- "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
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)
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Tier 3 (400)
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Tier 5 (1,000)
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Tier 7 (2,400)
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Tier 9 (4,000)
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Muscle
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Brute Strength You gain 10% more health.
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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.
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Giant Strength You gain an additional 20% more health.
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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.
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800-pound Gorilla You gain an additional 40% more health. You regenerate 3% of your life every 5 seconds.
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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)
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Tier 3 (400)
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Tier 5 (1,000)
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Tier 7 (2,400)
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Tier 9 (4,000)
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Armorer
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Type I Armor You gain 10% more armor.
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Type II Armor You gain an additional 10% more armor.
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Type III Armor You gain an additional 10% more armor.
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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.
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Liquid Armor You gain an additional 5% more armor. Reduces the armor recovery time for you and your crew by 10%.[1]
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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)
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Tier 3 (400)
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Tier 5 (1,000)
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Tier 7 (2,400)
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Tier 9 (4,000)
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Rogue
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Subtle Your chance to dodge is increased by 15%.
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Elusive You are 15% less likely to be targeted when you are close to your crew members.
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Evasive Your chance to dodge is increased by an additional 15%.
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Shadow Warrior Your chance to dodge is increased by an additional 15%.
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Killer Instinct All your weapons have a 25% chance to pierce enemy armor. The time between swapping weapons is reduced for you by 80%.
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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)
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Tier 3 (400)
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Tier 5 (1,000)
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Tier 7 (2,400)
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Tier 9 (4,000)
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Crook
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Subtle Your chance to dodge is increased by 15%.
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Basic Composure Your chance to dodge is increased by 5% for ballistic vests. Your armor is increased by 20% for ballistic vests.
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Advanced Composure Your chance to dodge is increased by 10% for ballistic vests. Your armor is increased by 20% for ballistic vests.
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Expert Composure Your chance to dodge is increased by 10% for ballistic vests. Your armor is increased by 25% for ballistic vests.
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Master Recovery Your armor recovery rate is increased by 10%.
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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)
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Tier 3 (400)
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Tier 5 (1,000)
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Tier 7 (2,400)
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Tier 9 (4,000)
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Hitman
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Basic Recovery Your armor recovery rate is increased by 5%.
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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%
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Advanced Recovery Your armor recovery rate is increased by an additional 10%.
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Expert Recovery Your armor recovery rate is increased by an additional 10%.
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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.
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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.
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)
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Tier 3 (400)
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Tier 5 (1,000)
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Tier 7 (2,400)
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Tier 9 (4,000)
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Infiltrator
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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.
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Basic Close Combat When you are within medium range of an enemy, you receive 8% less damage from enemies.
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Advanced Close Combat When you are within medium range of an enemy, you receive an additional 8% less damage from enemies.
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Expert Close Combat When you are within medium range of an enemy, you receive an additional 8% less damage from enemies.
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Life Drain Striking an enemy with your melee weapon regenerates 20% of your health. This cannot occur more than once every 10 seconds.[2]
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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)
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Tier 3 (400)
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Tier 5 (1,000)
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Tier 7 (2,400)
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Tier 9 (4,000)
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Sociopath
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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.
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Tension Killing an enemy regenerates 30 armor. This cannot occur more than once every 1 second. You gain an additional 10% armor.
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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.
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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.
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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.
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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)
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Tier 3 (400)
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Tier 5 (1,000)
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Tier 7 (2,400)
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Tier 9 (4,000)
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Gambler
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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.
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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.
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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.
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More Healing 1 Increase health gained from ammo packs by additional 8.
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More Healing 2 Increase health gained from ammo packs by additional 8.
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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)
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Tier 3 (400)
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Tier 5 (1,000)
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Tier 7 (2,400)
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Tier 9 (4,000)
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Grinder
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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.
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Adrenaline Damaging an enemy now heals 2 life points every 0.3 seconds for 3 seconds. You gain 20% more health.
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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%.
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Dopamine Damaging an enemy now heals 4 life points every 0.3 seconds for 3 seconds. You gain 20% more health.
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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%.
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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)
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Tier 3 (400)
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Tier 5 (1,000)
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Tier 7 (2,400)
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Tier 9 (4,000)
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Yakuza
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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.
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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.
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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.
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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.
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Oni Irezumi All berserker effects in this perk deck will start at 100% health instead of 50%.
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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)
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Tier 3 (400)
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Tier 5 (1,000)
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Tier 7 (2,400)
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Tier 9 (4,000)
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Ex-President
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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.
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The Emerging Force Increases the amount of health stored from kills by 4. You gain 10% more health.
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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%.
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Awakening Earth Increases the amount of health stored from kills by 4. You gain 20% more health.
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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.
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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.
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)
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Tier 3 (400)
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Tier 5 (1,000)
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Tier 7 (2,400)
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Tier 9 (4,000)
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Anarchist
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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.
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Straight Edge 50% of your health is converted into 100% armor.
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Death or Glory 50% of your health is converted into 110% armor.
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Rise Above 50% of your health is converted into 120% armor.
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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.
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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.
- "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)
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Tier 3 (400)
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Tier 5 (1,000)
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Tier 7 (2,400)
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Tier 9 (4,000)
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Kingpin
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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.
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Play Rough You gain 10% more health.
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Public Enemy No.1 You gain 10% more health. Enemies nearby will prefer targeting you, whenever possible, while the Injector effect is active.
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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.
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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.
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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)
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Tier 3 (400)
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Tier 5 (1,000)
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Tier 7 (2,400)
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Tier 9 (4,000)
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Sicario
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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.
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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)
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Subtle Your chance to dodge is increased by 15%.
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Agility Shield Dodging will replenish your armor.
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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.
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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)
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Tier 3 (400)
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Tier 5 (1,000)
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Tier 7 (2,400)
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Tier 9 (4,000)
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Stoic
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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.
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Un-moved All of your armor is converted and applied to your health.
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Calm After not taking damage for 4 seconds any damage-over-time you are still waiting to receive will be negated.
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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.
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Enduring When damage-over-time is removed you will be healed for an additional 50% of the damage-over-time remaining at that point.
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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.
- "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)
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Tier 3 (400)
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Tier 5 (1,000)
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Tier 7 (2,400)
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Tier 9 (4,000)
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Hacker
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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.
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OpSec Your maximum health is increased by 20%.
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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.
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Kluge Killing at least 1 enemy while the feedback or jamming effect is active will grant 20 dodge of 30 seconds.
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Botnet Crew members killing enemies while the feedback effect is active will regenerate 10 health. Further increases dodge to 30%. Probably a bug.
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