EDIT: Update, 3.0, Has rendered some of these numbers obsolete. I apologize for the inaccuracy, and I will attempt as soon as possible to update the values found below .
I’m making this here for a few reasons:
- it can be updated
- it can be found on search engines
- its free
- community feedback (missing or wrong values, tips and strategy ideas, etc.)
Predator Armor: Update 3.0
Predators now take location based damage. There are 5 zones with different damage modifiers affecting the Fireteam weapons stats found below. These are multiplicative in effect to any other passives, perks, or specializations.
-Hips: 100% Dmg
-Torso: 85% Dmg
-Arms: 75% Dmg
-Legs: 80% Dmg
-Head: 120% Dmg w/mask, 150% Dmg w/o mask
Hunt Gameplay
FIRETEAM STRATEGY
FIRETEAM STRATEGY
- The predator spawns 10 seconds before the fireteam.
- Mudding up hides you from target isolation and removes thermal footprints for 44 seconds. To appply mud, look down at a wet or muddy section of the ground and hold interact.
- Equipping the combat knife and pressing the ADS button performs a heavy melee attack that can simultaneously damage and parry the predator’s melee attacks. Using the attack button performs a quick light attack and can also parry the predator.
- Hogs killed by fireteam provide easy access to healing for the predator and are instantly marked on the predator’s mini map. Do not kill hogs unless you are intentionally trying to set a trap for the predator.
- Prevent additional AI from spawning by disabling all the alarm towers within a camp. There are typically two or three alarm towers in each camp.
- Alarm towers can be disabled through interaction, destroying the red switch box, or destroying the yellow light at the top.
- When the predator uses melee attacks, the fireteam should regroup to damage the predator together.
- The predator cannot push fireteam players and can easily be blocked at doorways and narrow corridors.
- The predator can be spotted for 2.5 seconds, revealing its position to the whole team, but, if the predator is completely invisible, it can only be spotted after being damaged.
- Reviving teammates takes 5 seconds and is best done with one player reviving and another player defending. Often, it is better to attack the predator, rather than immediately attempt a revive.
-
Smoke grenades are not effective at providing cover from the predator or AI. When combined with Thermal grenades, they can provide very short term visual cover.
-
Noise Maker grenades are sufficiently effective at distracting both the predator and the AI.
- Reinforcements fully resupply your team, but can only be used once. It is typically best to only activate reinforcements after, at least, two players have been killed.
- If you are the “Last Man Standing,” you take 16% reduced damage and have increased sprint speed, but you are more visible to the predator’s thermal vision, even while mudded up. Use these buffs to reinforce your team or finish the mission and escape.
-
Predator traps can be destroyed and are commonly found around the reinforcement radio and at the exfil location. It’s usually best practice to shoot a few rounds into these areas before proceeding. You must look down and hold interact to escape a trap.
- Once any mission is complete, 1 min is added to the match timer.
- Exfil is activated by passing within 8m of the exfil location. After activation, it is 1 min until the ropes drop from the chopper and then 30 seconds to escape, before the chopper leaves.
PREDATOR STRATEGY
PREDATOR STRATEGY
- You can always use your first target isolation, exactly when the match timer begins to countdown, to locate the fireteam’s spawn.
- There is an audio queue that signals the completion of each element of the Fireteam’s mission. Use this to gauge their progress.
- Hunt hogs, early, for use later in the match. This will spawn more hogs and keep you less discoverable once you need to consume them.
- Try to land at least one ranged hit, usually a plasma caster shot, before closing the distance for melee.
-
Do not use melee against teams that are completely indoors or in very close proximity to each other. You will likely get parried and lose almost all of your health, and possibly knocked into second wind. Predators can be blocked at doorways and trapped in buildings.
- Destroy ammo creates, medical kits, ammo bags, and medic bags whenever you can.
-
Try taking risks early in the hunt to get a quick claim or kill. By killing at least one player, the fireteam becomes much weaker and less able to defend against subsequent attacks.
-
Learn the possible locations of reinforcement radio spawns and check for them about 90 sec after your first kill. If you locate them before they are used, you can place traps or motion sensors, or wait for fireteam players arrive to respawn dead teammates.
- Once the chopper has been called by the Fireteam, you have 1 min to stop them from escaping. Once the chopper has dropped its ropes, you’ll have to keep them from connecting for 30 sec.
- To “win” by exhausting the mission time, you must secure at least 1 fireteam kill.
Character Stats
FIRETEAM
FIRETEAM
ASSAULT
- Health points - 150
- Sprint Speed - 7.2 m/s
- Stamina - 900 capacity
- Regeneration - 250 stamina/second
- 10 Gear Points | 9 Perk Points
- Specializations: Deadly | Unleashed | Fanatic | Reckless
Passives:
-
10% more damage with Bullet Based Weaponry.
-
25% less Hip-Fire spread.
RECON
- Health Points - 125
- Sprint Speed - 7.4 m/s
- Stamina - 1000 capacity
- Regeneration - 300 stamina/second
- 8 Gear Points | 15 Perk Points
- Specializations: Amphibious | Overwatch | Sniper | Spotter
Passives:
-
50% longer spotting durations to All spotting techniques.
-
40% longer mud cover duration and 25% faster mud up speed.
SCOUT
- Health Points - 125
- Sprint Speed - 7.6 m/s
- Stamina - 1150 capacity
- Regeneration - 350 stamina/second
- 6 Gear Points | 12 Perk Points
- Specializations: Duelist | Liberator | Rushdown | Scavenger
Passives:
-
20% reduced damage taken while sprinting.
-
20% damage increase post sprint.
SUPPORT
- Health Points - 175
- Sprint Speed - 6.8 m/s
- Stamina - 750 capacity
- Regeneration - 200 stamina/second
- 15 Gear Points | 6 Perk Points
- Specializations: Comms | Field Medic | Leader | Overseer
Passives:
-
20% damage reduction to allies within a 40m aura.
-
Passive Prepper Perk for all Fireteam. Stackable.
OWLF OPERATIVE
- Health Points - 135
- Sprint Speed - 7.2 m/s
- Stamina - 1150 capacity
- Regeneration - 300 stamina/second
- 12 Gear Points | 8 Perk Points
- Specializations: Comms | Overwatch | Sniper | Spotter
Passives:
-
10% reduced damage from the predator.
-
Passive Ice Cold Perk. Stackable.
DUTCH 2025
- Health Points - 160
- Sprint Speed - 7.2 m/s
- Stamina - 900 capacity
- Regeneration - 250 stamina/second
- 8 Gear Points | 9 Perk Points
- Specializations: Deadly | Leader | Overseer | Overwatch
Passives:
-
40% longer mud cover duration and 25% faster mud up time.
-
25% less hip-fire spread.
DUTCH 87
- Health Points - 155
- Sprint Speed - 7.2 m/s
- Stamina - 1250 capacity
- Regeneration - 300 stamina/second
- 7 Gear Points | 11 Perk Points
- Specializations: Leader | Amphibious | Fanatic | Reckless
Passives:
-
10% increased damage when hip-firing.
-
10% less damage taken while mudded up.
DANTE
- Health Points - 160
- Sprint Speed - 7.3 m/s
- Stamina - 900 capacity
- Regeneration - 225 stamina/second
- 9 Gear Points | 10 Perk Points
- Specializations: Unleashed | Fanatic | Field Medic | Rushdown
Passives:
-
20% reduced damage taken while sprinting.
-
25% reduced explosive damage taken.
ISABELLE
- Health Points - 130
- Sprint Speed - 7.2 m/s
- Stamina - 1250 capacity
- Regeneration - 400 stamina/second
- 7 Gear Points | 10 Perk Points
- Specializations: Rushdown | Sniper | Scavenger | Amphibious
Passives:
-
40% longer mud cover duration and 25% faster mud up speed.
-
15% increased weapon damage against targets greater than 50m away.
PREDATOR
PREDATOR
HUNTER, JUNGLE HUNTER ‘87, & CAPTURED
- Health Points - 1250
- Movement Speed - 9.7 m/s
- 10 Gear Points | 12 Perk Points
- Specializations: Tracker | Fervent | Tactician
- Receives 93.3% damage from bullet based weapons, except shotguns
- Stamina Capacity - 1150
- Stamina Regeneration/sec - 150
- Energy Capacity - 1200
- Energy Regeneration/sec - 90
- Overload Cooldown - 13.33 seconds
SCOUT
- Health Points - 1000
- Movement Speed - 10.2 m/s
- 8 Gear Points | 15 Perk Points
- Specializations: Disciplined | Analytic | Ghost
- Receives 91.0% damage from bullet based weapons, except shotguns
- Deals 5.0% reduced Melee Damage
- Stamina Capacity - 1500
- Stamina Regeneration/sec - 175
- Energy Capacity - 994
- Energy Regeneration/sec - 105
- Increased Cloak Energy Cost
- Overload Cooldown - 9.47 seconds
BERSERKER
- Health Points - 1500
- Movement Speed - 9.2 m/s
- 15 Gear Points | 9 Perk Points
- Specializations: Savage | Brute | Enraged
- Inflicts 10.0% increased Melee Damage
- Receives 10.0% increased melee damage from fireteam
- Stamina Capacity - 1000
- Stamina Regeneration/sec - 135
- Energy Capacity - 1350
- Energy Regeneration/sec - 81
- Overload Cooldown - 16.67 seconds
ALPHA
- Health Points - 1150
- Movement Speed - 10.3 m/s
- 10 Gear Points | 13 Perk Points
- Specializations: Wrathful | Assassin | Warrior
- Receives 93.3% damage from bullet based weapons, except shotguns
- Inflicts 6.6…% increased Melee Damage
- Stamina Capacity - 1350
- Stamina Regeneration/sec - 150
- Energy Capacity - 960
- Energy Regeneration/sec - 90
- Overload Cooldown - 10.67 seconds
ELDER
- Health Points - 1250
- Movement Speed - 9.4 m/s
- 12 Gear Points | 13 Perk Points
- Specializations: Stalker | Focused | Vicious
- Receives 93.3% damage from bullet based weapons, except shotguns
- Inflicts 5.0% reduced Melee Damage
- Stamina Capacity - 1000
- Stamina Regeneration/sec - 150
- Energy Capacity - 1380
- Energy Regeneration/sec - 90
- Overload Cooldown - 15.33 seconds
CITY HUNTER
- Health Points - 1250
- Movement Speed - 10.0 m/s
- 12 Gear Points | 10 Perk Points
- Specializations: Analytic | Focused | Tactician
- Receives 93.3% damage from bullet based weapons, except shotguns
- Stamina Capacity - 1150
- Stamina Regeneration/sec - 150
- Energy Capacity - 1350
- Energy Regeneration/sec - 90
- Overload Cooldown - 15.0 seconds
SAMURAI
- Health Points - 1350
- Movement Speed - 9.5 m/s
- 10 Gear Points | 10 Perk Points
- Specializations: Ghost | Fervent | Warrior
- Inflicts 6.6% increased Melee Damage
- Receives 85.0% melee damage from fireteam
- Stamina Capacity - 1050
- Stamina Regeneration/sec - 135
- Energy Capacity - 1350
- Energy Regeneration/sec - 81
- Overload Cooldown - 16.67 seconds
VIKING
- Health Points - 1500
- Movement Speed - 8.8 m/s
- 10 Gear Points | 12 Perk Points
- Specializations: Vicious | Enraged | Wrathful
- Inflicts 13.3% increased Melee Damage
- Receives 10.0% increased melee damage from fireteam
- Stamina Capacity - 1000
- Stamina Regeneration/sec - 135
- Energy Capacity - 1350
- Energy Regeneration/sec - 81
- Overload Cooldown - 16.67 seconds
VALKYRIE
- Health Points - 1300
- Movement Speed - 10.0 m/s
- 9 Gear Points | 12 Perk Points
- Specializations: Ghost | Fervent | Savage
- Stamina Capacity - 1500
- Stamina Regeneration/sec - 175
- Energy Capacity - 1200
- Energy Regeneration/sec - 90
- Overload Cooldown - 13.33 seconds
CLEO
- Health Points - 1450
- Movement Speed - 9.9 m/s
- 13 Gear Points | 11 Perk Points
- Specializations: Stalker | Tactician | Enraged
- Inflicts 13.3% increased Melee Damage
- Stamina Capacity - 1050
- Stamina Regeneration/sec - 135
- Energy Capacity - 1300
- Energy Regeneration/sec - 90
- Overload Cooldown - 14.5 seconds
EXILE
- Health Points - 1200
- Movement Speed - 10.5 m/s
- 10 Gear Points | 10 Perk Points
- Specializations: Analytic | Assassin | Disciplined
- Inflicts 6.6% increased Melee Damage
- Stamina Capacity - 1500
- Stamina Regeneration/sec - 175
- Energy Capacity - 1015
- Energy Regeneration/sec - 105
- Increased Cloak Energy Cost
- Overload Cooldown - 9.6 seconds
FALCONER
- Health Points - 1200
- Movement Speed - 10.2 m/s
- 11 Gear Points | 13 Perk Points
- Specializations: Tracker | Assassin | Focused
- Inflicts 3.3% increased Melee Damage
- Stamina Capacity - 1500
- Stamina Regeneration/sec - 175
- Energy Capacity - 1030
- Energy Regeneration/sec - 98.1
- Overload Cooldown - 10.5 seconds
MR BLACK
- Health Points - 1500
- Movement Speed - 8.75 m/s
- 12 Gear Points | 12 Perk Points
- Specializations: Brute | Vicious | Wrathful
- Inflicts 10% increased Melee Damage
- Stamina Capacity - 1250
- Stamina Regeneration/sec - 150
- Energy Capacity - 1350
- Energy Regeneration/sec - 105
- Overload Cooldown - 12.85 seconds
WOLF
- Health Points - 1400
- Movement Speed - 10.6 m/s
- 8 Gear Points | 15 Perk Points
- Specializations: Assassin | Focused | Enraged
- Stamina Capacity - 1000
- Stamina Regeneration/sec - 150
- Energy Capacity - 1370
- Energy Regeneration/sec - 95.625
- Overload Cooldown - 14.3… seconds
EMISSARY
- Health Points - 1450
- Movement Speed - 9.7 m/s
- 15 Gear Points | 9 Perk Points
- Specializations: Savage | Wrathful | Enraged
- Inflicts 10% increased melee damage
- Stamina Capacity - 1210
- Stamina Regeneration/sec - 160
- Energy Capacity - 960
- Energy Regeneration/sec - 84
- Overload Cooldown - 11.43… seconds
BIONIC
- Health Points - 1350
- Movement Speed - 10.2 m/s
- 15 Gear Points | 9 Perk Points
- Specializations: Stalker | Disciplined | Brute
- Stamina Capacity - 1240
- Stamina Regeneration/sec - 140
- Energy Capacity - 1475
- Energy Regeneration/sec - 110
- Increased Cloak Energy Cost
- Overload Cooldown - 13.42… seconds
AMAZON
- Health Points - 1550
- Movement Speed - 10.2 m/s
- 8 Gear Points | 14 Perk Points
- Specializations: Brute | Ghost | Warrior
- Inflicts 6.6…% Increased Melee Damage
- Stamina Capacity - 1200
- Stamina Regeneration/sec - 185
- Energy Capacity - 1175
- Energy Regeneration/sec - 93
- Overload Cooldown - 12.6 seconds
PIRATE
- Health Points - 1300
- Movement Speed - 9.9 m/s
- 13 Gear Points | 12 Perk Points
- Specializations: Analytic | Savage | Vicious
- Stamina Capacity - 1100
- Stamina Regeneration/sec - 140
- Energy Capacity - 1450
- Energy Regeneration/sec - 106
- Increased Cloak Energy Cost
- Overload Cooldown - 13.7 seconds
SCAR
- Health Points - 1400
- Movement Speed - 10.3 m/s
- 13 Gear Points | 10 Perk Points
- Specializations: Fervent | Enraged | Stalker
- Stamina Capacity - 1295
- Stamina Regeneration/sec - 165
- Energy Capacity - 1400
- Energy Regeneration/sec - 98
- Overload Cooldown - 14.25
CELTIC
- Health Points - 1350
- Movement Speed -9.25 m/s
- 11 Gear Points | 14 Perk Points
- Specializations: Analytic | Assassin | Focused
- Stamina Capacity - 1075
- Stamina Regeneration/sec - 160
- Energy Capacity - 1150
- Energy Regeneration/sec - 102
- Overload Cooldown - 11.15 seconds
CHOPPER
- Health Points - 1100
- Movement Speed - 10.6 m/s
- 12 Gear Points | 10 Perk Points
- Specializations: Disciplined | Ghost | Warrior
- Stamina Capacity - 1350
- Stamina Regeneration/sec - 160
- Energy Capacity - 890
- Energy Regeneration/sec - 81
- Overload Cooldown - 11.4 seconds
FERAL
- Health Points - 1350
- Movement Speed - 10.45 m/s
- 13 Gear Points | 10 Perk Points
- Specializations: Analytic | Assassin | Wrathful
- Inflicts 6.6% increased Melee Damage
- Stamina Capacity - 1100
- Stamina Regeneration/sec - 155
- Energy Capacity - 1250
- Energy Regeneration/sec - 86
- Increased Cloak Energy Cost
- Overload Cooldown - 14.5 seconds
Specialization Values
FIRETEAM
FIRETEAM
-
Reckless: 10% increased damage for 2 seconds when damaged.
-
Fanatic: When at 50%, or less, Health Points remaining gain 10% damage and 10% sprint speed.
-
Deadly: 10% increased damage with Assault Rifles
-
Unleashed: 30% increased damage with Explosives.
-
Duelist: 20% increased damage with Pistols.
-
Scavenger: 15% increased damage with Pickup Weapons and Ammo Pickups heal 10 Health Points.
-
Overwatch: 15% increased damage at 3m, or greater, above target.
-
Sniper: 15% increased damage to Spotted Targets.
-
Leader: 10% increased damage for Allies to damaged target.
-
Overseer: Each mission objective completed heals 10 Health Points for Fireteam.
-
Rushdown: 2 second speed increase after AI kill.
-
Field Medic: 1 second revive.
-
Comms: Reinforcements timer reduced by 20 seconds per teammate killed.
-
Amphibious: Water and Puddles give full Mud-Up and 20% increased Movement Speed.
-
Liberator: Disabling a camp alarm heals 50 Health Points and grant a 44% damage increase for 5 seconds.
-
Spotter: Spotting the Predator applies a 10% reduction in speed. Crouching reduces thermal signature.
PREDATOR
PREDATOR
-
Fervent: 15% increased damage while all fireteam are alive and standing.
-
Tactician: 15% increased damage versus enemies that are trapped, netted, or interacting.
-
Tracker: Target isolation ignores mud up.
-
Enraged: 10% increased speed and 20% increased stamina regeneration while at low health.
-
Vicious: Opponents you down bleed out faster and take longer to revive.
-
Wrathful: 30% increased damage with your next melee attack, after receiving enemy fireteam damage from behind .
-
Ghost: 30% additional damage when attacking with melee from cloak.
-
Warrior: 20% reduced parry stun duration.
-
Savage:
- Quick claim restores 20% health.
- Long claim restores 40% health.
- Healing begins once claim animation is fully complete.
- Healing takes 5 seconds to complete regardless of type of claim.
-
Assassin: 20% increased damage from attacks that impact the back of the Fireteam
-
Brute: 50% melee damage inflicted when an attack is parried.
-
Stalker: 15% increased damage while at full stamina.
-
Analytic: 15% increased damage to fully scanned targets.
-
Focused:
- 10% increased movement speed and 30% increased energy regeneration after activating target isolation.
- Lasts the duration of target isolation.
-
Disciplined: Removes clicking noises while cloaked.
Perk Values
FIRETEAM
FIRETEAM
-
Action Hero = 25% Reduced Hip-Fire Spread.
-
Efficient = 20% more EXP.
-
Flesh Ripper = 30% increased damage to AI.
-
Gearhead = +1 more gear item.
-
Multitasker = 20% faster movement speed when aiming down sights.
-
Persistent = +1 more bleed out down.
-
Prepper = Starting ammo is equal to 1 magazine size less than maximum ammo, maximum ammo increased by 20%.
-
Shuffler = 50% faster bleed out Movement Speed.
-
Sludge Blood = 75% longer bleed out duration.
-
Thick Skin = 25 more health points.
-
Dexterous = 25% Increased interaction speed with everything.
-
Heavy Hitter = 15% increased damage with melee.
-
Double Time = 10% faster movement speed.
-
Pig In Shit = 50% faster mud up speed and 50% longer mud duration.
-
Yautja’s Bane = 10% increase in damage to the Predator.
-
Tracker = 2x longer spot duration.
-
Ice Cold = Cools heat profile and thermal footprints disappear immediately.
-
Body Armor = 40% reduced damage from AI.
-
OWLF Trained = 8% reduced damage from the Predator.
-
Weapons Training = 30% reduced recoil climb and drift.
-
Quick Release = 20% faster reloading.
-
Silent = Eliminates sound bubbles from predator thermal vision.
-
Sixth Sense = 50m automatic spot of all predator traps and tools within the aura.
-
Iron Lungs = 25% increased stamina capacity and 10% faster stamina recovery.
-
Fast Hands = 20% faster Weapon and gear swapping.
PREDATOR
PREDATOR
-
Impenetrable = 20% reduced damage from bullet based weapons.
-
Height Advantage = 25% reduced damage from all sources while in predkour.
-
Ironside = 25% reduced damage from behind while moving, claiming, healing, and during stealth kill.
-
Downrange = 10% increased damage with ranged weapons. Includes slam.
-
Fearless = 10% increased melee damage.
-
Protection = 6x increased mask health.
-
Large Pouch = 2 additional gear.
-
Adrenal Boost = 25% more stamina regeneration and capacity.
-
Fast Hands = 70% faster weapon swap.
-
Branch Master = 25% faster predkour traversal.
-
Ascender = 50% faster predkour mounting.
-
Energy Cell = 63% more energy capacity.
-
Modified Reserve = 10% increased regeneration rate.
-
Cooling Syncs = 23% less Overload time.
-
Impatient = Second Wind Cool Down reduced from 5 min to 3 min 30 seconds.
-
Medic = 45% less time to heal.
-
Clotted = Bleed interval increased from 2.4 seconds to 6.6 seconds.
-
Light Bender = 5% less cloak consumption.
-
Heated = 5% less thermal vision consumption.
-
Resourceful = 20% increased XP earned.
-
Hanging On = 2x second wind duration.
-
Trapper = 1 second longer to escape traps.
-
Long Jump = 30% further leaps. (35m to 45.5m)
-
Spectral Awareness = Slightly larger sound bubbles in thermal vision (Image)
-
Observant = See mudded fireteam’s thermal footprints (Image)
-
Dithered Lens = Less visible plasma caster targeting laser (Image)
Weapon Stats
FIRETEAM
(Some no. rounded, accurate to +/- 1%)
FIRETEAM
SPREADSHEET IMAGES
(Weapon)
- Distance, Dmg/Firerate/DPS, Reload(sec)
QR-4
- 0m, 38/10/380,
- 25m, 26.3/10/263
G-ROW
- 0m, 42/12/504,
- 25m, 23.1/12/277.2
AR-W
- 0m, 50/10/500,
- 25m, 29.9/10/299
GOSL-R
- 0m, 53/8.6/456,
- 25m, 38.5/8.6/331
Hammerhead
- 0m, 39/10/390,
- 25m, 35.8/10/358
Mercenary
- 0m, 41/10/410,
- 25m, 37.9/10/379
Pitbull
- 0m, 46/7.5/345,
- 25m, 38.8/7.5/291
Prototype
- N/A, 32/6.8/218,
- Increased damage to AI Mercenaries
- Ignores tree branches
- Splash damage can be self inflicted
B34S-T
- N/A, 270
D34-D
- N/A, 250
Frag Grenade
- N/A, 346
M203 Grenade
- N/A, 240
ABR-Z
- 0m, 60/6.67/400,
SAWZ-50
- 0m, 252/0.7/176
7EN
- 0m, 142/1.8/256
NRV-E
- N/A, 158/1.8/284
LMG
- 0m, 31/12.5/388
Minigun
- 0m, 12/50/600,
PDL
- N/A, 0/2.25/(N/A),
GRIMTECH19
- 0m, 55/13/715,
1011-12
- 0m, 77/9.33/718,
2XL
- 0m, 120/2.75/330,
PDW
- 0m, 32/16/512,
ZR-55
- 0m, 24/20/480,
Z-06
- 0m, 35/10/350,
DJL-33
- 0m, 246/1.6/394,
XDB-12
- 0m, 153/4.36/667,
CS-12
- 0m, 90/5.33/480,
PREDATOR
PREDATOR
Plasma Caster
- Attack Damage
- Starting Damage - 42
- Full Charge Damage - 120
- Splash Range and Damage
- Starting:
- 15 Damage at 4.5m
- 34 Damage at 0m
- Full Charge:
- 15 Damage at 10.5m
- 100 Damage at 0m
Yautja Bow
- Attack Damage
- Starting Damage - 57
- Full Charge Damage - 75
- Headshot Damage
- Starting - 92
- Full Charge - 120
- Special Ability
- Hits reduce the target’s movement speed
Smart Disk
- Piloted Attack Damage
- Damage - 125
- Melee Attack Damage - Full Combo - 90
- First Attack - 25
- Second Attack - 25
- Third Attack - 40
Smart Disk - Ancient Variant
- Piloted Attack Damage
- Damage - 125
- Melee Attack Damage - Full Combo - 108
- First Attack - 12
- Second Attack - 15
- Third Attack - 13, 12, 19 (44)
- Fourth Attack - 19, 18 (37)
Plasma Pistol
- Attack Damage
- Damage - 67.5
- 3 projectiles
- 22.5 damage per projectile
- 8 round Capacity
- 2 second reload
Netgun
- Attack Damage
- 2 initial damage
- 2 dps for 15 sec (30 damage cap)
Wristblade
- Attack Damage - Full Combo - 90
- First Attack - 30
- Second Attack - 30
- Third Attack - 30
War Club
- Attack Damage - Full Combo - 149
- First Attack - 24
- Second Attack - 38
- Third Attack - 87
- Special Ability
- Third Attack cannot be parried
War Club - Hook Variant
- Attack Damage - Full Combo - 80
- First Attack - 24
- Second Attack - 28, 28 (56)
- Heavy Attack
- First attack - 87
- Cannot be parried
Katana
- Attack Damage - Full Combo - 105
- First Attack - 25
- Second Attack - 30
- Third Attack - 25, 25 (50)
- Heavy Attack Damage - Full Combo - 85
- First Attack - 35
- Second Attack - 25, 25 (50)
- Special Effect
- All hits apply 15 bleed damage applied over 7.5s
- Bleed damage timer restarts after each hit
Elder Sword
- Attack Damage - Full Combo - 146
- First Attack - 22.5, 22.5 (45)
- Second Attack - 40
- Third Attack - 30.5, 30.5 (61)
Alpha Sickle
- Attack Damage - Full Combo - 128
- First Attack - 37
- Second Attack - 40
- Third Attack - 51
War Hammer
- Attack Damage - Full Combo - 84
- First Attack - 35
- Second Attack - 49
- Heavy Attack
- 60 damage
- Cannot be parried
Battle Axe
- Attack Damage - Full Combo - 84
- First Attack - 35
- Second Attack - 49
- 15 Bleed Damage over 7 seconds
- Heavy Attack
- 60 damage
- 15 Bleed Damage over 7 seconds
- Cannot be parried
Combistick
- Attack Damage - Full Combo - 100
- First Attack - 20
- Second Attack - 35
- Third Attack - 22.5, 22.5 (45)
- Thrown Attack Damage
- Damage - 97
- Headshot Damage - 117
- Special Abilities
- Throw Attack can penetrate multiple enemy fireteam
- Throw Attack causes a temporary blinding flash in area of impact
Wrist Launcher
- Attack Damage
- 25 initial damage
- 25 damage over time
Bear Trap
- Attack Damage
- 15 damage
- 3 sec interaction to escape
- Trapped Fireteam are restricted to 90 degrees of movement
Thermal Profiles
FIRETEAM THERMAL IMAGES
Not Mudded
Mudded
Not Mudded Spotter
Mudded Spotter
Not Mudded
Mudded
Not Mudded Ice Cold
Mudded Ice Cold
Not Mudded OWLF
Not Mudded OWLF Spotter
Mudded OWLF
Mudded OWLF Spotter
Not Mudded OWLF Last Man Standing
Mudded OWLF Last Man Standing
Mudded OWLF Spotter Last Man Standing
FIRETEAM STRATEGY
FIRETEAM STRATEGY
- The predator spawns 10 seconds before the fireteam.
- Mudding up hides you from target isolation and removes thermal footprints for 44 seconds. To appply mud, look down at a wet or muddy section of the ground and hold interact.
- Equipping the combat knife and pressing the ADS button performs a heavy melee attack that can simultaneously damage and parry the predator’s melee attacks. Using the attack button performs a quick light attack and can also parry the predator.
- Hogs killed by fireteam provide easy access to healing for the predator and are instantly marked on the predator’s mini map. Do not kill hogs unless you are intentionally trying to set a trap for the predator.
- Prevent additional AI from spawning by disabling all the alarm towers within a camp. There are typically two or three alarm towers in each camp.
- Alarm towers can be disabled through interaction, destroying the red switch box, or destroying the yellow light at the top.
- When the predator uses melee attacks, the fireteam should regroup to damage the predator together.
- The predator cannot push fireteam players and can easily be blocked at doorways and narrow corridors.
- The predator can be spotted for 2.5 seconds, revealing its position to the whole team, but, if the predator is completely invisible, it can only be spotted after being damaged.
- Reviving teammates takes 5 seconds and is best done with one player reviving and another player defending. Often, it is better to attack the predator, rather than immediately attempt a revive.
- Smoke grenades are not effective at providing cover from the predator or AI. When combined with Thermal grenades, they can provide very short term visual cover.
- Noise Maker grenades are sufficiently effective at distracting both the predator and the AI.
- Reinforcements fully resupply your team, but can only be used once. It is typically best to only activate reinforcements after, at least, two players have been killed.
- If you are the “Last Man Standing,” you take 16% reduced damage and have increased sprint speed, but you are more visible to the predator’s thermal vision, even while mudded up. Use these buffs to reinforce your team or finish the mission and escape.
- Predator traps can be destroyed and are commonly found around the reinforcement radio and at the exfil location. It’s usually best practice to shoot a few rounds into these areas before proceeding. You must look down and hold interact to escape a trap.
- Once any mission is complete, 1 min is added to the match timer.
- Exfil is activated by passing within 8m of the exfil location. After activation, it is 1 min until the ropes drop from the chopper and then 30 seconds to escape, before the chopper leaves.
PREDATOR STRATEGY
PREDATOR STRATEGY
- You can always use your first target isolation, exactly when the match timer begins to countdown, to locate the fireteam’s spawn.
- There is an audio queue that signals the completion of each element of the Fireteam’s mission. Use this to gauge their progress.
- Hunt hogs, early, for use later in the match. This will spawn more hogs and keep you less discoverable once you need to consume them.
- Try to land at least one ranged hit, usually a plasma caster shot, before closing the distance for melee.
- Do not use melee against teams that are completely indoors or in very close proximity to each other. You will likely get parried and lose almost all of your health, and possibly knocked into second wind. Predators can be blocked at doorways and trapped in buildings.
- Destroy ammo creates, medical kits, ammo bags, and medic bags whenever you can.
- Try taking risks early in the hunt to get a quick claim or kill. By killing at least one player, the fireteam becomes much weaker and less able to defend against subsequent attacks.
- Learn the possible locations of reinforcement radio spawns and check for them about 90 sec after your first kill. If you locate them before they are used, you can place traps or motion sensors, or wait for fireteam players arrive to respawn dead teammates.
- Once the chopper has been called by the Fireteam, you have 1 min to stop them from escaping. Once the chopper has dropped its ropes, you’ll have to keep them from connecting for 30 sec.
- To “win” by exhausting the mission time, you must secure at least 1 fireteam kill.
Character Stats
FIRETEAM
FIRETEAM
ASSAULT
- Health points - 150
- Sprint Speed - 7.2 m/s
- Stamina - 900 capacity
- Regeneration - 250 stamina/second
- 10 Gear Points | 9 Perk Points
- Specializations: Deadly | Unleashed | Fanatic | Reckless
Passives:
-
10% more damage with Bullet Based Weaponry.
-
25% less Hip-Fire spread.
RECON
- Health Points - 125
- Sprint Speed - 7.4 m/s
- Stamina - 1000 capacity
- Regeneration - 300 stamina/second
- 8 Gear Points | 15 Perk Points
- Specializations: Amphibious | Overwatch | Sniper | Spotter
Passives:
-
50% longer spotting durations to All spotting techniques.
-
40% longer mud cover duration and 25% faster mud up speed.
SCOUT
- Health Points - 125
- Sprint Speed - 7.6 m/s
- Stamina - 1150 capacity
- Regeneration - 350 stamina/second
- 6 Gear Points | 12 Perk Points
- Specializations: Duelist | Liberator | Rushdown | Scavenger
Passives:
-
20% reduced damage taken while sprinting.
-
20% damage increase post sprint.
SUPPORT
- Health Points - 175
- Sprint Speed - 6.8 m/s
- Stamina - 750 capacity
- Regeneration - 200 stamina/second
- 15 Gear Points | 6 Perk Points
- Specializations: Comms | Field Medic | Leader | Overseer
Passives:
-
20% damage reduction to allies within a 40m aura.
-
Passive Prepper Perk for all Fireteam. Stackable.
OWLF OPERATIVE
- Health Points - 135
- Sprint Speed - 7.2 m/s
- Stamina - 1150 capacity
- Regeneration - 300 stamina/second
- 12 Gear Points | 8 Perk Points
- Specializations: Comms | Overwatch | Sniper | Spotter
Passives:
-
10% reduced damage from the predator.
-
Passive Ice Cold Perk. Stackable.
DUTCH 2025
- Health Points - 160
- Sprint Speed - 7.2 m/s
- Stamina - 900 capacity
- Regeneration - 250 stamina/second
- 8 Gear Points | 9 Perk Points
- Specializations: Deadly | Leader | Overseer | Overwatch
Passives:
-
40% longer mud cover duration and 25% faster mud up time.
-
25% less hip-fire spread.
DUTCH 87
- Health Points - 155
- Sprint Speed - 7.2 m/s
- Stamina - 1250 capacity
- Regeneration - 300 stamina/second
- 7 Gear Points | 11 Perk Points
- Specializations: Leader | Amphibious | Fanatic | Reckless
Passives:
-
10% increased damage when hip-firing.
-
10% less damage taken while mudded up.
DANTE
- Health Points - 160
- Sprint Speed - 7.3 m/s
- Stamina - 900 capacity
- Regeneration - 225 stamina/second
- 9 Gear Points | 10 Perk Points
- Specializations: Unleashed | Fanatic | Field Medic | Rushdown
Passives:
-
20% reduced damage taken while sprinting.
-
25% reduced explosive damage taken.
ISABELLE
- Health Points - 130
- Sprint Speed - 7.2 m/s
- Stamina - 1250 capacity
- Regeneration - 400 stamina/second
- 7 Gear Points | 10 Perk Points
- Specializations: Rushdown | Sniper | Scavenger | Amphibious
Passives:
-
40% longer mud cover duration and 25% faster mud up speed.
-
15% increased weapon damage against targets greater than 50m away.
PREDATOR
PREDATOR
HUNTER, JUNGLE HUNTER ‘87, & CAPTURED
- Health Points - 1250
- Movement Speed - 9.7 m/s
- 10 Gear Points | 12 Perk Points
- Specializations: Tracker | Fervent | Tactician
- Receives 93.3% damage from bullet based weapons, except shotguns
- Stamina Capacity - 1150
- Stamina Regeneration/sec - 150
- Energy Capacity - 1200
- Energy Regeneration/sec - 90
- Overload Cooldown - 13.33 seconds
SCOUT
- Health Points - 1000
- Movement Speed - 10.2 m/s
- 8 Gear Points | 15 Perk Points
- Specializations: Disciplined | Analytic | Ghost
- Receives 91.0% damage from bullet based weapons, except shotguns
- Deals 5.0% reduced Melee Damage
- Stamina Capacity - 1500
- Stamina Regeneration/sec - 175
- Energy Capacity - 994
- Energy Regeneration/sec - 105
- Increased Cloak Energy Cost
- Overload Cooldown - 9.47 seconds
BERSERKER
- Health Points - 1500
- Movement Speed - 9.2 m/s
- 15 Gear Points | 9 Perk Points
- Specializations: Savage | Brute | Enraged
- Inflicts 10.0% increased Melee Damage
- Receives 10.0% increased melee damage from fireteam
- Stamina Capacity - 1000
- Stamina Regeneration/sec - 135
- Energy Capacity - 1350
- Energy Regeneration/sec - 81
- Overload Cooldown - 16.67 seconds
ALPHA
- Health Points - 1150
- Movement Speed - 10.3 m/s
- 10 Gear Points | 13 Perk Points
- Specializations: Wrathful | Assassin | Warrior
- Receives 93.3% damage from bullet based weapons, except shotguns
- Inflicts 6.6…% increased Melee Damage
- Stamina Capacity - 1350
- Stamina Regeneration/sec - 150
- Energy Capacity - 960
- Energy Regeneration/sec - 90
- Overload Cooldown - 10.67 seconds
ELDER
- Health Points - 1250
- Movement Speed - 9.4 m/s
- 12 Gear Points | 13 Perk Points
- Specializations: Stalker | Focused | Vicious
- Receives 93.3% damage from bullet based weapons, except shotguns
- Inflicts 5.0% reduced Melee Damage
- Stamina Capacity - 1000
- Stamina Regeneration/sec - 150
- Energy Capacity - 1380
- Energy Regeneration/sec - 90
- Overload Cooldown - 15.33 seconds
CITY HUNTER
- Health Points - 1250
- Movement Speed - 10.0 m/s
- 12 Gear Points | 10 Perk Points
- Specializations: Analytic | Focused | Tactician
- Receives 93.3% damage from bullet based weapons, except shotguns
- Stamina Capacity - 1150
- Stamina Regeneration/sec - 150
- Energy Capacity - 1350
- Energy Regeneration/sec - 90
- Overload Cooldown - 15.0 seconds
SAMURAI
- Health Points - 1350
- Movement Speed - 9.5 m/s
- 10 Gear Points | 10 Perk Points
- Specializations: Ghost | Fervent | Warrior
- Inflicts 6.6% increased Melee Damage
- Receives 85.0% melee damage from fireteam
- Stamina Capacity - 1050
- Stamina Regeneration/sec - 135
- Energy Capacity - 1350
- Energy Regeneration/sec - 81
- Overload Cooldown - 16.67 seconds
VIKING
- Health Points - 1500
- Movement Speed - 8.8 m/s
- 10 Gear Points | 12 Perk Points
- Specializations: Vicious | Enraged | Wrathful
- Inflicts 13.3% increased Melee Damage
- Receives 10.0% increased melee damage from fireteam
- Stamina Capacity - 1000
- Stamina Regeneration/sec - 135
- Energy Capacity - 1350
- Energy Regeneration/sec - 81
- Overload Cooldown - 16.67 seconds
VALKYRIE
- Health Points - 1300
- Movement Speed - 10.0 m/s
- 9 Gear Points | 12 Perk Points
- Specializations: Ghost | Fervent | Savage
- Stamina Capacity - 1500
- Stamina Regeneration/sec - 175
- Energy Capacity - 1200
- Energy Regeneration/sec - 90
- Overload Cooldown - 13.33 seconds
CLEO
- Health Points - 1450
- Movement Speed - 9.9 m/s
- 13 Gear Points | 11 Perk Points
- Specializations: Stalker | Tactician | Enraged
- Inflicts 13.3% increased Melee Damage
- Stamina Capacity - 1050
- Stamina Regeneration/sec - 135
- Energy Capacity - 1300
- Energy Regeneration/sec - 90
- Overload Cooldown - 14.5 seconds
EXILE
- Health Points - 1200
- Movement Speed - 10.5 m/s
- 10 Gear Points | 10 Perk Points
- Specializations: Analytic | Assassin | Disciplined
- Inflicts 6.6% increased Melee Damage
- Stamina Capacity - 1500
- Stamina Regeneration/sec - 175
- Energy Capacity - 1015
- Energy Regeneration/sec - 105
- Increased Cloak Energy Cost
- Overload Cooldown - 9.6 seconds
FALCONER
- Health Points - 1200
- Movement Speed - 10.2 m/s
- 11 Gear Points | 13 Perk Points
- Specializations: Tracker | Assassin | Focused
- Inflicts 3.3% increased Melee Damage
- Stamina Capacity - 1500
- Stamina Regeneration/sec - 175
- Energy Capacity - 1030
- Energy Regeneration/sec - 98.1
- Overload Cooldown - 10.5 seconds
MR BLACK
- Health Points - 1500
- Movement Speed - 8.75 m/s
- 12 Gear Points | 12 Perk Points
- Specializations: Brute | Vicious | Wrathful
- Inflicts 10% increased Melee Damage
- Stamina Capacity - 1250
- Stamina Regeneration/sec - 150
- Energy Capacity - 1350
- Energy Regeneration/sec - 105
- Overload Cooldown - 12.85 seconds
WOLF
- Health Points - 1400
- Movement Speed - 10.6 m/s
- 8 Gear Points | 15 Perk Points
- Specializations: Assassin | Focused | Enraged
- Stamina Capacity - 1000
- Stamina Regeneration/sec - 150
- Energy Capacity - 1370
- Energy Regeneration/sec - 95.625
- Overload Cooldown - 14.3… seconds
EMISSARY
- Health Points - 1450
- Movement Speed - 9.7 m/s
- 15 Gear Points | 9 Perk Points
- Specializations: Savage | Wrathful | Enraged
- Inflicts 10% increased melee damage
- Stamina Capacity - 1210
- Stamina Regeneration/sec - 160
- Energy Capacity - 960
- Energy Regeneration/sec - 84
- Overload Cooldown - 11.43… seconds
BIONIC
- Health Points - 1350
- Movement Speed - 10.2 m/s
- 15 Gear Points | 9 Perk Points
- Specializations: Stalker | Disciplined | Brute
- Stamina Capacity - 1240
- Stamina Regeneration/sec - 140
- Energy Capacity - 1475
- Energy Regeneration/sec - 110
- Increased Cloak Energy Cost
- Overload Cooldown - 13.42… seconds
AMAZON
- Health Points - 1550
- Movement Speed - 10.2 m/s
- 8 Gear Points | 14 Perk Points
- Specializations: Brute | Ghost | Warrior
- Inflicts 6.6…% Increased Melee Damage
- Stamina Capacity - 1200
- Stamina Regeneration/sec - 185
- Energy Capacity - 1175
- Energy Regeneration/sec - 93
- Overload Cooldown - 12.6 seconds
PIRATE
- Health Points - 1300
- Movement Speed - 9.9 m/s
- 13 Gear Points | 12 Perk Points
- Specializations: Analytic | Savage | Vicious
- Stamina Capacity - 1100
- Stamina Regeneration/sec - 140
- Energy Capacity - 1450
- Energy Regeneration/sec - 106
- Increased Cloak Energy Cost
- Overload Cooldown - 13.7 seconds
SCAR
- Health Points - 1400
- Movement Speed - 10.3 m/s
- 13 Gear Points | 10 Perk Points
- Specializations: Fervent | Enraged | Stalker
- Stamina Capacity - 1295
- Stamina Regeneration/sec - 165
- Energy Capacity - 1400
- Energy Regeneration/sec - 98
- Overload Cooldown - 14.25
CELTIC
- Health Points - 1350
- Movement Speed -9.25 m/s
- 11 Gear Points | 14 Perk Points
- Specializations: Analytic | Assassin | Focused
- Stamina Capacity - 1075
- Stamina Regeneration/sec - 160
- Energy Capacity - 1150
- Energy Regeneration/sec - 102
- Overload Cooldown - 11.15 seconds
CHOPPER
- Health Points - 1100
- Movement Speed - 10.6 m/s
- 12 Gear Points | 10 Perk Points
- Specializations: Disciplined | Ghost | Warrior
- Stamina Capacity - 1350
- Stamina Regeneration/sec - 160
- Energy Capacity - 890
- Energy Regeneration/sec - 81
- Overload Cooldown - 11.4 seconds
FERAL
- Health Points - 1350
- Movement Speed - 10.45 m/s
- 13 Gear Points | 10 Perk Points
- Specializations: Analytic | Assassin | Wrathful
- Inflicts 6.6% increased Melee Damage
- Stamina Capacity - 1100
- Stamina Regeneration/sec - 155
- Energy Capacity - 1250
- Energy Regeneration/sec - 86
- Increased Cloak Energy Cost
- Overload Cooldown - 14.5 seconds
Specialization Values
FIRETEAM
FIRETEAM
- Reckless: 10% increased damage for 2 seconds when damaged.
- Fanatic: When at 50%, or less, Health Points remaining gain 10% damage and 10% sprint speed.
- Deadly: 10% increased damage with Assault Rifles
- Unleashed: 30% increased damage with Explosives.
- Duelist: 20% increased damage with Pistols.
- Scavenger: 15% increased damage with Pickup Weapons and Ammo Pickups heal 10 Health Points.
- Overwatch: 15% increased damage at 3m, or greater, above target.
- Sniper: 15% increased damage to Spotted Targets.
- Leader: 10% increased damage for Allies to damaged target.
- Overseer: Each mission objective completed heals 10 Health Points for Fireteam.
- Rushdown: 2 second speed increase after AI kill.
- Field Medic: 1 second revive.
- Comms: Reinforcements timer reduced by 20 seconds per teammate killed.
- Amphibious: Water and Puddles give full Mud-Up and 20% increased Movement Speed.
- Liberator: Disabling a camp alarm heals 50 Health Points and grant a 44% damage increase for 5 seconds.
- Spotter: Spotting the Predator applies a 10% reduction in speed. Crouching reduces thermal signature.
PREDATOR
PREDATOR
- Fervent: 15% increased damage while all fireteam are alive and standing.
- Tactician: 15% increased damage versus enemies that are trapped, netted, or interacting.
- Tracker: Target isolation ignores mud up.
- Enraged: 10% increased speed and 20% increased stamina regeneration while at low health.
- Vicious: Opponents you down bleed out faster and take longer to revive.
- Wrathful: 30% increased damage with your next melee attack, after receiving enemy fireteam damage from behind .
- Ghost: 30% additional damage when attacking with melee from cloak.
- Warrior: 20% reduced parry stun duration.
-
Savage:
- Quick claim restores 20% health.
- Long claim restores 40% health.
- Healing begins once claim animation is fully complete.
- Healing takes 5 seconds to complete regardless of type of claim.
- Assassin: 20% increased damage from attacks that impact the back of the Fireteam
- Brute: 50% melee damage inflicted when an attack is parried.
- Stalker: 15% increased damage while at full stamina.
- Analytic: 15% increased damage to fully scanned targets.
-
Focused:
- 10% increased movement speed and 30% increased energy regeneration after activating target isolation.
- Lasts the duration of target isolation.
- Disciplined: Removes clicking noises while cloaked.
Perk Values
FIRETEAM
FIRETEAM
-
Action Hero = 25% Reduced Hip-Fire Spread.
-
Efficient = 20% more EXP.
-
Flesh Ripper = 30% increased damage to AI.
-
Gearhead = +1 more gear item.
-
Multitasker = 20% faster movement speed when aiming down sights.
-
Persistent = +1 more bleed out down.
-
Prepper = Starting ammo is equal to 1 magazine size less than maximum ammo, maximum ammo increased by 20%.
-
Shuffler = 50% faster bleed out Movement Speed.
-
Sludge Blood = 75% longer bleed out duration.
-
Thick Skin = 25 more health points.
-
Dexterous = 25% Increased interaction speed with everything.
-
Heavy Hitter = 15% increased damage with melee.
-
Double Time = 10% faster movement speed.
-
Pig In Shit = 50% faster mud up speed and 50% longer mud duration.
-
Yautja’s Bane = 10% increase in damage to the Predator.
-
Tracker = 2x longer spot duration.
-
Ice Cold = Cools heat profile and thermal footprints disappear immediately.
-
Body Armor = 40% reduced damage from AI.
-
OWLF Trained = 8% reduced damage from the Predator.
-
Weapons Training = 30% reduced recoil climb and drift.
-
Quick Release = 20% faster reloading.
-
Silent = Eliminates sound bubbles from predator thermal vision.
-
Sixth Sense = 50m automatic spot of all predator traps and tools within the aura.
-
Iron Lungs = 25% increased stamina capacity and 10% faster stamina recovery.
-
Fast Hands = 20% faster Weapon and gear swapping.
PREDATOR
PREDATOR
- Impenetrable = 20% reduced damage from bullet based weapons.
- Height Advantage = 25% reduced damage from all sources while in predkour.
- Ironside = 25% reduced damage from behind while moving, claiming, healing, and during stealth kill.
- Downrange = 10% increased damage with ranged weapons. Includes slam.
- Fearless = 10% increased melee damage.
- Protection = 6x increased mask health.
- Large Pouch = 2 additional gear.
- Adrenal Boost = 25% more stamina regeneration and capacity.
- Fast Hands = 70% faster weapon swap.
- Branch Master = 25% faster predkour traversal.
- Ascender = 50% faster predkour mounting.
- Energy Cell = 63% more energy capacity.
- Modified Reserve = 10% increased regeneration rate.
- Cooling Syncs = 23% less Overload time.
- Impatient = Second Wind Cool Down reduced from 5 min to 3 min 30 seconds.
- Medic = 45% less time to heal.
- Clotted = Bleed interval increased from 2.4 seconds to 6.6 seconds.
- Light Bender = 5% less cloak consumption.
- Heated = 5% less thermal vision consumption.
- Resourceful = 20% increased XP earned.
- Hanging On = 2x second wind duration.
- Trapper = 1 second longer to escape traps.
- Long Jump = 30% further leaps. (35m to 45.5m)
-
Spectral Awareness = Slightly larger sound bubbles in thermal vision (Image)
-
Observant = See mudded fireteam’s thermal footprints (Image)
-
Dithered Lens = Less visible plasma caster targeting laser (Image)
Weapon Stats
FIRETEAM
(Some no. rounded, accurate to +/- 1%)
FIRETEAM
SPREADSHEET IMAGES
(Weapon)
- Distance, Dmg/Firerate/DPS, Reload(sec)
QR-4
- 0m, 38/10/380,
- 25m, 26.3/10/263
G-ROW
- 0m, 42/12/504,
- 25m, 23.1/12/277.2
AR-W
- 0m, 50/10/500,
- 25m, 29.9/10/299
GOSL-R
- 0m, 53/8.6/456,
- 25m, 38.5/8.6/331
Hammerhead
- 0m, 39/10/390,
- 25m, 35.8/10/358
Mercenary
- 0m, 41/10/410,
- 25m, 37.9/10/379
Pitbull
- 0m, 46/7.5/345,
- 25m, 38.8/7.5/291
Prototype
- N/A, 32/6.8/218,
- Increased damage to AI Mercenaries
- Ignores tree branches
- Splash damage can be self inflicted
B34S-T
- N/A, 270
D34-D
- N/A, 250
Frag Grenade
- N/A, 346
M203 Grenade
- N/A, 240
ABR-Z
- 0m, 60/6.67/400,
SAWZ-50
- 0m, 252/0.7/176
7EN
- 0m, 142/1.8/256
NRV-E
- N/A, 158/1.8/284
LMG
- 0m, 31/12.5/388
Minigun
- 0m, 12/50/600,
PDL
- N/A, 0/2.25/(N/A),
GRIMTECH19
- 0m, 55/13/715,
1011-12
- 0m, 77/9.33/718,
2XL
- 0m, 120/2.75/330,
PDW
- 0m, 32/16/512,
ZR-55
- 0m, 24/20/480,
Z-06
- 0m, 35/10/350,
DJL-33
- 0m, 246/1.6/394,
XDB-12
- 0m, 153/4.36/667,
CS-12
- 0m, 90/5.33/480,
PREDATOR
PREDATOR
Plasma Caster
- Attack Damage
- Starting Damage - 42
- Full Charge Damage - 120
- Splash Range and Damage
- Starting:
- 15 Damage at 4.5m
- 34 Damage at 0m
- Full Charge:
- 15 Damage at 10.5m
- 100 Damage at 0m
- Starting:
Yautja Bow
- Attack Damage
- Starting Damage - 57
- Full Charge Damage - 75
- Headshot Damage
- Starting - 92
- Full Charge - 120
- Special Ability
- Hits reduce the target’s movement speed
Smart Disk
- Piloted Attack Damage
- Damage - 125
- Melee Attack Damage - Full Combo - 90
- First Attack - 25
- Second Attack - 25
- Third Attack - 40
Smart Disk - Ancient Variant
- Piloted Attack Damage
- Damage - 125
- Melee Attack Damage - Full Combo - 108
- First Attack - 12
- Second Attack - 15
- Third Attack - 13, 12, 19 (44)
- Fourth Attack - 19, 18 (37)
Plasma Pistol
- Attack Damage
- Damage - 67.5
- 3 projectiles
- 22.5 damage per projectile
- Damage - 67.5
- 8 round Capacity
- 2 second reload
Netgun
- Attack Damage
- 2 initial damage
- 2 dps for 15 sec (30 damage cap)
Wristblade
- Attack Damage - Full Combo - 90
- First Attack - 30
- Second Attack - 30
- Third Attack - 30
War Club
- Attack Damage - Full Combo - 149
- First Attack - 24
- Second Attack - 38
- Third Attack - 87
- Special Ability
- Third Attack cannot be parried
War Club - Hook Variant
- Attack Damage - Full Combo - 80
- First Attack - 24
- Second Attack - 28, 28 (56)
- Heavy Attack
- First attack - 87
- Cannot be parried
Katana
- Attack Damage - Full Combo - 105
- First Attack - 25
- Second Attack - 30
- Third Attack - 25, 25 (50)
- Heavy Attack Damage - Full Combo - 85
- First Attack - 35
- Second Attack - 25, 25 (50)
- Special Effect
- All hits apply 15 bleed damage applied over 7.5s
- Bleed damage timer restarts after each hit
Elder Sword
- Attack Damage - Full Combo - 146
- First Attack - 22.5, 22.5 (45)
- Second Attack - 40
- Third Attack - 30.5, 30.5 (61)
Alpha Sickle
- Attack Damage - Full Combo - 128
- First Attack - 37
- Second Attack - 40
- Third Attack - 51
War Hammer
- Attack Damage - Full Combo - 84
- First Attack - 35
- Second Attack - 49
- Heavy Attack
- 60 damage
- Cannot be parried
Battle Axe
- Attack Damage - Full Combo - 84
- First Attack - 35
- Second Attack - 49
- 15 Bleed Damage over 7 seconds
- Heavy Attack
- 60 damage
- 15 Bleed Damage over 7 seconds
- Cannot be parried
Combistick
- Attack Damage - Full Combo - 100
- First Attack - 20
- Second Attack - 35
- Third Attack - 22.5, 22.5 (45)
- Thrown Attack Damage
- Damage - 97
- Headshot Damage - 117
- Special Abilities
- Throw Attack can penetrate multiple enemy fireteam
- Throw Attack causes a temporary blinding flash in area of impact
Wrist Launcher
- Attack Damage
- 25 initial damage
- 25 damage over time
Bear Trap
- Attack Damage
- 15 damage
- 3 sec interaction to escape
- Trapped Fireteam are restricted to 90 degrees of movement
Thermal Profiles
FIRETEAM THERMAL IMAGES
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