Predator 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 |
|---|---|---|---|---|
| Warrior | -25% | Reduced parry stun duration. | ||
| Enraged | +10% | +20% | Increased speed and stamina regeneration while at low health. Note: low health is below 50% | |
| Analytic | +15% | Increased damage to fully scanned targets. | partial | |
| Wrathful | +25% | After receiving enemy fireteam damage from behind, your next melee attack deals increased damage. | ||
| Fervent | +15% | Increased damage while all fireteam are alive and standing. | ||
| Tracker | Target isolation ignores mud. | no | ||
| Assassin | +20% | Increase all damage when attacking from behind. | ||
| Ghost | +30% | Attacking with melee from cloak deals additional damage. Note: lasts for 3 seconds after decloack | ||
| Savage | +20% | +40% | Claiming restores health. Note: takes 4 seconds to gain health after claim | no |
| Focused | +10% | +30% | Gain movement speed and energy regeneration after activating target isolation. Note: lasts for 10 seconds | no |
| Tactician | +15% | Increased damage versus enemies that are trapped, netted, or interacting. | ||
| Vicious | +25% | +20% | Opponents you down bleed out faster and take longer to revive. | no |
| Stalker | +15% | Increased damage while at full stamina. | ||
| Brute | -60% | Increased damage inflicted when an attack is parried. | ||
| Disciplined | -200% | Removes clicking noises while cloaked. |
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.