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"Prophet" Dan is enhanced for a short duration after Cleaners are incapacitated. Strange things happen after reviving Cleaners.
+3 Damage Resistance and Knockback Immunity while Reviving.
When a teammate within 5 meters is attacked, you instead receive 75% of that damage. Can trigger once every 3 seconds.
When you or your team kills a Mutation gain 1% damage (up to 15%) until the end of the level.
When you take a hit for 15 or more damage, gain 25% Damage Resistance for 3 seconds.
+ 50% Accessory Damage - 15% Ammo Capacity
Create a cloud that grants 15% Damage and 25% Reload Speed.
Gadget Cost: 40 Assault Riffle bullets.
REPLACES: Support Slot
At the start of each level, heal 15 Trauma Damage, then restore any missing Health.
Melee hits always Stumble Ridden the first time they are hit. This effect can only occur once per target.
Gain + 10% Damage Resistance while you have Temporary Health.
+1 Extra Life
When a teammate is incapacitated or dies, they drop an active Pipe Bomb.
+ 1 Extra Life + 5 Health
+ 10% Team Ammo Capacity + 2.5% Team Damage
+ 25% Ammo Capacity + 2.5% Bullet Damage
You can sense nearby Ammo.
More ammo spawns.
+ 25% Healing Efficiency When you use a Medical Accessory, the target gains 10 Temporary Health.
When you or a teammate becomes incapacitated, all teammates gain 30% Damage, 20% Reload Speed, and Unlimited Ammo for 10 seconds.
Melee kills heal 1 Health and 0.1 Trauma.
Each Melee kill grants 5% Melee Damage, 5% Melee Speed and 5% Move Speed for 3 seconds.
+ 5% Bullet Damage + 1 Bullet Stumble Damage + 5 Melee Stumble Damage
When you stow your weapon, it reloads.
1 Additional Frag Grenade spawns in each map.
+ 25% Team Explosive Damage + 20% Team Explosive Resistance
+ 15% Melee Stamina Efficiency + 20% Melee Attack Speed
Enhances Bash to stun nearby enemies. Refreshes after 10 seconds.
Gadget Cost: 20 Sniper Rifle bullets.
REPLACES: Quick Slot. FRAGILE
Create a cloud that deals 8 Fire Damage to Weakspots every second.
Gadget cost: 50 Assault Rifle bullets.
REPLACES: Support Slot
Karlee can sense nearby hazards and Mutations.
+ 1 Quick Inventory
+ 50% Team Use Speed
+ 7.5% Bullet Damage + 200% Bullet Penetration
Defibrillators and First Aid recover 15 additional Trauma Damage and 1 Extra Life, if able.
- 10% Health
+ 1 Team Support Inventory
Heal 1 Temporary Health whenever you kill a Ridden within 2.5 meters.
You have an additional 10% chance to not consume Accessories when used.
Hoffman has a chance to find ammo or an Offensive Accessory whenever he kills a Ridden.
+ 1 Offensive Inventory
+ 15% Max Team Ammo Capacity
Gain 30% Move Speed and Accuracy while crouched and using an LMG.
When you kill an enemy, gain 5 Stamina instantly and an additional 7 Stamina over 7 seconds, stacking up to 5 times.
+ 20% Trauma Resistance
When a teammate within 15 meters receives Trauma Damage, gain 10% of that amount as Trauma Health.
Precision Kills have a 20% chance to cause Ridden to explode, dealing 15 damage to other Ridden within 4 meters.
When using Shotguns, gain 0.25 Temporary Health for each pellet that hits.
Pain Meds you apply also grant + 25% Damage for 60 seconds.
+ 50% Use Speed Heals teammates for an additional 20 Health when you revive them.
Holly recovers 1 Health when she kills a Ridden.
+ 25 Stamina
+ 5% Team Damage Resistance
+ 20% Melee Damage against Mutations When you deal Melee damage to a Mutation heal 1 Health and recover 3 Stamina.
Reduce incoming Damage by 2 for nearby teammates for 7 seconds.
Gadget Cost: 30 Pistol bullets.
REPLACES: Offensive Slot.
+ 20% Team Bolstered Health + 5 Team Health
+ 50% Ammo Capacity + 15% Reload Speed
When you use a Medical Accessory, all teammates heal for 8 Health.
Each Cleaner gains 5% of their total Copper in each Saferoom.
Evangelo can quickly break out of grabs once every 60 seconds.
+ 25% Stamina Regen
+ 5% Team Move Speed
Precision Kills grant Jim 2.5% stacking Damage until he takes damage.
+ 25% Aim Down Sights Speed
+ 10% Team Weakspot Damage
Breakout: Hold [F] to free yourself from Grabs. + 50% Breakout Cooldown Reduction. (Base 60 seconds).
+ 40 Health - 30% Stamina
Healing a teammate also applies 50% of the effect to you.
Turns your Bash into a Knife that counts as a Melee weapon.
You can sense nearby Copper.
More Copper Piles spawn.
+ 20% Stamina + 20% Stamina Regen + 3% Move Speed + 5 Health
+ 5% Move Speed + 5% Sprint Speed
While crouching you neither take nor deal Friendly Fire damage. + 10 Health
+ 15% Trauma Resistance + 5 Health
+ 50% Healing Efficiency
While shooting, gain 1% Damage, 1% Fire Rate, and 5% Swap Speed every 0.25 seconds. Max count of buffs is 20.
When you throw an Offensive Accessory, gain 20 Temporary Health and 25% Sprint Speed for 5 seconds.
+ 8% Move Speed
+ 20% Accuracy + 10% Weakspot Damage + 15% Aim Speed
Heavy Attacks deal 100% increased damage and expend 50% more Stamina.
+ 45% Move Speed while firing. + 3% Move Speed while not firing.
Heng can sense and ping nearby Hive Entrances, Prepper Stash doors and attachments.
When hit by a Ridden, there is a chance that Heng will create an Accessory. This chance increases with damage amount.
+ 5% Team Accessory Reuse Chance
While crouching, gain 10% Damage Resistance and 40% Accuracy.
+ 50% Weakspot Damage - 40% Move Speed while shooting or melee attacking.
When you or a teammate becomes incapacitated, all teammates heal for 20 Health over 15 seconds.
Your secondary weapons have unlimited ammo. Your secondary weapons reload 20% slower.
When you or your team kills a Mutation, gain 10 Copper (up to 300 per level).
+ 1 Support Inventory + 15% Trauma Resistance
+ 1 Offensive Inventory + 25% Swap Speed
+ 50% Weapon Swap Speed - 5% Damage Resistance
+ 30% Weakspot Damage DISABLES: Aim Down Sights
+ 10% Weakspot Damage Allows players to see values for damage they deal and enemy health bars.
+ 20% Sprint Speed - 40% Sprint Stamina Efficiency
+ 30% Pistol/SMG Ammo Capacity + 10% Damage with Pistols and SMGs
Mutations you ping are highlighted and your team deals 10% increased damage to highlighted enemies.
+ 50% Revive Speed When you use a Medical Accessory, it also heals 1 Trauma to the target.
+ 15% Healing Efficiency
When you use a Medical Accessory, it has a 25% chance to have a 100% increased effect.
Each time your team loots Copper, you gain 3 additional Copper, up to 25 times.
Kills with Melee weapons have a 5% chance to spawn ammo or Razor Wire.
+ 10% Damage Resistance + 5 Health - 20% Stamina Efficiency
While Reviving teammates, take 3 less damage from all Ridden. Heals teammates for an additional 10 Health when you revive them.
+ 40% Sprint Efficiency When you take damage while Sprinting, you lose all Stamina.
Take 1 less damage from all Ridden.
+ 30% Shotgun Ammo Capacity + 10% Damage with Shotguns
+ 2 Support Inventory - 5% Move Speed
- 10% Health
+ 1 Team Quick Slot Inventory
Heal 1 Health each second over 7 seconds to nearby teammates.
Gadget Cost: 40 Pistol bullets.
REPLACES: Offensive Slot
+ 75% Use Speed - 5% Damage Resistance
When a teammate within 15 meters receives 5 or more damage, gain 20% increased Damage for 5 seconds.
Every 0.75 seconds you Aim Down Sights increases your Bullet Damage by 10% (up to 3 stacks).
+ 10% Team Stamina + 10% Team Stamina Regen
No Movement Penalty for strafe and backpedal.
+ 40% Melee Damage Your Melee Attacks cause cleave through enemies dealing damage in a large area.
You can sense nearby Offensive Accessories.
More Offensive Accessories spawn.
Kills with Secondary guns have a 5% chance to spawn ammo, Molotov, or a Bait Jar.
Whenever you or your team loots Copper, you have a 35% chance to find 100% additional Copper.
Precision Kills grants you 8% Move Speed for 5 seconds.
Changing weapons within 1 second of reaching low ammo grants + 20% Bullet and Melee Damage for 5 seconds.
+ 100% Fire Damage Kills with fire grant you 3 Temporary Health. You can sense flammable objects nearby.
+ 50% Accuracy DISABLES: Aim Down Sights
+1 Extra life
+15% Reduced Incap Trauma
+ 30% Weakspot Damage - 5% Damage Resistance
+ 20% Weakspot Damage
+ 35% Move Speed while firing with Shotguns. + 10% Damage with Shotguns.
Teammates are healed for an additional 10 Health when revived + 50% Team Revive Speed + 10% Team Reduced incap Trauma
You can shoot while sprinting.
+ 12% Move Speed + 15% Sprint Speed When you take damage, you lose the benefits of Run like Hell for 3 seconds.
When a teammate within 15 meters receives 5 or more damage, gain 20% of the damage as Temporary Health. Can only trigger once per second.
+ 5% Damage Resistance + 5 Health
+ 40% Reload Speed with Shotguns.
Armor pieces shot off Ridden have a chance to become Makeshift armor.
+ 25% Trauma Resistance
+ 25% Team Bolstered Health
+ 10% Bullet Damage + 15% Effective Bullet Range
+ 25% Weapon Swap Speed + 15% Recoil Control + 15% Accuracy
+ 200% Revive Speed
Melee hits cause the target to deal 3% reduced damage, to a maximum of 15% reduced damage.
Pain Meds you apply also grant + 20% Stamina Regen, + 15% Reload Speed, and + 15% Weapon Swap Speed for 60 seconds.
Melee hits cause the target to take 3% increased damage, to a maximum of 15% increased damage.
Melee hits that destroy Armor have a chance to create usable Makeshift Armor.
+ 10 Team Health
+ 50% Use Speed + 10% Stamina
+ 20% Stamina + 20% Sprint Efficiency + 5 Health
You can sense nearby Support Accessories.
More Support Accessories spawn.
Damaging Ridden with LMGs and Snipers has a 40% chance to slow Ridden near the target by 50% for 5 seconds.
+ 30% Rifle Ammo Capacity + 10% Damage with Assault rifles and LMGs
You can equip a Primary weapon in your Secondary slot. - 25% Swap Speed
When a horde is triggered, your team gains 20 Health.
+ 40% Move Speed while aiming down sights with Sniper Rifles.
+ 30% Accuracy
+ 1 Quick Slot Inventory + 10% Use Speed
+ 2 Quick Slot Inventory - 5% Move Speed
Allows the ability to unbolt attachments from weapons outside of Saferooms. Unbolting attachments cost 400 Copper.
Additional copies of Weaponsmith played reduce its cost by 100 Copper.
Each teammate gains 100 bonus Copper at the start of each level.
Allows disarming of doors alarms, car alarms, and birds. The target will trigger if you are interrupted. DISABLES: Quick Slot
Gain 25 Copper per success.
- 10% Health
+ 1 Team Offensive Inventory
When you take a single hit for 15 or more damage, heal 10 health over 5 seconds.
+ 20% Team Overheal + 5% Team Healing Efficiency
Killing Ridden with an Accessory has a 10% chance to drop an Accessory.
+ 30% Aim Speed
+ 25 Health - 15% Ammo Capacity
+ 50% Reload Speed DISABLES: Aim Down Sights
Each Melee swing grants 5% Melee Speed and 5% Melee Stamina Efficiency for 6 seconds, stacking up to 10 times. Your Melee Attacks no longer stick in tough enemies. DISABLES: Aim Down Sights
Kills from greater than 15 meters grant 5 Temporary Health to teammates within 15 meters of the target.
+ 75% Ammo Capacity - 5% Move Speed
5% Item Reuse chance that increases by 10% after every item used. Resets on Reuse.
Gadget Cost: 20 Sniper rifle bullets.
REPLACES: Quick Slot. FRAGILE
+ 15% Reload Speed + 25% Aim Speed + 25% Weapon Swap Speed + 25% Use Speed
+ 15% Stamina + 25% Weapon Swap Speed + 15% Move Speed while firing + 10% Slow Resistance
+ 100% Stamina Regeneration - 50% Maximum Stamina
+ 75% Weapon Swap Speed When you take damage, your Accuracy is reduced for 3 seconds.
+ 25% Accessory Damage
+ 30% Stamina Regeneration + 5 Health
+ 15% Damage Resistance + 10 Health DISABLES: Aim Down Sights
Gain a stacking 5% increase to Damage each time a Horde is called (up to 5 stacks). All stacks are removed upon receiving damage from the Ridden.
When you use a Medical Accessory, the target gains + 10% Maximum Health, Stamina, and Stamina Regen until the end of the level.
When you use a Medical Accessory, it also heals 3 Trauma to the target.
Adds a moderate amount of food items to the world. Food items restore an additional 3 Health.
+ 25% Damage - 30% Health
Gain 250 bonus Copper at the start of each level.
+ 125% Use Speed When you take damage, you have a chance to be blinded for 1 second.
+ 75% Accessory Damage - 25% Swap Speed
Precision Kills grant 5% Reload Speed for 5 seconds (stacking up to 10 times).
- 10% Health
+ 1 Team Extra Life
+ 2 Offensive Inventory - 5% Move Speed - 5% Sprint Speed
+ 30% Sprint Efficiency - 7% Damage Resistance
Every 3 seconds, gain + 10 Bash Damage, stacking up to 10 times. All charges are consumed on use.
Doc can heal each teammate for 25 Health once per level.
+ 15% Healing Efficiency
+ 20% Team Trauma Resistance
+ 10% Effective Bullet Range + 15% Recoil Control + 25% Bullet Penetration + 25% Aim Speed
When a horde is triggered, your team restores 10% Ammo and gains 10% Move Speed while firing, 15% Reload Speed, and 25% Swap Speed for 30 seconds.
Reloading a gun within 1 second of reaching low ammo will increase its magazine size by 30% until the next reload.
Each Precision Kill gives 5% increased Weakspot Damage for 10 seconds.
+ 20 Melee Damage + 20% Damage Resistance while using a Melee weapon - 15% Ammo Capacity
When you use a Medical Accessory, the target heals for an additional 20 Health over 30 seconds.
Precision Kills with guns grant + 0.5% Accuracy until the end of the level.
Melee kills heal 1 Health to yourself, and teammates within 10 meters.
Mom grants her team 25 Temporary Health when a teammate is incapped.
+ 1 Support Inventory
+ 100% Team Revive Speed 20% Slower Team Temp Health Decay
Your Temporary Health decays 20% slower. 1 Additional Pain Meds spawns in each map. + 5% Health
+ 20% Reload Speed
+ 40% Stamina
Each bullet hit causes the target to take 1% increased damage for 3 seconds (stacks up to 15%)
+ 5 Health + 10% Melee Stamina Efficiency + 20% Melee Attack Speed
+ 4% Move Speed while using an SMG. + 35% Reload Speed while using an SMG.
Every 0.75 seconds you Aim Down Sights gives 10% Recoil Control (up to 3 stacks). + 80% Aim Speed - 50% ADS Move Speed
+ 30% Sniper Ammo Capactity + 10% Damage with Sniper Rifles
Every 0.75 seconds you Aim Down Sights gives 5% Weakspot Damage (up to 3 stacks). + 50% Aim Speed - 5% Damage Resistance
You can sense nearby Quick Accessories.
More Quick Accessories spawn.
+ 15 Health
You can sense nearby weapons.
More weapons spawn.
Your team heals 15 Health, 7 Trauma Damage and refills 10% Ammo at the start of each level.
Mutations that Walker pings are highlighted and deal 10% reduced damage.
+ 10% Damage
+ 10 Team Health
Kills while at Critical Health recover 1 Health.
+ 30% Reload Speed - 5% Damage Resistance
+ 30% Trauma Resistance - 100% Fire Resistance