Predator: Hunting Grounds, Stat Values & Guide (Archive)

EDIT: the extremely unexpected update, 2.50, 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.)

PHG Guide Website

Predator Hunting Grounds .com (EXPIRED)


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

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


image

(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
    • 87 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
    • 100 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


29 Likes

Nice job bro.
Please update it with perks and specs atributes

4 Likes

Yes. Next up. Just reformatting stuff so it looks proper on a forum post.

1 Like

I think this is wrong. Sometimes you can spot the Pred even without dealing damage to it, p.e. when Pred player is kicked.

Only with a UAV Scanner, unless something is glitched. I could try testing it again. You never know what could get broken with Illfonic.

Idk if it’s broken. It’s possible since the game’s launch. Only difference is that the green mask doesn’t show on the minimap.

Support has 20% reduced damage and no limit on the range (even when Support is dead, he/she provides reduced damage to team).

3 Likes

This forum don’t deserve this form of kindness.

Thank you @SkooLBoY_SkePtiK you really didn’t have to do this.

You are literally the best.

3 Likes

YOU FORGOT THE OVERLOAD COOLOWN FOR SCOOOOUT!!!

SCREEEEEEEEEEAM

4 Likes

@SkooLBoY_SkePtiK

On the Stalker spec, does it increase damage of hits that take stamina away? (First melee at full stamina)

Would it be sorta like a less effective ghost spec?

Gonna try it out now. Just came to me 😅

1 Like

Is it possible to have the precise stats of each of the advantages ?

Yes.

2 Likes

I want to say yes, but I’m a little confused. I’ll be adding the stats for perks and specializations soon.

and energy regen

Fixed. Probably just got cut when I was transferring the text.

1 Like

Gonna play this this 🙂🤘

Well, the first light melee doesn’t take any stamina. Maybe this should be tested. Full stamina Heavy Axe attack damage could clear that up.

1 Like

You’re an energy regen

1 Like

Skoolboy is a literal saint bro, doing all this research and stuff

@SkooLBoY_SkePtiK Thanks a lot for putting all of this here, actually the most useful thread on the Forums no doubt. By any chance do you have the damage numbers for the HHPC on hand?

2 Likes