For Yet Another Zombie Survivors players, this is a guide that describes skills and character passives, let’s check it out.
Introduction
I started writing down what skills do. Some of the stuff is based on testing. This guide is by no means complete, feel free to add corrections in the comments.
The guide focuses more on the weapons’ and skills’ mechanic rather then on numerical values.
I tried to leave out damage numbers and cool down times as they are affected by the passive upgrades.
All the info was gathered on version B0.2.1.
SWAT
– 10% increased reload speed
– Basic weapon
– Fast fire rate
– Fast reload speed
– Bigger magazine than Pistol
– Damage and magazine size increases with skill level
– Better version of Uzi, more damage and bigger magazine size
– Damage and magazine size increases with skill level
– High damage, slower fire rate than the other weapons
– Pierces through enemies
– Damage and magazine size increases with skill level
– Throws grenade to nearby enemies
– Description says throws in opposite direction of the players movement direction
– Grenade amount increases by 1 per skill level
– A helicopter moves across the map in a line *insta-killing common enemies
– The helicopter’s initial direction aligns with the player
– Cool down reduction per skill level
– Spawns a turret for 15 seconds, shoots at nearby enemies
– Additional damage and cool down reduction per skill level
– Can have multiple turrets if cool down is lower than duration
*: I only tested Helicopter strike in the default game mode and insta-killed common zombies without a damage number. I could not confirm that the skill damages bosses
Tank
+300 maximum HP
– Fires an amount of bullets in a cone
– Reloads after one shot
– Increases bullets fired per skill level
– Similar as shotgun reloads after 2 shots
– Fast firing gun
– Large magazine size
– Shoots a rocket that deals explosion damage in an area
– A saw blade rotates around the player damages enemies
– +1 additional sawblade per skill level up to 5
– Plants 3 mines at random locations
– + 1 mine amount and some cool down reduction per skill level
– A plane drops down a set amount of bombs that deal explosion damage in an area
– increased number of bombs, increased area of effect, cool down reduction per skill level
Engineer
– 10% skill cool down reduction
– Fast fire rate
– *Shot is instant
– A better version of taser
– Fast fire rate
– Chains to nearby enemies
– Shoots a ball projectile that damages nearby enemies
– Projectile explodes on impact
– Hit box for the projectile is small
– Fires a continuous beam of energy
– Rapid fire
– Pierces enemies
– The beam’s hit box is tiny, so most likely you will do constant damage to the initial target
– Damages enemies around the player
– Cool down reduction and increased area per skill level
– Deploys a turret that periodically damages enemies around itself
– Turret damages enemies in 1 second intervals
– Area and cool down reduction per skill level
– Creates an energy field around the player in an area
– Enemies who enter the area are damaged once
– Common zombies stay stunned while in Energy shield’s area
– Boss enemies are immune to stun except the summoner boss(might be a bug)
*: It does not shoot projectiles so it can not miss the shot
Huntress
– 10% critical hit chance
– Fires a single arrow
– Inaccurate when moving
– Has similar stats as the bow
– Adds 1 additional projectile per skill level
– Fires 2 arrows that stick into enemies and explod after a short delay
– Skill level 1 damage seems the same as maximun skill level damage for multishot
– + fire rate and + 1 projectile per skill level
– Fires 2 arrows that applies slow to enemies in an area
– Slow lasts approximately 1 second
– *Slow amount is around 50%
– + fire rate and + 1 projectile per skill level
– +4% critical hit chance per skill level
– Shoots arrows that damages enemies in an area
– + area and cool down reduction per skill level
– Places a decoy that taunt enemies and explodes after a time
– + area and cool down reduction per skill level
*: I did not find any numerical value on the slow amount, it just feels like it halves the enemies’ movement speed
Ghost
– 10% dodge chance
– Close range attack
– Single target
– Better version of Katana
– Hits enemies in an arc
– Attacks enemies in an area around the player
– Shoots a projectile forward
– Throws 3 shurikens at the enemies
– Pierces common enemies
– Does not go through bosses
– +1 projectile per skill level
– Grants 50% critical hit chance for 5 seconds
– +1 sec duration per skill level
– Shoots 10 kunais around the player
– *Does not pierce
– +1 projectile and additional damage per skill level
*: It seems like the kunai does not pierce but I am not 100% sure
Medic
– 100% increased *healing bonus
– Basic weapon
– Shoots a bullet that deals damage over time
– Deals damage over time every second for 3 second for 100% weapon damage per tick
– **Enemies killed while affected by the damage over time explode applying the damage and
damage over time to surrounding enemies
– Similar to the Antidote gun but deals damage in an area
– Leaves a damaging pool on the ground for a few seconds
– Throws a projectile that damages and slows enemies in an area
– Does not do damage over time
– ***Slow amount around 50%
– Adds 2 HP/sec regeneration per skill level
– Grants a buff for 3 seconds that grants 10% life steal chance and 5% life steal amount
– +1 sec duration per skill level
– Grant a buff that gives the player 25% more increased fire rate and movement speed for 3 seconds.
– +1 second duration per skill level
*: For example 10 HP/sec will heal 20 HP with 100% increased healing bonus
**: It seems it can chain the explosion in bigger groups, needs more testing
***: I did not find any numerical value on the slow amount, it just feels like it halves the enemies’ movement speed
****: As of version B0.2.1 the skill is bugged and does not apply the bonuses