Perks
Perks are additional stats or powers that a unit may possess. The abilities granted by perks help define a unit's role, their position in the player's battle deck, and give them the edge in battle.
The icon color indicates what type of perk it is.
Green icons indicate resistance to a specific damage type or effect.
Red icons indicate a particular fighting or weapon behavior.
Purple icons usually indicate a perk unique to a single unit or certain types of units.
Although some perks are shared among multiple units, they may not necessarily behave exactly the same. They can differ in their execution, function, or by statistical amounts. Additionally, some perks function differently or do not work in certain game modes.
Currently, four units do not possess any perks at all. These units are Redneck, Farmer, Lester, and Cashier.
Special abilities, while similar, are a separate mechanic from perks. Perks are attributes tied to a unit from the beginning and all the way through. Special abilities can only be unlocked with coins once a unit has been fully upgraded to level 13, and are technically optional.
Note: All perks are listed in order of appearance within a unit collection containing every acquirable in-game unit.
Perk Table
Below is a table containing every documented perk in the game.
Perk Icon | In-game description | Info |
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Ability to drop on the battlefield | Units can be placed almost anywhere on the battlefield. A unique targeting marker will appear to indicate where the unit will be dropped/placed or display its radius of effect.
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Fire resistance | Cannot be inflicted with the fire debuff, and capable of freely standing and walking through fire pools instead of going around them. Fire resistance also protects the dead unit's corpse from being burnt to ashes by fire pools.
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Stuns the enemy | Greatly slows the enemy down. There are two forms of the stun effect; the first is an electrical zap that very briefly stops the target completely, and the second is a freezing effect that heavily restricts movement and attack speeds. Both effects are vital to activating the Ice Breaker item set bonus as it gives users a 30% increase to their damage against afflicted enemies.
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High rate of fire | Ranged units with a fast firing speed. The exact firing speed varies between each unit, some of them firing faster or slower than the others. Damage is usually dealt quicker than other ranged units but is generally less accurate and more suited for crowd control on groups of weaker enemies.
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Knocks the enemy back | Pushes enemies back some distance. Some units with this perk can only cause knockback with a critical hit while others can cause knockback with every hit. The distance an enemy is knocked back can vary, though most only push enemies a moderately small distance away. Knockback distance can be partially or completely resisted on certain enemies. |
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Bullet resistance | All damage received from ranged sources (excluding Flamethrower, Willy, Builder and Dr. Norman) is reduced by 90%. Turbo is the only unit with full immunity against bullets. For most other units, the damage number is naturally rounded to whole numbers and if a ranged weapon deals 4 damage or less, it will be rounded to zero and deal no damage. A level 13 Sniper Polina's special ability can ignore 40% of the bullet resistance percentage, while units with the Tactical item set bonus can ignore 50%, both of which are multiplicative on the final value but compound additively. |
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Has a chance of not becoming a zombie after death | Units killed with their corpse intact will not turn into a zombie. Contrary to the perk's description, this is not determined by chance and is always guaranteed. This perk does not prevent Energy Sphere from turning units into Offals.
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Poison resist | Immune to poison effects caused by Epidemiologist or Slob.
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The unit becomes fearless and inspires fear in other units | Units have base stats of -300 charisma and 9,999 valor, rendering them virtually immune to the fear debuff while being capable of inspiring it within other units in a radius, similar to enemies.
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Additional damage | Deliver an attack that deals extra damage.
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Chance to dodge a hit | An attack will be avoided by moving backward. Only melee attacks will trigger a dodge, and the unit will still be susceptible to other attacks such as bullets.
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Heals nearby units | Can perform actions that restore lost health to human units.
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Direct unit control | Special manual ability that can be activated by pressing the yellow icon above the unit's head. After using a unit's manual ability, a cooldown of varying times begins before it can be used again.
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Explosion resistance | Explosions from enemies, other units, and rage abilities deal reduced or no damage. Firefighter, Dr. Miller, Dr. Kane, Dr. Norman, and Lionheart have a 50% resistance. The TMF 2/2 team power grants full explosion resistance to all of the team's units. Additionally, Firefighter and TMF team units are immune to explosions caused by Fat Zombie, Slob, and Putrid, all three of which produce a large ring of blood when killed.
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High Accuracy | Unit has a bullet spread angle of 15° or less.
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Sets the enemy on fire | Inflicts the fire debuff on enemies by creating a fire pool or using incendiary weapons. Enemies ultimately killed with fire will turn to ash, destroying the body. Although the perk is given to units and rage abilities that primarily cause fires, some units can also create fire pools when killed/destroyed. If a fire pool is created, any corpses on the floor within its radius will be destroyed as well (apart from those belonging to units and enemies with fire resistance, and enemies who are already truly dead).
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Ability to come back to life | Unit will get back up and continue fighting some time after their first death and die for real upon their second death.
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Close combat protection | Damage received from melee attacks is reduced. Policeman Diaz has a 50% resistance while Soldier has only 25%. |
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Only attacks the enemy base | Avoids all enemies and heads directly to the barricade to attack it.
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It can repair a bus, a turret and a generator | Can heal the bus, Turret, and Generator for varying amounts of their maximum health by approaching them. Despite the perk's implicit description, multiple Turrets and Generators can be repaired, but each subject is healed only once.
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Upgrades all allied units on the battlefield | Applies the inspiration buff on all units.
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Additional defense against damage | Unit always starts with a set amount of SP (Shield Points) on top of their regular health.
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Gets money from zombies that have been killed | Unit has a chance of granting additional coins after killing an enemy.
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Lightning-fast attack | Unit will swiftly rush in front of a nearby enemy and deliver a guaranteed critical hit.
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The unit is immediately available at the beginning of battle | Unit is fully prepared to be sent out as opposed to the normal 10 seconds all other units get off their preparation time at the start of a mission.
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Stationary zombies are not drawn to gunfire | Unit will not attract attention from any idle zombies at the start of a mission while moving or shooting unlike all other units, most rage abilities, and Bill's rifle. This perk will not work against human enemies, such as marauders and enemy player units in Skirmish or the Christmas Event. |
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Two units enter battle at one time | Unit always comes out of the bus as a pair with identical stats.
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Resurrects units | Can revive a killed unit once, returning them back with 50% health.
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Becomes a melee unit after running out of ammo | Permanently switches to a melee weapon after firing their ranged weapon once.
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Places a mine in the specified location | Unit will move to the desired location to place a proximity-based explosive before attacking enemies.
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Marks the weaknesses of enemies | Randomly targets up to three enemies on the battlefield at a time, causing them to take extra damage.
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Lures zombies | Zombies in a large radius will move towards the unit, attacking it while ignoring other targets.
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Target two enemies at a time | When shooting, damage dealt alternates between two chosen targets.
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Undocumented Perks
Below is a table containing all hidden perks (perks without any label for them).
Perk name | Info |
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Knockback resistance | Units possess varying levels of resistance to enemy knockback effects, reducing or completely eliminating them entirely. Almost all units under the heavyweight class, as well as all stationary units with a health bar, possess full knockback resistance. Several other units, many of which belong to the damager class, are partially resistant. |
Trivia
- Before update 2.3.0, perk icons had different sprites.
- Before update 2.8.2, Firefighter was the only unit in the entire game to possess explosion resistance.
- Before update 3.6.0, most units displayed varying levels of resistance to fear. With the introduction of the reworked upgrade item system, what was previously dubbed as fear resistance has been officially labelled as the valor stat.
- The sniper class is the only class with all its units to not possess any documented perks.
Game Info | |
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Main mechanics | Units • Status Effects • Resources • Enemies • Locations • Bus • Van • Daily Gifts • Buffs • Daily Tasks • Weather • Level Data • Star Reward |
Unit Mechanics | Unit Stats • Perks • Team Powers |
Items | Upgrade Items • Item Data • Collectibles • Skins • Resources |
Modes | Events • Skirmish • Supply Runs • Infected Metro |
Trading | Trader • Special Offers • Currencies |
Lore | Story • Blue Energy • Factions • Minor Characters |
Media | Cutscenes • Soundtrack • Changelogs |
Legacy | Roulette • Upgrade Items (Legacy) • Military Case • Old Offers |