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Skills are a means of unlocking new equipment, abilities, or basic statistic improvements in PAYDAY 2. They are divided among five skill trees: Mastermind, Enforcer, Technician, Ghost, and Fugitive; often described as classes. Players are free to distribute skill points however they choose across the five skill trees.

The Skills system was overhauled in Update #100, with the five skill trees possessing three "subtrees" each, each with a different role. The content under the "Consoles" tabs (or "PS4 & XBOX ONE" and "PS3 & XBOX 360" tabs) contains information on the old skills system and is kept for reference. An update for PS4 and Xbox One had made the skills nearly identical to the PC version, therefore displaying mostly relevant information to next-generation console players.

GeneralEdit

Skill pointsEdit

Ace symbol

On the PC, Aced skills are represented by this Ace of Spades background behind their respective icons.

One skill point is awarded each time the player gains a Reputation level, plus an additional 2 points at every level divisible by 10 (meaning that instead of just 1 skill point, 3 skill points will be granted at levels 10, 20, 30, 40, and so on). Thus, once the player reaches the maximum Reputation level of 100, the player will have a total of 120 skill points.

Because the total skill points needed to unlock Basic and Ace for every skill in a single tree totals 138 points (145 on the consoles), it is impossible to Ace every skill in even a single tree (and furthermore, there are five separate trees in total). Because of this, it is advisable to only spend points on specific skills you truly need and want, and to spread skill points over multiple trees if necessary. Planning your build can be done with this skills, perks, and weapon calculator.

Skill tree structureEdit

Each skill tree has three subtrees, named after their intended role (for example, the Fugitive's Brawler subtree enhances melee combat capability). For each subtree, there are four tiers, the top three unlocked by spending a minimum total number of points in that subtree:

  • tier 2 is unlocked by spending 1 skill point,
  • tier 3 by spending 3 skill points,
  • tier 4 by spending 18.

Tier 4's point requirement can be reduced to 16 by investing an Infamy point in the appropriate tree.

All subtrees have one skill in tiers 1 and 4, and two skills in tiers 2 and 3. Tier 1 skills cost 1 skill point to unlock Basic and three skill points to Ace, tier 2 skills cost two skill points for Basic and four for Ace, tier 3 skills cost 3 for Basic and 6 for Ace, and tier 4 skills 4 for Basic and 8 for Ace.

Skill interactionsEdit

Party bonuses do not stack with the identical bonus coming from other players in the party that have the identical skill (thus it is somewhat sub-optimal for multiple players to get the same party-benefit skills, if you always play with the same team of players). All other bonuses stack, unless stated otherwise, including bonuses from Basic and Aced versions of the skill.

Re-specifying skill treesEdit

Skills can be withdrawn and skill points returned simply by right-clicking on the skill. Aced skills are withdrawn separately from Basic skills; to fully remove a skill that has been Aced, one will have to right-click on the skill twice. Skills cannot be withdrawn if the skill points invested in them allow skills unlocked above them to be used. The higher-tier skills will have to be removed before the lower-tier skill can.

Multi-Skill BuildsEdit

On the PC, PlayStation 4, and XBOX ONE versions, players can unlock additional skill sets to use, allowing them to switch between multiple builds without having to re-spec skill points. This allows, for example, one to switch from a stealth build to a combat build in an instant. Skill sets can be selected and unlocked by pressing the S key.

Skill sets also have a perk deck selection associated, hence switching skill set will switch perk deck as well, although perk deck progress is universal across skill sets.

The skill set used is selected from the skill screen, meaning that it can be selected from the main menu or while in the lobby screen of a Crime.net server.

On consoles there are 5 possible skillsets available, on the PC there are 15. The requirements for the 15th is the requirement for the 5th on consoles.

The skill sets are unlocked as follows: 1. The starting skill set, available from the outset. 2. Available for unlock once you reach level 50. 3. Available for purchase once you reach level 75, costs $1M of offshore money. 4. Available for purchase once you reach level 100, costs $10M of offshore money. 5-9. Available for purchase once you reach level 100, costs $25M of offshore money. 10-14. Available for purchase once you reach level 100, costs $30M of offshore money. 15. Available for purchase once you reach level 100, requires the Tabula Rasa achievement, and costs $20M of offshore money. When resetting your level by going infamous, the skill sets unlocked remain unlocked and therefore can be used immediately afterwards.

ProfilesEdit

Class building is made easier through the use of Profiles, which are collections of loadouts (weapons, throwables, skill sets, perk decks and masks). Profiles can be swapped around in the pre-game menu, allowing players more room to plan out by having multiple loadouts to tackle any kind of situation, especially when playing multi-day heists where rule changes between days are often significant. Because profiled skill sets can not be modified during the pre-game phase, setting them up in advance is often required.

Blank profiles will default to skill set 1 when selected with all skill points unallocated. There are 15 profile slots available at the moment. Profiles can be renamed (if using keyboard and mouse) by clicking on their name in the inventory.

SkillsEdit

Combat Medic

Combat Medic
Mastermind: Medic Tier 1
Basic (1 pt): You gain a 30% damage reduction for 5 seconds both after and during reviving another player.
Ace (3 pt): Reviving a crew member gives them 30% more health.

MechanicsEdit

If a team member without this skill manages to revive an incapacitated player, the incapacitated player will become fully functional and will have their current health set to 40% of its total value. If the downed player was revived by someone with this skill aced, their health will be set to 52% instead. This value is fixed and does not depend on number of times incapacitated, nature of incapacitation (bullet wounds, fall damage, Cloaker kick), time left in bleedout mode or bleedout state (still being able to shoot or not). On Mayhem difficulty and above, the base amount of recovered health (without this skill) is 10% instead of 40%. This skill increases this value to 13% of a player's total health. [1]

StrategyEdit

The basic version of this skill offers a limited and situational bonus. However, the exact nature of the situation in which this skill would be used makes it potentially the difference between life and death: if everything hinges on one player reviving the other, they may need all the help available to stay alive after that. The aced version also helps mostly in tight spots when it's difficult to avoid damage and let armor regenerate. This bonus to health may seem insignificant, but in tight situations it can make the difference between success and failure of a heist.

However, effective use of points allocated in this skill requires a group to have a dedicated reviver, which can be next to impossible in an out-of-control situation. Normally, a downed player will be revived by whichever player is closest, or otherwise able to at that moment. This significantly lowers the general value of Combat Medic, with one notable exception: Masterminds with the Inspire skill Aced will likely do most of the reviving anyway, which significantly increases the value of Combat Medic. Thus, Combat Medic becomes a useful skill for players who also take Inspire Ace.

On Mayhem and above, this skill becomes significantly less useful. The additional 3% health granted by having this skill aced is meaningless. Not considering armor, most law enforcers will be able to instantly deplete a player's health in only one or two shots regardless of whether health is at 10% or 13%. For players with Berserker, this skill actually becomes a hindrance. Players with Berserker aced will receive an 80% ranged damage buff and 200% melee/saw damage buff while at 10% health, but will receive only a 74% ranged and 185% melee/saw damage buff while at 13% health.

ReferencesEdit

  1. Frankelstner's "The Long Guide"

Quick Fix

Quick Fix
Mastermind: Medic Tier 2
Basic (2 pt): Decreases your First Aid Kit and Doctor Bag deploy time by 50%.
Ace (4 pt): Crew members that use your First Aid Kits or Doctor Bags take 10% less damage for 120 seconds.

MechanicsEdit

The basic effect of Quick Fix reduces the (already rapid) deployment time of First Aid Kits and Doctor Bags by 50%.

Acing the skill grants 10% damage resistance to crew members who used the player's kit or bag for 120 seconds.

StrategyEdit

Not much can be said about the basic effect of Quick Fix, as while it is indeed useful, deployment on its own is already deployed quickly enough to be reliable during an emergency. One should aim for the Ace version of it if they were to take this skill at all, as the 10% damage resistance conferred can help a teammate stay up and alive for a lot longer when caught in a sticky situation, greatly extending the longevity of restored health.

This skill is particularly useful when combined with the Uppers skill for First Aid Kits, as the auto-use ability combines well with the faster deployments and the increased number of total uses complements the damage reduction more.

TriviaEdit

  • In general usage, a Quick Fix is an instant form of remedy that can be used quickly for immediate effect on an affliction, similar to how the rapidly-consumed First Aid Kits "fixing" the player's "low health problem".

Painkillers

Painkillers
Mastermind: Medic Tier 2
Basic (2 pt): Crew members you revive take 30% less damage for 5 seconds.
Ace (4 pt): The damage reduction is increased by an additional 50%.

MechanicsEdit

The mechanics of this is straightforward. The player who has been revived by a Mastermind with this skill will take less damage for 5 seconds after revival. Acing this skill will allow the revived player to take only 20% of the incoming damage.

StrategyEdit

Even with its significant damage reduction, its 5-second effects might not appear useful. However, during gunfights where the downed player is surrounded by many law enforcers, this skill allows the downed player to have a better chance of survival and escape from the area once revived. This skill can pair well with Inspire in certain situations. Because Inspire allows players to revive others through walls, floors, or other obstacles, the reviving player may not always be able to provide any assistance to the player being revived in dealing with nearby law enforcers. This skill provides a significant boost to downed players so that they can more effectively deal with whatever law enforcers might have downed them in the first place.

TriviaEdit

  • Painkillers replaced Fast Learner in Update #39, which was then merged with the Perk Decks.
  • Painkillers is one of the several pre-Update #100 skills to be unchanged in the update beyond name changes, tier, skill point, and skill tree changes, and slight mechanic changes.

Uppers

Uppers
Mastermind: Medic Tier 3
Basic (3 pt): Adds 7 more First Aid Kits to your inventory.
Ace (6 pt): Adds 3 First Aid Kits to your inventory. Your deployed First Aid Kits will be automatically used if a player is downed within a 5 meter radius of the First Aid Kit. This cannot occur more than once every 20 seconds.

Mechanics Edit

The basic mechanics are straightforward, the skill adds additional First Aid Kits that you can use.

The benefits from the basic and aced versions of this skill stack to give a maximum of 14 first aid kits.

The aced version also allows teammates to refill their health when it is depleted if they are near a first aid kit by immediately consuming it. Each player has their own separate 20 second cooldown for this effect, regardless of whose first aid kits are used.

NOTE: Does NOT work with Swan Song, as the moment the user of that skill runs out of health, The FAK activates and restores them back to full HP. Once Swan Song is active, the user is considered "undead" and thus the first aid becomes useless.

StrategyEdit

The player has to choose if they want to take along First Aid Kits or Doctor bags. It's very inefficient, even with Jack Of All Trades to focus on both, so it's either this skill or Combat Doctor.

If going for FAKs, it is highly recommended for players to ace this skill, especially if they are a player's only (or primary) deployable. Although first aid kits do not reset bleedout counters (upon use), acing the skill triples the original carry amount, allowing players to use them with less care (i.e. not waiting until extremely low health before healing).

When aced, it is very useful to set multiple first aid kits down in highly damaging areas to prevent your teammates from being downed away from the team in a dangerous situation to be revived. Some areas of this concern would be hauling heavy loot across sections where snipers can shoot at fellow heisters or when needing to interact with a jammed saw/drill in the heat of a firefight.

Also, teammates revived by FAKs aced effect will not infract a down, allowing their health to be depleted more often before entering Police Custody. Finally, Uppers can be a lifesaver if Inspire is on cooldown or needs to be conserved.

The only "disadvantage" of having the aced skill of Uppers is it will always provide full health for a Berserker-orientated player whose health is fully depleted (unless Frenzy is in use).

TriviaEdit

  • The name uppers may be referring to one definition of the word upper, which refers to stimulants such as amphetamines that increase energy.
  • If teammates are revived from Uppers-aced first aid kits, the down counter is not applied, as they were not in the downed state to begin with.

Combat Doctor

Combat Doctor
Mastermind: Medic Tier 3
Basic (3 pt): You can now deploy 2 Doctor Bags instead of just one.
Ace (6 pt): Your doctor bags have 2 more charges.

MechanicsEdit

This skill doubles the number of doctor bags that a player can carry, and then adds two more charges to each bag. With this skill aced, a mastermind can attain 2 doctor bags with 4 charges each, for a grand total of 8 charges.

StrategyEdit

The player has to choose if they want to take along First Aid Kits or a Doctor bag. It's very inefficient, even with Jack Of All Trades to focus on both, so it's either this skill or Uppers.

If going for Doctor bags its highly recommended for players to ace this skill, especially if they are a player's only (or primary) deployable. One mastermind with this skill aced can bring an equivalent amount of healing as a full team of players bringing non-upgraded medic bags. Because using medic bags resets the number of times a player can enter bleedout mode before entering custody, the medic bags should be used with care, even with the additional charges. The increased amount of potential down-resets is extremely useful on higher difficulty levels, especially Death Wish.

TriviaEdit

  • The icon for this skill is identical to the Extra Lead icon, but with Doctor Bag symbols in place of the Ammo Bag symbols.
  • Combat Medic is one of the several pre-Update #100 skills to be unchanged in the update beyond name changes, tier, skill point, and skill tree changes, and slight mechanic changes.

Inspire

Inspire
Mastermind: Medic Tier 4
Basic (4 pt): You revive crew members 100% faster. Shouting at your teammates will increase their movement and reload speed by 20% for 10 seconds.
Ace (8 pt): There is a 100% chance that you can revive crew members at a distance of up to 9 meters by shouting at them. This cannot occur more than once every 20 seconds.

MechanicsEdit

Inspire's long range effects (both basic and aced) have a range of 9 meters. Inspire basic's speed boosting effect has a 3.5 second cooldown before it can be used again. In addition to increasing movement speed, it has the effect of increasing reload speed by 20%. [1]

The shout range (both speed boosting and revival) is unaffected by the shout distance increase provided by the Crew Chief Perk Deck.

StrategyEdit

Inspire, when aced, is one of the most beneficial skills in the entire Mastermind tree, if not the entire game. In addition to enabling players to revive teammates from a distance, this skill allows players to revive others through solid objects, including walls and floors, if the distance is sufficiently small.

Furthermore, when a player shouts at a downed teammate, the target player will be revived instantly, without the standard 6-second (3 with Inspire basic) interaction timer. Inspire can work with, or without the presence of additional teammates around the downed heister: if the player with this skill is fast enough, or has good "aim", they can shout the player in bleedout back up before the other crewmates have to do the revive for them.

Because the long-distance revival has a 20-second cooldown after being used, it is recommended to only be used on players close to being taken into custody or if you yourself are too close to being downed.

It is also worth to note that this skill combined with Messiah can prove very useful if the rest of the crew is down and you are able to revive yourself while downed, as you would then be able to quickly revive the rest of your crew and effectively save the day. Swan Song is also another skill paired with Inspire, as the player can revive one player and either quickly revive another or defend them to safety before going down.

Inspire also has its use in Mayhem and above reviving a fellow teammate then giving another shout to boost their movement speed to get out of a "sticky situation". On lower difficulties, Combat Medic Aced paired with Inspire works well, since a shout-revived player will have a little bit over half his health, more than enough to get out of a sticky situation. Since the boost this gives is fairly marginal on Mayhem and above however, it's not a good option to Ace, especially with other skill choices.

While effective and handy to have at all times, one must be careful not to get shot down in a firefight if they are the only person with the skill in a team. If a downed player has been surrounded by multiple and/or powerful enemies, especially on higher difficulties, it may be necessary to prioritize killing enemies before reviving them; otherwise they may simply be downed again or brought into custody in a short matter of time.

TriviaEdit

  • The speed boost and revive shouts do not work during stealth because players can only shout if stealth has been broken. Inspire's only use in stealth is the halved interaction time.
  • The speed boost will also increase the reload speed. This synergizes well with weapons that have notoriously lengthy reload times, such as LMGs.
  • Inspire is one of the several pre-Update #100 skills to be unchanged in the update beyond name changes, tier, skill point, and skill tree changes, and slight mechanic changes.
  • The Medic unit introduced in the Hoxton Housewarming Party uses a similar ability with an identical animation, although rather than reviving downed law enforcers they provide an instant heal instead.
  • The Henchman Beta and eventual live release has given an option to equip a longer-cooldown version of this skill on bots.

ReferencesEdit

  1. Frankelstner's "The Long Guide"

Forced Friendship

Forced Friendship
Mastermind: Controller Tier 1
Basic (1 pt): Increases your supply of cable ties by 4. You can cable tie hostages 75% faster.
Ace (3 pt): You and your crew gain 0.5 damage absorption for each hostage you have. This effect stacks with up to a maximum of 8 hostages. Note: This skill does not stack with other players Forced Friendship skills.

MechanicsEdit

Player can tie down civilians, and civilians only, by interacting with them while standing next to them. Civilians must be intimidated into lying down first by shouting at them or making noise with Stockholm Syndrome. Tying down a civilian takes 2 seconds without this skill and 0.5 seconds with the basic version owned. You also gain 4 extra cable ties.

The basic skill also has an unmentioned effect, listed for Stockholm Syndrome; It increases the time civilians stay intimdated by 50%.

Acing this skill makes every hostage you have add 0.5 damage absorption, up to 4 damage absorption for 8 hostages. Law enforcers converted via Joker do not count, but dominated ones do. This does not stack for multiple users with the same skill, and its low cost and placement in the skill system requires teams to check whether or not more players lack it, wasting skillpoints.

StrategyEdit

This skill is useful in two circumstances.

Public heists done in stealth mode; having a large number of cable ties may allow the team to tie down all the civilians on the map. This removes the need to have someone nearby to intimidate the civilians on a regular basis to keep them from phoning for help and setting off the alarm. However, in such heists where civilians are close together, keeping them suppressed is typically easily done. The usefulness of additional cable ties in this case depends on how many civilians appear in areas outside the main area, such as on the street or in back rooms.

On loud heists, it allows getting a much larger number of hostages and moving them to an area where they are not easy for law enforcement to free. This can considerably slow attacks by assault waves, making defense much easier.

To summarize, this skill is of particular value when:

  • One is not playing with a full party (bots can't use cable ties), especially solo;
  • When there are large number of spread-out civilians to keep track of (Mallcrasher, Nightclub, Jewelry Store, Diamond Store, GO Bank);
  • When full control without constant attention is desired.

The alternative to the skill is simply to kill the civilians, especially with Sixth Sense aced to reduce the cleaner cost by 75%. This offers several advantages: it is done instantly, can be done at range and allows the body to be bagged and moved to a less visible location (as hostages often do not follow the heisters to their exact location), which is useful for stealth. The only disadvantages here are the cleaner cost (even if reduced with the aforementioned skill) and limited supply of body bags. When players first start playing, they have very little money compared to what they need to buy weapons, mods, etc. Low-level heists also offer little reward and comparatively big cleaner costs. However, as players move through levels, the money problem becomes much less of an issue especially on heists with high payouts.

Thus, this skill may be of use to starting players who do not wish to cut on their income by killing civilians and often try to complete any of the establishment-robbing maps stealthily, especially when they do not have a full party or are playing solo.

While the recent addition of collecting cable ties from ammo bags might make this skill sound less useful in loud situations, the 4 extra cable ties, plus the faster tying speed, will allow a player to tie up enough civilians in order to delay the first assault wave. Additionally, if you collect enough hostages with your crew and have the aced version of this skill you will be better prepared for that first assault. Its addition usually makes little difference in stealth, with a limited amount of ammo drops from killed guards before stealth is broken, requiring this skill if keeping civilians alive is desired.

Confident

Confident
Mastermind: Controller Tier 2
Basic (2 pt): The power and range of your intimidation is increased by 50%.
Ace (4 pt): You can now have 2 converted enemies at the same time.

MechanicsEdit

The basic version of this skill increases your intimidation (shouting) range by 50%.

It also has an unmentioned intimidation aura (unmentioned). Refer to this guide for its effects.

The aced version allows you to convert 2 dominated law enforcers. In order to use this you are required to own Joker Basic, otherwise it has no effect at all.

StrategyEdit

Its basic effect of allowing you to shout further also has uses in marking (which uses shout distance) or telling civilians to lay down. It cannot be used to increase Inspire range. It's not really noticable if using High Value Target, which increases it by 2000%, and is not advised to get this bonus if using said skill.

Only bother with the Aced version of this skill if already possessing Joker, or it will have no effect. This skill allows you to utilise another hostage guard as additional damage dealer/soaker, provided Partners In Crime is also purchased preventing them to meet their untimely demise early on.

BugsEdit

  • There is no increase in power from the Basic skill, despite being claimed so by the text.
  • Patch #107 moved the "Civilians remain intimidated 50% longer" part of Stockholm Syndrome to this skill, as can be seen here. However, the descriptions were not changed accordingly.
    • The same patch removed AP rounds' damage bonus, but that has been reverted since.

Joker

Joker
Mastermind: Controller Tier 2
Basic (2 pt): You can convert a non-special enemy to fight on your side. This cannot be done during stealth and the enemy must have surrendered in order for you to convert them. You can only convert one non-special enemy at a time.
Ace (4 pt): Your converted enemy deal 35% more damage. The time taken to convert an enemy is reduced by 65%.(sic)

MechanicsEdit

"Damn you for doing this!"
—A law enforcer after conversion.
2014-10-21 00006

Two friendly Yellow SWAT officers.

First, a law enforcer must be intimidated (See the Shout page for useful information on securing hostages); gang members and specials are immune to domination, and therefore also immune to this skill. After the law enforcer has cuffed himself, any player with this skill may interact with him to do a conversion. Each player with this skill may only have one converted unit under their command at a time, which can be expanded to 2 by purchasing Confident Aced. Upon conversion, a law enforcer's health is restored as well as having their damage increased if this skill is Aced.

Law enforcers affected by Joker will behave similarly to Team AI, with notable exceptions of being incapable of reviving downed players, regenerate lost health when not taking damage, being tased or downed by a Cloaker. Being caught within the radius of player-based explosives such as grenade launcher shots, fire or Frag Grenades will injure them regardless. Like Team AI, they have a blue outline to show that they are friendly to the players. Converts will be affected by ECM Feedback utilized in their presence.

If a teammate is in custody and there are no tied civilians or dominated law enforcers available to trade, a converted enemy will revert to being dominated and provide an instant hostage.

StrategyEdit

Players with this skill should attempt to dominate the toughest or strongest law enforcement available. Since specials cannot be dominated, the most ideal target is a Maximum Force Responder, as their frontal body armor is completely resistant to standard bullets, and they have double the health. The FBI's Heavy Response Units are also quite viable thanks to their high damage output (especially if they are a shotgunner) but will generally not last nearly as long as a MFR. When playing on Mayhem or Death Wish, converting GenSec SWAT members can also be a wise choice thanks to their powerful arsenal of weapons. When playing Meltdown, Slaughterhouse, or Beneath the Mountain, Murkywater PMCs are also a good choice due to their high-damage Eagle Heavies. On Death Sentence, any ZEAL unit makes a very useful ally, though the armored ones are preferred for the same reason the MFRs are.

On indoor heists, shotgunners should be converted, while on outdoor heists, enemies with SMGs or Assault Rifles should be converted. When converting a security guard, the Compact-5-armed variant is the best choice as it deals more damage than the Chimano 88 used by the others. If a street cop is converted, the Bronco-wielding one is a very good choice thanks to his very high damage compared to the one with a Chimano 88, but the SMG and shotgun are also ideal targets. A Yellow SWAT on Normal and Hard difficulties can be very advantageous as they are very durable.

A converted law enforcer is very useful against Cloakers as they can take them out without risking getting kicked and incapacitated. This also allows your teammates to revive you from a Cloaker's kick without the danger of getting kicked themselves. The same tactic is useful against Tasers.

Hostage Taker can be paired well with Joker to provide constant health regeneration. Unlike tied down civilian hostages who must be guarded to prevent rescue, the converted law enforcement units can defend themselves and make it harder for them to be eliminated.

Partners In Crime is recommended to keep your convert alive and give additional boosts for having them.

AchievementsEdit

Bring Your Cop To Work Day Bring Your Cop To Work Day
On any heist, have four law enforcers converted at the same time on the OVERKILL difficulty or above.

TriviaEdit

  • A joker is a wild card, or an unexpected factor that changes or reverses a situation.
    • The name could also be a reference to The Dark Knight, were the main villain (The Joker) frequently recruited new "clowns" from his former enemies, most notably Harvey Dent/Two-Face, the former district attorney of Gotham.
  • In the first few versions of this skill, the converted unit was forced to wear a bomb; the player told them that either they would serve the heisters or they would explode. This has since been removed due to fear of negative reviews. The post-conversion quotes are still spoken by the convert.
  • A converted law enforcer still has the ability to climb or dive/roll away from enemy (or friendly) fire.
  • In more recent versions of the game, converted law enforcers will spring up battle-ready, while in earlier builds they had to go through a standing up animation, draw their weapons and only after a roughly 2-second delay, could they join the fight.
    • The very first convert will lack their weapon before firing, although all subsequent converts work properly.
  • A converted law enforcer will never use his melee attack against his former comrades, nor will he be attacked in melee range.
  • Converted law enforcers will still use their standard battle quotes, including calling for backup against the heisters.
  • Trying to convert a dominated enemy while in stealth or having reached the limit of converted enemies prompts a message reading: "Your persuasion techniques were resisted."
  • As with AI bots, players can walk through converted law enforcers. Likewise, they will eat the players bullets.
  • The AI of converted law enforcers seems a bit messy as they will sometimes hold a certain position and fight off enemies until they die.
  • Converted law enforcers seems to have faster reflexes and better aim as they will often shoot enemies before they can react and almost always score headshots, similiar to AI bots.

Stockholm Syndrome

Stockholm Syndrome
Mastermind: Controller Tier 3
Basic (3 pt): Civilians are intimidated by the noise you make and remain intimidated 50% longer.
Ace (6 pt): Your hostages will not flee when they have been rescued by law enforcers. Whenever you get into custody, your hostages will trade themselves for your safe return. This effect can occur during assaults, but only 1 time during a heist.

MechanicsEdit

Stockholm Syndrome allows you to cause civilians in a large area to cower on the floor by making noise, be it from unsilenced gunfire or explosions. It essentially works as a wider, non-directional version of shouting, preventing civilians from getting up and raising alarms or calling the police.

While the specific range is not specified, the intimidation radius is as large as the noise created. Each weapon has their own noise range, however in general most weapons will cover the central areas of any map once heisters have taken care of any wandering pedestrians.

Note that drills placed by a heister with Stockholm Syndrome do not generate intimidating noise - civilians are suspicious of drills they can see but do not consider the sound of a drill to be threatening or dangerous.

You do not have to see the civilians for them to be intimidated, allowing for easier and quicker crowd-control. Like the shout, civilians need more than one interaction in order to lay down. The first sound will make them stop running (or do the panic animation), and a second will make them lie on the ground. Automatic weapons are exceptional at placing civilians under control. Note that the noise alerts created by firing a weapon have a cooldown of 1.5 seconds. During this time, additional alerts will not register and will not have any effect on civilians. Source - Long Guide
Because of this, players should fire one round at a time; there is no need to spray bullets indiscriminately.

Additionally, do note that the intimidated civilians will require repeated noise to keep them down. To do that, keep creating noise at regular intervals to keep them intimidated. Once the civilians are controlled at least 45 seconds can pass between gunshots, meaning that almost any reasonable concealment weapon can maintain crowd control for over half an hour.

The "remain intimidated longer" effect is not part of this skill.

Acing the skill also causes civilians to remain in the general vicinity after being released by the police, giving their captors more time to tie them back down if they so choose. It also relieves pressure on the crew as a whole by letting civilians trade themselves in automatically to free an arrested player; they will even do so during assaults, though each player with the skill are entitled to only one such release per heist (or day of a heist).

StrategyEdit

Stockholm Syndrome is very valuable for players who need to control the area quickly. This is particularly valuable in civilian-heavy stealth heists like Bank Heist (includes Firestarter day 3), Jewelry Store or GO Bank.

By simply firing off bullets at any direction, civilians will quickly be frightened and get down, allowing the heisters to subdue them without going through the lengthy phase of shouting at them, even allowing you to keep them down without tying them, or standing in their general vicinity. This can also be useful for preventing civilians from getting up during a firefight and getting themselves killed in the crossfire.

Most usefully, the OVE9000 saw can be used to create noise without using ammunition simply by aiming it away from any objects. The combination of Stockholm Syndrome and the saw is particularly useful on Bank Heists, where it can ensure crowd control of the entire bank area while sawing open deposit boxes inside the vault.

Note that Stockholm Syndrome is arguably a hinderance on Mallcrasher as panicked civilians will not flee from the shops, meaning that heisters must choose between throwing in a grenade and accepting the cleaner costs, tying the civilians and moving them as hostages or carefully shooting/meleeing each item of value.

TriviaEdit

  • This skill has been completely changed from its Pre-Update #100 incarnation, incorperating the Control Freak effect and getting entirely new unique aced effect.
  • This skill is named after a real-life syndrome of the same name that causes hostages to feel an irrational sympathy towards their captors, to the point of defending and even assisting them in their wrongdoings. This is reflected by the skill's effect on nearby civilians, who will risk standing up in a firefight to assist the player, albeit briefly.
  • The effects of this skill are demonstrated in the Big Bank trailer, as seen when the central character Bob came to Dallas' aid when the heister was wounded in the shootout.

Patch NotesEdit

  • With Update #100, Stockholm Syndrome Aced was completely bugged, often working for players who did not have the skill and for an unlimited amount of times during assault waves. The "released" hostage would sometimes stand in one place and cannot be moved. Update 105.2 (Hotfix) rectified the issue.
    • Patch #107 moved the "Civilians remain intimidated 50% longer" part of this skill to Confident basic.

Partners In Crime

Partners In Crime
Mastermind: Controller Tier 3
Basic (3 pt): Having a converted enemy increases your movement speed by 10%. Your converted enemy takes 45% less damage.
Ace (6 pt): Having a converted enemy increases your health by 30%. Your converted enemy takes an additional 54% less damage.

MechanicsEdit

This skill benefits both the player and their Jokered law enforcer. The Basic version of the skill provides +10% movement speed to the player and a 45% damage reduction to the minion while the Aced version adds a 30% health boost to the player and an additional 54% damage reduction to the minion (for a total of 99% damage reduction).

While the bonus is applied per minion, having 2 minions from Confident does not give additional player boosts. The player instantly loses the bonuses upon having no remaining minions.

StrategyEdit

As this skill is only useful with a converted enemy, it is essential that the owner attempt to convert an enemy as soon as possible. Obviously, this skill is entirely useless for anyone who doesn't possess the Joker skill. Minions become near-invulnerable bullet sponges (usually taking 512 shots before dying), and can be used as effective distractions for usually dangerous targets (such as the SWAT Turret or Minigun Bulldozer) if the player manages to position their minions correctly.

While the basic version's use is limited by itself, it can be handy if stacked with other speed-boosting skills like Duck And Cover or Second Wind. The aced version's 30% health increase is useful at lower difficulties but of questionable usage at difficulties above Mayhem, so the 54% extra protection to the minion is typically more useful than the former effect. However, unless one intends on proactively attempting to have a minion with them at all times, they should probably go for other skills.

With this skill obtained (especially if aced), it is possible to constantly regenerate health if Hostage Taker is active without the need to spend time to dominate and convert another unit.

In stealth, this skill is of no use as enemies cannot be converted even though they can be intimidated.

Due to a bug, converted enemies may stop following the player and can move to or stay in an inconvenient location (such as the room that houses the DNA identification scanner in Hoxton Breakout). It can be counterproductive if the player needs to have additional support or has to perform a hostage trade from an undesirable distance, as their high health makes it difficult to eliminate said converted unit to free up space and convert another unit.

TriviaEdit

  • Prior to Update #100, Partners In Crime was named Partner In Crime, was a tier 5 skill, and provided less damage resistance to the minion and the aced version only gave a 20% health boost.
  • Partners In Crime is one of the several pre-Update #100 skills to be unchanged in the update beyond name changes, tier, skill point, and skill tree changes, and slight mechanic changes.

Hostage Taker

Hostage Taker
Mastermind: Controller Tier 4
Basic (4 pt): Having at least one of your own hostage or converted law enforcer makes you regenerate 1.5% health every 5 seconds.
Ace (8 pt): Having at least one of your own hostage or converted law enforcer makes you regenerate 4.5% health every 5 seconds.

MechanicsEdit

The mechanic is straightforward. Having a civilian cable tied or a law enforcer intimidated will allow players with this skill to regenerate health.

StrategyEdit

Should a player decide to get this skill, it is recommended to ace it as the basic version does not have much visible impact on the gameplay due to its low regeneration rate. Acing the skill will allow the player to recover their health completely within 108 seconds, provided the player does not take damage in the interim. The aced Hostage Taker, combined with health-increasing perks such as Brute Strength and Wolf Pack, allows the user to sustain for much longer. A Grinder Perk Deck set-up, including regeneration perks like Histamine, Adrenaline and Endorphins, compliments Hostage Taker very well.

However, for this to be useful, it is important for the crew to always have a converted enemy or protect their hostages. Hostages are easily set free by the police and are often left undefended, whereas converted enemies often die on their own fighting large groups of other law enforcers. Positioning civilians with their heads inside an object or wall will attract less attention to said civilian.

If acquiring Hostage Taker, it is also recommended that the heister uses the Crew Chief or Muscle perk decks, as this skill synergizes with Crew Chief's Hostage Situation, and the health bonus + health regeneration from Muscle. Increased maximum health along with health regeneration will prove very beneficial, especially when heisting loudly on Death Wish difficulty.

Finally, the overall benefit from Hostage Taker is to provide a guaranteed way of regaining health if all self-healing deployables have been depleted or need to be conserved.

TriviaEdit

  • This skill replaced Control Freak as a tier 6 skill in Update #39.
  • Prior to Update #74, basic Hostage Taker healed 0.6% health per 5 seconds whilst aced healed 2% health per 5 seconds.
  • Hostage Taker is one of the several pre-Update #100 skills to be unchanged in the update beyond name changes, tier, skill point, and skill tree changes, and slight mechanic changes.

Stable Shot

Stable Shot
Mastermind: Sharpshooter Tier 1
Basic (1 pt): You gain 8 weapon stability.
Ace (3 pt): You gain 16 weapon accuracy while standing still.

MechanicsEdit

The basic version offers a moderate boost to stability for all weapons.

The aced version offers a great boost to accuracy, but only when the user is not moving.

StrategyEdit

The basic skill is a quick increase to all weapon stats and for its low skill point cost it is a good skill for any build whose weapons are falling short in stability.

The aced effect is best used with sniper rifles since they are meant to be wielded in a stationary position. Its use is questionable however due to many sniper rifles already having high accuracy. It may be effective for weapons lacking in accuracy, such as LMGs that are known for having high spread. It is also useful for objectives that require defending a certain point as the user does not have to move much.

Rifleman

Rifleman
Mastermind: Sharpshooter Tier 2
Basic (2 pt): Your snap to zoom is 100% faster with all weapons. Your movement speed is unhindered while using steel sight.
Ace (4 pt): Your weapon zoom level is increased by 25% with all weapons. Your weapon accuracy while moving with SMGs, Assault Rifles and Sniper Rifles is increased by 16.

MechanicsEdit

The basic iteration of the skill removes the short, but potentially life-threatening delay when aiming down the sights of a weapon. The aced iteration of the skill increases the amount of zoom on weapons by 25%, effectively giving any view down the sights a greater magnification.

StrategyEdit

Rifleman is very much a convenience-only skill; it is not strictly necessary for any build and it does not make any segment of a heist significantly easier. However, much like Resilience Aced, this skill can make certain aspects of gameplay easier if a player is willing to spend points on it.

For players looking to follow a sniper playstyle (whether or not the player actually intends to use a sniper rifle), this skill will be very useful. The additional magnification will help to extend the effective range at which a player can acquire and eliminate targets. Note that the weapon's effective distance is still limited by its accuracy statistic and spread.

The basic version of the skill stacks with Shotgun CQB and silenced weapons paired with The Professional.

Marksman

Marksman
Mastermind: Sharpshooter Tier 2
Basic (2 pt): You gain 8 weapon accuracy with all SMGs, Assault Rifles and Sniper Rifles fired in single shot fire mode.
Ace (4 pt): You gain a 20% accuracy bonus while aiming down sights with all SMGs, Assault Rifles and Sniper Rifles fired in single shot fire mode.

MechanicsEdit

With the Marksman skill, weapon accuracy is increased by 8 if the weapon is set to single shot fire mode. If the weapon starts in single fire, whether naturally or through the Single Fire mod, the accuracy increase will be shown in the weapon's stats.

StrategyEdit

If the player is using ARs and SMGs geared for high rate-of-fire, close-range combat, getting this skill may help with engaging enemies from a distance by switching the weapon to semi-auto and taking aim. This would, however, require not equipping the Auto Fire mod, which would assist with aforementioned build.

Like the aced version of Stable Shot, getting this skill is questionable for sniper rifle usage, due to them already having very high accuracy.

TriviaEdit

Ammo Efficiency

Ammo Efficiency
Mastermind: Sharpshooter Tier 3
Basic (3 pt): Getting 3 headshots in less than 6 seconds will refund 1 bullet to your used weapon. Can only be triggered by SMGs, Assault Rifles and Sniper Rifles fired in single shot mode.
Ace (6 pt): The amount of headshots required is reduced to 2.

MechanicsEdit

With this skill, sniper rifles, assault rifles, and SMGs fired in single shot mode are capable of regenerating ammo upon achieving a certain number of headshots in  6 seconds. The basic version requires 3 headshots while the aced version requires two. It is worth noting that the headshots do not need to be from only one of your weapons.

This skill also refunds ammunition as long as the headshot is dealt, not just killing the enemy or chaining head shots. The unique penetration ability of Sniper Rifles can allow the user to line up head shots, allowing 3-1 or 2-1 headshots for a single bullet and will still count towards the refund. In other words, getting 3 headshots (2 with aced version) with one bullet from a sniper rifle will not subtract from your total ammo pool.

StrategyEdit

For builds that require use weapons that don't have large amounts of ammo, this skill can significantly increase the time a weapon can be used before requiring a refill from an ammo bag. Weapons that have a low ammunition reserve and low pickup rates, such as the Thanatos .50 cal, when used with this skill and by an experienced player, can be used much longer, especially when the skill is aced.

As such, Ammo Efficiency may be best paired with skills that boost accuracy and stability:

  • Marksman and Stable Shot, due to the skill demanding precision.
  • High Value Target can increase the damage on marked enemies thus potentially requiring less ammo to kill.
  • Aggressive Reload to assist users in dealing with enemy swarms.
  • Scavenger aced as two ammo drops will be provided upon the elimination of a 6th enemy unit.
  • Bullseye to regain armor with each headshot.

The major shortcoming of Ammo Efficiency is evident when facing Bulldozers and Captain Winters; Both tend to have high health and are fairly resistant to headshots. Also, players should be wary of Tasers due to their ability to make electrocuted players waste valuable ammo.

Aggressive Reload

Aggressive Reload
Mastermind: Sharpshooter Tier 3
Basic (3 pt): Increases your reload speed with SMGs, Assault Rifles and Sniper Rifles by 15%.
Ace (6 pt): Any killing headshot will increase your reload speed by 100% for 4 seconds. Can only be triggered by SMGs, Assault Rifles and Sniper Rifles fired in single shot fire mode.

MechanicsEdit

The Aced version affects the reload time of the player's other weapon as well, provided they switch to it and begin a reload within two seconds of getting a headshot kill.

StrategyEdit

The aced version reduces reload time across the board so long as the player is firing in single shot (and, sensibly, already taking advantage of enemies' headshot multipliers). The weapons that benefit most from this skill are sniper rifles, which have some of the longest reload times as well as low magazine sizes to necessitate frequent reloads. Coupled with Ammo Efficiency, a sharpshooter in name and deed could theoretically use a sniper rifle as a weapon for general use rather than saving its limited ammo for specials.

Overkill aced can be paired with the aced version of this skill, due to it granting a 80% speed increase to weapon swapping.


Graze
Mastermind: Sharpshooter Tier 4
Basic (4 pt): Snipers that hit their target deal 20% of the damage dealt in a 100cm radius around the bullet trajectory.
Ace (8 pt): If a bullet would headshot-kill someone, the graze skill will deal 100% of the weapon's damage instead of 20%.

MechanicsEdit

The basic and aced versions of this skill allow sniper rifles (and only sniper rifles) to deal minor damage to surrounding targets should the bullet hit a target. If this occurs, the bullet's trajectory projects a cylindrical hitbox the size of 1-metre around it, dealing 20% damage to enemies caught within it.

The aced version improves this by granting headshot kills the ability to deal full damage to all surrounding opponents within the bullet's trajectory. This has no cooldown, and will proc whenever a headshot kill is made.

Note that Graze can and will affect civilians within its radius.

StrategyEdit

The basic version of Graze allows sniper rifles to deal minor damage to enemies around the bullet's travel path, so long as the bullet actually hits something. However, considering that sniper rifles already have the innate ability to penetrate armor, kill multiple cops in one shot, and bypass shields, basic Graze's damage is rather mediocre and can usually be overlooked, especially due to the high amount of skill points required to invest in it. Regardless, should the player be considering to invest in basic Graze, high fire-rate or highly damaging sniper rifles should be the focus, as it allows snipers to soften up enemies and support teammates who are at the front lines doing most of the actual killing.

Aced Graze is a worthy investment of skill points for a sniper-focused player, allowing a single headshot kill to mow down lines of enemies and significantly weaken any survivors. This is especially effective if the user equips a rifle that can kill an average cop in a single bodyshot, as a headshot kill will cause most surrounding enemies to go down alongside the main target. Most notably, the Thanatos' finds even more effectiveness with Graze due to any hit being a guaranteed kill in most cases.

Due the the increased likelihood of eliminating multiple targets with a single bullet, ammo conservation is even less of an issue, especially if the user has aced Ammo Efficiency. This is true for most sniper rifles due to their typically low ammo pickup.

As Graze essentially widens the bullet's hitbox on hit, it is obviously most useful for situations where multiple enemies will bunch up together (such as within corridors and cramped hallways), and flat areas where enemies will likely be approaching from a single spawn point. Heists where it can prove extremely useful include Day 1's streets/Day 2's server room of Hoxton Breakout, the labs of Boiling Point, Cook Off, and Panic Room. By contrast, it is best to spend skill points someplace else if the heist takes place on open ground with little chance of enemies spawning in a straight line, or if the player will often look downwards to face enemies instead of straight at them.

One of Graze's unfortunate drawbacks is that it also affects any Civilians that happen to be in the crossfire, be it escaping during an assault or when tied to the ground. This is most problematic if the skill is used on heists such as GO Bank or First World Bank. If possible, be sure to lead civilians away from highly-contested areas, or risk unintentionally killing high amounts of civilians during an assault wave and extending any hostage trades in the future.

TriviaEdit

  • Graze is the only Tier 4 skill that affects a single weapon type, with neither the basic nor aced version offering its bonuses to any other weapon class (unlike the shotgun tree or pistol tree, for example).


Underdog

Underdog
Enforcer: Shotgun Skills Tier 1
Basic (1 pt): When three or more enemies are within 18 meters of you, you receive a 15% damage bonus that lasts for 7 seconds.
Ace (3 pt): When three or more enemies are within 18 meters of you, you also receive a 10% damage reduction that lasts for 7 seconds.

MechanicsEdit

Underdog considers a player to be surrounded when three or more enemies are within an 18-meter-radius zone around the player and they're targeting him. Enemies more than 2.5 meters away from the player vertically are not considered. [1]

StrategyEdit

Because this skill requires the player to be close to several enemies, an active role in close-quarters combat is recommended. Weapons with a close effective range, like shotguns, are ideal for this skill. By the time the player is within range to use their shotgun effectively, the skill will trigger. However, longer range weapons, such as sniper rifles or assault rifles, can require more effort to utilize the benefits of this skill. Vantage points, due to their high level of vertical separation from enemies, are generally poor locations to attempt to use this skill.

In order to reap the benefits of this skill, it is required that the player be surrounded by multiple hostiles, which means that if one has no problem neutralizing his attackers, the effects of the skill won't be of much use. It is, however, quite handy to use when one is trying to revive a downed partner in the middle of a hot zone, as the aced skill reduces damage taken from enemy fire and the basic skill allows one to repel attackers more effectively.

TriviaEdit

  • Underdog is a commonly used term to describe a team or individual that is greatly disadvantaged and/or expected to lose.
  • The effect only lasts for 7 seconds but it will continue to refresh as long as the required conditions are met.

ReferencesEdit

  1. Frankelstner's "The Long Guide"

Shotgun CQB U100

Shotgun CQB
Enforcer: Shotgunner Tier 2
Basic (2 pt): You reload shotguns 15% faster.
Ace (4 pt): You reload shotguns 35% faster. You gain a 125% increase steel sight speed when using Shotguns.

MechanicsEdit

The reload speed effects of the Basic and Aced versions of the skill stack additively. When Aced, reload speed is increased by 50%, reducing reload times by 33%. Do note that shell-based shotguns (such as the Locomotive), when being reloaded, have 2 reload parts, the first, is when the Heister moves his shotgun sideways, and "opens" the shotgun, and the second part is when he loads a shell inside the shotgun, increasing bullets in magazine by one.

The Aced version behaves as the Rifleman skill, where the zooming is faster.

StrategyEdit

Though steel sights on shotguns are often unneeded unless Far Away is taken, it is worth taking the Aced version solely for the increased reload speed.

TriviaEdit

  • The "CQB" in the skill's name is an uncommon acronym for Close quarters combat, more commonly referred to as "CQC".

Shotgun Impact U100

Skills
Enforcer: Shotgunner Tier 2
Basic (2 pt): Your weapon stability with all shotguns is increased by 8. You deal 5% more damage with shotguns.
Ace (4 pt): You deal an additional 10% more damage with shotguns.

MechanicsEdit

While aced, this skill multiplies the listed (fully modded) damage of any shotgun in the player's possession by 1.15. This damage bonus stacks additively with any other damage bonus that is permanently applied to a weapon, and multiplicatively with situational damage boosts, like that offered by Berserker.

StrategyEdit

Players considering the usage of shotguns in combat should seriously consider taking this skill. As it increases the modded damage of all shotguns by 15%, it is invaluable in improving weapon efficiency. With this skill, already powerful shotguns such as the Mosconi 12G, Raven, and Locomotive 12G become lethal weapons.

Far Away

Far Away
Enforcer: Shotgunner Tier 3
Basic (3 pt): Your accuracy bonus while aiming down sights with Shotguns is increased by 40%.
Ace (6 pt): You gain a 50% increased effective range with Shotguns when aiming down sights.

MechanicsEdit

The basic version of this skill increases the accuracy of shotguns by 40% when a player aims down the sights.

The aced version of the skill increases both the minimum damage range and maximum damage range of shotguns by 50% when they aim down the shotgun's iron sights.

The following table shows the range values of shotgun ammo types before and after the increase.

Minimum Range Maximum Range
Normal / 000 20 m -> 30 m 50 m -> 75 m
Slug / Dragon's Breath 40 m -> 60 m 74.5 m -> 111.75 m
Flechette 40 m -> 60 m 91 m -> 136.5 m
HE 40 m -> 60m 115 m -> 172.5 m

StrategyEdit

When combined with Flechette Ammunition players with the aced version of this skill are capable of taking on Snipers with their shotguns, especially with weapons like the Mosconi 12G, Breaker 12G and Goliath 12G. However, the basic version of this skill will limit the spread of shotguns while aiming down the sights, which is not always desirable. In particular, close-quarters and medium-range combat capabilities will be diminished, and it will be more difficult to kill multiple enemies in a single shot.

Close By

Close By
Enforcer: Shotgunner Tier 3
Basic (3 pt): You can now hip-fire with your Shotguns while sprinting.
Ace (6 pt): Your rate of fire is increased by 35% while firing from the hip with single shot Shotguns. Shotguns with magazines have their magazine sizes increased by 15 shells.

MechanicsEdit

The basic effect of this skill allows for shotguns to be hip-fired while sprinting.

The aced effect increases rate of fire for all single shot shotguns by 35% and all shotguns with magazines have their magazine capacity increased by 15. The only shotguns that benefit from the magazine increase are the IZHMA 12G, Steakout 12G, Grimm 12G, and Goliath 12G. Uniquely, the Brothers Grimm 12G will get 15 shells per magazine, resulting in a total increase of 30.

StrategyEdit

In tier 3 of the Enforcer's Shotgunner subtree, the player will be presented with two skills to improve the tree's signature weapon: Close By and Far Away. Close By, as the name suggests, improves hipfire shooting. The basic version of the skill, which allows shooting while sprinting, is redundant to Lock N' Load in the revised Technician's Oppressor subtree which allows hipfire sprint shooting with all weapons, and both replace the aced version of Man of Iron in the older builds of the game. However, most of the skills in the Oppressor subtree do not synergize with the Shotgunner subtree.

The Aced version allows the player to lay out more fire while hipfiring. Combined with Shotgun CQB aced, one can cause damage in a much quicker time span.

Overkill

Overkill
Enforcer: Shotgunner Tier 4
Basic (4 pt): When you kill an enemy with a shotgun or the OVE9000 portable saw, you receive a 75% damage increase for 20 seconds.
Ace (8 pt): The damage bonus now applies to all weapons. Skill must still be activated using a Shotgun or the OVE9000 portable saw. Your weapon swap speed is increased by 80%. Note: Does not apply to melee damage, throwables, grenade launchers, or rocket launchers.

MechanicsEdit

After purchasing this skill, killing an enemy with the saw or shotgun causes you to deal 75% more damage with the saw or shotgun (basic) or all weapons (ace), for the next twenty seconds. Any shotgun or saw kill within that twenty-second period resets the timer, effectively extending the duration of the bonus. This allows the player to easily maintain the effect for the majority of the heist, or at least the majority of each assault wave.

The Aced version greatly increases weapon swap speed, similarly to the final perk of the Rogue perk deck. This increased swap speed makes it much easier for other weapons to benefit from the damage bonus, and allows the player to deal high damage with weapons besides shotguns and saws without having to take specific skills for them.

StrategyEdit

This skill is useful to shotgun users, and is extremely helpful to players intending to make serious use of the IZHMA 12G, M1014, or Street Sweeper. Since most shotguns can be modded to kill within a single shot, the average cop can easily be dealt with. This skill proves valuable when dealing with many threats at once, should you encounter a high hit-point enemy, kill a lesser foe to activate the skill and then deal with the higher threat opponent.

With this, and a shotgun with at least 80 damage, you will deal roughly 140 points of damage per shot, enough to kill up to an HRU ("Green" SWAT) with a single body shot, thus resetting the kill timer. Likewise, a shotgun with at least 216 damage will deal 378 points of damage under the influence of this skill, enough to kill up to a Taser with a single body shot. A shotgun with at least 104 damage with inflict 182 damage with Overkill activated, just enough to kill MFRs ("Tan" SWAT) in Deathwish with one shot to the head.

This skill makes damage-increasing mods even more useful, and can make up for the ammo issue that shotgun ammunition mods can inflict on the player.

A high-concealment IZHMA 12G or The Judge can provide incredible killing power, if this skill is combined with Low Blow Aced.

The effect that the weapon has on the OVE9000 is rather meager in practice. While it increases the saw's damage output, therefore making it more efficient, there aren't enough saw-able objects in most heists to merit spending the skill points, and the ones that do can be taken care of just as easily with the basic Berserker skill. Of course, if using the OVE9000 as a combat weapon rather than a utility tool, it can help make quick work of most enemies while consuming less wear on the blades, and even in a build which intends to use the saw for utility it can help to save one's life should they be pinned down in close quarters by a large group of enemies.

The Aced version of this skill is best used to push high-damage weapons over the threshold of killing specials in one shot. However, its effectiveness is dubious, as while it will allow one to one-shot Skulldozers with a Thanatos in hand, the amount of time spent is equivalent to firing two shots at the dozer, which can be enough to kill them.

Thick Skin

Resilience
Enforcer: Armorer Tier 1
Basic (1 pt): Increase your armor recovery rate by 15%.
Ace (3 pt): Reduce the visual effect duration of Flashbangs by 75%.

MechanicsEdit

Resilience Basic works by simply reducing the player's armor recovery time by a flat 15%. Note this does not work with the Anarchist Perk Deck.

The benefit of the Aced version is straightforward; when a player is blinded by a flashbang, the screen will return to normal much more quickly. The duration of the effect also depends on the player's distance from the flashbang and whether or not they were looking directly at the grenade's detonation.

StrategyEdit

Players running any build without Anarchist or Hitman Perk Decks will find the Basic version of the skill invaluable to maintaining a rapid armor-regeneration pace, though the Ace effect is arguably optional. Many players however find the Ace effect invaluable due to the frequency, annoyance and risk of flashbangs.

Flashbangs spawn periodically around the map (more frequently on Overkill and below, although its effects are also longer on Mayhem and above) and will emit a loud beeping noise. During that time, they can be destroyed to completely nullify the effect, or one can simply look the other way or take cover to avoid its effect.

With enough care, the Ace upgrade can be overlooked entirely.

TriviaEdit

  • The aced effect of the skill comes from the Enforcer's Stun Resistance skill, while its icon comes from the Fugitive's Thick Skin skill.
  • Since Update #124 mechanics of flashbangs changed, making the Aced effect far less useful than it used to be. Prior to the update, flashbangs weren't actual projectiles that get thrown by enemies. Instead, the game just periodically spawned one at your feet when you're not looking, which is most of the time, and especially so if there is a mass of law enforcers huddling up near the player's position. Due to this, Resilience could be an useful skill for combat-heavy players, as being flashbanged can usually spell death for players who are blinded while the enemy approaches.

Die Hard U100

Die Hard
Enforcer: Tank Tier 2
Basic (2 pt): You take 50% less damage while interacting with objects.
Ace (4 pt): Increases the armor of all Ballistic vests by 20.

MechanicsEdit

The mechanics are fairly straight forward. While using any object that has an interaction phase/wheel with Die Hard basic active, any and all damage taken will be halved.

When Aced, Die Hard provides a 20 point increase to the armor rating of all equippable ballistic vests (Ballistic Vest, Light Weight Ballistic Vest and Heavy Ballistic Vest). Unlike the similar Iron Man skill and Armorer Perk Deck, Die Hard's effect is a straight increase of 20 rather than the addition of a percentage of the armor's base stats.

StrategyEdit

This skill can be handy to have if the player often has to interact with objectives, setting up drills or refilling ammo/health at a deployable bag where they can come under fire from multiple hostiles without being able to retaliate.

The Aced effect of this skill lends itself well to the focus of both the Artful Dodger skill tree and its respective Perk Deck, Crook. Both focus on increasing the effectiveness of a player using Ballistic Vests to remain fast on their feet without sacrificing too much survivability - the 20 point increase to armor allows the Ballistic Vest in question to soak up one or two more hits than otherwise possible, which, when used in conjunction with dodge chances given by Artful Dodger and Crook perk deck, combine to make the player surprisingly tanky, provided they are sprinting -- with the lightweight ballistic vest, it is possible to maintain a dodge chance of no less than 40% at all times, along with an armor rating in excess of the flak jacket when further combined with the relevant Tank skills.

TriviaEdit

Transporter U100

Transporter
Enforcer Tier 1
Basic (1 pt): You can throw bags 50% further.
Ace (3 pt): For each 10 armor points the bag movement penalty is reduced by 1%.

MechanicsEdit

The basic version of this skill can be useful if you are playing solo or need to transport large amounts of bags under fire, as it increases the distance traveled by thrown bags by 50%. To put that into perspective, without the skill, light bags (e.g. Coke) and medium bags (e.g. Money) are thrown ~6 meters. With this skill however, they are thrown ~9 meters, saving time and effort.

The aced version of this skill makes it easier to carry heavy bags with heavy armor equipped, as each 10 armor points reduce the bag movement penalty by 1%. This only includes additive bonuses, meaning that percentage increases such as those from Perk Decks or Iron Man basic will not affect it. As such, if one uses an ICTV and moves an Artifact, they will move 17% faster (170/10=17), so they will move at 42% normal speed instead of 25% speed, which is a nice compensation for wearing heavy, movement-hindering armor. Armor gained from the Anarchist perk deck is considered an additive bonus, resulting in the largest speed increase.

StrategyEdit

This skill is highly recommended for all players, regardless of skill build or level. It is one of the few skills in the game that works well in any situation, largely because of the fact that virtually every heist in the game requires the player to interact with and move bags from one place to another. Players without this skill will therefore be at a severe disadvantage to those who have it.

If, for some reason, a player does not have this skill, that player should refrain from throwing loot bags and lay down covering or suppressive fire in order to protect their teammates who are moving the bags instead, if the situation calls for it. It is also worthwhile when moving heavy loot bags, such as Fusion Engines or Gold. 

TriviaEdit

  • With the basic version of this skill, it is possible to throw paintings through the windows on the walls of the art gallery on Framing Frame Day 1/Art Gallery.
  • When the beta for the Update 100 skill revisions were first announced, it was intended for the aced version of this skill to allow the player to carry two bags at once.

Shock And Awe

Shock And Awe
Enforcer: Tank Tier 3
Basic (3 pt): Increases the armor recovery rate for you and your crew by 25%.
Ace (6 pt): Enables your weapons to have a chance to knock back Shield enemies when attacking them. Ranged weapons' knock back chance is increased the higher the total damage of the weapon is. Melee weapons' knock back chance is 100%.

MechanicsEdit

The basic version decreases the entire team's armor recovery time by 25%, but does not stack with other players who have this skill.

The aced version of this skill allows ranged and melee weapons to knockback Shields, the chance increasing if the weapon damage is higher (20% at 0 damage, 60% at 2000+ damage) while melees' knockback is guaranteed.

StrategyEdit

The aced version of this skill can eliminate the use of HE Rounds as a means of knocking Shields about, as normal damage from guns and melee can have the same effect without the decreased total ammo. LMGs benefit especially from this skill since they both combine a good magazine capacity with damage and rate of fire to quickly proc the knockback effect and have ammo left in a magazine to kill the Shield carrier without reloading.

Fast swinging melee weapons such as the Kunai Knife and Shinsakuto Katana highly benefit from the aced version with the speed at which they can stun a Shield quick enough to get behind them and finish them off.

Bullseye

Bullseye
Enforcer: Tank Tier 3
Basic (3 pt): You regenerate 5 armor for each successful headshot. This effect cannot occur more than once every 2 seconds.
Ace (6 pt): You regenerate an additional 20 armor for each successful headshot.

MechanicsEdit

The player will regenerate armor instantly upon successfully performing a headshot. All versions of this skill have a 2 second cooldown, similar to the cooldown for Armor to regenerate normally if one is not actively taking or dodging damage.

When a player successfully Dodges or takes damage to their Health or Armor, the time before Armor Regeneration can begin is reset. Ordinarily, players need to stop dodging and taking damage for a few seconds before their Armor can recover. This skill allows the player to instantly gain 5 (Basic) or 25 (Aced) Armor instantly upon executing a headshot once every 2 seconds, while any remaining armor still abides by the rules above. This regenerated armor can be regained 2 seconds later, even if the recovery cooldown from taking or dodging damage seconds before is still in effect.

Like every other skill or perk with cooldowns, executing a headshot with full Armor will still make the cooldown to start, even when you don't regain any armor.

StrategyEdit

This skill benefits players using Low Armor and High Dodge setups, particularly those with a Rogue, Crook, Anarchist, or Sociopath Deck equipped, by allowing them to bypass the armor regeneration process with a headshot every 2 seconds. Overall, this skill will help reduce the amount of health damage taken by the player and make them more efficient when using First Aid Kit or using a Doctor Bag as they will be less likely to be downed.

This skill can be quite useful due to how armor, armor breaking, and how taking fire works. All enemy damage, apart from sniper damage, is capped at how much armor a player has left, i.e. 5 armor (the basic skill) can absorb 225 damage (base damage on One Down) and not affect health, and if a player is under multiple rounds of equal or less damage, once the first round hits there is a 0.45 second invulnerability, unless the damage from enemies becomes higher. So, while the basic skill sounds unimpressive, in certain builds and situations, it can benefit players by absorbing and preventing further damage to health.

For tank(ey) builds the aced version can be an additional source of 'tankyness;' As default armor regeneration is 3 seconds but reset every time a player takes damage, a skilled player may proc the 25 armor regeneration multiple times (every 2 seconds or more) before they are able to have full armor regeneration. Even if the armor is defeated, the player will also benefit from the armor damage cap as described above

Fully automatic weapons can be wielded to quickly gain armor in a pinch if a group of common enemies are nearby. However, this is fairly risky if stability is low. Shotgun users are likely to benefit better, as most shotguns in the game have decent stability and if accuracy is reduced to the point scoring a few headshots is viable due to the spread. Experienced sniper orientated players are guaranteed to gain armor if accuracy is maintained, although it can be off-set by groups of enemies.

Bullseye can sync well with Ammo Efficiency due to both skills demanding headshots.

This skill, aced or not, pairs perfectly with the Ex-Presidents Perk Deck. Since Ex-President focuses on regaining health once your armor regenerates, you can quickly do so by landing a single headshot.

TriviaEdit

  • In traditional usage, a bullseye is a direct, precise hit to the center of a target. As this skill's activation relies heavily on getting accurate headshots (i.e., hitting bullseyes), it is appropriately named.
  • Prior to Update #74, this skill gave 8 and 24 total armor regen on headshot (with a 3 second cooldown) respectively.
  • Prior to Update #100, in-game, it states 45 additional armor for Aced instead of 30; rather 45 should be the total regeneration.

Man of Iron

Iron Man
Enforcer: Tank Tier 4
Basic (4 pt): Your total armor values is increased by 30%.
Ace (8 pt): Unlocks the ability to wear the Improved Combined Tactical Vest.

StrategyEdit

The basic and aced versions of the skill speak for themselves. Tank/Armor players will heavily favor the Iron Man skill to withstand more damage from enemies. The aced version will unlock the very best armor in the game, the Improved Combined Tactical Vest. The only downside is, with the armor, the user will move much slower and have increased fatigue when sprinting. Obtaining Duck and Cover and Parkour from the Ghost tree can easily counter this and will be invaluable for quickly moving while under fire. This can allow users to have a better chance in fighting swarms of common enemies to special units like the Bulldozer. In fact, players with the armor can have a better chance in reviving another player if the Inspire cooldown is in effect or the skill is not available.

TriviaEdit

  • Its name Iron Man is a reference to the Marvel superhero of the same name and the medias surrounding him (movies, comics, etc...) due to the superhero owing the majority of his capabilities to his armor.
  • Although the skill is listed ingame under the name "Iron Man," the skill requirement to equip the Improved Combined Tactical Vest is referred to as "Man of Iron." The cause for this discrepancy is not known.
  • The Improved Combined Tactical Vest unlocking upon acing the skill is partially justified in that it is still an internally-regulated prototype not available for public purchase, and supposedly can only be obtained from a discreet source by acquiring the upgraded skill.

Scavenger

Scavenger
Enforcer: Ammo Specialist Tier 1
Basic (1 pt): Your ammo box pick up range is increased by 50%.
Ace (3 pt): Every 6th enemy you kill will drop an extra ammo box.

MechanicsEdit

As simple as it sounds, the basic version of this skill will increase your ammo box pick up range by 50%.

The ace version of this skill will drop an extra ammo box for every 6th enemy you kill.

StrategyEdit

Scavenger can pair well with heisters that have the Gambler Perk Deck. Essentially, having Scavenger can reduce the time needed to pick up ammo box drops.

It can be favored by those who sprayed bullets on a group of enemies and an ammo bag is not available or has to be conserved. Scavenger is also excellent for weapons that have a low ammo pick up rate.

Scavenger can sync well with Fully Loaded aced if the user tends to use throwables to a great extent.

The only disadvantage Scavenger aced has is it can be "wasted" when killing a sniper, as they often occupy an area inaccessible to players.

BugsEdit

  • Scavenger's aced effect can clone keycards or other items that enemies drop that replaces ammo.

Bulletstorm

Bulletstorm
Enforcer: Ammo Specialist Tier 2
Basic (2 pt): Ammo bags placed by you grant players the ability to shoot without depleting their ammunition for up to 5 seconds after interacting with it. The more ammo players replenish, the longer the duration of the effect.
Ace (4 pt): Increases the base duration of the effect by up to 15 seconds.

MechanicsEdit

Bulletstorm activates when a player uses an ammo bag with the upgraded skill by calculating how much total ammo you have when you use the bag. This will allow you to enjoy up to 20 seconds of sustained fire and applies to any weapons. The Aced version is additive to the 5 seconds from Basic version of the skill.

StrategyEdit

This skill is best used when both weapon runs almost completely dry, as most dry reloads will waste a significant amount of time from the skill. The amount of time you can free-fire increases based on the amount of ammo you restore, with a maximum of 5 (Basic) or 20 (Aced) seconds of no ammo consumption. It can be devastating with an LMG, Explosive weapons or shotgun due to the sheer amount of lead they can put out during this time. It is recommended to Ace this skill, since the basic version's 5 seconds doesn't provide you with much time to shoot.

Portable Saw

Portable Saw
Enforcer: Ammo Specialist Tier 2
Basic (2 pt): Unlocks the OVE9000 portable saw for you to use as a secondary weapon.
Ace (4 pt): You gain 1 extra saw blade for the OVE9000 portable saw. You replace your saw blades with carbon blades, increasing your saw efficiency by 40%.

MechanicsEdit

The saw is considered a fully automatic weapon by the game. It fires at a rate of 400 RPM. Each time the saw is used and it comes in contact with an object, a random amount of ammunition between 6-15 will be deducted from the total ammo capacity of the saw. If the saw reaches 0 ammo when deducting this amount, any additional deductions necessary will carry over to the next saw blade. Consider a saw that has two blades, one of which is unused (150 ammo) and the second of which has 10 ammunition remaining. When the saw contacts an object, suppose the game randomly decides to deduct 12 ammo. The first saw blade will be entirely depleted, and the additional deficit of 2 ammunition will be deducted from the fully unused blade, bringing it to a total of 148 ammo. [1]

StrategyEdit

For those that desire to use the OVE9000 saw but do not want to sacrifice a more capable primary weapon, this skill should be obtained. Even if additional skills to boost the weapon are not obtained, it can be handy to have the saw in a secondary slot to quickly saw through doors (if enough ammo bags are available) or though ATMs for extra cash while being able to fend off enemies easily.

Because the saw is technically a weapon, some damage increasing skills (namely Berserker) allow the player to do more "damage" to objects, allowing them to be opened at a lesser ammunition cost to the saw. Therefore, players with the saw may wish to consider investing in Berserker in order to open deposit boxes with a fewer number of taps from the saw.

ReferencesEdit

  1. Frankelstner's "The Long Guide"

Extra Lead

Extra Lead
Enforcer: Ammo Specialist Tier 3
Basic (3 pt): You can now place 2 ammo bags instead of just one.
Ace (6 pt): Each ammo bag contains 50% more ammunition.

MechanicsEdit

Without the aced version of this skill, basic Ammo Bags offer 400% ammunition. This means that a player will be able to fill up one weapon from zero ammo to full, four times. The aced version of this skill has a potentially misleading description, as the 50% increased ammunition is applied multiplicatively to the total percentage refilled. This means that the total ammunition per bag is now 600%, which equates to six complete ammo refills for one weapon. Between both bags, there is a total of 1200% ammunition if this skill is aced.

When interacted with, only the percentage of ammunition that is required to refill the weapon is subtracted from the total remaining. If a weapon has nearly full ammo, it will subtract a very small amount from the Ammo Bag. If there is not enough ammo remaining in the bag to fill both the primary and secondary weapon, the secondary weapon takes priority. [1]

StrategyEdit

This skill is a welcome addition to any team, much in the same way that Combat Doctor from Mastermind is useful. On virtually any loud heist, ammunition will be required to more effectively fight law enforcers. Players with the OVE9000 may benefit from this skill on heists where a large number of deposit boxes must be opened, such as Bank Heist, GO Bank, Transport, and Big Bank.

Although players will likely not need the entire contents of the ammo bag for the OVE9000, investing in this skill will allow players to have spare ammo left over so that other players in your team may benefit from it.

Ammo Bags (and in turn this skill) are less useful on weapons that have low total ammo but restore a larger percentage of their total ammo per box, such as sniper rifles with 40 total ammo and grenade launchers with 6 total ammo. Using Ammo Bags with such weapons can result in less ammo for teammates who have weapons that can make more efficient use of Ammo Bags, such as DMRs.

TriviaEdit

  • The icon for this skill is identical to the Combat Doctor icon, but with Ammo Bag symbols in place of the Doctor Bag symbols.
  • Extra Lead is one of the several pre-Update #100 skills to be unchanged in the update beyond name changes, tier, skill point, and skill tree changes, and slight mechanic changes.

ReferencesEdit

  1. Frankelstner's "The Long Guide"

Carbon Blade

Saw Massacre
Enforcer: Ammo Specialist Tier 3
Basic (3 pt): Reducing the wear down of the blades on enemies by 50%.
Ace (6 pt): You can now saw through shield enemies with your OVE9000 portable saw. When killing an enemy with the saw, you have a 50% chance to cause nearby enemies in a 10m radius to panic. Panic will make enemies go into short bursts of uncontrollable fear.

MechanicsEdit

The basic version reduces the amount of ammo you use to kill enemies with your saw e.g. if you normally use 12 ammo to kill your enemies you now use 6 ammo. The aced version allows you to bypass shields and every time you kill an enemy with the saw, you have a 1/2 chance of making enemies panic.

StrategyEdit

This skill is more useful if you use your saw to kill often otherwise the aced effect can have its uses when lots of enemies are close to you and you want to quickly escape by making them panic or kill them while they are panicking. If you are using the OVE9000 saw as your main or reliable backup, this skill in combination with extra lead and portable saw will turn it into a great CQB weapon. This way, you can use it reliably with worrying too much about running out of ammo or lack of firepower.

Fully Loaded

Fully Loaded
Enforcer: Ammo Specialist Tier 4
Basic (4 pt): Your total ammo capacity is increased by 25%.
Ace (8 pt): Increases the amount of ammo you gain from ammo boxes by 75%. You also gain a 5% base chance to get a throwable from an ammo box. The base chance is increased by 1% for each ammo box you pick up that does not contain a throwable. When a throwable has been found, the chance is reset to its base value.
Note: Does not stack with the perk deck skill "Walk-in Closet".

StrategyEdit

It is often recommended to acquire this skill as soon as it becomes available, especially if the player is bad with ammo management. Weapons with high rate-of-fire (e.g. SMGs and LMGs) benefits greatly from this skill, as the 25% total ammo increase usually means that they will have an extra magazine to spend, meaning that the player can lay down suppressing fire for longer than normal.

Keep in mind that rocket weaponry, like the HRL-7 and the Commando 101 does not collect ammo from pickups, meaning the basic version of fully loaded affects them even more since they not only get more ammo to spend initially but also get more use out of an ammo bag since the ammo depletion is based on percentage of maximal ammo carried. For instance, a player with a Commando 101 who normally only carries 8 rockets, now carries 10 which means they can replenish 20 instead of 16 (40 instead of 32 for improved ammo bags).

The aced version goes well for users that cannot equip an explosive primary or secondary weapon for whatever reason and needs to rely on throwables. It is best to use Fully Loaded with grenades and molotovs, since most of the other throwables can simply be retrieved after being thrown in normal circumstances (not thrown outside of the map boundaries). However, throwables like the Injector and Smoke Bomb do not benefit from the aced version since they are never permanently depleted.

As of Update 45.1, the scripting conflict that caused the Walk-In Closet Perk to override this skill has been corrected. The Aced version of the skill only provides a 40% increase over the passive 35% granted by Walk-In Closet, making the cost to Ace it less reasonable of a choice.

BugsEdit

  • The calculation for the throwable dropchance is broken, instead gaining 1% of itself rather than an additional 1% chance per failed roll (meaning the second roll is 5.05%, not 6% and so forth).

Third Law

Third Law
Technician: Engineer Tier 1
Basic (1 pt): The cost of deploying a sentry gun is reduced by 5%.
Ace (3 pt): Your sentry guns gain a protective shield.

MechanicsEdit

Third Law basic is rather straight-forward: the ammunition cost of deploying a sentry gun is reduced from its default of 30% of your ammo to 25% of your ammo. It also shifts the minimum ammo needed to deploy a sentry gun from 30% of your maximum ammo to 25% of your maximum ammo.

Note that due to oddities in the coding for ammo removal when a sentry gun is deployed, the ammo cost of deploying a sentry gun is 25% of your current maximum ammo rather than total maximum ammo. It still prevents placement if you have less than 25% of your total maximum ammo on hand, however. This does not affect how much ammo is held by the sentry gun.

Third Law aced adds armor plating to the sentry gun which covers the entire front and right-hand side of the gun, as well as an angled plate which covers about half of the left-hand side. Any bullets, be they from cops or from allies while the Friendly Fire mutator is active, deal no damage whatsoever to the sentry gun if they hit one of the armored plates. Even sniper rifles cannot pierce this armor. Note that while the gun barrel may appear to be left exposed by a hole in the front plate (and on silenced sentry guns, the suppressor sticks out of the front armor plating entirely), the area is still counted as armored and takes no damage when hit.

StrategyEdit

  • Unless you only intend to use the Engineer tree in order to gain access to Jack Of All Trades, Third Law aced is a must-have for a build that makes any use of sentry guns. The bulletproof shield lets their otherwise meager health pool last much longer in any given situation, as they will be effectively invulnerable to damage from a target they are facing and firing at.
  • While the front and right side of the sentry gun becomes invulnerable once this skill is aced, keep in mind that the angled plate on the left gives little protection from fire coming straight at the left side. In fact, while the top, bottom, and back of the sentry gun are completely armorless, this gap on the left side is the largest weak point on the gun - sustained fire from a single enemy back and to the left of the gun can still bring it down in a matter of seconds, especially on higher difficulties. Do your best to minimize chances of the gun being surrounded or exposing its left flank.
    • Make sure to place sentry guns such that they start out facing the direction cops will likely appear from. When there is no target in sight, sentry guns will turn to the direction they faced when they were deployed, so make sure this default position is towards a point of entry for enemies. It reduces the chances of enforcers catching the sentry off-guard and slipping a couple shots past its shield while it turns to face them.
    • Try to place sentry guns in corners or small nooks. This prevents cops from surrounding the gun and exposing the left flank to their comrades. It may reduce the size of the area which the sentry can guard, however.

TriviaEdit

  • The name of the skill is a reference to Isaac Asimov's third law of robotics, which states that a robot must try to keep itself from being harmed, so long as doing so does not interfere with the first law (do not harm humans) or second law (follow orders given by humans). While its aced version remains more or less faithful to its namesake up to the point of letting a sentry gun protect itself better with a bulletproof shield, it also indirectly violates the law and the two preceding it at the same time by allowing the sentry to harm and kill humans.

Sentry Targeting Package2

Sentry Targeting Package
Technician: Engineer Tier 2
Basic (2 pt): Your sentry guns gain a 100% increase in accuracy.
Ace (4 pt): Your sentry guns rotation speed is increased by 150%. Your sentry guns also have 50% more ammunition.

MechanicsEdit

The basic version of the skill doubles the sentry's accuracy, allowing it to take effectively engage targets from a distance. The aced version increases the speed in which the sentry gun rotates to change targets, making them more effective tracking fast-moving enemies and switching targets.

As of Update #39, the aced version now also provides sentry guns with 50% more ammo, prolonging the time a sentry gun can fight before having to be reloaded - the boost increases the 400 round capacity to a total of 600. Note that this does not increase the ammunition cost of deploying a sentry gun.

StrategyEdit

These first line of upgrades make the sentry gun more effective as a defense turret in later levels, rather than just a distraction. As sentry guns always go for headshots, the increased accuracy allows the sentry to target longer-range enemies much more effectively, making them more reliable and better at conserving their own ammo. The increased rotation speed allows the turret to switch targets much more quickly, prolonging its survivability and improves its ability to lock down multiple areas. It also allows the sentry to track down running enemies more effectively.

The basic version of the skill immensely helps with making the sentry gun more ammo efficient and deadly and is recommended to obtain. The aced version, for being a quality-of-life upgrade, is a bit expensive at 4 points. One can make do without the increased turning speed by being more strategic about placing sentry guns so that they have a smaller range of angles to defend, like around corners or in a bottleneck where enemies are forced into a narrow lane. The additional ammo allows you to spend a little more time before having to replace them.

TriviaEdit

  • Sentry Targeting Package is one of the several pre-Update #100 skills to be unchanged in the update beyond name changes, tier, skill point, and skill tree changes, and slight mechanic changes.

Eco Sentry

Eco Sentry
Technician: Engineer Tier 2
Basic (2 pt): The cost of deploying a sentry gun is reduced by 5%.
Ace (4 pt): Your sentry guns gain 150% increased health.

MechanicsEdit

Eco Sentry basic is rather straight-forward: the ammunition cost of deploying a sentry gun is reduced from 25% of your ammo (the default 30% cost will have been reduced to 25% by Third Law basic before Eco Sentry can be accessed) to 20% of your ammo. It also shifts the minimum ammo needed to deploy a sentry gun from 25% of your maximum ammo to 20% of your maximum ammo.

Note that due to oddities in the coding for ammo removal when a sentry gun is deployed, the ammo cost of deploying a sentry gun is 20% of your current maximum ammo rather than total maximum ammo. It still prevents placement if you have less than 20% of your total maximum ammo on hand, however. This does not affect how much ammo is held by the sentry gun.

Eco Sentry aced is a flat bonus to the health of your sentry guns, multiplying the default 10,000 health to a more durable 25,000.

StrategyEdit

Eco Sentry is effectively a quality-of-life upgrade for sentry gun users, rather than an upgrade centered on the effectiveness of the gun itself, such as Sentry Targeting Package. It is most useful when sentry guns are used as a distraction rather than a legitimate method of dealing damage - deploying them in the open and on the fly to attract fire while the user completes an exposed objective or makes a mad dash for cover, rather than carefully deploying them to take out as many cops as possible.

If making a build dedicated to maxing out the effectiveness of sentry guns as damage dealers, Eco Sentry may not be worth the investment - the 5% reduction in cost can be dealt with easily enough with ammo-efficient weaponry, and good placement in combination with the shield provided by Third Law aced can make a sentry gun virtually untouchable in most scenarios, making the health bonus a moot point.

TriviaEdit

  • Eco Sentry is one of few skills that is completely outstripped by a cheaper skill in its own tree - in this case Third Law, which has the same basic effect as Eco Sentry, but offers a bulletproof shield when aced instead of Eco Sentry's 150% health boost. The shield is arguably superior since it increases the longevity of a sentry gun by more than 150% with only a fraction of the skill point cost.

Engineering

Engineering
Technician: Engineer Tier 3
Basic (3 pt): You can now select a less noisy version of the sentry guns, making them much less likely to be targeted by enemies.
Ace (6 pt): You can now toggle AP rounds on your sentry guns, lowering the rate of fire by 75%, but increasing the damage by 250% and allowing it to pierce through enemies and shields.

MechanicsEdit

Engineering Basic does pretty much what it says on the tin, in that it unlocks the second, suppressed version of the Sentry Gun that has a lower chance to be targeted. Note that the Silenced Sentry Gun is technically a completely different deployable (although it gets all the same benefits from skills as standard Sentry Guns) and must be chosen in the inventory in order to be used.

While the Suppressed Sentry Gun is technically equipped with a suppressor, note that it does not behave as a player's silenced weapons would - Suppressed Sentry Guns are not effected by suppressor-related effects of The Professional skill, and will alert guards and civilians in a large radius if it happens to spot and shoot a guard while in stealth.

Acing the skill grants all your Sentry Guns - both suppressed and standard - the ability to fire armor piercing ammo instead of their normal rounds. These bullets will punch through shields (except for those of Captain Winters and his brigade), the body armor of Maximum Force Responders ("Tans"/"Browns"), and thin walls. Sentry Guns will still have non-AP ammo loaded by default when placed, but facing your turret and pressing the interact key will swap between AP and non-AP rounds. Note that this will not be prioritized over other interactions, such as picking a lock, holding a bag which can be thrown, or picking up the sentry gun itself.

While set to AP rounds, the Sentry Gun fires at only a fourth of its normal rate, but each shot does 250% more damage, resulting in the AP firing mode having a DPS equal to 7/8 that of the non-AP rounds on average, not counting damage blocked by Shields. However, each AP round fired by a Sentry Gun takes just as much ammo as a non-AP round, so the ammo reserves of an AP sentry will last four times as long as a default sentry's.

StrategyEdit

While the Suppressed Sentry Gun is not really that spectacular, strategically-placed ones can still be useful when trying to thin out an enemy mob, with their lowered aggro rating making enemies less likely to target them during combat. This could be used to position them in more risky, but more useful, places, such as next to an enemy spawn point where cops must climb over a fence or rappel from a roof before being able to retaliate. Emphasis is still on less, however, as they will still be shot at if there are no players around or if they are closer to the enemy than the players themselves.

With Engineering Aced, toggling AP mode on suppressed sentries can provide the crew with "stealthy" Shield busters, allowing them to circumvent their greatest weakness at the cost of a significantly lowered fire rate.

AP sentries are ideal for situations in which the sentry will be far from the action, such as thinning out the herd at spawn points while the players work on a distant objective. Their ability to take down Shields makes them completely self-reliant against all enemy types but Captain Winters, and the greater ammo efficiency afforded by AP rounds will let them stay in the fight much longer before needing a reload.

Pairing Engineering with the aced versions of Jack Of All Trades and Tower Defense allows the player to bring a total of 6 Sentry Guns into any given heist.

TriviaEdit

  • Even though the Sentry Gun only ever fires AP rounds when told to do so while Engineering is aced, all Sentry Guns have AP rounds attached on the model upon deployment, even without owning this skill.
  • Considering the fact that the Kobus 90 (or its real-world equivalent, the FN P90) which has been built into the Sentry Gun can not normally fire armor-piercing ammunition, numerous modifications must have been made to the weapon in order to allow it to not only fire AP rounds, but swap between AP and non-AP rounds without missing a beat.

Jack Of All Trades U100

Jack Of All Trades
Technician: Engineer Tier 3
Basic (3 pt): You deploy and interact with all deployables 100% faster.
Ace (6 pt): You can now equip a second deployable to bring with you. If your deployable is equipped as a secondary deployable, you can only bring half of what you would bring if it was equipped as a primary deployable.
Press X to toggle between deployables.

MechanicsEdit

The effects of the Basic version of Jack of All Trades are rather straightforward and very practical. The skill effectively halves the deployment and use time of all deployables, allowing a player with the skill to heal up faster, change armors quicker, slap down an ECM in time, and so on.

The aced version of this skill grants the ability to equip up to two different types of deployables to use in a single heist, thereby allowing a full crew to pack extra utilities.

StrategyEdit

Jack of All Trades is one of the more popular skills to ace for both loud and stealth heists, even if it does have the drawback in potentially carrying only half of the 2nd deployable. Nevertheless, it is still beneficial to carry two deployables instead of just one. For example, sentry gun users can carry an extra ammo bag to save themselves the hassle of setting up said weapons near another available ammo bag that cannot be moved.

It is also often chosen for stealth heists, as for instance, a Technician with 14 C4 explosives with the sensor mode ability can bring a body bag case as a 2nd deployable, even if the Cleaner skill is not obtained.

TriviaEdit

  • A Jack of All Trades is an individual who is competent in many different skills but not necessarily a master of any. This fits the aced skill's ability to let you carry a (possibly) reduced version of another deployable.
  • Having Jack of All Trades is currently the only way for a player to carry more than 1 type of deployable.
  • An update later granted a new icon that now displays the two chosen deployables if Jack of All Trades has been aced.

Tower Defense

Tower Defense
Technician: Engineer Tier 4
Basic (4 pt): You can now carry 1 extra sentry gun.
Ace (8 pt): You can now carry an additional 2 extra sentry guns.

MechanicsEdit

This skill increases the amount of sentry guns you can carry on during a job, from 2 sentry guns (basic) to 4 (ace). This skill affects both the Normal and Suppressed sentry guns.

StrategyEdit

This skill is a must for any player who wants to invest in sentry guns, since it increases the defensive capabilities of said deployable. One with this skill can effectively guard one or more areas with the sentries well placed, allowing for crowd control, protect an objective, delay an oncoming force, etc. Enabling AP rounds is a good idea since it allows the sentry's shots to pierce through Shields and the chest plates of Maximum Force Responders.

Because of the increase in ammo consumption to deploy all sentries, one should consider using weapons with an efficient ammo pickup rate (such as Shotguns or Grenade Launchers). Alternatively, consider getting Extra Lead along with Jack Of All Trades to being able to switch from your sentries to an ammo bag should you need to recover your reserves. Fully Loaded and Scavenger are also a good option to increase the amount of ammo you carry and recover.

Since the Suppressed sentry gun counts as a different deployable, one can use Jack of All Trades to bring a total of 6 sentry guns to a job. Ammo consumption should, however, be considered since the user cannot bring an ammo bag to the job when bringing both sentries.

TriviaEdit

  • The skill's name and effect are a reference to tower defense games, where the player must rely on tactful placement of multiple sentry towers to defend a mission critical area.

Hardware Expert U100

Hardware Expert
Technician: Breacher Tier 1
Basic (1 pt): You fix drills and saws 25% faster. Drills and saws are also silent. Civilians and guards must see the drill or saw in order to become alerted.
Ace (3 pt): Gives your drills and saws a 10% chance to automatically restart after breaking.

MechanicsEdit

Getting the basic version of this skill is required to get up the Breacher skilltree. It reduces your interaction time with drills or saws required to restart them. It also renders drill completely silent. There is no way to undo this, so if you want to use loud drills to lure enemies, you need to have someone on the team without this skill.

The aced effect increases your chance to auto-restart by 10%. This can stack with a Kickstarter's Basic effect. Only one Hardware Expert upgrade can be applied at a time. This effect is applied upon placing a drill, upgrading a drill without this effect, or repairing a drill without this effect. An autorestarting drill will autorestart within 5-20 seconds of breaking down. If the drill does not become an autorestarting drill when placed or upgraded, it will never autorestart. If it does become an autorestarting drill, it will always restart. There is no middle ground. An exclusion would be if only this upgrade is applied and another player updates it with Kickstarter, making another roll. [1]

Non-upgraded drills, by default, have a sound radius of 25 meters. Guards or gangsters within this range will path towards the drill to investigate. If an object blocks the enemy's line of sight of the drill, this range is halved to a default distance of 12.5 meters[1]. The basic version of this skill reduces the default sound radius to 0 meters, meaning guards and civilians must spot the drill themselves to become alerted.

It is worth noting that this skill also affects the thermal lance used in some missions.

Note: The saw part refers to the saws placed on objects, such as those in Aftershock. It doesn't alter the OVE9000 saw in any way.

StrategyEdit

In loud heists, the silencing effect is entirely useless, as sound radius is meaningless if the players have already been detected. On stealthy heists, this skill sees significantly more use (Firestarter Days 2 and 3, Nightclub, Big Oil, Bank Heist, Election Day, Shadow Raid, and Big Bank all benefit from this skill).

As the more practical drilling spots (security doors, safes, etc...) usually have more silent, faster and/or more efficient (but still quieter than drills nonetheless) methods of breaching like Lockpicking Expert, ECM Overdrive, or simply by means of a keycard, acquiring this skill is only recommended if one were to rely mostly on drills to open up locked doors/safes during stealth, or are trying to unlock a higher tier in the Breacher tree. However it's very useful if a titan safe must be opened silently since they can only be drilled.

TriviaEdit

  • A silent drill/saw jamming still provides auditorial noise to the players, but not to NPC's. This is done due to gameplay reasons.

ReferencesEdit

  1. 1.0 1.1 Frankelstner's "The Long Guide"

Combat Engineering

Combat Engineering
Technician: Breacher Tier 2
Basic (2 pt): The radius of your trip mine explosion is increase by 30%.
Ace (4 pt): Your trip mine damage is increase by 50%.

MechanicsEdit

The basic version of the skill will increase the blast radius of trip mines from 3 meters to 4 meters, and the aced version will increase the trip mine's damage from 1000 to 1500.

StrategyEdit

With the aced version of the skill, the trip mines have the capability of killing any non-special enemy on every difficulty.

A downside to the basic version of the skill is that the players will have to be more careful with where they keep hostages, and the aced version could potentially kill converted enemies if they stumble upon the trip mine.

Drill Sawgeant

Drill Sawgeant
Technician: Breacher Tier 2
Basic (2 pt): Your drill and saw timer is decreased by 15%.
Ace (4 pt): Your drill and saw timer is decreased by an additional 15%.

MechanicsEdit

Technicians with this skill can either make use of its speed bonus by placing a new drill or by upgrading an already placed drill. Upgrading a drill takes 10 seconds, which is longer than the 3 seconds it takes to place a new drill, so whenever possible, placing the drill should be left to players with Drill Sawgeant to save time. Drills which can be upgraded are outlined in blue while they are running, however there is no visual cue to indicate jammed drills which can be upgraded.

Note: The saw part refers to the saws placed on objects, such as those in Aftershock. It doesn't alter the OVE9000 saw in any way.

StrategyEdit

As drills are necessary for the majority of heists in this game, acing this skill will likely prove to be a worthwhile investment. Players with this skill should communicate with their team in order to prevent other players from placing a non-upgraded drill. Generally it is more efficient to wait for a player with this skill to set up the drill, but if for some reason that player is unavailable (too far away, pinned down by enemies, or in custody for example), other players should start the drill to allow it to begin making progress. Note that fixing a drill, if done by a player with an improved drill skill, will automatically upgrade it in the same action for less time. A drill breaking during the upgrade process will interrupt the player's upgrade, however upgrading sooner than later is preferred as the upgraded drill time will be based on the current time remaining, not the original total.

NotesEdit

  • There are two exceptions to the effects of Drill Sawgeant (and to all drill skills, for that matter): The Beast, and the Big Fucking Drill. None of the drill skills will affect their speed or behavior.

More Firepower

More Firepower
Technician: Breacher Tier 3
Basic (3 pt): You gain 1 more shaped charge and 4 more trip mines.
Ace (6 pt): You gain 2 more shaped charges and 7 more trip mines.

MechanicsEdit

With the basic version of this skill a player now has 7 trip mines and 4 shaped charges. The aced version of this skill sets it so that the player has 14 trip mines and 6 shaped charges.

StrategyEdit

This skill is highly recommended for builds that rely on trip mines and shaped charges since the number of trip mines more than doubles with the basic version of the skill and more than quadruples with the aced version. The aced version also doubles the total number of shaped charges a person has on them, allowing for easier breaching of more safes and doors. This skill is highly useful for transport heists and any other heists that have constricted spaces and mission-critical doors that can be blown open for faster progression.

Having more trip mines is also beneficial for stealth heists, especially those with particularly large maps or tight corners, like Shadow Raid, First World Bank, or Framing Frame. Tripmines activated in sensor mode can be strategically deployed to replace or support assets like the Spycam or Spotter. Tripmines are especially useful when deployed in areas with many corners or low visibility. On maps with many guards, additional tripmines may be vital to success, as they increase map awareness and alert team members to the presence of nearby guards.

Kickstarter

Kickstarter
Technician: Breacher Tier 3
Basic (3 pt): Your drills and saws gain an additional 20% chance to automatically restart after breaking.
Ace (6 pt): Enables the ability to reset a broken drill or saw with a melee attack. The ability has a 50% chance to fix the drill or saw. The ability can only be used once per time the drill or saw is broken. Note: Skill does not affect the OVE9000 saw.

MechanicsEdit

The basic effect gives a 20% chance to auto-restart. This can stack with a Hardware Expert's Aced effect. This effect is applied upon placing a drill, upgrading a drill without this effect, or repairing a drill without this effect.

If Aced you can, once per break, try to fix the drill by hitting it with your melee weapon. This has a 50% chance of success. The single-attempt-per-breakdown rule on restarting drills and saws with a melee strike is on a player-by-player basis, meaning that if several players on a heist possess Kickstarter aced, each of them has a single 50% chance to start a broken drill/saw even after another player has already attempted the same.

StrategyEdit

This skill's basic version gives a chance of the drill restarting, reducing the amount of attention players need to give drills with this upgrade. It takes up to 10 seconds after breaking down for the drill to automatically reset, so one should still keep an eye on the drill in case the basic skill doesn't activate. However, a drill which restarts itself once will restart itself every time it stops afterwards, including when cops stop the drill. This essentially means a auto-restarting drill can be left alone entirely, although it may be worth keeping cops away from it anyways to prevent frequent stops.

The aced version makes the basic hardly important if the player with this skill is close by the drill. A 50% chance of fixing with a melee hit can significantly decrease the amount of time tending to the drill in case the basic version fails to activate. To repair a drill swiftly, it is recommended to bring a fast-swinging, long-reaching melee weapon, for example the Shinsakuto Katana.

With the release of the Henchmen update, this skill may not be useful to a player that mainly plays with the Crew AI, since the Quick ability that can be given to one of the bots increases, among other things, the player's drill repair speed. In the time it takes to check if the melee-fix will work on the drill and start repairing, a player buffed by the Quick ability could have already repaired it.

NotesEdit

  • There is a single exception to the ability of an auto-restarting drill to actually restart itself. On day 2 of the Hotline Miami heist, once The Commissar's gunship fires at the thermal drill to stop it, the drill will not be able to restart itself until it has been reignited once by the players (normally, or by striking it with Kickstarter aced). Once the thermal drill has resumed drilling, it will be able to restart itself again.
  • Using a melee strike to restart a stopped drill or saw that lacks upgrades you possess will not apply those upgrades to the drill/saw. You must repair it normally or upgrade it while it is running to apply the upgrades.
  • Drills that require a player to be holding a piece of equipment in order to restart them, such as The Beast or the Big Fucking Drill, cannot be started with a melee strike, even if the user is holding the required equipment.

TriviaEdit

  • "Kickstarting" refers to the act of striking or bumping against a device that either causes it to start working or resume operation if broken. This being an example of the Percussive Maintenance trope, it could've been inspired by any work featuring the trope.
  • Thermal drills can be instantly reignited by Kickstarter aced like normal drills are restarted, although the logic behind this is arguably questionable.

Fire Trap

Fire Trap
Technician: Breacher Tier 4
Basic (4 pt): Your trip mines now spread fire around the area of detonation for 10 seconds in a 4 meter diameter.
Ace (8 pt): Increases the fire effect duration by 10 seconds and increases the fire effect radius by 50%.

MechanicsEdit

This skill adds a fire effect to all trip mines, allowing mines to effect a larger range and create a temporary area of damage. The aced version increases the longevity of the fire effect while multiplying the radius of the effect by 1.5.

StrategyEdit

This skill makes trip mines much more effective as a means of preventing the enemy from advancing or interfering with interactive objectives like the power boxes in Hoxton Breakout and The Bomb: Dockyard. It can be an excellent alternative for users who do not possess weapons loaded with incendiary ammunition.

Aside from the cost of the skill points needed to obtain this skill, Fire Trap may not be useful if the fire spreads around in a fairly isolated area with little to no NPCs. It can also damage players and civilians caught in the blaze if they are not careful enough. 

TriviaEdit

Steady Grip

Steady Grip
Technician: Oppressor Tier 1
Basic (1 pt): You gain 8 weapon accuracy.
Ace (3 pt): You gain 16 weapon stability.

StrategyEdit

The basic skill should be chosen by a player that relies heavily on accuracy, be it Shotguns with Flechette Ammunition, Sniper Rifles, Akimbo Weapons, or even Assault Rifles. 

Default weapons with decent modifications will already be accurate enough to execute targets easily at close and mid range. The basic skill is oriented towards players that will focus on distant targets at long ranges. Be wary of choosing targets at great distances; the inability to pick up ammo drops from corpses may reduce ammo efficiency and increase dependence on ammo bags.

The ace bonus is very handy for assault rifles and LMG's, keeping on target while shooting bursts of fire.

TriviaEdit

  • The basic version of this skill used to, before patches and updates, be a 50% increase in accuracy with single shot weapons.

Heavy Impact

Heavy Impact
Technician: Oppressor Tier 2
Basic (2 pt): Your shots have a 5% chance to stagger all enemies except Bulldozers and Captain Winters.
Ace (4 pt): Increase your stagger chance to 20%.

MechanicsEdit

This skill is quite straightforward, the basic version of this skill will give your shots a 5% chance to stagger all enemies except for Bulldozers and Captain Winters.

The ace version of this skill increases the 5% chance to 20%.

StrategyEdit

Quite simply, this skill is all about staggering one's enemies by shooting them. Due to the initially low proc chance, a weapon with high fire rate (e.g. the Buzzsaw 42 or STRYK 18c) can make great use of this skill, provided they don't hose the enemies down first since not many police units can survive a full volley.

Acing the skill has the added benefit of lowering the minimum fire rate required to achieve full effect, allowing slower-firing weapons to stun enemies as well. Shotguns also become viable at this point despite their generally high damage, as well-placed shots into a large mob can stun those not killed by the initial firing, allowing the player more time to gun them down.

TriviaEdit

  • Contrary to the icon's depiction, this skill provides no staggering effect when shooting directly at the Shield unit's tower shields, though hitting the officer himself does.

BugsEdit

  • This skill does work on Captain Winters.

Fire Control

Fire Control
Technician: Oppressor Tier 2
Basic (2 pt): You gain 12 weapon accuracy while firing from the hip.
Ace (4 pt): Your accuracy penalty is decreased by 20% when shooting while moving.

MechanicsEdit

With the basic version of skill, all weapons that are fired while not looking down the sights have their accuracy increased by 12 points. This includes weapons using Bipods.

The aced version of this skill further helps accuracy by reducing the penalty that accuracy gets while moving by 20%.

StrategyEdit

This skill is highly useful for those players who want to constantly be on the move while shooting. Because of this it pairs well with Lock N' Load basic, as well as Parkour in the Artful Dodger subtree of Ghost. For LMG's, seeing how the "ADS" adds limited use, many players may well opt to hipfire instead, making the aced version of this extremely useful.

Lock N' Load

Lock N' Load
Technician: Oppressor Tier 3
Basic (3 pt): You can now hip-fire with your weapons while sprinting.
Ace (6 pt): Killing 2 enemies with SMGs, LMGs, Assault Rifles or Special Weapons set on automatic fire mode will increase your next reload speed by up to 100%. This bonus is reduced by 1% for each bullet above 20 in the total magazine size, down to a minimum of 40% reload speed increase.

MechanicsEdit

The Basic version of this skill will allow you to fire all your weapons while sprinting, while the Aced version lets you reduce the time of your next reload using the listed weapons only.

StrategyEdit

The basic skill of Lock N' Load should be paired with Fire Control and Steady Grip, due to a sharp decrease in accuracy. It is favored by players who constantly move and if cover is not available.

The aced version goes well for players that spray bullets and it can be handy to have a decrease in the time to reload when the need arises. However, it can be questionable at times if a user has a large magazine weapon such as LMGs or Quadstack Magazine Assault Rifles. Regardless, even the 40% reduction is better than nothing if a weapon has a long reload time, like an LMG.

Since the aced skill favors automatic weapons that have 20 bullets or less, it can be valued by Dodge players that have applied magazine mods to increase concealment and reduce ammo, like the Vintage Mag.

TriviaEdit

  • Despite the skill icon depicting a heister firing his shotgun, Lock N' Load is of the Technician tree, which does not solely benefit shotguns. As a matter of fact, shotguns would receive little to no benefit from it at all apart from the ability to hipfire them on the run, but this is also granted by the basic version of Close By.

Surefire

Surefire
Technician: Oppressor Tier 3
Basic (3 pt): Your SMGs, LMGs and Assault Rifles gain 15 more bullets in their magazine. This does not affect the "Lock n' Load" Ace skill.
Ace (6 pt): Your ranged weapons can now pierce through enemy body armor.
Note: Does not apply to throwable weapons.

MechanicsEdit

The basic version of Surefire adds 15 extra rounds to SMGs, Assault rifles and LMGs. Akimbo SMGs receive 30 extra rounds in total. This extra ammo does not count against the reload penalty if using the Lock N' Load reload bonus. The Aced version will allow player weapons to pierce Maximum Force Responders' plate armor, removing the need to score headshots against these enemies. Although this skill makes enemies vulnerable to taking damage when shot in the body, headshots will still give more damage as usual.

StrategyEdit

Surefire basic is highly recommended for heisters who spray bullets with fully automatic weapons. It is even invaluable for those that applied the DMR kit to the Gewehr 3 or use the M308, Galant, etc due to the small magazine size.

The aced skill can be used to counter Maximum Force Responders on higher difficulties, especially if they arrive in groups. It can also pair well with Berserker aced as it will provide up to 100% more damage with ranged weapons. It is also highly recommended to pair Surefire with Body Expertise to boost damage.

TriviaEdit

  • While the name of this skill would suggest the application of careful aim or recoil management, it actually does not offer improvement to Accuracy, Stability or any benefit of the sort to the player but instead increases their magazine capacity and, if Aced, grants them an armor penetration effect.

Body Expertise

Body Expertise
Technician: Oppressor Tier 4
Basic (4 pt): 30% from the bonus headshot damage is permanently applied to hitting enemies on the body. This skill is only activated by SMGs, LMGs, Assault Rifles or Special Weapons fired in automatic fire mode.
Ace (8 pt): 90% from the bonus headshot damage is permanently applied to hitting enemies on the body. This skill is only activated by SMGs, LMGs, Assault Rifles or Special Weapons fired in automatic fire mode.

MechanicsEdit

Body Expertise grants extra body shot damage based on the target's headshot multiplier. The Basic version causes 30% of headshot damage to be applied to bodyshots, with the Aced version increasing it to 90% (the +25% headshot damage bonus from Perk Decks not accounted for). This skill works against all enemies (excluding Captain Winters, the SWAT Van Turret, and Bulldozers), however, it can only be triggered by using Assault Rifles and SMGs in full-auto mode, either by default or via the Auto Fire mod, LMGs and a number of Special weapons.

StrategyEdit

This skill is highly valuable for weapons with a high RoF, making them a good option for crowd control on higher difficulties (especially One Down) and quickly dealing with special enemies. LMGs with the Lion's Bipod can also benefit from this skill, but even more so without the bipod as it is harder to land headshots with an LMG at longer ranges.

Surefire aced is highly recommended to pair with this skill, as there will be enemies equipped with bulletproof armor vests on Overkill difficulty and above. Without it, the usefulness of Body Expertise will be diminished.

TriviaEdit

Chameleon

Chameleon
Ghost: Shinobi Tier 1
Basic (1 pt): Increases the time before you start getting detected by 25% while in casing mode. You can also mark enemies while in casing mode.
Ace (3 pt): You can pick up items while in casing mode. You also gain 30% more value to items and cash that you pick up.

MechanicsEdit

Despite its potentially misleading description, Chameleon basic simply slows down the rate at which detection builds up while in casing mode by 25% (i.e., multiplies it by 0.75). The skill does not have any impact on your detection risk or on the distance from which you can be spotted. [1]

The aced version of this skill is highly limited at this time, as it only allows the player to pick up items which are "instant" pickups, e.g. single stacks of bills, keycards, loose jewelry, crowbars. Any items which have an interaction wheel, such as Gage packages, planks, or drill bags, can still only be picked up when the player is masked. The only exclusion to this rule is the sleeping gas in the Golden Grin Casino.

StrategyEdit

Players with this skill should remain unmasked as long as possible and act as a scout for masked up teammates, marking guards and cameras or locating objectives without significant fear of detection. Additionally, players taking on this role should wear the least detectable gear possible to minimize risk of detection. This style of play is especially useful on heists like Big Bank or Bank Heist, where large numbers of civilians, guards, and cameras make the map difficult to traverse while masked up. Note that this skill is not a cure-all in stealth and that players can still be detected without their masks on if walking too near a guard (even from behind) or lingering near a camera. With or without this skill, civilians will never spot a player who has not put on their mask for any reason.

In loud heists (or heists where the player begins with their mask on, such as Framing Frame or Shadow Raid), the basic version of this skill has no use whatsoever.

The aced version of this skill is useful, but only in a very specific and limited set of circumstances as it currently functions. On certain heists where a keycard is available in a location accessible during casing mode (e.g. The Big Bank) it can be used by a player with high concealment to obtain the card during casing mode so as to save time later, or as cheaper low level alternative to ECM Overdrive. In Bank Heist variants, however, the keycard may not be accessible anyway since it is random chance as to whether it is left in the bank manager's office or carried on his person and alternatively can also be purchased during Pre-Planning with Sixth Sense. Additionally, on Four Stores it can be used during casing mode to obtain money left lying out, thus getting a head start on the $15K mission objective. Again, however, the random chance factor should be accounted for, as only between 1 to 4 such bundles will spawn on the entire map, although it's additional value to random loot can be very beneficial.

TriviaEdit

  • The icon is probably based on this image, which is associated with the internet activist group Anonymous.

ReferencesEdit

  1. Frankelstner's "The Long Guide"

Cleaner

Cleaner
Ghost: Shinobi Tier 2
Basic (2 pt): You gain 1 additional body bag in your inventory. Also increases the body bag inventory space to 3 from 2.
Ace (4 pt): You gain the ability to place 2 body bag cases.

MechanicsEdit

With the basic version of this skill, a player's body bag count is increased from its default value of 1 to 3. You will also start with 2 instead of 1 bag in your inventory.

StrategyEdit

This skill is useful only on stealthy heists. Increasing the number of body bags available is useful on heists with large numbers of guards, as it enables players to hide a greater number of bodies, thereby diminishing the risk of detection. For heists with three patrolling guards and one camera operator such as Bank Heist and Diamond Store, this skill almost entirely removes the need to buy the asset as the bodies of camera operator and the final patrolling guard can usually be left where they fall.

Civilians and guards alike can be bagged if they are killed, which is useful on heists such as GO Bank and Big Bank where continually spawning civilians make it near impossible to control the entire map; if a civilian detects suspicious activity, it is often safer to kill that civilian and transport the body to safety rather than risk walking a hostage across the map.

In certain situations body bag use can be prevented entirely through careful use of the bullet-induced ragdoll effect. Shotguns can be used to simultaneously kill a target and "launch" the corpse to a safer location, which may eliminate the need to use a body bag altogether. The weapon of choice for this is usually the Locomotive 12G as it can be fitted with the Silent Killer suppressor and still achieve a concealment of 26.

However, some players may forgo the use of this skill if purchasing body bag assets are not a problem, or their random placements are not considered to be a major issue. Some heists do not feature many civilians or even none at all, and only four guards with pagers can be killed before the alarm is raised with the death of a 5th one. In other words, if there is a full team of players, there is little to no need to obtain this skill since every player will carry at least one body bag, enough to cover up the bodies of four guards. Skilled players may even bring silenced shotguns to propel bodies into areas where NPCs cannot see them easily, thus potentially eliminating the need for body bags. Also, there are very few heists in which guards do not have pagers, such as Nightclub and Scarface Mansion (the outside guards do not have pagers in the latter heist).

TriviaEdit

  • Until update 24, this skill granted the player an unlimited number of body bags. This skill was, at that time, the only way to obtain body bags, and the asset did not exist.
  • In criminal culture, a "Cleaner" is someone who is tasked with discreetly removing evidence of crimes, usually by hiding or disposing of corpses and, in some cases, witnesses.

Sixth Sense

Sixth Sense
Ghost: Shinobi Tier 2
Basic (2 pt): You gain the ability to automatically mark enemies within a 10 meter radius around you after standing still for 3.5 seconds while in stealth.
Ace (4 pt): You gain access to all insider assets. Cleaning costs after killing a civilian is reduced by 75%.

MechanicsEdit

The basic version of this skill highlights civilians as well as guards. This is currently the only way to highlight civilians. The duration of the highlighting effect is much more brief than the highlighting derived from directly marking a guard, however this skill functions through all solid objects including walls, floors, ceilings, etc. In short no line of sight is required to silhouette all people within a 10 meter globe centered on the player. Though brief, the effect renews automatically if the player remains stationary, so that highlighted targets which are also stationary seem to appear and disappear if they are being detected through a solid barrier that blocks line of sight.

The aced version allows access to all insider assets/pre-planning options, like the spotter, escape driver, camera access on several maps and more.

StrategyEdit

The basic version can be extremely useful for any stealth mission, since it allows the player to more or less see through walls. This can enable a patient player to navigate maps with very little danger of accidentally stumbling into enemies or bystanders. It also aids in identifying which targets may need to be removed (killed or cable tied) and which can be safely bypassed, and of course can aid in timing when it is safe to move out of cover. Players should still remain alert, however, as the brief duration and intermittent nature of the highlighting effect may still result in a target moving in the few seconds between recharges of the effect, perhaps moving out of the 10 meter radius or even turning the corner around whatever cover the player is hiding behind. Players should also be aware that though this skill highlights civilians, which direct target marking will not, it does not highlight cameras as direct target marking does - only people. Shadow Raid is perhaps the best example of both the value of this skill and the need for caution to avoid overdependence upon it, as it can greatly aid in locating guards and determining which are hazards to navigation in the narrow corridors and numerous blind turns while still requiring the player to use caution to avoid the many cameras both inside and outside the warehouse.

The aced version of the skill reduces the cleaner costs for killing civilians which, can encourage killing civilians rather than taking them hostage. This is especially useful on various heists where moving hostages to a safe hiding place can be very risky, such as Shadow Raid and Train.

Alternatively, the aced version also allows heisters to consider killing civilians as a viable alternative to crowd control on stealth-controllable heists such as Diamond Store, Bank Heist, Jewelry Store, Ukrainian Job, GO Bank, and Nightclub.

Due to the hefty amount of spendable cash most players have however, the additional assets would be of more interest, and can, especially in various stealth heists, unlock a lot of additionally very helpful options.

Cleaner Costs Edit

Difficulty Jewelry Store Mallcrasher

Diamond Store

Four Stores

Ukrainian Job

Bank Heist

Nightclub

Car Shop

Shadow Raid

Transport

Election Day

Go Bank

The Diamond Big Bank

First World Bank

Normal $2,000 $3,000 $5,000 $8,000 $12,000 $17,000
Hard $3,000 $5,000 $8,000 $12,000 $17,000 $24,000
Very Hard $5,000 $8,000 $12,000 $17,000 $24,000 $32,000
Overkill $8,000 $12,000 $17,000 $24,000 $32,000 $40,000
Deathwish $12,000 $17,000 $24,000 $32,000 $40,000 $51,000

With Sixth Sense AcedEdit

Difficulty Jewelry Store Mallcrasher

Diamond Store

Four Stores

Ukrainian Job

Bank Heist

Nightclub

Car Shop

Shadow Raid

Transport

Election Day

GO Bank

The Diamond Big Bank

First World Bank

Normal $500 $750 $1,250 $2,000 $3,000 $4,250
Hard $750 $1,250 $2,500 $3,000 $4,250 $6,000
Very Hard $1,250 $2,500 $3,000 $4,250 $6,000 $8,000
Overkill $2,000 $3,000 $4,250 $6,000 $8,000 $10,000
Deathwish $3,000 $4,250 $6,000 $8,000 $10,000 $12,750

TriviaEdit

  • The skill could be based on a mechanic from the game XIII in which, if the player stood still for long enough, they were able to visualize the footsteps of enemies nearby.

Nimble

Nimble
Ghost: Shinobi Tier 3
Basic (3 pt): You gain the ability to disable 1 camera from detecting you and your crew.
Effect lasts for 25 seconds.
Ace (6 pt): You lockpick 100% faster. You also gain the ability to lockpick safes.

MechanicsEdit

With the basic version of this skill, interacting with a camera in close range (which takes 4 seconds) makes it unable to spot anything for 25 seconds. A looped camera has an outline visible through walls (similar to converted/marked enemies) and makes a noise. When time is out, noise changes and outline blinks for 5 seconds (at this point camera can be looped again), then camera resumes normal operation. Titan cameras can be looped like regular ones, and guards do not get suspicious if they see a looped camera. Disabling cameras can be done an infinite amount of times, but only 1 camera can be disabled at once.

Players with the skill aced will be able to pick doors and deposit boxes exactly twice as quickly as players without it. Players with the aced version of this skill are able to lockpick safes, as well as other special items, like the counting machines in Big Bank. Lockpicking safes, regardless of size, takes 45 seconds, that can only be decreased by Crew boosts. Titan safes cannot be lockpicked.

StrategyEdit

Lockpicking safes is a very useful skill when a safe must be opened stealthily. The money safes on Nightclub, the manager's safe in Big Bank, and the FBI safe on Firestarter Day 2 are ideal candidates to be picked because stealth is paramount on those missions. Technicians with the Hardware Expert skill provide an alternative stealthy method of cracking safes, but without the speed and mobility of a player with this skill.

On loud missions, Nimble Aced can also be useful, as the 45 second picking time is still faster than any drill. For large sized safes, the rapid lockpicking speed compared to a drill is even more noticeable. Someone with Shaped Charges is likely a better candidate to open safes, as the charges can easily open even large safes in half the time of a ghost with Nimble aced. However, should they run out of charges or have a desire to save them for other purposes, this skill provides an excellent alternative.

Generally speaking, though, this skill mostly confers benefits only to those who prefer to pick locks in stealth and/or with a crew. As picking a lock takes time and camps the player at the immediate area adjacent to the lock, they are left vulnerable should an enemy walk in on the picking. The process can be interrupted but will reset the progress meter if one chooses to do so. Lastly, this skill is useless against Titan safes.

Since there are other faster methods of getting through safes/locked doors (i.e. a Saw, Shaped Charges, shooting the locks...), one should only pick this skill if they would like to handle the heist in stealth, are somewhat proficient at managing their surroundings, are confident that they can pick a safe/door uninterrupted and need to use those skill points. Using a silent drill is indeed slower, but it also frees up a player to watch out for guards and/or handling other objectives while the drill is underway, and is far lower in its respective skill tree.

This skill's Aced effect is also rendered less useful for most heists on Mayhem difficulty and above, since most pickable safes are replaced with TITAN safes. Its safe-cracking ability is also oddly useless in all stealth-only heists of the game; Shadow Raid, Car Shop, Murky Station, and The Yacht Heist, although the increased speed on regular interactions may still assist. Its basic effect is entirely ruined in loud gameplay, as well as heists without cameras like The Yacht Heist. While Murky Station has cameras in the form of Drones, their distance from the ground make them unable to be interacted with.

ECM Overdrive

ECM Overdrive
Ghost: Shinobi Tier 3
Basic (3 pt): Your ECM jammer and feedback duration is increased by 25%.
Ace (6 pt): Your ECM jammer can now also be used to open certain electronic doors.

MechanicsEdit

Along with Nimble, this skill is one of the shinobi's entry skills. It grants silent access to doors that are locked with a keycard reader, mostly security rooms. Certain keycard readers are excluded from using this skill on entirely arbitrary reasons (Shadow Raid). This skill cannot be used on timelocked keycard readers such as those found in Big Bank, Shadow Raid, GO Bank or The Diamond.

StrategyEdit

The basic version of this skill is highly useful for frequent ECM users or to allow more effective ECM rushes. The additional 25% duration (which equates to roughly 5 seconds), is indispensable in an ECM rush. The aced version of this skill is also the second best way to silently open security doors, with the only other quick silent alternatives being a keycard (which is ideal, but sometimes impossible). Alternaitvely a drill upgraded with Hardware Expert can be used, but these risk detection. Of the two, the ECM jammer is superior as it is far faster than the drill and will never be detected by a guard (although the open security door or the contents of the security room may alert some guards, as with the server room of Big Bank and Big Oil).

ECM Specialist

ECM Specialist
Ghost: Shinobi Tier 4
Basic (4 pt): You can now place 2 ECM jammers instead of just one.
Ace (8 pt): The ECM jammer duration is increased by an additional 25% and the ECM feedback duration lasts 25% longer. Pagers are delayed by the ECM jammer.

MechanicsEdit

The mechanics of the skill are almost entirely as explained in its description: 

  • The Basic version of the skill allows for another ECM Jammer to be carried and deployed by the player.
  • The Aced version of the skill has two effects :
    • It will enable active jammers to delay the response time (yellow highlight) of dead guards' pagers for the entire duration of the jam. Pagers cannot be answered until the jamming duration ends.
    • It also extends the duration of an ECM Jammer's jamming and feedback loop. This effect stacks with similar effects from ECM Overdrive.

StrategyEdit

The technical knowledge required to use this skill is relatively simple, as it is only a tactical extension of the basic ECM Jammer. The basic version of this skill grants the player an extra Jammer, which could come in handy in heists where there are too many civilians to control with just one device, or in protracted stealth runs when the crew must prevent calls to the police but requires more time than is offered by the short duration of a single basic jammer.

In particular, the extra jammer makes solo stealth runs of Four Stores incredibly easy as one ECM can be used to open the ATM in the convenience store (behind which the player can easily hide while waiting for the van) and a second can be deployed to ensure the alarm cannot be triggered while running to the escape.

Pairing it with ECM Overdrive lets the team open up to 2 keycard doors. The basic version of Overdrive will also stack with this skill's duration-increasing effect for a total duration of 31.25 seconds, and allows the Feedback Loop to last 50% longer or approximately 25-30 seconds.

Be warned, though, this skill does not extend the response timer, it pauses it instead, and the countdown will resume after the device have worn off. Any guards killed during the jam will have their pagers triggered as soon as the jam ends, therefore care should be taken to avoid killing more guards than there are players present. ECMs placed after a pager has activated will not delay its response timer. In other words, once a pager has begun to count down (as indicated by the yellow outline around a guard's corpse), this skill will have no effect on the pager, which must be answered to avoid triggering the alarm.

Duck And Cover U100

Duck And Cover
Ghost: Artful Dodger Tier 1
Basic (1 pt): Your stamina starts regenerating 25% earlier and 25% faster. You also sprint 25% faster.
Ace (3 pt): You have a 10% increased chance to dodge while sprinting. You gain 15% chance to dodge while ziplining.

MechanicsEdit

The Basic flavor of Duck and Cover increases the player's sprinting speed by a fixed value of 0.25 on top of their armor's current speed modifier (if any). This stacks with the effects of Parkour Basic, granting the player even more agility. It also causes the player to regenerate stamina 0.1 seconds (out of 0.4) earlier than usual and regain up to 3.75 points of it per second as opposed to the standard 3.

The benefits of Duck and Cover Ace is quite self-explanatory.

StrategyEdit

Players investing in this skill for a dodge build will likely wish to pursue the Rogue or Crook perk decks. Without either deck, the skill will have no effect whatsoever aside from the suit. The skill has the greatest effect on light armors and the suit - higher-level armors have a much greater dodge reduction, which can almost or completely negate the bonus. Duck and Cover is highly effective in large, open heists such as the Transport: Crossroads, Hoxton Breakout and Hotline Miami.

BugsEdit

  • The ziplining part doesn't actually work.

TriviaEdit

  • The name of the skill is a reference to the early Cold War-era strategy of surviving nuclear bombs, which consisted of "ducking" beneath or beside solid structures and "covering" exposed areas of their body. A demonstrative PSA can be viewed here.
  • The skill's post-Update #100 boosts to sprinting ability came from the Sprinter skill, while the aced version's effect of increased dodge while ziplining came from Daredevil Aced.

Parkour

Parkour
Ghost: Artful Dodger Tier 2
Basic (2 pt): You gain 10% additional movement speed and 20% increased speed while climbing ladders.
Ace (4 pt): You gain the ability to sprint in any direction.
Run and reload - you can reload your weapons while sprinting.

MechanicsEdit

The basic version of this skill is pretty simple: You can run 10% faster and climb ladders 20% faster than a default player. The aced version allows the player to sprint in any direction: Forwards, backwards, to the sides, they can run any way you want. Additionally the aced version of this skill allows a player to reload any time they are running without having to stop and slow down to a walk.

StrategyEdit

If a person owns this skill, especially the aced version, they should be moving a lot. After obtaining the basic version of Duck and Cover a player will be at least 35% faster than a normal. Obtaining the aced version allows players to use that increased speed in any direction and reload on the go, perfect for any player who likes to always be on the move and for reloading weapons with notoriously slow reload speeds like Light Machine Guns and the Flamethrower.

On the counterside, it's no longer possible to immediately cancel a reload by sprinting, which can be useful for faster reload weapons and users reloading at any possible opportunity.

TriviaEdit

  • The skill's effects only detail the most basic aspect of real-life Parkour: faster movement and navigation of one's surroundings, without letting them perform any of the actual maneuvers (swinging, rolling, vaulting, etc...) taught as part of and are usually associated with the real discipline. In that sense a more appropriate name for this skill would be something along the lines of Marathon or Sprinter.
  • With the aced version, jumping while reloading during sprinting will glitch the reload animation.

Inner Pockets

Inner Pockets
Ghost: Artful Dodger Tier 2
Basic (2 pt): Increases the concealment of melee weapons by 2.
Ace (4 pt): Increases the concealment of all ballistic vests by 4.

MechanicsEdit

Inner Pockets basic inherits its effects from the old Fugitive skill Hidden Blade, and thus increases the concealment stat of melee weapons, as well as ballistic vests when Aced.

The Aced version negates the Lightweight Ballistic Vest's concealment penalty, allowing the player to have some armor without sacrificing concealment.

StrategyEdit

The basic version of this skill is highly recommended for any stealth build, as it basically gives +2 concealment for "free". For loud; basic skill is only recommended for dodge builds, pairing well with skills such as Sneaky Bastard and Low Blow.

The Aced version works well with builds that use Perk Decks that rely on lighter armor such as Crook and Grinder. Remember though that concealment is not the same as dodge, so having this skill aced ONLY affect the chances of dodging gunfire if combined with Sneaky Bastard.

TriviaEdit

  • While the name of the skill would suggest the addition of extra pockets inside the player character's suit linings, it does not confer any boost to the amount of ammo or items carried.
    • The extra Concealment applied to melee weapons would suggest the use of such pockets, however, as they could be stored less conspicuously on the heisters' persons.

Dire Need

Dire Need
Ghost: Artful Dodger Tier 3
Basic (3 pt): When your armor breaks, the first shot on every enemy will cause that enemy to stagger. This effect ends when your armor recovers.
Ace (6 pt): The effect persists for 6 seconds after your armor has recovered.

MechanicsEdit

Any bullet that hits an enemy will trigger this effect; this does not include throwable weapons. Certain enemies, like Captain Winters, Bulldozers, and the Biker Boss, are immune to being staggered, and this skill will have no effect on them. [1]

StrategyEdit

While staggering enemies is potentially useful since they cannot shoot you and deplete your now exposed health bar while in this state, it may present itself as a double-edged sword as they may stumble in a way that makes it difficult to lead your shots and end up wasting ammo missing them while other enemies continue to shoot at you.

ReferencesEdit

  1. The Long Guide

Shockproof

Shockproof
Ghost: Artful Dodger Tier 3
Basic (3 pt): When tased, the shock effect has a 30% chance to backfire on the Taser, knocking them back.
Ace (6 pt): When tased, you are able to free yourself from the taser interacting with it within 2 seconds of getting tased.

MechanicsEdit

ShockProofScreen

Shockproof in action.

As noted, the basic Shockproof skill causes the Taser's special attack to backfire, removing the need to injure or kill the Taser to escape electrocution; however, players will not become immune to shock attacks, as the backfire isn't immediate.

When aced, players suffering electrocution can use the interact key to reflect the attack back, dealing 50% damage. Doing so makes the player remove the taser darts and connect them, sending the charge back to the Taser and causing him to spasm and collapse briefly.

StrategyEdit

As the skill only provides protection against a single special attack, use is highly situational. The core version provides no guaranteed protection, as players will still be shocked for a period of time, and will still fire uncontrollably and be vulnerable to damage. Further, the aced skill requires players to counter-attack manually, again requiring users to suffer the effects of electrocution.

As Tasers can easily be countered by sticking with competent allies, or by using your involuntary gunfire against them, the high cost makes it a very questionable purchase. Even if aced, the perk provides no immunity to the attack, only works on a single special enemy, and only halves the assailant's health; as such, players should strongly consider their options before purchasing.

This skill is somewhat more useful if you are planning to use certain ammo 'eccentric' weapons. Examples include: The Flamethrower (with its limited range), HRL-7, any of the grenade launchers, any of the bows or any of the weapons that have an extremely small clip-size/fire-rate ratio. As being caught off-guard by a taser when you are carrying one of these weapons can often result in an almost-guaranteed knockdown without some kind of outside intervention, this skill can often save a lot unneccessary knockdowns (especially if you're playing solo).

As being tasered immediately reloads the ammo in your current magazine a somewhat useful tactic with the weapons that have a high-magazine capacity but also carries a lengthy reload time (the best examples being the Flamethrower, the Vulcan Minigun or any of the light machine guns) is to take this skill and simply let yourself be tasered. After a couple of seconds if you can't kill the taser then the effect will just wear off and you will have the majority of your freshly-reloaded magazine left to shoot, at the cost of a few wasted rounds. Of course you will still be vulnerable to enemy fire while you're being tasered so it isn't without its dangers.

VideosEdit

Payday 2 (Shockproof Skill Demo) HD

Payday 2 (Shockproof Skill Demo) HD

Shockproof in action

TriviaEdit

  • The Taser's stun darts technically still creates a closed circuit when "reflected" back by the victim, thus realistically wouldn't cause a backfiring shock.
    • Modern-day taser devices often have a hard plastic shell to insulate their wielders from any accidental shocks, which makes the effects of this skill highly implausible.
    • Tasers are designed to confuse the body's nervous and muscle systems, thus causing violent and uncontrollable bursts of spasm to incapacitate a target quickly. As the jolt is an instant effect, it would be unrealistic for someone to even stand, much less voluntarily disconnecting the (un-insulated) darts from their body and send the shock back to the unit.

Sneaky Bastard

Sneaky Bastard
Ghost: Artful Dodger Tier 4
Basic (4 pt): You gain a 1% dodge chance for every 3 points of detection risk under 35 up to 10%.
Ace (8 pt): You gain a 1% dodge chance for every 1 point of detection risk under 35 up to 10%.

MechanicsEdit

Contrary to the official description, which states that the increased dodge chance is directly proportional to concealment under 35, it is actually proportional to detection risk under 35.

To maximize the dodge chance from this skill, the basic version requires the player achieve a maximum detection risk of 5, while the aced version only requires a maximum of 25.

StrategyEdit

While this skill provides additional Dodge Chance, it severely limits the customization available to a player's weapon selection, much like Low Blow. Players choosing this skill will need to modify their weapons to be heavily concealed while also being effective in terms of damage, accuracy, and stability.

If the player intends to use the Basic version only, they will need to stay at 3 or 4 Detection (118 total concealment) to achieve the maximum effects, as it is not possible to attain a Detection of exactly 5. Very few weapons outside of Akimbo Weapons and Pistols can accomplish this. Since a Detection Risk of 25 is not possible, the Aced version increases the maximum to 23 (105 total concealment), allowing for more flexibility with weapon and modification choices if desired.

Like Low Blow, the choice to ace this skill is based on the weapons and build the player intends to use. However, the Dodge Chance increases provided by the Rogue and Crook Decks are often sufficient by themselves at lower difficulty. As such, players should try to maximize the usage of just the Basic version, as four points is a much easier price to pay than twelve.

When going for the Basic version, it would be a good idea to invest on the Akimbo skill if one is also running a Mastermind build and have unlocked some of the pistol skills in that tree. Akimbos have almost top concealment without mods, and combining the effects with Low Blow, they can take the place of an assault rifle in the primary slot.

Inner Pockets and Optical Illusions can be taken to get additional concealment to work with without limiting weaponry. Anyone with a sufficiently leveled Perk Deck will also be given an additional point of concealment to use.

Overall, the skill is not recommended for general-purpose builds, considering the limitations imposed on the player, the high skill point requirement needed to reach it, and the benefit gained for the points invested into the skill itself. However, for a dedicated dodge build, basic is a minimum to ensure the highest chance to dodge, and dodgers that use the Crook deck must ace the skill in order to be able to wear their choice of armor while maintaining high dodge chance.

Second Wind

Second Wind
Ghost: Oppressor Tier 1
Basic (1 pt): When your armor breaks your movement speed is increase by 30% for 5 seconds.
Ace (3 pt): This effect also applies to your crew when triggered.

MechanicsEdit

This skill's effect triggers upon the complete depletion of a player's armor, upon which the player receives a 30% movement speed buff. The buff will continuously refresh itself until the player's armor has regenerated, lasting 5 more seconds afterwards.

Note that this skill has no effect at all when using the Anarchist Perk Deck.

StrategyEdit

Players who have this skill and use builds with low amounts of armor receive the effects of this skill more often than players with high armor builds. Excelling in dodging as well with this skill can counteract the frequency of this skill's activation. Even so, this skill is very useful for players of any build to escape combat quickly, especially when under heavy fire.

Reinforced Armor from the Armorer Perk Deck can sync well with Second Wind, for providing a 2 second immunity to damage upon armor depletion. This can allow a user to quickly find or make cover.

Optical Illusions

Optical Illusions
Ghost: Silent Killer Tier 2
Basic (2 pt): You are 35% less likely to be targeted by enemies.
Ace (4 pt): You gain 1 concealment for each silenced weapon you equip and reduces the concealment penalty of silencers by 2.

StrategyEdit

Optic Illusions is a skill that influences the survivability of stealth-oriented players and improves the use of silenced weapons and silencers.

The basic skill primarily benefits heisters who either take more of a supportive, objective-based role or those who are more hindered by being consistently damaged, such as one attempting to use a sniper rifle with the removal of Steadiness-enhancing skills. Ideally the basic version should be taken in a group wherein other members are more capable of surviving constantly being targeted, as this skill does indirectly increase the danger others are in.

When enemies are deciding which player to engage, they consider a number of factors (such as whether that player fired a weapon, shot directly at them, or damaged them recently; how close that player is, with three range brackets; whether that player is reviving another player; and so on) and build up a set of threat levels, then attack the player with the lowest threat level, their evaluation of player threat mimicking the DEFCON system. Optical Illusion does two key things to these calculations:

  • It reduces the time considerations for shooting at, harming, or alerting an enemy, so those factors have less of an impact on the player's threat level.
  • It divides the player's apparent distance by 0.65; thus, a player that is 10 meters away is considered to be approximately 15.4 meters away.

If all players on a team have this skill, the targeting priority of each player is effectively the same as if none of them had the skill, assuming they are all standing the same distance away from a given opponent.

The 35% reduction provided by this skill also stacks with the reduction within the Rogue deck.

For a more detailed breakdown of the system which enemies use to select targets, see the 'Target Priority...' header of The Long Guide.

The aced skill encourages players to use silencers apart from the Low Profile Suppressor and Size Doesn't Matter Suppressor, as players typically going for maximum concealment weapons for stealth choose these as they are the only suppressors without any concealment penalty. However, with this skill aced players can select other suppressors with concealment penalties of -2 for their better accuracy and/or other stats. Otherwise, players who aren't worried about taking a hit to detection can use this skill to soften the penalty imposed by heavy suppressors like the Monolith Suppressor and Jungle Ninja Suppressor, which offer the better combat stats out of the suppressors but will not have their entire concealment penalty removed by this skill.

BugsEdit

  • The "concealment penalty reduction" also triggers on silencers that have a positive concealment modifier, giving an additional +1 for +1 silencers or +2 for +2 or more silencers.

The Professional

The Professional
Ghost: Silent Killer Tier 2
Basic (2 pt): You gain 8 weapon stability and 100% snap to zoom speed increase with silenced weapons.
Ace (4 pt): You gain 12 weapon accuracy with silenced weapons.

StrategyEdit

This skill reinforces the often diminished power of silenced weapons, and usually brings them far above the power of an unsilenced weapon. Players who invest in this skill should make an effort to use silencers on their weapons whenever possible.

Light Machine Guns can be made very powerful by combining the damage from Specialized Killing together with the Stability and Accuracy from The Professional, effectively increasing the Light Machine Gun's stability and accuracy to a good value. This is arguably the best way to make a build for Light Machine Guns because their limited weapon mods do not offer many versatile builds for the weapon.

Even for weapons that are used in stealth, this skill is very useful in allowing players more precise control of their weapons. However, this benefit is somewhat reduced for weapons that fire in semi-auto or pump-action, which typically have reasonable accuracy even without this skill. Also, the lowered snap to zoom time means less downtime if about to get caught, meaning that the player can fire an aimed shot, killing a guard in one shot. The snap to zoom speed increase is most useful for low damage weapons for which headshots or stealth kills must be prioritized. If the weapon has high enough damage that a bodyshot is sufficient to kill alerted guards, the hastened aiming time will have only a minimal impact.

TriviaEdit

  • The name and nature of this skill may refer to the film Léon: The Professional, which follows a skilled assassin who typically uses silenced firearms.

Low Blow

Low Blow
Ghost: Silent Killer Tier 3
Basic (3 pt): You gain a 3% critical hit chance for every 3 points of concealment under 35 up to 30%.
Ace (6 pt): You gain 3% critical hit chance for every 1 point of concealment under 35 up to 30%.

MechanicsEdit

This skill provides up to a 30% chance for any shot fired by the player to deal headshot damage. This effect works on all enemies, including Bulldozers. If the player scores a critical hit on a shot that would otherwise be a headshot, the headshot damage multiplier is applied twice. For Bulldozers, a special multiplier of 5 is used instead of the standard headshot multiplier.[1] A player requires a Detection of 5 to receive the maximum benefit from the Basic version of the skill, while the Aced version provides the maximum benefit at a detection risk (not Concealment) of 25.

The following table shows the Detection Risk levels at which given bonuses to the critical hit chance can be achieved for both Basic and Aced versions of the skill.

Basic Aced

Detection Risk

Crit Chance

Detection Risk

Crit Chance

33+

0%

35+

0%

30 - 32

3%

34

3%

27 - 29

6%

33

6%

24 - 26

9%

32

9%

21 - 23

12%

31

12%

18 - 20

15%

30

15%

15 - 17

18%

29

18%

12 - 14

21%

28

21%

9 - 11

24%

27

24%

6 - 8

27%

26

27%

3 - 5

30%

3 - 25

30%

Bulldozers, especially in combination with high rate of fire weapons, can be killed very quickly with this skill. Critical hits will guarantee breaking the visor while a critical hit on the Bulldozer's exposed face is virtually guaranteed to finish it off.

Inner Pockets and Optical Illusions can provide additional points of concealment to work with. Anyone with a sufficiently leveled Perk Deck will also be given an additional point of concealment to use. While this skill provides one of the highest damage and ammo efficiency boosts in the game, getting maximum benefit from the skill severely limits a player's weapon and armor selection. Players choosing this skill will need to select loadouts that favor concealment, while maintaining acceptable weapon stats. Players should decide whether to Ace this skill completely, based on their particular weapons and build that desire to use. Note that in actual practice, the critical hit only assists you in killing Maximum Force Responders, GenSec Elites, and Special Enemies.

Low Blow can pair well with Akimbo weapons due to their generally high ammo capacity, rate of fire, and concealment. Akimbo SMGs combined with Low Blow and Swan Song/Bullet Storm can provide an accurate player with devastating firepower, although each skill has drawbacks that should be considered before activation.

TriviaEdit

  • The term "low blow" is often used to refer to an underhanded and unsportsmanlike blow to an opponent's underside, especially one causing great pain and debilitation.

ReferencesEdit

  1. Frankelstner's "The Long Guide"

High Value Target

High Value Target
Ghost: Silent Killer Tier 3
Basic (3 pt): Enemies you mark take 15% more damage.
Ace (6 pt): Enemies you mark take an additional 50% damage when further away than 10 meters. Increases the duration of marked enemies by 100% and you can now mark specials by aiming at them with any weapon.

MechanicsEdit

High Value Target increases the damage dealt to enemies marked by the player. The Aced version of the skill further increases the damage bonus if the enemy is over 10 meters away, and doubles the duration enemies will stay marked (from ~13s to ~26s). Enemies marked by a player with either version of this skill will have a darker red outline.

Although not documented, the Aced version also greatly increases the shouting range (by 2000%) when attempting to mark special units. This is useful on extremely large maps such as The Bomb: Forest or Goat Simulator.

The Aced version also allows guards (when in stealth) and special units to be marked automatically by aiming at them with the player's weapon sights, similarly to the Theia Magnified Scope or Box Buddy Sight. Strangely enough, this ability is NOT affected by the increased marking distance, requiring the player to spot them manually.

While the Aced version also allows cameras and drones to be marked by aiming at them, it does not have the increased duration, and they will be marked by the standard light red outline.

High Value Target is applied when using camera access to spot enemies, as well as Trip Mines when set to Sensor Mode.

StrategyEdit

The basic version of the skill increases damage dealt to marked enemies by 15%, which often makes little difference, but hold some use against high health enemies such as Cloakers and Bulldozers.

The Aced version of the skill is best used against Bulldozers, especially on Mayhem and above, as it allows players to retreat while still dealing high damage against them. It is also useful against Snipers, if the player's weapon does not have sufficient damage to kill them with one body shot. Sniper Rifles and bow weapons highly benefit from the Aced version, making them capable of killing Bulldozers in only a few hits. Under the right circumstances, this skill allows Bulldozers to be killed with a single shot.

The Aced version is also extremely useful for lower damage weapons, especially sniper rifles like the Contractor .308 when dealing with special units from longer distances.

The Aced version is also extremely useful in stealth, as it greatly increases the duration that guards are marked, and increases the distance from which you can mark them. Additionally it allows you to mark guards and cameras by aiming at them, which can be very useful, as it does not have the cooldown that the standard "shout" marking does, making it possible for one player to simply stay back and sweep their sights across all visible guards and cameras to give other players constant vision of their locations. Certain heists that do not offer camera access such as Murky Station, but have areas that allow the player to overlook the map can make good use of a sniper rifle with this skill, marking all the guards for teammates that normally would not see them. However one must note using the Theia Magnified Scope or Box Buddy Sight, this skill wont be needed to do so, although it is still useful for increasing the duration of the mark.

TriviaEdit

  • High Value Target, in military terminology, is a person or resource that a commander requires to complete a mission.

Unseen Strike

Unseen Strike
Ghost: Silent Killer Tier 4
Basic (4 pt): If you do not lose any armor or health for 4 seconds, you gain 35% critical hit chance for 6 seconds.
Ace (8 pt): The critical hit chance duration is increased to 18 seconds.

MechanicsEdit

If the player does not take damage for four seconds, they will gain a 35% critical hit chance for 6 seconds (18 if aced). If the critical hit chance duration expires and the player has taken no damage during this time, it will not reset the duration, meaning that a player must take damage again and go four seconds without losing armor or health in order to receive the critical hit chance bonus again.

StrategyEdit

While armor players are also able to use the skill, Unseen Strike is more effective for Dodge-oriented players. Assuming players can manage not taking damage for the skill to take effect, it can boost damage and allow for the potential to kill special units quickly. Unseen Strike is more beneficial for those who take cover. Otherwise, a Concussion Grenade can be thrown to ensure enemies will not be able to inflict damage.

When stacked with the full effects of Low Blow, the total critical hit chance becomes an impressive 65%.

BugsEdit

  • It is possible gain the effects of Unseen Strike on a build without it.

Equilibrium

Equilibrium
Fugitive: Gunslinger Tier 1
Basic (1 pt): Decreases the time it takes to draw and holster pistols by 33%.
Ace (3 pt): You gain a 8 weapon accuracy with pistols.

MechanicsEdit

As stated in the description, the basic skill reduces weapon swap time when a pistol is equipped or put away (only affects the animation of pistol draw/holster, and not other weapons). The Aced version of the skill simply increases the accuracy of all pistols.

As of Update 46, this skill now applies to Akimbo Pistol Weapons.

TriviaEdit

  • Equilibrium is likely a reference to the 2002 movie of the same name, in which the main protagonist John Preston's signature firearm is a modified pistol that shoots blazingly fast and as equally accurate, similar to the effect of the aced skill on in-game pistols.
  • The Bronco .44 is featured in the skill's icon.

Gun Nut

Gun Nut
Fugitive: Gunslinger Tier 2
Basic (2 pt): Your pistol magazine sizes are increased by 5 bullets.
Ace (4 pt): You gain a 50% increased rate of fire with pistols.

StrategyEdit

The basic skill increases the user's magazine size, which can be useful for pistols whose maximum capacity is limited due to a small extended mag, or the lack of such a modification entirely. Akimbo pistols gain 5 bullets per magazine, resulting in a total increase of 10. This effect does not apply to the revolvers (Bronco .44, Peacemaker .45, Matever .357, Castigo .44), but does apply to the equally-damaging Parabellum.

The aced skill greatly increases the user's rate of fire with pistols, allowing for much greater amounts of damage to be dealt in a short timeframe compared to the same pistols without skills. This can be especially handy for players trying to gun down a charging Cloaker, facing off with a Bulldozer, or making a last stand in a dead-end against enemies pressing in quickly. It also synergizes well with Swan Song aced and Bulletstorm, as one would not need to worry about their ammo reserves or reload times.

However, one major drawback with the aced version is dealing with the increased recoil and consumption of ammo, especially if a pistol or/and its akimbo version if applicable has low stability and/or low ammo in reserve. This can be compenstated though with Stable Shot, The Professional if a user is wielding silenced pistols, and skills to boost one's reserve ammo.

TriviaEdit

  • When the beta for the Update 100 skill revisions was first announced, this skill was known as "Dance Instructor" and increased the player's magazine size by 15 rounds before being nerfed down to 5.
    • The skill's working name "Dance Instructor" may be a reference to the Bullet Dancing trope.

Akimbo

Akimbo
Fugitive: Gunslinger Tier 2
Basic (2 pt): Your Akimbo weapons' stability penalty is reduced by 8.
Ace (4 pt): Your Akimbo weapons' stability penalty is reduced by an additional 8 and they also have a 50% increased ammo capacity.

MechanicsEdit

Improves the usage of all Akimbo weapons, not just those that are Akimbo versions of pistols.

StrategyEdit

Low Blow is highly recommended in combination with this skill, as Akimbo Weapons can be kept highly concealed and receive a tremendous damage boost via critical hits.

The aced version makes using Akimbo SMGs much more viable, as it will take longer for them to blow through their ammo reserves.

TriviaEdit

  • The term Akimbo did not originally refer to the practice of dual-wielding weapons, but rather a standing pose in which the hands are placed on the hips with the elbows bent, naturally. It was not until the success of the 1998 Quake II mod Action Quake 2, whose association of the word with dual pistols popularized the term, that it gained the meaning we now see.
    • In addition, the general association of "akimbo" as dual-wielding a firearm extends even further back to the Guns Akimbo power-up from Monolith's Blood, released in May '97, an entire year prior to Action Quake 2.
  • Players wielding Akimbo weapons will only hold one of the two guns when posing in the main menu and inventory screens. This is the only way for one to wield a pistol in their right hand, as usually all secondary weapons are held off-handed.

One Handed Talent

One Handed Talent
Fugitive: Gunslinger Tier 3
Basic (3 pt): The base damage of all pistols is increased by 5.
Ace (6 pt): The base damage of all pistols is increased by an additional 10 damage.

MechanicsEdit

The skill increases the damage dealt by all pistols, including their Akimbo versions. The basic version increases the damage by 5 points, while the aced version increases it by an additional 10, making a total of 15 extra points of damage.

StrategyEdit

This skill is often a recommended pick for pistol-based builds due to the nice boost to damage, making most handguns viable on higher difficulties while making already powerful ones such as the Deagle and Castigo .44 even more beefy.

That said, due to it being rather high up the skill tree, and the fact that it only confers a maximum of 15 points of pistol damage compared to the somewhat ludicrous boosts by Dodge builds that are more economical to maintain, One Handed Talent can be safely ignored if one wants to spend their points on more useful skills elsewhere.

TriviaEdit

  • Despite the name, next to none of the pistols in the game are wieldable with only one hand, perhaps with the exception of the Peacemaker .45 and Akimbo weaponry, thus a character's one-handed talent, if they have any, are rarely ever put to practice.

Desperado

Desperado
Fugitive: Gunslinger Tier 3
Basic (3 pt): Each successful pistol hit gives you a 10% increased accuracy bonus for 10 seconds and can stack 4 times.
Ace (6 pt): You reload all pistols 50% faster.

StrategyEdit

The best guns for this are those that have high fire rates, such as the Bernetti 9, especially since they tend to have lower accuracy values than other pistols.

It is recommended to pair this with Gun Nut aced to make full use of the skill's ability.

The aced version's effects can make using Akimbo pistols and the Broomstick and Peacemaker .45 much more bearable to use.

Trigger Happy U100

Trigger Happy
Fugitive: Gunslinger Tier 4
Basic (4 pt): For every hit with a pistol you gain 120% damage boost that lasts for 2 seconds. Stacks up to 1 times.
Ace (8 pt): Increases the damage boost duration to 4 seconds.

MechanicsEdit

Trigger Happy begins its duration on a successful hit. Hitting more enemies during this time will not increase or refresh the duration, meaning that the entire bonus is lost 2/4 (Basic/Aced) seconds after the first hit is landed.

The damage boost provided by this skill is universal and can apply to all weapons once it has been triggered. Note that only the Aced version would give any reasonable timeframe to switch weapons and still benefit from the damage boost. This skill can also be triggered by Akimbo Pistols.

StrategyEdit

As the damage boost is percentage-based, the greatest damage boost is attained when used with high-damage pistols such as the Deagle, Peacemaker .45 and Bronco .44.

It should be noted that the weapon builds which provide such extreme damage often do so at the cost of accuracy and stability. Players may find it easier to strike a balance of damage and accuracy/stability in order to make building the damage boost easier. At medium range, players may be better off using weaker but more accurate pistols such as the Bernetti 9 or Gruber Kurz to ensure a more consistent damage output, especially with their huge ammo reserves.

TriviaEdit

  • This skill's name does not seem accurate compared to its damage-increasing effects, as a trigger-happy individual is someone with an incredibly itchy trigger finger, often shooting irresponsibly (and wildly) before clearly identifying the target.
    • Granted, due to the nature of the skill, multiple repeated shots must be made in a short window of time to keep the effects constant, thus requiring the player to be more "trigger happy" if they were to benefit from it.

Nine Lives

Nine Lives
Fugitive: Revenant Tier 1
Basic (1 pt): You gain a 50% increase to bleedout health.
Ace (3 pt): You gain the ability to get downed 1 more time before going into custody.

MechanicsEdit

The basic version of this skill increases the player's bleedout health from 100 to 150, allowing a player to shoot and take damage from enemies longer before entering full bleedout. It does not affect how long a player can stay in bleedout before entering police custody.

The aced version increases the amount of times a player can enter bleedout before immediately going into custody from 3 to 4. In One Down mode, it increases the amount of times a player can enter bleedout from 1 to 2.

StrategyEdit

Getting only the basic version of this skill is of questionable use, as players in bleedout generally do not need to draw fire from their enemies, unless they're trying to cover a player helping them up or trying to revive themselves with Messiah.

Acquiring the aced version of the skill is extremely recommended, as not only does the ability to go down 4 times without going into custody greatly increase the efficiency of doctor bags, it doubles the amount of times you can go down on One Down for cheap and it also grants immediate access to the Swan Song skill, which is arguably of more use than both of the tier 2 Revenant skills.

TriviaEdit

  • The Saint Titlecard

    Titlecard of The Saint, possibly the inspiration for the Nine Lives icon.

    This skill's name is a reference to the common myth that cats have nine lives. It does not actually give the player nine chances to go into bleedout, however, so the name is only used figuratively.
  • The pre-Update #100 skill's ace effect was buffed and turned into the Feign Death skill. The current basic skill came from Tough Guy Ace.
    • Before Update #39 and currently on the PS3 and Xbox 360, the skill granted only a 10% chance of self-revival.
  • The icon for the skill is a possible reference to the titlecard of the television show The Saint staring Roger Moore, as the icon has the same pose as the stickman in the titlecard and both have a halo over their heads.

Running From Death

Running From Death
Fugitive: Revenant Tier 2
Basic (2 pt): You reload and swap weapons 100% faster for 10 seconds after being revived.
Ace (4 pt): You move 30% faster for 10 seconds after being revived.

StrategyEdit

As described, "Running From Death" provides a significant boost to weapon swapping and reload speed by 100% upon revival for the basic version. Any player, especially with an LMG that has a long reload time, can finish off (remaining) enemies or swap to another firearm. 

The aced version allows a revived player to move faster. Said revived player should quickly seek cover. Other players who specialize in the Mastermind skill tree may want to consider using the skills Combat Medic and Painkillers as additional support. Both skills can provide a revived player with the aced version of this skill more health and a boost to damage resistance. Uppers and Inspire can also be acquired to quickly revive downed players in the heat of battle. 

Up You Go

Up You Go
Fugitive: Revenant Tier 2
Basic (2 pt): You take 30% less damage for 10 seconds after being revived.
Ace (4 pt): You receive 40% more health when revived.

MechanicsEdit

The skill's effects stack with Combat Medic and Painkillers.

StrategyEdit

This skill, combined with the effects of the aforementioned Medic skills, puts a revived player nearly on-par with a healed player, and can greatly enhance survivability, especially on the Mayhem difficulty and above where the default health players get when revived is reduced.

Swan Song

Swan Song
Fugitive: Revenant Tier 3
Basic (3 pt): Instead of getting downed instantly, you gain the ability to keep on fighting for 3 seconds with a 60% movement penalty before going down.
Note: Does not trigger on fall or fire damage.
Ace (6 pt): Increases the duration of Swan Song by 3 seconds. Ammunition won't be depleted while the effect is active.

MechanicsEdit

As noted, Swan Song allows players to continue fighting for a brief period of time once health is depleted, acting as a temporary sort of "invulnerability mode" (at the cost of speed) before finally collapsing. Upon losing all health, the perk icon appears in the center of the health ring, which turns blue and depletes until the time expires and the player is incapacitated. Whilst the penalty caps all movement, players are still able to sprint (albeit at 40% speed).

At its basic level, players only have three seconds to continue fighting, whereas aced players have a total of six seconds and bottomless magazines. The ammo effect is identical to Bulletstorm, allowing for spam attacking with single- and burst-fire weapons, and for continuous spraying with automatic weapons and massive wipeouts with explosive weapons, especially when using the Arbiter or the HRL-7.

Additionally, players can continue to act as normal until collapse, meaning standard interactions can be performed provided they can be completed within the brief time window. Trying to use a Doctor Bag or First Aid Kit will not work, as the health bar is already empty. Trying to do so will display a message, "You Are Not Long For This World!"

It should be noted that this skill is only triggered by typical enemy damage, caused by gun damage and standard melee attacks. As a result, the following will not trigger it:

  • Being downed by a Cloaker kick or Taser shock, as health does not decrease to zero; being downed from shocking during Swan Song simply cancels the effect.
  • Taking environmental damage, such as falling from a fatal height or being incapacitated by fire damage, does not trigger the skill despite health reaching zero.

StrategyEdit

Provided they can go down once more, players near collapse can cause significant harm to enemies by pushing towards them; for example, a Bulldozer becomes a much lesser threat when collapsing is inevitable and magazines are bottomless, allowing for large damage before succumbing. This can also be applied to groups of common enemies if a user has a fully automatic weapon, as upon being killed, they can provide invaluable ammo drops.

Conversely, the skill can allow for more defensive moves, such as using the skill to retreat into cover where you can be revived. You can also revive a fallen teammate (provided you have begun the revive before going down and can finish before Swan Song does), but players must be close enough or use Inspire due to the speed penalty.

Additionally, the skill is complemented by several damage-based perks: under the right circumstances, skills like aced Berserker, aced Shotgun Impact, and basic Underdog can cause devastating damage.

To maximize the usefulness of the skill, it is strongly recommended that the player bring weapons with high damage and rate of fire so that the player can deal the most damage possible while they still have no reloads and health. The Judge, Clarion, STRYK 18c, and 5/7 AP, along with many LMGs and SMGs, are all ideal candidates due to their high damage per second.

Swan Song can also be used to finish the interaction time with an object before being incapacitated, such as a (jammed) drill, especially when under fire. Any player with the skill will have an advantage than those who do not, thus they can take extreme punishment and still be able to complete a vital task. 

Though it is not possible to use Doctor Bags and First Aid Kits while under Swan Song, users can still place the deployables for others to use before becoming incapacitated, which can act as a trump card. However, should one interact with the aforementioned doctor bag RIGHT before Swan Song is activated, the user will still be able to reset their bleedout time (though one is subtracted automatically and some health is still lost upon going down as this does not revert Swan Song itself).

BugsEdit

  • Although players are invulnerable while under the effects of Swan Song, it is possible to enter bleed out before the timer expires by taking environmental damage (such as falling from a great height). This can cause unintended side effects: for example, being revived quickly with Inspire or Messiah, the reduced speed and unlimited ammo effects can remain for a short time.
  • If players are downed twice and is in the effects of Swan Song, it is possible that if a Taser shocks the player for the full effect the player will go into custody.

TriviaEdit

  • The skill name comes from the ancient Greek metaphor of the same name. The term refers to people performing a dramatic effort prior to dying, making a comparison to swans who were (inaccurately) believed to sing only before dying.
  • The phrase "You Are Not Long For This World!' refers to the book "Old Mortality" in Pale Horse, Pale Rider by Katherine Anne Porter.
  • Players under Swan Song cannot enter nor stay in vehicles until/when it expires.
  • Any health gained while under Swan Song will be lost after it has ended.
  • Originally, there was no icon for players under Swan Song. The HUD will display them with completely depleted health until they finally become incapacitated when the effect wears out. This was later fixed in an update in which the icon does appear.

Feign Death

Feign Death
Fugitive: Revenant Tier 3
Basic (3 pt): When you get downed, you have a 15% chance to instantly get revived.
Ace (6 pt): The chance to get instantly revived is increased by an additional 30%.

MechanicsEdit

When a player with this skill is knocked down there is a chance that they are immediately revived without another player's assistance. The aced version significantly increase the chances from 15% to 45%.

StrategyEdit

Feigning Death pairs well with other skills in the Revenant sub-tree such as Running From Death and Up You Go as their effects immediately activate upon a successful Feigning Death. Swan Song also works well with this skill by allowing players that are about to go down a quick way to get up just as they seem to be to incapacitated.

Pistol Messiah

Messiah
Fugitive: Revenant Tier 4
Basic (4 pt): While in bleedout, you can revive yourself if you kill an enemy. You only have 1 charge.
Ace (8 pt): Your Messiah charge is replenished whenever you use a doctor bag.

MechanicsEdit

When incapacitated, the user is given a chance to revive himself if an enemy (or converted unit) is killed by said user during bleedout. However, if the user is fully incapacitated (cannot use a weapon), Messiah will not be available to use, even if the user has killed an enemy target.

StrategyEdit

It is imperative to ace Messiah as the basic skill is almost meaningless due to it having one single charge that cannot be replenished.

Unlike its predecessor, users are not restricted to have at least one pistol to use. Any weapon can be used, be it a rifle or a grenade launcher, on any enemy. The biggest difference is, users in bleedout mode can choose at will if they want to use Messiah by pressing the space bar after killing at least one enemy NPC. As such, Messiah users can still kill as many law enforcement without "wasting" a charge. However, at any point if the player is fully incapacitated, Messiah cannot be used regardless if a target is killed prior.

Swan Song is sometimes paired, to allow users to reach a more suitable spot to weaken or kill an NPC if teammates cannot provide assistance. Incendiary ammunition should be used on common enemies during Swan Song and after being incapacitated, the player can have a greater chance to revive himself. If not available, stunning an enemy target with electrical melee weapons or the Kunai Knife before Swan Song ends is an alternative solution.

Messiah can also be used on dominated and converted law enforcement as a last resort.

Martial arts

Martial Arts
Fugitive: Brawler Tier 1
Basic (1 pt): You take 50% less damage from all melee attacks. Because of training.
Ace (3 pt): You are 50% more likely to knock down enemies with a melee strike.

MechanicsEdit

The Basic version provides a 50% melee damage reduction from the melee attacks of all enemies. The Aced version of this skill multiplies the knockdown statistic of a melee attack by 1.5.

StrategyEdit

Knocking enemies down helps in fending off multiple foes, as one can be knocked down so the others may be dealt with, decreasing their firepower for a moment.

TriviaEdit

  • Despite the name of the skill, no proper "martial artistry" is actually used at all in the game even after acquiring it, it instead (presumably) grants the players improved physical resistance and aptitude via training.

Bloodthirst

Bloodthirst
Fugitive: Brawler Tier 2
Basic (2 pt): Every kill you get will increase your next melee attack damage by 100%, up to a maximum of 1600%. This effect gets reset when you kill an enemy with a melee attack.
Ace (4 pt): Whenever you kill an enemy with a melee attack, you will gain a 50% increase in reload speed for 10 seconds.

MechanicsEdit

Bloodthirst Basic allows the player to "store" 100% of their melee weapon's damage upon scoring a kill with any ranged weapon, which stacks up to 16 times, effectively multiplying the next melee hit's damage by 17. The added damage applies to all manners of melee attacks, charged or not. The damage bonus is lost upon killing an enemy, allowing multiple strikes to benefit from the bonus, provided the enemy survives the attack.

Acing the skill simply makes the player reload much faster for 10 seconds after scoring a melee kill.

StrategyEdit

Bloodthirst Basic works best with a highly-damaging melee weapon like the Shinsakuto Katana or Great Sword due to their currently highest charged damage in their class. Assuming the player can manage 16 kills with their ranged weapon(s), they can deal out approximately 7,650 damage with a charged melee attack, enough to kill all but Cloakers and Bulldozers even on Death Sentence difficulty. However due to the amount of kills needed to reach its full potential, a Bloodthirst-enhanced melee strike should generally be reserved for more beefy opponents.

Bloodthirst Aced is rather straightforward. Due to it requiring a melee weapon to activate, the skill would benefit most shotguns, LMGs and SMGs more than it would assault rifles and sniper rifles due to the former's greater effectiveness up close. To limit the chances of being shot at while reloading, the Buzzer and Electrical Brass Knuckles are good complements.

In all, Bloodthirst is good for players that are able to kill many enemies in a short time span with firearms, and when needing to reload or deal with a special unit, a strike (preferably fully charged) from a melee weapon will be able to kill one with ease. The increased reload speed boost from the aced version can permit an empty firearm to be replenished quickly, allowing the cycle to repeat.


Pumping Iron

Pumping Iron
Fugitive: Brawler Tier 2
Basic (2 pt): Your melee attacks against non-special enemies do 100% more damage.
Ace (4 pt): Your melee attacks against special enemies do 100% more damage.

MechanicsEdit

This skill increases the damage you deal to enemies using melee attacks by 100%. The basic version only increases damage against regular enemies, while the aced version will now include the damage bonus to special enemies.

This damage bonus is applied before Berserker, greatly increasing the damage output Berserker can grant.

StrategyEdit

Pumping Iron is very beneficial for conserving ammunition, and when engaging in close combat using a weapon that has a lengthy reload time. Since the skill increases damage by a percentage, it should be combined with a high-damage melee weapon, for example the Shinsakuto Katana.

Note that meleeing special enemies aside from the Shield is risky, even with the melee weapons' great damage.

Note that the basic version of the skill will not show up on a weapon's total statistical damage, as it is not technically activated, and the damage does not actually affect all enemies. It'll appear once aced to reflect the damage shown applies to all enemies in the game.

TriviaEdit

  • The original name of this skill in the older versions of the game was "steroids".
  • The skill was likely inspired by the 1977 docurama of the same name (in name) and the central professional bodybuilders (in effect).

Counter-Strike

Counterstrike
Fugitive: Brawler Tier 3
Basic (3 pt): When charging your melee weapon you will counterattack enemies that try to strike you, knocking them down. The knockdown does not deal any damage.
Ace (6 pt): You gain the ability to counter attack cloakers and their kicks.

MechanicsEdit

While holding melee weapon charged, any melee attack from an enemy activates a counter-attack animation, making that enemy perform a backflip and fall flat on his back, leaving him vulnerable.

Acing this skill allows the player to counter the charging attack of Cloakers.

After counter-attacking, the weapon will start charging again if the melee button remains held down.

StrategyEdit

Like Shockproof, the skill provides a strong tactical advantage in situational circumstances. Unlike Shockproof, however, the aced skill is much more useful as it allows the ability to counter a charging Cloaker. This can be invaluable when separated from the group and if a charging Cloaker has sufficiently high health in which he cannot be dispatched quickly. Additionally, the power to knock down a Cloaker can make several achievements, such as Cloak and Dagger, easier to obtain. The Sociopath and Infiltrator Perk Decks benefit from this skill as enemy melee attacks would otherwise cause knockback which would reduce the effectiveness of their melee playstyle. Melee weapons that favor damage over knockdown are preferred with Counter-Strike.

The primary downside is the high point cost, especially with so many other potent skills available in and around it in the Fugitive tree: damage, armor, dodge boosts, and akimbo weapons are all available for similar point costs. Since this skill focuses on countering melee attacks and Cloakers, both of which can be easily avoided or countered without the use of skills, players should consider other perks (or skill trees) closely before buying.

Players heavily invested in the Fugitive tree that lack any way of dealing with Shields may find this skill useful, as even the basic version allows you to counterattack shields. Shields that are counterattacked will be staggered for several seconds and unable to track the player. The Shield can easily be flanked and eliminated during this time.

Counter-Strike allows players to knock enemies down whilst not doing any damage to them, making it utterly useless for dominating enemies.

TriviaEdit

  • The skill's name is not entirely reflective of the skill's effects, however, as the incoming attack still connects but is then parried and followed up by a returning blow. A counter-strike is more often than not a pre-emptive attack that disables the enemy before they can land a blow themselves. If anything, the skill's counter would be closer in principle to a riposte instead.
    • The pre-emptiveness of a counter-strike is depicted, however, in the form of the mandatory charge phase before it can be used.
  • Counter-Strike can be used against Bulldozers to avoid taking damage from their melee attack, but it will not knock the Bulldozer down.

Berserker

Berserker
Fugitive: Brawler Tier 3
Basic (3 pt): The lower your health, the more damage you do. When your health is below 50%, you will do up to 250% more melee and saw damage.
Ace (6 pt): The lower your health, the more damage you do. When your health is below 50%, you will do up to 100% more damage with ranged weapons as well.
Note: Does not apply to grenade launchers. Entering berserker state negates regeneration effects.

MechanicsEdit

Berserker grants an increasingly larger boost to melee, saw and ranged damage as the player's health decreases. The lower the player's health, the more damage will be dealt, until the maximum amount of 250% bonus melee/saw damage and 100% ranged damage is reached at 0% health. Because the player will enter bleed out mode at 0% health, the maximum benefit from this skill can only be achieved when the player is using their weapon from bleed out mode. For every percentage point of health the player has below 50%, the player will gain an extra 2% ranged damage and an extra 5% melee/saw damage.[1]

The Frenzy skill sets your maximum health to 30%, which will grant a 100% melee damage boost and 40% ranged damage boost when used with Berserker Aced.

This damage bonus is applied after effects such as Pumping Iron.

StrategyEdit

Berserker is an outstanding skill for enforcers seeking to maximize their damage. It is exceptionally useful on Death Wish, as players being revived will always be beneath 50% health. In order to maintain the damage bonus offered by Berserker without dying frequently, it is recommended to wear the heaviest armor possible. It's also in effect during bleed out when Aced, allowing you to unleash a deadly last stand against nearby enemies and improve the chances of eliminating nearby hostiles quickly before going into full bleed out.

For players looking to breach and loot, this skill is one of the most point-efficient improvements for the saw. The damage increase on the saw also applies when used on objects. When the saw is brought along on Bank Heists, players with this skill can lower their health to around 30% before using it on the safety deposit boxes. This health level is obtained roughly at the time a heister plays the voice line calling for a medkit. If health is lowered in this fashion, it will only take one tap instead of two to open deposit boxes, effectively halving ammo consumption.

Its use has been severely diminished for saw users since the release of The Butcher Mod Pack 2 which contains upgrades for the saw allowing single-hit opening of safes without the use of this skill. This does, however, mean points that used to go into Berserker can be put towards more useful skills depending on the saw-user's build.

Whilst this skill saw a short period of reduced effectiveness due to a number of perk decks (namely Infiltrator, Sociopath, and Gambler) providing health recovery effects, more recent updates have changed the system so that entering the 'Berserker state' disables said health recovery effects.

This skill synergizes with the Yakuza perk deck, which grants armor recovery rate and movement speed bonuses under similar low-health conditions - up to 60% faster armor recovery and 20% faster movement.

On difficulties below Mayhem, the skill Combat Medic can be very counter-productive, as it grants them 30% more health, thus disabling Berserker and forcing the carrier of the saw to re-enable the skill. This can be mitigated by the use of Frenzy.

TriviaEdit

  • The word "berserker" is usually used to depict a combatant who gains a significant degree of pain resistance via an adrenaline-induced rage, often triggered after taking a large amount of physical damage; going "berserk" can sometimes interfere with the berserker's sense of reasoning and control. The "Berserker" is also a well-known character archetype and status in video games and other media, who may or may not receive damage buffs while in this state.

ReferencesEdit

  1. Frankelstner's "The Long Guide"

Frenzy

Frenzy
Fugitive: Brawler Tier 4
Basic (4 pt): You only get 30% of your maximum health and cannot heal above it but you take 10% less damage and healing received is reduced by 75%.
Ace (8 pt): Damage taken is now reduced by 25% and healing received is reduced by 0%.

MechanicsEdit

Frenzy activates at the start of each heist, damaging the player's health and locking it at 30% of its maximum for the duration of the mission. This skill in its Basic version reduces healing received by 75%, which is removed if the Aced version is taken. As a trade off you get a 10% (Basic) and 25% (Aced) health and armor damage reduction.

This skill does not reduce healing from the Ex-President Perk Deck.

StrategyEdit

Frenzy synergizes greatly with Berserker and the Yakuza Perk Deck, activating them at the start of every heist without the need to hurt yourself or getting downed, as well as strengthening your remaining health to reduce the chances of being downed. It can also ensure one's health stays appropriately low enough even when using a deployable to heal if needed.

Combined with the Berserker, you will have a minimum of +100% melee damage and +40% ranged damage (if Aced).

The damage reduction applies to your armor as well, so using it along with a high armor stat gives you a great deal of survivability.

Legacy SkillsEdit

NotesEdit

  • pd2tools.com offers a skill calculator that is useful for planning out skill progression, along with a loadout simulator. It also offers a beta version for planning skills with infamy levels.
  • The full changes of the skills and introduction of perks in Update #39 can be read here.
  • Each skill tree is represented by one of the original heisters and the now-separate Houston; with Dallas as the Mastermind, Chains as the Enforcer, Wolf as the Technician, Houston as the Ghost, and Hoxton as the Fugitive.

AchievementsEdit

I'm a Healer-Tank-Damage-Dealer I'm a Healer-Tank-Damage-Dealer
Spend 10 skill points in each skill tree.

TriviaEdit

  • As of Update #39, the skill tier bonuses have been removed from the game, being replaced by the Perk Decks system which works in a similar way, but opens up the player's access to beneficial bonuses as to encourage calculated character building, rather than spending points in trees just for the tier upgrade, such as the old Tier 3 Technician headshot, which is a perk in all perk trees. Most of the tier bonuses have been revised into Perks, but some are removed entirely.
  • Several of the subtrees introduced in Update #100 use the same names as pre-update skills. Those that weren't removed or split across several skills were renamed.
Gameplay • Heists • Skills • Weapons & Equipment • DLC
Mastermind
Subtree Tier 1 Tier 2 Tier 3 Tier 4
Medic Combat Medic Combat Medic Quick Fix Quick Fix
Painkillers Painkillers
Uppers Uppers
Combat Doctor Combat Doctor
Inspire Inspire
Controller Forced Friendship Forced Friendship Confident Confident
Joker Joker
Stockholm Syndrome Stockholm Syndrome
Partner In Crime Partners In Crime
Hostage Taker Hostage Taker
Sharpshooter Stable Shot Stable Shot Rifleman Rifleman
Marksman Marksman
Ammo Efficiency Ammo Efficiency
Aggressive Reload Aggressive Reload
16px Graze
Enforcer
Shotgunner Underdog Underdog Shotgun CQB U100 Shotgun CQB
Shotgun Impact U100 Shotgun Impact
Far Away Far Away
Close By Close By
Overkill Overkill
Tank Thick Skin Resilience Die Hard U100 Die Hard
Transporter U100 Transporter
Shock And Awe Shock And Awe
Bullseye Bullseye
Man of Iron Iron Man
Ammo Specialist Scavenger Scavenger Bulletstorm Bulletstorm
Portable Saw Portable Saw
Extra Lead Extra Lead
Carbon Blade Saw Massacre
Fully Loaded Fully Loaded
Technician
Engineer Third Law Third Law Sentry Targeting Package2 Sentry Targeting
Package

Eco Sentry Eco Sentry
Engineering Engineering
Jack Of All Trades U100 Jack Of All Trades
Tower Defense Tower Defense
Breacher Hardware Expert U100 Hardware Expert Combat Engineering Combat Engineering
Drill Sawgeant Drill Sawgeant
More Firepower More Firepower
Kickstarter Kickstarter
Fire Trap Fire Trap
Oppressor Steady Grip Steady Grip Heavy Impact Heavy Impact
Fire Control Fire Control
Lock N' Load Lock N' Load
Surefire Surefire
Body Expertise Body Expertise
Ghost
Shinobi Chameleon Chameleon Cleaner Cleaner
Sixth Sense Sixth Sense
Nimble Nimble
ECM Overdrive ECM Overdrive
ECM Specialist ECM Specialist
Artful Dodger Duck And Cover U100 Duck And Cover Parkour Parkour
Inner Pockets Inner Pockets
Dire Need Dire Need
Shockproof Shockproof
Sneaky Bastard Sneaky Bastard
Silent Killer Second Wind Second Wind Optical Illusions Optical Illusions
The Professional The Professional
Low Blow Low Blow
High Value Target High Value Target
Unseen Strike Unseen Strike
Fugitive
Gunslinger Equilibrium Equilibrium Gun Nut Gun Nut
Akimbo Akimbo
One Handed Talent One Handed Talent
Desperado Desperado
Trigger Happy U100 Trigger Happy
Revenant Nine Lives Nine Lives Running From Death Running From Death
Up You Go Up You Go
Swan Song Swan Song
Feign Death Feign Death
Pistol Messiah Messiah
Brawler Martial arts Martial Arts Bloodthirst Bloodthirst
Pumping Iron Pumping Iron
Counter-Strike Counterstrike
Berserker Berserker
Frenzy Frenzy
Legacy Skills