Super People gives players the option to step into the shoes of one of twelve classes, and class selection is randomized to an extent. Players can opt to use in-game currency to select their classes, but otherwise, it’s randomized among the currently available twelve.

Note that perks are also not picked by players but instead procured based on experience gained in gameplay and consuming capsules found during a match. Here’s the breakdown for each class: what the perks are, how to use them, and what to expect in a match of Super People.

Use the classes linked below to select whatever class you’ve spawned as for the upcoming match. At the end of the match, you can use the ‘Back to Classes’ link to return to the top and select for the following match.

Classes

Driver

The Driver is the current solo meta on the seasonal leaderboards for Super People by no small margin, with Drivers raking in hundreds of kills thanks to armored vehicles and bullet curving.

Skills

Specialized Weapon, SMG class. Note this weapon can change between matches.

Major Damage Increase

  • +10%/15%/20% Specialized Weapon damage.

Smart Bullets won’t do all of your aiming for you, but it’s noticeable. When Mounted Combat also procs, it’s a brutal combination with combined damage buffs on weapons that rarely miss.

High-speed Smart Bullet

  • Bullets curve towards enemies.+5% damage increase.+10% damage increase.

This perk card can almost fully mitigate accuracy debuffs from engaging inside of a vehicle, and the two later levels in the perk stacks wonderfully well with High-speed Smart Bullet.

Mounted Combat

  • +30% mounted accuracy.+5% mounted damage.+10% mounted damage.

Homeground perk, active inside and near vehicles. Once this perk procs, it’s wise to steer engagements towards vehicles, if not inside.

Homeground: Vehicles

  • +5% damage & defense near/in vehicles.+7% damage & defense near/in vehicles.+10% damage & defense near/in vehicles.

This card mitigates most vulnerabilities that vehicles tend to have within Super People. Stacks well with other green perks: if you proc all three, enjoy ramming other players. Stacks well with both Bulletproof Glass and Homeground perk.

Explosion Resistance

  • -100% damage from explosions and vehicle collisions.-50% damage from nukes.-50 from most thrown projectiles & Sniper Air Strikes.

Bulletproof Glass is a misleading perk name; the glass is not bulletproof. Instead, it applies a percentage-based damage reduction to all projectiles shot into the vehicle, at all players.

Bulletproof Glass

  • +15/+20/+25 max HP for all inside Driver vehicle.+10%/+15%/+20% defense for all inside Driver vehicle.

The fun-maker with the Driver class. Maxed out, this single perk card allows players to boost, force the vehicle to jump, and then dive out. Once it crashes into a hard position, detonate it and eliminate hostiles. It’s possible to use this to bait enemy squads into an easy kill, but be wary of flanks and timing.

Nitro

  • Unlock Nitro Jump with vehicle ‘G’.+30% boost effectiveness.Unlock vehicle detonation by pressing ‘G’ after dismount.

The first level is, by far, the most interesting here. Summon vehicles to your hard cover, and make for a quick getaway once you’ve been made. Once all three levels are attained, Smart Key pairs well with Nitro, as players can dodge roll out of the vehicle for detonation.

Smart Key

  • Summons nearby unattended vehicle once, Monster Truck ultimate counts as usage.Quick dismount with dodge roll.+20 HP for 5 seconds after dismount.

Smart Detector comes into its own in the second and third level, when other classes using their ability gives the Driver information on location. Can be used to get the jump on enemies, but is difficult to do if mounted.

Smart Detector

  • Detects nearby vehicles.Detects nearby enemies that have crafted or used a capsule.Detects nearby enemies who have used a super jump or teleport.

The Monster Truck sits a bit higher than other vehicles, which can make engaging into it a difficult prospect for enemies. More notably, however, this thing is seemingly indestructible with other perk combinations.

Ultimate: Monster Truck

  • Summons Monster Truck with a 120 second cooldown.

Back to Classes

Firearms Expert

If you like ensuring uneven odds in a firefight, the Firearms Expert is a strong choice. You’ll need to hit your shots to use the full abilities, but it’s difficult to stand toe-to-toe against a firearms expert in a match.

Specialized Weapon, SMG class. Note the weapon that is specialized in can change between matches.

With the Firearms Expert, an assault rifle should be a consistent pick. This is a guaranteed perk card for the AR, in comparison to the Specialized Weapon card.

AR Upgrade

  • +10%/+15%/+20% AR Damage increase.

The Cover Fire perk card gives massive advantages to the Firearms Expert in CQC. If this procs, try to keep firefights near hard cover. At level one, the lean is uncannily fast and can catch enemies unaware in early-game. Later levels makes the fight decidedly one-sided.

Cover Fire

  • +70% leaning angle and animation speed.+20% defense when leaning.+20% damage increase when leaning.

The Mix ‘n Match perk card requires users to have two weapons of the same class, such as two assault weapons, or two SMGs. Choose weaponry based on red perk cards leveled, unless rarity dictates otherwise.

Mix ‘n Match

  • +10%/+15%/+20% damage when equipped weapon class matches.

An absurd perk that can stack with head armor to completely mitigate a headshot. Not entirely reliable in battles, but can keep players alive from the errant sniper. Bear timing in mind when taking fights with leans, which can prominently display the head.

Headshot Evasion

  • -90% Headshot Damage received (180 second cooldown).Decreased cooldown (120 seconds).Decreased cooldown (60 seconds).

Every enemy bullet becomes a tracer, and tracers work both ways. This perk is helpful on every run, as they can help players quickly react to new engagements.

Bullet Tracer

  • Enemies bullet trajectory viewable.+10 HP.+20 HP.

Quick Aim has its uses, but works best when paired with the following perk, Shoot ‘n Run. Without other perks, the card is mediocre.

Quick Aim

  • +50% weapon switch and ADS speed.+80% weapon switch and ADS speed.Maintain ADS while switching weapons.

Shoot ‘n Run is most helpful when circling hard cover where enemy combatants are holed-up. Fully unlocked, Shoot ‘n Run allows Firearm Experts to clear houses with an absurd level of speed.

Shoot ‘n Run

  • +30% movement speed while aiming.+60% movement speed while aiming.+120% movement speed while aiming.

Tactical Reload is dependent on your first red perk, the Specialized Weapon. A decent Specialized Weapon magazine size married with Tactical Reload ensures a hail of bullets.

Tactical Reload

  • -50% reload for specialized weapon, +10% magazine capacity for all weapons.+20% magazine capacity for all weapons.+30% magazine capacity for all weapons.

The Firearms Expert ultimate, Forcefield, can stop players from moving cover. Use it to catch squads attempting to move to hard cover, and gun them down while they’re stuck in the street.

Ultimate: Forcefield

  • Slows all enemies within a specific range, 60 second cooldown.

Back to Classes

Gas Soldier

A unique class that specializes in area damage and forcing enemies out of hard cover. Pairs well with teammates, but can hold its own if approached properly.

Specialized Weapon, assault class. Note this weapon can change between matches.

This card can hit or miss, depending on the engagement that players find themselves in. Switching to a Molotov in a fire fight can be a dangerous move, but it can also push enemies out of cover.

Advanced Molotov

  • +20% Molotov throwing range. +2 Molotov’s and additional weight capacity.+50% Molotov throwing range.+100% Molotov throwing range.

With the right weapon, you can kill enemies behind cover with Chem Rounds, and they can’t hunker down to heal either. A class-defining perk.

Chem Rounds

  • Unlocks Chemical Rounds, Area of Effect damage and stops enemy healing for 5 seconds.Enemy healing disruption increased to 7 seconds.Enemy healing disruption increased to 10 seconds.

Homeground perk buff, active inside of any building.

Homeground: Indoors

  • +5%/+7%/+10% damage while indoors.

Toxic Smoke Grenades perk can help force enemies out of hard cover, such as houses. Usage with Molotov’s can wipe entire squads, if used properly.

Toxic Smoke Grenade

  • Change smoke grenades to Toxic Smoke, +2 grenades and increased weight capacity.+5% toxic smoke damage.+10% toxic smoke damage.

Gas Soldier appears to be a rarer choice for many players (likely due to the weaker ultimate encouraging many to shift) but the additional bonuses of being able to heal within smoke offers a unique playstyle.

Gas Mask

  • Negates toxic smoke damage from enemies, smoke heals player 10 HP with 30 second cooldown.Heals players 15 HP inside smoke once every 30 seconds.Heals players 25 HP in smoke once every 30 seconds.

Best to use in the latter stages of the perk card, so you aren’t wasting fuel, but can be rather handy in a pinch. Once this card procs, pop a fuel tank when you’re expecting an upcoming enemy engagement.

Fuel Booster

  • +10% damage and +10 HP for 60 seconds after using fuel tank, +2 fuel tanks and increased carrying capacity.+20% damage and +30 HP for 60 seconds after using fuel tank.+30% damage and +50 HP for 60 seconds after using fuel tank.

Muzzle Flash Detector allows players to determine where gunshots are coming from within a limited radius.

Muzzle Flash Detector

  • Grants player enemy detection when they fire at 50/100/150 meters.

Smoke Screen perk works best with Gas Mask and Toxic Smoke, allowing Gas Soldiers to rush into their own Toxic Smoke and eliminate hostiles quickly, and while being healed.

Smoke Screen

  • +3% movement speed.+15% movement speed in smoke screen.+25% movement speed in smoke screen.

As it currently stands, the Gas Soldier ultimate isn’t necessarily a fight-winner. It can be used to wipe squads in one hit, but the animation required for firing offers enemies a bit of time to safely engage. Use cautiously.

Ultimate: Fireball

  • Launch moving ball of fire forwards with a 50 second cooldown.

Back to Classes

Gatling Soldier

More bullets, less problems. The Gatling Soldier might not offer the most precision in engagements, but can wipe multiple squads without ever letting go of the trigger. Pairs well with precision-based classes.

This is where the Gatling Soldier gets its name from, and it’s worth taking note of. Holding well over 100 bullets per magazine when buffed, this weapon is the undisputed king of peppering foes.

Gatling Gun

  • Acquire Gatling Gun in slot 4.+20% Gatling damage.+40% Gatling damage.

Major Damage Increase

This perk makes assault rifles and the Gatling gun magazines larger. Keep an eye out for ammunition, and spray generously.

AR Magazine Extension

  • +30%/+60%/+90% magazine capacity for assault rifles and Gatling.

With this perk, players should note to never turn their back on a gunfight.

Forward Defense

  • -5%/-10%/-15% damage taken from front.

The first level of this perk can help players swivel quickly towards new enemies, ensuring that Forward Defense procs.

Dodge Roll is a simple card with simple uses: when turning to engage a new enemy with this perk, always turn while dodge rolling. The Soldier will stand with additional HP and Forward Defense ready.

Dodge Roll

  • Unlocks Dodge Roll which offers +30 HP for 3 seconds after using. 20 second cooldown mitigatable by hitting enemy.Dodge Roll cooldown to 15 seconds.Dodge Roll cooldown to 10 seconds.

Bar none, this perk card turns the Gatling Soldier into a nightmare for engagements. Spewing dozens of bullets a second while rarely missing is a deadly combo that will finish most high-leveled enemies quickly.

Smart Bullet

  • Bullets curve towards enemy.+30 Inventory capacity.+60 Inventory capacity.

When Return Fire is paired with Smart Bullet, engagements end quickly. Keep the face towards the enemy, and don’t stop firing.

Return Fire

  • +5% damage after being hit, for five seconds.+10% damage.+20% damage.

The slide is mostly replaced by the Dodge Roll, but if the fight isn’t going your way it can help players find hard cover. Helpful movement speed buff in latter levels.

Tactical Slide

  • Unlock slide ability, +3% movement speed.+5% movement speed.+7% movement speed.

Increased defense and explosive rounds means that you’re obscenely difficult to kill, as long as you know where your enemy is.

Ultimate: Spitfire

  • Gatling Gun emits explosive rounds with flame AoE, increased defense.

Marine

The Marine gets buffs while in the water, and has a valuable smoke that can interrupt sight lines. This class shouldn’t be underestimated: each map within Super People has prominent bodies of water that Marines can exploit.

Major Damage Increase

  • +10%/20%/30% Specialized Weapon damage.

The C4 IED can kill through walls, if you know roughly where your enemy is. Works well for trapping supply crates as well.

C4 IED

  • Unlock C4 (60 second cooldown).+25% C4 damage (40 second cooldown).+50% C4 damage (20 second cooldown).

Silencers can help immensely when ambushing enemies from shallow waters, as it’s difficult to discern where fire is coming from without perk cards.

Upgraded Silencers

  • +10%/15%/20% damage and decreased recoil with silenced weapons.

There is a lot of water on all maps in Super People, and Marine thrives in it. Prone in shallows to give yourself an advantage before the firefight.

Homeground: Water

  • +5%/7%/10% in water or Fog of War, can prone in shallow water.

Anti-Air Fire is a seemingly strange perk, as it rarely benefits to engage an enemy holding an elevation advantage. Paired with the ability to prone in waters, however, and the opening ambush becomes lethal.

Anti-Air Fire

  • Increase damage +10%/20%/30% when firing at an upwards angle.

The second water-based perk for the Marine, although note that damage mitigation doesn’t apply if you’re in the shallows. The Wetland Ghillie helps users blend into bodies of water.

Water Ghillie

  • Acquire half Ghillie suit.-30% damage received while swimming.-50% damage received while swimming.

No longer will you need to fear bridges while the storm is approaching: just take the water and you can get there faster.

Underwater Infiltration

  • Run in shallow water without movement penalties.+50% swim speed and breath duration.+100% swim speed and breath duration.

The final water-based buff for Marine, proccing this buff brings the Marine to a fearsome level while in shallow water. Once level 2 of Amphibious Assault procs, Marines will want to begin firefights from water or their ultimate as much as possible.

Amphibious Assault

  • -50% noise in Fog of War and shallow water.Increase HP for 60 seconds after leaving shallow water or Fog of War.Increase movement speed for 60 seconds after leaving shallow water or Fog of War.

This buff is primarily helpful if you’re playing with others in your squad.

Camaraderie

  • +20% health recovery and energy bar usage speed.+20% cast speed and defense while healing or reviving ally.+20 HP and movement speed for 10 seconds after healing or reviving ally.

The cooldown is long, but the orb generated by Fog of War is massive. Reposition, sit inside of it, or chase down enemies through it.

Ultimate: Fog of War

  • Large orb of fog placed by the Marine, 90 second cooldown.

Nuclear

A big enough explosion can stop all arguments. The explosive expert with a bevy of HP increasing options.

Specialized Weapon, assault rifle class. Note this weapon can change between matches.

Nuclear doesn’t receive an ADS buff, making precision a bit more difficult. Point Shooting can mitigate this, but be cognizant of how you aim while playing the class.

Point Shooting

  • +10% accuracy while hip or shoulder firing.+20% accuracy while hip or shoulder firing.+10% damage while hip or shoulder firing.

Receive an RPG that reloads on a timer.

RPG

  • Unlock RPG in slot 4 (cooldown of 180 seconds.Reduce cooldown (90 seconds).Reduce cooldown (45 seconds).

Nuclear is comfortable in the trees; take advantage of sightlines towards hard cover and call in the artillery from safety.

Homeground: Trees

  • +5%/7%/10% damage while taking cover behind trees.

This perk isn’t too helpful unless you’re in playing with squads, as in solo mode players are instantly killed instead of transferring to a downed state. The HP recovery with energy bars is minimal.

Upgraded Energy Bar

  • Recover 5 HP over time after eating energy bar.Recover 10 HP over time after eating energy bar.+50% movement speed while downed.

Weaving helps players dodge gunfire while standing without any additional input, although at the cost of looking a bit comical. At later levels, this perk also mitigates damage while standing still.

Weaving

  • Weave automatically when standing or crouching.-20 damage received while using healing items or energy bars.-20% damage while weaving.

Fire Wall can help block line-of-sight to reposition, or help pressure enemy defensive positions.

Fire Wall

  • Upgrades Molotov Cocktail to Fire Wall, +2 Molotov’s and increasing carrying capacity.+50% Fire Wall duration.+100% Fire Wall duration.

Spatial Awareness helps determine where enemies are located, with high accuracy and no tells.

Spatial Awareness

  • Detects location of shooters within 50/100/150 meters.

With the Quick March perk, the buff gained from being empty-handed might not counter the disadvantage. If an enemy peeks while you’re dashing across empty space, there is very little to be done without an equipped weapon.

Quick March

  • +10%/15%/20% movement speed while empty-handed.

The Tactical Nuke will kill all enemies within a building, although the building suffers no damage. Good for clinching kills when you don’t want to approach a defensive position.

Ultimate: Tactical Nuke

  • Drops a nuke after a short timer the does massive damage to all enemies within.

Seeker

The de facto lone-wolf player, the Seeker tracks enemies with perks and eliminates them before they know they’re being stalked.

Specialized weapon, SMG class. Note this weapon can change between matches.

When Cover Fire: Right procs, take advantage and stay near hard cover. Similar to the Firearm Expert Cover Fire, although the first level only activates while leaning to the right.

Cover Fire: Right

  • +70% increase in leaning angle and speed towards the right.+20% defense while leaning.+20% damage while leaning.

Seeker works best when picking off straggling players; working near the Ice Storm is a strong play with Border Control.

Border Control

  • Damage and defense increased to +10%/15%/20% the closer you are to the storm.

Standard Homeground perk: note that players can be near mountains for this to proc, instead of on top.

Homeground: Mountains

  • +5%/7%/10% damage near trees or rocky terrain.

Projectile Tracking only tracks throwable objects, such as the Tomahawk or grenades.

Projectile Tracking

  • Unlock ability to see throwable objects.-25% damage from throwables.-50% damage from throwables.

Hostiles Detected pings enemy locations on the map on a cooldown. When used with Heartbeat Sensor, it’s deadly.

Hostiles Detected!

  • Locate single enemy closest to you within 50 meters (80 second cooldown).Reduced cooldown (70 seconds).Reduced cooldown (60 seconds).

Upon the initial landing, Landing Zone Scan sweeps the area and updates enemy positions on the radar.

Landing Zone Scan

  • Locates enemies landing near your landing spot for five minutes.+5% movement speed.+10% movement speed.

Heartbeat Sensor renders the screen darker for the player while in use, but the ability to see enemies through the wall is invaluable.

Heartbeat Sensor

  • Unlock Heartbeat Sensor in slot 4.+10 meter detection range.+20 meter detection range.

Molotov Traps are observable by the enemy: crafty players toss these into houses with loot so players won’t notice them.

Molotov Traps

  • Upgrade Molotov cocktails to Molotov Traps, +2 Traps and increased carrying capacity.3 deployable traps and +1 meter trigger radius.5 deployable traps and +2 meter trigger radius.

Quick Slide gives players a window of eight seconds, in which players can slide up to three times. It covers great distance, and is helpful for closing the gap on enemies after you’ve been made.

Ultimate: Quick Slide

  • Able to conduct three, maximum distance slides during an eight second window (60 second cooldown).

Shotgun Master

The Shotgun Master closes gaps with comical jumps and blasts enemies with the shotgun.

Specialized Weapon, shotgun class. Note this weapon can change between matches.

  • +7%/10%/15% Specialized Weapon damage.

Increases shotgun firing rate and reload speed.

Fast Shotgun

  • +20%/30%/40% Shotgun fire rate and reload speed.

Increases SMG damage. SMGs can be a wise decision for Shotgun Masters as a backup weapon, in the event that the Fast Shotgun perk doesn’t proc.

SMG Upgrade

  • +10%/15%/20% SMG Damage increase.

HP buff helps close the distance for shotgun users.

Physical Training

  • +10/15/20 HP.

When maxed, Upgraded Flashbangs allow Shotgun Masters to blanket landing zones with explosions. Try launching a grenade towards enemies while leaping, and finish the enemy with a shotgun.

Upgraded Flashbangs

  • Upgrades flashbangs to impact grenades, +2 flashbangs and increased carry capacity.+20% impact grenade damage radius.+1 thrown impact grenades.

Reducing assault rifle damage is necessary for the Shotgun Master to close the gap against most enemies.

AR Resistance

  • -10%/-20%-30% received assault rifle damage.

Knockback plays two roles: first, it displaces enemies from cover. Secondly, it can interrupt aiming patterns by enemies.

Knockback

  • Unlocks Knockback passive ability.+25% knockback distance.+50% knockback distance.

Jump Training is interesting by itself, but doesn’t really come into play until Super Jump is unlocked. The ability to completely negate the landing animation, however, is not to be underestimated.

Jump Training

  • Increased accuracy while jumping.+50% movement speed on slopes.Removed landing animation, increased HP for 3 seconds after landing.

The fun-maker for the Shotgun Master, Super Jump allows the player to leap onto most of the buildings in the game.

Super Jump

  • Jump 2 stories (20 second cooldown).Jump 4 stories (20 second cooldown).Jump tall cliffs (20 second cooldown).

The tank shotgun deals tremendous damage, shredding most enemies with ease regardless of armor. If the player can get close enough, that is.

Ultimate: Tank Shotgun

  • Shotgun rounds deal tremendous damage.

Sniper

If direct confrontation isn’t your thing, the sniper may appeal to you. The primary draw of the sniper is the ability to aim down sights to increase your damage.

Once Steady Shot is unlocked, Snipers will want to tap RMB to enter the scope mode prior to engagements. The damage buff is worth the discomfort.

Steady Shot

  • +20%/30%/40% damage while ADS.

Specialized weapon, sniper class. Note this weapon can change between matches.

  • +20%/30%/40% Specialized Weapon damage.

The sniper rifle pairs well with an assault rifle in the event your position is pushed on by enemies — you’ll want a rapid-fire solution.

  • +10%/15%/20% assault rifle damage.

The camouflage is situational in Super People. Players only really blend in outdoors in the wild(exposing themselves) and otherwise become obvious targets in buildings.

Camouflage

  • Acquire half Ghillie suit.+10 HP.+20 HP.

Precision Air Strike reloads itself based on the level. If you believe someone is using hard cover, use this ability to eliminate them without risking death themselves.

Precision Air Strike

  • Call-in an air strike within 100 meters and a 60 second cooldown.Range increase to 200 meters, cooldown decreased to 50 seconds.Range increase to 400 meters, cooldown decreased to 40 seconds.

Booby Traps are ideal for blocking the back entrance to wherever you’re sniping from.

Booby Trap

  • Upgrade flashbangs to booby traps, +2 flashbangs and increased carry capacity.3 deployable traps and +1 meter trigger radius.5 deployable traps and +2 meter trigger radius.

Like many FPS titles, character actions are audible. With this perk, less so.

Covert Ops

  • -35% noise when walking.-35% noise when running.-35% all noise.

Incrementally faster movement.

Commando Crawl

  • +10%/20%/30% movement speed prone/crouched.

Amplifier increases the automatic search radius for crafting, which allows players to upgrade their weapons and armor within a match.

Amplifier

  • Unlock amplifier in slot 4.+12 meter search radius.+30 meter search radius.

Once unlocked, Snipers will want to try to time their rounds for every ten seconds for the increase to damage. When stacked with Steady Shot and Specialized Weapon, it can easily one-hit kill most enemies.

Deadeye

  • +50% damage for a sniper rifle or designated marksman rifle, once every 10 seconds. Small increase to reload speed and rate of fire.

Strike Force

Moving fast enough to give enemies whiplash, the Strike Force character closes distance quickly with dashes and jumps.

Increases firing rate and mag capacity of the SMG for Strike Force. The SMG is the mainstay weapon of Strike Force, and the multitude of buffs allow it to stay viable in a multitude of situations.

Rapid Fire

  • +5%/10%/15% SMG fire rate and magazine capacity.

Lacerate adds a bleeding effect to any enemy you hit; use this to reposition while they’re trying to heal.

Lacerating Rounds

  • Level 1 bleeding effect and +10% accuracy.Level 2 bleed with +15% accuracy.Level 3 bleed with +20% accuracy.

Bulletproof Shield spawns immediately when you’re shot, from whatever direction you were hit from. Once this perk procs, when you’re shot, don’t run immediately.

Bulletproof Shield

  • Acquire bulletproof shield ability (600 second cooldown).+50 shield HP (300 second cooldown).+100 shield HP (60 second cooldown).

While many classes have specialized defense, this mitigates damage from all sources outside of 120 meters.

Long-range defense

  • -8%/-16%/-24% damage received from outside of 120 meters.

Survivability increase while running.

Mobile Assault

  • Damage and defense increased up to 5%/10%/15% while running.

Air Walking in Super People is done by jumping again at the apex of your leap, or the beginning of your fall. This greatly increases that ability.

Air Walk

  • +50% Air Walk duration, no fall damage.Increased accuracy while jumping.Buffed Air Walk, jump speed and crosshairs while jumping.

Movement speed buff along with a tactical slide unlock.

  • +3% movement speed and unlocks slide ability.+5% movement speed.+7% movement speed.

At its highest level, Shoot ‘n Run makes clearing buildings faster while ADS. Shoot ‘n Run stacks well with other movement perks within the Strike Force class.

  • +30%/60%/120% movement speed while aiming.

Dash is helpful for repositioning when you’re being flanked, but the long cooldown means you get one shot to reposition, and it’s brief.

Ultimate: Dash

  • +200% movement speed for 5 seconds, 70 second cooldown.

Swat

Clearing buildings is the forte of the Swat class, with movement and parkour buffs meshing well with SMGs.

Once Breach Door procs as a perk, you’ll want to kick the door open to every building that needs a hard-clear.

Breach Door

  • Breaching through doors and windows deploys smokescreen and inflicts 40 damage.+20% movement speed and damage for 5 seconds after breach.+25 HP for 5 seconds after breach.

The ‘Impair Hearing’ effect of HE Grenade perk deafens enemies in proximity to grenades, allowing Swat players to close the distance.

HE Grenade

  • Upgrade grenades to advanced grenades. +2 grenades and increased carry capacity.+1.5 meter hearing impairment effect.+3 meter hearing impairment effect.

Homeground perk buff, active inside of any building. Pairs well with Close-range Defense.

  • +5%/7%/10% damage while indoors.

A strong counter to the Shotgun Master, mitigates close-range damage. Necessary due to close-range specialization.

Close-range Defense

  • -15%/-25%/-35% damage from enemies within 25 meters.-25%/-35%/-45% damage from shotguns.

The parkour buff helps immensely when breaching, and helps round out the Swat class to give additional breaching options.

Improved Parkour

  • Reduced noise breaking windows via parkour.+30% parkour speed.+30 HP for 10 seconds after parkour.

Brief damage buff after taking damage helps increase survivability during close-range fights.

  • +5%/10%/20% damage after being hit by a player.

Close-quarters Combat Training is a catch-all of buffs for hard-clearing buildings.

Close-quarters Combat Training

  • +15 accuracy while hip or shoulder firing.+15% fire rate.+15% reload speed.

General movement speed buff with a unique option for ladders and stairs; the only class with such a buff.

Urban Warfare

  • +2% movement speed.+4% movement speed.+30 movement speed on ladders and stairs.

Blackout fires an orb that outside enemies cannot see into, and limits vision of enemies caught within. Best used before hard-knocking on known enemy defensive position.

Ultimate: Blackout

  • Creates a large orb that enshrouds enemies caught within with limited vision.

Teleporter

Here one second and gone the next, the teleporter’s undeniable strength comes from being able to assault from all sides.

Exponential buff to single-fire weaponry.

One Shot, One Kill

  • Reduced recoil along with +10%/15%/20% damage in single-fire mode.

Throwable weapon that deals tremendous damage on hit; can typically one-shot enemies.

Tomahawk

  • Increased accuracy when throwing Tomahawks (60 second cooldown).+15 Tomahawk damage (30 second cooldown).+30 Tomahawk damage (20 second cooldown).

Headstrong stacks with head armor, with no cooldown.

Headstrong

  • -10%/20%/30% headshot damage received.

Intermittent speed buffs to crouching and crawling.

+10%/20%/30% movement speed when crouched or prone.

Field Medic is most helpful while playing with others, but the perk card doesn’t offer much for solo play.

Field Medic

  • HP increase for 10 seconds after using energy bar.+100% HP granted briefly.+50% ally revive.

When Defensive Aiming procs, you’ll want a 2x (minimum) scope on your preferred weapon. This buff can keep you alive in an engagement you would otherwise lose.

Defensive Aiming

  • -5%/-10%/-15% damage taken when aiming with at least a 2x scope.

Various buffs that will increase players’ survivability while engaged.

Evasive Action

  • +3% movement speed.+20 HP for 5 seconds after being hit.+10% movement speed for 5 seconds after being hit.

Quick Fix becomes very helpful, as it allows players to heal themselves far faster than their opponents. Don’t count this perk out: a 30% faster consumable lets players move far faster.

Quick Fix

  • +30% use speed on capsules.+30% use speed on energy bars.+30% use speed on healing items.

Teleport is a devious ultimate that can allow Teleporters to get behind enemies and engage from the rear. The surprise of the maneuver typically costs the opponent their life, although be warned of not teleporting past your desired point.

Ultimate: Teleport

  • Teleport to a specified location with range (120 second cooldown).