Fireteam Characters
List of all available Fireteam classes and their key attributes.
Stats
Name | Health | Stamina | Stamina recovery | Speed | Perks | Gear |
|---|---|---|---|---|---|---|
125 | 19 | 3 | +3% | 15 | 8 | |
125 | 22 | 4.25 | +6% | 12 | 6 | |
150 | 17 | 2.5 | 9 | 10 | ||
175 | 16 | -5% | 6 | 15 | ||
160 | 17 | 2.5 | 9 | 8 | ||
130 | 25 | 4 | 10 | 7 | ||
160 | 20 | 2.75 | +2% | 10 | 9 | |
135 | 23 | 3.75 | 8 | 12 | ||
155 | 25 | 3.5 | 11 | 7 |
Last Man Standing
While playing the game, when the other three Fireteam members are killed, the last surviving Fireteam member will gain these "perks" to have a better chance against the Predator.
Damage Resistance is a multiplier (0.85) applied to incoming damage for the Fireteam member. That is why the percentage value is displayed as a negative value.
Name | Modifier |
|---|---|
| Damage resistance | -15% |
| Stamina usage | -15% |
| Body heat | +15 °C/+59 °F |
| Movment speed | +10% |
| Reload speed | +20% |
| Stamina regeneration | +15% |
| Interaction speed | +30% |
| Weapon swap speed | +50% |
Notes
Gauge indicators (thermometers) display a stat's relative value compared to all other characters or weapons in the table. For example, if the weakest Predator's Second Wind HP is 1,000 and the strongest Predator's Second Wind HP is 1,500:
- The weakest Predator (1,000 HP)
- The average Predator (1,250 HP)
- The strongest Predator (1,500 HP)
Values are extracted directly from the game's data files (Unreal Engine .pak files), but they may be inaccurate for several reasons.
Some values are straightforward and displayed exactly as stored in the data (e.g., perk weight). However, other values require calculations and may be overridden by specific classes or weapon types, or modified by additional factors.
For example, weapon damage is determined by multiple variables, including:
- The character using the weapon
- The weapon itself
- The projectile the weapon fires
- The armor modifier of the character receiving the damage We may not be aware of all the attributes required to form an exact formula for calculating these values. Additionally, Illfonic may override or modify certain values directly in the game code (via C++ methods), making such changes inaccessible from the game data files.
For more details on how we extract values, check the Nerds section.