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Skills are a means of unlocking new equipment, abilities, or basic statistic improvements in PAYDAY 2. They are divided among five skill trees: Mastermind, Enforcer, Technician, Ghost, and Fugitive; often described as classes. Players are free to distribute skill points however they choose across the five skill trees.

The Skills system was overhauled in Update #100, with the five skill trees possessing three "subtrees" each, each with a different role. The content under the "Consoles" tabs (or "PS4 & XBOX ONE" and "PS3 & XBOX 360" tabs) contains information on the old skills system and is kept for reference. An update for PS4 and Xbox One had made the skills nearly identical to the PC version, therefore displaying mostly relevant information to next-generation console players.

General[]

Skill points[]

On the PC, Aced skills are represented by this Ace of Spades background behind their respective icons.

One skill point is awarded each time the player gains a Reputation level, plus an additional 2 points at every level divisible by 10 (meaning that instead of just 1 skill point, 3 skill points will be granted at levels 10, 20, 30, 40, and so on). Thus, once the player reaches the maximum Reputation level of 100, the player will have a total of 120 skill points.

Because the total skill points needed to unlock Basic and Ace for every skill in a single tree totals 138 points (145 on the consoles), it is impossible to Ace every skill in even a single tree (and furthermore, there are five separate trees in total). Because of this, it is advisable to only spend points on specific skills you truly need and want, and to spread skill points over multiple trees if necessary.

Skill tree structure[]

Each skill tree has three subtrees, named after their intended role (for example, the Fugitive's Brawler subtree enhances melee combat capability). For each subtree, there are four tiers, the top three unlocked by spending a minimum total number of points in that subtree:

  • tier 2 is unlocked by spending 1 skill point,
  • tier 3 by spending 3 skill points,
  • tier 4 by spending 18.

Tier 4's point requirement can be reduced to 16 by investing an Infamy point in the appropriate tree. As of Update #200 this reduction is applied at the first level of Infamy.

All subtrees have one skill in tiers 1 and 4, and two skills in tiers 2 and 3. Tier 1 skills cost 1 skill point to unlock Basic and three skill points to Ace, tier 2 skills cost two skill points for Basic and four for Ace, tier 3 skills cost 3 for Basic and 6 for Ace, and tier 4 skills 4 for Basic and 8 for Ace.

Skill interactions[]

Party bonuses do not stack with the identical bonus coming from other players in the party that have the identical skill (thus it is somewhat sub-optimal for multiple players to get the same party-benefit skills, if you always play with the same team of players). All other bonuses stack, unless stated otherwise, including bonuses from Basic and Aced versions of the skill.

Re-specifying skill trees[]

Skills can be withdrawn and skill points returned simply by right-clicking on the skill. Aced skills are withdrawn separately from Basic skills; to fully remove a skill that has been Aced, one will have to right-click on the skill twice. Skills cannot be withdrawn if the skill points invested in them allow skills unlocked above them to be used. The higher-tier skills will have to be removed before the lower-tier skill can.

Multi-Skill Builds[]

On the PC, PlayStation 4, and XBOX ONE versions, players can unlock additional skill sets to use, allowing them to switch between multiple builds without having to re-spec skill points. This allows, for example, one to switch from a stealth build to a combat build in an instant. Skill sets can be selected and unlocked by pressing the S key.

Skill sets also have a perk deck selection associated, hence switching skill set will switch perk deck as well, although perk deck progress is universal across skill sets.

The skill set used is selected from the skill screen, meaning that it can be selected from the main menu or while in the lobby screen of a Crime.net server.

On consoles there are 5 possible skillsets available, on the PC there are 15. The requirements for the 15th is the requirement for the 5th on consoles.

The skill sets are unlocked as follows: 1. The starting skill set, available from the outset. 2. Available for unlock once you reach level 50. 3. Available for purchase once you reach level 75, costs $1M of offshore money. 4. Available for purchase once you reach level 100, costs $10M of offshore money. 5-9. Available for purchase once you reach level 100, costs $25M of offshore money. 10-14. Available for purchase once you reach level 100, costs $30M of offshore money. 15. Available for purchase once you reach level 100, requires the Tabula Rasa achievement, and costs $20M of offshore money. When resetting your level by going infamous, the skill sets unlocked remain unlocked and therefore can be used immediately afterwards.

Profiles[]

Class building is made easier through the use of Profiles, which are collections of loadouts (weapons, throwables, skill sets, perk decks and masks). Profiles can be swapped around in the pre-game menu, allowing players more room to plan out by having multiple loadouts to tackle any kind of situation, especially when playing multi-day heists where rule changes between days are often significant. Because profiled skill sets can not be modified during the pre-game phase, setting them up in advance is often required.

Blank profiles will default to skill set 1 when selected with all skill points unallocated. There are 15 profile slots available at the moment. Profiles can be renamed (if using keyboard and mouse) by clicking on their name in the inventory.

Skills[]

Tier 4 Inspire.png Inspire
Basic (4 pt):
You revive crew members 100% faster. Shouting at your teammates will increase their movement and reload speed by 20% for 10 seconds.
Ace (8 pt):
There is a 100% chance that you can revive crew members at a distance of up to 9 meters by shouting at them. This cannot occur more than once every 20 seconds.
Tier 3 Uppers.png Uppers Combat Doctor.png Combat Doctor
Basic (3 pt):
Adds 7 more First Aid Kits to your inventory.
Ace (6 pt):
Adds 3 First Aid Kits to your inventory. Your deployed First Aid Kits will be automatically used if a player is downed within a 5 meter radius of the First Aid Kit. This cannot occur more than once every 20 seconds.
Basic (3 pt):
You can now deploy 2 Doctor Bags instead of just one.
Ace (6 pt):
Your doctor bags have 2 more charges.
Tier 2 Quick Fix.png Quick Fix Painkillers.png Painkillers
Basic (2 pt):
Decreases your First Aid Kit and Doctor Bag deploy time by 50%.
Ace (4 pt):
Crew members that use your First Aid Kits or Doctor Bags take 10% less damage for 120 seconds.
Basic (2 pt):
Crew members you revive take 30% less damage for 5 seconds.
Ace (4 pt):
The damage reduction is increased by an additional 50%.
Tier 1 Combat Medic.png Combat Medic
Basic (1 pt):
You gain a 30% damage reduction for 5 seconds both after and during reviving another player.
Ace (3 pt):
Reviving a crew member gives them 30% more health.

Tier 4 Hostage Taker.png Hostage Taker
Basic (4 pt):
Having at least one of your own hostage or converted law enforcer makes you regenerate 1.5% health every 5 seconds.
Ace (8 pt):
Having at least one of your own hostage or converted law enforcer makes you regenerate 4.5% health every 5 seconds.
Tier 3 Stockholm Syndrome.png Stockholm Syndrome Partners In Crime.png Partners In Crime
Basic (3 pt):
Civilians are intimidated by the noise you make and remain intimidated 50% longer.
Ace (6 pt):
Your hostages will not flee when they have been rescued by law enforcers. Whenever you get into custody, your hostages will trade themselves for your safe return. This effect can occur during assaults, but only 1 time during a heist.
Basic (3 pt):
Having a converted enemy increases your movement speed by 10%. Your converted enemy takes 45% less damage.
Ace (6 pt):
Having a converted enemy increases your health by 30%. Your converted enemy takes an additional 54% less damage.
Tier 2 Confident.png Confident Joker.png Joker
Basic (2 pt):
The power and range of your intimidation is increased by 50%.
Ace (4 pt):
You can now have 2 converted enemies at the same time.
Basic (2 pt):
You can convert a non-special enemy to fight on your side. This cannot be done during stealth and the enemy must have surrendered in order for you to convert them. You can only convert one non-special enemy at a time.
Ace (4 pt):
Your converted enemy deal 35% more damage. The time taken to convert an enemy is reduced by 65%.
Tier 1 Forced Friendship.png Forced Friendship
Basic (1 pt):
Increases your supply of cable ties by 4. You can cable tie hostages 75% faster.
Ace (3 pt):
You and your crew gain 0.5 damage absorption for each hostage you have. This effect stacks with up to a maximum of 8 hostages. Note: This skill does not stack with other players Forced Friendship skills.

Tier 4 Graze.png Graze
Basic (4 pt):
Snipers that hit their target deal 20% of the damage dealt in a 100cm radius around the bullet trajectory.
Ace (8 pt):
If a bullet would headshot-kill someone, the graze skill will deal 100% of the weapon's damage instead of 20%.
Tier 3 Ammo Efficiency.png Ammo Efficiency Aggressive Reload.png Aggressive Reload
Basic (3 pt):
Getting 3 headshots in less than 6 seconds will refund 1 bullet to your used weapon. Can only be triggered by SMGs, Assault Rifles and Sniper Rifles fired in single shot mode.
Ace (6 pt):
The amount of headshots required is reduced to 2.
Basic (3 pt):
Increases your reload speed with SMGs, Assault Rifles and Sniper Rifles by 15%.
Ace (6 pt):
Any killing headshot will increase your reload speed by 100% for 4 seconds. Can only be triggered by SMGs, Assault Rifles and Sniper Rifles fired in single shot fire mode.
Tier 2 Rifleman.png Rifleman Marksman.png Marksman
Basic (2 pt):
Your snap to zoom is 100% faster with all weapons. Your movement speed is unhindered while using steel sight.
Ace (4 pt):
Your weapon zoom level is increased by 25% with all weapons. Your weapon accuracy while moving with SMGs, Assault Rifles and Sniper Rifles is increased by 16.
Basic (2 pt):
You gain 8 weapon accuracy with all SMGs, Assault Rifles and Sniper Rifles fired in single shot fire mode.
Ace (4 pt):
You gain a 20% accuracy bonus while aiming down sights with all SMGs, Assault Rifles and Sniper Rifles fired in single shot fire mode.
Tier 1 Stable Shot.png Stable Shot
Basic (1 pt):
You gain 8 weapon stability.
Ace (3 pt):
You gain 16 weapon accuracy while standing still.

Tier 4 Overkill.png Overkill
Basic (4 pt):
When you kill an enemy with a shotgun or the OVE9000 portable saw, you receive a 75% damage increase for 20 seconds.
Ace (8 pt):
The damage bonus now applies to all weapons. Skill must still be activated using a Shotgun or the OVE9000 portable saw. Your weapon swap speed is increased by 80%.
Tier 3 Far Away.png Far Away Close By.png Close By
Basic (3 pt):
Your accuracy bonus while aiming down sights with Shotguns is increased by 40%.
Ace (6 pt):
You gain a 50% increased effective range with Shotguns when aiming down sights.
Basic (3 pt):
You can now hip-fire with your Shotguns while sprinting.
Ace (6 pt):
Your rate of fire is increased by 35% while firing from the hip with single shot Shotguns. Shotguns with magazines have their magazine sizes increased by 15 shells.
Tier 2 Shotgun CQB U100.png Shotgun CQB Shotgun Impact U100.png Shotgun Impact
Basic (2 pt):
You reload shotguns 15% faster.
Ace (4 pt):
You reload shotguns 35% faster. You gain a 125% increase steel sight speed when using Shotguns.
Basic (2 pt):
Your weapon stability with all shotguns is increased by 8. You deal 5% more damage with shotguns.
Ace (4 pt):
You deal an additional 10% more damage with shotguns.
Tier 1 Underdog.png Underdog
Basic (1 pt):
When three or more enemies are within 18 meters of you, you receive a 15% damage bonus that lasts for 7 seconds.
Ace (3 pt):
When three or more enemies are within 18 meters of you, you also receive a 10% damage reduction that lasts for 7 seconds.

Tier 4 Man of Iron.png Iron Man
Basic (4 pt):
Your total armor values is increased by 30%.
Ace (8 pt):
Unlocks the ability to wear the Improved Combined Tactical Vest.
Tier 3 Shock And Awe.png Shock And Awe Bullseye.png Bullseye
Basic (3 pt):
Increases the armor recovery rate for you and your crew by 25%.
Ace (6 pt):
Enables your weapons to have a chance to knock back Shield enemies when attacking them. Ranged weapons' knock back chance is increased the higher the total damage of the weapon is. Melee weapons' knock back chance is 100%.
Basic (3 pt):
You regenerate 5 armor for each successful headshot. This effect cannot occur more than once every 2 seconds.
Ace (6 pt):
You regenerate an additional 20 armor for each successful headshot.
Tier 2 Die Hard U100.png Die Hard Transporter U100.png Transporter
Basic (2 pt):
You take 50% less damage while interacting with objects.
Ace (4 pt):
Increases the armor of all Ballistic vests by 20.
Basic (2 pt):
You can throw bags 50% further.
Ace (4 pt):
For each 10 armor points the bag movement penalty is reduced by 1%.
Tier 1 Thick Skin.png Resilience
Basic (1 pt):
Increase your armor recovery rate by 15%.
Ace (3 pt):
Reduce the visual effect duration of Flashbangs by 75%.

Tier 4 Fully Loaded.png Fully Loaded
Basic (4 pt):
Your total ammo capacity is increased by 25%.
Ace (8 pt):
Increases the amount of ammo you gain from ammo boxes by 75%. You also gain a 5% base chance to get a throwable from an ammo box. The base chance is increased by 1% for each ammo box you pick up that does not contain a throwable. When a throwable has been found, the chance is reset to its base value.
Tier 3 Extra Lead.png Extra Lead Carbon Blade.png Saw Massacre
Basic (3 pt):
You can now place 2 ammo bags instead of just one.
Ace (6 pt):
Each ammo bag contains 50% more ammunition.
Basic (3 pt):
Reducing the wear down of the blades on enemies by 50%.
Ace (6 pt):
You can now saw through shield enemies with your OVE9000 portable saw. When killing an enemy with the saw, you have a 50% chance to cause nearby enemies in a 10m radius to panic. Panic will make enemies go into short bursts of uncontrollable fear.
Tier 2 Bulletstorm.png Bulletstorm Portable Saw.png Portable Saw
Basic (2 pt):
Ammo bags placed by you grant players the ability to shoot without depleting their ammunition for up to 5 seconds after interacting with it. The more ammo players replenish, the longer the duration of the effect.
Ace (4 pt):
Increases the base duration of the effect by up to 15 seconds.
Basic (2 pt):
Unlocks the OVE9000 portable saw for you to use as a secondary weapon.
Ace (4 pt):
You gain 1 extra saw blade for the OVE9000 portable saw. You replace your saw blades with carbon blades, increasing your saw efficiency by 40%.
Tier 1 Scavenger.png Scavenger
Basic (1 pt):
Your ammo box pick up range is increased by 50%.
Ace (3 pt):
Every 6th enemy you kill will drop an extra ammo box.

Tier 4 Tower Defense.png Tower Defense
Basic (4 pt):
You can now carry 1 extra sentry gun.
Ace (8 pt):
You can now carry an additional 2 extra sentry guns.
Tier 3 Engineering.png Engineering Jack Of All Trades U100.png Jack Of All Trades
Basic (3 pt):
You can now select a less noisy version of the sentry guns, making them much less likely to be targeted by enemies.
Ace (6 pt):
You can now toggle AP rounds on your sentry guns, lowering the rate of fire by 75%, but increasing the damage by 250% and allowing it to pierce through enemies and shields.
Basic (3 pt):
You deploy and interact with all deployables 100% faster.
Ace (6 pt):
You can now equip a second deployable to bring with you. If your deployable is equipped as a secondary deployable, you can only bring half of what you would bring if it was equipped as a primary deployable.
Tier 2 Sentry Targeting Package2.png Sentry Targeting Package Eco Sentry.png Eco Sentry
Basic (2 pt):
Your sentry guns gain a 100% increase in accuracy.
Ace (4 pt):
Your sentry guns rotation speed is increased by 150%. Your sentry guns also have 50% more ammunition.
Basic (2 pt):
The cost of deploying a sentry gun is reduced by 5%.
Ace (4 pt):
Your sentry guns gain 150% increased health.
Tier 1 Third Law.png Third Law
Basic (1 pt):
The cost of deploying a sentry gun is reduced by 5%.
Ace (3 pt):
Your sentry guns gain a protective shield.

Tier 4 Fire Trap.png Fire Trap
Basic (4 pt):
Your trip mines now spread fire around the area of detonation for 10 seconds in a 4 meter diameter.
Ace (8 pt):
Increases the fire effect duration by 10 seconds and increases the fire effect radius by 50%.
Tier 3 More Firepower.png More Firepower Kickstarter.png Kickstarter
Basic (3 pt):
You gain 1 more shaped charge and 4 more trip mines.
Ace (6 pt):
You gain 2 more shaped charges and 7 more trip mines.
Basic (3 pt):
Your drills and saws gain an additional 20% chance to automatically restart after breaking.
Ace (6 pt):
Enables the ability to reset a broken drill or saw with a melee attack. The ability has a 50% chance to fix the drill or saw. The ability can only be used once per time the drill or saw is broken.
Tier 2 Combat Engineering.png Combat Engineering Drill Sawgeant.png Drill Sawgeant
Basic (2 pt):
The radius of your trip mine explosion is increase by 30%.
Ace (4 pt):
Your trip mine damage is increase by 50%.
Basic (2 pt):
Your drill and saw timer is decreased by 15%.
Ace (4 pt):
Your drill and saw timer is decreased by an additional 15%.
Tier 1 Hardware Expert U100.png Hardware Expert
Basic (1 pt):
You fix drills and saws 25% faster. Decrease trip mine deploy time by 20%. Drills and saws are also silent. Civilians and guards must see the drill or saw in order to become alerted.
Ace (3 pt):
Gives your drills and saws a 10% chance to automatically restart after breaking.

Tier 4 Body Expertise.png Body Expertise
Basic (4 pt):
30% from the bonus headshot damage is permanently applied to hitting enemies on the body. This skill is only activated by SMGs, LMGs, Assault Rifles or Special Weapons fired in automatic fire mode.
Ace (8 pt):
90% from the bonus headshot damage is permanently applied to hitting enemies on the body. This skill is only activated by SMGs, LMGs, Assault Rifles or Special Weapons fired in automatic fire mode.
Tier 3 Lock N' Load.png Lock N' Load Surefire.png Surefire
Basic (3 pt):
You can now hip-fire with your weapons while sprinting.
Ace (6 pt):
Killing 2 enemies with SMGs, LMGs, Assault Rifles or Special Weapons set on automatic fire mode will increase your next reload speed by up to 100%. This bonus is reduced by 1% for each bullet above 20 in the total magazine size, down to a minimum of 40% reload speed increase.
Basic (3 pt):
Your SMGs, LMGs and Assault Rifles gain 15 more bullets in their magazine. This does not affect the "Lock n' Load" Ace skill.
Ace (6 pt):
Your ranged weapons can now pierce through enemy body armor.
Tier 2 Heavy Impact.png Heavy Impact Fire Control.png Fire Control
Basic (2 pt):
Your shots have a 5% chance to stagger all enemies except Bulldozers and Captain Winters.
Ace (4 pt):
Increase your stagger chance to 20%.
Basic (2 pt):
You gain 12 weapon accuracy while firing from the hip.
Ace (4 pt):
Your accuracy penalty is decreased by 20% when shooting while moving.
Tier 1 Steady Grip.png Steady Grip
Basic (1 pt):
You gain 8 weapon accuracy.
Ace (3 pt):
You gain 16 weapon stability.

Tier 4 ECM Specialist.png ECM Specialist
Basic (4 pt):
You can now place 2 ECM jammers instead of just one.
Ace (8 pt):
The ECM jammer duration is increased by an additional 25% and the ECM feedback duration lasts 25% longer. Pagers are delayed by the ECM jammer.
Tier 3 Nimble.png Nimble ECM Overdrive.png ECM Overdrive
Basic (3 pt):
You gain the ability to disable 1 camera from detecting you and your crew.
Effect lasts for 25 seconds.
Ace (6 pt):
You lockpick 100% faster. You also gain the ability to lockpick safes.
Basic (3 pt):
Your ECM jammer and feedback duration is increased by 25%.
Ace (6 pt):
Your ECM jammer can now also be used to open certain electronic doors.
Tier 2 Cleaner.png Cleaner Sixth Sense.png Sixth Sense
Basic (2 pt):
You gain 1 additional body bag in your inventory. Also increases the body bag inventory space to 3 from 2.
Ace (4 pt):
You gain the ability to place 2 body bag cases.
Basic (2 pt):
You gain the ability to automatically mark enemies within a 10 meter radius around you after standing still for 3.5 seconds while in stealth.
Ace (4 pt):
You gain access to all insider assets. Cleaning costs after killing a civilian is reduced by 75%.
Tier 1 Chameleon.png Chameleon
Basic (1 pt):
Increases the time before you start getting detected by 25% while in casing mode. You can also mark enemies while in casing mode.
Ace (3 pt):
You can pick up items while in casing mode. You also gain 30% more value to items and cash that you pick up.

Tier 4 Sneaky Bastard.png Sneaky Bastard
Basic (4 pt):
You gain a 1% dodge chance for every 3 points of concealment under 35 up to 10%.
Ace (8 pt):
You gain a 1% dodge chance for every 1 point of concealment under 35 up to 10%.
Tier 3 Dire Need.png Dire Need Shockproof.png Shockproof
Basic (3 pt):
When your armor breaks, the first shot on every enemy will cause that enemy to stagger. This effect ends when your armor recovers.
Ace (6 pt):
The effect persists for 6 seconds after your armor has recovered.
Basic (3 pt):
When tased, the shock effect has a 30% chance to backfire on the Taser, knocking them back.
Ace (6 pt):
When tased, you are able to free yourself from the taser interacting with it within 2 seconds of getting tased.
Tier 2 Parkour.png Parkour Inner Pockets.png Inner Pockets
Basic (2 pt):
You gain 10% additional movement speed and 20% increased speed while climbing ladders.
Ace (4 pt):
You gain the ability to sprint in any direction.
Run and reload - you can reload your weapons while sprinting.
Basic (2 pt):
Increases the concealment of melee weapons by 2.
Ace (4 pt):
Increases the concealment of all ballistic vests by 4.
Tier 1 Duck And Cover U100.png Duck And Cover
Basic (1 pt):
Your stamina starts regenerating 25% earlier and 25% faster. You also sprint 25% faster.
Ace (3 pt):
You have a 10% increased chance to dodge while sprinting. You gain 15% chance to dodge while ziplining.

Tier 4 Unseen Strike.png Unseen Strike
Basic (4 pt):
If you do not lose any armor or health for 4 seconds, you gain 35% critical hit chance for 6 seconds.
Ace (8 pt):
The critical hit chance duration is increased to 18 seconds.
Tier 3 Low Blow.png Low Blow High Value Target.png High Value Target
Basic (3 pt):
You gain a 3% critical hit chance for every 3 points of concealment under 35 up to 30%.
Ace (6 pt):
You gain 3% critical hit chance for every 1 point of concealment under 35 up to 30%.
Basic (3 pt):
Enemies you mark take 15% more damage.
Ace (6 pt):
Enemies you mark take an additional 50% damage when further away than 10 meters. Increases the duration of marked enemies by 100% and you can now mark specials by aiming at them with any weapon.
Tier 2 Optical Illusions.png Optical Illusions The Professional.png The Professional
Basic (2 pt):
You are 35% less likely to be targeted by enemies.
Ace (4 pt):
You gain 1 concealment for each silenced weapon you equip and reduces the concealment penalty of silencers by 2.
Basic (2 pt):
You gain 8 weapon stability and 100% snap to zoom speed increase with silenced weapons.
Ace (4 pt):
You gain 12 weapon accuracy with silenced weapons.
Tier 1 Second Wind.png Second Wind
Basic (1 pt):
When your armor breaks your movement speed is increase by 30% for 5 seconds.
Ace (3 pt):
This effect also applies to your crew when triggered.

Tier 4 Trigger Happy U100.png Trigger Happy
Basic (4 pt):
For every hit with a pistol you gain 120% damage boost that lasts for 2 seconds. Stacks up to 1 times.
Ace (8 pt):
Increases the damage boost duration to 4 seconds.
Tier 3 One Handed Talent.png One Handed Talent Desperado.png Desperado
Basic (3 pt):
The base damage of all pistols is increased by 5.
Ace (6 pt):
The base damage of all pistols is increased by an additional 10 damage.
Basic (3 pt):
Each successful pistol hit gives you a 10% increased accuracy bonus for 10 seconds and can stack 4 times.
Ace (6 pt):
You reload all pistols 50% faster.
Tier 2 Gun Nut.png Gun Nut Akimbo.png Akimbo
Basic (2 pt):
Your pistol magazine sizes are increased by 5 bullets.
Ace (4 pt):
You gain a 50% increased rate of fire with pistols.
Basic (2 pt):
Your Akimbo weapons' stability penalty is reduced by 8.
Ace (4 pt):
Your Akimbo weapons' stability penalty is reduced by an additional 8 and they also have a 50% increased ammo capacity.
Tier 1 Equilibrium.png Equilibrium
Basic (1 pt):
Decreases the time it takes to draw and holster pistols by 33%.
Ace (3 pt):
You gain a 8 weapon accuracy with pistols.

Tier 4 Pistol Messiah.png Messiah
Basic (4 pt):
While in bleedout, you can revive yourself if you kill an enemy. You only have 1 charge.
Ace (8 pt):
Your Messiah charge is replenished whenever you use a doctor bag.
Tier 3 Swan Song.png Swan Song Feign Death.png Feign Death
Basic (3 pt):
Instead of getting downed instantly, you gain the ability to keep on fighting for 3 seconds with a 60% movement penalty before going down.
Ace (6 pt):
Increases the duration of Swan Song by 3 seconds. Ammunition won't be depleted while the effect is active.
Basic (3 pt):
When you get downed, you have a 15% chance to instantly get revived.
Ace (6 pt):
The chance to get instantly revived is increased by an additional 30%.
Tier 2 Running From Death.png Running From Death Up You Go.png Up You Go
Basic (2 pt):
You reload and swap weapons 100% faster for 10 seconds after being revived.
Ace (4 pt):
You move 30% faster for 10 seconds after being revived.
Basic (2 pt):
You take 30% less damage for 10 seconds after being revived.
Ace (4 pt):
You receive 40% more health when revived.
Tier 1 Nine Lives.png Nine Lives
Basic (1 pt):
You gain a 50% increase to bleedout health.
Ace (3 pt):
You gain the ability to get downed 1 more time before going into custody.

Tier 4 Frenzy.png Frenzy
Basic (4 pt):
You only get 30% of your maximum health and cannot heal above it but you take 10% less damage and healing received is reduced by 75%.
Ace (8 pt):
Damage taken is now reduced by 25% and healing received is reduced by 0%.
Tier 3 Counter-Strike.png Counterstrike Berserker.png Berserker
Basic (3 pt):
When charging your melee weapon you will counterattack enemies that try to strike you, knocking them down. The knockdown does not deal any damage.
Ace (6 pt):
You gain the ability to counter attack cloakers and their kicks.
Basic (3 pt):
The lower your health, the more damage you do. When your health is below 50%, you will do up to 250% more melee and saw damage.
Ace (6 pt):
The lower your health, the more damage you do. When your health is below 50%, you will do up to 100% more damage with ranged weapons as well.
Tier 2 Bloodthirst.png Bloodthirst Pumping Iron.png Pumping Iron
Basic (2 pt):
Every kill you get will increase your next melee attack damage by 100%, up to a maximum of 1600%. This effect gets reset when you kill an enemy with a melee attack.
Ace (4 pt):
Whenever you kill an enemy with a melee attack, you will gain a 50% increase in reload speed for 10 seconds.
Basic (2 pt):
Your melee attacks against non-special enemies do 100% more damage.
Ace (4 pt):
Your melee attacks against special enemies do 100% more damage.
Tier 1 Martial arts.png Martial Arts
Basic (1 pt):
You take 50% less damage from all melee attacks. Because of training.
Ace (3 pt):
You are 50% more likely to knock down enemies with a melee strike.

Legacy Skills[]

Notes[]

  • The full changes of the skills and introduction of perks in Update #39 can be read here.
  • Each skill tree is represented by one of the original heisters and the now-separate Houston; with Dallas as the Mastermind, Chains as the Enforcer, Wolf as the Technician, Houston as the Ghost, and Hoxton as the Fugitive.

Achievements[]

I'm a Healer-Tank-Damage-Dealer.jpg I'm a Healer-Tank-Damage-Dealer
Spend 10 skill points in each skill tree.

Trivia[]

  • As of Update #39, the skill tier bonuses have been removed from the game, being replaced by the Perk Decks system which works in a similar way, but opens up the player's access to beneficial bonuses as to encourage calculated character building, rather than spending points in trees just for the tier upgrade, such as the old Tier 3 Technician headshot, which is a perk in all perk trees. Most of the tier bonuses have been revised into Perks, but some are removed entirely.
  • Several of the subtrees introduced in Update #100 use the same names as pre-update skills. Those that weren't removed or split across several skills were renamed.
Gameplay • Heists • Skills & Perk Decks • Weapons & Equipment • DLC
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