172 skills in 8 trees. Every skill is bought once with skill points (SP): you earn 1.36 SP per character level, so level 100 has 134.64 SP for a tree that costs 539. Plan a build below and share the link.
Skill simulator
Wanted: every 3 Wanted makes skills 1% cheaper (at most 33%). Signature skills need 6 SP and Ultimate skills 10 SP already spent in their lane (a few count the whole tree), or less where the lane has less to offer.
SP free
–of –
SP spent
0
Skills
0
Base SP
0
Discount
none
Whole tree
539 SP
Keys: arrows move between skills, Enter selects and Enter again buys, Backspace refunds, Q and E switch trees. Refunding a skill also refunds the skills that need it, as in the game.
Firearms 63 skills · 155 SP
Pistol
Assault Rifle
Sniper
Shotgun
Bazooka
Combat Techniques 17 skills · 62 SP
Striking
Charge
Combat
Duelist
Mobility
Survival 25 skills · 75 SP
Tank
Armour
Stamina
Snack
Stealth & Deception 7 skills · 19 SP
Sneaking
Objectives
Pagers
Explosives & Throwables 11 skills · 44 SP
Blast
Supply
Safety
Gadgets 32 skills · 126 SP
Toolbox
Voodoo Doll
Electric Collar
Sleepbag
Scarecrow
Loadout
Crew & Tactics 11 skills · 39 SP
Planner
Tech
Talker
Career
Perks & Economics 6 skills · 19 SP
Perks
Every skill
"Picked" is the highest share among crews with enough runs, so you can see who leans on what.
Firearms
Skill
Cost
Picked
Quick AimFoundationAim down sights 15% faster with a pistol.Pistol
1 SP
–
Pickup ScavengerFoundationAmmo pickups give 25% more pistol ammo.Pistol
Slow Ammo RegenerationAdvancedCarried bazooka ammo regrows 15% of its maximum per minute.Bazooka · Needs Threat Reduction
4 SP
–
DesperadoSignaturePistol hits within 2 s of each other stack (max 8): +6% pistol fire rate each. At 8 stacks pistol damage is 30% more until the chain breaks.Pistol · Needs Fast Reload · Gate: 6 SP in Pistol
6 SP
–
Sustained AssaultSpecializationEach assault rifle shot fired within 0.35 s of the last adds +2% damage (max +30%) until you stop.Assault Rifle · Needs Fast Reload
3 SP
–
Unlimited PowerSignatureAssault rifles never reload: shots draw straight from reserve and build heat. At full heat the gun locks for 2.5 s.Assault Rifle · Needs Sustained Assault · Gate: 6 SP in Assault Rifle
6 SP
–
Zoom CriticalSpecialization+20% sniper critical chance while aiming down sights.Sniper · Needs Critical Chance
3 SP
–
PenetrationSignatureSniper shots pierce up to 3 targets and thin cover (glass, drywall), losing 25% per target; sniper damage 15% more.Sniper · Needs Zoom Critical · Gate: 6 SP in Sniper
5 SP
–
Heat SeekerSignatureSniper shots bend up to 8° toward the nearest enemy head inside a 12° cone.Sniper · Needs Penetration · Gate: 6 SP in Sniper
6 SP
–
Additional PelletsSpecialization+2 shotgun pellets per shot.Shotgun · Needs Fast Reload
3 SP
–
Tighter SpreadSpecializationShotgun spread 25% tighter for longer reach. Stacks with Wider Spread.Shotgun · Needs Additional Pellets
2 SP
–
Wider SpreadSpecializationShotgun spread 30% wider and pellets push 20% harder, for crowds. Stacks with Tighter Spread.Shotgun · Needs Additional Pellets
2 SP
–
AssassinateSignatureA shotgun blast within 3 m on an unaware or staggered enemy deals 100% more damage and executes non-elites (8 s cooldown).Shotgun · Needs Tighter Spread or Wider Spread · Gate: 6 SP in Shotgun
6 SP
–
Blast RadiusSpecializationRocket blasts 20% larger (adds to Area of Effect).Bazooka · Needs Fast Reload
2 SP
–
Structure BusterSpecializationRockets deal 50% more damage to walls, doors and props (adds to Structure Damage).Bazooka · Needs Blast Radius
3 SP
–
Friendly FuseSpecializationRockets fly through your crew instead of exploding on them, and your own blast hurts you 50% less.Bazooka · Needs Blast Radius
3 SP
–
Combat Techniques
Skill
Cost
Picked
Melee RangeFoundationPunches and melee weapons reach 10% farther.Striking
1 SP
–
Melee DamageSpecializationPunches and melee weapons deal 12% more damage.Striking · Needs Melee Range
2 SP
–
Melee Attack SpeedSpecializationPunch and swing 10% faster.Charge · Needs Melee Range
2 SP
–
Melee Threat ReductionSpecializationEnemies prefer you 20% less while you fight in melee.Duelist · Needs Melee Range
2 SP
–
Critical StrikeSpecialization+10% critical chance in melee.Striking · Needs Melee Damage
3 SP
–
Heavy Strike ChargeSpecializationBoth charge levels fill 20% faster.Charge · Needs Melee Attack Speed
2 SP
–
Melee Structure DamageSpecializationMelee deals 50% more damage to doors and props.Charge · Needs Melee Attack Speed
3 SP
–
Dodge ChanceAdvanced+10% chance to slip bullets and melee hits (overall cap 95%; elites and bosses subtract their accuracy).Duelist · Needs Melee Threat Reduction
4 SP
–
DashAdvancedOwn key: dash 5 m in your move direction (6 s cooldown). A movement skill, not a dodge.Mobility · Active · Needs Melee Threat Reduction
Second Charge LevelSpecializationHold longer for charge level 2: double spin and a two-hand uppercut that always crits.Charge · Needs Heavy Strike Charge
3 SP
–
CounterattackSignatureAfter a slip or a parry, strike back at an attacker within 2.2 m for 50% more damage (1.5 s cooldown).Duelist · Needs Dodge Chance · Gate: 6 SP in Duelist
5 SP
–
BackstepAdvancedOwn key: hop 3 m backwards (5 s cooldown). A movement skill, not a dodge.Mobility · Active · Needs Dash
4 SP
–
Repeated-Hit MomentumAdvancedEach consecutive melee hit in a combo adds +3% melee damage (max 10) until the combo ends.Striking · Needs Low-Health Fury
4 SP
–
Soul LikeSignatureOwn key: parry melee hits and bullets for 0.25 s (1 s cooldown). Cooldown reduction and attack speed never change either.Duelist · Active · Needs Counterattack · Gate: 6 SP in Duelist
6 SP
–
Dash StrikeSignatureWhen your target is knocked out of reach, your next click dashes to it (≤4 m) and continues the combo.Striking · Needs Repeated-Hit Momentum · Gate: 6 SP in Striking
5 SP
–
AFK FighterUltimateStand still with fists or a melee weapon for 1 s: you punch whoever is in reach and slip 15% more often. Never rolls for you; the dodge cap stays 95%.Combat · Needs Repeated-Hit Momentum and Soul Like · Gate: 10 SP in Combat Techniques
8 SP
–
Survival
Skill
Cost
Picked
Maximum HealthFoundation+25 maximum health.Tank
1 SP
–
HP RegenerationSpecializationRegenerate 1.5 health per second.Tank · Needs Maximum Health
3 SP
–
Damage ReductionSpecializationTake 6% less damage (overall cap 80%).Tank · Needs Maximum Health
3 SP
–
Negative Status RecoverySpecializationControl effects on you last 20% shorter (shares the 75% cap).Tank · Needs HP Regeneration
3 SP
–
DefenseSpecialization+20 Defense: about 10% damage reduction, inside the 80% cap.Tank · Needs Damage Reduction
3 SP
–
Maximum ArmorFoundation+20 maximum armour.Armour
1 SP
–
Armor GenerationSpecializationArmour regenerates 25% faster.Armour · Needs Maximum Armor
3 SP
–
Armor Threat ReductionSpecializationEnemies prefer you 20% less while your armour holds.Armour · Needs Maximum Armor
2 SP
–
Armor Movement PenaltySpecializationArmour slows you 30% less.Armour · Needs Maximum Armor
2 SP
–
Quick PatchingSignatureArmour starts regenerating 40% sooner and regenerates 25% more.Armour · Needs Armor Generation · Gate: 6 SP in Armour
5 SP
–
Armor BlasterSignatureWhen your armour breaks it bursts: 40 damage and a knockback to enemies within 4 m (20 s cooldown).Armour · Needs Armor Threat Reduction · Gate: 6 SP in Armour
5 SP
–
Armor Blaster StuntSignatureThe armour burst also stuns for 1.2 s and gives you +30% move speed for 2 s.Armour · Needs Armor Blaster · Gate: 6 SP in Armour
6 SP
–
Running Stamina EfficiencyFoundationSprinting uses 15% less stamina.Stamina
1 SP
–
Stamina CapacityFoundation+25 stamina.Stamina
1 SP
–
Movement SpeedSpecializationMove 5% faster.Stamina · Needs Running Stamina Efficiency
MarathonSignatureSprinting uses 40% less stamina and stamina regenerates 30% more.Stamina · Needs Movement Speed and Stamina Regeneration · Gate: 6 SP in Stamina
Snack Armor + StaminaSpecializationEach snack also adds 25 armour points and 40 stamina.Snack · Needs Snack Healing Bonus · Requires the Snack gadget equipped
3 SP
–
Snack SharingAdvancedEating heals up to 3 teammates within 6 m by half the snack (once per 10 s each).Snack · Needs Snack Healing Bonus · Requires the Snack gadget equipped
4 SP
–
Emergency SnackSignatureA lethal hit eats a snack instead: you survive at 1 HP, then the snack heals you (one Snack charge, 90 s cooldown).Snack · Needs Snack Skill Cooldown · Gate: 6 SP in Snack · Requires the Snack gadget equipped
5 SP
–
GluttonousSignatureSnack healing past full health becomes overheal. It lasts until spent and clears at heist end.Snack · Needs Snack Armor + Stamina · Gate: 6 SP in Snack · Requires the Snack gadget equipped
6 SP
–
Stealth & Deception
Skill
Cost
Picked
Quiet RunningFoundationSprinting is 25% quieter.Sneaking
1 SP
–
Low ProfileSpecializationGuards and cameras notice you 15% slower.Sneaking · Needs Quiet Running
Fast Pager ResponseSpecializationAnswer pagers 40% faster.Pagers · Needs Quiet Running
2 SP
–
Objective DiscretionSpecializationObjective work is 30% quieter, and you are noticed 25% slower while you do it.Objectives · Needs Quick Lockpicking
3 SP
–
Extra Pager ResponseAdvancedThe crew can answer one more pager before the alarm (best of the crew, never summed).Pagers · Needs Fast Pager Response
4 SP
–
Now You See MeowSignatureOwn key: cameras within 15 m can't see you for 8 s. Before the alarm only (60 s cooldown).Sneaking · Active · Needs Low Profile · Gate: 6 SP in Stealth & Deception
5 SP
–
Explosives & Throwables
Skill
Cost
Picked
Area of EffectFoundationThrowables and rocket blasts are 15% larger.Blast
1 SP
–
Bomb DamageSpecializationThrowables and rocket blasts deal 15% more damage.Blast · Needs Area of Effect
2 SP
–
Maximum BombsSpecialization+1 throwable charge per heist.Supply · Needs Area of Effect
2 SP
–
Friendly-Fire ProtectionSpecializationYour explosions hurt you and your crew 50% less.Safety · Needs Area of Effect
3 SP
–
Structure DamageSpecializationThrowables and rockets deal 50% more damage to walls, doors and props.Blast · Needs Bomb Damage
3 SP
–
Pickup Refill ChanceSpecializationAmmo pickups have a 25% chance to refill one throwable charge.Supply · Needs Maximum Bombs
3 SP
–
StuntmanAdvancedYour own explosions launch you instead of hurting you.Safety · Needs Friendly-Fire Protection
4 SP
–
Elite and Boss DamageAdvancedThrowables and rockets deal 30% more damage to elites and bosses.Blast · Needs Structure Damage
4 SP
–
Largest Enemy TrackingAdvancedThrown bombs steer toward the toughest enemy within 6 m of where they would land.Supply · Needs Pickup Refill Chance
4 SP
–
PawcalypseUltimateYour throwable's blast calls four extra strikes from four directions; five impacts overlap at the centre (20 s cooldown).Blast · Needs Elite and Boss Damage · Gate: 10 SP in Explosives & Throwables
8 SP
–
Ultimate ArtUltimateHold throw for 1.5 s to fuse three charges into one masterpiece: triple damage, double radius (60 s cooldown).Safety · Active · Needs Stuntman and Largest Enemy Tracking · Gate: 10 SP in Explosives & Throwables
10 SP
–
Gadgets
Skill
Cost
Picked
Rapid DeploymentFoundationPlace the Toolbox 40% faster.Toolbox
1 SP
–
Refill BudgetSpecializationEach teammate can refill from your Toolbox one more time.Toolbox · Needs Rapid Deployment
3 SP
–
So PoorSignatureOnce per heist, a spent Toolbox restocks itself with one refill when a teammate within 10 m is below 20% ammo.Toolbox · Needs Refill Budget · Gate: 4 SP in Toolbox
6 SP
–
Rapid DeploymentFoundationPlace the Voodoo Doll 40% faster.Voodoo Doll
1 SP
–
Electronic Door UnlockSpecializationA placed doll opens electronic locks within 6 m.Voodoo Doll · Needs Rapid Deployment
3 SP
–
Camera JamSpecializationCameras within 10 m of a standing doll see nothing.Voodoo Doll · Needs Rapid Deployment
3 SP
–
Alert DelaySpecializationIf the alarm goes off while your doll stands, the police arrive 20 s later (once per doll).Voodoo Doll · Needs Rapid Deployment
3 SP
–
More VoodooAdvanced+1 Voodoo Doll per heist.Voodoo Doll · Needs Camera Jam
4 SP
–
Round Timer DelayAdvancedWhile your doll stands, the next assault wave or round starts 15 s later (once per doll).Voodoo Doll · Needs Alert Delay
4 SP
–
Back to BasicUltimateFor 10 s after placing, bullets vanish inside the doll's 6 m radius, yours and theirs (not elite or boss shots). Enemies target the doll (30 s cooldown).Voodoo Doll · Needs More Voodoo · Gate: 10 SP in Voodoo Doll
7 SP
–
Collar SpeedFoundationPut collars on 40% faster.Electric Collar
1 SP
–
More CollarsSpecialization+2 Electric Collars per heist.Electric Collar · Needs Collar Speed
2 SP
–
Collar Non-CiviliansAdvancedCollars also work on restrained guards and staff.Electric Collar · Needs Collar Speed
4 SP
–
Civilian RescueAdvancedSend a collared civilian to the exit: each one who arrives adds 400 loot value at payday (max 4).Electric Collar · Active · Needs More Collars
4 SP
–
Convert GuardSignatureHold on a collared guard for 3 s to turn them into an ally who fights for the crew.Electric Collar · Active · Needs Collar Non-Civilians · Gate: 6 SP in Electric Collar
6 SP
–
Convert PoliceSignatureCollared assault police can be turned into allies the same way.Electric Collar · Active · Needs Collar Non-Civilians · Gate: 6 SP in Electric Collar
6 SP
–
Beating Does Something MagicalUltimatePunching a collared or converted NPC bonds them: a burst knocks enemies back, they copy two of your passive skills at half strength, and your hits heal them.Electric Collar · Needs Civilian Rescue · Gate: 10 SP in Electric Collar
8 SP
–
Convert EliteUltimateStunned elites below 30% health can be collared and converted (one at a time).Electric Collar · Active · Needs Convert Guard and Convert Police · Gate: 10 SP in Electric Collar
8 SP
–
More SleepbagsSpecialization+1 Sleepbag per heist.Sleepbag
2 SP
–
Bag FasterSpecializationBag bodies 40% faster.Sleepbag
2 SP
–
Quiet CaptureAdvancedBagging makes no sound, and anyone who sees it notices half as fast.Sleepbag · Needs More Sleepbags or Bag Faster
4 SP
–
Sleeping BeautyUltimateHold melee behind an unaware guard or civilian for 0.8 s: they fall asleep with no pager call. Sleepers never wake on their own and bag twice as fast.Sleepbag · Active · Needs Quiet Capture · Gate: 8 SP in Sleepbag
7 SP
–
Extra ScarecrowSpecialization+1 Scarecrow per heist.Scarecrow
2 SP
–
Scarecrow HPSpecializationScarecrows have 50% more health.Scarecrow · Needs Extra Scarecrow
3 SP
–
Scarecrow RangeSpecializationScarecrows draw attention from 30% farther.Scarecrow · Needs Extra Scarecrow
2 SP
–
Melee ScarecrowSpecializationScarecrows swipe up to 3 enemies within 1.8 m every 1.2 s for 18 damage.Scarecrow · Needs Extra Scarecrow
3 SP
–
Scarecrow TauntSpecializationEnemies prefer your scarecrows 50% more.Scarecrow · Needs Scarecrow HP
3 SP
–
Extra Scarecrow IIAdvanced+1 more Scarecrow per heist.Scarecrow · Needs Scarecrow Range
4 SP
–
Scarecrow DamageSpecializationScarecrow and Megapawn hits deal 50% more damage.Scarecrow · Needs Melee Scarecrow
3 SP
–
MegapawnUltimateYour next scarecrow stands up as Megapawn: a walking decoy with double health that follows you and fights in melee.Scarecrow · Active · Needs Extra Scarecrow II and Scarecrow Damage · Gate: 10 SP in Scarecrow
8 SP
–
Gadget SlotSpecialization+1 gadget slot (2 at most).Loadout
3 SP
–
Free SlotSignatureOne extra slot for anything. A second weapon or armour is a swap, never used at once; a second gadget keeps its own charges.Loadout · Needs Gadget Slot · Gate: 3 SP in Loadout
6 SP
–
Crew & Tactics
Skill
Cost
Picked
Preplan DiscountFoundationPreplans you pay for cost 10% less.Planner
1 SP
–
AI Cost ReductionSpecializationAI crew you hire take 25% less from the loot value.Planner · Needs Preplan Discount
3 SP
–
Civilian Kill Cost ReductionSpecializationCivilian-kill penalties take 25% less from your loot value.Planner · Needs Preplan Discount
3 SP
–
Behind the ScenesUltimateOne eligible preplan is free each heist (one per crew, however many own this).Planner · Needs AI Cost Reduction and Civilian Kill Cost Reduction · Gate: 7 SP in Planner
10 SP
–
Drill UpgradeSpecializationDrills you start or fix run 25% faster.Tech