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Fireteam Characters

List of all available Fireteam classes and their key attributes.

Stats

Name
Health
Stamina
Stamina recovery
Speed
Perks
Gear
RECON
125
0%
19
33.33333333333333%
3
70.58823529411765%
+3%158
SCOUT
125
0%
22
66.66666666666666%
4.25
100%
+6%126
ASSAULT
150
50%
17
11.11111111111111%
2.5
58.82352941176471%
910
SUPPORT
175
100%
16
0%
-5%615
DUTCH (2025)
160
70%
17
11.11111111111111%
2.5
58.82352941176471%
98
Isabelle
130
10%
25
100%
4
94.11764705882352%
107
Dante
160
70%
20
44.44444444444444%
2.75
64.70588235294117%
+2%109
OWLF Operative
135
20%
23
77.77777777777779%
3.75
88.23529411764706%
812
Dutch (1987)
155
60%
25
100%
3.5
82.35294117647058%
117

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

What values do the indicators in the table display

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:

  • 0% The weakest Predator (1,000 HP)
  • 50% The average Predator (1,250 HP)
  • 100% The strongest Predator (1,500 HP)
General note about values represented in the table above

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.