Fur & Fortune

Crews Bull

Bull

Hauler · Carry the haul and break through walls.

“Has never met a wall that wasn't a door.”

  • UltimateFast and furious (300 s cooldown, lasts 8 s)
  • PassiveCarry up to 3 bags. Two bags are half speed. Three are nearly still.
  • Natural attackCharge
Bonus HP
+40
Bonus armour
+25
Move speed
×0.82
Extra bags
2
Picked in
–
Jobs completed
–

Mutation paths

Each crew levels from 1 to 10 with crew XP (60 / 90 / 130 per heist on Easy / Hard / Insane). Pick one direction per crew: the first pick is free, a change costs 2,000 Gold Coins and keeps the crew's level. The choices at levels 4, 6, 7, 9 and the evolution at level 10 are free to change in the Garage. Every path keeps the crew's natural attack, ultimate and passive.

Titan

Siege Bull

Strong at breaching walls, heavy smashes, holding a doorway with shoves; durable while charging

Weak at slow, loud and easy to spot; a slower charge that is easy to see coming; little stealth use

Use it for opening a new route to the vault, holding a breach, carrying bags through a fight

Body +15%, slower, louder, spotted sooner, slower armour recovery

  • Stealth1 of 5
  • Alarm4 of 5
  • Combat4 of 5
  • Objective defence4 of 5
  • Extraction3 of 5

Lv 10 Bulldozer Bulldozer or Earthbreaker

Phantom

Stampede Runner

Strong at steering the charge, fast repositioning, bag sprints and long bag throws

Weak at less health and armour; weaker smashes and shoves; protects only itself unless Escort Charge

Use it for bag runs to extraction, escaping a loud room, crossing open ground fast

Body −10%, less HP and armour

  • Stealth3 of 5
  • Alarm3 of 5
  • Combat2 of 5
  • Objective defence1 of 5
  • Extraction5 of 5

Lv 10 Slipstream Slipstream or Double Rush

Apex

Momentum Engine

Strong at smashes that grow with distance, bounded charge chains, refunds that bring the charge back sooner

Weak at no extra durability or mobility outside the charge (the Apex cost); weak in stealth; needs targets or walls to feed it

Use it for rooms full of cops, breaching several walls on one route, loud phases with many short fights

Normal body: no Titan durability, no Phantom mobility

  • Stealth2 of 5
  • Alarm4 of 5
  • Combat5 of 5
  • Objective defence2 of 5
  • Extraction3 of 5

Lv 10 Chain Reaction Chain Reaction or Perpetual Engine

Titan

Siege Bull

  1. Lv 1Identity
    Siege Bull

    +20 max HP; the charge hits walls 25% harder (80 to 100)

    Cost Titan base: 6% slower, 20% louder, spotted 10% sooner, armour waits 15% longer; the bigger body moves the charge capsule too

    Best Breaching from the first heist

  2. Lv 2Minor
    Thick Neck

    +10% crowd-control resistance

    Best Charging into nets and stun batons

  3. Lv 3Natural attack
    Battering Horns

    Light swings shove the target 0.8 m and hit breakable walls 30% harder

    Cost Light swings are 10% slower

    Best Holding a doorway

  4. Lv 4Choice: pick one
    Wrecking Smash

    The charge hits bodies 60% harder (18 to 28.8) and shoves them 2 m

    Cost The charge goes 20% less far (25 to 20 m)

    Best Charging into a cop line

    Iron Brow

    You take 30% less damage while charging

    Cost Fast and furious recharges 10% slower

    Best Charging through a firing line

  5. Lv 5Defining
    Load Bearer

    With 2 or 3 bags you take 10% less damage, and bags slow you 10% less (2 bags 0.5 to 0.55, 3 bags 0.05 to 0.15)

    Best Carrying the haul through a loud phase

  6. Lv 6Choice: pick one
    Breach Charge

    The charge's smash is 40% wider (1.1 to 1.54 m) and hits walls 30% harder

    Cost Fast and furious recharges 10% slower

    Best Opening a doorway-sized hole

    Holdfast

    For 4 s after a charge ends you take 10% less damage and get +20% crowd-control resistance

    Cost The charge goes 15% less far

    Best Charging in and holding the breach

  7. Lv 7Choice: pick one
    Knockback Wall

    The heavy rush shoves each enemy it hits 1.5 m out of your path and reaches 10 m

    Cost The heavy rush leaves a 0.3 s recovery

    Best Clearing a corridor for the crew

    Thick Hide

    Armour starts coming back 30% sooner

    Cost −8 max armour

    Best Fights with short breaks behind cover

  8. Lv 8Synergy
    Bulldozer Stun

    Enemies the charge smashes are stunned for 0.6 s

    Best Charging into a group the crew then shoots

  9. Lv 9Choice: pick one
    Plough

    The charge throws enemies to the sides 2.4 m, opening a lane behind you

    Cost The charge is 15% slower

    Best Escorting bag carriers through a crowd

    Siege Engine

    The charge hits walls 60% harder

    Cost You are 10% louder

    Best Breaching thick walls in one charge

  10. Lv 10Evolution: pick one
    Bulldozer

    the charge stops being a fast dash and becomes a slow push that pauses through short nets and stuns instead of ending

    The charge becomes a slow push that shrugs off short control: a net or stun with 0.5 s or less left only pauses it, then it carries on; +50% crowd-control resistance while charging (with the Titan base and Thick Neck up to 70%, cap 75%) cuts control first; 1.3x wall damage

    Cost The charge runs at 60% speed

    Best Pushing through a defended corridor to the vault

    Earthbreaker

    the charge ends in a room-clearing slam instead of just stopping

    The charge ends in a 4 m slam that smashes walls and shoves everyone in it outward from you; body smash 1.5x

    Cost The charge goes 30% less far (25 to 17.5 m)

    Best Breaking into a room full of cops

Phantom

Stampede Runner

  1. Lv 1Identity
    Stampede Runner

    The charge turns toward your aim up to 90° a second (Phantom base: 10% harder to spot, 4% faster)

    Cost Phantom base: 10% less max HP and armour, a 10% smaller body (and charge capsule)

    Best Charging around corners and through doorways

  2. Lv 2Minor
    Light Hooves

    +4% movement speed

    Best Every crossing

  3. Lv 3Natural attack
    Long Rush

    The heavy rush goes 25% farther (8 to 10 m) and swings 10% faster

    Best Closing distance or breaking contact

  4. Lv 4Choice: pick one
    Quick Horns

    Light swings are 15% faster

    Cost Natural attacks deal 10% less

    Best Finishing a lone guard

    Sidestep Rush

    The heavy rush goes where you move instead of where you face

    Cost The rush goes 15% less far

    Best Dodging out of a firing line

  5. Lv 5Defining
    Bag Sprint

    Bags slow you 20% less (2 bags 0.5 to 0.6, 3 bags 0.05 to 0.24)

    Best Running the haul to the van

  6. Lv 6Choice: pick one
    Long Stride

    The charge goes 20% farther (25 to 30 m) and 15% faster

    Cost It hits bodies 50% softer (18 to 9)

    Best Crossing a whole yard in one charge

    Quick Recharge

    Fast and furious recharges 15% faster

    Cost The charge goes 20% less far

    Best Charging often in short hops

  7. Lv 7Choice: pick one
    Getaway Gallop

    You are 30% harder to spot during the charge and for 3 s after

    Cost The charge shoves half as far

    Best Getting out of sight after being spotted

    Shoulder Check

    Light swings shove the target 0.8 m aside

    Cost Natural attacks deal 10% less

    Best Pushing through a guard to a door

  8. Lv 8Synergy
    Slipstream Step

    Casting the charge readies your heavy rush at once; a light-swing kill gives Fast and furious 10 s back (3 per cycle)

    Best Chaining a charge into a rush escape

  9. Lv 9Choice: pick one
    Long Toss

    Bags you throw fly 40% farther

    Cost −8 max armour

    Best Throwing bags over a fence or down to the van

    Escort Charge

    Allies within 3 m of your charge path take 15% less damage for 3 s

    Cost The charge goes 15% less far

    Best Leading a bag run

  10. Lv 10Evolution: pick one
    Slipstream

    the charge becomes a steerable highway the crew can follow instead of a straight smash

    The charge steers freely (240° a second), runs 1.15x faster and leaves a 4 s trail where allies move 25% faster

    Cost The charge barely hurts (body damage −75%, 18 to 4.5) and shoves half as far (0.7 m; with Getaway Gallop a token 0.3 m)

    Best Moving the whole crew and its bags across a fight

    Double Rush

    the heavy rush becomes a two-step dash

    The heavy rush can go twice in a row (the second within 1 s), each 1.25x as far

    Cost Natural attacks deal 20% less

    Best Weaving through a firing line

Apex

Momentum Engine

  1. Lv 1Identity
    Momentum Engine

    The charge's smash grows 20% for every 5 m charged (up to +60%)

    Best Long charges into a target

  2. Lv 2Minor
    Heavy Footing

    Natural attacks deal 8% more

    Best Every fight

  3. Lv 3Natural attack
    Follow-Through

    A light swing within 1 s after a heavy rush deals 50% more

    Best Rush-then-swing combos on one target

  4. Lv 4Choice: pick one
    Carom

    When the charge meets a wall it cannot break, it turns off it once and keeps going with the distance left

    Cost The charge hits walls 20% softer

    Best Charging along corridors

    Kill Fuel

    A charge smash kill gives Fast and furious 20 s back (3 per cycle)

    Cost The charge goes 15% less far

    Best Charging into weak grunts

  5. Lv 5Defining
    Freight Train

    Each bag you carry adds 20% to the charge's smash (damage and shove)

    Best Charging with one bag through a guard

  6. Lv 6Choice: pick one
    Chain Charge

    A charge leg that smashes an enemy goes again: one 10 m leg toward the nearest other enemy within 12 m

    Cost The charge hits bodies 20% softer

    Best Rooms with spread-out cops

    Wall Fuel

    Each wall the charge breaks adds 3 m to it (3 walls at most)

    Cost Fast and furious recharges 10% slower

    Best Breaching a line of walls

  7. Lv 7Choice: pick one
    Recoil

    A heavy rush that hits an enemy is ready again at once (once every 4 s)

    Cost The rush goes 2 m less far (8 to 6 m)

    Best Rush-swing-rush combos

    Momentum Shield

    You take 20% less damage while charging and for 2 s after

    Cost 5% slower

    Best Charging into heavy fire

  8. Lv 8Synergy
    Engine Loop

    Every enemy the charge smashes gives it 2 s back (10 per cycle)

    Best Loud phases with many cops

  9. Lv 9Choice: pick one
    Long Chain

    One more chain leg, and chain legs go 5 m farther

    Cost Fast and furious recharges 15% slower

    Best Clearing a whole floor in one cast

    Shockwave Finish

    The charge ends in a 3 m slam

    Cost The charge goes 15% less far

    Best Finishing in the middle of a group

  10. Lv 10Evolution: pick one
    Chain Reaction

    one smash becomes a chain reaction through the crowd

    Every enemy the charge smashes is thrown into the enemies around it (2 m, up to 6), and body smash is 1.5x

    Cost Fast and furious recharges 15% slower

    Best Packed cop lines and doorways

    Perpetual Engine

    the charge becomes a frequent breaching tool fed by walls and elites

    Breaking a wall or smashing an elite with the charge gives it 30 s back (2 per cycle); wall smash 1.5x

    Cost The charge goes 20% less far

    Best Breaching route after route in a long heist

All crews