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General Infected Buffs (IBaR V1.1.0)

May 13, 2017
General Infected Buffs (IBaR V1.1.0)
  • General Infected Buffs

    Vampire

    Description:
    You heal yourself by x10 the amount of physical damage you deal.
    <Incompatible with Regeneration Skill>


    Positives
    + You gain health equal to 10 times the amount of damage dealt to survivors.
    + The higher the damage the special infected can deal to the survivors, the higher the regeneration.


    Negatives
    - Any damage dealt that is not direct won't heal, therefore less useful on Special Infected such as Spitters.

    Explanation
    The Vampire Buff allows the Special Infected to regenerate health equal to 10 times the amount of damage dealt to survivors. You can say that the Hunter and Charger Special Infected greatly benefit from the usage of this buff very well when they are able to deal damage quickly or in high burst amounts. Especially when you use either the Asssassin or Damage dealer role on the Hunter and the Damage dealer role on the Charger. However for other Special Infected such as Spitters, they don't benefit from this buff very much since their spit damage dealt to survivors cannot regenerate it's health since it isn't physical damaging.

    Infected Yell (Not for sale)

    Description:
    Upon death, there is a 3% chance of launching survivors near far away due to an extremely loud dying yell.

    Positives
    + You can launch survivors that are nearby far away upon death.
    + Useful Buff to have on Karma Maps when you want to be with survivors near a death zone, especially as a physical user.


    Negatives
    - Low Chance on death for the buff effect to work.

    Explanation
    "Woah!" that infected just forced me to go away from its sound! ahh it hurts! The Infected Yell Buff with a low percentage chance of activating allows nearby survivors to be launched far away when you die. Useful buff to have on karma maps when your a physical user due to the chance that the survivor can be launched to their death.

    Biological Hologram

    Description:
    After you die as an infected, there is a 15% chance that you will leave a hologram on the floor, simulating a survivor being attacked by a charger or hunter. If survivors fall for this trap, it may buy your team some time.

    Positives
    + When you die as an infected, you can place a hologram on the floor to trick survivors into shooting the simulated attacking infected.
    + Lower level players can easily fall for this trap and it will buy your team a small amount of time to prepare another assault or back up attack.


    Negatives
    - If you die too close to survivors, the Biological Hologram won't be able to trick any survivor nearby.
    - Higher level players don't fall for this trap at all so it won't buy your team any time at all.


    Explanation
    When you want to prepare yourself for another assault because you failed as a special infected and died before hand, the Biological Hologram Buff will ensure you get a small amount of time to prepare your next plan of attack by tricking survivors with a simulated infected attack. When lower level players are affected by your buff, it does help to buy your team those precious seconds so they can do what ever they can to the other survivors while the affected player is occupied for a few moments. However if you die too close and the buff effect activates near any survivors, they can't fall for your trick, and nor will any high level players.

    Electricity Wave Protection

    Description:
    You will not instantly die if you get caught by an enemy survivor's electricity wave when he/she uses his/her knife. You will be left with 1 HP instead, giving you a chance to escape and let Vampire, Regeneration, Common Farmer or any other buff heal you.

    Positives
    + When your not pinning any survivors, you cannot die to a survivor using an electrified knife to kill you. Useful when acting as a back up special infected.

    Negatives
    - When your pinning any survivor that uses the electrified knife, your still gonna be instantly killed. The effects of the buff only affect those not pinning survivors.

    Explanation
    Hope they don't need back up... "hears the sound of a hunter being electrified to death by a survivors electrical knife" *gets hit by electricity* "ahhhh!" wait i ain't dead! The Electricity Wave Protection Buff makes it so that if you aren't pinning a survivor but are within range of an electrical knife attack, you won't instantly die to the effects and will instead be left with 1 HP. A slightly useful buff to have around when acting as a back up special infected to a pinning attack failing to hold its mark on the survivor. It isn't a useful buff when your pinning survivors however, since their electrical knife on you can still instantly kill you. Just as well the buff only affects those not pinning survivors.

    Rushing Massacre

    Description:
    Increases damage towards survivors by 0-100% depending on how far they are from the last survivor in the back.
    <Bots don't count as survivors in the back>
    <Does not affect tanks>


    Positives
    + Deal increased damage towards survivors depending on how far away they are from the last survivor in the back of the currently alive team.

    Negatives
    - The effects of this buff doesn't affect tanks.

    Explanation
    Ahhh, you see a bunch of survivors forward ahead and some survivors in the back, then you go to attack the survivors forward ahead, BAM! more damage is dealt to them thanks to the Rushing Massacre Buff. This damage is further increased if they are lonely survivors from the last survivor in the back. Just remember that you can't gain the benefits as tank, so no quick killing off lonely survivors with this buff.

    Knife Deflection

    Description:
    Allows you to counter a survivors knife use. Pressing the <ZOOM> key will put you on counter stance for 0.4 seconds. If the survivor uses his knife during this time, it will be deflected and you will stab him with it causing 150HP damage.
    <Usable only when a survivor is trapped by you>
    <Usable once per life>


    Positives
    + You can prevent the instant kill caused by knifes by instead countering them, causing direct damage to the survivor.

    Negatives
    - Usable only when a survivor is trapped by yourself*
    - Usable only once per life so make the use count wisely.
    - You only have a short window frame, so predict very carefully when you know the survivor will attempt to knife you.


    Explanation:
    When you want to be able to counter the survivors knife, the Knife Deflection Buff will make it happen. You can put yourself on the counter stance for an extremely short time, and any knifes used during that short window (at the same time practically) will be countered, used up and won't instantly kill you. These countered knifes will instead deal moderate amounts of damage to the survivor. When a survivor isn't trapped, you cannot use the effects of the buff and the effects can only be used one per life. Also you only have a very short amount of time to counter the survivor if he/she decides to knife during that window. Better to be used when the survivor is a lonely survivor since your mind is able to predict better that the survivor will use the knife usually almost immediately after the knife goes off cooldown.

    Assassination Boost

    Description:
    Upon killing an enemy survivor, you will be granted with 200% additional attack damage until you die. Effect does not work with TANKS, BOTS or LOW LEVEL PLAYERS and does not accumulate. You must be alive at ALL times to maintain the effect. Returning to ghost mode will end the additional attack damage.

    Positives
    + Extremely Increased attack damage done to survivors upon killing an enemy survivor.
    + One of the best buffs to be combining with other Offensive Buffs for more attack power.
    + Most effective as a buff with the Hunter and Charger, although great with all other special infected.


    Negatives
    - The buff effect wont work with bots, tanks and low level players (players below the level of 50)
    - If you return to ghost mode or die, the additional attack damage effect ends.
    - The buff effect can only be gained once in your life and doesn't accumulate.


    Explanation
    Yes! I killed a survivor! Now i even have MORE POWER TO FINISH THEM ALL OFF!!! (Shows a strong surging power within him/herself). The Assassination Boost Buff is considered to be one of the best buffs to be combining with other Offensive Buffs for more attack damage dealt to the survivors. It extremely increases the attack damage you deal to survivors after you have killed one of their own. The Hunter and Charger are the best special infected to favor from this buff the most because the hunter's pounce damage dealt can go a long way up and the charger's damage overall can make him a real threat to any survivor facing him, no matter who they are. All other special infected do tend to have great uses with this increased damage effect if they do kill a survivor, though the Spitter rarely does get this effect and the Boomer has a low number of uses with this buff overall. The buff effect wont work if you kill a bot, or currently a tank or killing a survivor that is a low level player. Additionally dying or returning to ghost mode ends the buff effect on you. It can also only be gained once in the current life as that special infected and it can't be accumulated any further.

    Common Farming

    Description:
    Killing a common infected using your claws will instantly heal you by 8%HP.

    Positives
    + On killing a Common Infected, you heal for 8% of your maximum health.
    + A slightly useful Buff to be having when playing as the Spitter in the healing role.
    + Doesn't disable the Regeneration skill when used alone.


    Negatives
    - Less useful Buff when your special infected focuses more on damage dealing or slowing down survivors in most cases.

    Explanation
    The Common Farming Buff will let any special infected kill a common infected to heal 8% of their current health. More effective on special infected who have a higher amount of maximum health. It is considered to be a slightly useful buff for the Spitter in the healing role because it will allow her to regenerate her own HP manually as well as automatically while helping out other infected with their own health. The Regeneration skill won't be disabled by this buff alone when the buff is equipped which is one difference as a healing buff compared to the Vampire Buff. The buff is considered to be less useful when your Special Infected uses a role that focuses more on Damage dealing and Slowing down survivors in most cases unless its for coverage.

    Accumulated Rage

    Description:
    Adds 3% additional attack damage per second while alive. Accumulated damage resets after you attack a survivor.

    Positives
    + Increasing additional attack damage per second while alive.
    + A really useful Buff to be equipping on the Hunter and Charger when using the Damage dealer roles for both infected.
    + A useful Offensive Buff overall to be combining with other Offensive Buffs for increased damage dealt to survivors.


    Negatives
    - Additional attack damage is reset once you attack a survivor.

    Explanation
    This Special Infected is "Growing Angry each second...". The Accumulated Rage Buff adds a small amount of additional attack damage per second while the infected is currently alive. Therefore it's a useful buff to be equipping on the Hunter and Charger Buff sets in the Damage dealer role due to the hunter's pounce being able to deal up to insane amounts of damage as impact damage on any one survivor when successfully pinning them. Furthermore the Charger's impact damage can be quite surprising to survivors who don't see him charging when the Charger has been preparing to charge for quite some time. Overall though, it's a useful Offensive Buff to be combining with other Offensive Buffs to boost the damage dealt to survivors. The only downside to remember is that once you attack a survivor, the increased damage accumulated resets back to square one.

    Saferoom Mayhem

    Description:
    Increases attack damage by 150% while being inside saferooms.

    Positives
    + Large increase in damage dealt while being inside saferooms.
    + Useful buff when using Hunters or Chargers under their Assassin and Damage dealer roles respectively.
    + Overall useful buff for the Spitter and Jockey under their Damage dealer roles respectively as well.


    Negatives
    - Less useful buff for the Boomer and Smoker since most saferooms are indoors
    - The effect of the buff is only active in saferooms. Not outside anywhere else.


    Explanation:
    Can we just attack early? the survivors are inside saferooms. sure thing the infected say. The Saferoom Mayhem Buff makes that decision worthwhile by largely increasing the damage dealt to survivors while they are still inside the safe zone. A very useful buff to the Hunter and Chargers in their Assassin and Damage dealer roles respectively due to to their high amounts of damage dealt that can easily make a healthy team feel weakened. It is also a useful buff for the Spitter and Jockey because their damage dealt can also have an impact on how healthy the survivors are overall with their buffs in their respective buff sets more quicker. The Smoker and Boomer don't seem to be quick damage dealers and are more likely to be killed off rather than doing decent damage so the buff for them is less useful. Also the effect of the buff can only be active inside saferooms, while outside it they aren't.

    No Rescue for You

    Description:
    Increases needed time for the rescue to be ready by 5 seconds. Accumulates with other players.
    <Works only with timer based finales>


    Positives
    + Increased time taken for the rescue to arrive, making those precious seconds more worth the time needed to make it happen.
    + Can be accumulated with other infected players


    Negatives
    - The time increase will only work with timer based finales.
    +/- Can be beneficial to either the survivors or infected in the Cold Stream and The Parish finales depending on how strong/weak the team is.


    Explanation:
    Sorry guys! the rescue chopper is gonna be late...​​​​ The No Rescue for You Buff ensures it so that survivors have to wait longer for the rescue to arrive. This makes it so that infected have a longer time to gain bounty to ensure that they can overpower the survivors before they win against them which is a good thing because the buff effects can be accumulated. The timer increase will only work with timer based finales. An optional thing to remember is that this time change can either be good or bad for the survivors doing the Cold Stream or The Parish finales.

    Bounty Saving

    Description:
    Increases your attack damage for each 4 bounty you have by 1% i.e if you have 20 bounty, your attack damage is increased by 5%.
    <Maximum Bonus: 30%>


    Positives
    + Increased damage dealt to survivors with the more bounty you have as the infected.
    + Useful Buff to have when you use the Bounty Thief Buff on your infected and when having the Pickpocketing Buff on your Jockey.
    + Slightly Useful Buff to have when your not buying infected upgrades in !buy


    Negatives
    - If you spend bounty, your additional attack damage increase is decreased proportionally.

    Explanation:
    The Bounty Saving Buff increases your damage dealt to survivors for each small amount of bounty gained as the infected. A useful buff to have around when using the Bounty Thief and the Pickpocketing Buffs on the infected and the Jockey respectively. It is also a slightly useful buff to have when your not really buying anything in !buy. Now if you do spend bounty for whatever reason, your additional attack damage increase is decreased proportionally in relation to the amount of bounty lost.

    Damage Return

    Description:
    Randomly (2% chance) returns 20% of the damage taken from survivors. Chance increases (to 5%) if your health is below 10%.
    <Maximum Damage Returned: 12>


    Positives
    + You randomly have a chance to reflect part of the damage dealt to you back at survivors.
    + More useful on infected with higher maximum HP


    Negatives
    - Reflect damage dealt to survivors is quite low
    - Low chance to reflect damage per bullet.


    Explanation:
    The Damage Return Buff lets you reflect damage dealt to you back to the survivors with a small chance to do so. While this buff is useful on infected with higher maximum HP, The Reflect damage dealt ain't so much though. Also the chance to reflect per bullet is low.

    Inner Toxins

    Description:
    Injects toxins into the survivor's body on each hit with your claws. Once you die, the toxins will detonate and instantly deal 15% of the total damage you did with your claws to the survivor while you were alive.
    <Does not work with tanks>
    <Max damage: 70HP>


    Positives
    + You can melee any survivor and inject toxins into their body, once you die you deal damage equal to a small proportion of the total damage dealt with your claws to each survivor you affected.
    + A slightly useful buff to be using on infected that have higher maximum HP for when their priority is dying to deal buff effects.


    Negatives
    - Less useful buff to be using on infected that don't prioritize their deaths for buff effects.
    - The buff effect won't work with tanks.


    Explanation:
    *Slashes a survivor several times* *gets shot by that survivor and dies*, "not that big of a deal, let my toxins do the work!" The Inner Toxins Buff will let you melee any survivor and inject toxins into their body that explode once that infected who affected the survivor dies. The survivor is dealt damage equal to 15% of the total damage that they were dealt by the infected to them. It's a slightly useful buff to be having for infected that have higher maximum HP or want to prioritize dying in order to activate buff effects. However it can be a less useful buff on infected that don't prioritize their death for buff effects. Also the buff effect wont work with tanks.

    Starting Bounty

    Description:
    Increases your starting bounty by 7 as infected and 3 as survivor. Bounty is given after first survivor leaves the safe area.

    Positives
    + You gain bounty immediately after leaving the saferoom area.

    Negatives
    - One of the least useful buffs to have considering its usage.

    Explanation:
    The Starting Bounty Buff will give you a small amount of bounty to start out with when you leave the saferoom area. However its one of the least useful buffs to have given its usage.

    Nightly Killer

    Description:
    Increases damage dealt by 30% on night maps.

    Positives
    + Increased damage dealt in night maps
    + Good Offensive Buff to be combining with other Offensive Buffs to increase damage dealt to survivors.


    Negatives
    - Nothing.

    Explanation:
    You are an infected both during the day and at night, however you bring out your strongest powers more so at night time. The Nightly Killer Buff increases the damage you deal to survivors by a small amount on night time maps. It's considered to be a good offensive buff when you combine it with other offensive buff to increase the damage dealt to survivors.

    Mark of Permanent Death

    Description:
    Each time you hit a survivor with your claws you will leave a mark on him. After the survivor accumulates 160 of YOUR marks his next dead will be un-defibable (ragdoll dead).
    <Marks last through the entire round>


    Positives
    + Inflict a stackable debuff, after an extremely long number of stacks, that survivor is unable to be resurrected from the dead once he dies.
    + Very useful buff to have on the Jockey with his Debuffer role if you equip the attack speed buffs to speed up the process
    + Marks do not expire throughout the current round.


    Negatives
    - You are unable to use this buff with any other infected, making the process of accumulating marks take longer.
    - A lot of marks required to have the overall buff effect activate on the marked survivor.


    Explanation:
    The Mark of Permanent Death is a very uncommon Buff that not many people use at all. It inflicts a stackable debuff onto the survivor in which after a long number of stacks that survivor is unable to be resurrected from the dead upon his death. It's a very useful buff to have on the Jockey and his Debuffer role if you equip the attack speed buffs to speed up the process. Also unlike other buffs with the effects on hitting survivors with melee attacks. The marks do not expire once inflicted for the current round onlywhich is also a good thing to know. Remember that you are unable to use this buff with any other infected, causing the process of accumulating marks on your targeted survivor to take longer than normal, which is bad when he dies from other infected. Don't forget that your gonna only be able to have one survivor unable to be resurrected very rarely by the end of the VS round so those marks required are a lot of melee attacks needed.

    Sweep Bile

    Description:
    Decreases by 80% the time you spend biled as infected after being hit by a vomit jar.

    Positives
    + You are biled for much less time as infected after being hit by a vomit jar from the survivor who threw it.
    + Mostly useful buff as a Smoker and Jockey in the Controller role for when you need to drag survivors away quickly.


    Negatives
    - Not a useful buff to have when using other special infected or using the Smoker and Jockey in other roles.

    Explanation:
    Woah shit! i've been biled on! (only for the bile to disappear quickly) oh wait no i'm not... The Sweep Bile Buff largely decreases the time you spent biled as a special infected after being hit by a Vomit Jar from the survivor who threw it. A useful buff to have as a Smoker and Jockey for when in the Controller role your dragging survivors away very quickly. Not a useful buff to have around on all other special infected and when as the Smoker and Jockey using classes that don't prioritise dragging away quickly.

    Moustachio Bomb

    Description:
    5% of the total damage you deal to a survivor under moustachio bless will be applied to the survivor once it ends.

    Positives
    + You are able to deal after effect damage to the survivor who was recently under moustachio bless and has the effect ended for him.

    Negatives
    - Not a useful buff at all due to its low usefulness on versus when compared to other not useful buffs.

    Explanation:
    Can't damage the survivor while he's blocking your damage? easy just continue to damage him and 5% of the total damage dealt during that time is applied to him once it ends. It isn't a useful buff at all on any of the infected due to the other not very useful buffs having more uses than this buff.

    Witch Resistance

    Description:
    Increases by 1000HP the health of the witches you spawn and reduces the damage they take by 90% for 10 seconds right after they are startled.

    Positives
    + Increased health and extremely high resistance to damage for the first small seconds upon being startled.
    + A useful utility buff to have around on infected whose roles rely on Slowing, Controlling, Tanking, Debuffing or Healing.


    Negatives
    - Less useful buff to have around on infected whose roles rely on Assassin or Damage dealing.

    Explanation:
    Want the witches to be more powerful with buffs than without them? equip the Witch Resistance Buff, it increases the health of witches slightly and extremely reduces their damage taken from survivors for 10 seconds while they are startled. It is a really useful utility buff to have around for infected whose roles rely on Slwoing, Controlling, Tanking, Debuffing or Healing. Its usefulness is limited in infected whose roles rely on Assassin or Damage dealing since most of the time those infected will focus more on the offensive.

    |E| Desperation

    Description:
    Increases your claw damage by 2HP + 1HP per 10% of missing health.
    <Does not apply to tanks>


    Positives
    + Increased damage that increases with more missing health.
    + A slightly useful buff on higher maximum HP special infected.


    Negatives

    - The buff effect doesn't apply to tanks
    - A less useful Offensive Buff overall thanks to better Offensive Buffs
    - Increased damage dealt is decreased if your regenerating missing health.


    Explanation:
    The Desperation Buff will let you deal increasing amounts of damage while you happen to have missing health. It is seen as a slightly useful buff on higher maximum HP special infected. Although while the buff effect doesn't apply to tanks it is a less useful offensive buff due to there being better offensive buffs out there. Also if you are regenerating health in any way, the increased damage that you deal is decreased for less missing health.

    Final Showdown

    Description:
    Increases the amount of bounty you receive by 15% on finale maps.

    Positives
    + Increased bounty earned on finale maps.
    + A slightly useful buff to have if your focusing on to get upgrades in !buy or to buy tanks quickly.


    Negatives
    - Less useful buff overall since its usage only applies to finale maps.

    Explanation:
    When you are on the finale, the Final Showdown Buff means something, it increases the bounty earn on finale maps. It can be a slightly useful buff where you would want to earn infected upgrades from !buy or to purchase tanks from !buy more quickly. It is a less useful buff overall since its usage only applies to the finale maps of each campaign.

    |E| Fear

    Description:
    Temporarily reduces the level of your attached victim by 1 each 15 seconds that pass.

    Positives
    + You reduce the level of your attached victim by a small amount for each small amount of seconds that pass.
    + Temporary level loss applies for the current round


    Negatives
    - Not a useful buff at all since it has a low number of uses in utility wise.

    Explanation:
    You want to strike fear into your foes! The Fear Buff temporarily reduces the level of your attached victim by 1 each 15 seconds that pass. making it so that for each upgrade, skill or buff that required a certain level to unlock will no longer become available temporarily for the current round. It isn't a useful buff at all since it has a low number of uses in utility wise.

    Fatigue

    Description:
    Each hit with your claw will slow the target survivor by 5% per hit.

    Positives
    + You slow down the survivor per hit with your claw
    + Useful buff to have on the Slower, Controller, Debuffer and Tanky roles of the infected who have them.


    Negatives
    - Not a very useful buff on the Assassin, Damage dealer and Healer roles of the infected who have them.

    Explanation:
    The Fatigue Buff will slow down the affected survivor by 5% per claw hit. This is a useful buff to have on infected who have the Slower, Controller, Debuffer or Tanky as current roles. The difference to that is it isn't a useful buff on infected who have the Assassin, Damage dealer and Healer roles since it has less important uses to them.