Fireteam Specializations
Passive abilities that provide buffs to enhance specific playstyles. Each class has access to a different set of specializations.
Stats
Name | Main modifier | Secondary modifier | Description | Clash |
|---|---|---|---|---|
| Amphibious | +20% | Increased movement speed in water. Being in water counts as being fully concealed by mud. | partial | |
| Deadly | +10% | Increased assault rifle damage. | ||
| Overwatch | +15% | Increased damage when firing from a height advantage. | ||
| Spotter | 30 °C/86 °F | -15% | Lower body temp when crouching. Spotted targets move slower. Does not stack with other Spotters. | partial |
| Unleashed | +30% | Increased damage with explosives. | ||
| Field Medic | -45% | +40% | Increased revive speed. Revived soldiers have more health. | no |
| Comms | 20 s faster | When a teammate dies the reinforcement timer is reduced. Does not stack with other Comms. | no | |
| Sniper | +15% | Increased damage to spotted targets. | ||
| Reckless | +10% | Gains a temporary damage boost after receiving damage. Note: lasts for 3 seconds | ||
| Scavenger | +10 HP | +15% | Gathered ammo pickups restore health. Increased damage with weapons found in weapon crates around the map. | no |
| Rushdown | +20% | Gains a short but powerful speed boost upon killing an AI. Note: lasts for 3 seconds | no | |
| Fanatic | +10% | +10% | Increased damage and speed while wounded. Note: wounded means health below 50% | |
| Leader | +15% | Damaged targets are weaker to damage from teammates for a short period of time. This effect does not stack from multiple Leaders. Note: lasts for 3 seconds | ||
| Overseer | +10 HP | Restores health to the team each time the mission progresses. This effect does not stack with multiple Overseers. | no | |
| Duelist | +20% | x2 | Increased damage and higher starting ammo for pistols. | |
| Liberator | +50 HP | +20% | Heals and receives a temporary damage boost after disabling or destroying a camp alarm. Note: lasts for 7 seconds | no |
Notes
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.