Predator Weapons and Gear
Available Predator Weapons statistics.
Stats
Weapons
Name | Primary | Combo | Secondary |
|---|---|---|---|
| ⚔️ 75 | 75 / 80 / 100 | ||
| 🔨 35 | 35 / 55 | ⚔️ 60 | |
| 🔨 35 | 35 / 40 / 70 | 🔨 70 | |
| ⚡ 100 +splash 10 | |||
| 🔨 35 | 35 / 45 / 125 | 🔨 125 | |
| ⚔️ 25 | 25 / 30 / 25 / 25 | ⚔️ 35 | |
| ⚔️ 30 | 30 / 40 | ⚔️ 50 | |
| ⚡ 25 +fire 5/s | |||
| ⚔️ 120 | |||
| ⚔️ 25 | 25 / 20 / 25 | 🏹 64 | |
| ⚡ 140 +splash 100 | |||
| 🔨 35 | 35 / 54.31 / 125 | ||
| ⚔️ 20 | 20 / 35 / 27.5 | 🏹 115 | |
| ⚡ 40 +splash 20 | |||
| ⚔️ 60 | 60 / 60 / 60 | ||
| 🔨 40 | |||
| ⚔️ 50 | 50 / 50 / 80 | 🏹 125 /50 | |
| ⚔️ 45 | 45 / 80 / 60 |
Gear
Name | Weight | Description |
|---|---|---|
| 1 | Thermal projectile launcher built into the City Hunter's left wrist gauntlet | |
| 5 | A disposable tracking device that uses Yautja technology similar to the bionic mask’s scanning abilities. After deployment, the Drone will cloak itself and send out a pulse, marking all prey within its scanning radius for a set duration. | |
| 3 | Throwable device that sticks to surfaces and generates a motion detection field. Prey entering this field trigger an alert and are marked | |
| 5 | Limited use medical device that stops bleeding and heals massive amounts of health | |
| 2 | Device that sends out false audio noises to confuse and distract prey | |
| 5 | A proximity based trap that slightly damages and captures prey when tripped. The trap throws up an alert when it gets triggered. |
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.