situations and turn them around.

The grinder relies heavily on always being in the front and dishing out punishment, being able to survive due to the fact that he does damage to the enemies regardless of how much damage he has sustained.
"
—Deck description.
Tier 1 (200) Tier 3 (400) Tier 5 (1,000) Tier 7 (2,400) Tier 9 (4,000)
Grinder
Histamine
Histamine
Damaging an enemy heals 1 life points every 0.3 seconds for 3 seconds.
This effect stacks but cannot occur more than once every 1.5 seconds, and only while wearing the Two-piece Suit or Lightweight Ballistic Vest.
Adrenaline
Adrenaline
Damaging an enemy now heals 2 life points every 0.3 seconds for 3 seconds.
You gain 20% more health.
Endorphins
Endorphins
Damaging an enemy now heals 3 life points every 0.3 seconds for 3 seconds.
Increase your chance to pierce enemy armor by 10%.
Dopamine
Dopamine
Damaging an enemy now heals 4 life points every 0.3 seconds for 3 seconds.
You gain 20% more health.
Euphoria
Euphoria
Damaging an enemy now heals 4 life points every 0.3 seconds for 4.2 seconds.
Increase your chance to pierce enemy armor by 20%.
The Grinder deck was released with the Sokol Character Pack. A full Grinder deck regenerates 56 health over 4.2 seconds every time the player does damage to an enemy, but the effect can only be triggered once every 1.5 seconds and only while wearing a Two-Piece Suit or Lightweight Ballistic Vest (the effect can stack, up to 4 times before the first instance expires). This deck is most useful with rapid-fire and damage-over-time weaponry, being able to be triggered via trip mines, poison, and Molotovs. It may also be triggered on dominated and Jokered enemies as well, if needed in a pinch. However, enemies with a yellow outline (hostage to-be-traded, thus invulnerable) will not grant health. It also passively grants the player 40% more health (up to 322 base health) and a 30% chance to pierce enemy armor.

"The Yakuza are one of the most feared crime syndicates in the world. Ruled by the ninkyo and lead by the Oyabun, the Yakuza are known for their strict code of conduct, organized nature and the tattoos that cover their entire bodies.

An outcast and a dropout from society, the Yakuza knows how it is to fend for himself. While he appears gentle, he is not to be taken lightly.
"
—Deck description.
Tier 1 (200) Tier 3 (400) Tier 5 (1,000) Tier 7 (2,400) Tier 9 (4,000)
Yakuza
Koi Irezumi
Koi Irezumi
The lower your health, the more armor recovery rate you have. When your health is below 50%, you will gain up to 20% armor recovery rate.
Entering this state negates regeneration effects. Bonuses scale linearly with health.
Hebi Irezumi
Hebi Irezumi
The lower your health, the more movement speed you gain. When your health is below 50%, you will gain up to 20% movement speed.
Tora Irezumii
Tora Irezumi
The lower your health, the more armor recovery rate you have. When your health is below 50%, you will gain up to an additional 20% armor recovery rate.
Ryu Irezumi
Ryu Irezumi
The lower your health, the more armor recovery rate you have. When your health is below 50%, you will gain up to an additional 20% armor recovery rate.
Oni Irezumi
Oni Irezumi
All berserker effects in this perk deck will start at 100% health instead of 50%.
The Yakuza deck was released with the Yakuza Character Pack. This deck encourages a high risk hit and run playstyle meant to be used with Berserker for doing a lot of damage while weaving from cover to cover to kill enemies in close combat. When combined with heavy armor such as the ICTV, the benefits are profound as you can recover armor quicker than other players. However be advised that you can only regain health using first aid kits or doctor bags once your health hits either the 50%/100% mark.

"The Ex-Presidents are one of the most daring heisting crews out there. Great risk takers and brothers in arms. Their lack of fear for their own mortality brought them together and made them as successful as they are.

An Ex-President follows no rules and only adheres to the Ozaki 8, a set of trials to honor their nature.
"
—Deck description.
Tier 1 (200) Tier 3 (400) Tier 5 (1,000) Tier 7 (2,400) Tier 9 (4,000)
Ex-President
Point Break
Point Break
While your armor is up, you will store 4 health for every 1 enemy you or your crew kills.
When your armor has been completely depleted and then starts to regenerate, you will gain health equal to the stored health amount.
Maximum amount of stored health depends on your equipped armor.
The Emerging Force
The Emerging Force
Increases the amount of health stored from kills by 4.
You gain 10% more health.
Life of Ice
Life of Ice
Increases the maximum health that can be stored by 50%.
You gain 10% more health.
Your chance to dodge is increased by 10%.
Note: It will actually increase dodge by 15%.
Awakening Earth
Awakening Earth
Increases the amount of health stored from kills by 4.
You gain 20% more health.
The Perfect Line
The Perfect Line
Killing an enemy speeds up your armor recovery time depending on how much armor you have. The more armor the less recovery speed gained per kill.
Armor recovery speed is reset whenever your armor recovers.
The Ex-President deck was released with the Bodhi Character Pack. The deck focuses on armor and health restoration after killing enemies. It shares some similarities to the Grinder Deck but has differences. For starters, a target must be killed in order to receive a specific amount of health and it is not awarded instantly (unless armor has been depleted to a certain degree). When armor regenerates, any loss of health is restored equivalent to the amount stored. Also, while the Grinder perk is disabled for wearing anything more than the Lightweight Ballistic Vest, the Ex-President deck is more flexible, though the amount of health can be stored will depend on the specific suit. Finally, other teammates can contribute to this perk deck (but will not receive the benefits).

"The Maniac Perk Deck is the embodiment of crazy and to never accept bad odds in moments of danger. By pushing through and constantly deal damage, your fellow heisters will be granted a temporary shield making all of you feel Jimmy's invulnerable spirit."
—Deck description.
Tier 1 (200) Tier 3 (400) Tier 5 (1,000) Tier 7 (2,400) Tier 9 (4,000)
Maniac
Excitement
Excitement
100% of damage you deal is converted into Hysteria Stacks, up to 240 every 4 seconds. Max amount of stacks is 600.
Hysteria Stacks

You gain 1 damage absorption for every 30 stacks of Hysteria. Hysteria Stacks decays 60% + 80 every 8 seconds.

Outburst
Outburst
Members of your crew also gains the effect of your Hysteria Stacks.

Hysteria Stacks from multiple crew members do not stack and only the stacks that give the highest damage absorption will have an effect.

Fervor
Fervor
Change the decay of your Hysteria Stacks to 60% + 40 every 8 seconds.
Recklessness
Recklessness
Change the damage adsorption of your Hysteria Stacks on you and your crew to 1 damage absorption for every 25 stacks of Hysteria.
Insanity
Insanity
Damage absorption from Hysteria Stacks on you is increased by 100%.
The Maniac perk deck was released with the Hardcore Henry Pack. The perk deck encourages the user to actively kill enemies to recieve "Hysteria Stacks" the gives the user (and at tier 3, other members of the crew) a damage reduction. The max damage reduction is 36 points of damage (24 with a full bar plus 100% bonus in the final tier) which when combined with Crew Chief's perk deck can make pratically invunerable to low damage rounds. This perk deck is beneficial to armor or health builds, although dodge users can benefit from this as well in case their dodge fails. Because Maniac subtracts a flat amount from incoming damage, however, its usefulness decreases greatly on more advanced difficulties, where the sheer damage from enemies will simply overwhelm the damage absorption.

"The Anarchist is someone who don't believe the cops are the ones who should dictate order and that people should be able to self-control themselves. Rebellious sabotage and violence are simply means to achieve a better end. The Anarchist never ducks out of a fight and will always withstand the punches. The Anarchist is a true asset as an Anarchist fights not just for money - but also as destruction is fun."
—Deck description.
Tier 1 (200) Tier 3 (400) Tier 5 (1,000) Tier 7 (2,400) Tier 9 (4,000)
Anarchist
Blitzkrieg Bop
Blitzkrieg Bop
Instead of fully regenerating armor when out of combat, The Anarchist will continuously regenerate armor throughout the entire combat. Heavier armor regenerates more armor, but during longer intervals.
When your armor gets depleted, you will be inmune to health damage for 2 seconds. This effect cannot occur more often than once every 15 seconds.
Note: Skills and perks that increases the armor recovery rate are disabled when using this perk deck.
Straight Edge
Straight Edge
50% of your health is converted into 100% armor.
Death or Glory
Death or Glory
50% of your health is converted into 110% armor.
Rise Above
Rise Above
50% of your health is converted into 120% armor.
Lust for Life
Lust for Life
Dealing damage will grant you 10 armor - this can only occur once every 1.5 seconds.
Note: Despite saying 10, it has always granted 30 armor.
The Anarchist perk was released with the Sydney Character Pack. The deck grants armor at the cost of health and enables continuous armor regeneration, rather than regenerating outside of direct combat. This trait allows Anarchists to tank incredible amounts of damage even without equipping supplementary armor. Equipping heavier armors will increase the amount of armor regained, although at significantly longer intervals. The final perk also allows attacks to restore armor, which pairs well with Bullseye. This effectively grants Anarchists three different ways to regenerate armor. The damage-mitigating nature of armor combined with the brief period of invincibility when armor is broken makes Anarchist one of the favored perk decks for the highest difficulties, where evading or negating damage is critical.

"Biker gangs are feared all over the world, and the biggest clubs are common household names. To be a biker you need to be tough and loyal, and know that the rules of the club are absolute. Bikers are known to be ruthless and violent people, and they are never afraid to challenge anyone that dare to cross them.

When wearing your patch and riding your bike, you proclaim to everyone that you belong to the 1%. The 1% that refuse to follow the rules of society and proudly carry the title of Outlaw. For a biker, all that matters are your fellow club members and your ride.
"
—Deck description.
Tier 1 (200) Tier 3 (400) Tier 5 (1,000) Tier 7 (2,400) Tier 9 (4,000)
Biker
Prospect
Prospect
Every time you and your crew performs a kill you will gain 5 health and 5 armor. This cannot occur more than 4 times every 4 seconds.
Tail Gunner
Tail Gunner
Every 10% health missing will increase the amount of armor gained from kills by 1.
Road Captain
Road Captain
Every 10% health missing will reduce the 4 second cooldown to kill regen by 0.1 second.
Sgt-at-Arms
Sgt-at-Arms
Every 10% armor missing will increase the amount of health gained from kills by 1.
Prez
Prez
Every 10% armor missing will reduce the 4 second cooldown to kill regen by 0.1 second.
The Biker perk was released with the Rust Character Pack. The deck gives the player health and armour if they kill or take damage. The Biker increases the amount of health and armour per kill received by 1 per 10% of armor or health missing. This deck works well with most offensive builds and benefits from a good team constantly killing.

"The Kingpin is the boss, an autocrat whose every whim must be obeyed. But you gotta get the money first. Then when you get the money, you get the power. Remember, the only thing in this world that gives orders...is balls."
—Deck description.
Tier 1 (200) Tier 3 (400) Tier 5 (1,000) Tier 7 (2,400) Tier 9 (4,000)
Kingpin
Bad Guy Coming Through
Bad Guy Coming Through
Unlocks and equips the Kingpin Injector. Changing to another perk deck will make the Injector unavailable again. The Injector replaces your current throwable, is equipped in your throwable slot and can be switched out if desired.
While in game you can use the throwable key to activate the Injector. Activating the Injector will heal you with 75% of all damage taken for 6 seconds.(sic)
You can still take damage during the effect. The Injector can only be used once every 30 seconds.
Unlisted effect: Every kill reduces the cooldown by 1 second.
Play Rough
Play Rough
You gain 10% more health.
Public Enemy No.1
Public Enemy No.1
You gain 10% more health.
Enemies nearby will prefer targeting you, whenever possible, while the Injector effect is active.
Balls vs. Bullets
Balls vs. Bullets
You gain 20% more health.
The amount of health received during the Injector effect is increased by 25% while below 50% health.
Right to the Top
Right to the Top
You gain 40% more health.
For every 5 points of health gained during the Injector effect while at maximum health, the recharge time of the injector is reduced by 1 second.
Note: Actually activates every 50 points of health gained.
The Kingpin perk deck was released with the Scarface Character pack. Its whole kit and playstyle revolves around painting yourself as a target and drawing fire from your team while taking less damage and regenerate health constantly with the deck-exclusive Injector. Since the Injector can be used an infinite amount of times but with a short cooldown in between each uses, a good Kingpin must time their use of the item to ensure maximum effectiveness.

"The Sicario is a must in every drug cartel. Someone who takes care of all types of problems in a most lethal way. The Sicario never ducks out of a fight, they get the job done - without hesitation or fear."
—Deck description.
Tier 1 (200) Tier 3 (400) Tier 5 (1,000) Tier 7 (2,400) Tier 9 (4,000)
Sicario
Smoker
Smoker
Unlocks and equips the throwable Smoke Bomb. When deployed, the smoke bomb creates a smoke screen that lasts for 10 seconds. While standing inside the smoke screen, you and any of your allies automatically avoid 50% of all bullets. Any enemies that stand in the smoke will see their accuracy reduced by 50%. After the smoke screen dissipates, the Smoke Bomb is on a cooldown for 60 seconds, but killing enemies will reduce this cooldown by 1 second.
Twitch
Twitch
Every time the player gets shot, 20% dodge chance is gained. This effect is reset once the player dodges and will not occur for the next 4 second.(sic)
Subtle2
Subtle
Your chance to dodge is increased by 15%.
Agility Shield
Agility Shield
Dodging will replenish your armor.
Unseen Shadow
Unseen Shadow
All of your perk deck effects are increased by 100% while you are standing in the smoke screen. While any of your allies are standing in the smoke screen, they gain 10% dodge chance.

Despite the wording, Unseen Shadow does not double the effects of Smoker.

Unseen Shadow effectively increases the dodge chance of all heisters in a Smoke Bomb by 10%. Even though the dodge chance is wasted on heavy-armor users, the 50% bullet evasion is still useful.

"You are an unbreakable wall of resolve and calm. Discipline of the mind helps the Stoic overcome situations that would make others fall crying into shaking heaps. Combinations of breathing and physical reaction-control learned from buddhist monks will let you keep going long enough to finish the job, no matter what he enemy throws at you."
—Deck description.
Tier 1 (200) Tier 3 (400) Tier 5 (1,000) Tier 7 (2,400) Tier 9 (4,000)
Stoic
Virtue
Virtue
Unlocks and equips the Stoic's Hip Flask
Damage is now reduced by 75%. The remaining damage will be applied directly. The 75% reduced damage will be applied over-time (12 seconds) instead. You can use the throwable key to activate the Stoic Hip Flask and immediately negate any pending damage. The flask has a 10 second cooldown but time remaining will be lessened by 1 second per enemy killed.
Un-moved
Un-moved
All of your armor is converted and applied to your health.
Calm
Calm
After not taking damage for 4 seconds any damage-over-time you are still waiting to receive will be negated.
Imperturbable
Imperturbable
When your health is below 35%, the cooldown of your flask will be reduced by 2 seconds for each enemy you kill instead of 1 second.
Enduring
Enduring
When damage-over-time is removed you will be healed for an additional 50% of the damage-over-time remaining at that point.
The Stoic perk deck focuses on survivability allowing for a significant portion of damage to be mitigated and converting the remainder to damage-over-time. The damage-over-time can be further mitigated with with the deck-exclusive Stoic's Hip Flask. Since the Hip Flask can be used an infinite amount of times but with a short cooldown in between each uses, a good Stoic must time their use of the item to ensure maximum effectiveness.

"Some way that experiences are best when shared, even in the case of performance-enhancing aerosol dispencers(sic)! For that special heister you like, this is something to bond over while you're looting bank vaults and taking care of business."
—Deck description.
Tier 1 (200) Tier 3 (400) Tier 5 (1,000) Tier 7 (2,400) Tier 9 (4,000)
Tag Team
Soul Mates
Soul Mates
Unlocks and equips the Gas Dispenser.
To activate the Gas Dispenser you need to look at another allied unit within a 18 meter radius with clear line of sight and press the throwable key to tag them.
Each enemy you or the tagged unit kills will now heal you for 15 health and the tagged unit for 7.5 health.
Each enemy you kill will now extend the duration by 1.3 seconds and reduce the cooldown timer by 2 seconds.
The effect will last for a duration of 2 seconds and has a cooldown of 12 seconds.
Note: The effect actually has a duration of 12 seconds with a cooldown of 60 seconds. The cooldown begins immediately upon usage, rather than after the effect ends. The cooldown reduction on kill is always active, not only when the Dispenser is in use.
Scent
Scent
Your maximum health is increased by 20%.
Synergy
Synergy
Each enemy you or the tagged unit kills will now grant you 2 absorption up to a maximum of 20.
This effect will last until the perk deck item goes out of cooldown.
Inhale
Inhale
Your maximum health is increased by 20%.
Harmony
Harmony
Each enemy the tagged unit kills will now reduce your perk deck item cooldown timer by 2 seconds until you are no longer paired.

"Using your sharp mind and gear, you can bring any security system to it's(sic) knees with the push of a button. You are never caught unaware by a camera or security guard, but if things do go awry, you can just as easily brute-force your way into enemy comms to deliver a nasty surprise for anyone listening."
—Deck description.
Tier 1 (200) Tier 3 (400) Tier 5 (1,000) Tier 7 (2,400) Tier 9 (4,000)
Hacker
File:Code Glitch.png
Code Glitch
Unlocks and equips the Pocket ECM Device.
Changing to another perk deck will make the Pocket ECM Device unavailable again. The Pocket ECM Device replaces your current throwable, it can be switched out if desired. While in game you can use the throwable key to activate the Pocket ECM Device.
Activating the Pocket ECM Device before the alarm is raised will trigger the jamming effect, disabling all electronics and pagers for a 6 second duration.
Activating the Pocket ECM Device after the alarm is raised will trigger the feedback effect, granting a chance to stun enemies on the map every second for a 6 second duration.
The Pocket ECM Device has 2 charges with a 100 second cooldown timer, but each kill you perform will shorten the cooldown timer by 6 seconds.
Note: Charges run on separate cooldowns. When both charges are used, the second charge will not run its cooldown or have it reduced by kills until the first charge's cooldown finishes.
OpSec
OpSec
Your maximum health is increased by 20%.
File:Bit Decay.png
Bit Decay
Killing an enemy while the feedback effect is active will regenerate 20 health.
Increases dodge by 15%. Probably a bug.
Kluge
Kluge
Killing at least 1 enemy while the feedback or jamming effect is active will grant 20 dodge of 30 seconds.
Botnet
Botnet
Crew members killing enemies while the feedback effect is active will regenerate 10 health.
Further increases dodge to 30%. Probably a bug.

  1. 1.0 1.1 1.2 1.3 1.4 Crew perk bonuses do not stack.
  2. 2.0 2.1 This effect can be triggered on Jokered cops as well.

Achievements and Trophies

Megalo-Mania Megalo-Mania
Have all four players using a fully unlocked Maniac perkdeck and have an average of 65% or more of the white Maniac bar filled.

Trivia

  • The name of the perk deck and the Ambidexterity perk's function is likely to be a reference to the Hitman video game series, with the main character of the series, Agent 47, known for being able to wield two weapons at once.
  • The Ambidexterity perk was released prior to the Akimbo skill. If an akimbo weapon was in the inventory, it would claim that either the Ambidexterity Perk or the Akimbo Skill was required to unlock when the Hitman perk deck was not equipped, leading many to (correctly) speculate that a skill titled Akimbo would later be released.
  • Despite its description saying your armor will recover after a short period in any situations, having your armor recovery supressed by a Turret wont trigger said effect. This is probably a bug.

  • The perk OVERDOG can be considered a melee counterpart to the Enforcer skill Underdog, in that the perk conditionally raises the player's melee damage when surrounded instead of ranged. Unlike Underdog, however, OVERDOG's effects can stack.

  • Each of the Sociopath deck's unique perks is named after a mission in Hotline Miami: No Talk, Tension, Clean Hit, Overdose, and Showdown.

  • Four of the deck's five unique perks are named after various chemical compounds that, once introduced to or secreted by the human body, enhances one's cognition (Dopamine), focus (Histamine), pain resistance (Endorphins), and fear inhibition (Adrenaline). As all four can be secreted during rigorous physical activities, like ice hockey per se, their names and effects are somewhat appropriate given the corresponding heister's profession.
    • Euphoria is the state of intense excitement and happiness felt when the concentration of the above four reaches a high enough level.

  • The deck's five unique perks are named after various types of irezumi, or body tattoos, that are typically worn by members of the Yakuza.

  • Ex-President is a reference to the gang of the same name in the 1991 film Point Break, the remake of which is what Bodhi and the Point Break Heists DLC is based on.
  • Three of the perk deck's unique perks, The Emerging Force, Life of Ice, and Awakening Earth, are challenges from the Ozaki 8, a set of extreme sport challenges designed to honor the forces of nature that the 2015 Point Break revolves around. The Perfect Line refers to what is supposed to be achieved in these challenges, and Point Break is rather obvious.

  • The deck's five unique perks are all named after songs, mainly punk rock.
  • Three of the deck's perk's names are quotes from Tony Montana in the 1983 film Scarface.
    • Bad Guy Coming Through is from his speech in the restaurant scene after getting in an argument with Elvira Hancock.
    • Play Rough is from his speech in the final scene.
    • Right to the Top is from the scene where he proposes to Elvira Hancock.
  • The deck's effect of giving the player higher durablity and healing is possibly a reference to Tony's cocaine and rage fuelled last stand, where he was shot multiple times, though he shrugged his injuries off relatively quickly and continued to fight until he was disarmed, and even then he took a massive number of bullets to his torso before he was finally killed.
    • It also functions quite similarly to the "Balls Meter/Rage Mode" in the 2006 game, Scarface: The World Is Yours. When rage is activated, Tony will be immune from damage and heal himself with every kill.

  • All of the perks exclusive to this deck are, appropriately, named after terminology primarily used in computer science and security.
    • A Code Glitch is simply an error caused by the code.
    • OpSec (operational security) is an analytical process originally used by the US military for determining whether or not outside powers can observe your actions or information.
    • Bit Decay is the deterioration over time of a program's performance and data integrity.
    • A Kluge in computer terminology is a sloppy, inefficient, or otherwise poorly designed fix or program that somehow managed works anyway.
    • A Botnet is a network of computers infected with malware from a single source. The source is able to direct them as a group to carry out various actions, i.e. to send spam messages or launch DDoS attacks.

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