TABLE OF CONTENT
- EXISTING CARDS
OLD | NEW |
NOTES
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Glasses Cannon +25% damage; Big drawback. |
Glass Cannon +40%; Big drawback. |
Power Swap +20% damage conditionally; May not be reliable. |
Power Swap No damage increase. |
Over-Protective +20% damage very conditionally (requires nearby teammate to take damage). |
Over-Protective Same; +20% damage very conditionally (requires nearby teammate to take damage). |
Chemical Courage +25% damage very conditionally; Limited duration; Requires expense of accessory. |
Chemical Courage No damage increase. |
Confident Killer +15% damage very conditionally; Needs stacking and resets after each level; Low usability. |
Confident Killer Up to +20% damage bonus very conditionally but lasts throughout the entire act; Variable. |
[NEW] Silent Assassin Gain +30% damage with suppressed guns and melee weapons, but have -15% damage during a horde event. |
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Ammo Pouch +2.5% bullet damage. |
Ammo Pouch No damage increase. |
Combat Training +5% bullet damage. |
Combat Training +5% bullet damage. |
Large Caliber Rounds +7.5% bullet damage. |
Large Caliber Rounds +10% bullet damage, plus other bonuses; Small drawback. |
Silver Bullet +10% bullet damage. |
Silver Bullet +15% bullet damage, +25% bullet weakspot damage; Moderate drawback. |
Mag Carrier +10% damage with pistols and SMGs. |
Mag Carrier No damage increase. |
[NEW] Hotshot Your gunfire will spit out a flametongue to deal additional 25% damage as fire damage; Flametongue length is 0.5–2.5 meters based on your firepower output, which counts SMGs as 2x. |
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Tactical Vest +10% damage with ARs and LMGs. |
Tactical Vest No damage increase. |
[NEW] Black Tipped Bullet Gain +20% bullet damage and +40% weakspot damage against Mutations with guns that use rifle ammo. Moderate drawback. |
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[NEW] Heavy Gunner While using ARs or LMGs, gain +50% bullet damage, +25% bullet stumble force. Heavy drawback. |
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Shell Carrier +10% damage with shotguns. |
Shell Carrier No damage increase. |
[NEW] Meatshot Gain a stack of +5% bullet damage after landing a shotgun shot that had no range falloff nor any pellet miss, up to 5 stacks, lasting 5s together, plus other effect. Conditional. |
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Stock Pouch +10% damage with snipers. |
Stock Pouch No damage increase. |
[NEW] Mad Sniper While using guns that use sniper ammo, gain +35% bullet damage; Moderate drawback. |
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Spiky Bits +15 (flat) melee damage |
Spiky Bits +15 (flat) melee damage, +5% melee damage; Small drawback. |
Slugger No damage increase. |
Slugger +30% melee damage, with heavy but brief penalty for meleeing. |
Mean Drunk +40% melee damage |
Mean Drunk +20% melee damage. Plus a stack of +10% melee damage for each non-bash melee performed, up to no limit, lasting 5s separately. Some drawbacks. |
Berserker Aprox. 15–50% melee damage; Either very conditional or inconsistent. |
Berserker Gain melee damage for spending stamina in meleeing, up to +100% after spending 200 stam. |
Soften Up Melee hits cause the target to deal 3% reduced damage, to a maximum of 15% reduced damage. |
Soften Up Each melee hit causes the target to take 3% increased damage and deal 3% less damage, both stackable up to 20%/20%, lasting 30s together. |
Ignore the Pain +20% melee damage; Somewhat conditional. |
Ignore the Pain No damage increase. |
[NEW] Primary Melee Fighter Melee weapons can be equipped in the primary weapon slot to gain +60% melee damage and other bonuses. |
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[NEW] Sting Like A Bee Gain +40% melee damage and +40% melee cleave while above 80% stamina, or double of these amount if also jumping/midair. Moderate drawback. |
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Grenade Training +25% accessory damage. |
Grenade Training +50% accessory damage. |
Demolition Expert +50% accessory damage. |
Demolition Expert Gain +100% accessory damage, but +50% outgoing Friendly Fire with offense accessories. |
Improvised Explosives +75% accessory damage. |
Improvised Explosives No damage increase. |
Bomb Squad +25% explosive damage. |
Bomb Squad No damage increase. |
Broadside No damage increase. |
Broadside +25% explosive damage. TE: Whenever any Cleaner thrown an offense accessory, gain a stack of +25% accessory damage for a duration. |
[NEW] Danger Close Lethal explosion you created within 3m around you will deal 35% more damage, plus other effects. |
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Pyro +100% fire damage. |
Pyro +100% fire damage. |
Shredder Inflicts up to -15% damage resistance; Somewhat conditional (requires SMG or shotgun for good effect). |
Shredder Each bullet hit causes -1% damage resistance to the target, up to -20%, lasting 3s together; Sniper hits are more potent; Moderate drawback. |
Marked for Death Inflicts -10% damage resistance. |
Marked for Death Inflicts -30% damage resistance with consequence (you take damage for marking); Can mark multiple targets at the same time; User retain the ability to ping without marking for death. |
Avenge the Fallen +30% damage very conditionally (costs life). |
Avenge the Fallen Same; +30% damage very conditionally (costs life). |