Killing the zombies that are far away instead of the ones that took some time to get near you is likely to make the game harder, so it is recommended to avoid this perk, at least for endgame. 4 to 6 (improvement with level 4), 6 to 8 . 6 to 9 (improvement with level 4). It takes 6 perk points total to get a perk to level 3. Increases the amount of non-lethal money you gain. Midnight Hunter is the only perk to be directly affected by the in-game time. The stun duration is doubled for equipment. 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. Reduces stamina consumption by 15%, resulting in 17.65% more stamina. This is also reduced for the Energy Rifle if you do not buy the scope. The range bonus affects flamethrowers, but only half as much. This perk is locking, which means you would be stuck with it on wave 30. Using this makes it harder to get headshots, to the point that it may often result in lowering damage output instead of increasing it. This will only refill the ammo of weapons that people are currently holding. Since infection is a type of zombie color, special zombies are not affected. Zombies on high difficulties will kill you nearly instantly even when using blue perks, making any attempt to use a build with savage pointless. You can lower the range of guardian angel in the settings. This does not work with most types of things that refill armour like, This does work with the armour regen from. Useful if you have a lot of weapons in your inventory to lower their weight, however having more than 1 weapon is generally not a good idea, as your output is almost the same but you miss out on gear and the weapons also cost a lot. This perk is mainly used for the Energy Rifle, as that weapon does not have a headshot multiplier so your shots do not need to be incredibly accurate. Regenerate health through dealing damage. Reduces recoil gain and increases recoil recovery and accuracy while aiming down sights. Your weapon must be ready to shoot for this perk to start charging. It will often not be worth it to go for the packages, as it takes away from your attention and will likely get you killed as you walk towards a horde of zombies. Increases your reload speed, weapon control and resistance when closer than 32 studs from your team. The wither damage is usually enough to kill almost all uncommon and common zombies in the explosion. Increases your damage with everything except equipment and DoT. (Past $10,000,000, the amount of money required per one mod increases exponentially, so it is recommended to Career Reset as soon as you reach $10,000,000). Disables picking up deployed equipment. Increases your critical hit damage multiplier. Jan 21st, 2022. Unless if you're using a niche build or you seriously know what you are doing with builds. Original delay before stamina regens is 3 seconds, this can reduce it all the way down to 0.75 seconds. One shot kill weapons that get a lot of headshot kills benefit the best, especially if they have piercing capabilities. This damage cannot reduce you below 25% health. Increases the chance for random effects to occur. The Tesla Coil will attack more often and the range is much bigger which makes it easier to use all of the multi zap. The main use for this is to pop it on if you are going to leave a server, allowing you to get more money back for all your guns and equipment. Both players gain damage immunity for 5 seconds. some of you could check it out maybe you can get it to work. With 400 max armour and 200 max hp and then adding level 4. 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. Some zombies have resistance penetration, meaning that armour is much less effective against them. Using it by itself is 40% less output than just using a standard red perk. 2 3 Perk Slots 3 4 Perk Slots 4 5 Perk Slots 5 6 Perk Slots What are builds? Backup Weapon, Survival Pack, and Gym Membership are the only three perks that provide free weapons/upgrades at the start of the game. 95 31,750 195 DOA Mai Shiranui Nude 18+ [Add-On] 2. Niche perk that is generally only seen on good teams due to requiring coordination to be useful, as well as self sacrifice. The critical gain per miss scales multiplicatively based on your weapon's current critical chance. Becoming level 5, 15, and 30, respectively. Stacks at 50% efficiency. Note that if you do not join the game while it says you are #1 of last week, then you won't get permanent 9th slot. You will lose these benefits if the barricade is torn down. Hip fire is firing without aiming down sights. You would then donate to someone, and leave. 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. Increases your hip-fire damage with scoped weapons. Example: With lvl 3, you will get 3 gas cans and molotovs on 3 out of 4 nights instead of 2. Other items like Molotovs, Gas Grenades, Frost Generator, and Heal Grenades work similar. Toxic puddles on high difficulties can also boost the speed of zombies, as well as when a boss is alive. Your max health resets every beginning and end of a night. Increases the amount of money you gain at the end of each night. Reduced by 30% for weapons that fire multiple projectiles. Be careful when choosing these builds. Adds a chance to fire an additional projectile each shot. It is sometimes seen with bait builds or tank builds that have a lot of perk slots. They retain perk points gained from purchasing via ROBUX and badges, respec tokens, and all other perk slots. With the prestige version, you can reach the 200% damage bonus during wave 30 if you start using this on wave 6. 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. This will however increase your output if you are using Tesla Coils or Cannons, as those have infinite ammo. 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. Gain 1 charge at the start of each night. Can sometimes be used during early and midgame, but the benefit is so small that it's usually better to just take something else, especially considering how few perk points new players get. Due to this slowing zombies, you will deal with fewer zombies per minute if you are farther back, lowering your kills by a bit. Invincibility is indicated by the light blue screen tint. This perk works with the healing that comes from your perks as well as from your healing items (Players that use your Supply Crate can be overhealed if you have this perk equipped). Charge time is your weapon's shot delay (attack speed) plus 0.5 seconds. (M79, RPG,etc). It can be useful with the Barbed Wire to help with getting more hit money and killing zombies early to midgame. This is good with the Cannon, Tesla Coil, and Floodlights, as those have infinite durability. Grenadier originally required grenade kills for grenades to be refilled, giving people a ridiculous amount of XP and in-game money with other perks. If you are strong enough to keep the zombies off the barricade, then you would have been winning without this perk regardless. It is recommended to avoid this perk for the reasons above. "Trust Me" (FNAF Sister Location Song) We're back at it At it again Here for the kill Not here to make friends Don't try Forfeit your life You're all alone No alibis Don't stand there Stay on the move You are the prey But you're not food Without a challenge It's no fun So it's not over Till we say you're done Feel the groove Feel the groove. This perk color was introduced in Patch 5.0. Recommended to use this perk with slow firing scoped rifles such as the AWM or the Luger (only if you have the scope). Due to the same damage per tick but more ticks per second, this perk will actually increase your damage per second with DoT effects, up to 66.67% more damage per second at lvl 4 from DoT effects. They are essentially zombies with low speed, low hp, and low dmg. When the barricade is destroyed, gain a percentage of the barricade's max health as temporary health. Specializing in equipment is recommended. Effect is reduced by 50% for critical chance. This wiki is dedicated to provide accurate and helpful information about The Final Stand 2 - a free to play ROBLOX game. Below are builds recommended by veterans of the game. The True Heart title is earned by getting Snow White; The Bringer of Doom title is earned by getting Pure Red; The Realm Creator. This perk tends to be low impact on gameplay, so it is recommended to avoid it. Every headshot will increase your bullet damage up to 4 stacks. Fallkniven LTC Pen Knife, Black Handle, Plain w/Wood Gift Box LTCBK $ 79. You have to be quite close to the barricade, restricting your movements a lot and keeping you farther away from shop. If you have someone using something like a gear build or airburst build for endgame, you can have them buy the supply crate with the HP refill upgrade and have them use this perk and place the supply crate under the tank. (Placeholder obtainment method, will be changed in the future). Useful if high damage is needed with a molotov and no gas cans are available, otherwise perks like. This is able to also affect things like bear trap arm speed but those effects are usually very low impact. Increases your critical hit chance with single shot rifles. It showed the names of perks rather than images. Stacks up to 5 times. Going to the rooftop doesn't prevent you from getting targeted. Zombies can only be stunned once from this perk. This will not give your DOT effects and equipment more crit chance. A teammate must be present within a 32 stud radius for this to activate. Accuracy gain% after bonuses is calculated by the formula. 0.3s Cooldown. Weapons handling and most reload perks do not affect laser weapons. On higher difficulties, it is very difficult to keep zombies off the barricade. Only increases firearm speed. Yellow perks are very situational, but not horrible to be looked down on. The extra throw speed can often make it harder to land a molotov exactly where you want it. The Portapack H1 for the Hack Rf one, a quick look, lets. If stealthed for at least 1.5 seconds, gain 100% critical chance after breaking stealth. Probably meant to be used with 3 locking yellow perks and money is power for a lot of perk value, but it actually ends up being pretty underwhelming. This does not change the duration or damage of gas cans, molotovs, gas grenades, caltrops, etc. Obtained in "The Final Strand" Exotic Quest. Your knife will no longer interrupt reload. With the level three version, you can reach 176.4% damage during wave 30 if you start using this on wave 1. This can be changed to all players in the settings. Due to how small the output increase is from the max decay bonus, it is recommended to avoid using this perk and instead use other red perks if using heat weapons, even with nine perk slots. Beat wave 30 on all maps on Nightmare and Impossible, respectively. You can outrun zombies in easy mode except for the crawlers. Not dealing damage or getting targeted for 5s grants increased damage for 3s. Zombies affected by this perk will have a light green skin tone and will have the low hp and low damage of a blue common zombie, with the low speed of a green common zombie. Increases the duration of your stun effects. Chick-fil-A is available for delivery at participating restaurants through our national delivery partners - DoorDash, Uber Eats, Grubhub, and Postmates. This is because the XP boost follows a convergent series, in which the boost constantly cuts in half, therefore making it so it'll infinitely shrink before ever making it past the 200% mark. At max weight you move 25% slower without this perk. It supports direct input from an RTL-SDR dongle, and with the RTL-SDR can listen to four ACARS channels. You will still refill heavy sentries by the same amount from your weapon, but since you got the ammo into your weapon while taking less ammo from the ammo box, it makes refilling heavy sentries much less punishing to the ammo box. The 3 seconds of increased damage begins after hitting a target after not firing for more than 5 seconds. Affects all "grenade" type gear, including molotov and gas grenade and shurikens and zombie bait. 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. Purple perks have different bonuses that can fit into multiple perk categories. Reduces the effectiveness of movement speed penalties. Life Infusion had a 60% chance to increase your max health at one point. Unless if you are a melee user, you will not benefit from this perk. At level 4 with max stacks, you gain 32% damage and 32% resistance. Start the game with extra equipment which weighs 0.