Here is a complete list of all skills each Specialist has in Killing Floor 3, how you can unlock them, and what they do in the game.

Killing Floor 3 features multiple Specialists, each with their own set of skills and abilities. This is what makes these playable characters unique from each other. You unlock these skills as you level up by playing the game naturally and gaining Perk Points. However, keep in mind that you need to have an internet connection to save your progress. With that said, here is a list of all the Specialist skills in Killing Floor 3 and what they do.
Complete List of All Specialist Skills in Killing Floor 3
Commando
Skill | Category | Level Required | Skill Effect Description |
Capacity Increase | Throwable | 10 | The throwable carrying capacity is increased by 1. |
Capacity Increase | Throwable | 22 | The throwable carrying capacity is increased by 1. |
Insider Trading | Passives | 2 | Maximum armor integrity is increased by 10. Armor costs from the trader are reduced by 10%. |
Fire Sale | Passives | 2 | Max ammo capacity is increased by 10%. Ammo costs from the trader are reduced by 10%. |
Hothead | Passives | 8 | Destroying an enemy’s head with a Ballistic weapon has a 20% chance to trigger an explosion, dealing 175 Force damage. |
Offset | Passives | 8 | While magazine is over half full, weapon Stumble is increased by 20%. While the magazine is less than half full, weapon damage is increased by 10% instead. |
Preferred Customer | Passives | 8 | Weapon costs from the trader pod are reduced by 15%. |
Not Dead Yet | Passives | 14 | Taking lethal damage leaves you at 1 HP and grants you invulnerability and healing over time for 5 seconds. This skill has a 10-minute cooldown. Killing enemies reduces cooldown by 5 seconds. |
Booster Shot | Passives | 14 | Max Syringe capacity is increased by 2. After using a syringe, regenerate 5 additional health per second for 5 seconds. |
Time and Again | Passives | 20 | The amount of Zed Time gained when destroying critical hit zones is increased by 125%. |
Get Loaded | Passives | 20 | Weapons automatically reload when holstered for 2.5 seconds. Weapon swap speed is increased by 10%. |
Limb Reaper | Passives | 26 | Destroying enemy limbs or armor with Ballistic weapons increases damage by 20% for 5 seconds. |
Barrels Blazing | Passives | 26 | Shooting weapons grants stacks of BLAZE up to 10. BLAZE stacks rapidly decay while not shooting. Spray and beam-type weapons do not generate stacks. BLAZE: At 10 stacks, deal 20% increased weapon damage. |
A Real Rager | Passives | 26 | Using a syringe increases movement speed by 15%, weapon damage by 15%, and bash damage by 50% for 20 seconds. Using additional Syringes will refresh the duration of the buff. |
A Bigger Bang | Throwable | 4 | Grenade expolosion radius is increased by 15%. |
Knockabout | Throwable | 4 | Grenade explosion applies 120 Knockdown affliction. |
Think Fast! | Throwable | 4 | Grenades explode on impact. Self-damage from grenades is reduced by 25%. |
Cluster Bombs | Throwable | 16 | Grenade explosion spawns 3 smaller bombs that explode for 150 Force damage. |
Corrosion Explosion | Throwable | 16 | Grenade’s damage type is changed to Acidic. Grenade explosion deals 50% less damage but creates a lingering cloud that deals Acidic damage over 3 seconds. |
Scavenger | Throwable | 28 | Destroying an enemy’s head grants a stack of SCAVENGER.SCAVENGER at 12 stacks, consume all stacks to refill 1 grenade ammo. |
Action Hero | Throwable | 28 | The amount of Zed Time gained when destroying enemy Limbs and armor is increased by 100%. |
Money-Spinner | Throwable | 28 | Grenade kills grant 15 extra Dosh up to a maximum of 300 per wave. |
Acceptable Damage | Gadget | 6 | Acid clouds spawned by Hellion’s projectiles deal 20% increased damage to enemies hit by the initial projectile. |
Market Panic | Gadget | 6 | Enemies in Hellion’s acid clouds stay in Panic for 30% longer. |
Guardian Angel | Gadget | 6 | Take 15% reduced damage while Hellion is active. |
Extended Coverage | Gadget | 12 | Hellion’s acid cloud lasts for an additional 2 seconds. |
Widen Out | Gadget | 12 | The radius of Hellion’s acid clouds is increased by 25%. |
Easy Upgrade | Gadget | 18 | Hellion’s projectiles’ initial impact damage is increased by 20%. |
Slow Dance | Gadget | 18 | Initial Impact explosions from Hellion’s projectiles apply 60 Enfeeble affliction. |
Caustic Cure | Gadget | 18 | Standing in Hellion’s acid clouds regenerates 2 health per second. |
Quick Return | Gadget | 24 | Destroying enemy weak spots with weapons grants 3 gadget activation energy. |
Business Expansion | Gadget | 24 | Increases the maximum number of clouds fired by Hellion by 3 and its max duration by 5 seconds. |
Smog Warning | Gadget | 30 | Hellion’s acid cloud damage increases by 20% for each second they’re active. |
Boom Cycle | Gadget | 30 | Number of secondary projectile is increased to 6. Spread for secondary projectiles is also increased. |
Survivor Type | Gadget | 30 | Standing in Hellion’s acid clouds make it so your health can’t be reduced below 1 to 3 seconds. Continuing to stand in the clouds refreshes this duration. |
Engineer
Skill | Category | Level Required | Skill Effect Description |
Capacity Increase | Throwable | 10 | The throwable carrying capacity is increased by 1. |
Capacity Increase | Throwable | 22 | The throwable carrying capacity is increased by 1. |
Repairman | Passives | 2 | Using a tool repairs armor integrity up to a maximum of 20 each round. Different tools repair different amounts of armor integrity when used. |
Tool Up | Passives | 2 | Killing enemies grants stacks of TOOL UP. Different tools gain stacks at different rates. Swapping tools at the trader resets all stacks. TOOL UP: at 100 stacks, consume all stacks to refill 1 tool ammo |
Hole Punch | Passives | 8 | Weapon penetration power is increased by 5. This does not apply to spray and beam-type weapons. |
Major Damage | Passives | 8 | Deal 10% increased weapon damage and 20% increased weapon Stumble to nearby enemies. |
First Contact | Passives | 8 | Deal 20% increased weapon damage to enemies the first time you deal damage to them. |
Bleed for Speed | Passives | 14 | Killing enemies grants 20% increased movement speed for 2.5 seconds. |
Man Of Steel | Passives | 14 | Maximum armor integrity is increased by 20%. While you have armor, small enemies will Stumble when they attempt to grab you. |
Scatter Plot | Passives | 20 | Shotguns have +2 pellet count and +25% weapon spread. |
Full Blast | Passives | 20 | The radius for explosive weapons is increased by 30%. Self-damage from explosive weapons is reduced by 80%. Stream size for beam and spray-type weapons is increased by 20% |
Rally Beacon | Passives | 26 | Killing enemies grants stacks of RALLY.RALLY at 24 stacks, consume all stacks to place a Rally Beacon. Rally Beacons last for 20 seconds and cause all allies within the radius to deal 25% increased weapon damage. |
Inner Rage | Passives | 26 | Taking damage increases weapon damage by 20% and bash damage by 50% for 5 seconds. |
Chain Reaction | Passives | 26 | Killing an enemy with Heat damage or explosions has a 20% chance to cause that enemy to explode, dealing 250 Heat damage. |
Chaos Theory | Throwable | 4 | Bouncing Betty fragment projectile gains +5 penetration and lasts for an additional 0.5 seconds. |
Proximity Mine | Throwable | 4 | Bouncing Betty’s lifetime is set to 10 seconds and will only explode if an enemy moves close to it. |
Grounded | Throwable | 4 | Bouncing Betty fragmentation component’s explosion applies 120 Knockdown affliction. |
Dismember the Day | Throwable | 16 | Increase the amount of fragment projectiles by 3. |
Super Shredder | Throwable | 16 | Bouncing Betty fragmentation component’s explosion deals 55% increased damage. |
Heated Exchange | Throwable | 28 | Fragment porjectiles deals Heat damage instead of Ballistic. Fragment projectile damage is increased by 55%. |
Scrap Heap | Throwable | 28 | Bouncing Betty leaves behind scrap that lasts for 5 seconds. Interacting with scrap will collect it to restore 1 Bouncing Betty ammo. |
Second Time Around | Throwable | 28 | Bouncing Betty launches a second fragmentation component after a short delay, but deals 30% reduced damage. |
Stabilize | Gadget | 6 | While BUNKERED, you move 30% slower, but soundwave projectile damage is increased by 15%. |
Mobilize | Gadget | 6 | Movement speed while BUNKERED is increased to 115% base movement speed. |
Fortify | Gadget | 6 | Activating Sonic Storm repairs 25 armor integrity. |
Wall of Sound | Gadget | 12 | Soundwave projectile size is increased by 35%. |
High Frequency | Gadget | 12 | Soundwave projectile size and damage are decreased by 25%, but fire rate is increased, and ammo is increased by 2. Energy refund for ammo remaining still caps at 40 maximum. |
Bone Conductor | Gadget | 18 | Soundwave projectile penetration is increased by 15. |
Clear the Area | Gadget | 18 | The equip explosion radius is increased by 50%. |
Juggernaut | Gadget | 18 | Damage resistance while BUNKERED is increased to 55%.While BUNKERED, enemies that melee you are Stumbled. |
Reforge | Gadget | 24 | Using a tool restores gadget activation energy up to a maximum of 32 each round. Different tools restore different amounts of gadget energy when used. |
Sonic Salvo | Gadget | 24 | Sonic Storm’s ammo is increased by 3, and maximum duration is increased by 5 seconds. Energy refund for ammo remaining still caps at 40 maximum. |
Take Charge | Gadget | 30 | Sonic Storm’s fire mode is changed from semi auto to charge fire. The Fire button can be held down to charge Sonic Storm. After charging for at least 0.5 seconds, the soundwave projectile’s damage is increased by 40. |
State of Confusion | Gadget | 30 | Soundwave projectiles now apply 100 Confuse affliction. |
Reverb Pedal | Gadget | 30 | Fixing Sonic Storm generates a sound explosion that deals 200 damage to enemies that are close. |
Firebug
Skill | Category | Level Required | Skill Effect Description |
Capacity Increase | Throwable | 10 | The throwable carrying capacity is increased by 1. |
Capacity Increase | Throwable | 22 | The throwable carrying capacity is increased by 1. |
Firewall | Passives | 2 | Take 10% less damage from BURNING enemies. |
Too Hot to Handle | Passives | 2 | Retaliate with a small burst of flame that applies Burn and 150 Heat damage against enemy melee attacks. This skill has a 16-second cooldown between triggers. |
Heat Exposure | Passives | 8 | Heat weapons apply 60% increased Burn affliction and cause the enemy to Burn for 100% longer. |
Focus Fire | Passives | 8 | Deal 10% increased direct weapon damage with Heat weapons. |
Scorched Earth | Passives | 8 | Ground fire effects caused by weapons deal 100% increased damage. |
Fuel to Burn | Passives | 14 | Max ammo capacity is increased by 30%. |
Slow Cook | Passives | 14 | Ground fire effects caused by weapons are 15% bigger and apply 15 Enfeeble affliction per tick. |
Red Zone | Passives | 20 | Killing nearby enemies grants stacks of RED ZONE, granting more stacks for larger enemies. RED ZONE at 5 stacks, all stacks can be consumed to repair 3 armor integrity. |
Hotfoot | Passives | 20 | Ground fire effects caused by weapons heal you for 2 health per second while standing in them. |
Extinguisher | Passives | 26 | Weapon reload speed is increased by 10%. Reloading weapon damages nearby enemies, applying Panic and 75 heat damage. Burning enemies take triple damage, but are extinguished. |
Barbecue Bash | Passives | 26 | Bashes deal 100 bonus damage. This bonus is doubled against Burning enemies. |
Explosive Reaction | Passives | 26 | Enemies killed by Heat weapons have a 20% chance to explode, dealing 250 Heat damage and creating a ground fire. |
Cocktail Party | Throwable | 4 | Enemies hit by the initial Molotov explosion will Panic for 30% longer. |
Boom Out | Throwable | 4 | Increased Molotov explosion radius by 25%. |
Firecracker | Throwable | 4 | Hitting an enemy directly with a Molotov applies Panic and deals 200% Heat damage. |
Extended Edition | Throwable | 16 | Molotov ground fire duration is extended by 3 seconds. |
Out With a Bang | Throwable | 16 | Molotov explosion damage is increased by 100%. |
Asphyxiate | Throwable | 28 | Molotov ground fires apply 50 enfeeble affliction per second. |
Hot Mess | Throwable | 28 | Molotov secondary projectiles explode and, when they land, deal 150 Heat damage in addition to spawning ground fire. |
Up in Flames | Throwable | 28 | Increase the number of secondary Molotov projectiles spawned by 3. Secondary Molotov projectiles are now launched upwards. |
Front Row Seats | Gadget | 6 | Nearby enemies take 15% increased damage from Wildfire’s blast wave. |
Ready for Action | Gadget | 6 | Using Wildfire reloads the weapon and increases weapon damage by 10% for 10 seconds. |
Heat Therapy | Gadget | 6 | Using wildfire heals you for 25 health. |
Footlights | Gadget | 12 | Ground fires created by Wildfire have a 25% increased radius and deal 15% increased damage. |
Speedy Exit | Gadget | 12 | Using Wildfire grants 25% increased movement speed for 10 seconds. |
Triple Play | Gadget | 18 | Using Wildfire sends out a cone of 3 fireballs in the target direction. Fireballs apply Burn affliction, Panic affliction, and 350 Heat damage to enemies they hit. |
Red Carpet | Gadget | 18 | Ground fire created by Wildfire lasts for an additional 3 seconds. Standing in ground fire created by Wildfire grants 20% increased heat weapon damage. |
In the Public Eye | Gadget | 18 | Firing Wildfire causes all nearby enemies to concentrate on you and causes you to take 15% reduced damage for 10 seconds. |
Hot Streak | Gadget | 24 | Killing nearby enemies grants 3 gadget activation energy. Gadget kills do not count towards this. |
Blast Zone | Gadget | 24 | Wildfire’s blast wave radius is increased by 30%. |
Double Feature | Gadget | 30 | After discharging, Wildfire will discharge a second time after a short delay. Wildfire’s blast wave damage is increased by 30% |
Flammable Material | Gadget | 30 | Using Wildfire causes you to ignite for 8 seconds. While on fire, apply burn affliction, Panic affliction, and 25 heat damage for a second to all enemies close to you. |
From the Ashes | Gadget | 30 | Once per match, while downed, you may activate Wildfire to get back up, repair 20 Armor integrity, and become invulnerable for 4 seconds. |
Medic
Skill | Category | Level Required | Skill Effect Description |
Capacity Increase | Throwable | 10 | The throwable carrying capacity is increased by 1. |
Capacity Increase | Throwable | 22 | The throwable carrying capacity is increased by 1. |
Doctor’s Bag | Passives | 2 | Syringe Bags now grant 2 Syringes each. Using Syringes repairs 10 armor integrity. |
Healing Hand | Passives | 2 | Ally revivals are 50% faster. Reviving allies heals them for an additional 10 health. |
Biohazard | Passives | 8 | Deal 10% increased weapon damage to enemy Flesh and Mire hit zones. |
Pill Mill | Passives | 8 | Maximum ammo capacity is increased by 35%. |
Stronger Prescription | Passives | 8 | Weapon healing is increased by 15%. |
Symbiosis | Passives | 14 | Healing allies with your weapon or hitting enemies with your weapon’s healing effects heals you for 20% of your healing amount. |
Painkiller | Passives | 14 | Healing allies with your weapon grants them 20% damage reduction for 4 seconds. |
Strength in Numbers | Passives | 20 | While at least one other player or trader pod is nearby, you take 10% reduced damage. |
Social Distancing | Passives | 20 | Shooting down allies with your weapon’s healing effects heals their bleed-out health for 140% of your weapon’s standard healing. Restoring their bleed-out health to full will revive them. |
Chemical Reaction | Passives | 26 | Killing enemies with your weapon has a 15% chance to trigger a chemical reaction gas cloud that lingers for 5 seconds. The cloud heals allies over time and applies Panic and Toxic affliction to enemies. |
Heal and Deal | Passives | 26 | Healing an ally with your weapon increases weapon damage by 15% for 10 seconds. Damaging an enemy with your weapon grants you a stack of HEAL up to 10 that lasts for 10 seconds. Heal consumes all stacks when you heal an ally with a weapon to increase the heal by 4% for each stack consumed. |
Damage Plan | Passives | 26 | Allies healed by your weapons deal 20% increased weapon damage for 5 seconds. |
Cull the Weak | Throwable | 4 | Biotic Grenade gas cloud deals 60% increased damage to small enemies. |
Gas Expansion | Throwable | 4 | Biotic Grenade gas cloud radius is increased by 15%. |
Waste Collector | Throwable | 4 | Biotic Grenade leaves behind waste that lasts for 5 seconds. Interacting with the Waste will collect it to restore 1 Syringe. |
Anesthetist | Throwable | 16 | Biotic Grenade gas cloud applies 30 Enfeeble affliction every 0.5 seconds. |
Pulmonologist | Throwable | 16 | Biotic Grenade gas cloud healing is increased by 55%. |
Active Infection | Throwable | 28 | Enemies hit by the Biotic Grenade gas cloud are INFECTED for 4 seconds.INFECTED Enemies deal Biological damage to themselves and other enemies every 0.5 seconds. |
Lingering Cloud | Throwable | 28 | Biotic Grenade gas cloud durations are increased by 6 seconds. |
Urgent Care | Throwable | 28 | Downed allies inside the Biotic Grenade gas cloud have their bleed out paused and are healed for 3 bleed out health each second. Restoring their bleed-out health to full will revive them. |
Power Surge | Gadget | 6 | Sanctum field expansion blast damage is increased by 20%. |
Muscle Stimulant | Gadget | 6 | Allies within Sanctum’s radius receive a buff increasing their movement speed by 10% for 5 seconds. |
Health Benefit | Gadget | 6 | When Sanctum expires, it heals all allies within its radius for 25 health. |
Burn Unit | Gadget | 12 | Sanctum’s energy field deals 100% increased damage over time to small enemies. |
Outreach Center | Gadget | 12 | Sanctum field expansion, blast, and energy field radius are increased by 15%. |
Steroid Injection | Gadget | 18 | Allies within Sanctum’s radius receive a buff increasing their weapon damage by 10% for 5 seconds. |
Suppressor | Gadget | 18 | Enemies damaged by the Sanctum field deal 20% reduced damage for 4 seconds. |
Field Hospital | Gadget | 18 | Sanctum field’s healing is increased by 55% |
Energy Cycle | Gadget | 24 | Gadget energy recharge rate for other allies within the sanctum field is increased by 100%. |
Storm Shelter | Gadget | 24 | Sanctum duration is increased by 5 seconds. |
Terminal Diagnosis | Gadget | 30 | When Sanctum expires, it releases a final explosion that deals 800 Biological damage |
Double Dose | Gadget | 30 | After activating Sanctum, it can be activated a second time before the first one expires to place a second Sanctum. Ally effects from Sanctums do not stack. You may no longer pick up Sanctum to refund gadget energy. Sanctum’s damage is also reduced by 30%. |
Resuscitator | Gadget | 30 | Sanctum field expansion blast revives down allies and heals all allies within the blast radius for 20 health. |
Ninja
Skill | Category | Level Required | Skill Effect Description |
Capacity Increase | Throwable | 10 | The throwable carrying capacity is increased by 1. |
Capacity Increase | Throwable | 22 | The throwable carrying capacity is increased by 1. |
Yoroi | Passives | 2 | The maximum arrow is increased by 20. Stamina lost while blocking attacks is reduced by 50%. |
Kenko | Passives | 2 | Maximum health increased by 20. Performing a perfect parry will restore 10 health over 5 seconds. Additional perfect parries refresh this duration. |
Kaishakunin | Passives | 8 | Deal 10% increased weapon damage when hitting enemies in the head. |
Roaring Tiger | Passives | 8 | Deal 10% increased weapon damage with heavy melee attacks. Deal 10% increased Cut weapon damage with ranged weapons while aiming down sights. |
Kuji-kiri | Passives | 8 | Performing a perfect parry increases weapon damage by 10% for 5 seconds. Additional perfect parries refresh this duration. |
Skirmisher | Passives | 14 | Maximum ammo capacity with all weapon is increased by 35%. Auto-pickup radius for shuriken, arrow, and kunai is increased by 100%. |
Demon Stance | Passives | 14 | Take no damage from enemy and environmental ground damage effects. Take 10% reduced damage from all explosion and spray damage effects. |
Chi kai ri | Passives | 20 | Apply 75% increased Stumble affliction with all weapons. |
Sakki-jutsu | Passives | 20 | Performing a perfect parry Stumbles all enemies in a radius around you. This radius is increased by 0%. |
Ebb and Flow | Passives | 26 | Ranged Cut weapon damage is increased by 15%.Next melee attack deals 100% increased damage and heals for 10 health. This effect has a 16-second cooldown |
Kyuketsuki | Passives | 26 | Weapons deal 100% increased bleed affliction and deal 10% increased damage to Bleeding enemies. Damaging the Bleeding enemy with your weapons heals you for 3 health over 3 seconds. Additional hits refresh this duration. |
Unyielding | Passives | 26 | Killing an enemy with a melee weapon restores 3 health and grants 15% increased melee weapon damage for 5 seconds. Additional kills refresh this duration. |
Blunt Force | Throwable | 4 | Caltrop Canister now only explodes on impact. Hitting an enemy directly with the Caltrop Canister applies Shock affliction and 200 force damage before bursting and releasing caltrops as normal. |
Swift Current | Throwable | 4 | Caltrop explosions no longer deal self-damage. Getting hit by caltrop explosions now increases movement speed by 10% for 5 seconds. |
Kekkai Jutsu | Throwable | 4 | Caltrop lifetime is increased to 10 seconds. Caltrops detonate early if an enemy gets near. |
Hard Rain | Throwable | 16 | Increase the number of Caltrops by 2 but decrease their explosion radius by 33%. |
Thunderclap | Throwable | 16 | Caltrop explosion radius is increased by 30%. |
Devil’s Circuit | Throwable | 28 | Caltrops deal 55% increased damage to enemies they are stuck to. |
Raijin | Throwable | 28 | Caltrops Shock enemies for 40% longer. |
Inazuma | Throwable | 28 | After exploding, Caltrops leave behind electrical fields with the same radius as their explosion. Fields last for 5 seconds and apply Shock affliction and 15 Electrical damage every 0.5 seconds to enemies within their radius. |
Eagle Strike | Gadget | 6 | First weapon attack after grappling deals 15% increased damage. |
Shogekiha | Gadget | 6 | Hebi-Ken’s ending shockwave radius is increased by 50% |
Shinobi Shozoku | Gadget | 6 | Grappling an enemy repairs 5 armor integrity. |
Dead Calm | Gadget | 12 | While you have no Hebi-ken charges, deal 10% increased weapon damage. |
Warrior of the Wind | Gadget | 12 | Grappling an enemy grants 15% increased movement speed for 5 seconds. |
Strike Thrice | Gadget | 18 | Every third use of Hebi-Ken deals 25% increased pass-through and finisher damage. |
Blood Hunt | Gadget | 18 | Killing enemies with pass-through damage heals you for 2 health. |
Red Shadow | Gadget | 18 | Take 15% reduced damage for 5 seconds after grappling an enemy. |
Iron Castle | Gadget | 24 | Performing a perfect parry grants 3 gadget activation energy. |
Lightning Incarnate | Gadget | 24 | Pass through damage radius is increased by 25%. Pass through damage type is changed to Electrical, and damage is increased by 100% |
Violent Sorcerer | Gadget | 30 | Hebi-Ken’s finisher damage is increased by 10%. Killing an enemy with the finisher grants stacks of VIOLENCE up to 20 max.VIOLENCE Finisher damage is increased by 4% per stack. |
Punishing Chain | Gadget | 30 | Taking damage that reduces you to below half health instantly refreshes all charges of the Hebi-ken. This has a 150-second cooldown between triggers. |
Leopard Fist | Gadget | 30 | Damaging an enemy with a finisher increases their vulnerability to Ballistic, Cut, and Electrical damage by 10% for 10 seconds. |
Sharpshooter
Skill | Category | Level Required | Skill Effect Description |
Capacity Increase | Throwable | 10 | The throwable carrying capacity is increased by 1. |
Capacity Increase | Throwable | 22 | The throwable carrying capacity is increased by 1. |
Sniper | Passives | 2 | While crouching, weapon spread and recoil per shot are reduced by 10%, spread decay and recoil recovery rate are increased by 10%, and weapon damage is increased by 10%. |
Hunter | Passives | 2 | Weapon spread penalty while walking is reduced by 10%. Walk at full speed while aiming down sights. |
Untouchable | Passives | 8 | If you haven’t taken damage in the last 10 seconds, deal 10% increased weapon damage to enemy weak spots. |
Easy Prey | Passives | 8 | Deal 10% increased weapon damage to enemies that have at least one affliction applied. |
Big Shot | Passives | 8 | Weapon damage to enemy weak spots while aiming down sights is increased by 10%. |
Hardshell | Passives | 14 | Fully prevent the next instance of melee damage. This ability has a 40-second cooldown between triggers. |
Evasives Maneuvers | Passives | 14 | Take 10% reduced damage while sprinting and sliding. |
Field Supplies | Passives | 20 | Carry an additional 2 Syringes. Increase the initial burst healing from using a syringe by 350%. |
Flight Response | Passives | 20 | Taking damage increases movement speed by 15% for 4 seconds. |
Perfect Shot | Passives | 26 | Shooting an enemy’s weak spot grants a stack of PERFECTION up to 10 stacks maximum. Failing to hit an enemy will remove all stacks of PERFECTION.PERFECTION: deal 4% increased weapon damage to enemy weak spots for each stack. |
Big Game Hunter | Passives | 26 | Deal 10% Ballistic and Cold weapon damage to Large enemies and bosses. Participating in a large enemy takedown gives stacks of BIG GAME HUNTER, up to 10 stacks maximum. BIG GAME HUNTER deal 1.5% increased damage to large enemies and bosses for each stack. |
Rack ‘Em Up | Passives | 26 | Destroying enemy critical hit zones with weapons grants a stack of RACK ‘EM UP up to 5 stacks maximum. Stacks last for 10 seconds and fall off one at a time. Deal 4% increased weapon damage per stack. |
Cold Snap | Throwable | 4 | Cryo-grenade explosion radius is increased by 25%. |
Chilling Effect | Throwable | 4 | Enemies Frozen by Cryo-grenade are Frozen for 20% longer. |
FreezerBurn | Throwable | 4 | Cryo-Grenade explosion damage is increased by 150%. |
Blizzard | Throwable | 16 | Cryo-Grenade explosions create 3 Blizzard ground effects that apply Freeze affliction over time to enemies within their radius. Blizzard ground effects last for 5 seconds. |
Black Ice | Throwable | 16 | Cryo-Grenade explosions create 3 Black ice ground effects that apply cold damage and Enfeeble affliction over time to enemies within their radius. Black Ice ground effects last for 5 seconds. |
Frostbite | Throwable | 28 | Enemies hit with Cryo-Grenade explosion have their vulnerability to Ballistic, Force, and Cold damage increased by 10% for 5 seconds. |
Polar Vortex | Throwable | 28 | The radius of the Blizzard or Black ice ground effect is increased by 40%. |
Ice Breaker | Throwable | 28 | Cryo-Grenade explodes a second time after the first explosion. The second explosion applies Stumble affliction and 300 Force damage to all enemies hit. |
Busy Bee | Gadget | 6 | Death’s Hand deals 15% increased damage to enemies it has not hit before. |
Buzz Bomb | Gadget | 6 | Arrow’s final explosion applies 125 Knockdown affliction and deals 15% increased damage. |
Bloodsucker | Gadget | 6 | Heal for 3 health whenever the arrow pierces an enemy up to 8 times per use. |
Sting Operation | Gadget | 12 | While the arrow is in-flight, gain 10% increased weapon damage. |
Fight or Flight | Gadget | 12 | While the arrow is in-flight, gain 15% increased movement speed. |
Giant Slayer | Gadget | 18 | Deal 15% increased damage to large enemies. |
Killer Bee | Gadget | 18 | The arrow projectile speed is increased by 25%. Whenever the arrow kills an enemy, it increases its max number of targets by 1 up to 2 max. |
Cold-Blooded | Gadget | 18 | When Death’s Hand is fired, Freeze all enemies in a cone in front of you. Cone’s radius is increased by 0%. |
Arm’s Length | Gadget | 24 | Killing faraway enemies grants 3 gadget energy. Gadget kills do not count towards this. |
Target Run | Gadget | 24 | Increase the max number of targets for the arrow by 4. |
Queen Bee | Gadget | 30 | 4 micro missiles are fired out in addition to the arrow that targets random enemies in front of you and deals 250 Ballistic damage on Impact. |
Bug Out | Gadget | 30 | The radius of the arrow’s final explosion is greatly increased, and the explosion damage is increased by 50%. |
Frosted Tips | Gadget | 30 | Arrow Freezes enemies on contact. Arrow deals 15% increased damage to Frozen enemies. |
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