You can attempt to purposely activate this at specific times (such as boss spawning). Be careful around armoured zombies, as they can be dangerous to crowd controllers, especially when under the healing effects of any Toxic Zombie's puddle. Single shot firearms and firearms with low recoil that are not favorably accurate are recommended w/ this perk. Increases your damage with everything except equipment and DoT. The second way you can get them is from the one time claim of awards through normal gameplay, such as reaching level 30 and level 50, and surviving night 30 on certain difficulties. 8s Cooldown. Effect is reduced by 50% for critical chance. It is unlikely that this perk will have any impact on gameplay at all, as usually only 1 or 2 of the stats are actually cared about. This can be a useful perk for some gear builds, mainly for the Heavy Sentry, Sentry Guns, and Mortar. When a player gains a level, they obtain 1 perk point, with 1 additional perk point awarded every 5 levels. Recommended to avoid this perk unless if you seriously know what you are doing. Perks are bound to the player and are not lost by leaving or game over. Can still be used decently with bullet storm even at 15 walkspeed. Investor is the only perk that disables the player's ability to receive donation. Reduces minimum spread by 28.6%/44.4%/54.5%/61.5%. Changes death message to "[USERNAME]'s time ran out.". Manage all your favorite fandoms in one place! Only increases bullet damage. The Official Soundtrack was made by Duress. On impossible mode, some of the uncommons have more than 2x the hp of a pale common, so those uncommons will not die from this if they are near max hp. Deal 25% less damage, but gain increased resistance. The series was produced by Bright/Kauffman/Crane Productions, in association with Warner Bros. Television. 12,026. Helmet zombies will counter this if you do not have armour pierce (or a way to headshot on other parts of body). (Makes you wonder if this is on purpose or if the dev just had a bid of lazy coding), Will give less damage output than perks like. You can use this while you are dead to regen armour, saving you from having to repair armour the next wave. Your next headshot every 2.5s will stun the enemy. This does not change the duration or damage of gas cans, molotovs, gas grenades, caltrops, etc. If you have 6 heavy sentries on your team with the upgrade that allows for refilling then you can have one person use this perk to allow for faster refilling on the heavy sentries as well as using less ammo from ammo box to refill them. Max accuracy gain% after bonuses is calculated by the formula, Only effects the Max Accuracy of the weapon and. Your weapon must have an attached scope for this perk to work. Upgrading a perk to Level 2 uses 2 perk points and upgrading to Level 3 uses 3 perk points. Only increases firearm speed. Fallkniven LTC Pen Knife, Black Handle, Plain w/Wood Gift Box LTCBK $ 79. Tanks do not earn much EXP as they don't deal much damage and also heavily benefits from Tank mods on the. With Landmines and Trip Mines, having level 2 or higher with 3 explosions will turn it into 4 explosions (3.6 rounds up to 4). Duration refreshes if a teammate dies before Avenger lapses. Increases the maximum amount of equipment you can place and hold. Losing a life only counts as 1 night when recharging. some of you could check it out maybe you can get it to work. Use this with weapons with low ammo reserve or high ammo consumption like the, Accuracy gain and recoil reduction% after bonuses follows the formula. Specializing in equipment is recommended. Sniper is the only shop upgrade who is an actual human. It is best to treat this similar to end mods, where you only use it in the endgame due to the reduced kills and hit money you would have if you used it during midgame. Life Infusion had a 60% chance to increase your max health at one point. Max health, resistance, healing, or health lowering perks may be recommended. Due to this slowing zombies, you will deal with fewer zombies per minute if you are farther back, lowering your kills by a bit. Increases the amount of ammo you can hold. Increases critical hit chance and attack speed with melee weapons. Final Warning works like Titanfall's smart Original delay before stamina regens is 3 seconds, this can reduce it all the way down to 0.75 seconds. Zoom bonus can be adjusted in the settings. The gear provided is bad for early game compared to other strategies, so if you want the charge speed you can just use other strategies and then later put on lightning charge instead of this perk if you are going for a gear build. The tank will be able to get overhealed, by that Supply Crate. 30s Cooldown. Increases the amount of money you gain from critical hits. Press question mark to learn the rest of the keyboard shortcuts as well as gear efficiency, Level 3 technician versus level 4 technician example, 4 to 5 . Might be useful if your teammates die often in the early game, or if you're using the Blood God strat. Fellow travelers say good things about the nearby shopping and comfortable guestrooms. Super niche perk, usually only seen with the Freezethrower or M2 flamethrower supporting a tank. Very useful with single-shot weapons as the free shot effectively skips a reload. Recommended to avoid as this is mostly useless for early and mid game, and for endgame it usually a bad idea to have someone that far away from shop. The weapon must have at least 3 mag size in order to work. Recommended for weapons with low accuracy and high recoil, like the. Reduces the cost of buying weapons and increases their sell value. The first way is buying them with ROBUX from the Product section of the store. Hip fire is firing without aiming down sights. Affects all sources of damage, except equipment and DOT. Your equipment also recharges faster. If multiple people are attempting to use this perk, the closest life link user is the one that gets linked, the other will not be linked until all the closer ones are below 25% hp or get farther away. The reload speed is incredibly slow and can get you killed without Fast Hands. The 3 seconds of increased damage begins after hitting a target after not firing for more than 5 seconds. Scoring a critical hit will unleash chain lightning, dealing 100% critical damage. Sign Up , it unlocks many cool features! Each point of movement speed over 12 will increase your critical hit chance. Isn't really a significant buff total damage wise, especially since this cannot be used with airburst, as airburst does not work with direct hits. You can lower the range of charmer in the settings. Examples of DoT (Damage over Time) effects include burn, bleed, and poison. Recommended to avoid this perk as it has low impact usually, and with a good team it is still mediocre even with good coordination. 100% bonus XP at level 20, 150% at level 40, 175% at level 60 etc.). Gain critical hit chance for weapons, every point over 3 weight reduces the chance by, 33.3%. Mainly for the early game, as it can refill lots of ammo for your teammates. Using a gun without armour pierce makes this perk get countered by armour zombies. Critical hits deal thrice as much damage normally. This bonus is halved for fuel based weapons. If you have 5 players using this at lvl 4 then you can have 60 seconds of clones and then 25 seconds for everyone to recharge their clones. Does not affect molotov attack speed since it is a throwable and not a deployable. You cannot sprint if your stamina is at 0, even with the effect from this. Gain critical hit chance for every failed critical hit. The direct damage from flamers is not counted, only the napalm effect they apply is affected. You can make 400 max armour into 640 max armour. Kar98k Best Class Setups & Attachments Modern Warfare. Contents 1 What are builds? This is also reduced on the M203 from overkill pack and ice rifle as those cannot ADS. It supports direct input from an RTL-SDR dongle, and with the RTL-SDR can listen to four ACARS channels. Your shotgun shots will knock enemies back and have increased range. Lose 50% of this extra health at the start of each night. The max decay allows the heat weapons to cool down faster similar to how reload speed would affect the laser weapons before the 5.4.0 update. Red perk names indicate a locking perk. Below is a list of all perks in The Final Stand 2. Killing an enemy with a headshot has a chance to replenish up to 3 ammo, depending on magazine size. While a popular choice amongst newer players, this perk is not very good as in most situations you should not be dying in the first place, and by using this over a damage perk, you are actively reducing your potential. Therefore, a crit oriented loadout is strongly recommended. Only decent use with this is with energy rifle using afterimage and shadow strike. On nightmare and impossible difficulties, the amount of money from piggy will be the amount of debt, and there is a cap of 6 piggy banks that can be used on those difficulties as well. Final Stand 2 Wiki is a FANDOM Games Community. Your weapons cool faster and can withstand more heat. Final Stand 2 Perks While I love this game alongside Super Bomb Survival I can't help but realize that some of these perks in this game are either super useless or just kinda Generic when you equip them. Multiplicative with the weapon's base pierce. Melee builds with a lot of perk slots may enjoy this with the, Tank builds as well as support builds with. Any of your kills will count for this perk. Try not to take #1 again so other people can get permanent 9th slot. Once per night, before you take lethal damage, temporarily become immune from all damage and regenerate 15% max health/s. 100% Wither is equal to the max hp of a pale common zombie. Originally a L4D2 mod by Ada Wong. You have to be somewhat close to the shop for this to be working. Every reset rewards a Respec Token along with 1 mod per $1,000,000 when resetting. Increases your damage, reload speed, and firearm attack speed for every yellow perk equipped up to 4. Increases the amount of yellow money you gain. Max kills per night increases overtime. Perks cost 1 perk point to unlock at Level 1. Scales with your max hp, healing up to 6% of your hp per second at lvl 4. The cooldown refers to the amount of time required to pass before the unlucky shot crit chance can increase from a critical miss. Shockproof had 125%/250%/375%/500% indirect resistance instead of 200%/300%/400%/500%. You must land a kill for this perk to activate. If your team is cooperative to stay alive then this loses its use. Increases your explosive damage, but enables 1.5% self damage. However, the Vargo 52 or the UGM-8 are also great alternative meta assault rifles/LMGs, if you prefer. The damage is calculated with =((50*X)+50)*(1+Y/200), with X being the current wave and Y being the HP increase from the difficulty (0 for normal, 50 for hard, 100 for nightmare, 200 for impossible) (Example: 150 damage over 3 seconds on wave 2 normal, 375 damage over 3 seconds on wave 4 nightmare. The only potential use is with shadow strike. This is best used with weapons with high base Crit Chance and high Firerate such as a, Don't target the same Enemy, try to hit as many different Enemies as possible by spraying across the Horde, Use Arm Breaker if you have a Tank or Melee to support, Only Use Weapon Hoarder if the Weapon's Base Weight Is Higher Than 3, Requires the Critical Aim and Lucky Shot Upgrades on the. This setup still grants you a huge DPS boost like the. Increases the radius zombies will target you. The distance between the main zombie spawn and the shop is 500 studs. Starts with a sell value of 0 until upgrades are bought. It does not help at all for waves 1 through 29 in terms of increasing your output with gears, but it allows you to store more gear on the ground and the inventory for wave 30. This might be useful on Minigun to conserve ammo or Revolver to 1 shot for 1 more wave. Increases the amount of money gained from special enemies. By itself, effectively reduces damage by 10.71%/19.35%/26.47%/32.43%. Due to this only being able to happen once every two nights and potentially getting your team killed with the burst of zombies spawning after it ends it is often better to just take a different perk. You can lower the range of elusive in the settings. Adds a chance to fire an additional projectile each shot. Duration now also affects DoT hit money in a way that makes it so this no longer reduces the hit money gain per second. This damage cannot reduce you below 25% health. Can only activate once per zombie per shot. Increases your critical hit chance with single shot rifles. The perk itself counts towards the amount of yellow perks equipped. Due to this only working with the player that has it, it is a good idea to donate money to the player that has it if you want the ammo to be refilled or shop to be upgraded. Very good with a crit Energy Rifle build, however a lot of perk slots and prestiges are recommended. If you are strong enough to keep the zombies off the barricade, then you would have been winning without this perk regardless. There is a small grace period after entering stealth before you can exit stealth, however it is so small that you are still likely to exit stealth the moment you enter it if you are using a weapon that does not fire slowly, making it even harder to use this. You can control the range of this perk in the settings. Recommended to avoid this perk unless you know what you are doing. Chick-fil-A is available for delivery at participating restaurants through our national delivery partners - DoorDash, Uber Eats, Grubhub, and Postmates. Increases the damage of your shots against heads but decreases it by 20% elsewhere. Beserker had 15%/30%/45%/60% max damage instead of 20%/40%/60%/80%. The range bonus affects flamethrowers, but only half as much. Your knife will no longer interrupt reload. Being near the barricade at night will repair it, as long as it has not been recently damaged. The third way is to do a Career Reset for $10,000,000 in Career Mode. 30s Cooldown. - YouTube The Final stand 2 Best perks/load outs Updated 2021 The Final stand 2 Best perks/load outs Updated 2021. This bag features: A durable ripstop nylon exterior. The extra throw speed can often make it harder to land a molotov exactly where you want it. On higher difficulties, it is difficult to keep the zombies pushed back enough to keep the barricade from breaking. Close range combat with launchers is not recommended. At lvl 1-4, the rate is 85%, 90%, 95%, and 100%. Backup Weapon, Survival Pack, and Gym Membership are the only three perks that provide free weapons/upgrades at the start of the game. Stops zombies, in-game clock, and DoT effects. The gun owned by the second sniper is an assault rifle of unknown variant (possibly AR-15). Reduced by 30% for weapons that fire multiple projectiles. Best case use is to give a tiny bit of time to teammates so that they can have more time for getting hit money during midgame, but usually it's better to just not bother. Increases the range, zoom and velocity of firearms. Dodging with the cooldown above 0 seconds but below 3 seconds will reset it to 3 seconds. The perk still triggers when one-shotting zombies with melee even though the model doesn't turn into gold. Example: They take 20 damage, but it gets cut in half to 10 because they have 100% resistance. This and other perks that affect damage of gears does not increase the damage that comes from wither. Since most of the damage with gas cans and molotovs is through the direct damage and not the napalm, this is often an underwhelming damage increase. Repairs start if the barricade has not been damaged for 3 seconds. You can only knockback each zombie 4 times with this. Here are the attachments to use for the best Kar98k loadout in Call of Duty: Warzone Season 6. Welcome to the Final Stand 2 Wiki! Critical chance are also considered random effects and will scale accordingly to this perk. With the prestige version, you can reach the 200% damage bonus during wave 30 if you start using this on wave 6. Grenadier originally required grenade kills for grenades to be refilled, giving people a ridiculous amount of XP and in-game money with other perks. Accuracy gain% after bonuses is calculated by the formula. Increases your damage, accuracy and range while on the roof. Provides +2.8%/+5.6%/+8.4%/+11.2% critical chance at 16 movement speed. 10s Cooldown. Share 33% of the damage dealt to nearby allies. Your healing effects provide a 35% increase to resistance, reload speed and melee attack speed. Ammo restoration is reduced by 75% for your explosives. This perk requires you to go into overheat a lot for a somewhat mediocre effect at best. It is sometimes seen with bait builds or tank builds that have a lot of perk slots. The extra attack speed with Frost Generator, the extra range on Heavy Sentry and Sentry Gun, and the extra velocity on Mortar are usually unwanted. Does not increase how many grenades and rockets the launchers hold. Dying from self damage will display the death message, "[USERNAME] was killed by Danger Close". Affects money gained from beating a wave as well. The first sniper is male, while the second sniper ( Double Trouble upgrade) is female. Self damage is treated as direct damage and will scale with armour & resistances. Order all the Chick-fil-A classics online today. It requires you to hold onto a lot of money for it to be effective. Doesnt affect laser weapons anymore, still effects energy. When below 50% heat, you gain only the attack speed. It is instead usually better to just change your playstyle to avoid getting in range of those zombies and avoid using Shockproof. Beat wave 30 on all maps on Nightmare and Impossible, respectively. Decreases the weight of your weapons. From top to bottom; M82, Minigun, M79 Airburst, Tank, and Melee. After Alderin assassins murdered the royal Syren family, a young Princess Aelis was forced into hiding. Increases your damage with melee weapons. Powerful with weapons with high attack speed like the Minigun and AUG. Sometimes used with melee that has some crit chance if the crit shocks are able to one hit kill most zombies. Reduces Stamina consumption by 15%, resulting in 17.65% more stamina. Can be useful in Pacifist challenge (if there are more than 4 players playing), but not so much in general gameplay. Perks | Final Stand 2 Wiki | Fandom in: Gameplay Perks Edit Contents 1 Basics 2 Advanced Information 3 Perks List 3.1 Offensive Perks 3.2 Defensive Perks 3.3 Mobility Perks 3.4 Monetary Perks Basics Whenever a player gains enough experience to advance to their next level, they gain 1 perk point. Recommended to avoid since this is useless if you latejoin, and usually isn't great even if you don't latejoin because it's only good on, Affects any weapon that is of Rifle and Sniper Rifle type (it even affects. It might be useful for the pacifist challenge. Disables your ability to aim down sights, but increases your accuracy and reload speed. Before you take lethal damage, freeze time for a few seconds. Any launcher kill will be able to proc this. This perk gives an average speed increase similar to. Does not apply to special zombies. Release a wave of stunning electricity whenever you're attacked. Below is a list of all perks in The Final Stand 2. Napalm, Bleed, and Poison are the only DoT effects. Takes 58.4 kills on average to be equal to, Use this perk with weapons/equipments with DoT upgrades, such as. These guns have potential beyond their base stats though, through the use of the game's many different attachments. A teammate using charmer and/or using elusive on yourself is a good way to be able to get behind zombies without being targeted, although you will be putting yourself in danger of being killed by boomers and toxics. Be careful when choosing these builds. Only have one minigunner or the ammobox will die. 5% lifesteal means you gain 5 hp when you do damage equal to a pale common zombie. Investor: Probably the Weakest Profiteer perk in the game cause by default that 2% interest at the end of a wave is barely helpful at later waves. Being near the shop at night will automatically refill the Ammo Box. The Final Stand 2 Best Perks/Loadout 2021 - YouTube 0:00 / 1:25 The Final Stand 2 Best Perks/Loadout 2021 Waxy 5.42K subscribers Subscribe 49 9.9K views 1 year ago click here and comment for. Highly recommended to have one person using this for the pacifist challenge. The lower your health, the more damage you will deal. Damage dealt is not reduced. Players with debt can not reduce their money below the debt when donating and can not donate at all when below it. Enemies killed by a headshot have a chance to explode. Increases money from both Hit and Kill shots. Final Stand 2 Wiki is a FANDOM Games Community. Your character will be semi-transparent once this perk is active. Mortar and Frost generator are affected by the 4x reduction to ammo restoration. Increases the duration and damage of damage over time effects. Flamethrowers benefit, but launchers and melee do not. Has an additional 50% wither damage on the explosion. Additionally disables the ability to receive donations. Gain critical hit chance for every unique DoT effect the target is affected by. Increases the duration between ticks of damage from your DoT effects meaning you have fewer hits of DoT a second. The stun duration is doubled for equipment. Slow, hard-hitting weapons with critical chance benefit better than faster ones. Killing an enemy grants unlimited stamina for a few seconds. 25% ammo reserve = 75% duration). Final Waring's Exotic weapon has two unique perks: All at Once = Holding down the trigger marks targets within range and loads multiple bullets, which fire in a burst with . Kills with launchers have a chance to refill your grenades by 15% of a night. This does terrible damage against strong zombies, as wither is based on the max hp of a pale common zombie and things like berserker and boss have drastically more hp than a pale common. Due to this lowering the hp of zombies combined with the slowing zombies, you will also likely get less hit money. If you are using Katana, use Pacifist instead of Juggernaut. To unlock the dodge-buffing Observation Haki, you need to reach level 300 and have killed the Saber Expert. Perks are permanent stat bonuses that may be obtained through repeated playing in The Final Stand 2. Weapons w/ detachable mags reload the entire clip all at once. Perk points can be spent in the perks menu to unlock or upgrade perks. Your shots have a chance to not consume ammo. This can be very dangerous for your team, especially on maps where zombies can spawn near the shop. Increases the amount of money you gain at the end of each night. You will sprint slower while holding a weapon with this unless you have the lvl 4 version. Zombies can only be stunned once from this perk. Does not work with frost generator and sentries. Barricade's Barbed Wire and Shop Sniper are considered shop upgrades. (Except with the knife). Your max health resets every beginning and end of a night. Too inconsistent, and will surprise you out of nowhere, making it hard to use this effectively. Locking, so it ruins your potential in the endgame since you can't replace it with a red perk. Taking damage with a max charge releases the nova, freezing nearby enemies. Will also refill the roof ammo box while refilling the normal one, but the roof ammo box refills 4x slower, resulting in 48 ammo for the lower box and 16 ammo for the top box per 10 seconds with the prestige version. Manage all your favorite fandoms in one place! Using this to support someone using melee is the main use, however it is extremely niche and often low impact so it is recommended to avoid using this perk. This bonus is reduced by 33% for weapons without detachable magazines. Very situational perk, however weapons with 20+ crit chance and fast attack speed benefit greatly from this perk. You can use gear, barricade, and armour to compensate for when the night is far from midnight. Yellow perks increase the player's money gain, affect buy/sell values, and increase stats based on money or other yellow perks. The gained crit chance only applies to your gun. Each point of walkspeed over 12 will increases your rate of fire with firearms. Can be used to grind XP and perk points/prestiges. This perk color was introduced in Patch 5.0. This perk is essentially a combination of Speedload, Lightweight, and Bullet Storm, as the perspective of the zombies is that the players have moved around a bunch, shot a bunch, and reloaded a bunch in a split moment. Guns that make a lot of hit money will often benefit from this. new or antique tables can help make any space in your home stand out. Once the player has prestiged, their level is reset back to 0, all of their perks are "respec'd", and they lose 50 perk points (which are specifically the perk points gained from leveling up) and the perk slots tied to their level. Does not work with deployables. Increases your explosive damage but decreases your total explosive radius. Players can equip up to twelve perks, given that they have all of the perk slots unlocked, though some perk slots only allow one perk color. If someone is doing a bait/tank build hybrid endgame and you have Energy Rifle then this can unironically be a good perk to support them. Reduces recoil gain and increases recoil recovery and accuracy while aiming down sights. Gas cans and molotovs are also a good choice with. Guests will have free perks like WiFi and self parking. This wiki is dedicated to provide accurate and helpful information about The Final Stand 2 - a free to play ROBLOX game. Because this is a locking perk and is unlikely to be a good perk for endgame, it is recommended to avoid this perk. Swamp giant does not give hit money, and killing it is nearly impossible outside of normal mode on wave 11-15, so this perk would be even worse on the swamp map. M82 targets Boomers, Toxics, Berserkers, and sometimes Heavy Armored. Often used with gear builds, as those do not suffer the damage penalty. Upgrades that decrease weapon weight will negatively impact the perk effect. Generally an underwhelming perk, recommended to avoid unless you know what you are doing. Almost all of these are locking perks. If both perks are Prestiged the Cluster Chance is 39.2%. 6 players with a Level 4 perk will have a total of a 60% chance of infection. Mainly used for crit Energy Rifle/crit Laser Minigun (Prestiged). By the time you have you have 7/8 perkslots, you probably have a firm understanding of the game and can create builds yourself. Useful if high damage is needed with a molotov and no gas cans are available, otherwise perks like. Usually used with the Knife/Bat on wave 1, then a Bat/Katana on wave 2, then Katana on wave 3 and 4. Can be useful sometimes for the early and middle game. Using more than 1 causes the rest to give half as much. Increases the damage dealt by shop upgrades. Exceeding the Piggy Bank limit will disable function of subsequent Piggy Banks. You are ignored while being this far from another player in studs. Has 50% wither damage. Gain 1 charge at the start of each night. When will the Wo Long x Naraka: Bladepoint crossover DLC be released? Only affects the Damage statistic on Grenade type equipment. Increases your hip-fire damage with scoped weapons. Due to the very high damage that boomers and toxic puddles will do on higher difficulties, often shockproof is not enough to save you from them. Lethal shots from 60 studs or greater restore the health, armor, and stamina of all allies within 40 studs of the target. Max temporary health is equal to your max hp. Ikea is the name in most simple to assemble furniture. You will lose these benefits if the barricade is torn down. Increases the amount of equipment you get per night. Going to the rooftop doesn't prevent you from getting targeted. 62 Gorenko 54 Round Mags Ammunition: Lengthened Rear Grip: Polymer Grip Perk 1: Fleet Perk 2: Quick Secondary: Kar98k And here's the best perks and lethal and tactical equipment:.